@babylonjs/core 8.11.0 → 8.12.0

This diff represents the content of publicly available package versions that have been released to one of the supported registries. The information contained in this diff is provided for informational purposes only and reflects changes between package versions as they appear in their respective public registries.
Files changed (389) hide show
  1. package/Cameras/arcRotateCamera.js +8 -0
  2. package/Cameras/arcRotateCamera.js.map +1 -1
  3. package/Cameras/targetCamera.js +2 -0
  4. package/Cameras/targetCamera.js.map +1 -1
  5. package/Collisions/gpuPicker.d.ts +4 -0
  6. package/Collisions/gpuPicker.js +6 -0
  7. package/Collisions/gpuPicker.js.map +1 -1
  8. package/Engines/abstractEngine.js +2 -2
  9. package/Engines/abstractEngine.js.map +1 -1
  10. package/Engines/constants.d.ts +4 -0
  11. package/Engines/constants.js +4 -0
  12. package/Engines/constants.js.map +1 -1
  13. package/FrameGraph/Node/Blocks/Rendering/baseShadowGeneratorBlock.d.ts +1 -0
  14. package/FrameGraph/Node/Blocks/Rendering/baseShadowGeneratorBlock.js +2 -0
  15. package/FrameGraph/Node/Blocks/Rendering/baseShadowGeneratorBlock.js.map +1 -1
  16. package/FrameGraph/Node/Blocks/Rendering/csmShadowGeneratorBlock.d.ts +6 -1
  17. package/FrameGraph/Node/Blocks/Rendering/csmShadowGeneratorBlock.js +29 -0
  18. package/FrameGraph/Node/Blocks/Rendering/csmShadowGeneratorBlock.js.map +1 -1
  19. package/FrameGraph/Node/Blocks/Rendering/geometryRendererBlock.d.ts +6 -0
  20. package/FrameGraph/Node/Blocks/Rendering/geometryRendererBlock.js +36 -9
  21. package/FrameGraph/Node/Blocks/Rendering/geometryRendererBlock.js.map +1 -1
  22. package/FrameGraph/Node/Blocks/Rendering/shadowGeneratorBlock.js +1 -0
  23. package/FrameGraph/Node/Blocks/Rendering/shadowGeneratorBlock.js.map +1 -1
  24. package/FrameGraph/Node/Blocks/inputBlock.js +1 -0
  25. package/FrameGraph/Node/Blocks/inputBlock.js.map +1 -1
  26. package/FrameGraph/Node/Types/nodeRenderGraphTypes.d.ts +2 -0
  27. package/FrameGraph/Node/Types/nodeRenderGraphTypes.js +2 -0
  28. package/FrameGraph/Node/Types/nodeRenderGraphTypes.js.map +1 -1
  29. package/FrameGraph/Tasks/Rendering/csmShadowGeneratorTask.d.ts +23 -0
  30. package/FrameGraph/Tasks/Rendering/csmShadowGeneratorTask.js +126 -21
  31. package/FrameGraph/Tasks/Rendering/csmShadowGeneratorTask.js.map +1 -1
  32. package/FrameGraph/Tasks/Rendering/geometryRendererTask.d.ts +5 -0
  33. package/FrameGraph/Tasks/Rendering/geometryRendererTask.js +4 -0
  34. package/FrameGraph/Tasks/Rendering/geometryRendererTask.js.map +1 -1
  35. package/FrameGraph/Tasks/Rendering/shadowGeneratorTask.d.ts +2 -4
  36. package/FrameGraph/Tasks/Rendering/shadowGeneratorTask.js +4 -17
  37. package/FrameGraph/Tasks/Rendering/shadowGeneratorTask.js.map +1 -1
  38. package/FrameGraph/frameGraph.js +1 -1
  39. package/FrameGraph/frameGraph.js.map +1 -1
  40. package/FrameGraph/frameGraphContext.d.ts +30 -0
  41. package/FrameGraph/frameGraphContext.js +47 -0
  42. package/FrameGraph/frameGraphContext.js.map +1 -1
  43. package/FrameGraph/frameGraphRenderContext.d.ts +1 -4
  44. package/FrameGraph/frameGraphRenderContext.js +2 -5
  45. package/FrameGraph/frameGraphRenderContext.js.map +1 -1
  46. package/Lights/Shadows/cascadedShadowGenerator.d.ts +0 -1
  47. package/Lights/Shadows/cascadedShadowGenerator.js +0 -12
  48. package/Lights/Shadows/cascadedShadowGenerator.js.map +1 -1
  49. package/Materials/Node/Blocks/Dual/clipPlanesBlock.d.ts +1 -1
  50. package/Materials/Node/Blocks/Dual/clipPlanesBlock.js +4 -1
  51. package/Materials/Node/Blocks/Dual/clipPlanesBlock.js.map +1 -1
  52. package/Materials/Node/Blocks/Dual/currentScreenBlock.d.ts +2 -3
  53. package/Materials/Node/Blocks/Dual/currentScreenBlock.js +1 -1
  54. package/Materials/Node/Blocks/Dual/currentScreenBlock.js.map +1 -1
  55. package/Materials/Node/Blocks/Dual/fogBlock.d.ts +1 -1
  56. package/Materials/Node/Blocks/Dual/fogBlock.js +4 -1
  57. package/Materials/Node/Blocks/Dual/fogBlock.js.map +1 -1
  58. package/Materials/Node/Blocks/Dual/lightBlock.d.ts +1 -1
  59. package/Materials/Node/Blocks/Dual/lightBlock.js +2 -2
  60. package/Materials/Node/Blocks/Dual/lightBlock.js.map +1 -1
  61. package/Materials/Node/Blocks/Dual/reflectionTextureBaseBlock.d.ts +1 -2
  62. package/Materials/Node/Blocks/Dual/reflectionTextureBaseBlock.js +1 -1
  63. package/Materials/Node/Blocks/Dual/reflectionTextureBaseBlock.js.map +1 -1
  64. package/Materials/Node/Blocks/Dual/smartFilterTextureBlock.js +3 -4
  65. package/Materials/Node/Blocks/Dual/smartFilterTextureBlock.js.map +1 -1
  66. package/Materials/Node/Blocks/Dual/textureBlock.d.ts +2 -3
  67. package/Materials/Node/Blocks/Dual/textureBlock.js +2 -2
  68. package/Materials/Node/Blocks/Dual/textureBlock.js.map +1 -1
  69. package/Materials/Node/Blocks/Fragment/TBNBlock.d.ts +1 -1
  70. package/Materials/Node/Blocks/Fragment/TBNBlock.js +4 -1
  71. package/Materials/Node/Blocks/Fragment/TBNBlock.js.map +1 -1
  72. package/Materials/Node/Blocks/Fragment/fragCoordBlock.js +2 -2
  73. package/Materials/Node/Blocks/Fragment/fragCoordBlock.js.map +1 -1
  74. package/Materials/Node/Blocks/Fragment/fragmentOutputBlock.d.ts +1 -2
  75. package/Materials/Node/Blocks/Fragment/fragmentOutputBlock.js +1 -1
  76. package/Materials/Node/Blocks/Fragment/fragmentOutputBlock.js.map +1 -1
  77. package/Materials/Node/Blocks/Fragment/frontFacingBlock.js +2 -2
  78. package/Materials/Node/Blocks/Fragment/frontFacingBlock.js.map +1 -1
  79. package/Materials/Node/Blocks/Fragment/heightToNormalBlock.js +1 -2
  80. package/Materials/Node/Blocks/Fragment/heightToNormalBlock.js.map +1 -1
  81. package/Materials/Node/Blocks/Fragment/imageProcessingBlock.d.ts +1 -1
  82. package/Materials/Node/Blocks/Fragment/imageProcessingBlock.js +1 -1
  83. package/Materials/Node/Blocks/Fragment/imageProcessingBlock.js.map +1 -1
  84. package/Materials/Node/Blocks/Fragment/perturbNormalBlock.d.ts +1 -2
  85. package/Materials/Node/Blocks/Fragment/perturbNormalBlock.js +1 -1
  86. package/Materials/Node/Blocks/Fragment/perturbNormalBlock.js.map +1 -1
  87. package/Materials/Node/Blocks/Fragment/screenSizeBlock.js +2 -2
  88. package/Materials/Node/Blocks/Fragment/screenSizeBlock.js.map +1 -1
  89. package/Materials/Node/Blocks/GaussianSplatting/gaussianSplattingBlock.d.ts +3 -3
  90. package/Materials/Node/Blocks/GaussianSplatting/gaussianSplattingBlock.js +6 -3
  91. package/Materials/Node/Blocks/GaussianSplatting/gaussianSplattingBlock.js.map +1 -1
  92. package/Materials/Node/Blocks/PBR/anisotropyBlock.d.ts +1 -2
  93. package/Materials/Node/Blocks/PBR/anisotropyBlock.js +2 -4
  94. package/Materials/Node/Blocks/PBR/anisotropyBlock.js.map +1 -1
  95. package/Materials/Node/Blocks/PBR/clearCoatBlock.d.ts +1 -2
  96. package/Materials/Node/Blocks/PBR/clearCoatBlock.js +1 -2
  97. package/Materials/Node/Blocks/PBR/clearCoatBlock.js.map +1 -1
  98. package/Materials/Node/Blocks/PBR/iridescenceBlock.d.ts +2 -3
  99. package/Materials/Node/Blocks/PBR/iridescenceBlock.js +1 -2
  100. package/Materials/Node/Blocks/PBR/iridescenceBlock.js.map +1 -1
  101. package/Materials/Node/Blocks/PBR/pbrMetallicRoughnessBlock.d.ts +1 -1
  102. package/Materials/Node/Blocks/PBR/pbrMetallicRoughnessBlock.js +5 -2
  103. package/Materials/Node/Blocks/PBR/pbrMetallicRoughnessBlock.js.map +1 -1
  104. package/Materials/Node/Blocks/PBR/reflectionBlock.d.ts +1 -2
  105. package/Materials/Node/Blocks/PBR/reflectionBlock.js +2 -2
  106. package/Materials/Node/Blocks/PBR/reflectionBlock.js.map +1 -1
  107. package/Materials/Node/Blocks/PBR/refractionBlock.d.ts +1 -2
  108. package/Materials/Node/Blocks/PBR/refractionBlock.js +1 -2
  109. package/Materials/Node/Blocks/PBR/refractionBlock.js.map +1 -1
  110. package/Materials/Node/Blocks/PBR/sheenBlock.d.ts +2 -3
  111. package/Materials/Node/Blocks/PBR/sheenBlock.js +1 -2
  112. package/Materials/Node/Blocks/PBR/sheenBlock.js.map +1 -1
  113. package/Materials/Node/Blocks/PBR/subSurfaceBlock.d.ts +2 -3
  114. package/Materials/Node/Blocks/PBR/subSurfaceBlock.js +1 -2
  115. package/Materials/Node/Blocks/PBR/subSurfaceBlock.js.map +1 -1
  116. package/Materials/Node/Blocks/Particle/particleTextureBlock.d.ts +1 -2
  117. package/Materials/Node/Blocks/Particle/particleTextureBlock.js +1 -1
  118. package/Materials/Node/Blocks/Particle/particleTextureBlock.js.map +1 -1
  119. package/Materials/Node/Blocks/Vertex/bonesBlock.d.ts +2 -2
  120. package/Materials/Node/Blocks/Vertex/bonesBlock.js +3 -3
  121. package/Materials/Node/Blocks/Vertex/bonesBlock.js.map +1 -1
  122. package/Materials/Node/Blocks/Vertex/instancesBlock.d.ts +1 -1
  123. package/Materials/Node/Blocks/Vertex/instancesBlock.js +1 -1
  124. package/Materials/Node/Blocks/Vertex/instancesBlock.js.map +1 -1
  125. package/Materials/Node/Blocks/Vertex/lightInformationBlock.d.ts +1 -2
  126. package/Materials/Node/Blocks/Vertex/lightInformationBlock.js +1 -1
  127. package/Materials/Node/Blocks/Vertex/lightInformationBlock.js.map +1 -1
  128. package/Materials/Node/Blocks/Vertex/morphTargetsBlock.d.ts +2 -2
  129. package/Materials/Node/Blocks/Vertex/morphTargetsBlock.js +8 -2
  130. package/Materials/Node/Blocks/Vertex/morphTargetsBlock.js.map +1 -1
  131. package/Materials/Node/Blocks/transformBlock.d.ts +3 -3
  132. package/Materials/Node/Blocks/transformBlock.js +4 -5
  133. package/Materials/Node/Blocks/transformBlock.js.map +1 -1
  134. package/Materials/Node/Blocks/triPlanarBlock.d.ts +1 -3
  135. package/Materials/Node/Blocks/triPlanarBlock.js +1 -1
  136. package/Materials/Node/Blocks/triPlanarBlock.js.map +1 -1
  137. package/Materials/Node/nodeMaterial.d.ts +1 -1
  138. package/Materials/Node/nodeMaterial.js +28 -42
  139. package/Materials/Node/nodeMaterial.js.map +1 -1
  140. package/Materials/Node/nodeMaterialBlock.d.ts +8 -12
  141. package/Materials/Node/nodeMaterialBlock.js +10 -12
  142. package/Materials/Node/nodeMaterialBlock.js.map +1 -1
  143. package/Materials/Node/nodeMaterialBuildState.js +3 -1
  144. package/Materials/Node/nodeMaterialBuildState.js.map +1 -1
  145. package/Materials/Node/nodeMaterialBuildStateSharedData.d.ts +7 -3
  146. package/Materials/Node/nodeMaterialBuildStateSharedData.js +17 -6
  147. package/Materials/Node/nodeMaterialBuildStateSharedData.js.map +1 -1
  148. package/Materials/PBR/pbrBaseMaterial.d.ts +2 -0
  149. package/Materials/PBR/pbrBaseMaterial.js +11 -0
  150. package/Materials/PBR/pbrBaseMaterial.js.map +1 -1
  151. package/Materials/Textures/Loaders/exrTextureLoader.d.ts +10 -0
  152. package/Materials/Textures/Loaders/exrTextureLoader.js +28 -1
  153. package/Materials/Textures/Loaders/exrTextureLoader.js.map +1 -1
  154. package/Materials/materialHelper.functions.js +1 -1
  155. package/Materials/materialHelper.functions.js.map +1 -1
  156. package/Materials/materialHelper.geometryrendering.js +7 -0
  157. package/Materials/materialHelper.geometryrendering.js.map +1 -1
  158. package/Materials/standardMaterial.d.ts +2 -0
  159. package/Materials/standardMaterial.js +11 -0
  160. package/Materials/standardMaterial.js.map +1 -1
  161. package/Meshes/Node/Blocks/Textures/geometryTextureBlock.d.ts +7 -0
  162. package/Meshes/Node/Blocks/Textures/geometryTextureBlock.js +11 -5
  163. package/Meshes/Node/Blocks/Textures/geometryTextureBlock.js.map +1 -1
  164. package/Meshes/Node/Blocks/Textures/geometryTextureFetchBlock.d.ts +6 -0
  165. package/Meshes/Node/Blocks/Textures/geometryTextureFetchBlock.js +42 -4
  166. package/Meshes/Node/Blocks/Textures/geometryTextureFetchBlock.js.map +1 -1
  167. package/Meshes/Node/Blocks/geometryOptimizeBlock.js +8 -0
  168. package/Meshes/Node/Blocks/geometryOptimizeBlock.js.map +1 -1
  169. package/Misc/environmentTextureTools.js +1 -1
  170. package/Misc/environmentTextureTools.js.map +1 -1
  171. package/Misc/minMaxReducer.d.ts +8 -6
  172. package/Misc/minMaxReducer.js +57 -90
  173. package/Misc/minMaxReducer.js.map +1 -1
  174. package/Misc/thinMinMaxReducer.d.ts +47 -0
  175. package/Misc/thinMinMaxReducer.js +148 -0
  176. package/Misc/thinMinMaxReducer.js.map +1 -0
  177. package/Particles/EmitterTypes/customParticleEmitter.d.ts +5 -0
  178. package/Particles/EmitterTypes/customParticleEmitter.js +9 -1
  179. package/Particles/EmitterTypes/customParticleEmitter.js.map +1 -1
  180. package/Particles/IParticleSystem.d.ts +4 -0
  181. package/Particles/IParticleSystem.js.map +1 -1
  182. package/Particles/Node/Blocks/Conditions/particleConditionBlock.d.ts +75 -0
  183. package/Particles/Node/Blocks/Conditions/particleConditionBlock.js +179 -0
  184. package/Particles/Node/Blocks/Conditions/particleConditionBlock.js.map +1 -0
  185. package/Particles/Node/Blocks/Emitters/boxShapeBlock.d.ts +47 -0
  186. package/Particles/Node/Blocks/Emitters/boxShapeBlock.js +107 -0
  187. package/Particles/Node/Blocks/Emitters/boxShapeBlock.js.map +1 -0
  188. package/Particles/Node/Blocks/Emitters/createParticleBlock.d.ts +46 -0
  189. package/Particles/Node/Blocks/Emitters/createParticleBlock.js +97 -0
  190. package/Particles/Node/Blocks/Emitters/createParticleBlock.js.map +1 -0
  191. package/Particles/Node/Blocks/Emitters/customShapeBlock.d.ts +39 -0
  192. package/Particles/Node/Blocks/Emitters/customShapeBlock.js +84 -0
  193. package/Particles/Node/Blocks/Emitters/customShapeBlock.js.map +1 -0
  194. package/Particles/Node/Blocks/Emitters/cylinderShapeBlock.d.ts +48 -0
  195. package/Particles/Node/Blocks/Emitters/cylinderShapeBlock.js +120 -0
  196. package/Particles/Node/Blocks/Emitters/cylinderShapeBlock.js.map +1 -0
  197. package/Particles/Node/Blocks/Emitters/index.d.ts +7 -0
  198. package/Particles/Node/Blocks/Emitters/index.js +8 -0
  199. package/Particles/Node/Blocks/Emitters/index.js.map +1 -0
  200. package/Particles/Node/Blocks/Emitters/pointShapeBlock.d.ts +39 -0
  201. package/Particles/Node/Blocks/Emitters/pointShapeBlock.js +86 -0
  202. package/Particles/Node/Blocks/Emitters/pointShapeBlock.js.map +1 -0
  203. package/Particles/Node/Blocks/Emitters/setupSpriteSheetBlock.d.ts +53 -0
  204. package/Particles/Node/Blocks/Emitters/setupSpriteSheetBlock.js +111 -0
  205. package/Particles/Node/Blocks/Emitters/setupSpriteSheetBlock.js.map +1 -0
  206. package/Particles/Node/Blocks/Emitters/sphereShapeBlock.d.ts +43 -0
  207. package/Particles/Node/Blocks/Emitters/sphereShapeBlock.js +108 -0
  208. package/Particles/Node/Blocks/Emitters/sphereShapeBlock.js.map +1 -0
  209. package/Particles/Node/Blocks/Teleport/particleTeleportInBlock.d.ts +48 -0
  210. package/Particles/Node/Blocks/Teleport/particleTeleportInBlock.js +100 -0
  211. package/Particles/Node/Blocks/Teleport/particleTeleportInBlock.js.map +1 -0
  212. package/Particles/Node/Blocks/Teleport/particleTeleportOutBlock.d.ts +47 -0
  213. package/Particles/Node/Blocks/Teleport/particleTeleportOutBlock.js +82 -0
  214. package/Particles/Node/Blocks/Teleport/particleTeleportOutBlock.js.map +1 -0
  215. package/Particles/Node/Blocks/Triggers/particleTriggerBlock.d.ts +48 -0
  216. package/Particles/Node/Blocks/Triggers/particleTriggerBlock.js +133 -0
  217. package/Particles/Node/Blocks/Triggers/particleTriggerBlock.js.map +1 -0
  218. package/Particles/Node/Blocks/Triggers/triggerTools.d.ts +9 -0
  219. package/Particles/Node/Blocks/Triggers/triggerTools.js +16 -0
  220. package/Particles/Node/Blocks/Triggers/triggerTools.js.map +1 -0
  221. package/Particles/Node/Blocks/Update/basicPositionUpdateBlock.d.ts +31 -0
  222. package/Particles/Node/Blocks/Update/basicPositionUpdateBlock.js +64 -0
  223. package/Particles/Node/Blocks/Update/basicPositionUpdateBlock.js.map +1 -0
  224. package/Particles/Node/Blocks/Update/basicSpriteUpdateBlock.d.ts +31 -0
  225. package/Particles/Node/Blocks/Update/basicSpriteUpdateBlock.js +63 -0
  226. package/Particles/Node/Blocks/Update/basicSpriteUpdateBlock.js.map +1 -0
  227. package/Particles/Node/Blocks/Update/updateAngleBlock.d.ts +35 -0
  228. package/Particles/Node/Blocks/Update/updateAngleBlock.js +73 -0
  229. package/Particles/Node/Blocks/Update/updateAngleBlock.js.map +1 -0
  230. package/Particles/Node/Blocks/Update/updateColorBlock.d.ts +35 -0
  231. package/Particles/Node/Blocks/Update/updateColorBlock.js +73 -0
  232. package/Particles/Node/Blocks/Update/updateColorBlock.js.map +1 -0
  233. package/Particles/Node/Blocks/Update/updateDirectionBlock.d.ts +35 -0
  234. package/Particles/Node/Blocks/Update/updateDirectionBlock.js +73 -0
  235. package/Particles/Node/Blocks/Update/updateDirectionBlock.js.map +1 -0
  236. package/Particles/Node/Blocks/Update/updateFlowMapBlock.d.ts +41 -0
  237. package/Particles/Node/Blocks/Update/updateFlowMapBlock.js +102 -0
  238. package/Particles/Node/Blocks/Update/updateFlowMapBlock.js.map +1 -0
  239. package/Particles/Node/Blocks/Update/updatePositionBlock.d.ts +35 -0
  240. package/Particles/Node/Blocks/Update/updatePositionBlock.js +73 -0
  241. package/Particles/Node/Blocks/Update/updatePositionBlock.js.map +1 -0
  242. package/Particles/Node/Blocks/Update/updateScaleBlock.d.ts +35 -0
  243. package/Particles/Node/Blocks/Update/updateScaleBlock.js +73 -0
  244. package/Particles/Node/Blocks/Update/updateScaleBlock.js.map +1 -0
  245. package/Particles/Node/Blocks/Update/updateSpriteCellIndexBlock.d.ts +35 -0
  246. package/Particles/Node/Blocks/Update/updateSpriteCellIndexBlock.js +74 -0
  247. package/Particles/Node/Blocks/Update/updateSpriteCellIndexBlock.js.map +1 -0
  248. package/Particles/Node/Blocks/index.d.ts +27 -0
  249. package/Particles/Node/Blocks/index.js +29 -0
  250. package/Particles/Node/Blocks/index.js.map +1 -0
  251. package/Particles/Node/Blocks/particleConverterBlock.d.ts +85 -0
  252. package/Particles/Node/Blocks/particleConverterBlock.js +267 -0
  253. package/Particles/Node/Blocks/particleConverterBlock.js.map +1 -0
  254. package/Particles/Node/Blocks/particleDebugBlock.d.ts +37 -0
  255. package/Particles/Node/Blocks/particleDebugBlock.js +109 -0
  256. package/Particles/Node/Blocks/particleDebugBlock.js.map +1 -0
  257. package/Particles/Node/Blocks/particleElbowBlock.d.ts +27 -0
  258. package/Particles/Node/Blocks/particleElbowBlock.js +47 -0
  259. package/Particles/Node/Blocks/particleElbowBlock.js.map +1 -0
  260. package/Particles/Node/Blocks/particleGradientBlock.d.ts +28 -0
  261. package/Particles/Node/Blocks/particleGradientBlock.js +118 -0
  262. package/Particles/Node/Blocks/particleGradientBlock.js.map +1 -0
  263. package/Particles/Node/Blocks/particleGradientValueBlock.d.ts +32 -0
  264. package/Particles/Node/Blocks/particleGradientValueBlock.js +79 -0
  265. package/Particles/Node/Blocks/particleGradientValueBlock.js.map +1 -0
  266. package/Particles/Node/Blocks/particleInputBlock.d.ts +87 -0
  267. package/Particles/Node/Blocks/particleInputBlock.js +279 -0
  268. package/Particles/Node/Blocks/particleInputBlock.js.map +1 -0
  269. package/Particles/Node/Blocks/particleLerpBlock.d.ts +34 -0
  270. package/Particles/Node/Blocks/particleLerpBlock.js +92 -0
  271. package/Particles/Node/Blocks/particleLerpBlock.js.map +1 -0
  272. package/Particles/Node/Blocks/particleMathBlock.d.ts +64 -0
  273. package/Particles/Node/Blocks/particleMathBlock.js +321 -0
  274. package/Particles/Node/Blocks/particleMathBlock.js.map +1 -0
  275. package/Particles/Node/Blocks/particleRandomBlock.d.ts +52 -0
  276. package/Particles/Node/Blocks/particleRandomBlock.js +161 -0
  277. package/Particles/Node/Blocks/particleRandomBlock.js.map +1 -0
  278. package/Particles/Node/Blocks/particleSourceTextureBlock.d.ts +65 -0
  279. package/Particles/Node/Blocks/particleSourceTextureBlock.js +173 -0
  280. package/Particles/Node/Blocks/particleSourceTextureBlock.js.map +1 -0
  281. package/Particles/Node/Blocks/particleTrigonometryBlock.d.ts +80 -0
  282. package/Particles/Node/Blocks/particleTrigonometryBlock.js +272 -0
  283. package/Particles/Node/Blocks/particleTrigonometryBlock.js.map +1 -0
  284. package/Particles/Node/Blocks/randomRangeBlock.d.ts +45 -0
  285. package/Particles/Node/Blocks/randomRangeBlock.js +151 -0
  286. package/Particles/Node/Blocks/randomRangeBlock.js.map +1 -0
  287. package/Particles/Node/Blocks/systemBlock.d.ts +71 -0
  288. package/Particles/Node/Blocks/systemBlock.js +193 -0
  289. package/Particles/Node/Blocks/systemBlock.js.map +1 -0
  290. package/Particles/Node/Enums/nodeParticleBlockConnectionPointTypes.d.ts +39 -0
  291. package/Particles/Node/Enums/nodeParticleBlockConnectionPointTypes.js +41 -0
  292. package/Particles/Node/Enums/nodeParticleBlockConnectionPointTypes.js.map +1 -0
  293. package/Particles/Node/Enums/nodeParticleContextualSources.d.ts +31 -0
  294. package/Particles/Node/Enums/nodeParticleContextualSources.js +34 -0
  295. package/Particles/Node/Enums/nodeParticleContextualSources.js.map +1 -0
  296. package/Particles/Node/Enums/nodeParticleSystemSources.d.ts +13 -0
  297. package/Particles/Node/Enums/nodeParticleSystemSources.js +15 -0
  298. package/Particles/Node/Enums/nodeParticleSystemSources.js.map +1 -0
  299. package/Particles/Node/index.d.ts +8 -0
  300. package/Particles/Node/index.js +10 -0
  301. package/Particles/Node/index.js.map +1 -0
  302. package/Particles/Node/nodeParticleBlock.d.ts +154 -0
  303. package/Particles/Node/nodeParticleBlock.js +355 -0
  304. package/Particles/Node/nodeParticleBlock.js.map +1 -0
  305. package/Particles/Node/nodeParticleBlockConnectionPoint.d.ts +188 -0
  306. package/Particles/Node/nodeParticleBlockConnectionPoint.js +337 -0
  307. package/Particles/Node/nodeParticleBlockConnectionPoint.js.map +1 -0
  308. package/Particles/Node/nodeParticleBuildState.d.ts +89 -0
  309. package/Particles/Node/nodeParticleBuildState.js +170 -0
  310. package/Particles/Node/nodeParticleBuildState.js.map +1 -0
  311. package/Particles/Node/nodeParticleSystemSet.d.ts +120 -0
  312. package/Particles/Node/nodeParticleSystemSet.js +382 -0
  313. package/Particles/Node/nodeParticleSystemSet.js.map +1 -0
  314. package/Particles/Queue/executionQueue.d.ts +2 -0
  315. package/Particles/Queue/executionQueue.js +10 -0
  316. package/Particles/Queue/executionQueue.js.map +1 -1
  317. package/Particles/baseParticleSystem.d.ts +2 -1
  318. package/Particles/baseParticleSystem.js +1 -0
  319. package/Particles/baseParticleSystem.js.map +1 -1
  320. package/Particles/flowMap.d.ts +7 -0
  321. package/Particles/flowMap.js +32 -0
  322. package/Particles/flowMap.js.map +1 -1
  323. package/Particles/gpuParticleSystem.d.ts +4 -0
  324. package/Particles/gpuParticleSystem.js +4 -0
  325. package/Particles/gpuParticleSystem.js.map +1 -1
  326. package/Particles/index.d.ts +1 -0
  327. package/Particles/index.js +1 -0
  328. package/Particles/index.js.map +1 -1
  329. package/Particles/particleSystem.d.ts +12 -0
  330. package/Particles/particleSystem.js +22 -1
  331. package/Particles/particleSystem.js.map +1 -1
  332. package/Particles/thinParticleSystem.d.ts +32 -11
  333. package/Particles/thinParticleSystem.js +62 -36
  334. package/Particles/thinParticleSystem.js.map +1 -1
  335. package/PostProcesses/postProcessManager.d.ts +2 -1
  336. package/PostProcesses/postProcessManager.js +3 -2
  337. package/PostProcesses/postProcessManager.js.map +1 -1
  338. package/Shaders/ShadersInclude/defaultUboDeclaration.js +1 -1
  339. package/Shaders/ShadersInclude/defaultUboDeclaration.js.map +1 -1
  340. package/Shaders/ShadersInclude/defaultVertexDeclaration.js +1 -0
  341. package/Shaders/ShadersInclude/defaultVertexDeclaration.js.map +1 -1
  342. package/Shaders/ShadersInclude/lightFragment.js +5 -2
  343. package/Shaders/ShadersInclude/lightFragment.js.map +1 -1
  344. package/Shaders/ShadersInclude/morphTargetsVertexDeclaration.js +3 -0
  345. package/Shaders/ShadersInclude/morphTargetsVertexDeclaration.js.map +1 -1
  346. package/Shaders/ShadersInclude/pbrBlockPrePass.js +3 -0
  347. package/Shaders/ShadersInclude/pbrBlockPrePass.js.map +1 -1
  348. package/Shaders/ShadersInclude/pbrDirectLightingFunctions.js +1 -1
  349. package/Shaders/ShadersInclude/pbrDirectLightingFunctions.js.map +1 -1
  350. package/Shaders/ShadersInclude/pbrUboDeclaration.js +1 -1
  351. package/Shaders/ShadersInclude/pbrUboDeclaration.js.map +1 -1
  352. package/Shaders/ShadersInclude/pbrVertexDeclaration.js +1 -0
  353. package/Shaders/ShadersInclude/pbrVertexDeclaration.js.map +1 -1
  354. package/Shaders/ShadersInclude/prePassDeclaration.js +3 -0
  355. package/Shaders/ShadersInclude/prePassDeclaration.js.map +1 -1
  356. package/Shaders/ShadersInclude/prePassVertex.js +3 -0
  357. package/Shaders/ShadersInclude/prePassVertex.js.map +1 -1
  358. package/Shaders/ShadersInclude/prePassVertexDeclaration.js +3 -0
  359. package/Shaders/ShadersInclude/prePassVertexDeclaration.js.map +1 -1
  360. package/Shaders/default.fragment.js +3 -0
  361. package/Shaders/default.fragment.js.map +1 -1
  362. package/Shaders/minmaxRedux.fragment.js +13 -5
  363. package/Shaders/minmaxRedux.fragment.js.map +1 -1
  364. package/ShadersWGSL/ShadersInclude/defaultUboDeclaration.js +1 -1
  365. package/ShadersWGSL/ShadersInclude/defaultUboDeclaration.js.map +1 -1
  366. package/ShadersWGSL/ShadersInclude/lightFragment.js +5 -2
  367. package/ShadersWGSL/ShadersInclude/lightFragment.js.map +1 -1
  368. package/ShadersWGSL/ShadersInclude/morphTargetsVertexDeclaration.js +3 -0
  369. package/ShadersWGSL/ShadersInclude/morphTargetsVertexDeclaration.js.map +1 -1
  370. package/ShadersWGSL/ShadersInclude/pbrBlockPrePass.js +3 -0
  371. package/ShadersWGSL/ShadersInclude/pbrBlockPrePass.js.map +1 -1
  372. package/ShadersWGSL/ShadersInclude/pbrDirectLightingFunctions.js +1 -1
  373. package/ShadersWGSL/ShadersInclude/pbrDirectLightingFunctions.js.map +1 -1
  374. package/ShadersWGSL/ShadersInclude/pbrUboDeclaration.js +1 -1
  375. package/ShadersWGSL/ShadersInclude/pbrUboDeclaration.js.map +1 -1
  376. package/ShadersWGSL/ShadersInclude/prePassDeclaration.js +3 -0
  377. package/ShadersWGSL/ShadersInclude/prePassDeclaration.js.map +1 -1
  378. package/ShadersWGSL/ShadersInclude/prePassVertex.js +3 -0
  379. package/ShadersWGSL/ShadersInclude/prePassVertex.js.map +1 -1
  380. package/ShadersWGSL/ShadersInclude/prePassVertexDeclaration.js +3 -0
  381. package/ShadersWGSL/ShadersInclude/prePassVertexDeclaration.js.map +1 -1
  382. package/ShadersWGSL/default.fragment.js +3 -0
  383. package/ShadersWGSL/default.fragment.js.map +1 -1
  384. package/ShadersWGSL/minmaxRedux.fragment.js +14 -6
  385. package/ShadersWGSL/minmaxRedux.fragment.js.map +1 -1
  386. package/package.json +1 -1
  387. package/scene.d.ts +5 -0
  388. package/scene.js +8 -0
  389. package/scene.js.map +1 -1
@@ -2,7 +2,6 @@ import type { NodeMaterialBuildState } from "../../nodeMaterialBuildState.js";
2
2
  import type { NodeMaterialConnectionPoint } from "../../nodeMaterialBlockConnectionPoint.js";
3
3
  import type { NodeMaterial, NodeMaterialDefines } from "../../nodeMaterial.js";
4
4
  import { ReflectionTextureBaseBlock } from "../Dual/reflectionTextureBaseBlock.js";
5
- import type { AbstractMesh } from "../../../../Meshes/abstractMesh.js";
6
5
  import type { Nullable } from "../../../../types.js";
7
6
  import type { BaseTexture } from "../../../Textures/baseTexture.js";
8
7
  import type { Mesh } from "../../../../Meshes/mesh.js";
@@ -100,7 +99,7 @@ export declare class ReflectionBlock extends ReflectionTextureBaseBlock {
100
99
  */
101
100
  get reflectionColor(): string;
102
101
  protected _getTexture(): Nullable<BaseTexture>;
103
- prepareDefines(mesh: AbstractMesh, nodeMaterial: NodeMaterial, defines: NodeMaterialDefines): void;
102
+ prepareDefines(defines: NodeMaterialDefines): void;
104
103
  bind(effect: Effect, nodeMaterial: NodeMaterial, mesh?: Mesh, subMesh?: SubMesh): void;
105
104
  /**
106
105
  * Gets the code to inject in the vertex shader
@@ -122,8 +122,8 @@ export class ReflectionBlock extends ReflectionTextureBaseBlock {
122
122
  }
123
123
  return this._scene.environmentTexture;
124
124
  }
125
- prepareDefines(mesh, nodeMaterial, defines) {
126
- super.prepareDefines(mesh, nodeMaterial, defines);
125
+ prepareDefines(defines) {
126
+ super.prepareDefines(defines);
127
127
  const reflectionTexture = this._getTexture();
128
128
  const reflection = reflectionTexture && reflectionTexture.getTextureMatrix;
129
129
  defines.setValue("REFLECTION", reflection, true);
@@ -1 +1 @@
1
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{ NodeMaterialBlockConnectionPointTypes } from \"../../Enums/nodeMaterialBlockConnectionPointTypes\";\r\nimport type { NodeMaterialBuildState } from \"../../nodeMaterialBuildState\";\r\nimport type { NodeMaterialConnectionPoint } from \"../../nodeMaterialBlockConnectionPoint\";\r\nimport { NodeMaterialConnectionPointDirection } from \"../../nodeMaterialBlockConnectionPoint\";\r\nimport { NodeMaterialBlockTargets } from \"../../Enums/nodeMaterialBlockTargets\";\r\nimport type { NodeMaterial, NodeMaterialDefines } from \"../../nodeMaterial\";\r\nimport { RegisterClass } from \"../../../../Misc/typeStore\";\r\nimport { NodeMaterialConnectionPointCustomObject } from \"../../nodeMaterialConnectionPointCustomObject\";\r\nimport { ReflectionTextureBaseBlock } from \"../Dual/reflectionTextureBaseBlock\";\r\nimport type { AbstractMesh } from \"../../../../Meshes/abstractMesh\";\r\nimport type { Nullable } from \"../../../../types\";\r\nimport { Texture } from \"../../../Textures/texture\";\r\nimport type { BaseTexture } from \"../../../Textures/baseTexture\";\r\nimport type { Mesh } from \"../../../../Meshes/mesh\";\r\nimport type { SubMesh } from \"../../../../Meshes/subMesh\";\r\nimport type { Effect } from \"../../../effect\";\r\nimport { editableInPropertyPage, PropertyTypeForEdition } from \"../../../../Decorators/nodeDecorator\";\r\nimport type { Scene } from \"../../../../scene\";\r\nimport { Logger } from \"core/Misc/logger\";\r\nimport { ShaderLanguage } from \"core/Materials/shaderLanguage\";\r\n\r\n/**\r\n * Block used to implement the reflection module of the PBR material\r\n */\r\nexport class ReflectionBlock extends ReflectionTextureBaseBlock {\r\n /** @internal */\r\n public _defineLODReflectionAlpha: string;\r\n /** @internal */\r\n public _defineLinearSpecularReflection: string;\r\n private _vEnvironmentIrradianceName: string;\r\n /** @internal */\r\n public _vReflectionMicrosurfaceInfosName: string;\r\n /** @internal */\r\n public _vReflectionInfosName: string;\r\n /** @internal */\r\n public _vReflectionFilteringInfoName: string;\r\n private _scene: Scene;\r\n\r\n /**\r\n * The properties below are set by the main PBR block prior to calling methods of this class.\r\n * This is to avoid having to add them as inputs here whereas they are already inputs of the main block, so already known.\r\n * It's less burden on the user side in the editor part.\r\n */\r\n\r\n /** @internal */\r\n public worldPositionConnectionPoint: NodeMaterialConnectionPoint;\r\n /** @internal */\r\n public worldNormalConnectionPoint: NodeMaterialConnectionPoint;\r\n /** @internal */\r\n public cameraPositionConnectionPoint: NodeMaterialConnectionPoint;\r\n /** @internal */\r\n public viewConnectionPoint: NodeMaterialConnectionPoint;\r\n\r\n /**\r\n * Defines if the material uses spherical harmonics vs spherical polynomials for the\r\n * diffuse part of the IBL.\r\n */\r\n @editableInPropertyPage(\"Spherical Harmonics\", PropertyTypeForEdition.Boolean, \"ADVANCED\", { embedded: true, notifiers: { update: true } })\r\n public useSphericalHarmonics: boolean = true;\r\n\r\n /**\r\n * Force the shader to compute irradiance in the fragment shader in order to take bump in account.\r\n */\r\n @editableInPropertyPage(\"Force irradiance in fragment\", PropertyTypeForEdition.Boolean, \"ADVANCED\", { embedded: true, notifiers: { update: true } })\r\n public forceIrradianceInFragment: boolean = false;\r\n\r\n protected override _onGenerateOnlyFragmentCodeChanged(): boolean {\r\n if (this.position.isConnected) {\r\n this.generateOnlyFragmentCode = !this.generateOnlyFragmentCode;\r\n Logger.Error(\"The position input must not be connected to be able to switch!\");\r\n return false;\r\n }\r\n\r\n this._setTarget();\r\n\r\n return true;\r\n }\r\n\r\n protected override _setTarget(): void {\r\n super._setTarget();\r\n this.getInputByName(\"position\")!.target = this.generateOnlyFragmentCode ? NodeMaterialBlockTargets.Fragment : NodeMaterialBlockTargets.Vertex;\r\n if (this.generateOnlyFragmentCode) {\r\n this.forceIrradianceInFragment = true;\r\n }\r\n }\r\n\r\n /**\r\n * Create a new ReflectionBlock\r\n * @param name defines the block name\r\n */\r\n public constructor(name: string) {\r\n super(name);\r\n\r\n this._isUnique = true;\r\n\r\n this.registerInput(\"position\", NodeMaterialBlockConnectionPointTypes.AutoDetect, false, NodeMaterialBlockTargets.Vertex);\r\n this.registerInput(\"world\", NodeMaterialBlockConnectionPointTypes.Matrix, false, NodeMaterialBlockTargets.Vertex);\r\n this.registerInput(\"color\", NodeMaterialBlockConnectionPointTypes.Color3, true, NodeMaterialBlockTargets.Fragment);\r\n\r\n this.registerOutput(\r\n \"reflection\",\r\n NodeMaterialBlockConnectionPointTypes.Object,\r\n NodeMaterialBlockTargets.Fragment,\r\n new NodeMaterialConnectionPointCustomObject(\"reflection\", this, NodeMaterialConnectionPointDirection.Output, ReflectionBlock, \"ReflectionBlock\")\r\n );\r\n\r\n this.position.addExcludedConnectionPointFromAllowedTypes(\r\n NodeMaterialBlockConnectionPointTypes.Color3 | NodeMaterialBlockConnectionPointTypes.Vector3 | NodeMaterialBlockConnectionPointTypes.Vector4\r\n );\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 \"ReflectionBlock\";\r\n }\r\n\r\n /**\r\n * Gets the position input component\r\n */\r\n public get position(): NodeMaterialConnectionPoint {\r\n return this._inputs[0];\r\n }\r\n\r\n /**\r\n * Gets the world position input component\r\n */\r\n public get worldPosition(): NodeMaterialConnectionPoint {\r\n return this.worldPositionConnectionPoint;\r\n }\r\n\r\n /**\r\n * Gets the world normal input component\r\n */\r\n public get worldNormal(): NodeMaterialConnectionPoint {\r\n return this.worldNormalConnectionPoint;\r\n }\r\n\r\n /**\r\n * Gets the world input component\r\n */\r\n public get world(): NodeMaterialConnectionPoint {\r\n return this._inputs[1];\r\n }\r\n\r\n /**\r\n * Gets the camera (or eye) position component\r\n */\r\n public get cameraPosition(): NodeMaterialConnectionPoint {\r\n return this.cameraPositionConnectionPoint;\r\n }\r\n\r\n /**\r\n * Gets the view input component\r\n */\r\n public get view(): NodeMaterialConnectionPoint {\r\n return this.viewConnectionPoint;\r\n }\r\n\r\n /**\r\n * Gets the color input component\r\n */\r\n public get color(): NodeMaterialConnectionPoint {\r\n return this._inputs[2];\r\n }\r\n\r\n /**\r\n * Gets the reflection object output component\r\n */\r\n public get reflection(): NodeMaterialConnectionPoint {\r\n return this._outputs[0];\r\n }\r\n\r\n /**\r\n * Returns true if the block has a texture (either its own texture or the environment texture from the scene, if set)\r\n */\r\n public get hasTexture(): boolean {\r\n return !!this._getTexture();\r\n }\r\n\r\n /**\r\n * Gets the reflection color (either the name of the variable if the color input is connected, else a default value)\r\n */\r\n public get reflectionColor(): string {\r\n return this.color.isConnected ? this.color.associatedVariableName : \"vec3(1., 1., 1.)\";\r\n }\r\n\r\n protected override _getTexture(): Nullable<BaseTexture> {\r\n if (this.texture) {\r\n return this.texture;\r\n }\r\n\r\n return this._scene.environmentTexture;\r\n }\r\n\r\n public override prepareDefines(mesh: AbstractMesh, nodeMaterial: NodeMaterial, defines: NodeMaterialDefines) {\r\n super.prepareDefines(mesh, nodeMaterial, defines);\r\n\r\n const reflectionTexture = this._getTexture();\r\n const reflection = reflectionTexture && reflectionTexture.getTextureMatrix;\r\n\r\n defines.setValue(\"REFLECTION\", reflection, true);\r\n\r\n if (!reflection) {\r\n return;\r\n }\r\n\r\n defines.setValue(this._defineLODReflectionAlpha, reflectionTexture.lodLevelInAlpha, true);\r\n defines.setValue(this._defineLinearSpecularReflection, reflectionTexture.linearSpecularLOD, true);\r\n defines.setValue(this._defineOppositeZ, this._scene.useRightHandedSystem ? !reflectionTexture.invertZ : reflectionTexture.invertZ, true);\r\n\r\n defines.setValue(\"SPHERICAL_HARMONICS\", this.useSphericalHarmonics, true);\r\n defines.setValue(\"GAMMAREFLECTION\", reflectionTexture.gammaSpace, true);\r\n defines.setValue(\"RGBDREFLECTION\", reflectionTexture.isRGBD, true);\r\n\r\n if (reflectionTexture && reflectionTexture.coordinatesMode !== Texture.SKYBOX_MODE) {\r\n if (reflectionTexture.isCube) {\r\n defines.setValue(\"USESPHERICALFROMREFLECTIONMAP\", true);\r\n defines.setValue(\"USEIRRADIANCEMAP\", false);\r\n if (this.forceIrradianceInFragment || this._scene.getEngine().getCaps().maxVaryingVectors <= 8) {\r\n defines.setValue(\"USESPHERICALINVERTEX\", false);\r\n } else {\r\n defines.setValue(\"USESPHERICALINVERTEX\", true);\r\n }\r\n }\r\n }\r\n }\r\n\r\n public override bind(effect: Effect, nodeMaterial: NodeMaterial, mesh?: Mesh, subMesh?: SubMesh) {\r\n super.bind(effect, nodeMaterial, mesh);\r\n\r\n const reflectionTexture = this._getTexture();\r\n\r\n if (!reflectionTexture || !subMesh) {\r\n return;\r\n }\r\n\r\n if (reflectionTexture.isCube) {\r\n effect.setTexture(this._cubeSamplerName, reflectionTexture);\r\n } else {\r\n effect.setTexture(this._2DSamplerName, reflectionTexture);\r\n }\r\n\r\n const width = reflectionTexture.getSize().width;\r\n\r\n effect.setFloat3(this._vReflectionMicrosurfaceInfosName, width, reflectionTexture.lodGenerationScale, reflectionTexture.lodGenerationOffset);\r\n effect.setFloat2(this._vReflectionFilteringInfoName, width, Math.log2(width));\r\n\r\n const defines = subMesh.materialDefines as NodeMaterialDefines;\r\n\r\n const polynomials = reflectionTexture.sphericalPolynomial;\r\n if (defines.USESPHERICALFROMREFLECTIONMAP && polynomials) {\r\n if (defines.SPHERICAL_HARMONICS) {\r\n const preScaledHarmonics = polynomials.preScaledHarmonics;\r\n effect.setVector3(\"vSphericalL00\", preScaledHarmonics.l00);\r\n effect.setVector3(\"vSphericalL1_1\", preScaledHarmonics.l1_1);\r\n effect.setVector3(\"vSphericalL10\", preScaledHarmonics.l10);\r\n effect.setVector3(\"vSphericalL11\", preScaledHarmonics.l11);\r\n effect.setVector3(\"vSphericalL2_2\", preScaledHarmonics.l2_2);\r\n effect.setVector3(\"vSphericalL2_1\", preScaledHarmonics.l2_1);\r\n effect.setVector3(\"vSphericalL20\", preScaledHarmonics.l20);\r\n effect.setVector3(\"vSphericalL21\", preScaledHarmonics.l21);\r\n effect.setVector3(\"vSphericalL22\", preScaledHarmonics.l22);\r\n } else {\r\n effect.setFloat3(\"vSphericalX\", polynomials.x.x, polynomials.x.y, polynomials.x.z);\r\n effect.setFloat3(\"vSphericalY\", polynomials.y.x, polynomials.y.y, polynomials.y.z);\r\n effect.setFloat3(\"vSphericalZ\", polynomials.z.x, polynomials.z.y, polynomials.z.z);\r\n effect.setFloat3(\"vSphericalXX_ZZ\", polynomials.xx.x - polynomials.zz.x, polynomials.xx.y - polynomials.zz.y, polynomials.xx.z - polynomials.zz.z);\r\n effect.setFloat3(\"vSphericalYY_ZZ\", polynomials.yy.x - polynomials.zz.x, polynomials.yy.y - polynomials.zz.y, polynomials.yy.z - polynomials.zz.z);\r\n effect.setFloat3(\"vSphericalZZ\", polynomials.zz.x, polynomials.zz.y, polynomials.zz.z);\r\n effect.setFloat3(\"vSphericalXY\", polynomials.xy.x, polynomials.xy.y, polynomials.xy.z);\r\n effect.setFloat3(\"vSphericalYZ\", polynomials.yz.x, polynomials.yz.y, polynomials.yz.z);\r\n effect.setFloat3(\"vSphericalZX\", polynomials.zx.x, polynomials.zx.y, polynomials.zx.z);\r\n }\r\n }\r\n }\r\n\r\n /**\r\n * Gets the code to inject in the vertex shader\r\n * @param state current state of the node material building\r\n * @returns the shader code\r\n */\r\n public override handleVertexSide(state: NodeMaterialBuildState): string {\r\n let code = super.handleVertexSide(state);\r\n const isWebGPU = state.shaderLanguage === ShaderLanguage.WGSL;\r\n\r\n state._emitFunctionFromInclude(\"harmonicsFunctions\", `//${this.name}`, {\r\n replaceStrings: [\r\n { search: /uniform vec3 vSphericalL00;[\\s\\S]*?uniform vec3 vSphericalL22;/g, replace: \"\" },\r\n { search: /uniform vec3 vSphericalX;[\\s\\S]*?uniform vec3 vSphericalZX;/g, replace: \"\" },\r\n ],\r\n });\r\n\r\n const reflectionVectorName = state._getFreeVariableName(\"reflectionVector\");\r\n\r\n this._vEnvironmentIrradianceName = state._getFreeVariableName(\"vEnvironmentIrradiance\");\r\n\r\n state._emitVaryingFromString(\r\n this._vEnvironmentIrradianceName,\r\n NodeMaterialBlockConnectionPointTypes.Vector3,\r\n \"defined(USESPHERICALFROMREFLECTIONMAP) && defined(USESPHERICALINVERTEX)\"\r\n );\r\n\r\n state._emitUniformFromString(\"vSphericalL00\", NodeMaterialBlockConnectionPointTypes.Vector3, \"SPHERICAL_HARMONICS\");\r\n state._emitUniformFromString(\"vSphericalL1_1\", NodeMaterialBlockConnectionPointTypes.Vector3, \"SPHERICAL_HARMONICS\");\r\n state._emitUniformFromString(\"vSphericalL10\", NodeMaterialBlockConnectionPointTypes.Vector3, \"SPHERICAL_HARMONICS\");\r\n state._emitUniformFromString(\"vSphericalL11\", NodeMaterialBlockConnectionPointTypes.Vector3, \"SPHERICAL_HARMONICS\");\r\n state._emitUniformFromString(\"vSphericalL2_2\", NodeMaterialBlockConnectionPointTypes.Vector3, \"SPHERICAL_HARMONICS\");\r\n state._emitUniformFromString(\"vSphericalL2_1\", NodeMaterialBlockConnectionPointTypes.Vector3, \"SPHERICAL_HARMONICS\");\r\n state._emitUniformFromString(\"vSphericalL20\", NodeMaterialBlockConnectionPointTypes.Vector3, \"SPHERICAL_HARMONICS\");\r\n state._emitUniformFromString(\"vSphericalL21\", NodeMaterialBlockConnectionPointTypes.Vector3, \"SPHERICAL_HARMONICS\");\r\n state._emitUniformFromString(\"vSphericalL22\", NodeMaterialBlockConnectionPointTypes.Vector3, \"SPHERICAL_HARMONICS\");\r\n\r\n state._emitUniformFromString(\"vSphericalX\", NodeMaterialBlockConnectionPointTypes.Vector3, \"SPHERICAL_HARMONICS\", true);\r\n state._emitUniformFromString(\"vSphericalY\", NodeMaterialBlockConnectionPointTypes.Vector3, \"SPHERICAL_HARMONICS\", true);\r\n state._emitUniformFromString(\"vSphericalZ\", NodeMaterialBlockConnectionPointTypes.Vector3, \"SPHERICAL_HARMONICS\", true);\r\n state._emitUniformFromString(\"vSphericalXX_ZZ\", NodeMaterialBlockConnectionPointTypes.Vector3, \"SPHERICAL_HARMONICS\", true);\r\n state._emitUniformFromString(\"vSphericalYY_ZZ\", NodeMaterialBlockConnectionPointTypes.Vector3, \"SPHERICAL_HARMONICS\", true);\r\n state._emitUniformFromString(\"vSphericalZZ\", NodeMaterialBlockConnectionPointTypes.Vector3, \"SPHERICAL_HARMONICS\", true);\r\n state._emitUniformFromString(\"vSphericalXY\", NodeMaterialBlockConnectionPointTypes.Vector3, \"SPHERICAL_HARMONICS\", true);\r\n state._emitUniformFromString(\"vSphericalYZ\", NodeMaterialBlockConnectionPointTypes.Vector3, \"SPHERICAL_HARMONICS\", true);\r\n state._emitUniformFromString(\"vSphericalZX\", NodeMaterialBlockConnectionPointTypes.Vector3, \"SPHERICAL_HARMONICS\", true);\r\n\r\n code += `#if defined(USESPHERICALFROMREFLECTIONMAP) && defined(USESPHERICALINVERTEX)\r\n ${state._declareLocalVar(reflectionVectorName, NodeMaterialBlockConnectionPointTypes.Vector3)} = (${(isWebGPU ? \"uniforms.\" : \"\") + this._reflectionMatrixName} * vec4${state.fSuffix}(normalize(${this.worldNormal.associatedVariableName}).xyz, 0)).xyz;\r\n #ifdef ${this._defineOppositeZ}\r\n ${reflectionVectorName}.z *= -1.0;\r\n #endif\r\n ${isWebGPU ? \"vertexOutputs.\" : \"\"}${this._vEnvironmentIrradianceName} = computeEnvironmentIrradiance(${reflectionVectorName});\r\n #endif\\n`;\r\n\r\n return code;\r\n }\r\n\r\n /**\r\n * Gets the main code of the block (fragment side)\r\n * @param state current state of the node material building\r\n * @param normalVarName name of the existing variable corresponding to the normal\r\n * @returns the shader code\r\n */\r\n public getCode(state: NodeMaterialBuildState, normalVarName: string): string {\r\n let code = \"\";\r\n\r\n this.handleFragmentSideInits(state);\r\n const isWebGPU = state.shaderLanguage === ShaderLanguage.WGSL;\r\n\r\n state._emitFunctionFromInclude(\"harmonicsFunctions\", `//${this.name}`, {\r\n replaceStrings: [\r\n { search: /uniform vec3 vSphericalL00;[\\s\\S]*?uniform vec3 vSphericalL22;/g, replace: \"\" },\r\n { search: /uniform vec3 vSphericalX;[\\s\\S]*?uniform vec3 vSphericalZX;/g, replace: \"\" },\r\n ],\r\n });\r\n\r\n if (!isWebGPU) {\r\n state._emitFunction(\r\n \"sampleReflection\",\r\n `\r\n #ifdef ${this._define3DName}\r\n #define sampleReflection(s, c) textureCube(s, c)\r\n #else\r\n #define sampleReflection(s, c) texture2D(s, c)\r\n #endif\\n`,\r\n `//${this.name}`\r\n );\r\n\r\n state._emitFunction(\r\n \"sampleReflectionLod\",\r\n `\r\n #ifdef ${this._define3DName}\r\n #define sampleReflectionLod(s, c, l) textureCubeLodEXT(s, c, l)\r\n #else\r\n #define sampleReflectionLod(s, c, l) texture2DLodEXT(s, c, l)\r\n #endif\\n`,\r\n `//${this.name}`\r\n );\r\n }\r\n\r\n const computeReflectionCoordsFunc = isWebGPU\r\n ? `\r\n fn computeReflectionCoordsPBR(worldPos: vec4f, worldNormal: vec3f) -> vec3f {\r\n ${this.handleFragmentSideCodeReflectionCoords(state, \"worldNormal\", \"worldPos\", true, true)}\r\n return ${this._reflectionVectorName};\r\n }\\n`\r\n : `\r\n vec3 computeReflectionCoordsPBR(vec4 worldPos, vec3 worldNormal) {\r\n ${this.handleFragmentSideCodeReflectionCoords(state, \"worldNormal\", \"worldPos\", true, true)}\r\n return ${this._reflectionVectorName};\r\n }\\n`;\r\n\r\n state._emitFunction(\"computeReflectionCoordsPBR\", computeReflectionCoordsFunc, `//${this.name}`);\r\n\r\n this._vReflectionMicrosurfaceInfosName = state._getFreeVariableName(\"vReflectionMicrosurfaceInfos\");\r\n\r\n state._emitUniformFromString(this._vReflectionMicrosurfaceInfosName, NodeMaterialBlockConnectionPointTypes.Vector3);\r\n\r\n this._vReflectionInfosName = state._getFreeVariableName(\"vReflectionInfos\");\r\n\r\n this._vReflectionFilteringInfoName = state._getFreeVariableName(\"vReflectionFilteringInfo\");\r\n\r\n state._emitUniformFromString(this._vReflectionFilteringInfoName, NodeMaterialBlockConnectionPointTypes.Vector2);\r\n\r\n code += `#ifdef REFLECTION\r\n ${state._declareLocalVar(this._vReflectionInfosName, NodeMaterialBlockConnectionPointTypes.Vector2)} = vec2${state.fSuffix}(1., 0.);\r\n\r\n ${isWebGPU ? \"var reflectionOut: reflectionOutParams\" : \"reflectionOutParams reflectionOut\"};\r\n\r\n reflectionOut = reflectionBlock(\r\n ${this.generateOnlyFragmentCode ? this._worldPositionNameInFragmentOnlyMode : (isWebGPU ? \"input.\" : \"\") + \"v_\" + this.worldPosition.associatedVariableName}.xyz\r\n , ${normalVarName}\r\n , alphaG\r\n , ${(isWebGPU ? \"uniforms.\" : \"\") + this._vReflectionMicrosurfaceInfosName}\r\n , ${this._vReflectionInfosName}\r\n , ${this.reflectionColor}\r\n #ifdef ANISOTROPIC\r\n ,anisotropicOut\r\n #endif\r\n #if defined(${this._defineLODReflectionAlpha}) && !defined(${this._defineSkyboxName})\r\n ,NdotVUnclamped\r\n #endif\r\n #ifdef ${this._defineLinearSpecularReflection}\r\n , roughness\r\n #endif\r\n #ifdef ${this._define3DName}\r\n , ${this._cubeSamplerName}\r\n ${isWebGPU ? `, ${this._cubeSamplerName}Sampler` : \"\"}\r\n #else\r\n , ${this._2DSamplerName}\r\n ${isWebGPU ? `, ${this._2DSamplerName}Sampler` : \"\"}\r\n #endif\r\n #if defined(NORMAL) && defined(USESPHERICALINVERTEX)\r\n , ${isWebGPU ? \"input.\" : \"\"}${this._vEnvironmentIrradianceName}\r\n #endif\r\n #if (defined(USESPHERICALFROMREFLECTIONMAP) && (!defined(NORMAL) || !defined(USESPHERICALINVERTEX))) || (defined(USEIRRADIANCEMAP) && defined(REFLECTIONMAP_3D))\r\n , ${this._reflectionMatrixName}\r\n #endif\r\n #ifdef USEIRRADIANCEMAP\r\n , irradianceSampler // ** not handled **\r\n ${isWebGPU ? `, irradianceSamplerSampler` : \"\"}\r\n #ifdef USE_IRRADIANCE_DOMINANT_DIRECTION\r\n , vReflectionDominantDirection\r\n #endif\r\n #endif\r\n #ifndef LODBASEDMICROSFURACE\r\n #ifdef ${this._define3DName}\r\n , ${this._cubeSamplerName}\r\n ${isWebGPU ? `, ${this._cubeSamplerName}Sampler` : \"\"}\r\n , ${this._cubeSamplerName}\r\n ${isWebGPU ? `, ${this._cubeSamplerName}Sampler` : \"\"}\r\n #else\r\n , ${this._2DSamplerName}\r\n ${isWebGPU ? `, ${this._2DSamplerName}Sampler` : \"\"}\r\n , ${this._2DSamplerName} \r\n ${isWebGPU ? `, ${this._2DSamplerName}Sampler` : \"\"}\r\n #endif\r\n #endif\r\n #ifdef REALTIME_FILTERING\r\n , ${this._vReflectionFilteringInfoName}\r\n #ifdef IBL_CDF_FILTERING\r\n , icdfSampler // ** not handled **\r\n ${isWebGPU ? `, icdfSamplerSampler` : \"\"}\r\n #endif\r\n #endif\r\n , viewDirectionW\r\n , diffuseRoughness\r\n , surfaceAlbedo\r\n );\r\n #endif\\n`;\r\n\r\n return code;\r\n }\r\n\r\n protected override _buildBlock(state: NodeMaterialBuildState) {\r\n this._scene = state.sharedData.scene;\r\n\r\n if (state.target !== NodeMaterialBlockTargets.Fragment) {\r\n this._defineLODReflectionAlpha = state._getFreeDefineName(\"LODINREFLECTIONALPHA\");\r\n this._defineLinearSpecularReflection = state._getFreeDefineName(\"LINEARSPECULARREFLECTION\");\r\n }\r\n\r\n return this;\r\n }\r\n\r\n protected override _dumpPropertiesCode() {\r\n let codeString = super._dumpPropertiesCode();\r\n\r\n if (this.texture) {\r\n codeString += `${this._codeVariableName}.texture.gammaSpace = ${this.texture.gammaSpace};\\n`;\r\n }\r\n codeString += `${this._codeVariableName}.useSphericalHarmonics = ${this.useSphericalHarmonics};\\n`;\r\n codeString += `${this._codeVariableName}.forceIrradianceInFragment = ${this.forceIrradianceInFragment};\\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.useSphericalHarmonics = this.useSphericalHarmonics;\r\n serializationObject.forceIrradianceInFragment = this.forceIrradianceInFragment;\r\n serializationObject.gammaSpace = this.texture?.gammaSpace ?? true;\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.useSphericalHarmonics = serializationObject.useSphericalHarmonics;\r\n this.forceIrradianceInFragment = serializationObject.forceIrradianceInFragment;\r\n if (this.texture) {\r\n this.texture.gammaSpace = serializationObject.gammaSpace;\r\n }\r\n }\r\n}\r\n\r\nRegisterClass(\"BABYLON.ReflectionBlock\", ReflectionBlock);\r\n"]}
1
+ 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{ NodeMaterialBlockConnectionPointTypes } from \"../../Enums/nodeMaterialBlockConnectionPointTypes\";\r\nimport type { NodeMaterialBuildState } from \"../../nodeMaterialBuildState\";\r\nimport type { NodeMaterialConnectionPoint } from \"../../nodeMaterialBlockConnectionPoint\";\r\nimport { NodeMaterialConnectionPointDirection } from \"../../nodeMaterialBlockConnectionPoint\";\r\nimport { NodeMaterialBlockTargets } from \"../../Enums/nodeMaterialBlockTargets\";\r\nimport type { NodeMaterial, NodeMaterialDefines } from \"../../nodeMaterial\";\r\nimport { RegisterClass } from \"../../../../Misc/typeStore\";\r\nimport { NodeMaterialConnectionPointCustomObject } from \"../../nodeMaterialConnectionPointCustomObject\";\r\nimport { ReflectionTextureBaseBlock } from \"../Dual/reflectionTextureBaseBlock\";\r\nimport type { Nullable } from \"../../../../types\";\r\nimport { Texture } from \"../../../Textures/texture\";\r\nimport type { BaseTexture } from \"../../../Textures/baseTexture\";\r\nimport type { Mesh } from \"../../../../Meshes/mesh\";\r\nimport type { SubMesh } from \"../../../../Meshes/subMesh\";\r\nimport type { Effect } from \"../../../effect\";\r\nimport { editableInPropertyPage, PropertyTypeForEdition } from \"../../../../Decorators/nodeDecorator\";\r\nimport type { Scene } from \"../../../../scene\";\r\nimport { Logger } from \"core/Misc/logger\";\r\nimport { ShaderLanguage } from \"core/Materials/shaderLanguage\";\r\n\r\n/**\r\n * Block used to implement the reflection module of the PBR material\r\n */\r\nexport class ReflectionBlock extends ReflectionTextureBaseBlock {\r\n /** @internal */\r\n public _defineLODReflectionAlpha: string;\r\n /** @internal */\r\n public _defineLinearSpecularReflection: string;\r\n private _vEnvironmentIrradianceName: string;\r\n /** @internal */\r\n public _vReflectionMicrosurfaceInfosName: string;\r\n /** @internal */\r\n public _vReflectionInfosName: string;\r\n /** @internal */\r\n public _vReflectionFilteringInfoName: string;\r\n private _scene: Scene;\r\n\r\n /**\r\n * The properties below are set by the main PBR block prior to calling methods of this class.\r\n * This is to avoid having to add them as inputs here whereas they are already inputs of the main block, so already known.\r\n * It's less burden on the user side in the editor part.\r\n */\r\n\r\n /** @internal */\r\n public worldPositionConnectionPoint: NodeMaterialConnectionPoint;\r\n /** @internal */\r\n public worldNormalConnectionPoint: NodeMaterialConnectionPoint;\r\n /** @internal */\r\n public cameraPositionConnectionPoint: NodeMaterialConnectionPoint;\r\n /** @internal */\r\n public viewConnectionPoint: NodeMaterialConnectionPoint;\r\n\r\n /**\r\n * Defines if the material uses spherical harmonics vs spherical polynomials for the\r\n * diffuse part of the IBL.\r\n */\r\n @editableInPropertyPage(\"Spherical Harmonics\", PropertyTypeForEdition.Boolean, \"ADVANCED\", { embedded: true, notifiers: { update: true } })\r\n public useSphericalHarmonics: boolean = true;\r\n\r\n /**\r\n * Force the shader to compute irradiance in the fragment shader in order to take bump in account.\r\n */\r\n @editableInPropertyPage(\"Force irradiance in fragment\", PropertyTypeForEdition.Boolean, \"ADVANCED\", { embedded: true, notifiers: { update: true } })\r\n public forceIrradianceInFragment: boolean = false;\r\n\r\n protected override _onGenerateOnlyFragmentCodeChanged(): boolean {\r\n if (this.position.isConnected) {\r\n this.generateOnlyFragmentCode = !this.generateOnlyFragmentCode;\r\n Logger.Error(\"The position input must not be connected to be able to switch!\");\r\n return false;\r\n }\r\n\r\n this._setTarget();\r\n\r\n return true;\r\n }\r\n\r\n protected override _setTarget(): void {\r\n super._setTarget();\r\n this.getInputByName(\"position\")!.target = this.generateOnlyFragmentCode ? NodeMaterialBlockTargets.Fragment : NodeMaterialBlockTargets.Vertex;\r\n if (this.generateOnlyFragmentCode) {\r\n this.forceIrradianceInFragment = true;\r\n }\r\n }\r\n\r\n /**\r\n * Create a new ReflectionBlock\r\n * @param name defines the block name\r\n */\r\n public constructor(name: string) {\r\n super(name);\r\n\r\n this._isUnique = true;\r\n\r\n this.registerInput(\"position\", NodeMaterialBlockConnectionPointTypes.AutoDetect, false, NodeMaterialBlockTargets.Vertex);\r\n this.registerInput(\"world\", NodeMaterialBlockConnectionPointTypes.Matrix, false, NodeMaterialBlockTargets.Vertex);\r\n this.registerInput(\"color\", NodeMaterialBlockConnectionPointTypes.Color3, true, NodeMaterialBlockTargets.Fragment);\r\n\r\n this.registerOutput(\r\n \"reflection\",\r\n NodeMaterialBlockConnectionPointTypes.Object,\r\n NodeMaterialBlockTargets.Fragment,\r\n new NodeMaterialConnectionPointCustomObject(\"reflection\", this, NodeMaterialConnectionPointDirection.Output, ReflectionBlock, \"ReflectionBlock\")\r\n );\r\n\r\n this.position.addExcludedConnectionPointFromAllowedTypes(\r\n NodeMaterialBlockConnectionPointTypes.Color3 | NodeMaterialBlockConnectionPointTypes.Vector3 | NodeMaterialBlockConnectionPointTypes.Vector4\r\n );\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 \"ReflectionBlock\";\r\n }\r\n\r\n /**\r\n * Gets the position input component\r\n */\r\n public get position(): NodeMaterialConnectionPoint {\r\n return this._inputs[0];\r\n }\r\n\r\n /**\r\n * Gets the world position input component\r\n */\r\n public get worldPosition(): NodeMaterialConnectionPoint {\r\n return this.worldPositionConnectionPoint;\r\n }\r\n\r\n /**\r\n * Gets the world normal input component\r\n */\r\n public get worldNormal(): NodeMaterialConnectionPoint {\r\n return this.worldNormalConnectionPoint;\r\n }\r\n\r\n /**\r\n * Gets the world input component\r\n */\r\n public get world(): NodeMaterialConnectionPoint {\r\n return this._inputs[1];\r\n }\r\n\r\n /**\r\n * Gets the camera (or eye) position component\r\n */\r\n public get cameraPosition(): NodeMaterialConnectionPoint {\r\n return this.cameraPositionConnectionPoint;\r\n }\r\n\r\n /**\r\n * Gets the view input component\r\n */\r\n public get view(): NodeMaterialConnectionPoint {\r\n return this.viewConnectionPoint;\r\n }\r\n\r\n /**\r\n * Gets the color input component\r\n */\r\n public get color(): NodeMaterialConnectionPoint {\r\n return this._inputs[2];\r\n }\r\n\r\n /**\r\n * Gets the reflection object output component\r\n */\r\n public get reflection(): NodeMaterialConnectionPoint {\r\n return this._outputs[0];\r\n }\r\n\r\n /**\r\n * Returns true if the block has a texture (either its own texture or the environment texture from the scene, if set)\r\n */\r\n public get hasTexture(): boolean {\r\n return !!this._getTexture();\r\n }\r\n\r\n /**\r\n * Gets the reflection color (either the name of the variable if the color input is connected, else a default value)\r\n */\r\n public get reflectionColor(): string {\r\n return this.color.isConnected ? this.color.associatedVariableName : \"vec3(1., 1., 1.)\";\r\n }\r\n\r\n protected override _getTexture(): Nullable<BaseTexture> {\r\n if (this.texture) {\r\n return this.texture;\r\n }\r\n\r\n return this._scene.environmentTexture;\r\n }\r\n\r\n public override prepareDefines(defines: NodeMaterialDefines) {\r\n super.prepareDefines(defines);\r\n\r\n const reflectionTexture = this._getTexture();\r\n const reflection = reflectionTexture && reflectionTexture.getTextureMatrix;\r\n\r\n defines.setValue(\"REFLECTION\", reflection, true);\r\n\r\n if (!reflection) {\r\n return;\r\n }\r\n\r\n defines.setValue(this._defineLODReflectionAlpha, reflectionTexture.lodLevelInAlpha, true);\r\n defines.setValue(this._defineLinearSpecularReflection, reflectionTexture.linearSpecularLOD, true);\r\n defines.setValue(this._defineOppositeZ, this._scene.useRightHandedSystem ? !reflectionTexture.invertZ : reflectionTexture.invertZ, true);\r\n\r\n defines.setValue(\"SPHERICAL_HARMONICS\", this.useSphericalHarmonics, true);\r\n defines.setValue(\"GAMMAREFLECTION\", reflectionTexture.gammaSpace, true);\r\n defines.setValue(\"RGBDREFLECTION\", reflectionTexture.isRGBD, true);\r\n\r\n if (reflectionTexture && reflectionTexture.coordinatesMode !== Texture.SKYBOX_MODE) {\r\n if (reflectionTexture.isCube) {\r\n defines.setValue(\"USESPHERICALFROMREFLECTIONMAP\", true);\r\n defines.setValue(\"USEIRRADIANCEMAP\", false);\r\n if (this.forceIrradianceInFragment || this._scene.getEngine().getCaps().maxVaryingVectors <= 8) {\r\n defines.setValue(\"USESPHERICALINVERTEX\", false);\r\n } else {\r\n defines.setValue(\"USESPHERICALINVERTEX\", true);\r\n }\r\n }\r\n }\r\n }\r\n\r\n public override bind(effect: Effect, nodeMaterial: NodeMaterial, mesh?: Mesh, subMesh?: SubMesh) {\r\n super.bind(effect, nodeMaterial, mesh);\r\n\r\n const reflectionTexture = this._getTexture();\r\n\r\n if (!reflectionTexture || !subMesh) {\r\n return;\r\n }\r\n\r\n if (reflectionTexture.isCube) {\r\n effect.setTexture(this._cubeSamplerName, reflectionTexture);\r\n } else {\r\n effect.setTexture(this._2DSamplerName, reflectionTexture);\r\n }\r\n\r\n const width = reflectionTexture.getSize().width;\r\n\r\n effect.setFloat3(this._vReflectionMicrosurfaceInfosName, width, reflectionTexture.lodGenerationScale, reflectionTexture.lodGenerationOffset);\r\n effect.setFloat2(this._vReflectionFilteringInfoName, width, Math.log2(width));\r\n\r\n const defines = subMesh.materialDefines as NodeMaterialDefines;\r\n\r\n const polynomials = reflectionTexture.sphericalPolynomial;\r\n if (defines.USESPHERICALFROMREFLECTIONMAP && polynomials) {\r\n if (defines.SPHERICAL_HARMONICS) {\r\n const preScaledHarmonics = polynomials.preScaledHarmonics;\r\n effect.setVector3(\"vSphericalL00\", preScaledHarmonics.l00);\r\n effect.setVector3(\"vSphericalL1_1\", preScaledHarmonics.l1_1);\r\n effect.setVector3(\"vSphericalL10\", preScaledHarmonics.l10);\r\n effect.setVector3(\"vSphericalL11\", preScaledHarmonics.l11);\r\n effect.setVector3(\"vSphericalL2_2\", preScaledHarmonics.l2_2);\r\n effect.setVector3(\"vSphericalL2_1\", preScaledHarmonics.l2_1);\r\n effect.setVector3(\"vSphericalL20\", preScaledHarmonics.l20);\r\n effect.setVector3(\"vSphericalL21\", preScaledHarmonics.l21);\r\n effect.setVector3(\"vSphericalL22\", preScaledHarmonics.l22);\r\n } else {\r\n effect.setFloat3(\"vSphericalX\", polynomials.x.x, polynomials.x.y, polynomials.x.z);\r\n effect.setFloat3(\"vSphericalY\", polynomials.y.x, polynomials.y.y, polynomials.y.z);\r\n effect.setFloat3(\"vSphericalZ\", polynomials.z.x, polynomials.z.y, polynomials.z.z);\r\n effect.setFloat3(\"vSphericalXX_ZZ\", polynomials.xx.x - polynomials.zz.x, polynomials.xx.y - polynomials.zz.y, polynomials.xx.z - polynomials.zz.z);\r\n effect.setFloat3(\"vSphericalYY_ZZ\", polynomials.yy.x - polynomials.zz.x, polynomials.yy.y - polynomials.zz.y, polynomials.yy.z - polynomials.zz.z);\r\n effect.setFloat3(\"vSphericalZZ\", polynomials.zz.x, polynomials.zz.y, polynomials.zz.z);\r\n effect.setFloat3(\"vSphericalXY\", polynomials.xy.x, polynomials.xy.y, polynomials.xy.z);\r\n effect.setFloat3(\"vSphericalYZ\", polynomials.yz.x, polynomials.yz.y, polynomials.yz.z);\r\n effect.setFloat3(\"vSphericalZX\", polynomials.zx.x, polynomials.zx.y, polynomials.zx.z);\r\n }\r\n }\r\n }\r\n\r\n /**\r\n * Gets the code to inject in the vertex shader\r\n * @param state current state of the node material building\r\n * @returns the shader code\r\n */\r\n public override handleVertexSide(state: NodeMaterialBuildState): string {\r\n let code = super.handleVertexSide(state);\r\n const isWebGPU = state.shaderLanguage === ShaderLanguage.WGSL;\r\n\r\n state._emitFunctionFromInclude(\"harmonicsFunctions\", `//${this.name}`, {\r\n replaceStrings: [\r\n { search: /uniform vec3 vSphericalL00;[\\s\\S]*?uniform vec3 vSphericalL22;/g, replace: \"\" },\r\n { search: /uniform vec3 vSphericalX;[\\s\\S]*?uniform vec3 vSphericalZX;/g, replace: \"\" },\r\n ],\r\n });\r\n\r\n const reflectionVectorName = state._getFreeVariableName(\"reflectionVector\");\r\n\r\n this._vEnvironmentIrradianceName = state._getFreeVariableName(\"vEnvironmentIrradiance\");\r\n\r\n state._emitVaryingFromString(\r\n this._vEnvironmentIrradianceName,\r\n NodeMaterialBlockConnectionPointTypes.Vector3,\r\n \"defined(USESPHERICALFROMREFLECTIONMAP) && defined(USESPHERICALINVERTEX)\"\r\n );\r\n\r\n state._emitUniformFromString(\"vSphericalL00\", NodeMaterialBlockConnectionPointTypes.Vector3, \"SPHERICAL_HARMONICS\");\r\n state._emitUniformFromString(\"vSphericalL1_1\", NodeMaterialBlockConnectionPointTypes.Vector3, \"SPHERICAL_HARMONICS\");\r\n state._emitUniformFromString(\"vSphericalL10\", NodeMaterialBlockConnectionPointTypes.Vector3, \"SPHERICAL_HARMONICS\");\r\n state._emitUniformFromString(\"vSphericalL11\", NodeMaterialBlockConnectionPointTypes.Vector3, \"SPHERICAL_HARMONICS\");\r\n state._emitUniformFromString(\"vSphericalL2_2\", NodeMaterialBlockConnectionPointTypes.Vector3, \"SPHERICAL_HARMONICS\");\r\n state._emitUniformFromString(\"vSphericalL2_1\", NodeMaterialBlockConnectionPointTypes.Vector3, \"SPHERICAL_HARMONICS\");\r\n state._emitUniformFromString(\"vSphericalL20\", NodeMaterialBlockConnectionPointTypes.Vector3, \"SPHERICAL_HARMONICS\");\r\n state._emitUniformFromString(\"vSphericalL21\", NodeMaterialBlockConnectionPointTypes.Vector3, \"SPHERICAL_HARMONICS\");\r\n state._emitUniformFromString(\"vSphericalL22\", NodeMaterialBlockConnectionPointTypes.Vector3, \"SPHERICAL_HARMONICS\");\r\n\r\n state._emitUniformFromString(\"vSphericalX\", NodeMaterialBlockConnectionPointTypes.Vector3, \"SPHERICAL_HARMONICS\", true);\r\n state._emitUniformFromString(\"vSphericalY\", NodeMaterialBlockConnectionPointTypes.Vector3, \"SPHERICAL_HARMONICS\", true);\r\n state._emitUniformFromString(\"vSphericalZ\", NodeMaterialBlockConnectionPointTypes.Vector3, \"SPHERICAL_HARMONICS\", true);\r\n state._emitUniformFromString(\"vSphericalXX_ZZ\", NodeMaterialBlockConnectionPointTypes.Vector3, \"SPHERICAL_HARMONICS\", true);\r\n state._emitUniformFromString(\"vSphericalYY_ZZ\", NodeMaterialBlockConnectionPointTypes.Vector3, \"SPHERICAL_HARMONICS\", true);\r\n state._emitUniformFromString(\"vSphericalZZ\", NodeMaterialBlockConnectionPointTypes.Vector3, \"SPHERICAL_HARMONICS\", true);\r\n state._emitUniformFromString(\"vSphericalXY\", NodeMaterialBlockConnectionPointTypes.Vector3, \"SPHERICAL_HARMONICS\", true);\r\n state._emitUniformFromString(\"vSphericalYZ\", NodeMaterialBlockConnectionPointTypes.Vector3, \"SPHERICAL_HARMONICS\", true);\r\n state._emitUniformFromString(\"vSphericalZX\", NodeMaterialBlockConnectionPointTypes.Vector3, \"SPHERICAL_HARMONICS\", true);\r\n\r\n code += `#if defined(USESPHERICALFROMREFLECTIONMAP) && defined(USESPHERICALINVERTEX)\r\n ${state._declareLocalVar(reflectionVectorName, NodeMaterialBlockConnectionPointTypes.Vector3)} = (${(isWebGPU ? \"uniforms.\" : \"\") + this._reflectionMatrixName} * vec4${state.fSuffix}(normalize(${this.worldNormal.associatedVariableName}).xyz, 0)).xyz;\r\n #ifdef ${this._defineOppositeZ}\r\n ${reflectionVectorName}.z *= -1.0;\r\n #endif\r\n ${isWebGPU ? \"vertexOutputs.\" : \"\"}${this._vEnvironmentIrradianceName} = computeEnvironmentIrradiance(${reflectionVectorName});\r\n #endif\\n`;\r\n\r\n return code;\r\n }\r\n\r\n /**\r\n * Gets the main code of the block (fragment side)\r\n * @param state current state of the node material building\r\n * @param normalVarName name of the existing variable corresponding to the normal\r\n * @returns the shader code\r\n */\r\n public getCode(state: NodeMaterialBuildState, normalVarName: string): string {\r\n let code = \"\";\r\n\r\n this.handleFragmentSideInits(state);\r\n const isWebGPU = state.shaderLanguage === ShaderLanguage.WGSL;\r\n\r\n state._emitFunctionFromInclude(\"harmonicsFunctions\", `//${this.name}`, {\r\n replaceStrings: [\r\n { search: /uniform vec3 vSphericalL00;[\\s\\S]*?uniform vec3 vSphericalL22;/g, replace: \"\" },\r\n { search: /uniform vec3 vSphericalX;[\\s\\S]*?uniform vec3 vSphericalZX;/g, replace: \"\" },\r\n ],\r\n });\r\n\r\n if (!isWebGPU) {\r\n state._emitFunction(\r\n \"sampleReflection\",\r\n `\r\n #ifdef ${this._define3DName}\r\n #define sampleReflection(s, c) textureCube(s, c)\r\n #else\r\n #define sampleReflection(s, c) texture2D(s, c)\r\n #endif\\n`,\r\n `//${this.name}`\r\n );\r\n\r\n state._emitFunction(\r\n \"sampleReflectionLod\",\r\n `\r\n #ifdef ${this._define3DName}\r\n #define sampleReflectionLod(s, c, l) textureCubeLodEXT(s, c, l)\r\n #else\r\n #define sampleReflectionLod(s, c, l) texture2DLodEXT(s, c, l)\r\n #endif\\n`,\r\n `//${this.name}`\r\n );\r\n }\r\n\r\n const computeReflectionCoordsFunc = isWebGPU\r\n ? `\r\n fn computeReflectionCoordsPBR(worldPos: vec4f, worldNormal: vec3f) -> vec3f {\r\n ${this.handleFragmentSideCodeReflectionCoords(state, \"worldNormal\", \"worldPos\", true, true)}\r\n return ${this._reflectionVectorName};\r\n }\\n`\r\n : `\r\n vec3 computeReflectionCoordsPBR(vec4 worldPos, vec3 worldNormal) {\r\n ${this.handleFragmentSideCodeReflectionCoords(state, \"worldNormal\", \"worldPos\", true, true)}\r\n return ${this._reflectionVectorName};\r\n }\\n`;\r\n\r\n state._emitFunction(\"computeReflectionCoordsPBR\", computeReflectionCoordsFunc, `//${this.name}`);\r\n\r\n this._vReflectionMicrosurfaceInfosName = state._getFreeVariableName(\"vReflectionMicrosurfaceInfos\");\r\n\r\n state._emitUniformFromString(this._vReflectionMicrosurfaceInfosName, NodeMaterialBlockConnectionPointTypes.Vector3);\r\n\r\n this._vReflectionInfosName = state._getFreeVariableName(\"vReflectionInfos\");\r\n\r\n this._vReflectionFilteringInfoName = state._getFreeVariableName(\"vReflectionFilteringInfo\");\r\n\r\n state._emitUniformFromString(this._vReflectionFilteringInfoName, NodeMaterialBlockConnectionPointTypes.Vector2);\r\n\r\n code += `#ifdef REFLECTION\r\n ${state._declareLocalVar(this._vReflectionInfosName, NodeMaterialBlockConnectionPointTypes.Vector2)} = vec2${state.fSuffix}(1., 0.);\r\n\r\n ${isWebGPU ? \"var reflectionOut: reflectionOutParams\" : \"reflectionOutParams reflectionOut\"};\r\n\r\n reflectionOut = reflectionBlock(\r\n ${this.generateOnlyFragmentCode ? this._worldPositionNameInFragmentOnlyMode : (isWebGPU ? \"input.\" : \"\") + \"v_\" + this.worldPosition.associatedVariableName}.xyz\r\n , ${normalVarName}\r\n , alphaG\r\n , ${(isWebGPU ? \"uniforms.\" : \"\") + this._vReflectionMicrosurfaceInfosName}\r\n , ${this._vReflectionInfosName}\r\n , ${this.reflectionColor}\r\n #ifdef ANISOTROPIC\r\n ,anisotropicOut\r\n #endif\r\n #if defined(${this._defineLODReflectionAlpha}) && !defined(${this._defineSkyboxName})\r\n ,NdotVUnclamped\r\n #endif\r\n #ifdef ${this._defineLinearSpecularReflection}\r\n , roughness\r\n #endif\r\n #ifdef ${this._define3DName}\r\n , ${this._cubeSamplerName}\r\n ${isWebGPU ? `, ${this._cubeSamplerName}Sampler` : \"\"}\r\n #else\r\n , ${this._2DSamplerName}\r\n ${isWebGPU ? `, ${this._2DSamplerName}Sampler` : \"\"}\r\n #endif\r\n #if defined(NORMAL) && defined(USESPHERICALINVERTEX)\r\n , ${isWebGPU ? \"input.\" : \"\"}${this._vEnvironmentIrradianceName}\r\n #endif\r\n #if (defined(USESPHERICALFROMREFLECTIONMAP) && (!defined(NORMAL) || !defined(USESPHERICALINVERTEX))) || (defined(USEIRRADIANCEMAP) && defined(REFLECTIONMAP_3D))\r\n , ${this._reflectionMatrixName}\r\n #endif\r\n #ifdef USEIRRADIANCEMAP\r\n , irradianceSampler // ** not handled **\r\n ${isWebGPU ? `, irradianceSamplerSampler` : \"\"}\r\n #ifdef USE_IRRADIANCE_DOMINANT_DIRECTION\r\n , vReflectionDominantDirection\r\n #endif\r\n #endif\r\n #ifndef LODBASEDMICROSFURACE\r\n #ifdef ${this._define3DName}\r\n , ${this._cubeSamplerName}\r\n ${isWebGPU ? `, ${this._cubeSamplerName}Sampler` : \"\"}\r\n , ${this._cubeSamplerName}\r\n ${isWebGPU ? `, ${this._cubeSamplerName}Sampler` : \"\"}\r\n #else\r\n , ${this._2DSamplerName}\r\n ${isWebGPU ? `, ${this._2DSamplerName}Sampler` : \"\"}\r\n , ${this._2DSamplerName} \r\n ${isWebGPU ? `, ${this._2DSamplerName}Sampler` : \"\"}\r\n #endif\r\n #endif\r\n #ifdef REALTIME_FILTERING\r\n , ${this._vReflectionFilteringInfoName}\r\n #ifdef IBL_CDF_FILTERING\r\n , icdfSampler // ** not handled **\r\n ${isWebGPU ? `, icdfSamplerSampler` : \"\"}\r\n #endif\r\n #endif\r\n , viewDirectionW\r\n , diffuseRoughness\r\n , surfaceAlbedo\r\n );\r\n #endif\\n`;\r\n\r\n return code;\r\n }\r\n\r\n protected override _buildBlock(state: NodeMaterialBuildState) {\r\n this._scene = state.sharedData.scene;\r\n\r\n if (state.target !== NodeMaterialBlockTargets.Fragment) {\r\n this._defineLODReflectionAlpha = state._getFreeDefineName(\"LODINREFLECTIONALPHA\");\r\n this._defineLinearSpecularReflection = state._getFreeDefineName(\"LINEARSPECULARREFLECTION\");\r\n }\r\n\r\n return this;\r\n }\r\n\r\n protected override _dumpPropertiesCode() {\r\n let codeString = super._dumpPropertiesCode();\r\n\r\n if (this.texture) {\r\n codeString += `${this._codeVariableName}.texture.gammaSpace = ${this.texture.gammaSpace};\\n`;\r\n }\r\n codeString += `${this._codeVariableName}.useSphericalHarmonics = ${this.useSphericalHarmonics};\\n`;\r\n codeString += `${this._codeVariableName}.forceIrradianceInFragment = ${this.forceIrradianceInFragment};\\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.useSphericalHarmonics = this.useSphericalHarmonics;\r\n serializationObject.forceIrradianceInFragment = this.forceIrradianceInFragment;\r\n serializationObject.gammaSpace = this.texture?.gammaSpace ?? true;\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.useSphericalHarmonics = serializationObject.useSphericalHarmonics;\r\n this.forceIrradianceInFragment = serializationObject.forceIrradianceInFragment;\r\n if (this.texture) {\r\n this.texture.gammaSpace = serializationObject.gammaSpace;\r\n }\r\n }\r\n}\r\n\r\nRegisterClass(\"BABYLON.ReflectionBlock\", ReflectionBlock);\r\n"]}
@@ -1,7 +1,6 @@
1
1
  import type { NodeMaterialBuildState } from "../../nodeMaterialBuildState.js";
2
2
  import type { NodeMaterialConnectionPoint } from "../../nodeMaterialBlockConnectionPoint.js";
3
3
  import type { NodeMaterial, NodeMaterialDefines } from "../../nodeMaterial.js";
4
- import type { AbstractMesh } from "../../../../Meshes/abstractMesh.js";
5
4
  import type { Nullable } from "../../../../types.js";
6
5
  import type { BaseTexture } from "../../../Textures/baseTexture.js";
7
6
  import type { Mesh } from "../../../../Meshes/mesh.js";
@@ -100,7 +99,7 @@ export declare class RefractionBlock extends NodeMaterialBlock {
100
99
  get hasTexture(): boolean;
101
100
  protected _getTexture(): Nullable<BaseTexture>;
102
101
  autoConfigure(material: NodeMaterial, additionalFilteringInfo?: (node: NodeMaterialBlock) => boolean): void;
103
- prepareDefines(mesh: AbstractMesh, nodeMaterial: NodeMaterial, defines: NodeMaterialDefines): void;
102
+ prepareDefines(defines: NodeMaterialDefines): void;
104
103
  isReady(): boolean;
105
104
  bind(effect: Effect, nodeMaterial: NodeMaterial, mesh?: Mesh): void;
106
105
  /**
@@ -110,8 +110,7 @@ export class RefractionBlock extends NodeMaterialBlock {
110
110
  viewInput.output.connectTo(this.view);
111
111
  }
112
112
  }
113
- prepareDefines(mesh, nodeMaterial, defines) {
114
- super.prepareDefines(mesh, nodeMaterial, defines);
113
+ prepareDefines(defines) {
115
114
  const refractionTexture = this._getTexture();
116
115
  const refraction = refractionTexture && refractionTexture.getTextureMatrix;
117
116
  defines.setValue("SS_REFRACTION", refraction, true);
@@ -1 +1 @@
1
- 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{ NodeMaterialBlockConnectionPointTypes } from \"../../Enums/nodeMaterialBlockConnectionPointTypes\";\r\nimport type { NodeMaterialBuildState } from \"../../nodeMaterialBuildState\";\r\nimport type { NodeMaterialConnectionPoint } from \"../../nodeMaterialBlockConnectionPoint\";\r\nimport { NodeMaterialConnectionPointDirection } from \"../../nodeMaterialBlockConnectionPoint\";\r\nimport { NodeMaterialBlockTargets } from \"../../Enums/nodeMaterialBlockTargets\";\r\nimport type { NodeMaterial, NodeMaterialDefines } from \"../../nodeMaterial\";\r\nimport { RegisterClass } from \"../../../../Misc/typeStore\";\r\nimport { InputBlock } from \"../Input/inputBlock\";\r\nimport { NodeMaterialConnectionPointCustomObject } from \"../../nodeMaterialConnectionPointCustomObject\";\r\nimport type { AbstractMesh } from \"../../../../Meshes/abstractMesh\";\r\nimport type { Nullable } from \"../../../../types\";\r\nimport type { BaseTexture } from \"../../../Textures/baseTexture\";\r\nimport type { Mesh } from \"../../../../Meshes/mesh\";\r\nimport type { Effect } from \"../../../effect\";\r\nimport { editableInPropertyPage, PropertyTypeForEdition } from \"../../../../Decorators/nodeDecorator\";\r\nimport type { Scene } from \"../../../../scene\";\r\nimport { NodeMaterialBlock } from \"../../nodeMaterialBlock\";\r\nimport { CubeTexture } from \"../../../Textures/cubeTexture\";\r\nimport { Texture } from \"../../../Textures/texture\";\r\nimport { NodeMaterialSystemValues } from \"../../Enums/nodeMaterialSystemValues\";\r\nimport { ShaderLanguage } from \"core/Materials/shaderLanguage\";\r\n\r\n/**\r\n * Block used to implement the refraction part of the sub surface module of the PBR material\r\n */\r\nexport class RefractionBlock extends NodeMaterialBlock {\r\n /** @internal */\r\n public _define3DName: string;\r\n /** @internal */\r\n public _refractionMatrixName: string;\r\n /** @internal */\r\n public _defineLODRefractionAlpha: string;\r\n /** @internal */\r\n public _defineLinearSpecularRefraction: string;\r\n /** @internal */\r\n public _defineOppositeZ: string;\r\n /** @internal */\r\n public _cubeSamplerName: string;\r\n /** @internal */\r\n public _2DSamplerName: string;\r\n /** @internal */\r\n public _vRefractionMicrosurfaceInfosName: string;\r\n /** @internal */\r\n public _vRefractionInfosName: string;\r\n /** @internal */\r\n public _vRefractionFilteringInfoName: string;\r\n\r\n private _scene: Scene;\r\n\r\n /**\r\n * The properties below are set by the main PBR block prior to calling methods of this class.\r\n * This is to avoid having to add them as inputs here whereas they are already inputs of the main block, so already known.\r\n * It's less burden on the user side in the editor part.\r\n */\r\n\r\n /** @internal */\r\n public viewConnectionPoint: NodeMaterialConnectionPoint;\r\n\r\n /** @internal */\r\n public indexOfRefractionConnectionPoint: NodeMaterialConnectionPoint;\r\n\r\n /**\r\n * This parameters will make the material used its opacity to control how much it is refracting against not.\r\n * Materials half opaque for instance using refraction could benefit from this control.\r\n */\r\n @editableInPropertyPage(\"Link refraction to transparency\", PropertyTypeForEdition.Boolean, \"ADVANCED\", { embedded: true, notifiers: { update: true } })\r\n public linkRefractionWithTransparency: boolean = false;\r\n\r\n /**\r\n * Controls if refraction needs to be inverted on Y. This could be useful for procedural texture.\r\n */\r\n @editableInPropertyPage(\"Invert refraction Y\", PropertyTypeForEdition.Boolean, \"ADVANCED\", { embedded: true, notifiers: { update: true } })\r\n public invertRefractionY: boolean = false;\r\n\r\n /**\r\n * Controls if refraction needs to be inverted on Y. This could be useful for procedural texture.\r\n */\r\n @editableInPropertyPage(\"Use thickness as depth\", PropertyTypeForEdition.Boolean, \"ADVANCED\", { embedded: true, notifiers: { update: true } })\r\n public useThicknessAsDepth: boolean = false;\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 * Create a new RefractionBlock\r\n * @param name defines the block name\r\n */\r\n public constructor(name: string) {\r\n super(name, NodeMaterialBlockTargets.Fragment);\r\n\r\n this._isUnique = true;\r\n\r\n this.registerInput(\"intensity\", NodeMaterialBlockConnectionPointTypes.Float, false, NodeMaterialBlockTargets.Fragment);\r\n this.registerInput(\"tintAtDistance\", NodeMaterialBlockConnectionPointTypes.Float, true, NodeMaterialBlockTargets.Fragment);\r\n this.registerInput(\"volumeIndexOfRefraction\", NodeMaterialBlockConnectionPointTypes.Float, true, NodeMaterialBlockTargets.Fragment);\r\n\r\n this.registerOutput(\r\n \"refraction\",\r\n NodeMaterialBlockConnectionPointTypes.Object,\r\n NodeMaterialBlockTargets.Fragment,\r\n new NodeMaterialConnectionPointCustomObject(\"refraction\", this, NodeMaterialConnectionPointDirection.Output, RefractionBlock, \"RefractionBlock\")\r\n );\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(\"vRefractionPosition\");\r\n state._excludeVariableName(\"vRefractionSize\");\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 \"RefractionBlock\";\r\n }\r\n\r\n /**\r\n * Gets the intensity input component\r\n */\r\n public get intensity(): NodeMaterialConnectionPoint {\r\n return this._inputs[0];\r\n }\r\n\r\n /**\r\n * Gets the tint at distance input component\r\n */\r\n public get tintAtDistance(): NodeMaterialConnectionPoint {\r\n return this._inputs[1];\r\n }\r\n\r\n /**\r\n * Gets the volume index of refraction input component\r\n */\r\n public get volumeIndexOfRefraction(): NodeMaterialConnectionPoint {\r\n return this._inputs[2];\r\n }\r\n\r\n /**\r\n * Gets the view input component\r\n */\r\n public get view(): NodeMaterialConnectionPoint {\r\n return this.viewConnectionPoint;\r\n }\r\n\r\n /**\r\n * Gets the refraction object output component\r\n */\r\n public get refraction(): NodeMaterialConnectionPoint {\r\n return this._outputs[0];\r\n }\r\n\r\n /**\r\n * Returns true if the block has a texture\r\n */\r\n public get hasTexture(): boolean {\r\n return !!this._getTexture();\r\n }\r\n\r\n protected _getTexture(): Nullable<BaseTexture> {\r\n if (this.texture) {\r\n return this.texture;\r\n }\r\n\r\n return this._scene.environmentTexture;\r\n }\r\n\r\n public override autoConfigure(material: NodeMaterial, additionalFilteringInfo: (node: NodeMaterialBlock) => boolean = () => true) {\r\n if (!this.intensity.isConnected) {\r\n const intensityInput = new InputBlock(\"Refraction intensity\", NodeMaterialBlockTargets.Fragment, NodeMaterialBlockConnectionPointTypes.Float);\r\n intensityInput.value = 1;\r\n intensityInput.output.connectTo(this.intensity);\r\n }\r\n\r\n if (this.view && !this.view.isConnected) {\r\n let viewInput = material.getInputBlockByPredicate((b) => b.systemValue === NodeMaterialSystemValues.View && additionalFilteringInfo(b));\r\n\r\n if (!viewInput) {\r\n viewInput = new InputBlock(\"view\");\r\n viewInput.setAsSystemValue(NodeMaterialSystemValues.View);\r\n }\r\n viewInput.output.connectTo(this.view);\r\n }\r\n }\r\n\r\n public override prepareDefines(mesh: AbstractMesh, nodeMaterial: NodeMaterial, defines: NodeMaterialDefines) {\r\n super.prepareDefines(mesh, nodeMaterial, defines);\r\n\r\n const refractionTexture = this._getTexture();\r\n const refraction = refractionTexture && refractionTexture.getTextureMatrix;\r\n\r\n defines.setValue(\"SS_REFRACTION\", refraction, true);\r\n\r\n if (!refraction) {\r\n return;\r\n }\r\n\r\n defines.setValue(this._define3DName, refractionTexture.isCube, true);\r\n defines.setValue(this._defineLODRefractionAlpha, refractionTexture.lodLevelInAlpha, true);\r\n defines.setValue(this._defineLinearSpecularRefraction, refractionTexture.linearSpecularLOD, true);\r\n defines.setValue(this._defineOppositeZ, this._scene.useRightHandedSystem && refractionTexture.isCube ? !refractionTexture.invertZ : refractionTexture.invertZ, true);\r\n\r\n defines.setValue(\"SS_LINKREFRACTIONTOTRANSPARENCY\", this.linkRefractionWithTransparency, true);\r\n defines.setValue(\"SS_GAMMAREFRACTION\", refractionTexture.gammaSpace, true);\r\n defines.setValue(\"SS_RGBDREFRACTION\", refractionTexture.isRGBD, true);\r\n defines.setValue(\"SS_USE_LOCAL_REFRACTIONMAP_CUBIC\", (<any>refractionTexture).boundingBoxSize ? true : false, true);\r\n defines.setValue(\"SS_USE_THICKNESS_AS_DEPTH\", this.useThicknessAsDepth, true);\r\n }\r\n\r\n public override isReady() {\r\n const texture = this._getTexture();\r\n\r\n if (texture && !texture.isReadyOrNotBlocking()) {\r\n return false;\r\n }\r\n\r\n return true;\r\n }\r\n\r\n public override bind(effect: Effect, nodeMaterial: NodeMaterial, mesh?: Mesh) {\r\n super.bind(effect, nodeMaterial, mesh);\r\n\r\n const refractionTexture = this._getTexture();\r\n\r\n if (!refractionTexture) {\r\n return;\r\n }\r\n\r\n if (refractionTexture.isCube) {\r\n effect.setTexture(this._cubeSamplerName, refractionTexture);\r\n } else {\r\n effect.setTexture(this._2DSamplerName, refractionTexture);\r\n }\r\n\r\n effect.setMatrix(this._refractionMatrixName, refractionTexture.getRefractionTextureMatrix());\r\n\r\n let depth = 1.0;\r\n if (!refractionTexture.isCube) {\r\n if ((<any>refractionTexture).depth) {\r\n depth = (<any>refractionTexture).depth;\r\n }\r\n }\r\n\r\n const indexOfRefraction = this.volumeIndexOfRefraction.connectInputBlock?.value ?? this.indexOfRefractionConnectionPoint.connectInputBlock?.value ?? 1.5;\r\n\r\n effect.setFloat4(this._vRefractionInfosName, refractionTexture.level, 1 / indexOfRefraction, depth, this.invertRefractionY ? -1 : 1);\r\n\r\n effect.setFloat4(\r\n this._vRefractionMicrosurfaceInfosName,\r\n refractionTexture.getSize().width,\r\n refractionTexture.lodGenerationScale,\r\n refractionTexture.lodGenerationOffset,\r\n 1 / indexOfRefraction\r\n );\r\n\r\n const width = refractionTexture.getSize().width;\r\n\r\n effect.setFloat2(this._vRefractionFilteringInfoName, width, Math.log2(width));\r\n\r\n if ((<any>refractionTexture).boundingBoxSize) {\r\n const cubeTexture = <CubeTexture>refractionTexture;\r\n effect.setVector3(\"vRefractionPosition\", cubeTexture.boundingBoxPosition);\r\n effect.setVector3(\"vRefractionSize\", cubeTexture.boundingBoxSize);\r\n }\r\n }\r\n\r\n /**\r\n * Gets the main code of the block (fragment side)\r\n * @param state current state of the node material building\r\n * @returns the shader code\r\n */\r\n public getCode(state: NodeMaterialBuildState): string {\r\n const code = \"\";\r\n\r\n state.sharedData.blockingBlocks.push(this);\r\n state.sharedData.textureBlocks.push(this);\r\n\r\n // Samplers\r\n this._cubeSamplerName = state._getFreeVariableName(this.name + \"CubeSampler\");\r\n state.samplers.push(this._cubeSamplerName);\r\n\r\n this._2DSamplerName = state._getFreeVariableName(this.name + \"2DSampler\");\r\n state.samplers.push(this._2DSamplerName);\r\n\r\n this._define3DName = state._getFreeDefineName(\"SS_REFRACTIONMAP_3D\");\r\n const refractionTexture = this._getTexture();\r\n\r\n if (refractionTexture) {\r\n state._samplerDeclaration += `#ifdef ${this._define3DName}\\n`;\r\n state._emitCubeSampler(this._cubeSamplerName, undefined, true);\r\n state._samplerDeclaration += `#else\\n`;\r\n state._emit2DSampler(this._2DSamplerName, undefined, true);\r\n state._samplerDeclaration += `#endif\\n`;\r\n }\r\n\r\n // Fragment\r\n state.sharedData.blocksWithDefines.push(this);\r\n state.sharedData.bindableBlocks.push(this);\r\n\r\n this._defineLODRefractionAlpha = state._getFreeDefineName(\"SS_LODINREFRACTIONALPHA\");\r\n this._defineLinearSpecularRefraction = state._getFreeDefineName(\"SS_LINEARSPECULARREFRACTION\");\r\n this._defineOppositeZ = state._getFreeDefineName(\"SS_REFRACTIONMAP_OPPOSITEZ\");\r\n\r\n this._refractionMatrixName = state._getFreeVariableName(\"refractionMatrix\");\r\n\r\n state._emitUniformFromString(this._refractionMatrixName, NodeMaterialBlockConnectionPointTypes.Matrix);\r\n\r\n if (state.shaderLanguage !== ShaderLanguage.WGSL) {\r\n state._emitFunction(\r\n \"sampleRefraction\",\r\n `\r\n #ifdef ${this._define3DName}\r\n #define sampleRefraction(s, c) textureCube(s, c)\r\n #else\r\n #define sampleRefraction(s, c) texture2D(s, c)\r\n #endif\\n`,\r\n `//${this.name}`\r\n );\r\n\r\n state._emitFunction(\r\n \"sampleRefractionLod\",\r\n `\r\n #ifdef ${this._define3DName}\r\n #define sampleRefractionLod(s, c, l) textureCubeLodEXT(s, c, l)\r\n #else\r\n #define sampleRefractionLod(s, c, l) texture2DLodEXT(s, c, l)\r\n #endif\\n`,\r\n `//${this.name}`\r\n );\r\n }\r\n\r\n this._vRefractionMicrosurfaceInfosName = state._getFreeVariableName(\"vRefractionMicrosurfaceInfos\");\r\n\r\n state._emitUniformFromString(this._vRefractionMicrosurfaceInfosName, NodeMaterialBlockConnectionPointTypes.Vector4);\r\n\r\n this._vRefractionInfosName = state._getFreeVariableName(\"vRefractionInfos\");\r\n\r\n state._emitUniformFromString(this._vRefractionInfosName, NodeMaterialBlockConnectionPointTypes.Vector4);\r\n\r\n this._vRefractionFilteringInfoName = state._getFreeVariableName(\"vRefractionFilteringInfo\");\r\n\r\n state._emitUniformFromString(this._vRefractionFilteringInfoName, NodeMaterialBlockConnectionPointTypes.Vector2);\r\n\r\n state._emitUniformFromString(\"vRefractionPosition\", NodeMaterialBlockConnectionPointTypes.Vector3);\r\n state._emitUniformFromString(\"vRefractionSize\", NodeMaterialBlockConnectionPointTypes.Vector3);\r\n\r\n return code;\r\n }\r\n\r\n protected override _buildBlock(state: NodeMaterialBuildState) {\r\n this._scene = state.sharedData.scene;\r\n\r\n return this;\r\n }\r\n\r\n protected override _dumpPropertiesCode() {\r\n let codeString = super._dumpPropertiesCode();\r\n\r\n if (this.texture) {\r\n if (this.texture.isCube) {\r\n codeString = `${this._codeVariableName}.texture = new BABYLON.CubeTexture(\"${this.texture.name}\");\\n`;\r\n } else {\r\n codeString = `${this._codeVariableName}.texture = new BABYLON.Texture(\"${this.texture.name}\");\\n`;\r\n }\r\n codeString += `${this._codeVariableName}.texture.coordinatesMode = ${this.texture.coordinatesMode};\\n`;\r\n }\r\n\r\n codeString += `${this._codeVariableName}.linkRefractionWithTransparency = ${this.linkRefractionWithTransparency};\\n`;\r\n codeString += `${this._codeVariableName}.invertRefractionY = ${this.invertRefractionY};\\n`;\r\n codeString += `${this._codeVariableName}.useThicknessAsDepth = ${this.useThicknessAsDepth};\\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 if (this.texture && !this.texture.isRenderTarget) {\r\n serializationObject.texture = this.texture.serialize();\r\n }\r\n\r\n serializationObject.linkRefractionWithTransparency = this.linkRefractionWithTransparency;\r\n serializationObject.invertRefractionY = this.invertRefractionY;\r\n serializationObject.useThicknessAsDepth = this.useThicknessAsDepth;\r\n\r\n return serializationObject;\r\n }\r\n\r\n public override _deserialize(serializationObject: any, scene: Scene, rootUrl: string) {\r\n super._deserialize(serializationObject, scene, rootUrl);\r\n\r\n if (serializationObject.texture) {\r\n rootUrl = serializationObject.texture.url.indexOf(\"data:\") === 0 ? \"\" : rootUrl;\r\n if (serializationObject.texture.isCube) {\r\n this.texture = CubeTexture.Parse(serializationObject.texture, scene, rootUrl);\r\n } else {\r\n this.texture = Texture.Parse(serializationObject.texture, scene, rootUrl);\r\n }\r\n }\r\n\r\n this.linkRefractionWithTransparency = serializationObject.linkRefractionWithTransparency;\r\n this.invertRefractionY = serializationObject.invertRefractionY;\r\n this.useThicknessAsDepth = !!serializationObject.useThicknessAsDepth;\r\n }\r\n}\r\n\r\nRegisterClass(\"BABYLON.RefractionBlock\", RefractionBlock);\r\n"]}
1
+ 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{ NodeMaterialBlockConnectionPointTypes } from \"../../Enums/nodeMaterialBlockConnectionPointTypes\";\r\nimport type { NodeMaterialBuildState } from \"../../nodeMaterialBuildState\";\r\nimport type { NodeMaterialConnectionPoint } from \"../../nodeMaterialBlockConnectionPoint\";\r\nimport { NodeMaterialConnectionPointDirection } from \"../../nodeMaterialBlockConnectionPoint\";\r\nimport { NodeMaterialBlockTargets } from \"../../Enums/nodeMaterialBlockTargets\";\r\nimport type { NodeMaterial, NodeMaterialDefines } from \"../../nodeMaterial\";\r\nimport { RegisterClass } from \"../../../../Misc/typeStore\";\r\nimport { InputBlock } from \"../Input/inputBlock\";\r\nimport { NodeMaterialConnectionPointCustomObject } from \"../../nodeMaterialConnectionPointCustomObject\";\r\nimport type { Nullable } from \"../../../../types\";\r\nimport type { BaseTexture } from \"../../../Textures/baseTexture\";\r\nimport type { Mesh } from \"../../../../Meshes/mesh\";\r\nimport type { Effect } from \"../../../effect\";\r\nimport { editableInPropertyPage, PropertyTypeForEdition } from \"../../../../Decorators/nodeDecorator\";\r\nimport type { Scene } from \"../../../../scene\";\r\nimport { NodeMaterialBlock } from \"../../nodeMaterialBlock\";\r\nimport { CubeTexture } from \"../../../Textures/cubeTexture\";\r\nimport { Texture } from \"../../../Textures/texture\";\r\nimport { NodeMaterialSystemValues } from \"../../Enums/nodeMaterialSystemValues\";\r\nimport { ShaderLanguage } from \"core/Materials/shaderLanguage\";\r\n\r\n/**\r\n * Block used to implement the refraction part of the sub surface module of the PBR material\r\n */\r\nexport class RefractionBlock extends NodeMaterialBlock {\r\n /** @internal */\r\n public _define3DName: string;\r\n /** @internal */\r\n public _refractionMatrixName: string;\r\n /** @internal */\r\n public _defineLODRefractionAlpha: string;\r\n /** @internal */\r\n public _defineLinearSpecularRefraction: string;\r\n /** @internal */\r\n public _defineOppositeZ: string;\r\n /** @internal */\r\n public _cubeSamplerName: string;\r\n /** @internal */\r\n public _2DSamplerName: string;\r\n /** @internal */\r\n public _vRefractionMicrosurfaceInfosName: string;\r\n /** @internal */\r\n public _vRefractionInfosName: string;\r\n /** @internal */\r\n public _vRefractionFilteringInfoName: string;\r\n\r\n private _scene: Scene;\r\n\r\n /**\r\n * The properties below are set by the main PBR block prior to calling methods of this class.\r\n * This is to avoid having to add them as inputs here whereas they are already inputs of the main block, so already known.\r\n * It's less burden on the user side in the editor part.\r\n */\r\n\r\n /** @internal */\r\n public viewConnectionPoint: NodeMaterialConnectionPoint;\r\n\r\n /** @internal */\r\n public indexOfRefractionConnectionPoint: NodeMaterialConnectionPoint;\r\n\r\n /**\r\n * This parameters will make the material used its opacity to control how much it is refracting against not.\r\n * Materials half opaque for instance using refraction could benefit from this control.\r\n */\r\n @editableInPropertyPage(\"Link refraction to transparency\", PropertyTypeForEdition.Boolean, \"ADVANCED\", { embedded: true, notifiers: { update: true } })\r\n public linkRefractionWithTransparency: boolean = false;\r\n\r\n /**\r\n * Controls if refraction needs to be inverted on Y. This could be useful for procedural texture.\r\n */\r\n @editableInPropertyPage(\"Invert refraction Y\", PropertyTypeForEdition.Boolean, \"ADVANCED\", { embedded: true, notifiers: { update: true } })\r\n public invertRefractionY: boolean = false;\r\n\r\n /**\r\n * Controls if refraction needs to be inverted on Y. This could be useful for procedural texture.\r\n */\r\n @editableInPropertyPage(\"Use thickness as depth\", PropertyTypeForEdition.Boolean, \"ADVANCED\", { embedded: true, notifiers: { update: true } })\r\n public useThicknessAsDepth: boolean = false;\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 * Create a new RefractionBlock\r\n * @param name defines the block name\r\n */\r\n public constructor(name: string) {\r\n super(name, NodeMaterialBlockTargets.Fragment);\r\n\r\n this._isUnique = true;\r\n\r\n this.registerInput(\"intensity\", NodeMaterialBlockConnectionPointTypes.Float, false, NodeMaterialBlockTargets.Fragment);\r\n this.registerInput(\"tintAtDistance\", NodeMaterialBlockConnectionPointTypes.Float, true, NodeMaterialBlockTargets.Fragment);\r\n this.registerInput(\"volumeIndexOfRefraction\", NodeMaterialBlockConnectionPointTypes.Float, true, NodeMaterialBlockTargets.Fragment);\r\n\r\n this.registerOutput(\r\n \"refraction\",\r\n NodeMaterialBlockConnectionPointTypes.Object,\r\n NodeMaterialBlockTargets.Fragment,\r\n new NodeMaterialConnectionPointCustomObject(\"refraction\", this, NodeMaterialConnectionPointDirection.Output, RefractionBlock, \"RefractionBlock\")\r\n );\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(\"vRefractionPosition\");\r\n state._excludeVariableName(\"vRefractionSize\");\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 \"RefractionBlock\";\r\n }\r\n\r\n /**\r\n * Gets the intensity input component\r\n */\r\n public get intensity(): NodeMaterialConnectionPoint {\r\n return this._inputs[0];\r\n }\r\n\r\n /**\r\n * Gets the tint at distance input component\r\n */\r\n public get tintAtDistance(): NodeMaterialConnectionPoint {\r\n return this._inputs[1];\r\n }\r\n\r\n /**\r\n * Gets the volume index of refraction input component\r\n */\r\n public get volumeIndexOfRefraction(): NodeMaterialConnectionPoint {\r\n return this._inputs[2];\r\n }\r\n\r\n /**\r\n * Gets the view input component\r\n */\r\n public get view(): NodeMaterialConnectionPoint {\r\n return this.viewConnectionPoint;\r\n }\r\n\r\n /**\r\n * Gets the refraction object output component\r\n */\r\n public get refraction(): NodeMaterialConnectionPoint {\r\n return this._outputs[0];\r\n }\r\n\r\n /**\r\n * Returns true if the block has a texture\r\n */\r\n public get hasTexture(): boolean {\r\n return !!this._getTexture();\r\n }\r\n\r\n protected _getTexture(): Nullable<BaseTexture> {\r\n if (this.texture) {\r\n return this.texture;\r\n }\r\n\r\n return this._scene.environmentTexture;\r\n }\r\n\r\n public override autoConfigure(material: NodeMaterial, additionalFilteringInfo: (node: NodeMaterialBlock) => boolean = () => true) {\r\n if (!this.intensity.isConnected) {\r\n const intensityInput = new InputBlock(\"Refraction intensity\", NodeMaterialBlockTargets.Fragment, NodeMaterialBlockConnectionPointTypes.Float);\r\n intensityInput.value = 1;\r\n intensityInput.output.connectTo(this.intensity);\r\n }\r\n\r\n if (this.view && !this.view.isConnected) {\r\n let viewInput = material.getInputBlockByPredicate((b) => b.systemValue === NodeMaterialSystemValues.View && additionalFilteringInfo(b));\r\n\r\n if (!viewInput) {\r\n viewInput = new InputBlock(\"view\");\r\n viewInput.setAsSystemValue(NodeMaterialSystemValues.View);\r\n }\r\n viewInput.output.connectTo(this.view);\r\n }\r\n }\r\n\r\n public override prepareDefines(defines: NodeMaterialDefines) {\r\n const refractionTexture = this._getTexture();\r\n const refraction = refractionTexture && refractionTexture.getTextureMatrix;\r\n\r\n defines.setValue(\"SS_REFRACTION\", refraction, true);\r\n\r\n if (!refraction) {\r\n return;\r\n }\r\n\r\n defines.setValue(this._define3DName, refractionTexture.isCube, true);\r\n defines.setValue(this._defineLODRefractionAlpha, refractionTexture.lodLevelInAlpha, true);\r\n defines.setValue(this._defineLinearSpecularRefraction, refractionTexture.linearSpecularLOD, true);\r\n defines.setValue(this._defineOppositeZ, this._scene.useRightHandedSystem && refractionTexture.isCube ? !refractionTexture.invertZ : refractionTexture.invertZ, true);\r\n\r\n defines.setValue(\"SS_LINKREFRACTIONTOTRANSPARENCY\", this.linkRefractionWithTransparency, true);\r\n defines.setValue(\"SS_GAMMAREFRACTION\", refractionTexture.gammaSpace, true);\r\n defines.setValue(\"SS_RGBDREFRACTION\", refractionTexture.isRGBD, true);\r\n defines.setValue(\"SS_USE_LOCAL_REFRACTIONMAP_CUBIC\", (<any>refractionTexture).boundingBoxSize ? true : false, true);\r\n defines.setValue(\"SS_USE_THICKNESS_AS_DEPTH\", this.useThicknessAsDepth, true);\r\n }\r\n\r\n public override isReady() {\r\n const texture = this._getTexture();\r\n\r\n if (texture && !texture.isReadyOrNotBlocking()) {\r\n return false;\r\n }\r\n\r\n return true;\r\n }\r\n\r\n public override bind(effect: Effect, nodeMaterial: NodeMaterial, mesh?: Mesh) {\r\n super.bind(effect, nodeMaterial, mesh);\r\n\r\n const refractionTexture = this._getTexture();\r\n\r\n if (!refractionTexture) {\r\n return;\r\n }\r\n\r\n if (refractionTexture.isCube) {\r\n effect.setTexture(this._cubeSamplerName, refractionTexture);\r\n } else {\r\n effect.setTexture(this._2DSamplerName, refractionTexture);\r\n }\r\n\r\n effect.setMatrix(this._refractionMatrixName, refractionTexture.getRefractionTextureMatrix());\r\n\r\n let depth = 1.0;\r\n if (!refractionTexture.isCube) {\r\n if ((<any>refractionTexture).depth) {\r\n depth = (<any>refractionTexture).depth;\r\n }\r\n }\r\n\r\n const indexOfRefraction = this.volumeIndexOfRefraction.connectInputBlock?.value ?? this.indexOfRefractionConnectionPoint.connectInputBlock?.value ?? 1.5;\r\n\r\n effect.setFloat4(this._vRefractionInfosName, refractionTexture.level, 1 / indexOfRefraction, depth, this.invertRefractionY ? -1 : 1);\r\n\r\n effect.setFloat4(\r\n this._vRefractionMicrosurfaceInfosName,\r\n refractionTexture.getSize().width,\r\n refractionTexture.lodGenerationScale,\r\n refractionTexture.lodGenerationOffset,\r\n 1 / indexOfRefraction\r\n );\r\n\r\n const width = refractionTexture.getSize().width;\r\n\r\n effect.setFloat2(this._vRefractionFilteringInfoName, width, Math.log2(width));\r\n\r\n if ((<any>refractionTexture).boundingBoxSize) {\r\n const cubeTexture = <CubeTexture>refractionTexture;\r\n effect.setVector3(\"vRefractionPosition\", cubeTexture.boundingBoxPosition);\r\n effect.setVector3(\"vRefractionSize\", cubeTexture.boundingBoxSize);\r\n }\r\n }\r\n\r\n /**\r\n * Gets the main code of the block (fragment side)\r\n * @param state current state of the node material building\r\n * @returns the shader code\r\n */\r\n public getCode(state: NodeMaterialBuildState): string {\r\n const code = \"\";\r\n\r\n state.sharedData.blockingBlocks.push(this);\r\n state.sharedData.textureBlocks.push(this);\r\n\r\n // Samplers\r\n this._cubeSamplerName = state._getFreeVariableName(this.name + \"CubeSampler\");\r\n state.samplers.push(this._cubeSamplerName);\r\n\r\n this._2DSamplerName = state._getFreeVariableName(this.name + \"2DSampler\");\r\n state.samplers.push(this._2DSamplerName);\r\n\r\n this._define3DName = state._getFreeDefineName(\"SS_REFRACTIONMAP_3D\");\r\n const refractionTexture = this._getTexture();\r\n\r\n if (refractionTexture) {\r\n state._samplerDeclaration += `#ifdef ${this._define3DName}\\n`;\r\n state._emitCubeSampler(this._cubeSamplerName, undefined, true);\r\n state._samplerDeclaration += `#else\\n`;\r\n state._emit2DSampler(this._2DSamplerName, undefined, true);\r\n state._samplerDeclaration += `#endif\\n`;\r\n }\r\n\r\n // Fragment\r\n state.sharedData.blocksWithDefines.push(this);\r\n state.sharedData.bindableBlocks.push(this);\r\n\r\n this._defineLODRefractionAlpha = state._getFreeDefineName(\"SS_LODINREFRACTIONALPHA\");\r\n this._defineLinearSpecularRefraction = state._getFreeDefineName(\"SS_LINEARSPECULARREFRACTION\");\r\n this._defineOppositeZ = state._getFreeDefineName(\"SS_REFRACTIONMAP_OPPOSITEZ\");\r\n\r\n this._refractionMatrixName = state._getFreeVariableName(\"refractionMatrix\");\r\n\r\n state._emitUniformFromString(this._refractionMatrixName, NodeMaterialBlockConnectionPointTypes.Matrix);\r\n\r\n if (state.shaderLanguage !== ShaderLanguage.WGSL) {\r\n state._emitFunction(\r\n \"sampleRefraction\",\r\n `\r\n #ifdef ${this._define3DName}\r\n #define sampleRefraction(s, c) textureCube(s, c)\r\n #else\r\n #define sampleRefraction(s, c) texture2D(s, c)\r\n #endif\\n`,\r\n `//${this.name}`\r\n );\r\n\r\n state._emitFunction(\r\n \"sampleRefractionLod\",\r\n `\r\n #ifdef ${this._define3DName}\r\n #define sampleRefractionLod(s, c, l) textureCubeLodEXT(s, c, l)\r\n #else\r\n #define sampleRefractionLod(s, c, l) texture2DLodEXT(s, c, l)\r\n #endif\\n`,\r\n `//${this.name}`\r\n );\r\n }\r\n\r\n this._vRefractionMicrosurfaceInfosName = state._getFreeVariableName(\"vRefractionMicrosurfaceInfos\");\r\n\r\n state._emitUniformFromString(this._vRefractionMicrosurfaceInfosName, NodeMaterialBlockConnectionPointTypes.Vector4);\r\n\r\n this._vRefractionInfosName = state._getFreeVariableName(\"vRefractionInfos\");\r\n\r\n state._emitUniformFromString(this._vRefractionInfosName, NodeMaterialBlockConnectionPointTypes.Vector4);\r\n\r\n this._vRefractionFilteringInfoName = state._getFreeVariableName(\"vRefractionFilteringInfo\");\r\n\r\n state._emitUniformFromString(this._vRefractionFilteringInfoName, NodeMaterialBlockConnectionPointTypes.Vector2);\r\n\r\n state._emitUniformFromString(\"vRefractionPosition\", NodeMaterialBlockConnectionPointTypes.Vector3);\r\n state._emitUniformFromString(\"vRefractionSize\", NodeMaterialBlockConnectionPointTypes.Vector3);\r\n\r\n return code;\r\n }\r\n\r\n protected override _buildBlock(state: NodeMaterialBuildState) {\r\n this._scene = state.sharedData.scene;\r\n\r\n return this;\r\n }\r\n\r\n protected override _dumpPropertiesCode() {\r\n let codeString = super._dumpPropertiesCode();\r\n\r\n if (this.texture) {\r\n if (this.texture.isCube) {\r\n codeString = `${this._codeVariableName}.texture = new BABYLON.CubeTexture(\"${this.texture.name}\");\\n`;\r\n } else {\r\n codeString = `${this._codeVariableName}.texture = new BABYLON.Texture(\"${this.texture.name}\");\\n`;\r\n }\r\n codeString += `${this._codeVariableName}.texture.coordinatesMode = ${this.texture.coordinatesMode};\\n`;\r\n }\r\n\r\n codeString += `${this._codeVariableName}.linkRefractionWithTransparency = ${this.linkRefractionWithTransparency};\\n`;\r\n codeString += `${this._codeVariableName}.invertRefractionY = ${this.invertRefractionY};\\n`;\r\n codeString += `${this._codeVariableName}.useThicknessAsDepth = ${this.useThicknessAsDepth};\\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 if (this.texture && !this.texture.isRenderTarget) {\r\n serializationObject.texture = this.texture.serialize();\r\n }\r\n\r\n serializationObject.linkRefractionWithTransparency = this.linkRefractionWithTransparency;\r\n serializationObject.invertRefractionY = this.invertRefractionY;\r\n serializationObject.useThicknessAsDepth = this.useThicknessAsDepth;\r\n\r\n return serializationObject;\r\n }\r\n\r\n public override _deserialize(serializationObject: any, scene: Scene, rootUrl: string) {\r\n super._deserialize(serializationObject, scene, rootUrl);\r\n\r\n if (serializationObject.texture) {\r\n rootUrl = serializationObject.texture.url.indexOf(\"data:\") === 0 ? \"\" : rootUrl;\r\n if (serializationObject.texture.isCube) {\r\n this.texture = CubeTexture.Parse(serializationObject.texture, scene, rootUrl);\r\n } else {\r\n this.texture = Texture.Parse(serializationObject.texture, scene, rootUrl);\r\n }\r\n }\r\n\r\n this.linkRefractionWithTransparency = serializationObject.linkRefractionWithTransparency;\r\n this.invertRefractionY = serializationObject.invertRefractionY;\r\n this.useThicknessAsDepth = !!serializationObject.useThicknessAsDepth;\r\n }\r\n}\r\n\r\nRegisterClass(\"BABYLON.RefractionBlock\", RefractionBlock);\r\n"]}
@@ -1,8 +1,7 @@
1
1
  import { NodeMaterialBlock } from "../../nodeMaterialBlock.js";
2
2
  import type { NodeMaterialBuildState } from "../../nodeMaterialBuildState.js";
3
3
  import type { NodeMaterialConnectionPoint } from "../../nodeMaterialBlockConnectionPoint.js";
4
- import type { NodeMaterial, NodeMaterialDefines } from "../../nodeMaterial.js";
5
- import type { AbstractMesh } from "../../../../Meshes/abstractMesh.js";
4
+ import type { NodeMaterialDefines } from "../../nodeMaterial.js";
6
5
  import type { ReflectionBlock } from "./reflectionBlock.js";
7
6
  import type { Scene } from "../../../../scene.js";
8
7
  import type { Nullable } from "../../../../types.js";
@@ -51,7 +50,7 @@ export declare class SheenBlock extends NodeMaterialBlock {
51
50
  * Gets the sheen object output component
52
51
  */
53
52
  get sheen(): NodeMaterialConnectionPoint;
54
- prepareDefines(mesh: AbstractMesh, nodeMaterial: NodeMaterial, defines: NodeMaterialDefines): void;
53
+ prepareDefines(defines: NodeMaterialDefines): void;
55
54
  /**
56
55
  * Gets the main code of the block (fragment side)
57
56
  * @param reflectionBlock instance of a ReflectionBlock null if the code must be generated without an active reflection module
@@ -72,8 +72,7 @@ export class SheenBlock extends NodeMaterialBlock {
72
72
  get sheen() {
73
73
  return this._outputs[0];
74
74
  }
75
- prepareDefines(mesh, nodeMaterial, defines) {
76
- super.prepareDefines(mesh, nodeMaterial, defines);
75
+ prepareDefines(defines) {
77
76
  defines.setValue("SHEEN", true);
78
77
  defines.setValue("SHEEN_USE_ROUGHNESS_FROM_MAINTEXTURE", true, true);
79
78
  defines.setValue("SHEEN_LINKWITHALBEDO", this.linkSheenWithAlbedo, true);
@@ -1 +1 @@
1
- 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{ NodeMaterialBlock } from \"../../nodeMaterialBlock\";\r\nimport { NodeMaterialBlockConnectionPointTypes } from \"../../Enums/nodeMaterialBlockConnectionPointTypes\";\r\nimport type { NodeMaterialBuildState } from \"../../nodeMaterialBuildState\";\r\nimport type { NodeMaterialConnectionPoint } from \"../../nodeMaterialBlockConnectionPoint\";\r\nimport { NodeMaterialConnectionPointDirection } from \"../../nodeMaterialBlockConnectionPoint\";\r\nimport { NodeMaterialBlockTargets } from \"../../Enums/nodeMaterialBlockTargets\";\r\nimport { RegisterClass } from \"../../../../Misc/typeStore\";\r\nimport { editableInPropertyPage, PropertyTypeForEdition } from \"../../../../Decorators/nodeDecorator\";\r\nimport { NodeMaterialConnectionPointCustomObject } from \"../../nodeMaterialConnectionPointCustomObject\";\r\nimport type { NodeMaterial, NodeMaterialDefines } from \"../../nodeMaterial\";\r\nimport type { AbstractMesh } from \"../../../../Meshes/abstractMesh\";\r\nimport type { ReflectionBlock } from \"./reflectionBlock\";\r\nimport type { Scene } from \"../../../../scene\";\r\nimport type { Nullable } from \"../../../../types\";\r\nimport { ShaderLanguage } from \"core/Materials/shaderLanguage\";\r\n\r\n/**\r\n * Block used to implement the sheen module of the PBR material\r\n */\r\nexport class SheenBlock extends NodeMaterialBlock {\r\n /**\r\n * Create a new SheenBlock\r\n * @param name defines the block name\r\n */\r\n public constructor(name: string) {\r\n super(name, NodeMaterialBlockTargets.Fragment);\r\n\r\n this._isUnique = true;\r\n\r\n this.registerInput(\"intensity\", NodeMaterialBlockConnectionPointTypes.Float, true, NodeMaterialBlockTargets.Fragment);\r\n this.registerInput(\"color\", NodeMaterialBlockConnectionPointTypes.Color3, true, NodeMaterialBlockTargets.Fragment);\r\n this.registerInput(\"roughness\", NodeMaterialBlockConnectionPointTypes.Float, true, NodeMaterialBlockTargets.Fragment);\r\n\r\n this.registerOutput(\r\n \"sheen\",\r\n NodeMaterialBlockConnectionPointTypes.Object,\r\n NodeMaterialBlockTargets.Fragment,\r\n new NodeMaterialConnectionPointCustomObject(\"sheen\", this, NodeMaterialConnectionPointDirection.Output, SheenBlock, \"SheenBlock\")\r\n );\r\n }\r\n\r\n /**\r\n * If true, the sheen effect is layered above the base BRDF with the albedo-scaling technique.\r\n * It allows the strength of the sheen effect to not depend on the base color of the material,\r\n * making it easier to setup and tweak the effect\r\n */\r\n @editableInPropertyPage(\"Albedo scaling\", PropertyTypeForEdition.Boolean, \"PROPERTIES\", { embedded: true, notifiers: { update: true } })\r\n public albedoScaling: boolean = false;\r\n\r\n /**\r\n * Defines if the sheen is linked to the sheen color.\r\n */\r\n @editableInPropertyPage(\"Link sheen with albedo\", PropertyTypeForEdition.Boolean, \"PROPERTIES\", { embedded: true, notifiers: { update: true } })\r\n public linkSheenWithAlbedo: boolean = false;\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(\"sheenOut\");\r\n state._excludeVariableName(\"sheenMapData\");\r\n state._excludeVariableName(\"vSheenColor\");\r\n state._excludeVariableName(\"vSheenRoughness\");\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 \"SheenBlock\";\r\n }\r\n\r\n /**\r\n * Gets the intensity input component\r\n */\r\n public get intensity(): NodeMaterialConnectionPoint {\r\n return this._inputs[0];\r\n }\r\n\r\n /**\r\n * Gets the color input component\r\n */\r\n public get color(): NodeMaterialConnectionPoint {\r\n return this._inputs[1];\r\n }\r\n\r\n /**\r\n * Gets the roughness input component\r\n */\r\n public get roughness(): NodeMaterialConnectionPoint {\r\n return this._inputs[2];\r\n }\r\n\r\n /**\r\n * Gets the sheen object output component\r\n */\r\n public get sheen(): NodeMaterialConnectionPoint {\r\n return this._outputs[0];\r\n }\r\n\r\n public override prepareDefines(mesh: AbstractMesh, nodeMaterial: NodeMaterial, defines: NodeMaterialDefines) {\r\n super.prepareDefines(mesh, nodeMaterial, defines);\r\n\r\n defines.setValue(\"SHEEN\", true);\r\n defines.setValue(\"SHEEN_USE_ROUGHNESS_FROM_MAINTEXTURE\", true, true);\r\n defines.setValue(\"SHEEN_LINKWITHALBEDO\", this.linkSheenWithAlbedo, true);\r\n defines.setValue(\"SHEEN_ROUGHNESS\", this.roughness.isConnected, true);\r\n defines.setValue(\"SHEEN_ALBEDOSCALING\", this.albedoScaling, true);\r\n }\r\n\r\n /**\r\n * Gets the main code of the block (fragment side)\r\n * @param reflectionBlock instance of a ReflectionBlock null if the code must be generated without an active reflection module\r\n * @param state define the build state\r\n * @returns the shader code\r\n */\r\n public getCode(reflectionBlock: Nullable<ReflectionBlock>, state: NodeMaterialBuildState): string {\r\n let code = \"\";\r\n\r\n const color = this.color.isConnected ? this.color.associatedVariableName : `vec3${state.fSuffix}(1.)`;\r\n const intensity = this.intensity.isConnected ? this.intensity.associatedVariableName : \"1.\";\r\n const roughness = this.roughness.isConnected ? this.roughness.associatedVariableName : \"0.\";\r\n const texture = `vec4${state.fSuffix}(0.)`;\r\n const isWebGPU = state.shaderLanguage === ShaderLanguage.WGSL;\r\n\r\n code = `#ifdef SHEEN\r\n ${isWebGPU ? \"var sheenOut: sheenOutParams\" : \"sheenOutParams sheenOut\"};\r\n\r\n ${state._declareLocalVar(\"vSheenColor\", NodeMaterialBlockConnectionPointTypes.Vector4)} = vec4${state.fSuffix}(${color}, ${intensity});\r\n\r\n sheenOut = sheenBlock(\r\n vSheenColor\r\n #ifdef SHEEN_ROUGHNESS\r\n , ${roughness}\r\n #endif\r\n , roughness\r\n #ifdef SHEEN_TEXTURE\r\n , ${texture}\r\n ${isWebGPU ? `, ${texture}Sampler` : \"\"}\r\n , 1.0\r\n #endif\r\n , reflectanceF0\r\n #ifdef SHEEN_LINKWITHALBEDO\r\n , baseColor\r\n , surfaceAlbedo\r\n #endif\r\n #ifdef ENVIRONMENTBRDF\r\n , NdotV\r\n , environmentBrdf\r\n #endif\r\n #if defined(REFLECTION) && defined(ENVIRONMENTBRDF)\r\n , AARoughnessFactors\r\n , ${isWebGPU ? \"uniforms.\" : \"\"}${reflectionBlock?._vReflectionMicrosurfaceInfosName}\r\n , ${reflectionBlock?._vReflectionInfosName}\r\n , ${reflectionBlock?.reflectionColor}\r\n , ${isWebGPU ? \"uniforms.\" : \"\"}vLightingIntensity\r\n #ifdef ${reflectionBlock?._define3DName}\r\n , ${reflectionBlock?._cubeSamplerName} \r\n ${isWebGPU ? `, ${reflectionBlock?._cubeSamplerName}Sampler` : \"\"}\r\n #else\r\n , ${reflectionBlock?._2DSamplerName}\r\n ${isWebGPU ? `, ${reflectionBlock?._2DSamplerName}Sampler` : \"\"}\r\n #endif\r\n , reflectionOut.reflectionCoords\r\n , NdotVUnclamped\r\n #ifndef LODBASEDMICROSFURACE\r\n #ifdef ${reflectionBlock?._define3DName}\r\n , ${reflectionBlock?._cubeSamplerName} \r\n ${isWebGPU ? `, ${reflectionBlock?._cubeSamplerName}Sampler` : \"\"}\r\n , ${reflectionBlock?._cubeSamplerName}\r\n ${isWebGPU ? `, ${reflectionBlock?._cubeSamplerName}Sampler` : \"\"}\r\n #else\r\n , ${reflectionBlock?._2DSamplerName}\r\n ${isWebGPU ? `, ${reflectionBlock?._2DSamplerName}Sampler` : \"\"}\r\n , ${reflectionBlock?._2DSamplerName}\r\n ${isWebGPU ? `, ${reflectionBlock?._2DSamplerName}Sampler` : \"\"}\r\n #endif\r\n #endif\r\n #if !defined(${reflectionBlock?._defineSkyboxName}) && defined(RADIANCEOCCLUSION)\r\n , seo\r\n #endif\r\n #if !defined(${reflectionBlock?._defineSkyboxName}) && defined(HORIZONOCCLUSION) && defined(BUMP) && defined(${reflectionBlock?._define3DName})\r\n , eho\r\n #endif\r\n #endif\r\n );\r\n\r\n #ifdef SHEEN_LINKWITHALBEDO\r\n surfaceAlbedo = sheenOut.surfaceAlbedo;\r\n #endif\r\n #endif\\n`;\r\n\r\n return code;\r\n }\r\n\r\n protected override _buildBlock(state: NodeMaterialBuildState) {\r\n if (state.target === NodeMaterialBlockTargets.Fragment) {\r\n state.sharedData.blocksWithDefines.push(this);\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\r\n codeString += `${this._codeVariableName}.albedoScaling = ${this.albedoScaling};\\n`;\r\n codeString += `${this._codeVariableName}.linkSheenWithAlbedo = ${this.linkSheenWithAlbedo};\\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.albedoScaling = this.albedoScaling;\r\n serializationObject.linkSheenWithAlbedo = this.linkSheenWithAlbedo;\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.albedoScaling = serializationObject.albedoScaling;\r\n this.linkSheenWithAlbedo = serializationObject.linkSheenWithAlbedo;\r\n }\r\n}\r\n\r\nRegisterClass(\"BABYLON.SheenBlock\", SheenBlock);\r\n"]}
1
+ 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{ NodeMaterialBlock } from \"../../nodeMaterialBlock\";\r\nimport { NodeMaterialBlockConnectionPointTypes } from \"../../Enums/nodeMaterialBlockConnectionPointTypes\";\r\nimport type { NodeMaterialBuildState } from \"../../nodeMaterialBuildState\";\r\nimport type { NodeMaterialConnectionPoint } from \"../../nodeMaterialBlockConnectionPoint\";\r\nimport { NodeMaterialConnectionPointDirection } from \"../../nodeMaterialBlockConnectionPoint\";\r\nimport { NodeMaterialBlockTargets } from \"../../Enums/nodeMaterialBlockTargets\";\r\nimport { RegisterClass } from \"../../../../Misc/typeStore\";\r\nimport { editableInPropertyPage, PropertyTypeForEdition } from \"../../../../Decorators/nodeDecorator\";\r\nimport { NodeMaterialConnectionPointCustomObject } from \"../../nodeMaterialConnectionPointCustomObject\";\r\nimport type { NodeMaterialDefines } from \"../../nodeMaterial\";\r\nimport type { ReflectionBlock } from \"./reflectionBlock\";\r\nimport type { Scene } from \"../../../../scene\";\r\nimport type { Nullable } from \"../../../../types\";\r\nimport { ShaderLanguage } from \"core/Materials/shaderLanguage\";\r\n\r\n/**\r\n * Block used to implement the sheen module of the PBR material\r\n */\r\nexport class SheenBlock extends NodeMaterialBlock {\r\n /**\r\n * Create a new SheenBlock\r\n * @param name defines the block name\r\n */\r\n public constructor(name: string) {\r\n super(name, NodeMaterialBlockTargets.Fragment);\r\n\r\n this._isUnique = true;\r\n\r\n this.registerInput(\"intensity\", NodeMaterialBlockConnectionPointTypes.Float, true, NodeMaterialBlockTargets.Fragment);\r\n this.registerInput(\"color\", NodeMaterialBlockConnectionPointTypes.Color3, true, NodeMaterialBlockTargets.Fragment);\r\n this.registerInput(\"roughness\", NodeMaterialBlockConnectionPointTypes.Float, true, NodeMaterialBlockTargets.Fragment);\r\n\r\n this.registerOutput(\r\n \"sheen\",\r\n NodeMaterialBlockConnectionPointTypes.Object,\r\n NodeMaterialBlockTargets.Fragment,\r\n new NodeMaterialConnectionPointCustomObject(\"sheen\", this, NodeMaterialConnectionPointDirection.Output, SheenBlock, \"SheenBlock\")\r\n );\r\n }\r\n\r\n /**\r\n * If true, the sheen effect is layered above the base BRDF with the albedo-scaling technique.\r\n * It allows the strength of the sheen effect to not depend on the base color of the material,\r\n * making it easier to setup and tweak the effect\r\n */\r\n @editableInPropertyPage(\"Albedo scaling\", PropertyTypeForEdition.Boolean, \"PROPERTIES\", { embedded: true, notifiers: { update: true } })\r\n public albedoScaling: boolean = false;\r\n\r\n /**\r\n * Defines if the sheen is linked to the sheen color.\r\n */\r\n @editableInPropertyPage(\"Link sheen with albedo\", PropertyTypeForEdition.Boolean, \"PROPERTIES\", { embedded: true, notifiers: { update: true } })\r\n public linkSheenWithAlbedo: boolean = false;\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(\"sheenOut\");\r\n state._excludeVariableName(\"sheenMapData\");\r\n state._excludeVariableName(\"vSheenColor\");\r\n state._excludeVariableName(\"vSheenRoughness\");\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 \"SheenBlock\";\r\n }\r\n\r\n /**\r\n * Gets the intensity input component\r\n */\r\n public get intensity(): NodeMaterialConnectionPoint {\r\n return this._inputs[0];\r\n }\r\n\r\n /**\r\n * Gets the color input component\r\n */\r\n public get color(): NodeMaterialConnectionPoint {\r\n return this._inputs[1];\r\n }\r\n\r\n /**\r\n * Gets the roughness input component\r\n */\r\n public get roughness(): NodeMaterialConnectionPoint {\r\n return this._inputs[2];\r\n }\r\n\r\n /**\r\n * Gets the sheen object output component\r\n */\r\n public get sheen(): NodeMaterialConnectionPoint {\r\n return this._outputs[0];\r\n }\r\n\r\n public override prepareDefines(defines: NodeMaterialDefines) {\r\n defines.setValue(\"SHEEN\", true);\r\n defines.setValue(\"SHEEN_USE_ROUGHNESS_FROM_MAINTEXTURE\", true, true);\r\n defines.setValue(\"SHEEN_LINKWITHALBEDO\", this.linkSheenWithAlbedo, true);\r\n defines.setValue(\"SHEEN_ROUGHNESS\", this.roughness.isConnected, true);\r\n defines.setValue(\"SHEEN_ALBEDOSCALING\", this.albedoScaling, true);\r\n }\r\n\r\n /**\r\n * Gets the main code of the block (fragment side)\r\n * @param reflectionBlock instance of a ReflectionBlock null if the code must be generated without an active reflection module\r\n * @param state define the build state\r\n * @returns the shader code\r\n */\r\n public getCode(reflectionBlock: Nullable<ReflectionBlock>, state: NodeMaterialBuildState): string {\r\n let code = \"\";\r\n\r\n const color = this.color.isConnected ? this.color.associatedVariableName : `vec3${state.fSuffix}(1.)`;\r\n const intensity = this.intensity.isConnected ? this.intensity.associatedVariableName : \"1.\";\r\n const roughness = this.roughness.isConnected ? this.roughness.associatedVariableName : \"0.\";\r\n const texture = `vec4${state.fSuffix}(0.)`;\r\n const isWebGPU = state.shaderLanguage === ShaderLanguage.WGSL;\r\n\r\n code = `#ifdef SHEEN\r\n ${isWebGPU ? \"var sheenOut: sheenOutParams\" : \"sheenOutParams sheenOut\"};\r\n\r\n ${state._declareLocalVar(\"vSheenColor\", NodeMaterialBlockConnectionPointTypes.Vector4)} = vec4${state.fSuffix}(${color}, ${intensity});\r\n\r\n sheenOut = sheenBlock(\r\n vSheenColor\r\n #ifdef SHEEN_ROUGHNESS\r\n , ${roughness}\r\n #endif\r\n , roughness\r\n #ifdef SHEEN_TEXTURE\r\n , ${texture}\r\n ${isWebGPU ? `, ${texture}Sampler` : \"\"}\r\n , 1.0\r\n #endif\r\n , reflectanceF0\r\n #ifdef SHEEN_LINKWITHALBEDO\r\n , baseColor\r\n , surfaceAlbedo\r\n #endif\r\n #ifdef ENVIRONMENTBRDF\r\n , NdotV\r\n , environmentBrdf\r\n #endif\r\n #if defined(REFLECTION) && defined(ENVIRONMENTBRDF)\r\n , AARoughnessFactors\r\n , ${isWebGPU ? \"uniforms.\" : \"\"}${reflectionBlock?._vReflectionMicrosurfaceInfosName}\r\n , ${reflectionBlock?._vReflectionInfosName}\r\n , ${reflectionBlock?.reflectionColor}\r\n , ${isWebGPU ? \"uniforms.\" : \"\"}vLightingIntensity\r\n #ifdef ${reflectionBlock?._define3DName}\r\n , ${reflectionBlock?._cubeSamplerName} \r\n ${isWebGPU ? `, ${reflectionBlock?._cubeSamplerName}Sampler` : \"\"}\r\n #else\r\n , ${reflectionBlock?._2DSamplerName}\r\n ${isWebGPU ? `, ${reflectionBlock?._2DSamplerName}Sampler` : \"\"}\r\n #endif\r\n , reflectionOut.reflectionCoords\r\n , NdotVUnclamped\r\n #ifndef LODBASEDMICROSFURACE\r\n #ifdef ${reflectionBlock?._define3DName}\r\n , ${reflectionBlock?._cubeSamplerName} \r\n ${isWebGPU ? `, ${reflectionBlock?._cubeSamplerName}Sampler` : \"\"}\r\n , ${reflectionBlock?._cubeSamplerName}\r\n ${isWebGPU ? `, ${reflectionBlock?._cubeSamplerName}Sampler` : \"\"}\r\n #else\r\n , ${reflectionBlock?._2DSamplerName}\r\n ${isWebGPU ? `, ${reflectionBlock?._2DSamplerName}Sampler` : \"\"}\r\n , ${reflectionBlock?._2DSamplerName}\r\n ${isWebGPU ? `, ${reflectionBlock?._2DSamplerName}Sampler` : \"\"}\r\n #endif\r\n #endif\r\n #if !defined(${reflectionBlock?._defineSkyboxName}) && defined(RADIANCEOCCLUSION)\r\n , seo\r\n #endif\r\n #if !defined(${reflectionBlock?._defineSkyboxName}) && defined(HORIZONOCCLUSION) && defined(BUMP) && defined(${reflectionBlock?._define3DName})\r\n , eho\r\n #endif\r\n #endif\r\n );\r\n\r\n #ifdef SHEEN_LINKWITHALBEDO\r\n surfaceAlbedo = sheenOut.surfaceAlbedo;\r\n #endif\r\n #endif\\n`;\r\n\r\n return code;\r\n }\r\n\r\n protected override _buildBlock(state: NodeMaterialBuildState) {\r\n if (state.target === NodeMaterialBlockTargets.Fragment) {\r\n state.sharedData.blocksWithDefines.push(this);\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\r\n codeString += `${this._codeVariableName}.albedoScaling = ${this.albedoScaling};\\n`;\r\n codeString += `${this._codeVariableName}.linkSheenWithAlbedo = ${this.linkSheenWithAlbedo};\\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.albedoScaling = this.albedoScaling;\r\n serializationObject.linkSheenWithAlbedo = this.linkSheenWithAlbedo;\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.albedoScaling = serializationObject.albedoScaling;\r\n this.linkSheenWithAlbedo = serializationObject.linkSheenWithAlbedo;\r\n }\r\n}\r\n\r\nRegisterClass(\"BABYLON.SheenBlock\", SheenBlock);\r\n"]}
@@ -1,8 +1,7 @@
1
1
  import { NodeMaterialBlock } from "../../nodeMaterialBlock.js";
2
2
  import type { NodeMaterialBuildState } from "../../nodeMaterialBuildState.js";
3
3
  import type { NodeMaterialConnectionPoint } from "../../nodeMaterialBlockConnectionPoint.js";
4
- import type { NodeMaterial, NodeMaterialDefines } from "../../nodeMaterial.js";
5
- import type { AbstractMesh } from "../../../../Meshes/abstractMesh.js";
4
+ import type { NodeMaterialDefines } from "../../nodeMaterial.js";
6
5
  import type { ReflectionBlock } from "./reflectionBlock.js";
7
6
  import type { Nullable } from "../../../../types.js";
8
7
  /**
@@ -57,7 +56,7 @@ export declare class SubSurfaceBlock extends NodeMaterialBlock {
57
56
  */
58
57
  get subsurface(): NodeMaterialConnectionPoint;
59
58
  autoConfigure(): void;
60
- prepareDefines(mesh: AbstractMesh, nodeMaterial: NodeMaterial, defines: NodeMaterialDefines): void;
59
+ prepareDefines(defines: NodeMaterialDefines): void;
61
60
  /**
62
61
  * Gets the main code of the block (fragment side)
63
62
  * @param state current state of the node material building
@@ -99,8 +99,7 @@ export class SubSurfaceBlock extends NodeMaterialBlock {
99
99
  thicknessInput.output.connectTo(this.thickness);
100
100
  }
101
101
  }
102
- prepareDefines(mesh, nodeMaterial, defines) {
103
- super.prepareDefines(mesh, nodeMaterial, defines);
102
+ prepareDefines(defines) {
104
103
  const translucencyEnabled = this.translucencyDiffusionDist.isConnected || this.translucencyIntensity.isConnected;
105
104
  defines.setValue("SUBSURFACE", translucencyEnabled || this.refraction.isConnected, true);
106
105
  defines.setValue("SS_TRANSLUCENCY", translucencyEnabled, true);