@babylonjs/core 8.10.0 → 8.10.1
This diff represents the content of publicly available package versions that have been released to one of the supported registries. The information contained in this diff is provided for informational purposes only and reflects changes between package versions as they appear in their respective public registries.
- package/Animations/runtimeAnimation.js +3 -1
- package/Animations/runtimeAnimation.js.map +1 -1
- package/AudioV2/abstractAudio/staticSound.d.ts +26 -1
- package/AudioV2/abstractAudio/staticSound.js.map +1 -1
- package/AudioV2/abstractAudio/staticSoundBuffer.d.ts +19 -0
- package/AudioV2/abstractAudio/staticSoundBuffer.js +5 -0
- package/AudioV2/abstractAudio/staticSoundBuffer.js.map +1 -1
- package/AudioV2/webAudio/webAudioStaticSound.d.ts +6 -2
- package/AudioV2/webAudio/webAudioStaticSound.js +21 -0
- package/AudioV2/webAudio/webAudioStaticSound.js.map +1 -1
- package/Cameras/arcRotateCamera.js +1 -1
- package/Cameras/arcRotateCamera.js.map +1 -1
- package/Cameras/targetCamera.d.ts +12 -21
- package/Cameras/targetCamera.js +16 -37
- package/Cameras/targetCamera.js.map +1 -1
- package/Engines/abstractEngine.js +2 -2
- package/Engines/abstractEngine.js.map +1 -1
- package/FlowGraph/Blocks/Data/Math/flowGraphVectorMathBlocks.d.ts +3 -3
- package/FlowGraph/Blocks/Data/Math/flowGraphVectorMathBlocks.js +5 -6
- package/FlowGraph/Blocks/Data/Math/flowGraphVectorMathBlocks.js.map +1 -1
- package/Lights/Shadows/cascadedShadowGenerator.d.ts +1 -0
- package/Lights/Shadows/cascadedShadowGenerator.js +12 -0
- package/Lights/Shadows/cascadedShadowGenerator.js.map +1 -1
- package/Materials/Node/Blocks/Dual/currentScreenBlock.d.ts +14 -8
- package/Materials/Node/Blocks/Dual/currentScreenBlock.js +15 -10
- package/Materials/Node/Blocks/Dual/currentScreenBlock.js.map +1 -1
- package/Materials/Node/Blocks/Dual/index.d.ts +1 -0
- package/Materials/Node/Blocks/Dual/index.js +1 -0
- package/Materials/Node/Blocks/Dual/index.js.map +1 -1
- package/Materials/Node/Blocks/Dual/smartFilterTextureBlock.d.ts +32 -0
- package/Materials/Node/Blocks/Dual/smartFilterTextureBlock.js +99 -0
- package/Materials/Node/Blocks/Dual/smartFilterTextureBlock.js.map +1 -0
- package/Materials/Node/Blocks/Fragment/fragmentOutputBlock.js +4 -12
- package/Materials/Node/Blocks/Fragment/fragmentOutputBlock.js.map +1 -1
- package/Materials/Node/Blocks/Input/inputBlock.js +1 -3
- package/Materials/Node/Blocks/Input/inputBlock.js.map +1 -1
- package/Materials/Node/Blocks/Teleport/teleportInBlock.d.ts +4 -0
- package/Materials/Node/Blocks/Teleport/teleportInBlock.js +6 -0
- package/Materials/Node/Blocks/Teleport/teleportInBlock.js.map +1 -1
- package/Materials/Node/Blocks/Teleport/teleportOutBlock.js +8 -2
- package/Materials/Node/Blocks/Teleport/teleportOutBlock.js.map +1 -1
- package/Materials/Node/nodeMaterial.js +7 -1
- package/Materials/Node/nodeMaterial.js.map +1 -1
- package/Materials/Node/nodeMaterialBlock.js +4 -0
- package/Materials/Node/nodeMaterialBlock.js.map +1 -1
- package/Materials/Node/nodeMaterialBuildState.d.ts +10 -8
- package/Materials/Node/nodeMaterialBuildState.js +21 -35
- package/Materials/Node/nodeMaterialBuildState.js.map +1 -1
- package/Materials/Node/nodeMaterialDefault.js +4 -2
- package/Materials/Node/nodeMaterialDefault.js.map +1 -1
- package/Materials/Textures/thinTexture.js +3 -0
- package/Materials/Textures/thinTexture.js.map +1 -1
- package/Maths/math.vector.d.ts +6 -0
- package/Maths/math.vector.js +10 -4
- package/Maths/math.vector.js.map +1 -1
- package/Meshes/transformNode.d.ts +0 -8
- package/Meshes/transformNode.js +66 -88
- package/Meshes/transformNode.js.map +1 -1
- package/Misc/depthReducer.js +2 -6
- package/Misc/depthReducer.js.map +1 -1
- package/Misc/observable.d.ts +34 -3
- package/Misc/observable.js +1 -1
- package/Misc/observable.js.map +1 -1
- package/Physics/v2/characterController.d.ts +9 -0
- package/Physics/v2/characterController.js +17 -0
- package/Physics/v2/characterController.js.map +1 -1
- package/Rendering/IBLShadows/iblShadowsRenderPipeline.d.ts +8 -0
- package/Rendering/IBLShadows/iblShadowsRenderPipeline.js +21 -0
- package/Rendering/IBLShadows/iblShadowsRenderPipeline.js.map +1 -1
- package/Rendering/IBLShadows/iblShadowsSpatialBlurPass.js +1 -1
- package/Rendering/IBLShadows/iblShadowsSpatialBlurPass.js.map +1 -1
- package/ShadersWGSL/ShadersInclude/bonesDeclaration.js +1 -1
- package/ShadersWGSL/ShadersInclude/bonesDeclaration.js.map +1 -1
- package/ShadersWGSL/background.fragment.js +1 -1
- package/ShadersWGSL/background.fragment.js.map +1 -1
- package/ShadersWGSL/iblShadowGBufferDebug.fragment.js +5 -4
- package/ShadersWGSL/iblShadowGBufferDebug.fragment.js.map +1 -1
- package/package.json +1 -1
- package/scene.js +4 -2
- package/scene.js.map +1 -1
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@@ -1,6 +1,5 @@
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import { NodeMaterialBlock } from "../../nodeMaterialBlock.js";
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import { NodeMaterialBlockConnectionPointTypes } from "../../Enums/nodeMaterialBlockConnectionPointTypes.js";
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-
import { SfeModeDefine } from "../../nodeMaterialBuildState.js";
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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 { Texture } from "../../../Textures/texture.js";
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@@ -9,6 +8,12 @@ import { Texture } from "../../../Textures/texture.js";
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* Base block used as input for post process
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*/
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export class CurrentScreenBlock extends NodeMaterialBlock {
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/**
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* The name of the sampler to read the screen texture from.
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*/
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get samplerName() {
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return this._samplerName;
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}
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/**
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* Create a new CurrentScreenBlock
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* @param name defines the block name
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@@ -110,6 +115,9 @@ export class CurrentScreenBlock extends NodeMaterialBlock {
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}
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return true;
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}
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+
_getMainUvName(state) {
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return "vMain" + this.uv.associatedVariableName;
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}
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_injectVertexCode(state) {
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const uvInput = this.uv;
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if (uvInput.connectedPoint.ownerBlock.isInput) {
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@@ -171,6 +179,10 @@ export class CurrentScreenBlock extends NodeMaterialBlock {
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state.compilationString += `${output.associatedVariableName} = toLinearSpace(${output.associatedVariableName});\n`;
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state.compilationString += `#endif\n`;
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}
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_emitUvAndSampler(state) {
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state._emitVaryingFromString(this._mainUVName, NodeMaterialBlockConnectionPointTypes.Vector2);
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state._emit2DSampler(this._samplerName);
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}
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_buildBlock(state) {
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super._buildBlock(state);
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this._tempTextureRead = state._getFreeVariableName("tempTextureRead");
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@@ -183,14 +195,10 @@ export class CurrentScreenBlock extends NodeMaterialBlock {
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if (state.sharedData.blocksWithDefines.indexOf(this) < 0) {
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state.sharedData.blocksWithDefines.push(this);
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}
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-
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this.
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// SFE: Wrap the varying in a define, as it won't be needed there.
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const define = state.isSFEMode ? SfeModeDefine : undefined;
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state._emitVaryingFromString(this._mainUVName, NodeMaterialBlockConnectionPointTypes.Vector2, define, true);
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this._mainUVName = this._getMainUvName(state);
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this._emitUvAndSampler(state);
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if (state.target !== NodeMaterialBlockTargets.Fragment) {
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// Vertex
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state._emit2DSampler(this._samplerName);
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this._injectVertexCode(state);
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return;
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}
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@@ -198,9 +206,6 @@ export class CurrentScreenBlock extends NodeMaterialBlock {
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if (!this._outputs.some((o) => o.isConnectedInFragmentShader)) {
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return;
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}
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// SFE: Append `// main` to denote this as the main input texture to composite.
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const annotation = state.isSFEMode ? "// main" : undefined;
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state._emit2DSampler(this._samplerName, undefined, undefined, annotation);
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this._linearDefineName = state._getFreeDefineName("ISLINEAR");
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this._gammaDefineName = state._getFreeDefineName("ISGAMMA");
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const comments = `//${this.name}`;
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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 { SfeModeDefine } from \"../../nodeMaterialBuildState\";\r\nimport { NodeMaterialBlockTargets } from \"../../Enums/nodeMaterialBlockTargets\";\r\nimport type { NodeMaterialConnectionPoint } from \"../../nodeMaterialBlockConnectionPoint\";\r\nimport type { AbstractMesh } from \"../../../../Meshes/abstractMesh\";\r\nimport type { NodeMaterialDefines, NodeMaterial } from \"../../nodeMaterial\";\r\nimport type { BaseTexture } from \"../../../Textures/baseTexture\";\r\nimport type { Nullable } from \"../../../../types\";\r\nimport { RegisterClass } from \"../../../../Misc/typeStore\";\r\nimport { Texture } from \"../../../Textures/texture\";\r\nimport type { Scene } from \"../../../../scene\";\r\nimport type { InputBlock } from \"../Input/inputBlock\";\r\nimport { ShaderLanguage } from \"core/Materials/shaderLanguage\";\r\nimport { Constants } from \"core/Engines/constants\";\r\n\r\n/**\r\n * Base block used as input for post process\r\n */\r\nexport class CurrentScreenBlock extends NodeMaterialBlock {\r\n private _samplerName = \"textureSampler\";\r\n private _linearDefineName: string;\r\n private _gammaDefineName: string;\r\n private _mainUVName: string;\r\n private _tempTextureRead: string;\r\n\r\n /**\r\n * Gets or sets the texture associated with the node\r\n */\r\n public texture: Nullable<BaseTexture>;\r\n\r\n /**\r\n * Gets or sets a boolean indicating if content needs to be converted to gamma space\r\n */\r\n public convertToGammaSpace = false;\r\n\r\n /**\r\n * Gets or sets a boolean indicating if content needs to be converted to linear space\r\n */\r\n public convertToLinearSpace = false;\r\n\r\n /**\r\n * Create a new CurrentScreenBlock\r\n * @param name defines the block name\r\n */\r\n public constructor(name: string) {\r\n super(name, NodeMaterialBlockTargets.VertexAndFragment);\r\n\r\n this._isUnique = false;\r\n\r\n this.registerInput(\"uv\", NodeMaterialBlockConnectionPointTypes.AutoDetect, false, NodeMaterialBlockTargets.VertexAndFragment);\r\n\r\n this.registerOutput(\"rgba\", NodeMaterialBlockConnectionPointTypes.Color4, NodeMaterialBlockTargets.Neutral);\r\n this.registerOutput(\"rgb\", NodeMaterialBlockConnectionPointTypes.Color3, NodeMaterialBlockTargets.Neutral);\r\n this.registerOutput(\"r\", NodeMaterialBlockConnectionPointTypes.Float, NodeMaterialBlockTargets.Neutral);\r\n this.registerOutput(\"g\", NodeMaterialBlockConnectionPointTypes.Float, NodeMaterialBlockTargets.Neutral);\r\n this.registerOutput(\"b\", NodeMaterialBlockConnectionPointTypes.Float, NodeMaterialBlockTargets.Neutral);\r\n this.registerOutput(\"a\", NodeMaterialBlockConnectionPointTypes.Float, NodeMaterialBlockTargets.Neutral);\r\n\r\n this._inputs[0].addExcludedConnectionPointFromAllowedTypes(\r\n NodeMaterialBlockConnectionPointTypes.Vector2 | NodeMaterialBlockConnectionPointTypes.Vector3 | NodeMaterialBlockConnectionPointTypes.Vector4\r\n );\r\n\r\n this._inputs[0]._prioritizeVertex = false;\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 \"CurrentScreenBlock\";\r\n }\r\n\r\n /**\r\n * Gets the uv input component\r\n */\r\n public get uv(): NodeMaterialConnectionPoint {\r\n return this._inputs[0];\r\n }\r\n\r\n /**\r\n * Gets the rgba output component\r\n */\r\n public get rgba(): NodeMaterialConnectionPoint {\r\n return this._outputs[0];\r\n }\r\n\r\n /**\r\n * Gets the rgb output component\r\n */\r\n public get rgb(): NodeMaterialConnectionPoint {\r\n return this._outputs[1];\r\n }\r\n\r\n /**\r\n * Gets the r output component\r\n */\r\n public get r(): NodeMaterialConnectionPoint {\r\n return this._outputs[2];\r\n }\r\n\r\n /**\r\n * Gets the g output component\r\n */\r\n public get g(): NodeMaterialConnectionPoint {\r\n return this._outputs[3];\r\n }\r\n\r\n /**\r\n * Gets the b output component\r\n */\r\n public get b(): NodeMaterialConnectionPoint {\r\n return this._outputs[4];\r\n }\r\n\r\n /**\r\n * Gets the a output component\r\n */\r\n public get a(): NodeMaterialConnectionPoint {\r\n return this._outputs[5];\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 public override initialize(state: NodeMaterialBuildState) {\r\n state._excludeVariableName(this._samplerName);\r\n }\r\n\r\n public override get target() {\r\n if (!this.uv.isConnected) {\r\n return NodeMaterialBlockTargets.VertexAndFragment;\r\n }\r\n\r\n if (this.uv.sourceBlock!.isInput) {\r\n return NodeMaterialBlockTargets.VertexAndFragment;\r\n }\r\n\r\n return NodeMaterialBlockTargets.Fragment;\r\n }\r\n\r\n public override prepareDefines(mesh: AbstractMesh, nodeMaterial: NodeMaterial, defines: NodeMaterialDefines) {\r\n defines.setValue(this._linearDefineName, this.convertToGammaSpace, true);\r\n defines.setValue(this._gammaDefineName, this.convertToLinearSpace, true);\r\n }\r\n\r\n public override isReady() {\r\n if (this.texture && !this.texture.isReadyOrNotBlocking()) {\r\n return false;\r\n }\r\n\r\n return true;\r\n }\r\n\r\n private _injectVertexCode(state: NodeMaterialBuildState) {\r\n const uvInput = this.uv;\r\n\r\n if (uvInput.connectedPoint!.ownerBlock.isInput) {\r\n const uvInputOwnerBlock = uvInput.connectedPoint!.ownerBlock as InputBlock;\r\n\r\n if (!uvInputOwnerBlock.isAttribute) {\r\n state._emitUniformFromString(uvInput.associatedVariableName, NodeMaterialBlockConnectionPointTypes.Vector2);\r\n }\r\n }\r\n\r\n state.compilationString += `${this._mainUVName} = ${uvInput.associatedVariableName}.xy;\\n`;\r\n\r\n if (!this._outputs.some((o) => o.isConnectedInVertexShader)) {\r\n return;\r\n }\r\n\r\n this._writeTextureRead(state, true);\r\n\r\n for (const output of this._outputs) {\r\n if (output.hasEndpoints) {\r\n this._writeOutput(state, output, output.name, true);\r\n }\r\n }\r\n }\r\n\r\n private _writeTextureRead(state: NodeMaterialBuildState, vertexMode = false) {\r\n const uvInput = this.uv;\r\n\r\n if (vertexMode) {\r\n if (state.target === NodeMaterialBlockTargets.Fragment) {\r\n return;\r\n }\r\n const textureReadFunc =\r\n state.shaderLanguage === ShaderLanguage.GLSL\r\n ? `texture2D(${this._samplerName},`\r\n : `textureSampleLevel(${this._samplerName}, ${this._samplerName + Constants.AUTOSAMPLERSUFFIX},`;\r\n\r\n const complement = state.shaderLanguage === ShaderLanguage.GLSL ? \"\" : \", 0\";\r\n\r\n state.compilationString += `${state._declareLocalVar(this._tempTextureRead, NodeMaterialBlockConnectionPointTypes.Vector4)} = ${textureReadFunc} ${uvInput.associatedVariableName}${complement});\\n`;\r\n return;\r\n }\r\n\r\n const textureReadFunc =\r\n state.shaderLanguage === ShaderLanguage.GLSL\r\n ? `texture2D(${this._samplerName},`\r\n : `textureSample(${this._samplerName}, ${this._samplerName + Constants.AUTOSAMPLERSUFFIX},`;\r\n\r\n if (this.uv.ownerBlock.target === NodeMaterialBlockTargets.Fragment) {\r\n state.compilationString += `${state._declareLocalVar(this._tempTextureRead, NodeMaterialBlockConnectionPointTypes.Vector4)} = ${textureReadFunc} ${uvInput.associatedVariableName});\\n`;\r\n return;\r\n }\r\n\r\n state.compilationString += `${state._declareLocalVar(this._tempTextureRead, NodeMaterialBlockConnectionPointTypes.Vector4)} = ${textureReadFunc} ${this._mainUVName});\\n`;\r\n }\r\n\r\n private _writeOutput(state: NodeMaterialBuildState, output: NodeMaterialConnectionPoint, swizzle: string, vertexMode = false) {\r\n if (vertexMode) {\r\n if (state.target === NodeMaterialBlockTargets.Fragment) {\r\n return;\r\n }\r\n\r\n state.compilationString += `${state._declareOutput(output)} = ${this._tempTextureRead}.${swizzle};\\n`;\r\n\r\n return;\r\n }\r\n\r\n if (this.uv.ownerBlock.target === NodeMaterialBlockTargets.Fragment) {\r\n state.compilationString += `${state._declareOutput(output)} = ${this._tempTextureRead}.${swizzle};\\n`;\r\n return;\r\n }\r\n\r\n state.compilationString += `${state._declareOutput(output)} = ${this._tempTextureRead}.${swizzle};\\n`;\r\n\r\n state.compilationString += `#ifdef ${this._linearDefineName}\\n`;\r\n state.compilationString += `${output.associatedVariableName} = toGammaSpace(${output.associatedVariableName});\\n`;\r\n state.compilationString += `#endif\\n`;\r\n\r\n state.compilationString += `#ifdef ${this._gammaDefineName}\\n`;\r\n state.compilationString += `${output.associatedVariableName} = toLinearSpace(${output.associatedVariableName});\\n`;\r\n state.compilationString += `#endif\\n`;\r\n }\r\n\r\n protected override _buildBlock(state: NodeMaterialBuildState) {\r\n super._buildBlock(state);\r\n\r\n this._tempTextureRead = state._getFreeVariableName(\"tempTextureRead\");\r\n\r\n if (state.sharedData.blockingBlocks.indexOf(this) < 0) {\r\n state.sharedData.blockingBlocks.push(this);\r\n }\r\n if (state.sharedData.textureBlocks.indexOf(this) < 0) {\r\n state.sharedData.textureBlocks.push(this);\r\n }\r\n if (state.sharedData.blocksWithDefines.indexOf(this) < 0) {\r\n state.sharedData.blocksWithDefines.push(this);\r\n }\r\n\r\n // SFE: We rely on the default postprocess.vertex shader to supply our varying, which is named vUV.\r\n this._mainUVName = state.isSFEMode ? \"vUV\" : \"vMain\" + this.uv.associatedVariableName;\r\n\r\n // SFE: Wrap the varying in a define, as it won't be needed there.\r\n const define = state.isSFEMode ? SfeModeDefine : undefined;\r\n state._emitVaryingFromString(this._mainUVName, NodeMaterialBlockConnectionPointTypes.Vector2, define, true);\r\n\r\n if (state.target !== NodeMaterialBlockTargets.Fragment) {\r\n // Vertex\r\n state._emit2DSampler(this._samplerName);\r\n this._injectVertexCode(state);\r\n return;\r\n }\r\n\r\n // Fragment\r\n if (!this._outputs.some((o) => o.isConnectedInFragmentShader)) {\r\n return;\r\n }\r\n\r\n // SFE: Append `// main` to denote this as the main input texture to composite.\r\n const annotation = state.isSFEMode ? \"// main\" : undefined;\r\n state._emit2DSampler(this._samplerName, undefined, undefined, annotation);\r\n\r\n this._linearDefineName = state._getFreeDefineName(\"ISLINEAR\");\r\n this._gammaDefineName = state._getFreeDefineName(\"ISGAMMA\");\r\n\r\n const comments = `//${this.name}`;\r\n state._emitFunctionFromInclude(\"helperFunctions\", comments);\r\n\r\n this._writeTextureRead(state);\r\n\r\n for (const output of this._outputs) {\r\n if (output.hasEndpoints) {\r\n this._writeOutput(state, output, output.name);\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.convertToGammaSpace = this.convertToGammaSpace;\r\n serializationObject.convertToLinearSpace = this.convertToLinearSpace;\r\n if (this.texture && !this.texture.isRenderTarget) {\r\n serializationObject.texture = this.texture.serialize();\r\n }\r\n\r\n return serializationObject;\r\n }\r\n\r\n public override _deserialize(serializationObject: any, scene: Scene, rootUrl: string) {\r\n super._deserialize(serializationObject, scene, rootUrl);\r\n\r\n this.convertToGammaSpace = serializationObject.convertToGammaSpace;\r\n this.convertToLinearSpace = !!serializationObject.convertToLinearSpace;\r\n\r\n if (serializationObject.texture) {\r\n rootUrl = serializationObject.texture.url.indexOf(\"data:\") === 0 ? \"\" : rootUrl;\r\n this.texture = Texture.Parse(serializationObject.texture, scene, rootUrl) as Texture;\r\n }\r\n }\r\n}\r\n\r\nRegisterClass(\"BABYLON.CurrentScreenBlock\", CurrentScreenBlock);\r\n"]}
|
|
1
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+
{"version":3,"file":"currentScreenBlock.js","sourceRoot":"","sources":["../../../../../../../dev/core/src/Materials/Node/Blocks/Dual/currentScreenBlock.ts"],"names":[],"mappings":"AAAA,OAAO,EAAE,iBAAiB,EAAE,MAAM,yBAAyB,CAAC;AAC5D,OAAO,EAAE,qCAAqC,EAAE,MAAM,mDAAmD,CAAC;AAE1G,OAAO,EAAE,wBAAwB,EAAE,MAAM,sCAAsC,CAAC;AAMhF,OAAO,EAAE,aAAa,EAAE,MAAM,4BAA4B,CAAC;AAC3D,OAAO,EAAE,OAAO,EAAE,MAAM,2BAA2B,CAAC;AAIpD,OAAO,EAAE,SAAS,EAAE,yCAA+B;AAEnD;;GAEG;AACH,MAAM,OAAO,kBAAmB,SAAQ,iBAAiB;IAOrD;;OAEG;IACH,IAAW,WAAW;QAClB,OAAO,IAAI,CAAC,YAAY,CAAC;IAC7B,CAAC;IAiBD;;;OAGG;IACH,YAAmB,IAAY;QAC3B,KAAK,CAAC,IAAI,EAAE,wBAAwB,CAAC,iBAAiB,CAAC,CAAC;QAjClD,iBAAY,GAAG,gBAAgB,CAAC;QAkB1C;;WAEG;QACI,wBAAmB,GAAG,KAAK,CAAC;QAEnC;;WAEG;QACI,yBAAoB,GAAG,KAAK,CAAC;QAShC,IAAI,CAAC,SAAS,GAAG,KAAK,CAAC;QAEvB,IAAI,CAAC,aAAa,CAAC,IAAI,EAAE,qCAAqC,CAAC,UAAU,EAAE,KAAK,EAAE,wBAAwB,CAAC,iBAAiB,CAAC,CAAC;QAE9H,IAAI,CAAC,cAAc,CAAC,MAAM,EAAE,qCAAqC,CAAC,MAAM,EAAE,wBAAwB,CAAC,OAAO,CAAC,CAAC;QAC5G,IAAI,CAAC,cAAc,CAAC,KAAK,EAAE,qCAAqC,CAAC,MAAM,EAAE,wBAAwB,CAAC,OAAO,CAAC,CAAC;QAC3G,IAAI,CAAC,cAAc,CAAC,GAAG,EAAE,qCAAqC,CAAC,KAAK,EAAE,wBAAwB,CAAC,OAAO,CAAC,CAAC;QACxG,IAAI,CAAC,cAAc,CAAC,GAAG,EAAE,qCAAqC,CAAC,KAAK,EAAE,wBAAwB,CAAC,OAAO,CAAC,CAAC;QACxG,IAAI,CAAC,cAAc,CAAC,GAAG,EAAE,qCAAqC,CAAC,KAAK,EAAE,wBAAwB,CAAC,OAAO,CAAC,CAAC;QACxG,IAAI,CAAC,cAAc,CAAC,GAAG,EAAE,qCAAqC,CAAC,KAAK,EAAE,wBAAwB,CAAC,OAAO,CAAC,CAAC;QAExG,IAAI,CAAC,OAAO,CAAC,CAAC,CAAC,CAAC,0CAA0C,CACtD,qCAAqC,CAAC,OAAO,GAAG,qCAAqC,CAAC,OAAO,GAAG,qCAAqC,CAAC,OAAO,CAChJ,CAAC;QAEF,IAAI,CAAC,OAAO,CAAC,CAAC,CAAC,CAAC,iBAAiB,GAAG,KAAK,CAAC;IAC9C,CAAC;IAED;;;OAGG;IACa,YAAY;QACxB,OAAO,oBAAoB,CAAC;IAChC,CAAC;IAED;;OAEG;IACH,IAAW,EAAE;QACT,OAAO,IAAI,CAAC,OAAO,CAAC,CAAC,CAAC,CAAC;IAC3B,CAAC;IAED;;OAEG;IACH,IAAW,IAAI;QACX,OAAO,IAAI,CAAC,QAAQ,CAAC,CAAC,CAAC,CAAC;IAC5B,CAAC;IAED;;OAEG;IACH,IAAW,GAAG;QACV,OAAO,IAAI,CAAC,QAAQ,CAAC,CAAC,CAAC,CAAC;IAC5B,CAAC;IAED;;OAEG;IACH,IAAW,CAAC;QACR,OAAO,IAAI,CAAC,QAAQ,CAAC,CAAC,CAAC,CAAC;IAC5B,CAAC;IAED;;OAEG;IACH,IAAW,CAAC;QACR,OAAO,IAAI,CAAC,QAAQ,CAAC,CAAC,CAAC,CAAC;IAC5B,CAAC;IAED;;OAEG;IACH,IAAW,CAAC;QACR,OAAO,IAAI,CAAC,QAAQ,CAAC,CAAC,CAAC,CAAC;IAC5B,CAAC;IAED;;OAEG;IACH,IAAW,CAAC;QACR,OAAO,IAAI,CAAC,QAAQ,CAAC,CAAC,CAAC,CAAC;IAC5B,CAAC;IAED;;;OAGG;IACa,UAAU,CAAC,KAA6B;QACpD,KAAK,CAAC,oBAAoB,CAAC,IAAI,CAAC,YAAY,CAAC,CAAC;IAClD,CAAC;IAED,IAAoB,MAAM;QACtB,IAAI,CAAC,IAAI,CAAC,EAAE,CAAC,WAAW,EAAE,CAAC;YACvB,OAAO,wBAAwB,CAAC,iBAAiB,CAAC;QACtD,CAAC;QAED,IAAI,IAAI,CAAC,EAAE,CAAC,WAAY,CAAC,OAAO,EAAE,CAAC;YAC/B,OAAO,wBAAwB,CAAC,iBAAiB,CAAC;QACtD,CAAC;QAED,OAAO,wBAAwB,CAAC,QAAQ,CAAC;IAC7C,CAAC;IAEe,cAAc,CAAC,IAAkB,EAAE,YAA0B,EAAE,OAA4B;QACvG,OAAO,CAAC,QAAQ,CAAC,IAAI,CAAC,iBAAiB,EAAE,IAAI,CAAC,mBAAmB,EAAE,IAAI,CAAC,CAAC;QACzE,OAAO,CAAC,QAAQ,CAAC,IAAI,CAAC,gBAAgB,EAAE,IAAI,CAAC,oBAAoB,EAAE,IAAI,CAAC,CAAC;IAC7E,CAAC;IAEe,OAAO;QACnB,IAAI,IAAI,CAAC,OAAO,IAAI,CAAC,IAAI,CAAC,OAAO,CAAC,oBAAoB,EAAE,EAAE,CAAC;YACvD,OAAO,KAAK,CAAC;QACjB,CAAC;QAED,OAAO,IAAI,CAAC;IAChB,CAAC;IAES,cAAc,CAAC,KAA6B;QAClD,OAAO,OAAO,GAAG,IAAI,CAAC,EAAE,CAAC,sBAAsB,CAAC;IACpD,CAAC;IAES,iBAAiB,CAAC,KAA6B;QACrD,MAAM,OAAO,GAAG,IAAI,CAAC,EAAE,CAAC;QAExB,IAAI,OAAO,CAAC,cAAe,CAAC,UAAU,CAAC,OAAO,EAAE,CAAC;YAC7C,MAAM,iBAAiB,GAAG,OAAO,CAAC,cAAe,CAAC,UAAwB,CAAC;YAE3E,IAAI,CAAC,iBAAiB,CAAC,WAAW,EAAE,CAAC;gBACjC,KAAK,CAAC,sBAAsB,CAAC,OAAO,CAAC,sBAAsB,EAAE,qCAAqC,CAAC,OAAO,CAAC,CAAC;YAChH,CAAC;QACL,CAAC;QAED,KAAK,CAAC,iBAAiB,IAAI,GAAG,IAAI,CAAC,WAAW,MAAM,OAAO,CAAC,sBAAsB,QAAQ,CAAC;QAE3F,IAAI,CAAC,IAAI,CAAC,QAAQ,CAAC,IAAI,CAAC,CAAC,CAAC,EAAE,EAAE,CAAC,CAAC,CAAC,yBAAyB,CAAC,EAAE,CAAC;YAC1D,OAAO;QACX,CAAC;QAED,IAAI,CAAC,iBAAiB,CAAC,KAAK,EAAE,IAAI,CAAC,CAAC;QAEpC,KAAK,MAAM,MAAM,IAAI,IAAI,CAAC,QAAQ,EAAE,CAAC;YACjC,IAAI,MAAM,CAAC,YAAY,EAAE,CAAC;gBACtB,IAAI,CAAC,YAAY,CAAC,KAAK,EAAE,MAAM,EAAE,MAAM,CAAC,IAAI,EAAE,IAAI,CAAC,CAAC;YACxD,CAAC;QACL,CAAC;IACL,CAAC;IAES,iBAAiB,CAAC,KAA6B,EAAE,UAAU,GAAG,KAAK;QACzE,MAAM,OAAO,GAAG,IAAI,CAAC,EAAE,CAAC;QAExB,IAAI,UAAU,EAAE,CAAC;YACb,IAAI,KAAK,CAAC,MAAM,KAAK,wBAAwB,CAAC,QAAQ,EAAE,CAAC;gBACrD,OAAO;YACX,CAAC;YACD,MAAM,eAAe,GACjB,KAAK,CAAC,cAAc,gCAAwB;gBACxC,CAAC,CAAC,aAAa,IAAI,CAAC,YAAY,GAAG;gBACnC,CAAC,CAAC,sBAAsB,IAAI,CAAC,YAAY,KAAK,IAAI,CAAC,YAAY,GAAG,SAAS,CAAC,iBAAiB,GAAG,CAAC;YAEzG,MAAM,UAAU,GAAG,KAAK,CAAC,cAAc,gCAAwB,CAAC,CAAC,CAAC,EAAE,CAAC,CAAC,CAAC,KAAK,CAAC;YAE7E,KAAK,CAAC,iBAAiB,IAAI,GAAG,KAAK,CAAC,gBAAgB,CAAC,IAAI,CAAC,gBAAgB,EAAE,qCAAqC,CAAC,OAAO,CAAC,MAAM,eAAe,IAAI,OAAO,CAAC,sBAAsB,GAAG,UAAU,MAAM,CAAC;YACrM,OAAO;QACX,CAAC;QAED,MAAM,eAAe,GACjB,KAAK,CAAC,cAAc,gCAAwB;YACxC,CAAC,CAAC,aAAa,IAAI,CAAC,YAAY,GAAG;YACnC,CAAC,CAAC,iBAAiB,IAAI,CAAC,YAAY,KAAK,IAAI,CAAC,YAAY,GAAG,SAAS,CAAC,iBAAiB,GAAG,CAAC;QAEpG,IAAI,IAAI,CAAC,EAAE,CAAC,UAAU,CAAC,MAAM,KAAK,wBAAwB,CAAC,QAAQ,EAAE,CAAC;YAClE,KAAK,CAAC,iBAAiB,IAAI,GAAG,KAAK,CAAC,gBAAgB,CAAC,IAAI,CAAC,gBAAgB,EAAE,qCAAqC,CAAC,OAAO,CAAC,MAAM,eAAe,IAAI,OAAO,CAAC,sBAAsB,MAAM,CAAC;YACxL,OAAO;QACX,CAAC;QAED,KAAK,CAAC,iBAAiB,IAAI,GAAG,KAAK,CAAC,gBAAgB,CAAC,IAAI,CAAC,gBAAgB,EAAE,qCAAqC,CAAC,OAAO,CAAC,MAAM,eAAe,IAAI,IAAI,CAAC,WAAW,MAAM,CAAC;IAC9K,CAAC;IAES,YAAY,CAAC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{ NodeMaterialBlock } from \"../../nodeMaterialBlock\";\r\nimport { NodeMaterialBlockConnectionPointTypes } from \"../../Enums/nodeMaterialBlockConnectionPointTypes\";\r\nimport type { NodeMaterialBuildState } from \"../../nodeMaterialBuildState\";\r\nimport { NodeMaterialBlockTargets } from \"../../Enums/nodeMaterialBlockTargets\";\r\nimport type { NodeMaterialConnectionPoint } from \"../../nodeMaterialBlockConnectionPoint\";\r\nimport type { AbstractMesh } from \"../../../../Meshes/abstractMesh\";\r\nimport type { NodeMaterialDefines, NodeMaterial } from \"../../nodeMaterial\";\r\nimport type { BaseTexture } from \"../../../Textures/baseTexture\";\r\nimport type { Nullable } from \"../../../../types\";\r\nimport { RegisterClass } from \"../../../../Misc/typeStore\";\r\nimport { Texture } from \"../../../Textures/texture\";\r\nimport type { Scene } from \"../../../../scene\";\r\nimport type { InputBlock } from \"../Input/inputBlock\";\r\nimport { ShaderLanguage } from \"core/Materials/shaderLanguage\";\r\nimport { Constants } from \"core/Engines/constants\";\r\n\r\n/**\r\n * Base block used as input for post process\r\n */\r\nexport class CurrentScreenBlock extends NodeMaterialBlock {\r\n protected _samplerName = \"textureSampler\";\r\n protected _linearDefineName: string;\r\n protected _gammaDefineName: string;\r\n protected _mainUVName: string;\r\n protected _tempTextureRead: string;\r\n\r\n /**\r\n * The name of the sampler to read the screen texture from.\r\n */\r\n public get samplerName(): string {\r\n return this._samplerName;\r\n }\r\n\r\n /**\r\n * Gets or sets the texture associated with the node\r\n */\r\n public texture: Nullable<BaseTexture>;\r\n\r\n /**\r\n * Gets or sets a boolean indicating if content needs to be converted to gamma space\r\n */\r\n public convertToGammaSpace = false;\r\n\r\n /**\r\n * Gets or sets a boolean indicating if content needs to be converted to linear space\r\n */\r\n public convertToLinearSpace = false;\r\n\r\n /**\r\n * Create a new CurrentScreenBlock\r\n * @param name defines the block name\r\n */\r\n public constructor(name: string) {\r\n super(name, NodeMaterialBlockTargets.VertexAndFragment);\r\n\r\n this._isUnique = false;\r\n\r\n this.registerInput(\"uv\", NodeMaterialBlockConnectionPointTypes.AutoDetect, false, NodeMaterialBlockTargets.VertexAndFragment);\r\n\r\n this.registerOutput(\"rgba\", NodeMaterialBlockConnectionPointTypes.Color4, NodeMaterialBlockTargets.Neutral);\r\n this.registerOutput(\"rgb\", NodeMaterialBlockConnectionPointTypes.Color3, NodeMaterialBlockTargets.Neutral);\r\n this.registerOutput(\"r\", NodeMaterialBlockConnectionPointTypes.Float, NodeMaterialBlockTargets.Neutral);\r\n this.registerOutput(\"g\", NodeMaterialBlockConnectionPointTypes.Float, NodeMaterialBlockTargets.Neutral);\r\n this.registerOutput(\"b\", NodeMaterialBlockConnectionPointTypes.Float, NodeMaterialBlockTargets.Neutral);\r\n this.registerOutput(\"a\", NodeMaterialBlockConnectionPointTypes.Float, NodeMaterialBlockTargets.Neutral);\r\n\r\n this._inputs[0].addExcludedConnectionPointFromAllowedTypes(\r\n NodeMaterialBlockConnectionPointTypes.Vector2 | NodeMaterialBlockConnectionPointTypes.Vector3 | NodeMaterialBlockConnectionPointTypes.Vector4\r\n );\r\n\r\n this._inputs[0]._prioritizeVertex = false;\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 \"CurrentScreenBlock\";\r\n }\r\n\r\n /**\r\n * Gets the uv input component\r\n */\r\n public get uv(): NodeMaterialConnectionPoint {\r\n return this._inputs[0];\r\n }\r\n\r\n /**\r\n * Gets the rgba output component\r\n */\r\n public get rgba(): NodeMaterialConnectionPoint {\r\n return this._outputs[0];\r\n }\r\n\r\n /**\r\n * Gets the rgb output component\r\n */\r\n public get rgb(): NodeMaterialConnectionPoint {\r\n return this._outputs[1];\r\n }\r\n\r\n /**\r\n * Gets the r output component\r\n */\r\n public get r(): NodeMaterialConnectionPoint {\r\n return this._outputs[2];\r\n }\r\n\r\n /**\r\n * Gets the g output component\r\n */\r\n public get g(): NodeMaterialConnectionPoint {\r\n return this._outputs[3];\r\n }\r\n\r\n /**\r\n * Gets the b output component\r\n */\r\n public get b(): NodeMaterialConnectionPoint {\r\n return this._outputs[4];\r\n }\r\n\r\n /**\r\n * Gets the a output component\r\n */\r\n public get a(): NodeMaterialConnectionPoint {\r\n return this._outputs[5];\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 public override initialize(state: NodeMaterialBuildState) {\r\n state._excludeVariableName(this._samplerName);\r\n }\r\n\r\n public override get target() {\r\n if (!this.uv.isConnected) {\r\n return NodeMaterialBlockTargets.VertexAndFragment;\r\n }\r\n\r\n if (this.uv.sourceBlock!.isInput) {\r\n return NodeMaterialBlockTargets.VertexAndFragment;\r\n }\r\n\r\n return NodeMaterialBlockTargets.Fragment;\r\n }\r\n\r\n public override prepareDefines(mesh: AbstractMesh, nodeMaterial: NodeMaterial, defines: NodeMaterialDefines) {\r\n defines.setValue(this._linearDefineName, this.convertToGammaSpace, true);\r\n defines.setValue(this._gammaDefineName, this.convertToLinearSpace, true);\r\n }\r\n\r\n public override isReady() {\r\n if (this.texture && !this.texture.isReadyOrNotBlocking()) {\r\n return false;\r\n }\r\n\r\n return true;\r\n }\r\n\r\n protected _getMainUvName(state: NodeMaterialBuildState): string {\r\n return \"vMain\" + this.uv.associatedVariableName;\r\n }\r\n\r\n protected _injectVertexCode(state: NodeMaterialBuildState) {\r\n const uvInput = this.uv;\r\n\r\n if (uvInput.connectedPoint!.ownerBlock.isInput) {\r\n const uvInputOwnerBlock = uvInput.connectedPoint!.ownerBlock as InputBlock;\r\n\r\n if (!uvInputOwnerBlock.isAttribute) {\r\n state._emitUniformFromString(uvInput.associatedVariableName, NodeMaterialBlockConnectionPointTypes.Vector2);\r\n }\r\n }\r\n\r\n state.compilationString += `${this._mainUVName} = ${uvInput.associatedVariableName}.xy;\\n`;\r\n\r\n if (!this._outputs.some((o) => o.isConnectedInVertexShader)) {\r\n return;\r\n }\r\n\r\n this._writeTextureRead(state, true);\r\n\r\n for (const output of this._outputs) {\r\n if (output.hasEndpoints) {\r\n this._writeOutput(state, output, output.name, true);\r\n }\r\n }\r\n }\r\n\r\n protected _writeTextureRead(state: NodeMaterialBuildState, vertexMode = false) {\r\n const uvInput = this.uv;\r\n\r\n if (vertexMode) {\r\n if (state.target === NodeMaterialBlockTargets.Fragment) {\r\n return;\r\n }\r\n const textureReadFunc =\r\n state.shaderLanguage === ShaderLanguage.GLSL\r\n ? `texture2D(${this._samplerName},`\r\n : `textureSampleLevel(${this._samplerName}, ${this._samplerName + Constants.AUTOSAMPLERSUFFIX},`;\r\n\r\n const complement = state.shaderLanguage === ShaderLanguage.GLSL ? \"\" : \", 0\";\r\n\r\n state.compilationString += `${state._declareLocalVar(this._tempTextureRead, NodeMaterialBlockConnectionPointTypes.Vector4)} = ${textureReadFunc} ${uvInput.associatedVariableName}${complement});\\n`;\r\n return;\r\n }\r\n\r\n const textureReadFunc =\r\n state.shaderLanguage === ShaderLanguage.GLSL\r\n ? `texture2D(${this._samplerName},`\r\n : `textureSample(${this._samplerName}, ${this._samplerName + Constants.AUTOSAMPLERSUFFIX},`;\r\n\r\n if (this.uv.ownerBlock.target === NodeMaterialBlockTargets.Fragment) {\r\n state.compilationString += `${state._declareLocalVar(this._tempTextureRead, NodeMaterialBlockConnectionPointTypes.Vector4)} = ${textureReadFunc} ${uvInput.associatedVariableName});\\n`;\r\n return;\r\n }\r\n\r\n state.compilationString += `${state._declareLocalVar(this._tempTextureRead, NodeMaterialBlockConnectionPointTypes.Vector4)} = ${textureReadFunc} ${this._mainUVName});\\n`;\r\n }\r\n\r\n protected _writeOutput(state: NodeMaterialBuildState, output: NodeMaterialConnectionPoint, swizzle: string, vertexMode = false) {\r\n if (vertexMode) {\r\n if (state.target === NodeMaterialBlockTargets.Fragment) {\r\n return;\r\n }\r\n\r\n state.compilationString += `${state._declareOutput(output)} = ${this._tempTextureRead}.${swizzle};\\n`;\r\n\r\n return;\r\n }\r\n\r\n if (this.uv.ownerBlock.target === NodeMaterialBlockTargets.Fragment) {\r\n state.compilationString += `${state._declareOutput(output)} = ${this._tempTextureRead}.${swizzle};\\n`;\r\n return;\r\n }\r\n\r\n state.compilationString += `${state._declareOutput(output)} = ${this._tempTextureRead}.${swizzle};\\n`;\r\n\r\n state.compilationString += `#ifdef ${this._linearDefineName}\\n`;\r\n state.compilationString += `${output.associatedVariableName} = toGammaSpace(${output.associatedVariableName});\\n`;\r\n state.compilationString += `#endif\\n`;\r\n\r\n state.compilationString += `#ifdef ${this._gammaDefineName}\\n`;\r\n state.compilationString += `${output.associatedVariableName} = toLinearSpace(${output.associatedVariableName});\\n`;\r\n state.compilationString += `#endif\\n`;\r\n }\r\n\r\n protected _emitUvAndSampler(state: NodeMaterialBuildState) {\r\n state._emitVaryingFromString(this._mainUVName, NodeMaterialBlockConnectionPointTypes.Vector2);\r\n state._emit2DSampler(this._samplerName);\r\n }\r\n\r\n protected override _buildBlock(state: NodeMaterialBuildState) {\r\n super._buildBlock(state);\r\n\r\n this._tempTextureRead = state._getFreeVariableName(\"tempTextureRead\");\r\n\r\n if (state.sharedData.blockingBlocks.indexOf(this) < 0) {\r\n state.sharedData.blockingBlocks.push(this);\r\n }\r\n if (state.sharedData.textureBlocks.indexOf(this) < 0) {\r\n state.sharedData.textureBlocks.push(this);\r\n }\r\n if (state.sharedData.blocksWithDefines.indexOf(this) < 0) {\r\n state.sharedData.blocksWithDefines.push(this);\r\n }\r\n this._mainUVName = this._getMainUvName(state);\r\n\r\n this._emitUvAndSampler(state);\r\n\r\n if (state.target !== NodeMaterialBlockTargets.Fragment) {\r\n // Vertex\r\n this._injectVertexCode(state);\r\n return;\r\n }\r\n\r\n // Fragment\r\n if (!this._outputs.some((o) => o.isConnectedInFragmentShader)) {\r\n return;\r\n }\r\n\r\n this._linearDefineName = state._getFreeDefineName(\"ISLINEAR\");\r\n this._gammaDefineName = state._getFreeDefineName(\"ISGAMMA\");\r\n\r\n const comments = `//${this.name}`;\r\n state._emitFunctionFromInclude(\"helperFunctions\", comments);\r\n\r\n this._writeTextureRead(state);\r\n\r\n for (const output of this._outputs) {\r\n if (output.hasEndpoints) {\r\n this._writeOutput(state, output, output.name);\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.convertToGammaSpace = this.convertToGammaSpace;\r\n serializationObject.convertToLinearSpace = this.convertToLinearSpace;\r\n if (this.texture && !this.texture.isRenderTarget) {\r\n serializationObject.texture = this.texture.serialize();\r\n }\r\n\r\n return serializationObject;\r\n }\r\n\r\n public override _deserialize(serializationObject: any, scene: Scene, rootUrl: string) {\r\n super._deserialize(serializationObject, scene, rootUrl);\r\n\r\n this.convertToGammaSpace = serializationObject.convertToGammaSpace;\r\n this.convertToLinearSpace = !!serializationObject.convertToLinearSpace;\r\n\r\n if (serializationObject.texture) {\r\n rootUrl = serializationObject.texture.url.indexOf(\"data:\") === 0 ? \"\" : rootUrl;\r\n this.texture = Texture.Parse(serializationObject.texture, scene, rootUrl) as Texture;\r\n }\r\n }\r\n}\r\n\r\nRegisterClass(\"BABYLON.CurrentScreenBlock\", CurrentScreenBlock);\r\n"]}
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@@ -7,6 +7,7 @@ export * from "./currentScreenBlock.js";
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export * from "./sceneDepthBlock.js";
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export * from "./imageSourceBlock.js";
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export * from "./clipPlanesBlock.js";
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export * from "./smartFilterTextureBlock.js";
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export * from "../../../../ShadersWGSL/ShadersInclude/clipPlaneFragment.js";
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export * from "../../../../ShadersWGSL/ShadersInclude/clipPlaneFragmentDeclaration.js";
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export * from "../../../../ShadersWGSL/ShadersInclude/clipPlaneVertex.js";
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@@ -7,6 +7,7 @@ export * from "./currentScreenBlock.js";
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export * from "./sceneDepthBlock.js";
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export * from "./imageSourceBlock.js";
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export * from "./clipPlanesBlock.js";
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+
export * from "./smartFilterTextureBlock.js";
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// async-loaded shaders
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// clipPlaneBlock
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export * from "../../../../ShadersWGSL/ShadersInclude/clipPlaneFragment.js";
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@@ -1 +1 @@
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1
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-
{"version":3,"file":"index.js","sourceRoot":"","sources":["../../../../../../../dev/core/src/Materials/Node/Blocks/Dual/index.ts"],"names":[],"mappings":"AAAA,cAAc,YAAY,CAAC;AAC3B,cAAc,cAAc,CAAC;AAC7B,cAAc,gBAAgB,CAAC;AAC/B,cAAc,8BAA8B,CAAC;AAC7C,cAAc,0BAA0B,CAAC;AACzC,cAAc,sBAAsB,CAAC;AACrC,cAAc,mBAAmB,CAAC;AAClC,cAAc,oBAAoB,CAAC;AACnC,cAAc,mBAAmB,CAAC;
|
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1
|
+
{"version":3,"file":"index.js","sourceRoot":"","sources":["../../../../../../../dev/core/src/Materials/Node/Blocks/Dual/index.ts"],"names":[],"mappings":"AAAA,cAAc,YAAY,CAAC;AAC3B,cAAc,cAAc,CAAC;AAC7B,cAAc,gBAAgB,CAAC;AAC/B,cAAc,8BAA8B,CAAC;AAC7C,cAAc,0BAA0B,CAAC;AACzC,cAAc,sBAAsB,CAAC;AACrC,cAAc,mBAAmB,CAAC;AAClC,cAAc,oBAAoB,CAAC;AACnC,cAAc,mBAAmB,CAAC;AAClC,cAAc,2BAA2B,CAAC;AAE1C,uBAAuB;AAEvB,iBAAiB;AACjB,cAAc,0DAA0D,CAAC;AACzE,cAAc,qEAAqE,CAAC;AACpF,cAAc,wDAAwD,CAAC;AACvE,cAAc,mEAAmE,CAAC;AAClF,cAAc,sDAAsD,CAAC;AACrE,cAAc,iEAAiE,CAAC;AAChF,cAAc,oDAAoD,CAAC;AACnE,cAAc,+DAA+D,CAAC;AAE9E,WAAW;AACX,cAAc,+DAA+D,CAAC;AAC9E,cAAc,2DAA2D,CAAC;AAE1E,aAAa;AACb,cAAc,sDAAsD,CAAC;AACrE,cAAc,4DAA4D,CAAC;AAC3E,cAAc,8DAA8D,CAAC;AAC7E,cAAc,wDAAwD,CAAC;AACvE,cAAc,gEAAgE,CAAC;AAC/E,cAAc,iEAAiE,CAAC;AAChF,cAAc,sDAAsD,CAAC;AACrE,cAAc,6DAA6D,CAAC;AAC5E,cAAc,kDAAkD,CAAC;AACjE,cAAc,wDAAwD,CAAC;AACvE,cAAc,0DAA0D,CAAC;AACzE,cAAc,+DAA+D,CAAC;AAC9E,cAAc,oDAAoD,CAAC;AACnE,cAAc,4DAA4D,CAAC;AAC3E,cAAc,6DAA6D,CAAC;AAC5E,cAAc,kDAAkD,CAAC;AAEjE,yBAAyB;AACzB,cAAc,2DAA2D,CAAC;AAC1E,cAAc,uDAAuD,CAAC","sourcesContent":["export * from \"./fogBlock\";\r\nexport * from \"./lightBlock\";\r\nexport * from \"./textureBlock\";\r\nexport * from \"./reflectionTextureBaseBlock\";\r\nexport * from \"./reflectionTextureBlock\";\r\nexport * from \"./currentScreenBlock\";\r\nexport * from \"./sceneDepthBlock\";\r\nexport * from \"./imageSourceBlock\";\r\nexport * from \"./clipPlanesBlock\";\r\nexport * from \"./smartFilterTextureBlock\";\r\n\r\n// async-loaded shaders\r\n\r\n// clipPlaneBlock\r\nexport * from \"../../../../ShadersWGSL/ShadersInclude/clipPlaneFragment\";\r\nexport * from \"../../../../ShadersWGSL/ShadersInclude/clipPlaneFragmentDeclaration\";\r\nexport * from \"../../../../ShadersWGSL/ShadersInclude/clipPlaneVertex\";\r\nexport * from \"../../../../ShadersWGSL/ShadersInclude/clipPlaneVertexDeclaration\";\r\nexport * from \"../../../../Shaders/ShadersInclude/clipPlaneFragment\";\r\nexport * from \"../../../../Shaders/ShadersInclude/clipPlaneFragmentDeclaration\";\r\nexport * from \"../../../../Shaders/ShadersInclude/clipPlaneVertex\";\r\nexport * from \"../../../../Shaders/ShadersInclude/clipPlaneVertexDeclaration\";\r\n\r\n// fogBlock\r\nexport * from \"../../../../ShadersWGSL/ShadersInclude/fogFragmentDeclaration\";\r\nexport * from \"../../../../Shaders/ShadersInclude/fogFragmentDeclaration\";\r\n\r\n// lightBlock\r\nexport * from \"../../../../ShadersWGSL/ShadersInclude/lightFragment\";\r\nexport * from \"../../../../ShadersWGSL/ShadersInclude/lightUboDeclaration\";\r\nexport * from \"../../../../ShadersWGSL/ShadersInclude/lightVxUboDeclaration\";\r\nexport * from \"../../../../ShadersWGSL/ShadersInclude/helperFunctions\";\r\nexport * from \"../../../../ShadersWGSL/ShadersInclude/lightsFragmentFunctions\";\r\nexport * from \"../../../../ShadersWGSL/ShadersInclude/shadowsFragmentFunctions\";\r\nexport * from \"../../../../ShadersWGSL/ShadersInclude/shadowsVertex\";\r\nexport * from \"../../../../Shaders/ShadersInclude/lightFragmentDeclaration\";\r\nexport * from \"../../../../Shaders/ShadersInclude/lightFragment\";\r\nexport * from \"../../../../Shaders/ShadersInclude/lightUboDeclaration\";\r\nexport * from \"../../../../Shaders/ShadersInclude/lightVxUboDeclaration\";\r\nexport * from \"../../../../Shaders/ShadersInclude/lightVxFragmentDeclaration\";\r\nexport * from \"../../../../Shaders/ShadersInclude/helperFunctions\";\r\nexport * from \"../../../../Shaders/ShadersInclude/lightsFragmentFunctions\";\r\nexport * from \"../../../../Shaders/ShadersInclude/shadowsFragmentFunctions\";\r\nexport * from \"../../../../Shaders/ShadersInclude/shadowsVertex\";\r\n\r\n// reflectionTextureBlock\r\nexport * from \"../../../../ShadersWGSL/ShadersInclude/reflectionFunction\";\r\nexport * from \"../../../../Shaders/ShadersInclude/reflectionFunction\";\r\n"]}
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@@ -0,0 +1,32 @@
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1
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+
import type { NodeMaterialBuildState } from "../../nodeMaterialBuildState.js";
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2
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import { CurrentScreenBlock } from "./currentScreenBlock.js";
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import type { NodeMaterialBlock } from "../../nodeMaterialBlock.js";
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import type { NodeMaterial } from "../../nodeMaterial.js";
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/** @internal */
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export declare const SfeModeDefine = "USE_SFE_FRAMEWORK";
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/**
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* Base block used for compositing an input SFE texture.
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* This block extends the functionality of CurrentScreenBlock
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+
* so that it can be used in the SFE framework.
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+
*/
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+
export declare class SmartFilterTextureBlock extends CurrentScreenBlock {
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/**
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+
* Create a new SmartFilterTextureBlock
|
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* @param name defines the block name
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*/
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+
constructor(name: string);
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/**
|
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* Gets the current class name
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* @returns the class name
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*/
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+
getClassName(): string;
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+
/**
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+
* Initialize the block and prepare the context for build
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* @param state defines the state that will be used for the build
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+
*/
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+
initialize(state: NodeMaterialBuildState): void;
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+
protected _getMainUvName(state: NodeMaterialBuildState): string;
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+
protected _emitUvAndSampler(state: NodeMaterialBuildState): void;
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+
autoConfigure(material: NodeMaterial, additionalFilteringInfo?: (node: NodeMaterialBlock) => boolean): void;
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31
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+
protected _buildBlock(state: NodeMaterialBuildState): this;
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}
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@@ -0,0 +1,99 @@
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1
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+
import { NodeMaterialBlockConnectionPointTypes } from "../../Enums/nodeMaterialBlockConnectionPointTypes.js";
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2
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+
import { NodeMaterialBlockTargets } from "../../Enums/nodeMaterialBlockTargets.js";
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3
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import { NodeMaterialModes } from "../../Enums/nodeMaterialModes.js";
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4
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+
import { CurrentScreenBlock } from "./currentScreenBlock.js";
|
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5
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+
import { RegisterClass } from "../../../../Misc/typeStore.js";
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6
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+
import { InputBlock } from "../Input/inputBlock.js";
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7
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+
/** @internal */
|
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8
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+
export const SfeModeDefine = "USE_SFE_FRAMEWORK";
|
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9
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+
/**
|
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10
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+
* Base block used for compositing an input SFE texture.
|
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+
* This block extends the functionality of CurrentScreenBlock
|
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12
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+
* so that it can be used in the SFE framework.
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13
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+
*/
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14
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+
export class SmartFilterTextureBlock extends CurrentScreenBlock {
|
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+
/**
|
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+
* Create a new SmartFilterTextureBlock
|
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+
* @param name defines the block name
|
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+
*/
|
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+
constructor(name) {
|
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+
super(name);
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+
this._samplerName = "sfeInput";
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+
}
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+
/**
|
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24
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+
* Gets the current class name
|
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25
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+
* @returns the class name
|
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26
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+
*/
|
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+
getClassName() {
|
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+
return "SmartFilterTextureBlock";
|
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29
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+
}
|
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+
/**
|
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+
* Initialize the block and prepare the context for build
|
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+
* @param state defines the state that will be used for the build
|
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+
*/
|
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34
|
+
initialize(state) {
|
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35
|
+
super.initialize(state);
|
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|
+
if (state.sharedData.nodeMaterial.mode !== NodeMaterialModes.SFE) {
|
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+
throw new Error("SmartFilterTextureBlock: Can only be used in SFE mode.");
|
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+
}
|
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+
// Tell FragmentOutputBlock ahead of time to store the final color in a temp variable
|
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40
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+
if (state.target === NodeMaterialBlockTargets.Fragment) {
|
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+
state._customOutputName = "outColor";
|
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42
|
+
}
|
|
43
|
+
}
|
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|
+
_getMainUvName(state) {
|
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45
|
+
// Get the ScreenUVBlock's name, which is required for SFE and should be vUV.
|
|
46
|
+
// NOTE: In the future, when we move to vertex shaders, update this to check for the nearest vec2 varying output.
|
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47
|
+
const screenUv = state.sharedData.nodeMaterial.getInputBlockByPredicate((b) => b.isAttribute && b.name === "postprocess_uv");
|
|
48
|
+
if (!screenUv || !screenUv.isAnAncestorOf(this)) {
|
|
49
|
+
throw new Error("SmartFilterTextureBlock: 'postprocess_uv' attribute from ScreenUVBlock is required.");
|
|
50
|
+
}
|
|
51
|
+
return screenUv.associatedVariableName;
|
|
52
|
+
}
|
|
53
|
+
_emitUvAndSampler(state) {
|
|
54
|
+
if (state.target === NodeMaterialBlockTargets.Fragment) {
|
|
55
|
+
// Wrap the varying in a define, as it won't be needed in SFE.
|
|
56
|
+
state._emitVaryingFromString(this._mainUVName, NodeMaterialBlockConnectionPointTypes.Vector2, SfeModeDefine, true);
|
|
57
|
+
// Append `// main` to denote this as the main input texture to composite
|
|
58
|
+
state._emit2DSampler(this._samplerName, undefined, undefined, "// main");
|
|
59
|
+
}
|
|
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|
+
}
|
|
61
|
+
autoConfigure(material, additionalFilteringInfo = () => true) {
|
|
62
|
+
if (!this.uv.isConnected) {
|
|
63
|
+
let uvInput = material.getInputBlockByPredicate((b) => b.isAttribute && b.name === "postprocess_uv" && additionalFilteringInfo(b));
|
|
64
|
+
if (!uvInput) {
|
|
65
|
+
uvInput = new InputBlock("uv");
|
|
66
|
+
uvInput.setAsAttribute("postprocess_uv");
|
|
67
|
+
}
|
|
68
|
+
uvInput.output.connectTo(this.uv);
|
|
69
|
+
}
|
|
70
|
+
}
|
|
71
|
+
_buildBlock(state) {
|
|
72
|
+
super._buildBlock(state);
|
|
73
|
+
if (state.target === NodeMaterialBlockTargets.Fragment) {
|
|
74
|
+
// Add the header JSON for the SFE block
|
|
75
|
+
if (!state._injectAtTop) {
|
|
76
|
+
state._injectAtTop = `// { "smartFilterBlockType": "${state.sharedData.nodeMaterial.name}", "namespace": "Babylon.NME.Test" }`;
|
|
77
|
+
}
|
|
78
|
+
// Convert the main fragment function into a helper function, to later be inserted in an SFE pipeline.
|
|
79
|
+
if (!state._customEntryHeader) {
|
|
80
|
+
state._customEntryHeader += `#ifdef ${SfeModeDefine}\n`;
|
|
81
|
+
state._customEntryHeader += `vec4 nmeMain(vec2 ${this._mainUVName}) { // main\n`;
|
|
82
|
+
state._customEntryHeader += `#else\n`;
|
|
83
|
+
state._customEntryHeader += `void main(void) {\n`;
|
|
84
|
+
state._customEntryHeader += `#endif\n`;
|
|
85
|
+
state._customEntryHeader += `vec4 outColor = vec4(0.0);\n`;
|
|
86
|
+
}
|
|
87
|
+
if (!state._injectAtEnd) {
|
|
88
|
+
state._injectAtEnd += `\n#ifndef ${SfeModeDefine}\n`;
|
|
89
|
+
state._injectAtEnd += `gl_FragColor = outColor;\n`;
|
|
90
|
+
state._injectAtEnd += `#else\n`;
|
|
91
|
+
state._injectAtEnd += `return outColor;\n`;
|
|
92
|
+
state._injectAtEnd += `#endif\n`;
|
|
93
|
+
}
|
|
94
|
+
}
|
|
95
|
+
return this;
|
|
96
|
+
}
|
|
97
|
+
}
|
|
98
|
+
RegisterClass("BABYLON.SmartFilterTextureBlock", SmartFilterTextureBlock);
|
|
99
|
+
//# sourceMappingURL=smartFilterTextureBlock.js.map
|
|
@@ -0,0 +1 @@
|
|
|
1
|
+
{"version":3,"file":"smartFilterTextureBlock.js","sourceRoot":"","sources":["../../../../../../../dev/core/src/Materials/Node/Blocks/Dual/smartFilterTextureBlock.ts"],"names":[],"mappings":"AAAA,OAAO,EAAE,qCAAqC,EAAE,MAAM,mDAAmD,CAAC;AAE1G,OAAO,EAAE,wBAAwB,EAAE,MAAM,sCAAsC,CAAC;AAChF,OAAO,EAAE,iBAAiB,EAAE,MAAM,+BAA+B,CAAC;AAClE,OAAO,EAAE,kBAAkB,EAAE,MAAM,sBAAsB,CAAC;AAC1D,OAAO,EAAE,aAAa,EAAE,sCAA4B;AACpD,OAAO,EAAE,UAAU,EAAE,MAAM,qBAAqB,CAAC;AAIjD,gBAAgB;AAChB,MAAM,CAAC,MAAM,aAAa,GAAG,mBAAmB,CAAC;AAEjD;;;;GAIG;AACH,MAAM,OAAO,uBAAwB,SAAQ,kBAAkB;IAC3D;;;OAGG;IACH,YAAmB,IAAY;QAC3B,KAAK,CAAC,IAAI,CAAC,CAAC;QACZ,IAAI,CAAC,YAAY,GAAG,UAAU,CAAC;IACnC,CAAC;IAED;;;OAGG;IACa,YAAY;QACxB,OAAO,yBAAyB,CAAC;IACrC,CAAC;IACD;;;OAGG;IACa,UAAU,CAAC,KAA6B;QACpD,KAAK,CAAC,UAAU,CAAC,KAAK,CAAC,CAAC;QAExB,IAAI,KAAK,CAAC,UAAU,CAAC,YAAY,CAAC,IAAI,KAAK,iBAAiB,CAAC,GAAG,EAAE,CAAC;YAC/D,MAAM,IAAI,KAAK,CAAC,wDAAwD,CAAC,CAAC;QAC9E,CAAC;QAED,qFAAqF;QACrF,IAAI,KAAK,CAAC,MAAM,KAAK,wBAAwB,CAAC,QAAQ,EAAE,CAAC;YACrD,KAAK,CAAC,iBAAiB,GAAG,UAAU,CAAC;QACzC,CAAC;IACL,CAAC;IAEkB,cAAc,CAAC,KAA6B;QAC3D,6EAA6E;QAC7E,iHAAiH;QACjH,MAAM,QAAQ,GAAG,KAAK,CAAC,UAAU,CAAC,YAAY,CAAC,wBAAwB,CAAC,CAAC,CAAC,EAAE,EAAE,CAAC,CAAC,CAAC,WAAW,IAAI,CAAC,CAAC,IAAI,KAAK,gBAAgB,CAAC,CAAC;QAC7H,IAAI,CAAC,QAAQ,IAAI,CAAC,QAAQ,CAAC,cAAc,CAAC,IAAI,CAAC,EAAE,CAAC;YAC9C,MAAM,IAAI,KAAK,CAAC,qFAAqF,CAAC,CAAC;QAC3G,CAAC;QACD,OAAO,QAAQ,CAAC,sBAAsB,CAAC;IAC3C,CAAC;IAEkB,iBAAiB,CAAC,KAA6B;QAC9D,IAAI,KAAK,CAAC,MAAM,KAAK,wBAAwB,CAAC,QAAQ,EAAE,CAAC;YACrD,8DAA8D;YAC9D,KAAK,CAAC,sBAAsB,CAAC,IAAI,CAAC,WAAW,EAAE,qCAAqC,CAAC,OAAO,EAAE,aAAa,EAAE,IAAI,CAAC,CAAC;YACnH,yEAAyE;YACzE,KAAK,CAAC,cAAc,CAAC,IAAI,CAAC,YAAY,EAAE,SAAS,EAAE,SAAS,EAAE,SAAS,CAAC,CAAC;QAC7E,CAAC;IACL,CAAC;IAEe,aAAa,CAAC,QAAsB,EAAE,0BAAgE,GAAG,EAAE,CAAC,IAAI;QAC5H,IAAI,CAAC,IAAI,CAAC,EAAE,CAAC,WAAW,EAAE,CAAC;YACvB,IAAI,OAAO,GAAG,QAAQ,CAAC,wBAAwB,CAAC,CAAC,CAAC,EAAE,EAAE,CAAC,CAAC,CAAC,WAAW,IAAI,CAAC,CAAC,IAAI,KAAK,gBAAgB,IAAI,uBAAuB,CAAC,CAAC,CAAC,CAAC,CAAC;YAEnI,IAAI,CAAC,OAAO,EAAE,CAAC;gBACX,OAAO,GAAG,IAAI,UAAU,CAAC,IAAI,CAAC,CAAC;gBAC/B,OAAO,CAAC,cAAc,CAAC,gBAAgB,CAAC,CAAC;YAC7C,CAAC;YACD,OAAO,CAAC,MAAM,CAAC,SAAS,CAAC,IAAI,CAAC,EAAE,CAAC,CAAC;QACtC,CAAC;IACL,CAAC;IAEkB,WAAW,CAAC,KAA6B;QACxD,KAAK,CAAC,WAAW,CAAC,KAAK,CAAC,CAAC;QAEzB,IAAI,KAAK,CAAC,MAAM,KAAK,wBAAwB,CAAC,QAAQ,EAAE,CAAC;YACrD,wCAAwC;YACxC,IAAI,CAAC,KAAK,CAAC,YAAY,EAAE,CAAC;gBACtB,KAAK,CAAC,YAAY,GAAG,iCAAiC,KAAK,CAAC,UAAU,CAAC,YAAY,CAAC,IAAI,sCAAsC,CAAC;YACnI,CAAC;YAED,sGAAsG;YACtG,IAAI,CAAC,KAAK,CAAC,kBAAkB,EAAE,CAAC;gBAC5B,KAAK,CAAC,kBAAkB,IAAI,UAAU,aAAa,IAAI,CAAC;gBACxD,KAAK,CAAC,kBAAkB,IAAI,qBAAqB,IAAI,CAAC,WAAW,eAAe,CAAC;gBACjF,KAAK,CAAC,kBAAkB,IAAI,SAAS,CAAC;gBACtC,KAAK,CAAC,kBAAkB,IAAI,qBAAqB,CAAC;gBAClD,KAAK,CAAC,kBAAkB,IAAI,UAAU,CAAC;gBACvC,KAAK,CAAC,kBAAkB,IAAI,8BAA8B,CAAC;YAC/D,CAAC;YAED,IAAI,CAAC,KAAK,CAAC,YAAY,EAAE,CAAC;gBACtB,KAAK,CAAC,YAAY,IAAI,aAAa,aAAa,IAAI,CAAC;gBACrD,KAAK,CAAC,YAAY,IAAI,4BAA4B,CAAC;gBACnD,KAAK,CAAC,YAAY,IAAI,SAAS,CAAC;gBAChC,KAAK,CAAC,YAAY,IAAI,oBAAoB,CAAC;gBAC3C,KAAK,CAAC,YAAY,IAAI,UAAU,CAAC;YACrC,CAAC;QACL,CAAC;QAED,OAAO,IAAI,CAAC;IAChB,CAAC;CACJ;AAED,aAAa,CAAC,iCAAiC,EAAE,uBAAuB,CAAC,CAAC","sourcesContent":["import { NodeMaterialBlockConnectionPointTypes } from \"../../Enums/nodeMaterialBlockConnectionPointTypes\";\nimport type { NodeMaterialBuildState } from \"../../nodeMaterialBuildState\";\nimport { NodeMaterialBlockTargets } from \"../../Enums/nodeMaterialBlockTargets\";\nimport { NodeMaterialModes } from \"../../Enums/nodeMaterialModes\";\nimport { CurrentScreenBlock } from \"./currentScreenBlock\";\nimport { RegisterClass } from \"core/Misc/typeStore\";\nimport { InputBlock } from \"../Input/inputBlock\";\nimport type { NodeMaterialBlock } from \"../../nodeMaterialBlock\";\nimport type { NodeMaterial } from \"../../nodeMaterial\";\n\n/** @internal */\nexport const SfeModeDefine = \"USE_SFE_FRAMEWORK\";\n\n/**\n * Base block used for compositing an input SFE texture.\n * This block extends the functionality of CurrentScreenBlock\n * so that it can be used in the SFE framework.\n */\nexport class SmartFilterTextureBlock extends CurrentScreenBlock {\n /**\n * Create a new SmartFilterTextureBlock\n * @param name defines the block name\n */\n public constructor(name: string) {\n super(name);\n this._samplerName = \"sfeInput\";\n }\n\n /**\n * Gets the current class name\n * @returns the class name\n */\n public override getClassName() {\n return \"SmartFilterTextureBlock\";\n }\n /**\n * Initialize the block and prepare the context for build\n * @param state defines the state that will be used for the build\n */\n public override initialize(state: NodeMaterialBuildState) {\n super.initialize(state);\n\n if (state.sharedData.nodeMaterial.mode !== NodeMaterialModes.SFE) {\n throw new Error(\"SmartFilterTextureBlock: Can only be used in SFE mode.\");\n }\n\n // Tell FragmentOutputBlock ahead of time to store the final color in a temp variable\n if (state.target === NodeMaterialBlockTargets.Fragment) {\n state._customOutputName = \"outColor\";\n }\n }\n\n protected override _getMainUvName(state: NodeMaterialBuildState): string {\n // Get the ScreenUVBlock's name, which is required for SFE and should be vUV.\n // NOTE: In the future, when we move to vertex shaders, update this to check for the nearest vec2 varying output.\n const screenUv = state.sharedData.nodeMaterial.getInputBlockByPredicate((b) => b.isAttribute && b.name === \"postprocess_uv\");\n if (!screenUv || !screenUv.isAnAncestorOf(this)) {\n throw new Error(\"SmartFilterTextureBlock: 'postprocess_uv' attribute from ScreenUVBlock is required.\");\n }\n return screenUv.associatedVariableName;\n }\n\n protected override _emitUvAndSampler(state: NodeMaterialBuildState): void {\n if (state.target === NodeMaterialBlockTargets.Fragment) {\n // Wrap the varying in a define, as it won't be needed in SFE.\n state._emitVaryingFromString(this._mainUVName, NodeMaterialBlockConnectionPointTypes.Vector2, SfeModeDefine, true);\n // Append `// main` to denote this as the main input texture to composite\n state._emit2DSampler(this._samplerName, undefined, undefined, \"// main\");\n }\n }\n\n public override autoConfigure(material: NodeMaterial, additionalFilteringInfo: (node: NodeMaterialBlock) => boolean = () => true) {\n if (!this.uv.isConnected) {\n let uvInput = material.getInputBlockByPredicate((b) => b.isAttribute && b.name === \"postprocess_uv\" && additionalFilteringInfo(b));\n\n if (!uvInput) {\n uvInput = new InputBlock(\"uv\");\n uvInput.setAsAttribute(\"postprocess_uv\");\n }\n uvInput.output.connectTo(this.uv);\n }\n }\n\n protected override _buildBlock(state: NodeMaterialBuildState) {\n super._buildBlock(state);\n\n if (state.target === NodeMaterialBlockTargets.Fragment) {\n // Add the header JSON for the SFE block\n if (!state._injectAtTop) {\n state._injectAtTop = `// { \"smartFilterBlockType\": \"${state.sharedData.nodeMaterial.name}\", \"namespace\": \"Babylon.NME.Test\" }`;\n }\n\n // Convert the main fragment function into a helper function, to later be inserted in an SFE pipeline.\n if (!state._customEntryHeader) {\n state._customEntryHeader += `#ifdef ${SfeModeDefine}\\n`;\n state._customEntryHeader += `vec4 nmeMain(vec2 ${this._mainUVName}) { // main\\n`;\n state._customEntryHeader += `#else\\n`;\n state._customEntryHeader += `void main(void) {\\n`;\n state._customEntryHeader += `#endif\\n`;\n state._customEntryHeader += `vec4 outColor = vec4(0.0);\\n`;\n }\n\n if (!state._injectAtEnd) {\n state._injectAtEnd += `\\n#ifndef ${SfeModeDefine}\\n`;\n state._injectAtEnd += `gl_FragColor = outColor;\\n`;\n state._injectAtEnd += `#else\\n`;\n state._injectAtEnd += `return outColor;\\n`;\n state._injectAtEnd += `#endif\\n`;\n }\n }\n\n return this;\n }\n}\n\nRegisterClass(\"BABYLON.SmartFilterTextureBlock\", SmartFilterTextureBlock);\n"]}
|
|
@@ -1,7 +1,6 @@
|
|
|
1
1
|
import { __decorate } from "../../../../tslib.es6.js";
|
|
2
2
|
import { NodeMaterialBlock } from "../../nodeMaterialBlock.js";
|
|
3
3
|
import { NodeMaterialBlockConnectionPointTypes } from "../../Enums/nodeMaterialBlockConnectionPointTypes.js";
|
|
4
|
-
import { SfeModeDefine } from "../../nodeMaterialBuildState.js";
|
|
5
4
|
import { NodeMaterialBlockTargets } from "../../Enums/nodeMaterialBlockTargets.js";
|
|
6
5
|
import { RegisterClass } from "../../../../Misc/typeStore.js";
|
|
7
6
|
import { editableInPropertyPage } from "../../../../Decorators/nodeDecorator.js";
|
|
@@ -132,20 +131,13 @@ export class FragmentOutputBlock extends NodeMaterialBlock {
|
|
|
132
131
|
const comments = `//${this.name}`;
|
|
133
132
|
state._emitFunctionFromInclude("helperFunctions", comments);
|
|
134
133
|
let outputString = "gl_FragColor";
|
|
135
|
-
if (state.
|
|
134
|
+
if (state._customOutputName) {
|
|
135
|
+
outputString = state._customOutputName;
|
|
136
|
+
}
|
|
137
|
+
else if (state.shaderLanguage === 1 /* ShaderLanguage.WGSL */) {
|
|
136
138
|
state.compilationString += `var fragmentOutputsColor : vec4<f32>;\r\n`;
|
|
137
139
|
outputString = "fragmentOutputsColor";
|
|
138
140
|
}
|
|
139
|
-
else if (state.isSFEMode) {
|
|
140
|
-
// SFE: Use an intermediate variable to control whether to use gl_FragColor or return the color
|
|
141
|
-
state.compilationString += `vec4 outColor = vec4(0.0);`;
|
|
142
|
-
outputString = "outColor";
|
|
143
|
-
state._injectAtEnd += `\n#ifndef ${SfeModeDefine}\n`;
|
|
144
|
-
state._injectAtEnd += `gl_FragColor = outColor;\n`;
|
|
145
|
-
state._injectAtEnd += `#else\n`;
|
|
146
|
-
state._injectAtEnd += `return outColor;\n`;
|
|
147
|
-
state._injectAtEnd += `#endif\n`;
|
|
148
|
-
}
|
|
149
141
|
const vec4 = state._getShaderType(NodeMaterialBlockConnectionPointTypes.Vector4);
|
|
150
142
|
if (additionalColor.connectedPoint) {
|
|
151
143
|
let aValue = "1.0";
|
|
@@ -1 +1 @@
|
|
|
1
|
-
{"version":3,"file":"fragmentOutputBlock.js","sourceRoot":"","sources":["../../../../../../../dev/core/src/Materials/Node/Blocks/Fragment/fragmentOutputBlock.ts"],"names":[],"mappings":";AAAA,OAAO,EAAE,iBAAiB,EAAE,MAAM,yBAAyB,CAAC;AAC5D,OAAO,EAAE,qCAAqC,EAAE,MAAM,mDAAmD,CAAC;AAE1G,OAAO,EAAE,aAAa,EAAE,MAAM,8BAA8B,CAAC;AAC7D,OAAO,EAAE,wBAAwB,EAAE,MAAM,sCAAsC,CAAC;AAEhF,OAAO,EAAE,aAAa,EAAE,MAAM,4BAA4B,CAAC;AAI3D,OAAO,EAAE,sBAAsB,EAA0B,MAAM,sCAAsC,CAAC;AAGtG,OAAO,EAAE,YAAY,EAAE,MAAM,mCAAmC,CAAC;AAGjE;;GAEG;AACH,MAAM,CAAN,IAAY,6BAOX;AAPD,WAAY,6BAA6B;IACrC,kBAAkB;IAClB,iGAAY,CAAA;IACZ,YAAY;IACZ,mFAAK,CAAA;IACL,aAAa;IACb,qFAAM,CAAA;AACV,CAAC,EAPW,6BAA6B,KAA7B,6BAA6B,QAOxC;AAED;;GAEG;AACH,MAAM,OAAO,mBAAoB,SAAQ,iBAAiB;IAKtD;;;OAGG;IACH,YAAmB,IAAY;QAC3B,KAAK,CAAC,IAAI,EAAE,wBAAwB,CAAC,QAAQ,EAAE,IAAI,EAAE,IAAI,CAAC,CAAC;QAc/D,wFAAwF;QACjF,wBAAmB,GAAG,KAAK,CAAC;QAEnC,yFAAyF;QAClF,yBAAoB,GAAG,KAAK,CAAC;QAEpC,4EAA4E;QAErE,wBAAmB,GAAG,KAAK,CAAC;QApB/B,IAAI,CAAC,aAAa,CAAC,MAAM,EAAE,qCAAqC,CAAC,MAAM,EAAE,IAAI,CAAC,CAAC;QAC/E,IAAI,CAAC,aAAa,CAAC,KAAK,EAAE,qCAAqC,CAAC,MAAM,EAAE,IAAI,CAAC,CAAC;QAC9E,IAAI,CAAC,aAAa,CAAC,GAAG,EAAE,qCAAqC,CAAC,KAAK,EAAE,IAAI,CAAC,CAAC;QAC3E,IAAI,CAAC,aAAa,CAAC,MAAM,EAAE,qCAAqC,CAAC,MAAM,EAAE,IAAI,CAAC,CAAC;QAE/E,IAAI,CAAC,GAAG,CAAC,4BAA4B,CAAC,IAAI,CAAC,qCAAqC,CAAC,OAAO,CAAC,CAAC;QAC1F,IAAI,CAAC,GAAG,CAAC,4BAA4B,CAAC,IAAI,CAAC,qCAAqC,CAAC,KAAK,CAAC,CAAC;QAExF,IAAI,CAAC,eAAe,CAAC,4BAA4B,CAAC,IAAI,CAAC,qCAAqC,CAAC,OAAO,CAAC,CAAC;QACtG,IAAI,CAAC,eAAe,CAAC,4BAA4B,CAAC,IAAI,CAAC,qCAAqC,CAAC,KAAK,CAAC,CAAC;IACxG,CAAC;IAYD;;OAEG;IAUH,IAAW,UAAU;QACjB,IAAI,IAAI,CAAC,mBAAmB,EAAE,CAAC;YAC3B,OAAO,6BAA6B,CAAC,KAAK,CAAC;QAC/C,CAAC;QACD,IAAI,IAAI,CAAC,oBAAoB,EAAE,CAAC;YAC5B,OAAO,6BAA6B,CAAC,MAAM,CAAC;QAChD,CAAC;QACD,OAAO,6BAA6B,CAAC,YAAY,CAAC;IACtD,CAAC;IAED,IAAW,UAAU,CAAC,KAAoC;QACtD,IAAI,CAAC,mBAAmB,GAAG,KAAK,KAAK,6BAA6B,CAAC,KAAK,CAAC;QACzE,IAAI,CAAC,oBAAoB,GAAG,KAAK,KAAK,6BAA6B,CAAC,MAAM,CAAC;IAC/E,CAAC;IAED;;;OAGG;IACa,YAAY;QACxB,OAAO,qBAAqB,CAAC;IACjC,CAAC;IAED;;;OAGG;IACa,UAAU,CAAC,KAA6B;QACpD,KAAK,CAAC,oBAAoB,CAAC,0BAA0B,CAAC,CAAC;QACvD,KAAK,CAAC,oBAAoB,CAAC,gBAAgB,CAAC,CAAC;IACjD,CAAC;IAED;;OAEG;IACH,IAAW,IAAI;QACX,OAAO,IAAI,CAAC,OAAO,CAAC,CAAC,CAAC,CAAC;IAC3B,CAAC;IAED;;OAEG;IACH,IAAW,GAAG;QACV,OAAO,IAAI,CAAC,OAAO,CAAC,CAAC,CAAC,CAAC;IAC3B,CAAC;IAED;;OAEG;IACH,IAAW,CAAC;QACR,OAAO,IAAI,CAAC,OAAO,CAAC,CAAC,CAAC,CAAC;IAC3B,CAAC;IAED;;OAEG;IACH,IAAW,eAAe;QACtB,OAAO,IAAI,CAAC,OAAO,CAAC,CAAC,CAAC,CAAC;IAC3B,CAAC;IAEe,cAAc,CAAC,IAAkB,EAAE,YAA0B,EAAE,OAA4B;QACvG,OAAO,CAAC,QAAQ,CAAC,IAAI,CAAC,iBAAiB,EAAE,IAAI,CAAC,oBAAoB,EAAE,IAAI,CAAC,CAAC;QAC1E,OAAO,CAAC,QAAQ,CAAC,IAAI,CAAC,gBAAgB,EAAE,IAAI,CAAC,mBAAmB,EAAE,IAAI,CAAC,CAAC;QACxE,OAAO,CAAC,QAAQ,CAAC,IAAI,CAAC,0BAA0B,EAAE,IAAI,CAAC,eAAe,CAAC,cAAc,IAAI,YAAY,CAAC,mBAAmB,EAAE,IAAI,CAAC,CAAC;IACrI,CAAC;IAEe,IAAI,CAAC,MAAc,EAAE,YAA0B,EAAE,IAAW;QACxE,IAAI,CAAC,IAAI,CAAC,mBAAmB,IAAI,YAAY,CAAC,mBAAmB,CAAC,IAAI,IAAI,EAAE,CAAC;YACzE,YAAY,CAAC,SAAS,EAAE,MAAM,EAAE,IAAI,CAAC,QAAQ,EAAE,CAAC,CAAC;QACrD,CAAC;IACL,CAAC;IAEkB,WAAW,CAAC,KAA6B;QACxD,KAAK,CAAC,WAAW,CAAC,KAAK,CAAC,CAAC;QAEzB,MAAM,IAAI,GAAG,IAAI,CAAC,IAAI,CAAC;QACvB,MAAM,GAAG,GAAG,IAAI,CAAC,GAAG,CAAC;QACrB,MAAM,CAAC,GAAG,IAAI,CAAC,CAAC,CAAC;QACjB,MAAM,eAAe,GAAG,IAAI,CAAC,eAAe,CAAC;QAE7C,MAAM,QAAQ,GAAG,KAAK,CAAC,cAAc,gCAAwB,CAAC;QAC9D,KAAK,CAAC,UAAU,CAAC,KAAK,CAAC,iBAAiB,GAAG,IAAI,CAAC,WAAW,IAAI,CAAC,CAAC,WAAW,CAAC;QAC7E,KAAK,CAAC,UAAU,CAAC,iBAAiB,CAAC,IAAI,CAAC,IAAI,CAAC,CAAC;QAE9C,IAAI,IAAI,CAAC,mBAAmB,IAAI,KAAK,CAAC,UAAU,CAAC,YAAY,CAAC,mBAAmB,EAAE,CAAC;YAChF,KAAK,CAAC,sBAAsB,CAAC,0BAA0B,EAAE,qCAAqC,CAAC,KAAK,CAAC,CAAC;YACtG,KAAK,CAAC,sBAAsB,CAAC,gBAAgB,EAAE,qCAAqC,CAAC,KAAK,CAAC,CAAC;YAC5F,KAAK,CAAC,UAAU,CAAC,cAAc,CAAC,IAAI,CAAC,IAAI,CAAC,CAAC;QAC/C,CAAC;QAED,IAAI,eAAe,CAAC,cAAc,EAAE,CAAC;YACjC,KAAK,CAAC,oBAAoB,CAAC,oBAAoB,CAAC,CAAC;YACjD,KAAK,CAAC,sBAAsB,CAAC,oBAAoB,EAAE,qCAAqC,CAAC,KAAK,CAAC,CAAC;YAChG,IAAI,CAAC,0BAA0B,GAAG,KAAK,CAAC,kBAAkB,CAAC,oBAAoB,CAAC,CAAC;QACrF,CAAC;QAED,IAAI,CAAC,iBAAiB,GAAG,KAAK,CAAC,kBAAkB,CAAC,iBAAiB,CAAC,CAAC;QACrE,IAAI,CAAC,gBAAgB,GAAG,KAAK,CAAC,kBAAkB,CAAC,gBAAgB,CAAC,CAAC;QAEnE,MAAM,QAAQ,GAAG,KAAK,IAAI,CAAC,IAAI,EAAE,CAAC;QAClC,KAAK,CAAC,wBAAwB,CAAC,iBAAiB,EAAE,QAAQ,CAAC,CAAC;QAE5D,IAAI,YAAY,GAAG,cAAc,CAAC;QAClC,IAAI,KAAK,CAAC,cAAc,gCAAwB,EAAE,CAAC;YAC/C,KAAK,CAAC,iBAAiB,IAAI,2CAA2C,CAAC;YACvE,YAAY,GAAG,sBAAsB,CAAC;QAC1C,CAAC;aAAM,IAAI,KAAK,CAAC,SAAS,EAAE,CAAC;YACzB,+FAA+F;YAC/F,KAAK,CAAC,iBAAiB,IAAI,4BAA4B,CAAC;YACxD,YAAY,GAAG,UAAU,CAAC;YAC1B,KAAK,CAAC,YAAY,IAAI,aAAa,aAAa,IAAI,CAAC;YACrD,KAAK,CAAC,YAAY,IAAI,4BAA4B,CAAC;YACnD,KAAK,CAAC,YAAY,IAAI,SAAS,CAAC;YAChC,KAAK,CAAC,YAAY,IAAI,oBAAoB,CAAC;YAC3C,KAAK,CAAC,YAAY,IAAI,UAAU,CAAC;QACrC,CAAC;QAED,MAAM,IAAI,GAAG,KAAK,CAAC,cAAc,CAAC,qCAAqC,CAAC,OAAO,CAAC,CAAC;QAEjF,IAAI,eAAe,CAAC,cAAc,EAAE,CAAC;YACjC,IAAI,MAAM,GAAG,KAAK,CAAC;YAEnB,IAAI,CAAC,CAAC,cAAc,EAAE,CAAC;gBACnB,MAAM,GAAG,CAAC,CAAC,sBAAsB,CAAC;YACtC,CAAC;YACD,KAAK,CAAC,iBAAiB,IAAI,UAAU,IAAI,CAAC,0BAA0B,IAAI,CAAC;YACzE,IAAI,eAAe,CAAC,cAAc,CAAC,IAAI,KAAK,qCAAqC,CAAC,KAAK,EAAE,CAAC;gB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{ NodeMaterialBlock } from \"../../nodeMaterialBlock\";\r\nimport { NodeMaterialBlockConnectionPointTypes } from \"../../Enums/nodeMaterialBlockConnectionPointTypes\";\r\nimport type { NodeMaterialBuildState } from \"../../nodeMaterialBuildState\";\r\nimport { SfeModeDefine } from \"../../nodeMaterialBuildState\";\r\nimport { NodeMaterialBlockTargets } from \"../../Enums/nodeMaterialBlockTargets\";\r\nimport type { NodeMaterialConnectionPoint } from \"../../nodeMaterialBlockConnectionPoint\";\r\nimport { RegisterClass } from \"../../../../Misc/typeStore\";\r\nimport type { Scene } from \"../../../../scene\";\r\nimport type { AbstractMesh } from \"../../../../Meshes/abstractMesh\";\r\nimport type { NodeMaterialDefines, NodeMaterial } from \"../../nodeMaterial\";\r\nimport { editableInPropertyPage, PropertyTypeForEdition } from \"../../../../Decorators/nodeDecorator\";\r\nimport type { Effect } from \"../../../effect\";\r\nimport type { Mesh } from \"../../../../Meshes/mesh\";\r\nimport { BindLogDepth } from \"../../../materialHelper.functions\";\r\nimport { ShaderLanguage } from \"core/Materials/shaderLanguage\";\r\n\r\n/**\r\n * Color spaces supported by the fragment output block\r\n */\r\nexport enum FragmentOutputBlockColorSpace {\r\n /** Unspecified */\r\n NoColorSpace,\r\n /** Gamma */\r\n Gamma,\r\n /** Linear */\r\n Linear,\r\n}\r\n\r\n/**\r\n * Block used to output the final color\r\n */\r\nexport class FragmentOutputBlock extends NodeMaterialBlock {\r\n private _linearDefineName: string;\r\n private _gammaDefineName: string;\r\n private _additionalColorDefineName: string;\r\n\r\n /**\r\n * Create a new FragmentOutputBlock\r\n * @param name defines the block name\r\n */\r\n public constructor(name: string) {\r\n super(name, NodeMaterialBlockTargets.Fragment, true, true);\r\n\r\n this.registerInput(\"rgba\", NodeMaterialBlockConnectionPointTypes.Color4, true);\r\n this.registerInput(\"rgb\", NodeMaterialBlockConnectionPointTypes.Color3, true);\r\n this.registerInput(\"a\", NodeMaterialBlockConnectionPointTypes.Float, true);\r\n this.registerInput(\"glow\", NodeMaterialBlockConnectionPointTypes.Color3, true);\r\n\r\n this.rgb.acceptedConnectionPointTypes.push(NodeMaterialBlockConnectionPointTypes.Vector3);\r\n this.rgb.acceptedConnectionPointTypes.push(NodeMaterialBlockConnectionPointTypes.Float);\r\n\r\n this.additionalColor.acceptedConnectionPointTypes.push(NodeMaterialBlockConnectionPointTypes.Vector3);\r\n this.additionalColor.acceptedConnectionPointTypes.push(NodeMaterialBlockConnectionPointTypes.Float);\r\n }\r\n\r\n /** Gets or sets a boolean indicating if content needs to be converted to gamma space */\r\n public convertToGammaSpace = false;\r\n\r\n /** Gets or sets a boolean indicating if content needs to be converted to linear space */\r\n public convertToLinearSpace = false;\r\n\r\n /** Gets or sets a boolean indicating if logarithmic depth should be used */\r\n @editableInPropertyPage(\"Use logarithmic depth\", PropertyTypeForEdition.Boolean, \"PROPERTIES\", { embedded: true })\r\n public useLogarithmicDepth = false;\r\n\r\n /**\r\n * Gets or sets the color space used for the block\r\n */\r\n @editableInPropertyPage(\"Color space\", PropertyTypeForEdition.List, \"ADVANCED\", {\r\n notifiers: { rebuild: true },\r\n embedded: true,\r\n options: [\r\n { label: \"No color space\", value: FragmentOutputBlockColorSpace.NoColorSpace },\r\n { label: \"Gamma\", value: FragmentOutputBlockColorSpace.Gamma },\r\n { label: \"Linear\", value: FragmentOutputBlockColorSpace.Linear },\r\n ],\r\n })\r\n public get colorSpace() {\r\n if (this.convertToGammaSpace) {\r\n return FragmentOutputBlockColorSpace.Gamma;\r\n }\r\n if (this.convertToLinearSpace) {\r\n return FragmentOutputBlockColorSpace.Linear;\r\n }\r\n return FragmentOutputBlockColorSpace.NoColorSpace;\r\n }\r\n\r\n public set colorSpace(value: FragmentOutputBlockColorSpace) {\r\n this.convertToGammaSpace = value === FragmentOutputBlockColorSpace.Gamma;\r\n this.convertToLinearSpace = value === FragmentOutputBlockColorSpace.Linear;\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 \"FragmentOutputBlock\";\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 public override initialize(state: NodeMaterialBuildState) {\r\n state._excludeVariableName(\"logarithmicDepthConstant\");\r\n state._excludeVariableName(\"vFragmentDepth\");\r\n }\r\n\r\n /**\r\n * Gets the rgba input component\r\n */\r\n public get rgba(): NodeMaterialConnectionPoint {\r\n return this._inputs[0];\r\n }\r\n\r\n /**\r\n * Gets the rgb input component\r\n */\r\n public get rgb(): NodeMaterialConnectionPoint {\r\n return this._inputs[1];\r\n }\r\n\r\n /**\r\n * Gets the a input component\r\n */\r\n public get a(): NodeMaterialConnectionPoint {\r\n return this._inputs[2];\r\n }\r\n\r\n /**\r\n * Gets the additionalColor input component (named glow in the UI for now)\r\n */\r\n public get additionalColor(): NodeMaterialConnectionPoint {\r\n return this._inputs[3];\r\n }\r\n\r\n public override prepareDefines(mesh: AbstractMesh, nodeMaterial: NodeMaterial, defines: NodeMaterialDefines) {\r\n defines.setValue(this._linearDefineName, this.convertToLinearSpace, true);\r\n defines.setValue(this._gammaDefineName, this.convertToGammaSpace, true);\r\n defines.setValue(this._additionalColorDefineName, this.additionalColor.connectedPoint && nodeMaterial._useAdditionalColor, true);\r\n }\r\n\r\n public override bind(effect: Effect, nodeMaterial: NodeMaterial, mesh?: Mesh) {\r\n if ((this.useLogarithmicDepth || nodeMaterial.useLogarithmicDepth) && mesh) {\r\n BindLogDepth(undefined, effect, mesh.getScene());\r\n }\r\n }\r\n\r\n protected override _buildBlock(state: NodeMaterialBuildState) {\r\n super._buildBlock(state);\r\n\r\n const rgba = this.rgba;\r\n const rgb = this.rgb;\r\n const a = this.a;\r\n const additionalColor = this.additionalColor;\r\n\r\n const isWebGPU = state.shaderLanguage === ShaderLanguage.WGSL;\r\n state.sharedData.hints.needAlphaBlending = rgba.isConnected || a.isConnected;\r\n state.sharedData.blocksWithDefines.push(this);\r\n\r\n if (this.useLogarithmicDepth || state.sharedData.nodeMaterial.useLogarithmicDepth) {\r\n state._emitUniformFromString(\"logarithmicDepthConstant\", NodeMaterialBlockConnectionPointTypes.Float);\r\n state._emitVaryingFromString(\"vFragmentDepth\", NodeMaterialBlockConnectionPointTypes.Float);\r\n state.sharedData.bindableBlocks.push(this);\r\n }\r\n\r\n if (additionalColor.connectedPoint) {\r\n state._excludeVariableName(\"useAdditionalColor\");\r\n state._emitUniformFromString(\"useAdditionalColor\", NodeMaterialBlockConnectionPointTypes.Float);\r\n this._additionalColorDefineName = state._getFreeDefineName(\"USEADDITIONALCOLOR\");\r\n }\r\n\r\n this._linearDefineName = state._getFreeDefineName(\"CONVERTTOLINEAR\");\r\n this._gammaDefineName = state._getFreeDefineName(\"CONVERTTOGAMMA\");\r\n\r\n const comments = `//${this.name}`;\r\n state._emitFunctionFromInclude(\"helperFunctions\", comments);\r\n\r\n let outputString = \"gl_FragColor\";\r\n if (state.shaderLanguage === ShaderLanguage.WGSL) {\r\n state.compilationString += `var fragmentOutputsColor : vec4<f32>;\\r\\n`;\r\n outputString = \"fragmentOutputsColor\";\r\n } else if (state.isSFEMode) {\r\n // SFE: Use an intermediate variable to control whether to use gl_FragColor or return the color\r\n state.compilationString += `vec4 outColor = vec4(0.0);`;\r\n outputString = \"outColor\";\r\n state._injectAtEnd += `\\n#ifndef ${SfeModeDefine}\\n`;\r\n state._injectAtEnd += `gl_FragColor = outColor;\\n`;\r\n state._injectAtEnd += `#else\\n`;\r\n state._injectAtEnd += `return outColor;\\n`;\r\n state._injectAtEnd += `#endif\\n`;\r\n }\r\n\r\n const vec4 = state._getShaderType(NodeMaterialBlockConnectionPointTypes.Vector4);\r\n\r\n if (additionalColor.connectedPoint) {\r\n let aValue = \"1.0\";\r\n\r\n if (a.connectedPoint) {\r\n aValue = a.associatedVariableName;\r\n }\r\n state.compilationString += `#ifdef ${this._additionalColorDefineName}\\n`;\r\n if (additionalColor.connectedPoint.type === NodeMaterialBlockConnectionPointTypes.Float) {\r\n state.compilationString += `${outputString} = ${vec4}(${additionalColor.associatedVariableName}, ${additionalColor.associatedVariableName}, ${additionalColor.associatedVariableName}, ${aValue});\\n`;\r\n } else {\r\n state.compilationString += `${outputString} = ${vec4}(${additionalColor.associatedVariableName}, ${aValue});\\n`;\r\n }\r\n state.compilationString += `#else\\n`;\r\n }\r\n\r\n if (rgba.connectedPoint) {\r\n if (a.isConnected) {\r\n state.compilationString += `${outputString} = ${vec4}(${rgba.associatedVariableName}.rgb, ${a.associatedVariableName});\\n`;\r\n } else {\r\n state.compilationString += `${outputString} = ${rgba.associatedVariableName};\\n`;\r\n }\r\n } else if (rgb.connectedPoint) {\r\n let aValue = \"1.0\";\r\n\r\n if (a.connectedPoint) {\r\n aValue = a.associatedVariableName;\r\n }\r\n\r\n if (rgb.connectedPoint.type === NodeMaterialBlockConnectionPointTypes.Float) {\r\n state.compilationString += `${outputString} = ${vec4}(${rgb.associatedVariableName}, ${rgb.associatedVariableName}, ${rgb.associatedVariableName}, ${aValue});\\n`;\r\n } else {\r\n state.compilationString += `${outputString} = ${vec4}(${rgb.associatedVariableName}, ${aValue});\\n`;\r\n }\r\n } else {\r\n state.sharedData.checks.notConnectedNonOptionalInputs.push(rgba);\r\n }\r\n\r\n if (additionalColor.connectedPoint) {\r\n state.compilationString += `#endif\\n`;\r\n }\r\n\r\n state.compilationString += `#ifdef ${this._linearDefineName}\\n`;\r\n state.compilationString += `${outputString} = toLinearSpace(${outputString});\\n`;\r\n state.compilationString += `#endif\\n`;\r\n\r\n state.compilationString += `#ifdef ${this._gammaDefineName}\\n`;\r\n state.compilationString += `${outputString} = toGammaSpace(${outputString});\\n`;\r\n state.compilationString += `#endif\\n`;\r\n\r\n if (state.shaderLanguage === ShaderLanguage.WGSL) {\r\n state.compilationString += `#if !defined(PREPASS)\\r\\n`;\r\n state.compilationString += `fragmentOutputs.color = fragmentOutputsColor;\\r\\n`;\r\n state.compilationString += `#endif\\r\\n`;\r\n }\r\n\r\n if (this.useLogarithmicDepth || state.sharedData.nodeMaterial.useLogarithmicDepth) {\r\n const fragDepth = isWebGPU ? \"input.vFragmentDepth\" : \"vFragmentDepth\";\r\n const uniformP = isWebGPU ? \"uniforms.\" : \"\";\r\n const output = isWebGPU ? \"fragmentOutputs.fragDepth\" : \"gl_FragDepthEXT\";\r\n\r\n state.compilationString += `${output} = log2(${fragDepth}) * ${uniformP}logarithmicDepthConstant * 0.5;\\n`;\r\n }\r\n\r\n state.compilationString += `#if defined(PREPASS)\\r\\n`;\r\n state.compilationString += `${isWebGPU ? \"fragmentOutputs.fragData0\" : \"gl_FragData[0]\"} = ${outputString};\\r\\n`;\r\n state.compilationString += `#endif\\r\\n`;\r\n\r\n return this;\r\n }\r\n\r\n protected override _dumpPropertiesCode() {\r\n let codeString = super._dumpPropertiesCode();\r\n codeString += `${this._codeVariableName}.convertToGammaSpace = ${this.convertToGammaSpace};\\n`;\r\n codeString += `${this._codeVariableName}.convertToLinearSpace = ${this.convertToLinearSpace};\\n`;\r\n codeString += `${this._codeVariableName}.useLogarithmicDepth = ${this.useLogarithmicDepth};\\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.convertToGammaSpace = this.convertToGammaSpace;\r\n serializationObject.convertToLinearSpace = this.convertToLinearSpace;\r\n serializationObject.useLogarithmicDepth = this.useLogarithmicDepth;\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.convertToGammaSpace = !!serializationObject.convertToGammaSpace;\r\n this.convertToLinearSpace = !!serializationObject.convertToLinearSpace;\r\n this.useLogarithmicDepth = serializationObject.useLogarithmicDepth ?? false;\r\n }\r\n}\r\n\r\nRegisterClass(\"BABYLON.FragmentOutputBlock\", FragmentOutputBlock);\r\n"]}
|
|
1
|
+
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{ NodeMaterialBlock } from \"../../nodeMaterialBlock\";\r\nimport { NodeMaterialBlockConnectionPointTypes } from \"../../Enums/nodeMaterialBlockConnectionPointTypes\";\r\nimport type { NodeMaterialBuildState } from \"../../nodeMaterialBuildState\";\r\nimport { NodeMaterialBlockTargets } from \"../../Enums/nodeMaterialBlockTargets\";\r\nimport type { NodeMaterialConnectionPoint } from \"../../nodeMaterialBlockConnectionPoint\";\r\nimport { RegisterClass } from \"../../../../Misc/typeStore\";\r\nimport type { Scene } from \"../../../../scene\";\r\nimport type { AbstractMesh } from \"../../../../Meshes/abstractMesh\";\r\nimport type { NodeMaterialDefines, NodeMaterial } from \"../../nodeMaterial\";\r\nimport { editableInPropertyPage, PropertyTypeForEdition } from \"../../../../Decorators/nodeDecorator\";\r\nimport type { Effect } from \"../../../effect\";\r\nimport type { Mesh } from \"../../../../Meshes/mesh\";\r\nimport { BindLogDepth } from \"../../../materialHelper.functions\";\r\nimport { ShaderLanguage } from \"core/Materials/shaderLanguage\";\r\n\r\n/**\r\n * Color spaces supported by the fragment output block\r\n */\r\nexport enum FragmentOutputBlockColorSpace {\r\n /** Unspecified */\r\n NoColorSpace,\r\n /** Gamma */\r\n Gamma,\r\n /** Linear */\r\n Linear,\r\n}\r\n\r\n/**\r\n * Block used to output the final color\r\n */\r\nexport class FragmentOutputBlock extends NodeMaterialBlock {\r\n private _linearDefineName: string;\r\n private _gammaDefineName: string;\r\n private _additionalColorDefineName: string;\r\n\r\n /**\r\n * Create a new FragmentOutputBlock\r\n * @param name defines the block name\r\n */\r\n public constructor(name: string) {\r\n super(name, NodeMaterialBlockTargets.Fragment, true, true);\r\n\r\n this.registerInput(\"rgba\", NodeMaterialBlockConnectionPointTypes.Color4, true);\r\n this.registerInput(\"rgb\", NodeMaterialBlockConnectionPointTypes.Color3, true);\r\n this.registerInput(\"a\", NodeMaterialBlockConnectionPointTypes.Float, true);\r\n this.registerInput(\"glow\", NodeMaterialBlockConnectionPointTypes.Color3, true);\r\n\r\n this.rgb.acceptedConnectionPointTypes.push(NodeMaterialBlockConnectionPointTypes.Vector3);\r\n this.rgb.acceptedConnectionPointTypes.push(NodeMaterialBlockConnectionPointTypes.Float);\r\n\r\n this.additionalColor.acceptedConnectionPointTypes.push(NodeMaterialBlockConnectionPointTypes.Vector3);\r\n this.additionalColor.acceptedConnectionPointTypes.push(NodeMaterialBlockConnectionPointTypes.Float);\r\n }\r\n\r\n /** Gets or sets a boolean indicating if content needs to be converted to gamma space */\r\n public convertToGammaSpace = false;\r\n\r\n /** Gets or sets a boolean indicating if content needs to be converted to linear space */\r\n public convertToLinearSpace = false;\r\n\r\n /** Gets or sets a boolean indicating if logarithmic depth should be used */\r\n @editableInPropertyPage(\"Use logarithmic depth\", PropertyTypeForEdition.Boolean, \"PROPERTIES\", { embedded: true })\r\n public useLogarithmicDepth = false;\r\n\r\n /**\r\n * Gets or sets the color space used for the block\r\n */\r\n @editableInPropertyPage(\"Color space\", PropertyTypeForEdition.List, \"ADVANCED\", {\r\n notifiers: { rebuild: true },\r\n embedded: true,\r\n options: [\r\n { label: \"No color space\", value: FragmentOutputBlockColorSpace.NoColorSpace },\r\n { label: \"Gamma\", value: FragmentOutputBlockColorSpace.Gamma },\r\n { label: \"Linear\", value: FragmentOutputBlockColorSpace.Linear },\r\n ],\r\n })\r\n public get colorSpace() {\r\n if (this.convertToGammaSpace) {\r\n return FragmentOutputBlockColorSpace.Gamma;\r\n }\r\n if (this.convertToLinearSpace) {\r\n return FragmentOutputBlockColorSpace.Linear;\r\n }\r\n return FragmentOutputBlockColorSpace.NoColorSpace;\r\n }\r\n\r\n public set colorSpace(value: FragmentOutputBlockColorSpace) {\r\n this.convertToGammaSpace = value === FragmentOutputBlockColorSpace.Gamma;\r\n this.convertToLinearSpace = value === FragmentOutputBlockColorSpace.Linear;\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 \"FragmentOutputBlock\";\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 public override initialize(state: NodeMaterialBuildState) {\r\n state._excludeVariableName(\"logarithmicDepthConstant\");\r\n state._excludeVariableName(\"vFragmentDepth\");\r\n }\r\n\r\n /**\r\n * Gets the rgba input component\r\n */\r\n public get rgba(): NodeMaterialConnectionPoint {\r\n return this._inputs[0];\r\n }\r\n\r\n /**\r\n * Gets the rgb input component\r\n */\r\n public get rgb(): NodeMaterialConnectionPoint {\r\n return this._inputs[1];\r\n }\r\n\r\n /**\r\n * Gets the a input component\r\n */\r\n public get a(): NodeMaterialConnectionPoint {\r\n return this._inputs[2];\r\n }\r\n\r\n /**\r\n * Gets the additionalColor input component (named glow in the UI for now)\r\n */\r\n public get additionalColor(): NodeMaterialConnectionPoint {\r\n return this._inputs[3];\r\n }\r\n\r\n public override prepareDefines(mesh: AbstractMesh, nodeMaterial: NodeMaterial, defines: NodeMaterialDefines) {\r\n defines.setValue(this._linearDefineName, this.convertToLinearSpace, true);\r\n defines.setValue(this._gammaDefineName, this.convertToGammaSpace, true);\r\n defines.setValue(this._additionalColorDefineName, this.additionalColor.connectedPoint && nodeMaterial._useAdditionalColor, true);\r\n }\r\n\r\n public override bind(effect: Effect, nodeMaterial: NodeMaterial, mesh?: Mesh) {\r\n if ((this.useLogarithmicDepth || nodeMaterial.useLogarithmicDepth) && mesh) {\r\n BindLogDepth(undefined, effect, mesh.getScene());\r\n }\r\n }\r\n\r\n protected override _buildBlock(state: NodeMaterialBuildState) {\r\n super._buildBlock(state);\r\n\r\n const rgba = this.rgba;\r\n const rgb = this.rgb;\r\n const a = this.a;\r\n const additionalColor = this.additionalColor;\r\n\r\n const isWebGPU = state.shaderLanguage === ShaderLanguage.WGSL;\r\n state.sharedData.hints.needAlphaBlending = rgba.isConnected || a.isConnected;\r\n state.sharedData.blocksWithDefines.push(this);\r\n\r\n if (this.useLogarithmicDepth || state.sharedData.nodeMaterial.useLogarithmicDepth) {\r\n state._emitUniformFromString(\"logarithmicDepthConstant\", NodeMaterialBlockConnectionPointTypes.Float);\r\n state._emitVaryingFromString(\"vFragmentDepth\", NodeMaterialBlockConnectionPointTypes.Float);\r\n state.sharedData.bindableBlocks.push(this);\r\n }\r\n\r\n if (additionalColor.connectedPoint) {\r\n state._excludeVariableName(\"useAdditionalColor\");\r\n state._emitUniformFromString(\"useAdditionalColor\", NodeMaterialBlockConnectionPointTypes.Float);\r\n this._additionalColorDefineName = state._getFreeDefineName(\"USEADDITIONALCOLOR\");\r\n }\r\n\r\n this._linearDefineName = state._getFreeDefineName(\"CONVERTTOLINEAR\");\r\n this._gammaDefineName = state._getFreeDefineName(\"CONVERTTOGAMMA\");\r\n\r\n const comments = `//${this.name}`;\r\n state._emitFunctionFromInclude(\"helperFunctions\", comments);\r\n\r\n let outputString = \"gl_FragColor\";\r\n if (state._customOutputName) {\r\n outputString = state._customOutputName;\r\n } else if (state.shaderLanguage === ShaderLanguage.WGSL) {\r\n state.compilationString += `var fragmentOutputsColor : vec4<f32>;\\r\\n`;\r\n outputString = \"fragmentOutputsColor\";\r\n }\r\n\r\n const vec4 = state._getShaderType(NodeMaterialBlockConnectionPointTypes.Vector4);\r\n\r\n if (additionalColor.connectedPoint) {\r\n let aValue = \"1.0\";\r\n\r\n if (a.connectedPoint) {\r\n aValue = a.associatedVariableName;\r\n }\r\n state.compilationString += `#ifdef ${this._additionalColorDefineName}\\n`;\r\n if (additionalColor.connectedPoint.type === NodeMaterialBlockConnectionPointTypes.Float) {\r\n state.compilationString += `${outputString} = ${vec4}(${additionalColor.associatedVariableName}, ${additionalColor.associatedVariableName}, ${additionalColor.associatedVariableName}, ${aValue});\\n`;\r\n } else {\r\n state.compilationString += `${outputString} = ${vec4}(${additionalColor.associatedVariableName}, ${aValue});\\n`;\r\n }\r\n state.compilationString += `#else\\n`;\r\n }\r\n\r\n if (rgba.connectedPoint) {\r\n if (a.isConnected) {\r\n state.compilationString += `${outputString} = ${vec4}(${rgba.associatedVariableName}.rgb, ${a.associatedVariableName});\\n`;\r\n } else {\r\n state.compilationString += `${outputString} = ${rgba.associatedVariableName};\\n`;\r\n }\r\n } else if (rgb.connectedPoint) {\r\n let aValue = \"1.0\";\r\n\r\n if (a.connectedPoint) {\r\n aValue = a.associatedVariableName;\r\n }\r\n\r\n if (rgb.connectedPoint.type === NodeMaterialBlockConnectionPointTypes.Float) {\r\n state.compilationString += `${outputString} = ${vec4}(${rgb.associatedVariableName}, ${rgb.associatedVariableName}, ${rgb.associatedVariableName}, ${aValue});\\n`;\r\n } else {\r\n state.compilationString += `${outputString} = ${vec4}(${rgb.associatedVariableName}, ${aValue});\\n`;\r\n }\r\n } else {\r\n state.sharedData.checks.notConnectedNonOptionalInputs.push(rgba);\r\n }\r\n\r\n if (additionalColor.connectedPoint) {\r\n state.compilationString += `#endif\\n`;\r\n }\r\n\r\n state.compilationString += `#ifdef ${this._linearDefineName}\\n`;\r\n state.compilationString += `${outputString} = toLinearSpace(${outputString});\\n`;\r\n state.compilationString += `#endif\\n`;\r\n\r\n state.compilationString += `#ifdef ${this._gammaDefineName}\\n`;\r\n state.compilationString += `${outputString} = toGammaSpace(${outputString});\\n`;\r\n state.compilationString += `#endif\\n`;\r\n\r\n if (state.shaderLanguage === ShaderLanguage.WGSL) {\r\n state.compilationString += `#if !defined(PREPASS)\\r\\n`;\r\n state.compilationString += `fragmentOutputs.color = fragmentOutputsColor;\\r\\n`;\r\n state.compilationString += `#endif\\r\\n`;\r\n }\r\n\r\n if (this.useLogarithmicDepth || state.sharedData.nodeMaterial.useLogarithmicDepth) {\r\n const fragDepth = isWebGPU ? \"input.vFragmentDepth\" : \"vFragmentDepth\";\r\n const uniformP = isWebGPU ? \"uniforms.\" : \"\";\r\n const output = isWebGPU ? \"fragmentOutputs.fragDepth\" : \"gl_FragDepthEXT\";\r\n\r\n state.compilationString += `${output} = log2(${fragDepth}) * ${uniformP}logarithmicDepthConstant * 0.5;\\n`;\r\n }\r\n\r\n state.compilationString += `#if defined(PREPASS)\\r\\n`;\r\n state.compilationString += `${isWebGPU ? \"fragmentOutputs.fragData0\" : \"gl_FragData[0]\"} = ${outputString};\\r\\n`;\r\n state.compilationString += `#endif\\r\\n`;\r\n\r\n return this;\r\n }\r\n\r\n protected override _dumpPropertiesCode() {\r\n let codeString = super._dumpPropertiesCode();\r\n codeString += `${this._codeVariableName}.convertToGammaSpace = ${this.convertToGammaSpace};\\n`;\r\n codeString += `${this._codeVariableName}.convertToLinearSpace = ${this.convertToLinearSpace};\\n`;\r\n codeString += `${this._codeVariableName}.useLogarithmicDepth = ${this.useLogarithmicDepth};\\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.convertToGammaSpace = this.convertToGammaSpace;\r\n serializationObject.convertToLinearSpace = this.convertToLinearSpace;\r\n serializationObject.useLogarithmicDepth = this.useLogarithmicDepth;\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.convertToGammaSpace = !!serializationObject.convertToGammaSpace;\r\n this.convertToLinearSpace = !!serializationObject.convertToLinearSpace;\r\n this.useLogarithmicDepth = serializationObject.useLogarithmicDepth ?? false;\r\n }\r\n}\r\n\r\nRegisterClass(\"BABYLON.FragmentOutputBlock\", FragmentOutputBlock);\r\n"]}
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@@ -462,9 +462,7 @@ export class InputBlock extends NodeMaterialBlock {
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462
462
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if (state.uniforms.indexOf(this.associatedVariableName) !== -1) {
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463
463
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return;
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464
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}
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465
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-
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466
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-
const annotation = state.isSFEMode ? `// { "default": ${JSON.stringify(this.valueCallback?.() ?? this.value)} }` : undefined;
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467
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-
state._emitUniformFromString(this._associatedVariableName, this.type, undefined, undefined, annotation);
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465
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+
state._emitUniformFromString(this._associatedVariableName, this.type);
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468
466
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if (state.shaderLanguage === 1 /* ShaderLanguage.WGSL */) {
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469
467
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this._prefix = "uniforms.";
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470
468
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}
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