@babylonjs/core 8.21.1 → 8.22.1

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Files changed (46) hide show
  1. package/Engines/Extensions/engine.prefilteredCubeTexture.js +0 -1
  2. package/Engines/Extensions/engine.prefilteredCubeTexture.js.map +1 -1
  3. package/Engines/WebGPU/webgpuConstants.d.ts +20 -6
  4. package/Engines/WebGPU/webgpuConstants.js +18 -4
  5. package/Engines/WebGPU/webgpuConstants.js.map +1 -1
  6. package/Engines/WebGPU/webgpuTextureHelper.js +4 -4
  7. package/Engines/WebGPU/webgpuTextureHelper.js.map +1 -1
  8. package/Engines/WebGPU/webgpuTextureManager.js.map +1 -1
  9. package/Engines/abstractEngine.js +2 -2
  10. package/Engines/abstractEngine.js.map +1 -1
  11. package/Engines/engine.d.ts +55 -36
  12. package/Engines/webgpuEngine.js +5 -2
  13. package/Engines/webgpuEngine.js.map +1 -1
  14. package/Materials/GreasedLine/greasedLinePluginMaterialShadersGLSL.js +1 -1
  15. package/Materials/GreasedLine/greasedLinePluginMaterialShadersGLSL.js.map +1 -1
  16. package/Materials/GreasedLine/greasedLinePluginMaterialShadersWGSL.js +1 -1
  17. package/Materials/GreasedLine/greasedLinePluginMaterialShadersWGSL.js.map +1 -1
  18. package/Materials/Node/Blocks/Dual/imageSourceBlock.js +11 -7
  19. package/Materials/Node/Blocks/Dual/imageSourceBlock.js.map +1 -1
  20. package/Materials/Node/Blocks/Dual/textureBlock.js +11 -7
  21. package/Materials/Node/Blocks/Dual/textureBlock.js.map +1 -1
  22. package/Materials/Node/Blocks/Fragment/ambientOcclusionBlock.d.ts +51 -0
  23. package/Materials/Node/Blocks/Fragment/ambientOcclusionBlock.js +268 -0
  24. package/Materials/Node/Blocks/Fragment/ambientOcclusionBlock.js.map +1 -0
  25. package/Materials/Node/Blocks/Fragment/index.d.ts +1 -0
  26. package/Materials/Node/Blocks/Fragment/index.js +1 -0
  27. package/Materials/Node/Blocks/Fragment/index.js.map +1 -1
  28. package/Materials/Node/Blocks/Fragment/perturbNormalBlock.js +15 -3
  29. package/Materials/Node/Blocks/Fragment/perturbNormalBlock.js.map +1 -1
  30. package/Materials/Node/Blocks/Input/inputBlock.js +8 -1
  31. package/Materials/Node/Blocks/Input/inputBlock.js.map +1 -1
  32. package/Materials/Node/Enums/nodeMaterialSystemValues.d.ts +3 -1
  33. package/Materials/Node/Enums/nodeMaterialSystemValues.js +2 -0
  34. package/Materials/Node/Enums/nodeMaterialSystemValues.js.map +1 -1
  35. package/Materials/Node/nodeMaterialBlockConnectionPoint.d.ts +6 -0
  36. package/Materials/Node/nodeMaterialBlockConnectionPoint.js +8 -0
  37. package/Materials/Node/nodeMaterialBlockConnectionPoint.js.map +1 -1
  38. package/Materials/Textures/texture.js +2 -1
  39. package/Materials/Textures/texture.js.map +1 -1
  40. package/Meshes/abstractMesh.js +0 -1
  41. package/Meshes/abstractMesh.js.map +1 -1
  42. package/Shaders/greasedLine.vertex.js +1 -1
  43. package/Shaders/greasedLine.vertex.js.map +1 -1
  44. package/ShadersWGSL/gaussianSplatting.vertex.js +1 -1
  45. package/ShadersWGSL/gaussianSplatting.vertex.js.map +1 -1
  46. package/package.json +1 -1
@@ -53,7 +53,7 @@ export function GetCustomCode(shaderType, cameraFacing) {
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  float grlWidth = grlBaseWidth * grl_widths;
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  vec3 worldDir = normalize(grlNext - grlPrevious);
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- vec3 nearPosition = positionUpdated + (worldDir * 0.001);
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+ vec3 nearPosition = positionUpdated + (worldDir * 0.01);
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  mat4 grlMatrix = viewProjection * finalWorld;
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  vec4 grlFinalPosition = grlMatrix * vec4(positionUpdated , 1.0);
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  vec4 screenNearPos = grlMatrix * vec4(nearPosition, 1.0);
@@ -1 +1 @@
1
- {"version":3,"file":"greasedLinePluginMaterialShadersGLSL.js","sourceRoot":"","sources":["../../../../../dev/core/src/Materials/GreasedLine/greasedLinePluginMaterialShadersGLSL.ts"],"names":[],"mappings":"AAGA;;;;;GAKG;AACH,gBAAgB;AAChB,MAAM,UAAU,aAAa,CAAC,UAAkB,EAAE,YAAqB;IACnE,IAAI,UAAU,KAAK,QAAQ,EAAE,CAAC;QAC1B,MAAM,GAAG,GAAQ;YACb,yBAAyB,EAAE;;;;;;;;;;;;;;;;;;;;iBAoBtB;YACL,6BAA6B,EAAE;;;;;;;iBAO1B;YACL,sBAAsB,EAAE;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;iBA8CnB;SACR,CAAC;QACF,IAAI,YAAY,EAAE,CAAC;YACf,GAAG,CAAC,2CAA2C,CAAC,GAAG,IAAI,CAAC,CAAC,mCAAmC;QAChG,CAAC;QACD,+DAA+D;QAC/D,OAAO,GAAG,CAAC;IACf,CAAC;IAED,IAAI,UAAU,KAAK,UAAU,EAAE,CAAC;QAC5B,OAAO;YACH,2BAA2B,EAAE;;;;;;;;;;iBAUxB;YACL,gCAAgC,EAAE;;;;;;;;;;;;;;;;;;;;8CAoBA,+CAAuC;;qDAEhC,+CAAuC;;qDAEvC,oDAA4C;;;;;;;;;;;kDAW/C,+CAAuC;;yDAEhC,+CAAuC;;yDAEvC,oDAA4C;;;;;iBAKpF;SACR,CAAC;IACN,CAAC;IAED,OAAO,IAAI,CAAC;AAChB,CAAC","sourcesContent":["import type { Nullable } from \"../../types\";\nimport { GreasedLineMeshColorMode } from \"./greasedLineMaterialInterfaces\";\n\n/**\n * Returns GLSL custom shader code\n * @param shaderType vertex or fragment\n * @param cameraFacing is in camera facing mode?\n * @returns GLSL custom shader code\n */\n/** @internal */\nexport function GetCustomCode(shaderType: string, cameraFacing: boolean): Nullable<{ [pointName: string]: string }> {\n if (shaderType === \"vertex\") {\n const obj: any = {\n CUSTOM_VERTEX_DEFINITIONS: `\n attribute float grl_widths;\n attribute vec3 grl_offsets;\n attribute float grl_colorPointers;\n varying float grlCounters;\n varying float grlColorPointer;\n\n #ifdef GREASED_LINE_CAMERA_FACING\n attribute vec4 grl_previousAndSide;\n attribute vec4 grl_nextAndCounters;\n\n vec2 grlFix( vec4 i, float aspect ) {\n vec2 res = i.xy / i.w;\n res.x *= aspect;\n return res;\n }\n #else\n attribute vec3 grl_slopes;\n attribute float grl_counters;\n #endif\n `,\n CUSTOM_VERTEX_UPDATE_POSITION: `\n #ifdef GREASED_LINE_CAMERA_FACING\n vec3 grlPositionOffset = grl_offsets;\n positionUpdated += grlPositionOffset;\n #else\n positionUpdated = (positionUpdated + grl_offsets) + (grl_slopes * grl_widths);\n #endif\n `,\n CUSTOM_VERTEX_MAIN_END: `\n grlColorPointer = grl_colorPointers;\n\n #ifdef GREASED_LINE_CAMERA_FACING\n\n float grlAspect = grl_aspect_resolution_lineWidth.x;\n float grlBaseWidth = grl_aspect_resolution_lineWidth.w;\n\n vec3 grlPrevious = grl_previousAndSide.xyz;\n float grlSide = grl_previousAndSide.w;\n\n vec3 grlNext = grl_nextAndCounters.xyz;\n grlCounters = grl_nextAndCounters.w;\n float grlWidth = grlBaseWidth * grl_widths;\n \n vec3 worldDir = normalize(grlNext - grlPrevious);\n vec3 nearPosition = positionUpdated + (worldDir * 0.001);\n mat4 grlMatrix = viewProjection * finalWorld;\n vec4 grlFinalPosition = grlMatrix * vec4(positionUpdated , 1.0);\n vec4 screenNearPos = grlMatrix * vec4(nearPosition, 1.0);\n vec2 grlLinePosition = grlFix(grlFinalPosition, grlAspect);\n vec2 grlLineNearPosition = grlFix(screenNearPos, grlAspect);\n vec2 grlDir = normalize(grlLineNearPosition - grlLinePosition);\n\n vec4 grlNormal = vec4(-grlDir.y, grlDir.x, 0., 1.);\n\n #ifdef GREASED_LINE_RIGHT_HANDED_COORDINATE_SYSTEM\n grlNormal.xy *= -.5 * grlWidth;\n #else\n grlNormal.xy *= .5 * grlWidth;\n #endif\n\n grlNormal *= grl_projection;\n\n #ifdef GREASED_LINE_SIZE_ATTENUATION\n grlNormal.xy *= grlFinalPosition.w;\n grlNormal.xy /= (vec4(grl_aspect_resolution_lineWidth.yz, 0., 1.) * grl_projection).xy;\n #endif\n\n grlFinalPosition.xy += grlNormal.xy * grlSide;\n gl_Position = grlFinalPosition;\n\n vPositionW = vec3(grlFinalPosition);\n #else\n grlCounters = grl_counters;\n #endif\n `,\n };\n if (cameraFacing) {\n obj[\"!gl_Position\\\\=viewProjection\\\\*worldPos;\"] = \"//\"; // not needed for camera facing GRL\n }\n // eslint-disable-next-line @typescript-eslint/no-unsafe-return\n return obj;\n }\n\n if (shaderType === \"fragment\") {\n return {\n CUSTOM_FRAGMENT_DEFINITIONS: `\n #ifdef PBR\n #define grlFinalColor finalColor\n #else\n #define grlFinalColor color\n #endif\n\n varying float grlCounters;\n varying float grlColorPointer;\n uniform sampler2D grl_colors;\n `,\n CUSTOM_FRAGMENT_BEFORE_FRAGCOLOR: `\n float grlColorMode = grl_colorMode_visibility_colorsWidth_useColors.x;\n float grlVisibility = grl_colorMode_visibility_colorsWidth_useColors.y;\n float grlColorsWidth = grl_colorMode_visibility_colorsWidth_useColors.z;\n float grlUseColors = grl_colorMode_visibility_colorsWidth_useColors.w;\n\n float grlUseDash = grl_dashOptions.x;\n float grlDashArray = grl_dashOptions.y;\n float grlDashOffset = grl_dashOptions.z;\n float grlDashRatio = grl_dashOptions.w;\n\n grlFinalColor.a *= step(grlCounters, grlVisibility);\n if(grlFinalColor.a == 0.) discard;\n\n if(grlUseDash == 1.){\n grlFinalColor.a *= ceil(mod(grlCounters + grlDashOffset, grlDashArray) - (grlDashArray * grlDashRatio));\n if (grlFinalColor.a == 0.) discard;\n }\n\n #ifdef GREASED_LINE_HAS_COLOR\n if (grlColorMode == ${GreasedLineMeshColorMode.COLOR_MODE_SET}.) {\n grlFinalColor.rgb = grl_singleColor;\n } else if (grlColorMode == ${GreasedLineMeshColorMode.COLOR_MODE_ADD}.) {\n grlFinalColor.rgb += grl_singleColor;\n } else if (grlColorMode == ${GreasedLineMeshColorMode.COLOR_MODE_MULTIPLY}.) {\n grlFinalColor.rgb *= grl_singleColor;\n }\n #else\n if (grlUseColors == 1.) {\n #ifdef GREASED_LINE_COLOR_DISTRIBUTION_TYPE_LINE\n vec4 grlColor = texture2D(grl_colors, vec2(grlCounters, 0.), 0.);\n #else\n vec2 lookup = vec2(fract(grlColorPointer / grl_textureSize.x), 1.0 - floor(grlColorPointer / grl_textureSize.x) / max(grl_textureSize.y - 1.0, 1.0));\n vec4 grlColor = texture2D(grl_colors, lookup, 0.0);\n #endif\n if (grlColorMode == ${GreasedLineMeshColorMode.COLOR_MODE_SET}.) {\n grlFinalColor = grlColor;\n } else if (grlColorMode == ${GreasedLineMeshColorMode.COLOR_MODE_ADD}.) {\n grlFinalColor += grlColor;\n } else if (grlColorMode == ${GreasedLineMeshColorMode.COLOR_MODE_MULTIPLY}.) {\n grlFinalColor *= grlColor;\n }\n }\n #endif\n `,\n };\n }\n\n return null;\n}\n"]}
1
+ {"version":3,"file":"greasedLinePluginMaterialShadersGLSL.js","sourceRoot":"","sources":["../../../../../dev/core/src/Materials/GreasedLine/greasedLinePluginMaterialShadersGLSL.ts"],"names":[],"mappings":"AAGA;;;;;GAKG;AACH,gBAAgB;AAChB,MAAM,UAAU,aAAa,CAAC,UAAkB,EAAE,YAAqB;IACnE,IAAI,UAAU,KAAK,QAAQ,EAAE,CAAC;QAC1B,MAAM,GAAG,GAAQ;YACb,yBAAyB,EAAE;;;;;;;;;;;;;;;;;;;;iBAoBtB;YACL,6BAA6B,EAAE;;;;;;;iBAO1B;YACL,sBAAsB,EAAE;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;iBA8CnB;SACR,CAAC;QACF,IAAI,YAAY,EAAE,CAAC;YACf,GAAG,CAAC,2CAA2C,CAAC,GAAG,IAAI,CAAC,CAAC,mCAAmC;QAChG,CAAC;QACD,+DAA+D;QAC/D,OAAO,GAAG,CAAC;IACf,CAAC;IAED,IAAI,UAAU,KAAK,UAAU,EAAE,CAAC;QAC5B,OAAO;YACH,2BAA2B,EAAE;;;;;;;;;;iBAUxB;YACL,gCAAgC,EAAE;;;;;;;;;;;;;;;;;;;;8CAoBA,+CAAuC;;qDAEhC,+CAAuC;;qDAEvC,oDAA4C;;;;;;;;;;;kDAW/C,+CAAuC;;yDAEhC,+CAAuC;;yDAEvC,oDAA4C;;;;;iBAKpF;SACR,CAAC;IACN,CAAC;IAED,OAAO,IAAI,CAAC;AAChB,CAAC","sourcesContent":["import type { Nullable } from \"../../types\";\nimport { GreasedLineMeshColorMode } from \"./greasedLineMaterialInterfaces\";\n\n/**\n * Returns GLSL custom shader code\n * @param shaderType vertex or fragment\n * @param cameraFacing is in camera facing mode?\n * @returns GLSL custom shader code\n */\n/** @internal */\nexport function GetCustomCode(shaderType: string, cameraFacing: boolean): Nullable<{ [pointName: string]: string }> {\n if (shaderType === \"vertex\") {\n const obj: any = {\n CUSTOM_VERTEX_DEFINITIONS: `\n attribute float grl_widths;\n attribute vec3 grl_offsets;\n attribute float grl_colorPointers;\n varying float grlCounters;\n varying float grlColorPointer;\n\n #ifdef GREASED_LINE_CAMERA_FACING\n attribute vec4 grl_previousAndSide;\n attribute vec4 grl_nextAndCounters;\n\n vec2 grlFix( vec4 i, float aspect ) {\n vec2 res = i.xy / i.w;\n res.x *= aspect;\n return res;\n }\n #else\n attribute vec3 grl_slopes;\n attribute float grl_counters;\n #endif\n `,\n CUSTOM_VERTEX_UPDATE_POSITION: `\n #ifdef GREASED_LINE_CAMERA_FACING\n vec3 grlPositionOffset = grl_offsets;\n positionUpdated += grlPositionOffset;\n #else\n positionUpdated = (positionUpdated + grl_offsets) + (grl_slopes * grl_widths);\n #endif\n `,\n CUSTOM_VERTEX_MAIN_END: `\n grlColorPointer = grl_colorPointers;\n\n #ifdef GREASED_LINE_CAMERA_FACING\n\n float grlAspect = grl_aspect_resolution_lineWidth.x;\n float grlBaseWidth = grl_aspect_resolution_lineWidth.w;\n\n vec3 grlPrevious = grl_previousAndSide.xyz;\n float grlSide = grl_previousAndSide.w;\n\n vec3 grlNext = grl_nextAndCounters.xyz;\n grlCounters = grl_nextAndCounters.w;\n float grlWidth = grlBaseWidth * grl_widths;\n \n vec3 worldDir = normalize(grlNext - grlPrevious);\n vec3 nearPosition = positionUpdated + (worldDir * 0.01);\n mat4 grlMatrix = viewProjection * finalWorld;\n vec4 grlFinalPosition = grlMatrix * vec4(positionUpdated , 1.0);\n vec4 screenNearPos = grlMatrix * vec4(nearPosition, 1.0);\n vec2 grlLinePosition = grlFix(grlFinalPosition, grlAspect);\n vec2 grlLineNearPosition = grlFix(screenNearPos, grlAspect);\n vec2 grlDir = normalize(grlLineNearPosition - grlLinePosition);\n\n vec4 grlNormal = vec4(-grlDir.y, grlDir.x, 0., 1.);\n\n #ifdef GREASED_LINE_RIGHT_HANDED_COORDINATE_SYSTEM\n grlNormal.xy *= -.5 * grlWidth;\n #else\n grlNormal.xy *= .5 * grlWidth;\n #endif\n\n grlNormal *= grl_projection;\n\n #ifdef GREASED_LINE_SIZE_ATTENUATION\n grlNormal.xy *= grlFinalPosition.w;\n grlNormal.xy /= (vec4(grl_aspect_resolution_lineWidth.yz, 0., 1.) * grl_projection).xy;\n #endif\n\n grlFinalPosition.xy += grlNormal.xy * grlSide;\n gl_Position = grlFinalPosition;\n\n vPositionW = vec3(grlFinalPosition);\n #else\n grlCounters = grl_counters;\n #endif\n `,\n };\n if (cameraFacing) {\n obj[\"!gl_Position\\\\=viewProjection\\\\*worldPos;\"] = \"//\"; // not needed for camera facing GRL\n }\n // eslint-disable-next-line @typescript-eslint/no-unsafe-return\n return obj;\n }\n\n if (shaderType === \"fragment\") {\n return {\n CUSTOM_FRAGMENT_DEFINITIONS: `\n #ifdef PBR\n #define grlFinalColor finalColor\n #else\n #define grlFinalColor color\n #endif\n\n varying float grlCounters;\n varying float grlColorPointer;\n uniform sampler2D grl_colors;\n `,\n CUSTOM_FRAGMENT_BEFORE_FRAGCOLOR: `\n float grlColorMode = grl_colorMode_visibility_colorsWidth_useColors.x;\n float grlVisibility = grl_colorMode_visibility_colorsWidth_useColors.y;\n float grlColorsWidth = grl_colorMode_visibility_colorsWidth_useColors.z;\n float grlUseColors = grl_colorMode_visibility_colorsWidth_useColors.w;\n\n float grlUseDash = grl_dashOptions.x;\n float grlDashArray = grl_dashOptions.y;\n float grlDashOffset = grl_dashOptions.z;\n float grlDashRatio = grl_dashOptions.w;\n\n grlFinalColor.a *= step(grlCounters, grlVisibility);\n if(grlFinalColor.a == 0.) discard;\n\n if(grlUseDash == 1.){\n grlFinalColor.a *= ceil(mod(grlCounters + grlDashOffset, grlDashArray) - (grlDashArray * grlDashRatio));\n if (grlFinalColor.a == 0.) discard;\n }\n\n #ifdef GREASED_LINE_HAS_COLOR\n if (grlColorMode == ${GreasedLineMeshColorMode.COLOR_MODE_SET}.) {\n grlFinalColor.rgb = grl_singleColor;\n } else if (grlColorMode == ${GreasedLineMeshColorMode.COLOR_MODE_ADD}.) {\n grlFinalColor.rgb += grl_singleColor;\n } else if (grlColorMode == ${GreasedLineMeshColorMode.COLOR_MODE_MULTIPLY}.) {\n grlFinalColor.rgb *= grl_singleColor;\n }\n #else\n if (grlUseColors == 1.) {\n #ifdef GREASED_LINE_COLOR_DISTRIBUTION_TYPE_LINE\n vec4 grlColor = texture2D(grl_colors, vec2(grlCounters, 0.), 0.);\n #else\n vec2 lookup = vec2(fract(grlColorPointer / grl_textureSize.x), 1.0 - floor(grlColorPointer / grl_textureSize.x) / max(grl_textureSize.y - 1.0, 1.0));\n vec4 grlColor = texture2D(grl_colors, lookup, 0.0);\n #endif\n if (grlColorMode == ${GreasedLineMeshColorMode.COLOR_MODE_SET}.) {\n grlFinalColor = grlColor;\n } else if (grlColorMode == ${GreasedLineMeshColorMode.COLOR_MODE_ADD}.) {\n grlFinalColor += grlColor;\n } else if (grlColorMode == ${GreasedLineMeshColorMode.COLOR_MODE_MULTIPLY}.) {\n grlFinalColor *= grlColor;\n }\n }\n #endif\n `,\n };\n }\n\n return null;\n}\n"]}
@@ -64,7 +64,7 @@ export function GetCustomCode(shaderType, cameraFacing) {
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  let grlWidth: f32 = grlBaseWidth * input.grl_widths;
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  let worldDir: vec3f = normalize(grlNext - grlPrevious);
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- let nearPosition: vec3f = positionUpdated + (worldDir * 0.001);
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+ let nearPosition: vec3f = positionUpdated + (worldDir * 0.01);
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  let grlMatrix: mat4x4f = uniforms.viewProjection * finalWorld;
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  let grlFinalPosition: vec4f = grlMatrix * vec4f(positionUpdated, 1.0);
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  let screenNearPos: vec4f = grlMatrix * vec4(nearPosition, 1.0);
@@ -1 +1 @@
1
- {"version":3,"file":"greasedLinePluginMaterialShadersWGSL.js","sourceRoot":"","sources":["../../../../../dev/core/src/Materials/GreasedLine/greasedLinePluginMaterialShadersWGSL.ts"],"names":[],"mappings":"AAGA;;;;;GAKG;AACH,gBAAgB;AAChB,MAAM,UAAU,aAAa,CAAC,UAAkB,EAAE,YAAqB;IACnE,IAAI,UAAU,KAAK,QAAQ,EAAE,CAAC;QAC1B,MAAM,GAAG,GAAQ;YACb,yBAAyB,EAAE;;;;;;;;;;;;;;;;;;;;;;;;;iBAyBtB;YACL,6BAA6B,EAAE;;;;;;;;;;;;iBAY1B;YACL,sBAAsB,EAAE;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;iBAqDnB;SACR,CAAC;QAEF,IAAI,YAAY,EAAE,CAAC;YACf,GAAG,CAAC,0EAA0E,CAAC,GAAG,IAAI,CAAC,CAAC,mCAAmC;QAC/H,CAAC;QACD,+DAA+D;QAC/D,OAAO,GAAG,CAAC;IACf,CAAC;IAED,IAAI,UAAU,KAAK,UAAU,EAAE,CAAC;QAC5B,OAAO;YACH,2BAA2B,EAAE;;;;;;;;;;;;iBAYxB;YACL,gCAAgC,EAAE;;;;;;;;;;;;;;;;;;;;;;;;;;8CA0BA,+CAAuC;;qDAEhC,+CAAuC;;qDAEvC,oDAA4C;;;;;;;;;;;kDAW/C,+CAAuC;;yDAEhC,+CAAuC;;yDAEvC,oDAA4C;;;;;;;iBAOpF;SACR,CAAC;IACN,CAAC;IAED,OAAO,IAAI,CAAC;AAChB,CAAC","sourcesContent":["import type { Nullable } from \"../../types\";\nimport { GreasedLineMeshColorMode } from \"./greasedLineMaterialInterfaces\";\n\n/**\n * Returns WGSL custom shader code\n * @param shaderType vertex or fragment\n * @param cameraFacing is in camera facing mode?\n * @returns WGSL custom shader code\n */\n/** @internal */\nexport function GetCustomCode(shaderType: string, cameraFacing: boolean): Nullable<{ [pointName: string]: string }> {\n if (shaderType === \"vertex\") {\n const obj: any = {\n CUSTOM_VERTEX_DEFINITIONS: `\n attribute grl_widths: f32;\n attribute grl_colorPointers: f32;\n varying grlCounters: f32;\n varying grlColorPointer: f32;\n\n #ifdef GREASED_LINE_USE_OFFSETS\n attribute grl_offsets: vec3f; \n #endif\n\n #ifdef GREASED_LINE_CAMERA_FACING\n attribute grl_previousAndSide : vec4f;\n attribute grl_nextAndCounters : vec4f;\n\n fn grlFix(i: vec4f, aspect: f32) -> vec2f {\n var res = i.xy / i.w;\n res.x *= aspect;\n return res;\n }\n #else\n attribute grl_slopes: f32;\n attribute grl_counters: f32;\n #endif\n\n\n `,\n CUSTOM_VERTEX_UPDATE_POSITION: `\n #ifdef GREASED_LINE_USE_OFFSETS\n var grlPositionOffset: vec3f = input.grl_offsets;\n #else\n var grlPositionOffset = vec3f(0.);\n #endif\n\n #ifdef GREASED_LINE_CAMERA_FACING\n positionUpdated += grlPositionOffset;\n #else\n positionUpdated = (positionUpdated + grlPositionOffset) + (input.grl_slopes * input.grl_widths);\n #endif\n `,\n CUSTOM_VERTEX_MAIN_END: `\n vertexOutputs.grlColorPointer = input.grl_colorPointers;\n\n #ifdef GREASED_LINE_CAMERA_FACING\n\n let grlAspect: f32 = uniforms.grl_aspect_resolution_lineWidth.x;\n let grlBaseWidth: f32 = uniforms.grl_aspect_resolution_lineWidth.w;\n\n let grlPrevious: vec3f = input.grl_previousAndSide.xyz;\n let grlSide: f32 = input.grl_previousAndSide.w;\n\n let grlNext: vec3f = input.grl_nextAndCounters.xyz;\n vertexOutputs.grlCounters = input.grl_nextAndCounters.w;\n\n let grlWidth: f32 = grlBaseWidth * input.grl_widths;\n\n let worldDir: vec3f = normalize(grlNext - grlPrevious);\n let nearPosition: vec3f = positionUpdated + (worldDir * 0.001);\n let grlMatrix: mat4x4f = uniforms.viewProjection * finalWorld;\n let grlFinalPosition: vec4f = grlMatrix * vec4f(positionUpdated, 1.0); \n let screenNearPos: vec4f = grlMatrix * vec4(nearPosition, 1.0);\n let grlLinePosition: vec2f = grlFix(grlFinalPosition, grlAspect);\n let grlLineNearPosition: vec2f = grlFix(screenNearPos, grlAspect);\n let grlDir: vec2f = normalize(grlLineNearPosition - grlLinePosition);\n\n var grlNormal: vec4f = vec4f(-grlDir.y, grlDir.x, 0.0, 1.0);\n\n let grlHalfWidth: f32 = 0.5 * grlWidth;\n #if defined(GREASED_LINE_RIGHT_HANDED_COORDINATE_SYSTEM)\n grlNormal.x *= -grlHalfWidth;\n grlNormal.y *= -grlHalfWidth;\n #else\n grlNormal.x *= grlHalfWidth;\n grlNormal.y *= grlHalfWidth;\n #endif\n\n grlNormal *= uniforms.grl_projection;\n\n #if defined(GREASED_LINE_SIZE_ATTENUATION)\n grlNormal.x *= grlFinalPosition.w;\n grlNormal.y *= grlFinalPosition.w;\n\n let pr = vec4f(uniforms.grl_aspect_resolution_lineWidth.yz, 0.0, 1.0) * uniforms.grl_projection;\n grlNormal.x /= pr.x;\n grlNormal.y /= pr.y;\n #endif\n\n vertexOutputs.position = vec4f(grlFinalPosition.xy + grlNormal.xy * grlSide, grlFinalPosition.z, grlFinalPosition.w);\n vertexOutputs.vPositionW = vertexOutputs.position.xyz;\n \n #else\n vertexOutputs.grlCounters = input.grl_counters;\n #endif\n `,\n };\n\n if (cameraFacing) {\n obj[\"!vertexOutputs\\\\.position\\\\s=\\\\sscene\\\\.viewProjection\\\\s\\\\*\\\\sworldPos;\"] = \"//\"; // not needed for camera facing GRL\n }\n // eslint-disable-next-line @typescript-eslint/no-unsafe-return\n return obj;\n }\n\n if (shaderType === \"fragment\") {\n return {\n CUSTOM_FRAGMENT_DEFINITIONS: `\n #ifdef PBR\n #define grlFinalColor finalColor\n #else\n #define grlFinalColor color\n #endif\n\n varying grlCounters: f32;\n varying grlColorPointer: 32;\n\n var grl_colors: texture_2d<f32>;\n var grl_colorsSampler: sampler;\n `,\n CUSTOM_FRAGMENT_BEFORE_FRAGCOLOR: `\n let grlColorMode: f32 = uniforms.grl_colorMode_visibility_colorsWidth_useColors.x;\n let grlVisibility: f32 = uniforms.grl_colorMode_visibility_colorsWidth_useColors.y;\n let grlColorsWidth: f32 = uniforms.grl_colorMode_visibility_colorsWidth_useColors.z;\n let grlUseColors: f32 = uniforms.grl_colorMode_visibility_colorsWidth_useColors.w;\n\n let grlUseDash: f32 = uniforms.grl_dashOptions.x;\n let grlDashArray: f32 = uniforms.grl_dashOptions.y;\n let grlDashOffset: f32 = uniforms.grl_dashOptions.z;\n let grlDashRatio: f32 = uniforms.grl_dashOptions.w;\n\n grlFinalColor.a *= step(fragmentInputs.grlCounters, grlVisibility);\n if (grlFinalColor.a == 0.0) {\n discard;\n }\n\n if (grlUseDash == 1.0) {\n let dashPosition = (fragmentInputs.grlCounters + grlDashOffset) % grlDashArray;\n grlFinalColor.a *= ceil(dashPosition - (grlDashArray * grlDashRatio));\n\n if (grlFinalColor.a == 0.0) {\n discard;\n }\n }\n\n #ifdef GREASED_LINE_HAS_COLOR\n if (grlColorMode == ${GreasedLineMeshColorMode.COLOR_MODE_SET}.) {\n grlFinalColor = vec4f(uniforms.grl_singleColor, grlFinalColor.a);\n } else if (grlColorMode == ${GreasedLineMeshColorMode.COLOR_MODE_ADD}.) {\n grlFinalColor += vec4f(uniforms.grl_singleColor, grlFinalColor.a);\n } else if (grlColorMode == ${GreasedLineMeshColorMode.COLOR_MODE_MULTIPLY}.) {\n grlFinalColor *= vec4f(uniforms.grl_singleColor, grlFinalColor.a);\n }\n #else\n if (grlUseColors == 1.) {\n #ifdef GREASED_LINE_COLOR_DISTRIBUTION_TYPE_LINE\n let grlColor: vec4f = textureSample(grl_colors, grl_colorsSampler, vec2f(fragmentInputs.grlCounters, 0.));\n #else\n let lookup: vec2f = vec2(fract(fragmentInputs.grlColorPointer / uniforms.grl_textureSize.x), 1.0 - floor(fragmentInputs.grlColorPointer / uniforms.grl_textureSize.x) / max(uniforms.grl_textureSize.y - 1.0, 1.0));\n let grlColor: vec4f = textureSample(grl_colors, grl_colorsSampler, lookup);\n #endif\n if (grlColorMode == ${GreasedLineMeshColorMode.COLOR_MODE_SET}.) {\n grlFinalColor = grlColor;\n } else if (grlColorMode == ${GreasedLineMeshColorMode.COLOR_MODE_ADD}.) {\n grlFinalColor += grlColor;\n } else if (grlColorMode == ${GreasedLineMeshColorMode.COLOR_MODE_MULTIPLY}.) {\n grlFinalColor *= grlColor;\n }\n }\n #endif\n\n\n `,\n };\n }\n\n return null;\n}\n"]}
1
+ {"version":3,"file":"greasedLinePluginMaterialShadersWGSL.js","sourceRoot":"","sources":["../../../../../dev/core/src/Materials/GreasedLine/greasedLinePluginMaterialShadersWGSL.ts"],"names":[],"mappings":"AAGA;;;;;GAKG;AACH,gBAAgB;AAChB,MAAM,UAAU,aAAa,CAAC,UAAkB,EAAE,YAAqB;IACnE,IAAI,UAAU,KAAK,QAAQ,EAAE,CAAC;QAC1B,MAAM,GAAG,GAAQ;YACb,yBAAyB,EAAE;;;;;;;;;;;;;;;;;;;;;;;;;iBAyBtB;YACL,6BAA6B,EAAE;;;;;;;;;;;;iBAY1B;YACL,sBAAsB,EAAE;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;iBAqDnB;SACR,CAAC;QAEF,IAAI,YAAY,EAAE,CAAC;YACf,GAAG,CAAC,0EAA0E,CAAC,GAAG,IAAI,CAAC,CAAC,mCAAmC;QAC/H,CAAC;QACD,+DAA+D;QAC/D,OAAO,GAAG,CAAC;IACf,CAAC;IAED,IAAI,UAAU,KAAK,UAAU,EAAE,CAAC;QAC5B,OAAO;YACH,2BAA2B,EAAE;;;;;;;;;;;;iBAYxB;YACL,gCAAgC,EAAE;;;;;;;;;;;;;;;;;;;;;;;;;;8CA0BA,+CAAuC;;qDAEhC,+CAAuC;;qDAEvC,oDAA4C;;;;;;;;;;;kDAW/C,+CAAuC;;yDAEhC,+CAAuC;;yDAEvC,oDAA4C;;;;;;;iBAOpF;SACR,CAAC;IACN,CAAC;IAED,OAAO,IAAI,CAAC;AAChB,CAAC","sourcesContent":["import type { Nullable } from \"../../types\";\nimport { GreasedLineMeshColorMode } from \"./greasedLineMaterialInterfaces\";\n\n/**\n * Returns WGSL custom shader code\n * @param shaderType vertex or fragment\n * @param cameraFacing is in camera facing mode?\n * @returns WGSL custom shader code\n */\n/** @internal */\nexport function GetCustomCode(shaderType: string, cameraFacing: boolean): Nullable<{ [pointName: string]: string }> {\n if (shaderType === \"vertex\") {\n const obj: any = {\n CUSTOM_VERTEX_DEFINITIONS: `\n attribute grl_widths: f32;\n attribute grl_colorPointers: f32;\n varying grlCounters: f32;\n varying grlColorPointer: f32;\n\n #ifdef GREASED_LINE_USE_OFFSETS\n attribute grl_offsets: vec3f; \n #endif\n\n #ifdef GREASED_LINE_CAMERA_FACING\n attribute grl_previousAndSide : vec4f;\n attribute grl_nextAndCounters : vec4f;\n\n fn grlFix(i: vec4f, aspect: f32) -> vec2f {\n var res = i.xy / i.w;\n res.x *= aspect;\n return res;\n }\n #else\n attribute grl_slopes: f32;\n attribute grl_counters: f32;\n #endif\n\n\n `,\n CUSTOM_VERTEX_UPDATE_POSITION: `\n #ifdef GREASED_LINE_USE_OFFSETS\n var grlPositionOffset: vec3f = input.grl_offsets;\n #else\n var grlPositionOffset = vec3f(0.);\n #endif\n\n #ifdef GREASED_LINE_CAMERA_FACING\n positionUpdated += grlPositionOffset;\n #else\n positionUpdated = (positionUpdated + grlPositionOffset) + (input.grl_slopes * input.grl_widths);\n #endif\n `,\n CUSTOM_VERTEX_MAIN_END: `\n vertexOutputs.grlColorPointer = input.grl_colorPointers;\n\n #ifdef GREASED_LINE_CAMERA_FACING\n\n let grlAspect: f32 = uniforms.grl_aspect_resolution_lineWidth.x;\n let grlBaseWidth: f32 = uniforms.grl_aspect_resolution_lineWidth.w;\n\n let grlPrevious: vec3f = input.grl_previousAndSide.xyz;\n let grlSide: f32 = input.grl_previousAndSide.w;\n\n let grlNext: vec3f = input.grl_nextAndCounters.xyz;\n vertexOutputs.grlCounters = input.grl_nextAndCounters.w;\n\n let grlWidth: f32 = grlBaseWidth * input.grl_widths;\n\n let worldDir: vec3f = normalize(grlNext - grlPrevious);\n let nearPosition: vec3f = positionUpdated + (worldDir * 0.01);\n let grlMatrix: mat4x4f = uniforms.viewProjection * finalWorld;\n let grlFinalPosition: vec4f = grlMatrix * vec4f(positionUpdated, 1.0); \n let screenNearPos: vec4f = grlMatrix * vec4(nearPosition, 1.0);\n let grlLinePosition: vec2f = grlFix(grlFinalPosition, grlAspect);\n let grlLineNearPosition: vec2f = grlFix(screenNearPos, grlAspect);\n let grlDir: vec2f = normalize(grlLineNearPosition - grlLinePosition);\n\n var grlNormal: vec4f = vec4f(-grlDir.y, grlDir.x, 0.0, 1.0);\n\n let grlHalfWidth: f32 = 0.5 * grlWidth;\n #if defined(GREASED_LINE_RIGHT_HANDED_COORDINATE_SYSTEM)\n grlNormal.x *= -grlHalfWidth;\n grlNormal.y *= -grlHalfWidth;\n #else\n grlNormal.x *= grlHalfWidth;\n grlNormal.y *= grlHalfWidth;\n #endif\n\n grlNormal *= uniforms.grl_projection;\n\n #if defined(GREASED_LINE_SIZE_ATTENUATION)\n grlNormal.x *= grlFinalPosition.w;\n grlNormal.y *= grlFinalPosition.w;\n\n let pr = vec4f(uniforms.grl_aspect_resolution_lineWidth.yz, 0.0, 1.0) * uniforms.grl_projection;\n grlNormal.x /= pr.x;\n grlNormal.y /= pr.y;\n #endif\n\n vertexOutputs.position = vec4f(grlFinalPosition.xy + grlNormal.xy * grlSide, grlFinalPosition.z, grlFinalPosition.w);\n vertexOutputs.vPositionW = vertexOutputs.position.xyz;\n \n #else\n vertexOutputs.grlCounters = input.grl_counters;\n #endif\n `,\n };\n\n if (cameraFacing) {\n obj[\"!vertexOutputs\\\\.position\\\\s=\\\\sscene\\\\.viewProjection\\\\s\\\\*\\\\sworldPos;\"] = \"//\"; // not needed for camera facing GRL\n }\n // eslint-disable-next-line @typescript-eslint/no-unsafe-return\n return obj;\n }\n\n if (shaderType === \"fragment\") {\n return {\n CUSTOM_FRAGMENT_DEFINITIONS: `\n #ifdef PBR\n #define grlFinalColor finalColor\n #else\n #define grlFinalColor color\n #endif\n\n varying grlCounters: f32;\n varying grlColorPointer: 32;\n\n var grl_colors: texture_2d<f32>;\n var grl_colorsSampler: sampler;\n `,\n CUSTOM_FRAGMENT_BEFORE_FRAGCOLOR: `\n let grlColorMode: f32 = uniforms.grl_colorMode_visibility_colorsWidth_useColors.x;\n let grlVisibility: f32 = uniforms.grl_colorMode_visibility_colorsWidth_useColors.y;\n let grlColorsWidth: f32 = uniforms.grl_colorMode_visibility_colorsWidth_useColors.z;\n let grlUseColors: f32 = uniforms.grl_colorMode_visibility_colorsWidth_useColors.w;\n\n let grlUseDash: f32 = uniforms.grl_dashOptions.x;\n let grlDashArray: f32 = uniforms.grl_dashOptions.y;\n let grlDashOffset: f32 = uniforms.grl_dashOptions.z;\n let grlDashRatio: f32 = uniforms.grl_dashOptions.w;\n\n grlFinalColor.a *= step(fragmentInputs.grlCounters, grlVisibility);\n if (grlFinalColor.a == 0.0) {\n discard;\n }\n\n if (grlUseDash == 1.0) {\n let dashPosition = (fragmentInputs.grlCounters + grlDashOffset) % grlDashArray;\n grlFinalColor.a *= ceil(dashPosition - (grlDashArray * grlDashRatio));\n\n if (grlFinalColor.a == 0.0) {\n discard;\n }\n }\n\n #ifdef GREASED_LINE_HAS_COLOR\n if (grlColorMode == ${GreasedLineMeshColorMode.COLOR_MODE_SET}.) {\n grlFinalColor = vec4f(uniforms.grl_singleColor, grlFinalColor.a);\n } else if (grlColorMode == ${GreasedLineMeshColorMode.COLOR_MODE_ADD}.) {\n grlFinalColor += vec4f(uniforms.grl_singleColor, grlFinalColor.a);\n } else if (grlColorMode == ${GreasedLineMeshColorMode.COLOR_MODE_MULTIPLY}.) {\n grlFinalColor *= vec4f(uniforms.grl_singleColor, grlFinalColor.a);\n }\n #else\n if (grlUseColors == 1.) {\n #ifdef GREASED_LINE_COLOR_DISTRIBUTION_TYPE_LINE\n let grlColor: vec4f = textureSample(grl_colors, grl_colorsSampler, vec2f(fragmentInputs.grlCounters, 0.));\n #else\n let lookup: vec2f = vec2(fract(fragmentInputs.grlColorPointer / uniforms.grl_textureSize.x), 1.0 - floor(fragmentInputs.grlColorPointer / uniforms.grl_textureSize.x) / max(uniforms.grl_textureSize.y - 1.0, 1.0));\n let grlColor: vec4f = textureSample(grl_colors, grl_colorsSampler, lookup);\n #endif\n if (grlColorMode == ${GreasedLineMeshColorMode.COLOR_MODE_SET}.) {\n grlFinalColor = grlColor;\n } else if (grlColorMode == ${GreasedLineMeshColorMode.COLOR_MODE_ADD}.) {\n grlFinalColor += grlColor;\n } else if (grlColorMode == ${GreasedLineMeshColorMode.COLOR_MODE_MULTIPLY}.) {\n grlFinalColor *= grlColor;\n }\n }\n #endif\n\n\n `,\n };\n }\n\n return null;\n}\n"]}
@@ -137,15 +137,19 @@ export class ImageSourceBlock extends NodeMaterialBlock {
137
137
  }
138
138
  _deserialize(serializationObject, scene, rootUrl, urlRewriter) {
139
139
  super._deserialize(serializationObject, scene, rootUrl, urlRewriter);
140
- if (serializationObject.texture && !NodeMaterial.IgnoreTexturesAtLoadTime && serializationObject.texture.url !== undefined) {
141
- if (serializationObject.texture.url.indexOf("data:") === 0) {
142
- rootUrl = "";
140
+ if (serializationObject.texture && !NodeMaterial.IgnoreTexturesAtLoadTime) {
141
+ if (serializationObject.texture.url !== undefined) {
142
+ if (serializationObject.texture.url.indexOf("data:") === 0) {
143
+ rootUrl = "";
144
+ }
145
+ else if (urlRewriter) {
146
+ serializationObject.texture.url = urlRewriter(serializationObject.texture.url);
147
+ serializationObject.texture.name = serializationObject.texture.url;
148
+ }
143
149
  }
144
- else if (urlRewriter) {
145
- serializationObject.texture.url = urlRewriter(serializationObject.texture.url);
146
- serializationObject.texture.name = serializationObject.texture.url;
150
+ if (serializationObject.texture.base64String || serializationObject.texture.url !== undefined) {
151
+ this.texture = Texture.Parse(serializationObject.texture, scene, rootUrl);
147
152
  }
148
- this.texture = Texture.Parse(serializationObject.texture, scene, rootUrl);
149
153
  }
150
154
  }
151
155
  }
@@ -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 type { Nullable } from \"../../../../types\";\r\nimport { Texture } from \"../../../Textures/texture\";\r\nimport { Constants } from \"../../../../Engines/constants\";\r\nimport type { Effect } from \"../../../effect\";\r\nimport { NodeMaterial } from \"../../nodeMaterial\";\r\nimport type { Scene } from \"../../../../scene\";\r\nimport { NodeMaterialConnectionPointCustomObject } from \"../../nodeMaterialConnectionPointCustomObject\";\r\nimport { EngineStore } from \"../../../../Engines/engineStore\";\r\nimport { ShaderLanguage } from \"core/Materials/shaderLanguage\";\r\n/**\r\n * Block used to provide an image for a TextureBlock\r\n */\r\nexport class ImageSourceBlock extends NodeMaterialBlock {\r\n private _samplerName: string;\r\n protected _texture: Nullable<Texture>;\r\n /**\r\n * Gets or sets the texture associated with the node\r\n */\r\n public get texture(): Nullable<Texture> {\r\n return this._texture;\r\n }\r\n\r\n public set texture(texture: Nullable<Texture>) {\r\n if (this._texture === texture) {\r\n return;\r\n }\r\n\r\n const scene = texture?.getScene() ?? EngineStore.LastCreatedScene;\r\n\r\n if (!texture && scene) {\r\n scene.markAllMaterialsAsDirty(Constants.MATERIAL_TextureDirtyFlag, (mat) => {\r\n return mat.hasTexture(this._texture!);\r\n });\r\n }\r\n\r\n this._texture = texture;\r\n\r\n if (texture && scene) {\r\n scene.markAllMaterialsAsDirty(Constants.MATERIAL_TextureDirtyFlag, (mat) => {\r\n return mat.hasTexture(texture);\r\n });\r\n }\r\n }\r\n\r\n /**\r\n * Gets the sampler name associated with this image source\r\n */\r\n public get samplerName(): string {\r\n return this._samplerName;\r\n }\r\n\r\n /**\r\n * Creates a new ImageSourceBlock\r\n * @param name defines the block name\r\n */\r\n public constructor(name: string) {\r\n super(name, NodeMaterialBlockTargets.VertexAndFragment);\r\n\r\n this.registerOutput(\r\n \"source\",\r\n NodeMaterialBlockConnectionPointTypes.Object,\r\n NodeMaterialBlockTargets.VertexAndFragment,\r\n new NodeMaterialConnectionPointCustomObject(\"source\", this, NodeMaterialConnectionPointDirection.Output, ImageSourceBlock, \"ImageSourceBlock\")\r\n );\r\n\r\n this.registerOutput(\"dimensions\", NodeMaterialBlockConnectionPointTypes.Vector2);\r\n }\r\n\r\n public override bind(effect: Effect, _nodeMaterial: NodeMaterial) {\r\n if (!this.texture) {\r\n return;\r\n }\r\n\r\n effect.setTexture(this._samplerName, this.texture);\r\n }\r\n\r\n public override isReady() {\r\n if (this.texture && !this.texture.isReadyOrNotBlocking()) {\r\n return false;\r\n }\r\n\r\n return true;\r\n }\r\n\r\n /**\r\n * Gets the current class name\r\n * @returns the class name\r\n */\r\n public override getClassName() {\r\n return \"ImageSourceBlock\";\r\n }\r\n\r\n /**\r\n * Gets the output component\r\n */\r\n public get source(): NodeMaterialConnectionPoint {\r\n return this._outputs[0];\r\n }\r\n\r\n /**\r\n * Gets the dimension component\r\n */\r\n public get dimensions(): NodeMaterialConnectionPoint {\r\n return this._outputs[1];\r\n }\r\n\r\n protected override _buildBlock(state: NodeMaterialBuildState) {\r\n super._buildBlock(state);\r\n\r\n if (state.target === NodeMaterialBlockTargets.Vertex) {\r\n this._samplerName = state._getFreeVariableName(this.name + \"Texture\");\r\n\r\n // Declarations\r\n state.sharedData.blockingBlocks.push(this);\r\n state.sharedData.textureBlocks.push(this);\r\n state.sharedData.bindableBlocks.push(this);\r\n }\r\n\r\n if (this.dimensions.isConnected) {\r\n let affect: string = \"\";\r\n if (state.shaderLanguage === ShaderLanguage.WGSL) {\r\n affect = `vec2f(textureDimensions(${this._samplerName}, 0).xy)`;\r\n } else {\r\n affect = `vec2(textureSize(${this._samplerName}, 0).xy)`;\r\n }\r\n\r\n state.compilationString += `${state._declareOutput(this.dimensions)} = ${affect};\\n`;\r\n }\r\n\r\n if (this._texture?._texture?.is2DArray) {\r\n state._emit2DArraySampler(this._samplerName);\r\n } else {\r\n state._emit2DSampler(this._samplerName);\r\n }\r\n\r\n return this;\r\n }\r\n\r\n protected override _dumpPropertiesCode(ignoreTexture = false) {\r\n let codeString = super._dumpPropertiesCode();\r\n\r\n if (!this.texture || ignoreTexture) {\r\n return codeString;\r\n }\r\n\r\n codeString += `${this._codeVariableName}.texture = new BABYLON.Texture(\"${this.texture.name}\", null, ${this.texture.noMipmap}, ${this.texture.invertY}, ${this.texture.samplingMode});\\n`;\r\n codeString += `${this._codeVariableName}.texture.wrapU = ${this.texture.wrapU};\\n`;\r\n codeString += `${this._codeVariableName}.texture.wrapV = ${this.texture.wrapV};\\n`;\r\n codeString += `${this._codeVariableName}.texture.uAng = ${this.texture.uAng};\\n`;\r\n codeString += `${this._codeVariableName}.texture.vAng = ${this.texture.vAng};\\n`;\r\n codeString += `${this._codeVariableName}.texture.wAng = ${this.texture.wAng};\\n`;\r\n codeString += `${this._codeVariableName}.texture.uOffset = ${this.texture.uOffset};\\n`;\r\n codeString += `${this._codeVariableName}.texture.vOffset = ${this.texture.vOffset};\\n`;\r\n codeString += `${this._codeVariableName}.texture.uScale = ${this.texture.uScale};\\n`;\r\n codeString += `${this._codeVariableName}.texture.vScale = ${this.texture.vScale};\\n`;\r\n codeString += `${this._codeVariableName}.texture.coordinatesMode = ${this.texture.coordinatesMode};\\n`;\r\n\r\n return codeString;\r\n }\r\n\r\n public override serialize(ignoreTexture = false): any {\r\n const serializationObject = super.serialize();\r\n\r\n if (\r\n !ignoreTexture &&\r\n this.texture &&\r\n (NodeMaterial.AllowSerializationOfRenderTargetTextures || !this.texture.isRenderTarget) &&\r\n this.texture.getClassName() !== \"VideoTexture\"\r\n ) {\r\n serializationObject.texture = this.texture.serialize();\r\n }\r\n\r\n return serializationObject;\r\n }\r\n\r\n public override _deserialize(serializationObject: any, scene: Scene, rootUrl: string, urlRewriter?: (url: string) => string) {\r\n super._deserialize(serializationObject, scene, rootUrl, urlRewriter);\r\n\r\n if (serializationObject.texture && !NodeMaterial.IgnoreTexturesAtLoadTime && serializationObject.texture.url !== undefined) {\r\n if (serializationObject.texture.url.indexOf(\"data:\") === 0) {\r\n rootUrl = \"\";\r\n } else if (urlRewriter) {\r\n serializationObject.texture.url = urlRewriter(serializationObject.texture.url);\r\n serializationObject.texture.name = serializationObject.texture.url;\r\n }\r\n this.texture = Texture.Parse(serializationObject.texture, scene, rootUrl) as Texture;\r\n }\r\n }\r\n}\r\n\r\nRegisterClass(\"BABYLON.ImageSourceBlock\", ImageSourceBlock);\r\n"]}
1
+ 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AO,CAAC,KAAK,CAAC,EAAE,CAAC;oBACzD,OAAO,GAAG,EAAE,CAAC;gBACjB,CAAC;qBAAM,IAAI,WAAW,EAAE,CAAC;oBACrB,mBAAmB,CAAC,OAAO,CAAC,GAAG,GAAG,WAAW,CAAC,mBAAmB,CAAC,OAAO,CAAC,GAAG,CAAC,CAAC;oBAC/E,mBAAmB,CAAC,OAAO,CAAC,IAAI,GAAG,mBAAmB,CAAC,OAAO,CAAC,GAAG,CAAC;gBACvE,CAAC;YACL,CAAC;YACD,IAAI,mBAAmB,CAAC,OAAO,CAAC,YAAY,IAAI,mBAAmB,CAAC,OAAO,CAAC,GAAG,KAAK,SAAS,EAAE,CAAC;gBAC5F,IAAI,CAAC,OAAO,GAAG,OAAO,CAAC,KAAK,CAAC,mBAAmB,CAAC,OAAO,EAAE,KAAK,EAAE,OAAO,CAAY,CAAC;YACzF,CAAC;QACL,CAAC;IACL,CAAC;CACJ;AAED,aAAa,CAAC,0BAA0B,EAAE,gBAAgB,CAAC,CAAC","sourcesContent":["import { NodeMaterialBlock } from \"../../nodeMaterialBlock\";\r\nimport { NodeMaterialBlockConnectionPointTypes } from \"../../Enums/nodeMaterialBlockConnectionPointTypes\";\r\nimport type { NodeMaterialBuildState } from \"../../nodeMaterialBuildState\";\r\nimport type { NodeMaterialConnectionPoint } from \"../../nodeMaterialBlockConnectionPoint\";\r\nimport { NodeMaterialConnectionPointDirection } from \"../../nodeMaterialBlockConnectionPoint\";\r\nimport { NodeMaterialBlockTargets } from \"../../Enums/nodeMaterialBlockTargets\";\r\nimport { RegisterClass } from \"../../../../Misc/typeStore\";\r\nimport type { Nullable } from \"../../../../types\";\r\nimport { Texture } from \"../../../Textures/texture\";\r\nimport { Constants } from \"../../../../Engines/constants\";\r\nimport type { Effect } from \"../../../effect\";\r\nimport { NodeMaterial } from \"../../nodeMaterial\";\r\nimport type { Scene } from \"../../../../scene\";\r\nimport { NodeMaterialConnectionPointCustomObject } from \"../../nodeMaterialConnectionPointCustomObject\";\r\nimport { EngineStore } from \"../../../../Engines/engineStore\";\r\nimport { ShaderLanguage } from \"core/Materials/shaderLanguage\";\r\n/**\r\n * Block used to provide an image for a TextureBlock\r\n */\r\nexport class ImageSourceBlock extends NodeMaterialBlock {\r\n private _samplerName: string;\r\n protected _texture: Nullable<Texture>;\r\n /**\r\n * Gets or sets the texture associated with the node\r\n */\r\n public get texture(): Nullable<Texture> {\r\n return this._texture;\r\n }\r\n\r\n public set texture(texture: Nullable<Texture>) {\r\n if (this._texture === texture) {\r\n return;\r\n }\r\n\r\n const scene = texture?.getScene() ?? EngineStore.LastCreatedScene;\r\n\r\n if (!texture && scene) {\r\n scene.markAllMaterialsAsDirty(Constants.MATERIAL_TextureDirtyFlag, (mat) => {\r\n return mat.hasTexture(this._texture!);\r\n });\r\n }\r\n\r\n this._texture = texture;\r\n\r\n if (texture && scene) {\r\n scene.markAllMaterialsAsDirty(Constants.MATERIAL_TextureDirtyFlag, (mat) => {\r\n return mat.hasTexture(texture);\r\n });\r\n }\r\n }\r\n\r\n /**\r\n * Gets the sampler name associated with this image source\r\n */\r\n public get samplerName(): string {\r\n return this._samplerName;\r\n }\r\n\r\n /**\r\n * Creates a new ImageSourceBlock\r\n * @param name defines the block name\r\n */\r\n public constructor(name: string) {\r\n super(name, NodeMaterialBlockTargets.VertexAndFragment);\r\n\r\n this.registerOutput(\r\n \"source\",\r\n NodeMaterialBlockConnectionPointTypes.Object,\r\n NodeMaterialBlockTargets.VertexAndFragment,\r\n new NodeMaterialConnectionPointCustomObject(\"source\", this, NodeMaterialConnectionPointDirection.Output, ImageSourceBlock, \"ImageSourceBlock\")\r\n );\r\n\r\n this.registerOutput(\"dimensions\", NodeMaterialBlockConnectionPointTypes.Vector2);\r\n }\r\n\r\n public override bind(effect: Effect, _nodeMaterial: NodeMaterial) {\r\n if (!this.texture) {\r\n return;\r\n }\r\n\r\n effect.setTexture(this._samplerName, this.texture);\r\n }\r\n\r\n public override isReady() {\r\n if (this.texture && !this.texture.isReadyOrNotBlocking()) {\r\n return false;\r\n }\r\n\r\n return true;\r\n }\r\n\r\n /**\r\n * Gets the current class name\r\n * @returns the class name\r\n */\r\n public override getClassName() {\r\n return \"ImageSourceBlock\";\r\n }\r\n\r\n /**\r\n * Gets the output component\r\n */\r\n public get source(): NodeMaterialConnectionPoint {\r\n return this._outputs[0];\r\n }\r\n\r\n /**\r\n * Gets the dimension component\r\n */\r\n public get dimensions(): NodeMaterialConnectionPoint {\r\n return this._outputs[1];\r\n }\r\n\r\n protected override _buildBlock(state: NodeMaterialBuildState) {\r\n super._buildBlock(state);\r\n\r\n if (state.target === NodeMaterialBlockTargets.Vertex) {\r\n this._samplerName = state._getFreeVariableName(this.name + \"Texture\");\r\n\r\n // Declarations\r\n state.sharedData.blockingBlocks.push(this);\r\n state.sharedData.textureBlocks.push(this);\r\n state.sharedData.bindableBlocks.push(this);\r\n }\r\n\r\n if (this.dimensions.isConnected) {\r\n let affect: string = \"\";\r\n if (state.shaderLanguage === ShaderLanguage.WGSL) {\r\n affect = `vec2f(textureDimensions(${this._samplerName}, 0).xy)`;\r\n } else {\r\n affect = `vec2(textureSize(${this._samplerName}, 0).xy)`;\r\n }\r\n\r\n state.compilationString += `${state._declareOutput(this.dimensions)} = ${affect};\\n`;\r\n }\r\n\r\n if (this._texture?._texture?.is2DArray) {\r\n state._emit2DArraySampler(this._samplerName);\r\n } else {\r\n state._emit2DSampler(this._samplerName);\r\n }\r\n\r\n return this;\r\n }\r\n\r\n protected override _dumpPropertiesCode(ignoreTexture = false) {\r\n let codeString = super._dumpPropertiesCode();\r\n\r\n if (!this.texture || ignoreTexture) {\r\n return codeString;\r\n }\r\n\r\n codeString += `${this._codeVariableName}.texture = new BABYLON.Texture(\"${this.texture.name}\", null, ${this.texture.noMipmap}, ${this.texture.invertY}, ${this.texture.samplingMode});\\n`;\r\n codeString += `${this._codeVariableName}.texture.wrapU = ${this.texture.wrapU};\\n`;\r\n codeString += `${this._codeVariableName}.texture.wrapV = ${this.texture.wrapV};\\n`;\r\n codeString += `${this._codeVariableName}.texture.uAng = ${this.texture.uAng};\\n`;\r\n codeString += `${this._codeVariableName}.texture.vAng = ${this.texture.vAng};\\n`;\r\n codeString += `${this._codeVariableName}.texture.wAng = ${this.texture.wAng};\\n`;\r\n codeString += `${this._codeVariableName}.texture.uOffset = ${this.texture.uOffset};\\n`;\r\n codeString += `${this._codeVariableName}.texture.vOffset = ${this.texture.vOffset};\\n`;\r\n codeString += `${this._codeVariableName}.texture.uScale = ${this.texture.uScale};\\n`;\r\n codeString += `${this._codeVariableName}.texture.vScale = ${this.texture.vScale};\\n`;\r\n codeString += `${this._codeVariableName}.texture.coordinatesMode = ${this.texture.coordinatesMode};\\n`;\r\n\r\n return codeString;\r\n }\r\n\r\n public override serialize(ignoreTexture = false): any {\r\n const serializationObject = super.serialize();\r\n\r\n if (\r\n !ignoreTexture &&\r\n this.texture &&\r\n (NodeMaterial.AllowSerializationOfRenderTargetTextures || !this.texture.isRenderTarget) &&\r\n this.texture.getClassName() !== \"VideoTexture\"\r\n ) {\r\n serializationObject.texture = this.texture.serialize();\r\n }\r\n\r\n return serializationObject;\r\n }\r\n\r\n public override _deserialize(serializationObject: any, scene: Scene, rootUrl: string, urlRewriter?: (url: string) => string) {\r\n super._deserialize(serializationObject, scene, rootUrl, urlRewriter);\r\n\r\n if (serializationObject.texture && !NodeMaterial.IgnoreTexturesAtLoadTime) {\r\n if (serializationObject.texture.url !== undefined) {\r\n if (serializationObject.texture.url.indexOf(\"data:\") === 0) {\r\n rootUrl = \"\";\r\n } else if (urlRewriter) {\r\n serializationObject.texture.url = urlRewriter(serializationObject.texture.url);\r\n serializationObject.texture.name = serializationObject.texture.url;\r\n }\r\n }\r\n if (serializationObject.texture.base64String || serializationObject.texture.url !== undefined) {\r\n this.texture = Texture.Parse(serializationObject.texture, scene, rootUrl) as Texture;\r\n }\r\n }\r\n }\r\n}\r\n\r\nRegisterClass(\"BABYLON.ImageSourceBlock\", ImageSourceBlock);\r\n"]}
@@ -557,15 +557,19 @@ export class TextureBlock extends NodeMaterialBlock {
557
557
  this.convertToLinearSpace = !!serializationObject.convertToLinearSpace;
558
558
  this._fragmentOnly = !!serializationObject.fragmentOnly;
559
559
  this.disableLevelMultiplication = !!serializationObject.disableLevelMultiplication;
560
- if (serializationObject.texture && !NodeMaterial.IgnoreTexturesAtLoadTime && serializationObject.texture.url !== undefined) {
561
- if (serializationObject.texture.url.indexOf("data:") === 0) {
562
- rootUrl = "";
560
+ if (serializationObject.texture && !NodeMaterial.IgnoreTexturesAtLoadTime) {
561
+ if (serializationObject.texture.url !== undefined) {
562
+ if (serializationObject.texture.url.indexOf("data:") === 0) {
563
+ rootUrl = "";
564
+ }
565
+ else if (urlRewriter) {
566
+ serializationObject.texture.url = urlRewriter(serializationObject.texture.url);
567
+ serializationObject.texture.name = serializationObject.texture.url;
568
+ }
563
569
  }
564
- else if (urlRewriter) {
565
- serializationObject.texture.url = urlRewriter(serializationObject.texture.url);
566
- serializationObject.texture.name = serializationObject.texture.url;
570
+ if (serializationObject.texture.base64String || serializationObject.texture.url !== undefined) {
571
+ this.texture = Texture.Parse(serializationObject.texture, scene, rootUrl);
567
572
  }
568
- this.texture = Texture.Parse(serializationObject.texture, scene, rootUrl);
569
573
  }
570
574
  }
571
575
  }
@@ -1 +1 @@
1
- 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{ NodeMaterialBlock } from \"../../nodeMaterialBlock\";\r\nimport { NodeMaterialBlockConnectionPointTypes } from \"../../Enums/nodeMaterialBlockConnectionPointTypes\";\r\nimport type { NodeMaterialBuildState } from \"../../nodeMaterialBuildState\";\r\nimport { NodeMaterialBlockTargets } from \"../../Enums/nodeMaterialBlockTargets\";\r\nimport type { NodeMaterialConnectionPoint } from \"../../nodeMaterialBlockConnectionPoint\";\r\nimport { NodeMaterialConnectionPointDirection } from \"../../nodeMaterialBlockConnectionPoint\";\r\nimport type { NodeMaterialDefines } from \"../../nodeMaterial\";\r\nimport { NodeMaterial } from \"../../nodeMaterial\";\r\nimport { InputBlock } from \"../Input/inputBlock\";\r\nimport type { Effect } from \"../../../effect\";\r\nimport type { Nullable } from \"../../../../types\";\r\nimport { RegisterClass } from \"../../../../Misc/typeStore\";\r\nimport { Texture } from \"../../../Textures/texture\";\r\nimport type { Scene } from \"../../../../scene\";\r\nimport { NodeMaterialModes } from \"../../Enums/nodeMaterialModes\";\r\nimport { Constants } from \"../../../../Engines/constants\";\r\nimport \"../../../../Shaders/ShadersInclude/helperFunctions\";\r\nimport { ImageSourceBlock } from \"./imageSourceBlock\";\r\nimport { NodeMaterialConnectionPointCustomObject } from \"../../nodeMaterialConnectionPointCustomObject\";\r\nimport { EngineStore } from \"../../../../Engines/engineStore\";\r\nimport type { PrePassTextureBlock } from \"../Input/prePassTextureBlock\";\r\nimport { ShaderLanguage } from \"core/Materials/shaderLanguage\";\r\n\r\n/**\r\n * Block used to read a texture from a sampler\r\n */\r\nexport class TextureBlock extends NodeMaterialBlock {\r\n private _defineName: string;\r\n private _linearDefineName: string;\r\n private _gammaDefineName: string;\r\n private _tempTextureRead: string;\r\n private _samplerName: string;\r\n private _transformedUVName: string;\r\n private _textureTransformName: string;\r\n private _textureInfoName: string;\r\n private _mainUVName: string;\r\n private _mainUVDefineName: string;\r\n private _fragmentOnly: boolean;\r\n private _imageSource: Nullable<ImageSourceBlock | PrePassTextureBlock>;\r\n\r\n protected _texture: Nullable<Texture>;\r\n /**\r\n * Gets or sets the texture associated with the node\r\n */\r\n public get texture(): Nullable<Texture> {\r\n if (this.source.isConnected) {\r\n return (this.source.connectedPoint?.ownerBlock as ImageSourceBlock).texture;\r\n }\r\n return this._texture;\r\n }\r\n\r\n public set texture(texture: Nullable<Texture>) {\r\n if (this._texture === texture) {\r\n return;\r\n }\r\n\r\n const scene = texture?.getScene() ?? EngineStore.LastCreatedScene;\r\n\r\n if (!texture && scene) {\r\n scene.markAllMaterialsAsDirty(Constants.MATERIAL_TextureDirtyFlag, (mat) => {\r\n return mat.hasTexture(this._texture!);\r\n });\r\n }\r\n\r\n this._texture = texture;\r\n\r\n if (texture && scene) {\r\n scene.markAllMaterialsAsDirty(Constants.MATERIAL_TextureDirtyFlag, (mat) => {\r\n return mat.hasTexture(texture);\r\n });\r\n }\r\n }\r\n\r\n private static _IsPrePassTextureBlock(block: Nullable<ImageSourceBlock | PrePassTextureBlock>): block is PrePassTextureBlock {\r\n return block?.getClassName() === \"PrePassTextureBlock\";\r\n }\r\n\r\n private get _isSourcePrePass() {\r\n return TextureBlock._IsPrePassTextureBlock(this._imageSource);\r\n }\r\n\r\n /**\r\n * Gets the sampler name associated with this texture\r\n */\r\n public get samplerName(): string {\r\n if (this._imageSource) {\r\n if (!TextureBlock._IsPrePassTextureBlock(this._imageSource)) {\r\n return this._imageSource.samplerName;\r\n }\r\n if (this.source.connectedPoint) {\r\n return this._imageSource.getSamplerName(this.source.connectedPoint);\r\n }\r\n }\r\n return this._samplerName;\r\n }\r\n\r\n /**\r\n * Gets a boolean indicating that this block is linked to an ImageSourceBlock\r\n */\r\n public get hasImageSource(): boolean {\r\n return this.source.isConnected;\r\n }\r\n\r\n private _convertToGammaSpace = false;\r\n /**\r\n * Gets or sets a boolean indicating if content needs to be converted to gamma space\r\n */\r\n public set convertToGammaSpace(value: boolean) {\r\n if (value === this._convertToGammaSpace) {\r\n return;\r\n }\r\n\r\n this._convertToGammaSpace = value;\r\n if (this.texture) {\r\n const scene = this.texture.getScene() ?? EngineStore.LastCreatedScene;\r\n scene?.markAllMaterialsAsDirty(Constants.MATERIAL_TextureDirtyFlag, (mat) => {\r\n return mat.hasTexture(this.texture!);\r\n });\r\n }\r\n }\r\n public get convertToGammaSpace(): boolean {\r\n return this._convertToGammaSpace;\r\n }\r\n\r\n private _convertToLinearSpace = false;\r\n /**\r\n * Gets or sets a boolean indicating if content needs to be converted to linear space\r\n */\r\n public set convertToLinearSpace(value: boolean) {\r\n if (value === this._convertToLinearSpace) {\r\n return;\r\n }\r\n\r\n this._convertToLinearSpace = value;\r\n if (this.texture) {\r\n const scene = this.texture.getScene() ?? EngineStore.LastCreatedScene;\r\n scene?.markAllMaterialsAsDirty(Constants.MATERIAL_TextureDirtyFlag, (mat) => {\r\n return mat.hasTexture(this.texture!);\r\n });\r\n }\r\n }\r\n public get convertToLinearSpace(): boolean {\r\n return this._convertToLinearSpace;\r\n }\r\n\r\n /**\r\n * Gets or sets a boolean indicating if multiplication of texture with level should be disabled\r\n */\r\n public disableLevelMultiplication = false;\r\n\r\n /**\r\n * Create a new TextureBlock\r\n * @param name defines the block name\r\n * @param fragmentOnly\r\n */\r\n public constructor(name: string, fragmentOnly = false) {\r\n super(name, fragmentOnly ? NodeMaterialBlockTargets.Fragment : NodeMaterialBlockTargets.VertexAndFragment);\r\n\r\n this._fragmentOnly = fragmentOnly;\r\n\r\n this.registerInput(\"uv\", NodeMaterialBlockConnectionPointTypes.AutoDetect, false, NodeMaterialBlockTargets.VertexAndFragment);\r\n this.registerInput(\r\n \"source\",\r\n NodeMaterialBlockConnectionPointTypes.Object,\r\n true,\r\n NodeMaterialBlockTargets.VertexAndFragment,\r\n new NodeMaterialConnectionPointCustomObject(\"source\", this, NodeMaterialConnectionPointDirection.Input, ImageSourceBlock, \"ImageSourceBlock\")\r\n );\r\n this.registerInput(\"layer\", NodeMaterialBlockConnectionPointTypes.Float, true);\r\n this.registerInput(\"lod\", NodeMaterialBlockConnectionPointTypes.Float, true);\r\n\r\n this.registerOutput(\"rgba\", NodeMaterialBlockConnectionPointTypes.Color4, NodeMaterialBlockTargets.Neutral);\r\n this.registerOutput(\"rgb\", NodeMaterialBlockConnectionPointTypes.Color3, NodeMaterialBlockTargets.Neutral);\r\n this.registerOutput(\"r\", NodeMaterialBlockConnectionPointTypes.Float, NodeMaterialBlockTargets.Neutral);\r\n this.registerOutput(\"g\", NodeMaterialBlockConnectionPointTypes.Float, NodeMaterialBlockTargets.Neutral);\r\n this.registerOutput(\"b\", NodeMaterialBlockConnectionPointTypes.Float, NodeMaterialBlockTargets.Neutral);\r\n this.registerOutput(\"a\", NodeMaterialBlockConnectionPointTypes.Float, NodeMaterialBlockTargets.Neutral);\r\n\r\n this.registerOutput(\"level\", NodeMaterialBlockConnectionPointTypes.Float, NodeMaterialBlockTargets.Neutral);\r\n\r\n this._inputs[0].addExcludedConnectionPointFromAllowedTypes(\r\n NodeMaterialBlockConnectionPointTypes.Vector2 | NodeMaterialBlockConnectionPointTypes.Vector3 | NodeMaterialBlockConnectionPointTypes.Vector4\r\n );\r\n\r\n this._inputs[0]._prioritizeVertex = !fragmentOnly;\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 \"TextureBlock\";\r\n }\r\n\r\n /**\r\n * Gets the uv input component\r\n */\r\n public get uv(): NodeMaterialConnectionPoint {\r\n return this._inputs[0];\r\n }\r\n\r\n /**\r\n * Gets the source input component\r\n */\r\n public get source(): NodeMaterialConnectionPoint {\r\n return this._inputs[1];\r\n }\r\n\r\n /**\r\n * Gets the layer input component\r\n */\r\n public get layer(): NodeMaterialConnectionPoint {\r\n return this._inputs[2];\r\n }\r\n\r\n /**\r\n * Gets the LOD input component\r\n */\r\n public get lod(): NodeMaterialConnectionPoint {\r\n return this._inputs[3];\r\n }\r\n\r\n /**\r\n * Gets the rgba output component\r\n */\r\n public get rgba(): NodeMaterialConnectionPoint {\r\n return this._outputs[0];\r\n }\r\n\r\n /**\r\n * Gets the rgb output component\r\n */\r\n public get rgb(): NodeMaterialConnectionPoint {\r\n return this._outputs[1];\r\n }\r\n\r\n /**\r\n * Gets the r output component\r\n */\r\n public get r(): NodeMaterialConnectionPoint {\r\n return this._outputs[2];\r\n }\r\n\r\n /**\r\n * Gets the g output component\r\n */\r\n public get g(): NodeMaterialConnectionPoint {\r\n return this._outputs[3];\r\n }\r\n\r\n /**\r\n * Gets the b output component\r\n */\r\n public get b(): NodeMaterialConnectionPoint {\r\n return this._outputs[4];\r\n }\r\n\r\n /**\r\n * Gets the a output component\r\n */\r\n public get a(): NodeMaterialConnectionPoint {\r\n return this._outputs[5];\r\n }\r\n\r\n /**\r\n * Gets the level output component\r\n */\r\n public get level(): NodeMaterialConnectionPoint {\r\n return this._outputs[6];\r\n }\r\n\r\n private _isTiedToFragment(input: NodeMaterialConnectionPoint) {\r\n if (input.target === NodeMaterialBlockTargets.Fragment) {\r\n return true;\r\n }\r\n\r\n if (input.target === NodeMaterialBlockTargets.Vertex) {\r\n return false;\r\n }\r\n\r\n if (input.target === NodeMaterialBlockTargets.Neutral || input.target === NodeMaterialBlockTargets.VertexAndFragment) {\r\n const parentBlock = input.ownerBlock;\r\n\r\n if (parentBlock.target === NodeMaterialBlockTargets.Fragment) {\r\n return true;\r\n }\r\n\r\n for (const input of parentBlock.inputs) {\r\n if (!input.isConnected) {\r\n continue;\r\n }\r\n if (this._isTiedToFragment(input.connectedPoint!)) {\r\n return true;\r\n }\r\n }\r\n }\r\n\r\n return false;\r\n }\r\n\r\n private _getEffectiveTarget() {\r\n if (this._fragmentOnly) {\r\n return NodeMaterialBlockTargets.Fragment;\r\n }\r\n\r\n // TextureBlock has a special optimizations for uvs that come from the vertex shaders as they can be packed into a single varyings.\r\n // But we need to detect uvs coming from fragment then\r\n if (!this.uv.isConnected) {\r\n return NodeMaterialBlockTargets.VertexAndFragment;\r\n }\r\n\r\n if (this.uv.sourceBlock!.isInput) {\r\n return NodeMaterialBlockTargets.VertexAndFragment;\r\n }\r\n\r\n if (this._isTiedToFragment(this.uv.connectedPoint!)) {\r\n return NodeMaterialBlockTargets.Fragment;\r\n }\r\n\r\n return NodeMaterialBlockTargets.VertexAndFragment;\r\n }\r\n\r\n public override get target() {\r\n return this._getEffectiveTarget();\r\n }\r\n\r\n public override set target(value: NodeMaterialBlockTargets) {}\r\n\r\n public override autoConfigure(material: NodeMaterial, additionalFilteringInfo: (node: NodeMaterialBlock) => boolean = () => true) {\r\n if (!this.uv.isConnected) {\r\n if (material.mode === NodeMaterialModes.PostProcess) {\r\n const uvInput = material.getBlockByPredicate((b) => b.name === \"uv\" && additionalFilteringInfo(b));\r\n\r\n if (uvInput) {\r\n uvInput.connectTo(this);\r\n }\r\n } else if (material.mode !== NodeMaterialModes.ProceduralTexture) {\r\n const attributeName = material.mode === NodeMaterialModes.Particle ? \"particle_uv\" : \"uv\";\r\n\r\n let uvInput = material.getInputBlockByPredicate((b) => b.isAttribute && b.name === attributeName && additionalFilteringInfo(b));\r\n\r\n if (!uvInput) {\r\n uvInput = new InputBlock(\"uv\");\r\n uvInput.setAsAttribute(attributeName);\r\n }\r\n uvInput.output.connectTo(this.uv);\r\n }\r\n }\r\n }\r\n\r\n public override initializeDefines(defines: NodeMaterialDefines) {\r\n if (!defines._areTexturesDirty) {\r\n return;\r\n }\r\n\r\n if (this._mainUVDefineName !== undefined) {\r\n defines.setValue(this._mainUVDefineName, false, true);\r\n }\r\n }\r\n\r\n public override prepareDefines(defines: NodeMaterialDefines) {\r\n if (!defines._areTexturesDirty) {\r\n return;\r\n }\r\n\r\n if (!this.texture || !this.texture.getTextureMatrix) {\r\n if (this._isMixed) {\r\n defines.setValue(this._defineName, false, true);\r\n defines.setValue(this._mainUVDefineName, true, true);\r\n }\r\n return;\r\n }\r\n\r\n const toGamma = this.convertToGammaSpace && this.texture && !this.texture.gammaSpace;\r\n const toLinear = this.convertToLinearSpace && this.texture && this.texture.gammaSpace;\r\n\r\n // Not a bug... Name defines the texture space not the required conversion\r\n defines.setValue(this._linearDefineName, toGamma, true);\r\n defines.setValue(this._gammaDefineName, toLinear, true);\r\n\r\n if (this._isMixed) {\r\n if (!this.texture.getTextureMatrix().isIdentityAs3x2()) {\r\n defines.setValue(this._defineName, true);\r\n if (defines[this._mainUVDefineName] == undefined) {\r\n defines.setValue(this._mainUVDefineName, false, true);\r\n }\r\n } else {\r\n defines.setValue(this._defineName, false, true);\r\n defines.setValue(this._mainUVDefineName, true, true);\r\n }\r\n }\r\n }\r\n\r\n public override isReady() {\r\n if (this._isSourcePrePass) {\r\n return true;\r\n }\r\n\r\n if (this.texture && !this.texture.isReadyOrNotBlocking()) {\r\n return false;\r\n }\r\n\r\n return true;\r\n }\r\n\r\n public override bind(effect: Effect) {\r\n if (this._isSourcePrePass) {\r\n effect.setFloat(this._textureInfoName, 1);\r\n }\r\n\r\n if (!this.texture) {\r\n return;\r\n }\r\n\r\n if (this._isMixed) {\r\n effect.setFloat(this._textureInfoName, this.texture.level);\r\n effect.setMatrix(this._textureTransformName, this.texture.getTextureMatrix());\r\n }\r\n\r\n if (!this._imageSource) {\r\n effect.setTexture(this._samplerName, this.texture);\r\n }\r\n }\r\n\r\n private get _isMixed() {\r\n return this.target !== NodeMaterialBlockTargets.Fragment;\r\n }\r\n\r\n private _injectVertexCode(state: NodeMaterialBuildState) {\r\n const uvInput = this.uv;\r\n\r\n // Inject code in vertex\r\n this._defineName = state._getFreeDefineName(\"UVTRANSFORM\");\r\n this._mainUVDefineName = \"VMAIN\" + uvInput.declarationVariableName.toUpperCase();\r\n\r\n this._mainUVName = \"vMain\" + uvInput.declarationVariableName;\r\n this._transformedUVName = state._getFreeVariableName(\"transformedUV\");\r\n this._textureTransformName = state._getFreeVariableName(\"textureTransform\");\r\n this._textureInfoName = state._getFreeVariableName(\"textureInfoName\");\r\n\r\n this.level.associatedVariableName = this._textureInfoName;\r\n\r\n state._emitVaryingFromString(this._transformedUVName, NodeMaterialBlockConnectionPointTypes.Vector2, this._defineName);\r\n state._emitVaryingFromString(this._mainUVName, NodeMaterialBlockConnectionPointTypes.Vector2, this._mainUVDefineName);\r\n\r\n state._emitUniformFromString(this._textureTransformName, NodeMaterialBlockConnectionPointTypes.Matrix, this._defineName);\r\n\r\n const vec4 = state._getShaderType(NodeMaterialBlockConnectionPointTypes.Vector4);\r\n const vec2 = state._getShaderType(NodeMaterialBlockConnectionPointTypes.Vector2);\r\n\r\n state.compilationString += `#ifdef ${this._defineName}\\n`;\r\n state.compilationString += `${state._getVaryingName(this._transformedUVName)} = ${vec2}(${this._textureTransformName} * ${vec4}(${uvInput.associatedVariableName}.xy, 1.0, 0.0));\\n`;\r\n state.compilationString += `#elif defined(${this._mainUVDefineName})\\n`;\r\n\r\n let automaticPrefix = \"\";\r\n if (state.shaderLanguage === ShaderLanguage.WGSL) {\r\n if (uvInput.isConnectedToInputBlock && uvInput.associatedVariableName.indexOf(\"vertexInputs.\") === -1) {\r\n automaticPrefix = \"vertexInputs.\"; // Force the prefix\r\n }\r\n }\r\n\r\n state.compilationString += `${state._getVaryingName(this._mainUVName)} = ${automaticPrefix}${uvInput.associatedVariableName}.xy;\\n`;\r\n state.compilationString += `#endif\\n`;\r\n\r\n if (!this._outputs.some((o) => o.isConnectedInVertexShader)) {\r\n return;\r\n }\r\n\r\n this._writeTextureRead(state, true);\r\n\r\n for (const output of this._outputs) {\r\n if (output.hasEndpoints && output.name !== \"level\") {\r\n this._writeOutput(state, output, output.name, true);\r\n }\r\n }\r\n }\r\n\r\n private _getUVW(uvName: string): string {\r\n let coords = uvName;\r\n\r\n const is2DArrayTexture = this._texture?._texture?.is2DArray ?? false;\r\n const is3D = this._texture?._texture?.is3D ?? false;\r\n\r\n if (is2DArrayTexture) {\r\n const layerValue = this.layer.isConnected ? this.layer.associatedVariableName : \"0\";\r\n coords = `vec3(${uvName}, ${layerValue})`;\r\n } else if (is3D) {\r\n const layerValue = this.layer.isConnected ? this.layer.associatedVariableName : \"0\";\r\n coords = `vec3(${uvName}, ${layerValue})`;\r\n }\r\n\r\n return coords;\r\n }\r\n\r\n private _samplerFunc(state: NodeMaterialBuildState) {\r\n if (state.shaderLanguage === ShaderLanguage.WGSL) {\r\n return state.target === NodeMaterialBlockTargets.Vertex ? \"textureSampleLevel\" : \"textureSample\";\r\n }\r\n return this.lod.isConnected ? \"texture2DLodEXT\" : \"texture2D\";\r\n }\r\n\r\n private get _samplerLodSuffix() {\r\n return this.lod.isConnected ? `, ${this.lod.associatedVariableName}` : \"\";\r\n }\r\n\r\n private _generateTextureSample(uv: string, state: NodeMaterialBuildState) {\r\n if (state.shaderLanguage === ShaderLanguage.WGSL) {\r\n const isVertex = state.target === NodeMaterialBlockTargets.Vertex;\r\n return `${this._samplerFunc(state)}(${this.samplerName},${this.samplerName + Constants.AUTOSAMPLERSUFFIX}, ${this._getUVW(uv)}${this._samplerLodSuffix}${isVertex ? \", 0\" : \"\"})`;\r\n }\r\n return `${this._samplerFunc(state)}(${this.samplerName}, ${this._getUVW(uv)}${this._samplerLodSuffix})`;\r\n }\r\n\r\n private _generateTextureLookup(state: NodeMaterialBuildState): void {\r\n state.compilationString += `#ifdef ${this._defineName}\\n`;\r\n state.compilationString += `${state._declareLocalVar(this._tempTextureRead, NodeMaterialBlockConnectionPointTypes.Vector4)} = ${this._generateTextureSample(state._getVaryingName(this._transformedUVName), state)};\\n`;\r\n state.compilationString += `#elif defined(${this._mainUVDefineName})\\n`;\r\n state.compilationString += `${state._declareLocalVar(this._tempTextureRead, NodeMaterialBlockConnectionPointTypes.Vector4)} = ${this._generateTextureSample(this._mainUVName ? state._getVaryingName(this._mainUVName) : this.uv.associatedVariableName, state)}${this._samplerLodSuffix};\\n`;\r\n state.compilationString += `#endif\\n`;\r\n }\r\n\r\n private _writeTextureRead(state: NodeMaterialBuildState, vertexMode = false) {\r\n const uvInput = this.uv;\r\n\r\n if (vertexMode) {\r\n if (state.target === NodeMaterialBlockTargets.Fragment) {\r\n return;\r\n }\r\n\r\n this._generateTextureLookup(state);\r\n return;\r\n }\r\n\r\n if (this.uv.ownerBlock.target === NodeMaterialBlockTargets.Fragment) {\r\n state.compilationString += `${state._declareLocalVar(this._tempTextureRead, NodeMaterialBlockConnectionPointTypes.Vector4)} = ${this._generateTextureSample(uvInput.associatedVariableName, state)}${this._samplerLodSuffix};\\n`;\r\n return;\r\n }\r\n\r\n this._generateTextureLookup(state);\r\n }\r\n\r\n private _generateConversionCode(state: NodeMaterialBuildState, output: NodeMaterialConnectionPoint, swizzle: string): void {\r\n if (swizzle !== \"a\") {\r\n // no conversion if the output is \"a\" (alpha)\r\n if (!this.texture || !this.texture.gammaSpace) {\r\n state.compilationString += `#ifdef ${this._linearDefineName}\r\n ${output.associatedVariableName} = toGammaSpace(${output.associatedVariableName});\r\n #endif\r\n `;\r\n }\r\n\r\n state.compilationString += `#ifdef ${this._gammaDefineName}\r\n ${output.associatedVariableName} = ${state._toLinearSpace(output)};\r\n #endif\r\n `;\r\n }\r\n }\r\n\r\n private _writeOutput(state: NodeMaterialBuildState, output: NodeMaterialConnectionPoint, swizzle: string, vertexMode = false) {\r\n if (vertexMode) {\r\n if (state.target === NodeMaterialBlockTargets.Fragment) {\r\n return;\r\n }\r\n\r\n state.compilationString += `${state._declareOutput(output)} = ${this._tempTextureRead}.${swizzle};\\n`;\r\n this._generateConversionCode(state, output, swizzle);\r\n return;\r\n }\r\n\r\n if (this.uv.ownerBlock.target === NodeMaterialBlockTargets.Fragment) {\r\n state.compilationString += `${state._declareOutput(output)} = ${this._tempTextureRead}.${swizzle};\\n`;\r\n this._generateConversionCode(state, output, swizzle);\r\n return;\r\n }\r\n let complement = \"\";\r\n\r\n if (!this.disableLevelMultiplication) {\r\n complement = ` * ${(state.shaderLanguage === ShaderLanguage.WGSL ? \"uniforms.\" : \"\") + this._textureInfoName}`;\r\n }\r\n\r\n state.compilationString += `${state._declareOutput(output)} = ${this._tempTextureRead}.${swizzle}${complement};\\n`;\r\n this._generateConversionCode(state, output, swizzle);\r\n }\r\n\r\n protected override _buildBlock(state: NodeMaterialBuildState) {\r\n super._buildBlock(state);\r\n\r\n if (this.source.isConnected) {\r\n this._imageSource = this.source.connectedPoint!.ownerBlock as ImageSourceBlock;\r\n } else {\r\n this._imageSource = null;\r\n }\r\n\r\n if (state.target === NodeMaterialBlockTargets.Vertex || this._fragmentOnly || state.target === NodeMaterialBlockTargets.Fragment) {\r\n this._tempTextureRead = state._getFreeVariableName(\"tempTextureRead\");\r\n this._linearDefineName = state._getFreeDefineName(\"ISLINEAR\");\r\n this._gammaDefineName = state._getFreeDefineName(\"ISGAMMA\");\r\n }\r\n\r\n if ((!this._isMixed && state.target === NodeMaterialBlockTargets.Fragment) || (this._isMixed && state.target === NodeMaterialBlockTargets.Vertex)) {\r\n if (!this._imageSource) {\r\n const varName = state._getFreeVariableName(this.name);\r\n this._samplerName = varName + \"Texture\";\r\n\r\n if (this._texture?._texture?.is2DArray) {\r\n state._emit2DArraySampler(this._samplerName);\r\n } else {\r\n state._emit2DSampler(this._samplerName);\r\n }\r\n }\r\n\r\n // Declarations\r\n state.sharedData.blockingBlocks.push(this);\r\n state.sharedData.textureBlocks.push(this);\r\n state.sharedData.blocksWithDefines.push(this);\r\n state.sharedData.bindableBlocks.push(this);\r\n }\r\n\r\n if (state.target !== NodeMaterialBlockTargets.Fragment) {\r\n // Vertex\r\n this._injectVertexCode(state);\r\n return;\r\n }\r\n\r\n // Fragment\r\n if (!this._outputs.some((o) => o.isConnectedInFragmentShader)) {\r\n return;\r\n }\r\n\r\n if (this._isMixed && !this._imageSource) {\r\n // Reexport the sampler\r\n if (this._texture?._texture?.is2DArray) {\r\n state._emit2DArraySampler(this._samplerName);\r\n } else {\r\n state._emit2DSampler(this._samplerName);\r\n }\r\n }\r\n\r\n const comments = `//${this.name}`;\r\n state._emitFunctionFromInclude(\"helperFunctions\", comments);\r\n\r\n if (this._isMixed) {\r\n state._emitUniformFromString(this._textureInfoName, NodeMaterialBlockConnectionPointTypes.Float);\r\n }\r\n\r\n this._writeTextureRead(state);\r\n\r\n for (const output of this._outputs) {\r\n if (output.hasEndpoints && output.name !== \"level\") {\r\n this._writeOutput(state, output, output.name);\r\n }\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}.convertToGammaSpace = ${this.convertToGammaSpace};\\n`;\r\n codeString += `${this._codeVariableName}.convertToLinearSpace = ${this.convertToLinearSpace};\\n`;\r\n codeString += `${this._codeVariableName}.disableLevelMultiplication = ${this.disableLevelMultiplication};\\n`;\r\n\r\n if (!this.texture) {\r\n return codeString;\r\n }\r\n\r\n codeString += `${this._codeVariableName}.texture = new BABYLON.Texture(\"${this.texture.name}\", null, ${this.texture.noMipmap}, ${this.texture.invertY}, ${this.texture.samplingMode});\\n`;\r\n codeString += `${this._codeVariableName}.texture.wrapU = ${this.texture.wrapU};\\n`;\r\n codeString += `${this._codeVariableName}.texture.wrapV = ${this.texture.wrapV};\\n`;\r\n codeString += `${this._codeVariableName}.texture.uAng = ${this.texture.uAng};\\n`;\r\n codeString += `${this._codeVariableName}.texture.vAng = ${this.texture.vAng};\\n`;\r\n codeString += `${this._codeVariableName}.texture.wAng = ${this.texture.wAng};\\n`;\r\n codeString += `${this._codeVariableName}.texture.uOffset = ${this.texture.uOffset};\\n`;\r\n codeString += `${this._codeVariableName}.texture.vOffset = ${this.texture.vOffset};\\n`;\r\n codeString += `${this._codeVariableName}.texture.uScale = ${this.texture.uScale};\\n`;\r\n codeString += `${this._codeVariableName}.texture.vScale = ${this.texture.vScale};\\n`;\r\n codeString += `${this._codeVariableName}.texture.coordinatesMode = ${this.texture.coordinatesMode};\\n`;\r\n\r\n return codeString;\r\n }\r\n\r\n public override serialize(): any {\r\n const serializationObject = super.serialize();\r\n\r\n serializationObject.convertToGammaSpace = this.convertToGammaSpace;\r\n serializationObject.convertToLinearSpace = this.convertToLinearSpace;\r\n serializationObject.fragmentOnly = this._fragmentOnly;\r\n serializationObject.disableLevelMultiplication = this.disableLevelMultiplication;\r\n if (\r\n !this.hasImageSource &&\r\n this.texture &&\r\n (NodeMaterial.AllowSerializationOfRenderTargetTextures || !this.texture.isRenderTarget) &&\r\n this.texture.getClassName() !== \"VideoTexture\"\r\n ) {\r\n serializationObject.texture = this.texture.serialize();\r\n }\r\n\r\n return serializationObject;\r\n }\r\n\r\n public override _deserialize(serializationObject: any, scene: Scene, rootUrl: string, urlRewriter?: (url: string) => string) {\r\n super._deserialize(serializationObject, scene, rootUrl);\r\n\r\n this.convertToGammaSpace = serializationObject.convertToGammaSpace;\r\n this.convertToLinearSpace = !!serializationObject.convertToLinearSpace;\r\n this._fragmentOnly = !!serializationObject.fragmentOnly;\r\n this.disableLevelMultiplication = !!serializationObject.disableLevelMultiplication;\r\n\r\n if (serializationObject.texture && !NodeMaterial.IgnoreTexturesAtLoadTime && serializationObject.texture.url !== undefined) {\r\n if (serializationObject.texture.url.indexOf(\"data:\") === 0) {\r\n rootUrl = \"\";\r\n } else if (urlRewriter) {\r\n serializationObject.texture.url = urlRewriter(serializationObject.texture.url);\r\n serializationObject.texture.name = serializationObject.texture.url;\r\n }\r\n this.texture = Texture.Parse(serializationObject.texture, scene, rootUrl) as Texture;\r\n }\r\n }\r\n}\r\n\r\nRegisterClass(\"BABYLON.TextureBlock\", TextureBlock);\r\n"]}
1
+ 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{ NodeMaterialBlock } from \"../../nodeMaterialBlock\";\r\nimport { NodeMaterialBlockConnectionPointTypes } from \"../../Enums/nodeMaterialBlockConnectionPointTypes\";\r\nimport type { NodeMaterialBuildState } from \"../../nodeMaterialBuildState\";\r\nimport { NodeMaterialBlockTargets } from \"../../Enums/nodeMaterialBlockTargets\";\r\nimport type { NodeMaterialConnectionPoint } from \"../../nodeMaterialBlockConnectionPoint\";\r\nimport { NodeMaterialConnectionPointDirection } from \"../../nodeMaterialBlockConnectionPoint\";\r\nimport type { NodeMaterialDefines } from \"../../nodeMaterial\";\r\nimport { NodeMaterial } from \"../../nodeMaterial\";\r\nimport { InputBlock } from \"../Input/inputBlock\";\r\nimport type { Effect } from \"../../../effect\";\r\nimport type { Nullable } from \"../../../../types\";\r\nimport { RegisterClass } from \"../../../../Misc/typeStore\";\r\nimport { Texture } from \"../../../Textures/texture\";\r\nimport type { Scene } from \"../../../../scene\";\r\nimport { NodeMaterialModes } from \"../../Enums/nodeMaterialModes\";\r\nimport { Constants } from \"../../../../Engines/constants\";\r\nimport \"../../../../Shaders/ShadersInclude/helperFunctions\";\r\nimport { ImageSourceBlock } from \"./imageSourceBlock\";\r\nimport { NodeMaterialConnectionPointCustomObject } from \"../../nodeMaterialConnectionPointCustomObject\";\r\nimport { EngineStore } from \"../../../../Engines/engineStore\";\r\nimport type { PrePassTextureBlock } from \"../Input/prePassTextureBlock\";\r\nimport { ShaderLanguage } from \"core/Materials/shaderLanguage\";\r\n\r\n/**\r\n * Block used to read a texture from a sampler\r\n */\r\nexport class TextureBlock extends NodeMaterialBlock {\r\n private _defineName: string;\r\n private _linearDefineName: string;\r\n private _gammaDefineName: string;\r\n private _tempTextureRead: string;\r\n private _samplerName: string;\r\n private _transformedUVName: string;\r\n private _textureTransformName: string;\r\n private _textureInfoName: string;\r\n private _mainUVName: string;\r\n private _mainUVDefineName: string;\r\n private _fragmentOnly: boolean;\r\n private _imageSource: Nullable<ImageSourceBlock | PrePassTextureBlock>;\r\n\r\n protected _texture: Nullable<Texture>;\r\n /**\r\n * Gets or sets the texture associated with the node\r\n */\r\n public get texture(): Nullable<Texture> {\r\n if (this.source.isConnected) {\r\n return (this.source.connectedPoint?.ownerBlock as ImageSourceBlock).texture;\r\n }\r\n return this._texture;\r\n }\r\n\r\n public set texture(texture: Nullable<Texture>) {\r\n if (this._texture === texture) {\r\n return;\r\n }\r\n\r\n const scene = texture?.getScene() ?? EngineStore.LastCreatedScene;\r\n\r\n if (!texture && scene) {\r\n scene.markAllMaterialsAsDirty(Constants.MATERIAL_TextureDirtyFlag, (mat) => {\r\n return mat.hasTexture(this._texture!);\r\n });\r\n }\r\n\r\n this._texture = texture;\r\n\r\n if (texture && scene) {\r\n scene.markAllMaterialsAsDirty(Constants.MATERIAL_TextureDirtyFlag, (mat) => {\r\n return mat.hasTexture(texture);\r\n });\r\n }\r\n }\r\n\r\n private static _IsPrePassTextureBlock(block: Nullable<ImageSourceBlock | PrePassTextureBlock>): block is PrePassTextureBlock {\r\n return block?.getClassName() === \"PrePassTextureBlock\";\r\n }\r\n\r\n private get _isSourcePrePass() {\r\n return TextureBlock._IsPrePassTextureBlock(this._imageSource);\r\n }\r\n\r\n /**\r\n * Gets the sampler name associated with this texture\r\n */\r\n public get samplerName(): string {\r\n if (this._imageSource) {\r\n if (!TextureBlock._IsPrePassTextureBlock(this._imageSource)) {\r\n return this._imageSource.samplerName;\r\n }\r\n if (this.source.connectedPoint) {\r\n return this._imageSource.getSamplerName(this.source.connectedPoint);\r\n }\r\n }\r\n return this._samplerName;\r\n }\r\n\r\n /**\r\n * Gets a boolean indicating that this block is linked to an ImageSourceBlock\r\n */\r\n public get hasImageSource(): boolean {\r\n return this.source.isConnected;\r\n }\r\n\r\n private _convertToGammaSpace = false;\r\n /**\r\n * Gets or sets a boolean indicating if content needs to be converted to gamma space\r\n */\r\n public set convertToGammaSpace(value: boolean) {\r\n if (value === this._convertToGammaSpace) {\r\n return;\r\n }\r\n\r\n this._convertToGammaSpace = value;\r\n if (this.texture) {\r\n const scene = this.texture.getScene() ?? EngineStore.LastCreatedScene;\r\n scene?.markAllMaterialsAsDirty(Constants.MATERIAL_TextureDirtyFlag, (mat) => {\r\n return mat.hasTexture(this.texture!);\r\n });\r\n }\r\n }\r\n public get convertToGammaSpace(): boolean {\r\n return this._convertToGammaSpace;\r\n }\r\n\r\n private _convertToLinearSpace = false;\r\n /**\r\n * Gets or sets a boolean indicating if content needs to be converted to linear space\r\n */\r\n public set convertToLinearSpace(value: boolean) {\r\n if (value === this._convertToLinearSpace) {\r\n return;\r\n }\r\n\r\n this._convertToLinearSpace = value;\r\n if (this.texture) {\r\n const scene = this.texture.getScene() ?? EngineStore.LastCreatedScene;\r\n scene?.markAllMaterialsAsDirty(Constants.MATERIAL_TextureDirtyFlag, (mat) => {\r\n return mat.hasTexture(this.texture!);\r\n });\r\n }\r\n }\r\n public get convertToLinearSpace(): boolean {\r\n return this._convertToLinearSpace;\r\n }\r\n\r\n /**\r\n * Gets or sets a boolean indicating if multiplication of texture with level should be disabled\r\n */\r\n public disableLevelMultiplication = false;\r\n\r\n /**\r\n * Create a new TextureBlock\r\n * @param name defines the block name\r\n * @param fragmentOnly\r\n */\r\n public constructor(name: string, fragmentOnly = false) {\r\n super(name, fragmentOnly ? NodeMaterialBlockTargets.Fragment : NodeMaterialBlockTargets.VertexAndFragment);\r\n\r\n this._fragmentOnly = fragmentOnly;\r\n\r\n this.registerInput(\"uv\", NodeMaterialBlockConnectionPointTypes.AutoDetect, false, NodeMaterialBlockTargets.VertexAndFragment);\r\n this.registerInput(\r\n \"source\",\r\n NodeMaterialBlockConnectionPointTypes.Object,\r\n true,\r\n NodeMaterialBlockTargets.VertexAndFragment,\r\n new NodeMaterialConnectionPointCustomObject(\"source\", this, NodeMaterialConnectionPointDirection.Input, ImageSourceBlock, \"ImageSourceBlock\")\r\n );\r\n this.registerInput(\"layer\", NodeMaterialBlockConnectionPointTypes.Float, true);\r\n this.registerInput(\"lod\", NodeMaterialBlockConnectionPointTypes.Float, true);\r\n\r\n this.registerOutput(\"rgba\", NodeMaterialBlockConnectionPointTypes.Color4, NodeMaterialBlockTargets.Neutral);\r\n this.registerOutput(\"rgb\", NodeMaterialBlockConnectionPointTypes.Color3, NodeMaterialBlockTargets.Neutral);\r\n this.registerOutput(\"r\", NodeMaterialBlockConnectionPointTypes.Float, NodeMaterialBlockTargets.Neutral);\r\n this.registerOutput(\"g\", NodeMaterialBlockConnectionPointTypes.Float, NodeMaterialBlockTargets.Neutral);\r\n this.registerOutput(\"b\", NodeMaterialBlockConnectionPointTypes.Float, NodeMaterialBlockTargets.Neutral);\r\n this.registerOutput(\"a\", NodeMaterialBlockConnectionPointTypes.Float, NodeMaterialBlockTargets.Neutral);\r\n\r\n this.registerOutput(\"level\", NodeMaterialBlockConnectionPointTypes.Float, NodeMaterialBlockTargets.Neutral);\r\n\r\n this._inputs[0].addExcludedConnectionPointFromAllowedTypes(\r\n NodeMaterialBlockConnectionPointTypes.Vector2 | NodeMaterialBlockConnectionPointTypes.Vector3 | NodeMaterialBlockConnectionPointTypes.Vector4\r\n );\r\n\r\n this._inputs[0]._prioritizeVertex = !fragmentOnly;\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 \"TextureBlock\";\r\n }\r\n\r\n /**\r\n * Gets the uv input component\r\n */\r\n public get uv(): NodeMaterialConnectionPoint {\r\n return this._inputs[0];\r\n }\r\n\r\n /**\r\n * Gets the source input component\r\n */\r\n public get source(): NodeMaterialConnectionPoint {\r\n return this._inputs[1];\r\n }\r\n\r\n /**\r\n * Gets the layer input component\r\n */\r\n public get layer(): NodeMaterialConnectionPoint {\r\n return this._inputs[2];\r\n }\r\n\r\n /**\r\n * Gets the LOD input component\r\n */\r\n public get lod(): NodeMaterialConnectionPoint {\r\n return this._inputs[3];\r\n }\r\n\r\n /**\r\n * Gets the rgba output component\r\n */\r\n public get rgba(): NodeMaterialConnectionPoint {\r\n return this._outputs[0];\r\n }\r\n\r\n /**\r\n * Gets the rgb output component\r\n */\r\n public get rgb(): NodeMaterialConnectionPoint {\r\n return this._outputs[1];\r\n }\r\n\r\n /**\r\n * Gets the r output component\r\n */\r\n public get r(): NodeMaterialConnectionPoint {\r\n return this._outputs[2];\r\n }\r\n\r\n /**\r\n * Gets the g output component\r\n */\r\n public get g(): NodeMaterialConnectionPoint {\r\n return this._outputs[3];\r\n }\r\n\r\n /**\r\n * Gets the b output component\r\n */\r\n public get b(): NodeMaterialConnectionPoint {\r\n return this._outputs[4];\r\n }\r\n\r\n /**\r\n * Gets the a output component\r\n */\r\n public get a(): NodeMaterialConnectionPoint {\r\n return this._outputs[5];\r\n }\r\n\r\n /**\r\n * Gets the level output component\r\n */\r\n public get level(): NodeMaterialConnectionPoint {\r\n return this._outputs[6];\r\n }\r\n\r\n private _isTiedToFragment(input: NodeMaterialConnectionPoint) {\r\n if (input.target === NodeMaterialBlockTargets.Fragment) {\r\n return true;\r\n }\r\n\r\n if (input.target === NodeMaterialBlockTargets.Vertex) {\r\n return false;\r\n }\r\n\r\n if (input.target === NodeMaterialBlockTargets.Neutral || input.target === NodeMaterialBlockTargets.VertexAndFragment) {\r\n const parentBlock = input.ownerBlock;\r\n\r\n if (parentBlock.target === NodeMaterialBlockTargets.Fragment) {\r\n return true;\r\n }\r\n\r\n for (const input of parentBlock.inputs) {\r\n if (!input.isConnected) {\r\n continue;\r\n }\r\n if (this._isTiedToFragment(input.connectedPoint!)) {\r\n return true;\r\n }\r\n }\r\n }\r\n\r\n return false;\r\n }\r\n\r\n private _getEffectiveTarget() {\r\n if (this._fragmentOnly) {\r\n return NodeMaterialBlockTargets.Fragment;\r\n }\r\n\r\n // TextureBlock has a special optimizations for uvs that come from the vertex shaders as they can be packed into a single varyings.\r\n // But we need to detect uvs coming from fragment then\r\n if (!this.uv.isConnected) {\r\n return NodeMaterialBlockTargets.VertexAndFragment;\r\n }\r\n\r\n if (this.uv.sourceBlock!.isInput) {\r\n return NodeMaterialBlockTargets.VertexAndFragment;\r\n }\r\n\r\n if (this._isTiedToFragment(this.uv.connectedPoint!)) {\r\n return NodeMaterialBlockTargets.Fragment;\r\n }\r\n\r\n return NodeMaterialBlockTargets.VertexAndFragment;\r\n }\r\n\r\n public override get target() {\r\n return this._getEffectiveTarget();\r\n }\r\n\r\n public override set target(value: NodeMaterialBlockTargets) {}\r\n\r\n public override autoConfigure(material: NodeMaterial, additionalFilteringInfo: (node: NodeMaterialBlock) => boolean = () => true) {\r\n if (!this.uv.isConnected) {\r\n if (material.mode === NodeMaterialModes.PostProcess) {\r\n const uvInput = material.getBlockByPredicate((b) => b.name === \"uv\" && additionalFilteringInfo(b));\r\n\r\n if (uvInput) {\r\n uvInput.connectTo(this);\r\n }\r\n } else if (material.mode !== NodeMaterialModes.ProceduralTexture) {\r\n const attributeName = material.mode === NodeMaterialModes.Particle ? \"particle_uv\" : \"uv\";\r\n\r\n let uvInput = material.getInputBlockByPredicate((b) => b.isAttribute && b.name === attributeName && additionalFilteringInfo(b));\r\n\r\n if (!uvInput) {\r\n uvInput = new InputBlock(\"uv\");\r\n uvInput.setAsAttribute(attributeName);\r\n }\r\n uvInput.output.connectTo(this.uv);\r\n }\r\n }\r\n }\r\n\r\n public override initializeDefines(defines: NodeMaterialDefines) {\r\n if (!defines._areTexturesDirty) {\r\n return;\r\n }\r\n\r\n if (this._mainUVDefineName !== undefined) {\r\n defines.setValue(this._mainUVDefineName, false, true);\r\n }\r\n }\r\n\r\n public override prepareDefines(defines: NodeMaterialDefines) {\r\n if (!defines._areTexturesDirty) {\r\n return;\r\n }\r\n\r\n if (!this.texture || !this.texture.getTextureMatrix) {\r\n if (this._isMixed) {\r\n defines.setValue(this._defineName, false, true);\r\n defines.setValue(this._mainUVDefineName, true, true);\r\n }\r\n return;\r\n }\r\n\r\n const toGamma = this.convertToGammaSpace && this.texture && !this.texture.gammaSpace;\r\n const toLinear = this.convertToLinearSpace && this.texture && this.texture.gammaSpace;\r\n\r\n // Not a bug... Name defines the texture space not the required conversion\r\n defines.setValue(this._linearDefineName, toGamma, true);\r\n defines.setValue(this._gammaDefineName, toLinear, true);\r\n\r\n if (this._isMixed) {\r\n if (!this.texture.getTextureMatrix().isIdentityAs3x2()) {\r\n defines.setValue(this._defineName, true);\r\n if (defines[this._mainUVDefineName] == undefined) {\r\n defines.setValue(this._mainUVDefineName, false, true);\r\n }\r\n } else {\r\n defines.setValue(this._defineName, false, true);\r\n defines.setValue(this._mainUVDefineName, true, true);\r\n }\r\n }\r\n }\r\n\r\n public override isReady() {\r\n if (this._isSourcePrePass) {\r\n return true;\r\n }\r\n\r\n if (this.texture && !this.texture.isReadyOrNotBlocking()) {\r\n return false;\r\n }\r\n\r\n return true;\r\n }\r\n\r\n public override bind(effect: Effect) {\r\n if (this._isSourcePrePass) {\r\n effect.setFloat(this._textureInfoName, 1);\r\n }\r\n\r\n if (!this.texture) {\r\n return;\r\n }\r\n\r\n if (this._isMixed) {\r\n effect.setFloat(this._textureInfoName, this.texture.level);\r\n effect.setMatrix(this._textureTransformName, this.texture.getTextureMatrix());\r\n }\r\n\r\n if (!this._imageSource) {\r\n effect.setTexture(this._samplerName, this.texture);\r\n }\r\n }\r\n\r\n private get _isMixed() {\r\n return this.target !== NodeMaterialBlockTargets.Fragment;\r\n }\r\n\r\n private _injectVertexCode(state: NodeMaterialBuildState) {\r\n const uvInput = this.uv;\r\n\r\n // Inject code in vertex\r\n this._defineName = state._getFreeDefineName(\"UVTRANSFORM\");\r\n this._mainUVDefineName = \"VMAIN\" + uvInput.declarationVariableName.toUpperCase();\r\n\r\n this._mainUVName = \"vMain\" + uvInput.declarationVariableName;\r\n this._transformedUVName = state._getFreeVariableName(\"transformedUV\");\r\n this._textureTransformName = state._getFreeVariableName(\"textureTransform\");\r\n this._textureInfoName = state._getFreeVariableName(\"textureInfoName\");\r\n\r\n this.level.associatedVariableName = this._textureInfoName;\r\n\r\n state._emitVaryingFromString(this._transformedUVName, NodeMaterialBlockConnectionPointTypes.Vector2, this._defineName);\r\n state._emitVaryingFromString(this._mainUVName, NodeMaterialBlockConnectionPointTypes.Vector2, this._mainUVDefineName);\r\n\r\n state._emitUniformFromString(this._textureTransformName, NodeMaterialBlockConnectionPointTypes.Matrix, this._defineName);\r\n\r\n const vec4 = state._getShaderType(NodeMaterialBlockConnectionPointTypes.Vector4);\r\n const vec2 = state._getShaderType(NodeMaterialBlockConnectionPointTypes.Vector2);\r\n\r\n state.compilationString += `#ifdef ${this._defineName}\\n`;\r\n state.compilationString += `${state._getVaryingName(this._transformedUVName)} = ${vec2}(${this._textureTransformName} * ${vec4}(${uvInput.associatedVariableName}.xy, 1.0, 0.0));\\n`;\r\n state.compilationString += `#elif defined(${this._mainUVDefineName})\\n`;\r\n\r\n let automaticPrefix = \"\";\r\n if (state.shaderLanguage === ShaderLanguage.WGSL) {\r\n if (uvInput.isConnectedToInputBlock && uvInput.associatedVariableName.indexOf(\"vertexInputs.\") === -1) {\r\n automaticPrefix = \"vertexInputs.\"; // Force the prefix\r\n }\r\n }\r\n\r\n state.compilationString += `${state._getVaryingName(this._mainUVName)} = ${automaticPrefix}${uvInput.associatedVariableName}.xy;\\n`;\r\n state.compilationString += `#endif\\n`;\r\n\r\n if (!this._outputs.some((o) => o.isConnectedInVertexShader)) {\r\n return;\r\n }\r\n\r\n this._writeTextureRead(state, true);\r\n\r\n for (const output of this._outputs) {\r\n if (output.hasEndpoints && output.name !== \"level\") {\r\n this._writeOutput(state, output, output.name, true);\r\n }\r\n }\r\n }\r\n\r\n private _getUVW(uvName: string): string {\r\n let coords = uvName;\r\n\r\n const is2DArrayTexture = this._texture?._texture?.is2DArray ?? false;\r\n const is3D = this._texture?._texture?.is3D ?? false;\r\n\r\n if (is2DArrayTexture) {\r\n const layerValue = this.layer.isConnected ? this.layer.associatedVariableName : \"0\";\r\n coords = `vec3(${uvName}, ${layerValue})`;\r\n } else if (is3D) {\r\n const layerValue = this.layer.isConnected ? this.layer.associatedVariableName : \"0\";\r\n coords = `vec3(${uvName}, ${layerValue})`;\r\n }\r\n\r\n return coords;\r\n }\r\n\r\n private _samplerFunc(state: NodeMaterialBuildState) {\r\n if (state.shaderLanguage === ShaderLanguage.WGSL) {\r\n return state.target === NodeMaterialBlockTargets.Vertex ? \"textureSampleLevel\" : \"textureSample\";\r\n }\r\n return this.lod.isConnected ? \"texture2DLodEXT\" : \"texture2D\";\r\n }\r\n\r\n private get _samplerLodSuffix() {\r\n return this.lod.isConnected ? `, ${this.lod.associatedVariableName}` : \"\";\r\n }\r\n\r\n private _generateTextureSample(uv: string, state: NodeMaterialBuildState) {\r\n if (state.shaderLanguage === ShaderLanguage.WGSL) {\r\n const isVertex = state.target === NodeMaterialBlockTargets.Vertex;\r\n return `${this._samplerFunc(state)}(${this.samplerName},${this.samplerName + Constants.AUTOSAMPLERSUFFIX}, ${this._getUVW(uv)}${this._samplerLodSuffix}${isVertex ? \", 0\" : \"\"})`;\r\n }\r\n return `${this._samplerFunc(state)}(${this.samplerName}, ${this._getUVW(uv)}${this._samplerLodSuffix})`;\r\n }\r\n\r\n private _generateTextureLookup(state: NodeMaterialBuildState): void {\r\n state.compilationString += `#ifdef ${this._defineName}\\n`;\r\n state.compilationString += `${state._declareLocalVar(this._tempTextureRead, NodeMaterialBlockConnectionPointTypes.Vector4)} = ${this._generateTextureSample(state._getVaryingName(this._transformedUVName), state)};\\n`;\r\n state.compilationString += `#elif defined(${this._mainUVDefineName})\\n`;\r\n state.compilationString += `${state._declareLocalVar(this._tempTextureRead, NodeMaterialBlockConnectionPointTypes.Vector4)} = ${this._generateTextureSample(this._mainUVName ? state._getVaryingName(this._mainUVName) : this.uv.associatedVariableName, state)}${this._samplerLodSuffix};\\n`;\r\n state.compilationString += `#endif\\n`;\r\n }\r\n\r\n private _writeTextureRead(state: NodeMaterialBuildState, vertexMode = false) {\r\n const uvInput = this.uv;\r\n\r\n if (vertexMode) {\r\n if (state.target === NodeMaterialBlockTargets.Fragment) {\r\n return;\r\n }\r\n\r\n this._generateTextureLookup(state);\r\n return;\r\n }\r\n\r\n if (this.uv.ownerBlock.target === NodeMaterialBlockTargets.Fragment) {\r\n state.compilationString += `${state._declareLocalVar(this._tempTextureRead, NodeMaterialBlockConnectionPointTypes.Vector4)} = ${this._generateTextureSample(uvInput.associatedVariableName, state)}${this._samplerLodSuffix};\\n`;\r\n return;\r\n }\r\n\r\n this._generateTextureLookup(state);\r\n }\r\n\r\n private _generateConversionCode(state: NodeMaterialBuildState, output: NodeMaterialConnectionPoint, swizzle: string): void {\r\n if (swizzle !== \"a\") {\r\n // no conversion if the output is \"a\" (alpha)\r\n if (!this.texture || !this.texture.gammaSpace) {\r\n state.compilationString += `#ifdef ${this._linearDefineName}\r\n ${output.associatedVariableName} = toGammaSpace(${output.associatedVariableName});\r\n #endif\r\n `;\r\n }\r\n\r\n state.compilationString += `#ifdef ${this._gammaDefineName}\r\n ${output.associatedVariableName} = ${state._toLinearSpace(output)};\r\n #endif\r\n `;\r\n }\r\n }\r\n\r\n private _writeOutput(state: NodeMaterialBuildState, output: NodeMaterialConnectionPoint, swizzle: string, vertexMode = false) {\r\n if (vertexMode) {\r\n if (state.target === NodeMaterialBlockTargets.Fragment) {\r\n return;\r\n }\r\n\r\n state.compilationString += `${state._declareOutput(output)} = ${this._tempTextureRead}.${swizzle};\\n`;\r\n this._generateConversionCode(state, output, swizzle);\r\n return;\r\n }\r\n\r\n if (this.uv.ownerBlock.target === NodeMaterialBlockTargets.Fragment) {\r\n state.compilationString += `${state._declareOutput(output)} = ${this._tempTextureRead}.${swizzle};\\n`;\r\n this._generateConversionCode(state, output, swizzle);\r\n return;\r\n }\r\n let complement = \"\";\r\n\r\n if (!this.disableLevelMultiplication) {\r\n complement = ` * ${(state.shaderLanguage === ShaderLanguage.WGSL ? \"uniforms.\" : \"\") + this._textureInfoName}`;\r\n }\r\n\r\n state.compilationString += `${state._declareOutput(output)} = ${this._tempTextureRead}.${swizzle}${complement};\\n`;\r\n this._generateConversionCode(state, output, swizzle);\r\n }\r\n\r\n protected override _buildBlock(state: NodeMaterialBuildState) {\r\n super._buildBlock(state);\r\n\r\n if (this.source.isConnected) {\r\n this._imageSource = this.source.connectedPoint!.ownerBlock as ImageSourceBlock;\r\n } else {\r\n this._imageSource = null;\r\n }\r\n\r\n if (state.target === NodeMaterialBlockTargets.Vertex || this._fragmentOnly || state.target === NodeMaterialBlockTargets.Fragment) {\r\n this._tempTextureRead = state._getFreeVariableName(\"tempTextureRead\");\r\n this._linearDefineName = state._getFreeDefineName(\"ISLINEAR\");\r\n this._gammaDefineName = state._getFreeDefineName(\"ISGAMMA\");\r\n }\r\n\r\n if ((!this._isMixed && state.target === NodeMaterialBlockTargets.Fragment) || (this._isMixed && state.target === NodeMaterialBlockTargets.Vertex)) {\r\n if (!this._imageSource) {\r\n const varName = state._getFreeVariableName(this.name);\r\n this._samplerName = varName + \"Texture\";\r\n\r\n if (this._texture?._texture?.is2DArray) {\r\n state._emit2DArraySampler(this._samplerName);\r\n } else {\r\n state._emit2DSampler(this._samplerName);\r\n }\r\n }\r\n\r\n // Declarations\r\n state.sharedData.blockingBlocks.push(this);\r\n state.sharedData.textureBlocks.push(this);\r\n state.sharedData.blocksWithDefines.push(this);\r\n state.sharedData.bindableBlocks.push(this);\r\n }\r\n\r\n if (state.target !== NodeMaterialBlockTargets.Fragment) {\r\n // Vertex\r\n this._injectVertexCode(state);\r\n return;\r\n }\r\n\r\n // Fragment\r\n if (!this._outputs.some((o) => o.isConnectedInFragmentShader)) {\r\n return;\r\n }\r\n\r\n if (this._isMixed && !this._imageSource) {\r\n // Reexport the sampler\r\n if (this._texture?._texture?.is2DArray) {\r\n state._emit2DArraySampler(this._samplerName);\r\n } else {\r\n state._emit2DSampler(this._samplerName);\r\n }\r\n }\r\n\r\n const comments = `//${this.name}`;\r\n state._emitFunctionFromInclude(\"helperFunctions\", comments);\r\n\r\n if (this._isMixed) {\r\n state._emitUniformFromString(this._textureInfoName, NodeMaterialBlockConnectionPointTypes.Float);\r\n }\r\n\r\n this._writeTextureRead(state);\r\n\r\n for (const output of this._outputs) {\r\n if (output.hasEndpoints && output.name !== \"level\") {\r\n this._writeOutput(state, output, output.name);\r\n }\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}.convertToGammaSpace = ${this.convertToGammaSpace};\\n`;\r\n codeString += `${this._codeVariableName}.convertToLinearSpace = ${this.convertToLinearSpace};\\n`;\r\n codeString += `${this._codeVariableName}.disableLevelMultiplication = ${this.disableLevelMultiplication};\\n`;\r\n\r\n if (!this.texture) {\r\n return codeString;\r\n }\r\n\r\n codeString += `${this._codeVariableName}.texture = new BABYLON.Texture(\"${this.texture.name}\", null, ${this.texture.noMipmap}, ${this.texture.invertY}, ${this.texture.samplingMode});\\n`;\r\n codeString += `${this._codeVariableName}.texture.wrapU = ${this.texture.wrapU};\\n`;\r\n codeString += `${this._codeVariableName}.texture.wrapV = ${this.texture.wrapV};\\n`;\r\n codeString += `${this._codeVariableName}.texture.uAng = ${this.texture.uAng};\\n`;\r\n codeString += `${this._codeVariableName}.texture.vAng = ${this.texture.vAng};\\n`;\r\n codeString += `${this._codeVariableName}.texture.wAng = ${this.texture.wAng};\\n`;\r\n codeString += `${this._codeVariableName}.texture.uOffset = ${this.texture.uOffset};\\n`;\r\n codeString += `${this._codeVariableName}.texture.vOffset = ${this.texture.vOffset};\\n`;\r\n codeString += `${this._codeVariableName}.texture.uScale = ${this.texture.uScale};\\n`;\r\n codeString += `${this._codeVariableName}.texture.vScale = ${this.texture.vScale};\\n`;\r\n codeString += `${this._codeVariableName}.texture.coordinatesMode = ${this.texture.coordinatesMode};\\n`;\r\n\r\n return codeString;\r\n }\r\n\r\n public override serialize(): any {\r\n const serializationObject = super.serialize();\r\n\r\n serializationObject.convertToGammaSpace = this.convertToGammaSpace;\r\n serializationObject.convertToLinearSpace = this.convertToLinearSpace;\r\n serializationObject.fragmentOnly = this._fragmentOnly;\r\n serializationObject.disableLevelMultiplication = this.disableLevelMultiplication;\r\n if (\r\n !this.hasImageSource &&\r\n this.texture &&\r\n (NodeMaterial.AllowSerializationOfRenderTargetTextures || !this.texture.isRenderTarget) &&\r\n this.texture.getClassName() !== \"VideoTexture\"\r\n ) {\r\n serializationObject.texture = this.texture.serialize();\r\n }\r\n\r\n return serializationObject;\r\n }\r\n\r\n public override _deserialize(serializationObject: any, scene: Scene, rootUrl: string, urlRewriter?: (url: string) => string) {\r\n super._deserialize(serializationObject, scene, rootUrl);\r\n\r\n this.convertToGammaSpace = serializationObject.convertToGammaSpace;\r\n this.convertToLinearSpace = !!serializationObject.convertToLinearSpace;\r\n this._fragmentOnly = !!serializationObject.fragmentOnly;\r\n this.disableLevelMultiplication = !!serializationObject.disableLevelMultiplication;\r\n\r\n if (serializationObject.texture && !NodeMaterial.IgnoreTexturesAtLoadTime) {\r\n if (serializationObject.texture.url !== undefined) {\r\n if (serializationObject.texture.url.indexOf(\"data:\") === 0) {\r\n rootUrl = \"\";\r\n } else if (urlRewriter) {\r\n serializationObject.texture.url = urlRewriter(serializationObject.texture.url);\r\n serializationObject.texture.name = serializationObject.texture.url;\r\n }\r\n }\r\n if (serializationObject.texture.base64String || serializationObject.texture.url !== undefined) {\r\n this.texture = Texture.Parse(serializationObject.texture, scene, rootUrl) as Texture;\r\n }\r\n }\r\n }\r\n}\r\n\r\nRegisterClass(\"BABYLON.TextureBlock\", TextureBlock);\r\n"]}
@@ -0,0 +1,51 @@
1
+ import { NodeMaterialBlock } from "../../nodeMaterialBlock.js";
2
+ import type { NodeMaterialBuildState } from "../../nodeMaterialBuildState.js";
3
+ import { type NodeMaterialConnectionPoint } from "../../nodeMaterialBlockConnectionPoint.js";
4
+ import type { Effect } from "../../../effect.js";
5
+ /**
6
+ * Block used to evaluate screen spaceambient occlusion in a shader
7
+ */
8
+ export declare class AmbientOcclusionBlock extends NodeMaterialBlock {
9
+ private _randomTexture;
10
+ private _randomSamplerName;
11
+ /**
12
+ * Defines the radius around the analyzed pixel used by the SSAO post-process
13
+ */
14
+ radius: number;
15
+ /**
16
+ * Related to fallOff, used to interpolate SSAO samples (first interpolate function input) based on the occlusion difference of each pixel
17
+ * Must not be equal to fallOff and superior to fallOff.
18
+ */
19
+ area: number;
20
+ /**
21
+ * Related to area, used to interpolate SSAO samples (second interpolate function input) based on the occlusion difference of each pixel
22
+ * Must not be equal to area and inferior to area.
23
+ */
24
+ fallOff: number;
25
+ /**
26
+ * Create a new AmbientOcclusionBlock
27
+ * @param name defines the block name
28
+ */
29
+ constructor(name: string);
30
+ /**
31
+ * Gets the current class name
32
+ * @returns the class name
33
+ */
34
+ getClassName(): string;
35
+ /**
36
+ * Gets the source component
37
+ */
38
+ get source(): NodeMaterialConnectionPoint;
39
+ /**
40
+ * Gets the screenSize component
41
+ */
42
+ get screenSize(): NodeMaterialConnectionPoint;
43
+ /**
44
+ * Gets the occlusion output
45
+ */
46
+ get occlusion(): NodeMaterialConnectionPoint;
47
+ bind(effect: Effect): void;
48
+ private _createRandomTexture;
49
+ protected _buildBlock(state: NodeMaterialBuildState): this;
50
+ dispose(): void;
51
+ }