@babylonjs/core 8.41.0 → 8.41.2

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Files changed (105) hide show
  1. package/AudioV2/abstractAudio/abstractSoundSource.js +12 -4
  2. package/AudioV2/abstractAudio/abstractSoundSource.js.map +1 -1
  3. package/Engines/abstractEngine.js +2 -2
  4. package/Engines/abstractEngine.js.map +1 -1
  5. package/FrameGraph/Node/Blocks/PostProcesses/baseWithPropertiesPostProcessBlock.js +1 -1
  6. package/FrameGraph/Node/Blocks/PostProcesses/baseWithPropertiesPostProcessBlock.js.map +1 -1
  7. package/FrameGraph/Node/Blocks/Rendering/baseObjectRendererBlock.d.ts +18 -0
  8. package/FrameGraph/Node/Blocks/Rendering/baseObjectRendererBlock.js +105 -15
  9. package/FrameGraph/Node/Blocks/Rendering/baseObjectRendererBlock.js.map +1 -1
  10. package/FrameGraph/Node/Blocks/Rendering/geometryRendererBlock.js +7 -7
  11. package/FrameGraph/Node/Blocks/Rendering/geometryRendererBlock.js.map +1 -1
  12. package/FrameGraph/Node/Blocks/Textures/copyTextureBlock.js +1 -1
  13. package/FrameGraph/Node/Blocks/Textures/copyTextureBlock.js.map +1 -1
  14. package/FrameGraph/Node/nodeRenderGraphBlock.js +4 -0
  15. package/FrameGraph/Node/nodeRenderGraphBlock.js.map +1 -1
  16. package/FrameGraph/Passes/pass.d.ts +11 -2
  17. package/FrameGraph/Passes/pass.js +14 -2
  18. package/FrameGraph/Passes/pass.js.map +1 -1
  19. package/FrameGraph/Passes/renderPass.d.ts +4 -2
  20. package/FrameGraph/Passes/renderPass.js +5 -2
  21. package/FrameGraph/Passes/renderPass.js.map +1 -1
  22. package/FrameGraph/Tasks/Layers/baseLayerTask.js +27 -31
  23. package/FrameGraph/Tasks/Layers/baseLayerTask.js.map +1 -1
  24. package/FrameGraph/Tasks/Misc/lightingVolumeTask.d.ts +1 -0
  25. package/FrameGraph/Tasks/Misc/lightingVolumeTask.js.map +1 -1
  26. package/FrameGraph/Tasks/PostProcesses/volumetricLightingBlendVolumeTask.d.ts +1 -2
  27. package/FrameGraph/Tasks/PostProcesses/volumetricLightingBlendVolumeTask.js +10 -2
  28. package/FrameGraph/Tasks/PostProcesses/volumetricLightingBlendVolumeTask.js.map +1 -1
  29. package/FrameGraph/Tasks/PostProcesses/volumetricLightingTask.d.ts +1 -4
  30. package/FrameGraph/Tasks/PostProcesses/volumetricLightingTask.js +7 -4
  31. package/FrameGraph/Tasks/PostProcesses/volumetricLightingTask.js.map +1 -1
  32. package/FrameGraph/Tasks/Rendering/objectRendererTask.d.ts +41 -1
  33. package/FrameGraph/Tasks/Rendering/objectRendererTask.js +122 -0
  34. package/FrameGraph/Tasks/Rendering/objectRendererTask.js.map +1 -1
  35. package/FrameGraph/Tasks/Texture/clearTextureTask.js +6 -4
  36. package/FrameGraph/Tasks/Texture/clearTextureTask.js.map +1 -1
  37. package/FrameGraph/frameGraph.d.ts +1 -2
  38. package/FrameGraph/frameGraph.js +5 -2
  39. package/FrameGraph/frameGraph.js.map +1 -1
  40. package/FrameGraph/frameGraphRenderTarget.js +1 -0
  41. package/FrameGraph/frameGraphRenderTarget.js.map +1 -1
  42. package/FrameGraph/frameGraphTask.d.ts +3 -1
  43. package/FrameGraph/frameGraphTask.js +11 -0
  44. package/FrameGraph/frameGraphTask.js.map +1 -1
  45. package/FrameGraph/frameGraphTypes.d.ts +8 -0
  46. package/FrameGraph/frameGraphTypes.js.map +1 -1
  47. package/Lights/lightingVolume.d.ts +1 -0
  48. package/Lights/lightingVolume.js +14 -13
  49. package/Lights/lightingVolume.js.map +1 -1
  50. package/Materials/GaussianSplatting/gaussianSplattingMaterial.d.ts +9 -0
  51. package/Materials/GaussianSplatting/gaussianSplattingMaterial.js +66 -22
  52. package/Materials/GaussianSplatting/gaussianSplattingMaterial.js.map +1 -1
  53. package/Materials/Node/Blocks/GaussianSplatting/gaussianSplattingBlock.js +3 -6
  54. package/Materials/Node/Blocks/GaussianSplatting/gaussianSplattingBlock.js.map +1 -1
  55. package/Materials/Node/Blocks/triPlanarBlock.d.ts +1 -0
  56. package/Materials/Node/Blocks/triPlanarBlock.js +33 -4
  57. package/Materials/Node/Blocks/triPlanarBlock.js.map +1 -1
  58. package/Meshes/GaussianSplatting/gaussianSplattingMesh.d.ts +10 -5
  59. package/Meshes/GaussianSplatting/gaussianSplattingMesh.js +17 -16
  60. package/Meshes/GaussianSplatting/gaussianSplattingMesh.js.map +1 -1
  61. package/Rendering/depthPeelingRenderer.d.ts +7 -78
  62. package/Rendering/depthPeelingRenderer.js +12 -398
  63. package/Rendering/depthPeelingRenderer.js.map +1 -1
  64. package/Rendering/depthPeelingSceneComponent.d.ts +3 -3
  65. package/Rendering/depthPeelingSceneComponent.js.map +1 -1
  66. package/Rendering/depthRenderer.js +9 -1
  67. package/Rendering/depthRenderer.js.map +1 -1
  68. package/Rendering/index.d.ts +1 -0
  69. package/Rendering/index.js +1 -0
  70. package/Rendering/index.js.map +1 -1
  71. package/Rendering/objectRenderer.d.ts +20 -0
  72. package/Rendering/objectRenderer.js +17 -1
  73. package/Rendering/objectRenderer.js.map +1 -1
  74. package/Rendering/renderingGroup.d.ts +10 -3
  75. package/Rendering/renderingGroup.js +24 -13
  76. package/Rendering/renderingGroup.js.map +1 -1
  77. package/Rendering/renderingManager.d.ts +6 -2
  78. package/Rendering/renderingManager.js +8 -2
  79. package/Rendering/renderingManager.js.map +1 -1
  80. package/Rendering/thinDepthPeelingRenderer.d.ts +120 -0
  81. package/Rendering/thinDepthPeelingRenderer.js +469 -0
  82. package/Rendering/thinDepthPeelingRenderer.js.map +1 -0
  83. package/Shaders/ShadersInclude/gaussianSplatting.js +1 -1
  84. package/Shaders/ShadersInclude/gaussianSplatting.js.map +1 -1
  85. package/Shaders/gaussianSplatting.vertex.js +2 -2
  86. package/Shaders/gaussianSplatting.vertex.js.map +1 -1
  87. package/Shaders/gaussianSplattingDepth.fragment.js +9 -2
  88. package/Shaders/gaussianSplattingDepth.fragment.js.map +1 -1
  89. package/Shaders/gaussianSplattingDepth.vertex.js +13 -2
  90. package/Shaders/gaussianSplattingDepth.vertex.js.map +1 -1
  91. package/Shaders/oitFinalSimpleBlend.fragment.d.ts +5 -0
  92. package/Shaders/oitFinalSimpleBlend.fragment.js +12 -0
  93. package/Shaders/oitFinalSimpleBlend.fragment.js.map +1 -0
  94. package/ShadersWGSL/ShadersInclude/gaussianSplatting.js +1 -5
  95. package/ShadersWGSL/ShadersInclude/gaussianSplatting.js.map +1 -1
  96. package/ShadersWGSL/gaussianSplatting.vertex.js +2 -2
  97. package/ShadersWGSL/gaussianSplatting.vertex.js.map +1 -1
  98. package/ShadersWGSL/gaussianSplattingDepth.fragment.js +12 -3
  99. package/ShadersWGSL/gaussianSplattingDepth.fragment.js.map +1 -1
  100. package/ShadersWGSL/gaussianSplattingDepth.vertex.js +13 -2
  101. package/ShadersWGSL/gaussianSplattingDepth.vertex.js.map +1 -1
  102. package/ShadersWGSL/oitFinalSimpleBlend.fragment.d.ts +5 -0
  103. package/ShadersWGSL/oitFinalSimpleBlend.fragment.js +13 -0
  104. package/ShadersWGSL/oitFinalSimpleBlend.fragment.js.map +1 -0
  105. package/package.json +1 -1
@@ -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 { RegisterClass } from \"../../../../Misc/typeStore\";\r\nimport { VertexBuffer } from \"core/Meshes/buffer\";\r\nimport type { GaussianSplattingMesh } from \"core/Meshes/GaussianSplatting/gaussianSplattingMesh\";\r\nimport { ShaderLanguage } from \"core/Materials/shaderLanguage\";\r\nimport type { AbstractMesh } from \"core/Meshes/abstractMesh\";\r\nimport type { NodeMaterial, NodeMaterialDefines } from \"../../nodeMaterial\";\r\n\r\n/**\r\n * Block used for the Gaussian Splatting\r\n */\r\nexport class GaussianSplattingBlock extends NodeMaterialBlock {\r\n /**\r\n * Create a new GaussianSplattingBlock\r\n * @param name defines the block name\r\n */\r\n public constructor(name: string) {\r\n super(name, NodeMaterialBlockTargets.Vertex);\r\n\r\n this._isUnique = true;\r\n\r\n this.registerInput(\"splatPosition\", NodeMaterialBlockConnectionPointTypes.Vector3, false, NodeMaterialBlockTargets.Vertex);\r\n this.registerInput(\"splatScale\", NodeMaterialBlockConnectionPointTypes.Vector2, true, NodeMaterialBlockTargets.Vertex);\r\n this.registerInput(\"world\", NodeMaterialBlockConnectionPointTypes.Matrix, false, NodeMaterialBlockTargets.Vertex);\r\n this.registerInput(\"view\", NodeMaterialBlockConnectionPointTypes.Matrix, false, NodeMaterialBlockTargets.Vertex);\r\n this.registerInput(\"projection\", NodeMaterialBlockConnectionPointTypes.Matrix, false, NodeMaterialBlockTargets.Vertex);\r\n\r\n this.registerOutput(\"splatVertex\", NodeMaterialBlockConnectionPointTypes.Vector4, NodeMaterialBlockTargets.Vertex);\r\n this.registerOutput(\"SH\", NodeMaterialBlockConnectionPointTypes.Color3, NodeMaterialBlockTargets.Vertex);\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 \"GaussianSplattingBlock\";\r\n }\r\n\r\n /**\r\n * Gets the position input component\r\n */\r\n public get splatPosition(): NodeMaterialConnectionPoint {\r\n return this._inputs[0];\r\n }\r\n\r\n /**\r\n * Gets the scale input component\r\n */\r\n public get splatScale(): NodeMaterialConnectionPoint {\r\n return this._inputs[1];\r\n }\r\n\r\n /**\r\n * Gets the View matrix input component\r\n */\r\n public get world(): NodeMaterialConnectionPoint {\r\n return this._inputs[2];\r\n }\r\n\r\n /**\r\n * Gets the View matrix input component\r\n */\r\n public get view(): NodeMaterialConnectionPoint {\r\n return this._inputs[3];\r\n }\r\n\r\n /**\r\n * Gets the projection matrix input component\r\n */\r\n public get projection(): NodeMaterialConnectionPoint {\r\n return this._inputs[4];\r\n }\r\n\r\n /**\r\n * Gets the splatVertex output component\r\n */\r\n public get splatVertex(): NodeMaterialConnectionPoint {\r\n return this._outputs[0];\r\n }\r\n\r\n /**\r\n * Gets the SH output contribution\r\n */\r\n public get SH(): NodeMaterialConnectionPoint {\r\n return this._outputs[1];\r\n }\r\n\r\n /**\r\n * Initialize the block and prepare the context for build\r\n * @param state defines the state that will be used for the build\r\n */\r\n public override initialize(state: NodeMaterialBuildState) {\r\n state._excludeVariableName(\"focal\");\r\n state._excludeVariableName(\"invViewport\");\r\n state._excludeVariableName(\"kernelSize\");\r\n state._excludeVariableName(\"eyePosition\");\r\n }\r\n /**\r\n * Update defines for shader compilation\r\n * @param defines defines the material defines to update\r\n * @param nodeMaterial defines the node material requesting the update\r\n * @param mesh defines the mesh to be rendered\r\n */\r\n public override prepareDefines(defines: NodeMaterialDefines, nodeMaterial: NodeMaterial, mesh?: AbstractMesh) {\r\n if (!mesh) {\r\n return;\r\n }\r\n\r\n if (mesh.getClassName() == \"GaussianSplattingMesh\") {\r\n defines.setValue(\"SH_DEGREE\", (<GaussianSplattingMesh>mesh).shDegree, true);\r\n }\r\n }\r\n\r\n protected override _buildBlock(state: NodeMaterialBuildState) {\r\n super._buildBlock(state);\r\n\r\n if (state.target === NodeMaterialBlockTargets.Fragment) {\r\n return;\r\n }\r\n\r\n state.sharedData.blocksWithDefines.push(this);\r\n\r\n const comments = `//${this.name}`;\r\n state._emitFunctionFromInclude(\"gaussianSplattingVertexDeclaration\", comments);\r\n state._emitFunctionFromInclude(\"gaussianSplatting\", comments);\r\n state._emitFunctionFromInclude(\"helperFunctions\", comments);\r\n state._emitUniformFromString(\"focal\", NodeMaterialBlockConnectionPointTypes.Vector2);\r\n state._emitUniformFromString(\"invViewport\", NodeMaterialBlockConnectionPointTypes.Vector2);\r\n state._emitUniformFromString(\"kernelSize\", NodeMaterialBlockConnectionPointTypes.Float);\r\n state._emitUniformFromString(\"eyePosition\", NodeMaterialBlockConnectionPointTypes.Vector3);\r\n state._emitUniformFromString(\"viewDirectionFactor\", NodeMaterialBlockConnectionPointTypes.Vector3);\r\n state.attributes.push(VertexBuffer.PositionKind);\r\n state.attributes.push(\"splatIndex0\");\r\n state.attributes.push(\"splatIndex1\");\r\n state.attributes.push(\"splatIndex2\");\r\n state.attributes.push(\"splatIndex3\");\r\n state.sharedData.nodeMaterial.backFaceCulling = false;\r\n\r\n const splatPosition = this.splatPosition;\r\n const splatScale = this.splatScale;\r\n const world = this.world;\r\n const view = this.view;\r\n const projection = this.projection;\r\n const output = this.splatVertex;\r\n const sh = this.SH;\r\n\r\n const addF = state.fSuffix;\r\n let splatScaleParameter = `vec2${addF}(1.,1.)`;\r\n if (splatScale.isConnected) {\r\n splatScaleParameter = splatScale.associatedVariableName;\r\n }\r\n\r\n let input = \"position\";\r\n let uniforms = \"\";\r\n if (state.shaderLanguage === ShaderLanguage.WGSL) {\r\n input = \"input.position\";\r\n uniforms = \", uniforms.focal, uniforms.invViewport, uniforms.kernelSize\";\r\n }\r\n if (this.SH.isConnected) {\r\n state.compilationString += `#if SH_DEGREE > 0\\n`;\r\n\r\n if (state.shaderLanguage === ShaderLanguage.WGSL) {\r\n state.compilationString += `let worldRot: mat3x3f = mat3x3f(${world.associatedVariableName}[0].xyz, ${world.associatedVariableName}[1].xyz, ${world.associatedVariableName}[2].xyz);`;\r\n state.compilationString += `let normWorldRot: mat3x3f = inverseMat3(worldRot);`;\r\n state.compilationString += `var dir: vec3f = normalize(normWorldRot * (${splatPosition.associatedVariableName}.xyz - uniforms.eyePosition));\\n`;\r\n state.compilationString += `dir *= uniforms.viewDirectionFactor;\\n`;\r\n } else {\r\n state.compilationString += `mat3 worldRot = mat3(${world.associatedVariableName});`;\r\n state.compilationString += `mat3 normWorldRot = inverseMat3(worldRot);`;\r\n state.compilationString += `vec3 dir = normalize(normWorldRot * (${splatPosition.associatedVariableName}.xyz - eyePosition));\\n`;\r\n state.compilationString += `dir *= viewDirectionFactor;\\n`;\r\n }\r\n\r\n state.compilationString += `${state._declareOutput(sh)} = computeSH(splat, dir);\\n`;\r\n state.compilationString += `#else\\n`;\r\n state.compilationString += `${state._declareOutput(sh)} = vec3${addF}(0.,0.,0.);\\n`;\r\n state.compilationString += `#endif;\\n`;\r\n } else {\r\n state.compilationString += `${state._declareOutput(sh)} = vec3${addF}(0.,0.,0.);`;\r\n }\r\n\r\n state.compilationString += `${state._declareOutput(output)} = gaussianSplatting(${input}.xy, ${splatPosition.associatedVariableName}, ${splatScaleParameter}, covA, covB, ${world.associatedVariableName}, ${view.associatedVariableName}, ${projection.associatedVariableName}${uniforms});\\n`;\r\n return this;\r\n }\r\n}\r\n\r\nRegisterClass(\"BABYLON.GaussianSplattingBlock\", GaussianSplattingBlock);\r\n"]}
1
+ 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{ NodeMaterialBlock } from \"../../nodeMaterialBlock\";\r\nimport { NodeMaterialBlockConnectionPointTypes } from \"../../Enums/nodeMaterialBlockConnectionPointTypes\";\r\nimport type { NodeMaterialBuildState } from \"../../nodeMaterialBuildState\";\r\nimport { NodeMaterialBlockTargets } from \"../../Enums/nodeMaterialBlockTargets\";\r\nimport type { NodeMaterialConnectionPoint } from \"../../nodeMaterialBlockConnectionPoint\";\r\nimport { RegisterClass } from \"../../../../Misc/typeStore\";\r\nimport { VertexBuffer } from \"core/Meshes/buffer\";\r\nimport type { GaussianSplattingMesh } from \"core/Meshes/GaussianSplatting/gaussianSplattingMesh\";\r\nimport { ShaderLanguage } from \"core/Materials/shaderLanguage\";\r\nimport type { AbstractMesh } from \"core/Meshes/abstractMesh\";\r\nimport type { NodeMaterial, NodeMaterialDefines } from \"../../nodeMaterial\";\r\n\r\n/**\r\n * Block used for the Gaussian Splatting\r\n */\r\nexport class GaussianSplattingBlock extends NodeMaterialBlock {\r\n /**\r\n * Create a new GaussianSplattingBlock\r\n * @param name defines the block name\r\n */\r\n public constructor(name: string) {\r\n super(name, NodeMaterialBlockTargets.Vertex);\r\n\r\n this._isUnique = true;\r\n\r\n this.registerInput(\"splatPosition\", NodeMaterialBlockConnectionPointTypes.Vector3, false, NodeMaterialBlockTargets.Vertex);\r\n this.registerInput(\"splatScale\", NodeMaterialBlockConnectionPointTypes.Vector2, true, NodeMaterialBlockTargets.Vertex);\r\n this.registerInput(\"world\", NodeMaterialBlockConnectionPointTypes.Matrix, false, NodeMaterialBlockTargets.Vertex);\r\n this.registerInput(\"view\", NodeMaterialBlockConnectionPointTypes.Matrix, false, NodeMaterialBlockTargets.Vertex);\r\n this.registerInput(\"projection\", NodeMaterialBlockConnectionPointTypes.Matrix, false, NodeMaterialBlockTargets.Vertex);\r\n\r\n this.registerOutput(\"splatVertex\", NodeMaterialBlockConnectionPointTypes.Vector4, NodeMaterialBlockTargets.Vertex);\r\n this.registerOutput(\"SH\", NodeMaterialBlockConnectionPointTypes.Color3, NodeMaterialBlockTargets.Vertex);\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 \"GaussianSplattingBlock\";\r\n }\r\n\r\n /**\r\n * Gets the position input component\r\n */\r\n public get splatPosition(): NodeMaterialConnectionPoint {\r\n return this._inputs[0];\r\n }\r\n\r\n /**\r\n * Gets the scale input component\r\n */\r\n public get splatScale(): NodeMaterialConnectionPoint {\r\n return this._inputs[1];\r\n }\r\n\r\n /**\r\n * Gets the View matrix input component\r\n */\r\n public get world(): NodeMaterialConnectionPoint {\r\n return this._inputs[2];\r\n }\r\n\r\n /**\r\n * Gets the View matrix input component\r\n */\r\n public get view(): NodeMaterialConnectionPoint {\r\n return this._inputs[3];\r\n }\r\n\r\n /**\r\n * Gets the projection matrix input component\r\n */\r\n public get projection(): NodeMaterialConnectionPoint {\r\n return this._inputs[4];\r\n }\r\n\r\n /**\r\n * Gets the splatVertex output component\r\n */\r\n public get splatVertex(): NodeMaterialConnectionPoint {\r\n return this._outputs[0];\r\n }\r\n\r\n /**\r\n * Gets the SH output contribution\r\n */\r\n public get SH(): NodeMaterialConnectionPoint {\r\n return this._outputs[1];\r\n }\r\n\r\n /**\r\n * Initialize the block and prepare the context for build\r\n * @param state defines the state that will be used for the build\r\n */\r\n public override initialize(state: NodeMaterialBuildState) {\r\n state._excludeVariableName(\"focal\");\r\n state._excludeVariableName(\"invViewport\");\r\n state._excludeVariableName(\"kernelSize\");\r\n state._excludeVariableName(\"eyePosition\");\r\n }\r\n /**\r\n * Update defines for shader compilation\r\n * @param defines defines the material defines to update\r\n * @param nodeMaterial defines the node material requesting the update\r\n * @param mesh defines the mesh to be rendered\r\n */\r\n public override prepareDefines(defines: NodeMaterialDefines, nodeMaterial: NodeMaterial, mesh?: AbstractMesh) {\r\n if (!mesh) {\r\n return;\r\n }\r\n\r\n if (mesh.getClassName() == \"GaussianSplattingMesh\") {\r\n defines.setValue(\"SH_DEGREE\", (<GaussianSplattingMesh>mesh).shDegree, true);\r\n }\r\n }\r\n\r\n protected override _buildBlock(state: NodeMaterialBuildState) {\r\n super._buildBlock(state);\r\n\r\n if (state.target === NodeMaterialBlockTargets.Fragment) {\r\n return;\r\n }\r\n\r\n state.sharedData.blocksWithDefines.push(this);\r\n\r\n const comments = `//${this.name}`;\r\n state._emitFunctionFromInclude(\"gaussianSplattingVertexDeclaration\", comments);\r\n state._emitFunctionFromInclude(\"gaussianSplatting\", comments);\r\n state._emitFunctionFromInclude(\"helperFunctions\", comments);\r\n state._emitUniformFromString(\"focal\", NodeMaterialBlockConnectionPointTypes.Vector2);\r\n state._emitUniformFromString(\"invViewport\", NodeMaterialBlockConnectionPointTypes.Vector2);\r\n state._emitUniformFromString(\"kernelSize\", NodeMaterialBlockConnectionPointTypes.Float);\r\n state._emitUniformFromString(\"eyePosition\", NodeMaterialBlockConnectionPointTypes.Vector3);\r\n state.attributes.push(VertexBuffer.PositionKind);\r\n state.attributes.push(\"splatIndex0\");\r\n state.attributes.push(\"splatIndex1\");\r\n state.attributes.push(\"splatIndex2\");\r\n state.attributes.push(\"splatIndex3\");\r\n state.sharedData.nodeMaterial.backFaceCulling = false;\r\n\r\n const splatPosition = this.splatPosition;\r\n const splatScale = this.splatScale;\r\n const world = this.world;\r\n const view = this.view;\r\n const projection = this.projection;\r\n const output = this.splatVertex;\r\n const sh = this.SH;\r\n\r\n const addF = state.fSuffix;\r\n let splatScaleParameter = `vec2${addF}(1.,1.)`;\r\n if (splatScale.isConnected) {\r\n splatScaleParameter = splatScale.associatedVariableName;\r\n }\r\n\r\n let input = \"position\";\r\n let uniforms = \"\";\r\n if (state.shaderLanguage === ShaderLanguage.WGSL) {\r\n input = \"input.position\";\r\n uniforms = \", uniforms.focal, uniforms.invViewport, uniforms.kernelSize\";\r\n }\r\n if (this.SH.isConnected) {\r\n state.compilationString += `#if SH_DEGREE > 0\\n`;\r\n\r\n if (state.shaderLanguage === ShaderLanguage.WGSL) {\r\n state.compilationString += `let worldRot: mat3x3f = mat3x3f(${world.associatedVariableName}[0].xyz, ${world.associatedVariableName}[1].xyz, ${world.associatedVariableName}[2].xyz);`;\r\n state.compilationString += `let normWorldRot: mat3x3f = inverseMat3(worldRot);`;\r\n state.compilationString += `var eyeToSplatLocalSpace: vec3f = normalize(normWorldRot * (${splatPosition.associatedVariableName}.xyz - uniforms.eyePosition));\\n`;\r\n } else {\r\n state.compilationString += `mat3 worldRot = mat3(${world.associatedVariableName});`;\r\n state.compilationString += `mat3 normWorldRot = inverseMat3(worldRot);`;\r\n state.compilationString += `vec3 eyeToSplatLocalSpace = normalize(normWorldRot * (${splatPosition.associatedVariableName}.xyz - eyePosition));\\n`;\r\n }\r\n\r\n state.compilationString += `${state._declareOutput(sh)} = computeSH(splat, eyeToSplatLocalSpace);\\n`;\r\n state.compilationString += `#else\\n`;\r\n state.compilationString += `${state._declareOutput(sh)} = vec3${addF}(0.,0.,0.);\\n`;\r\n state.compilationString += `#endif;\\n`;\r\n } else {\r\n state.compilationString += `${state._declareOutput(sh)} = vec3${addF}(0.,0.,0.);`;\r\n }\r\n\r\n state.compilationString += `${state._declareOutput(output)} = gaussianSplatting(${input}.xy, ${splatPosition.associatedVariableName}, ${splatScaleParameter}, covA, covB, ${world.associatedVariableName}, ${view.associatedVariableName}, ${projection.associatedVariableName}${uniforms});\\n`;\r\n return this;\r\n }\r\n}\r\n\r\nRegisterClass(\"BABYLON.GaussianSplattingBlock\", GaussianSplattingBlock);\r\n"]}
@@ -17,6 +17,7 @@ export declare class TriPlanarBlock extends NodeMaterialBlock {
17
17
  protected _tempTextureRead: string;
18
18
  private _samplerName;
19
19
  private _textureInfoName;
20
+ private _textureInfoName2;
20
21
  private _imageSource;
21
22
  /**
22
23
  * Project the texture(s) for a better fit to a cube
@@ -266,7 +266,8 @@ export class TriPlanarBlock extends NodeMaterialBlock {
266
266
  if (!this.texture) {
267
267
  return;
268
268
  }
269
- effect.setFloat(this._textureInfoName, this.texture.level);
269
+ effect.setFloat4(this._textureInfoName, this.texture.level, this.texture.uAng, this.texture.vAng, this.texture.wAng);
270
+ effect.setFloat4(this._textureInfoName2, this.texture.uOffset, this.texture.vOffset, this.texture.uScale, this.texture.vScale);
270
271
  if (!this._imageSource) {
271
272
  effect.setTexture(this._samplerName, this.texture);
272
273
  }
@@ -319,6 +320,32 @@ export class TriPlanarBlock extends NodeMaterialBlock {
319
320
  `;
320
321
  }
321
322
  const suffix = state.fSuffix;
323
+ state.compilationString += `
324
+ // apply rotation
325
+ {
326
+ float cosAngle = cos(${this._textureInfoName}.y);
327
+ float sinAngle = sin(${this._textureInfoName}.y);
328
+ ${uvx} = mat2${suffix}(cosAngle, -sinAngle, sinAngle, cosAngle) * ${uvx};
329
+ cosAngle = cos(${this._textureInfoName}.z);
330
+ sinAngle = sin(${this._textureInfoName}.z);
331
+ ${uvy} = mat2${suffix}(cosAngle, sinAngle, -sinAngle, cosAngle) * ${uvy};
332
+ cosAngle = cos(${this._textureInfoName}.w);
333
+ sinAngle = sin(${this._textureInfoName}.w);
334
+ ${uvz} = mat2${suffix}(cosAngle, -sinAngle, sinAngle, cosAngle) * ${uvz};
335
+
336
+ // apply scaling
337
+ vec2${suffix} uvScale = vec2${suffix}(${this._textureInfoName2}.z, ${this._textureInfoName2}.w);
338
+ ${uvx} = ${uvx} * uvScale;
339
+ ${uvy} = ${uvy} * uvScale;
340
+ ${uvz} = ${uvz} * uvScale;
341
+
342
+ // apply offset
343
+ vec2${suffix} offset = vec2${suffix}(${this._textureInfoName2}.x, ${this._textureInfoName2}.y);
344
+ ${uvx} = ${uvx} + offset;
345
+ ${uvy} = ${uvy} + offset;
346
+ ${uvz} = ${uvz} + offset;
347
+ }
348
+ `;
322
349
  state.compilationString += `
323
350
  ${state._declareLocalVar(x, NodeMaterialBlockConnectionPointTypes.Vector4)} = ${this._generateTextureSample(samplerName, uvx, state)};
324
351
  ${state._declareLocalVar(y, NodeMaterialBlockConnectionPointTypes.Vector4)} = ${this._generateTextureSample(samplerYName, uvy, state)};
@@ -354,7 +381,7 @@ export class TriPlanarBlock extends NodeMaterialBlock {
354
381
  _writeOutput(state, output, swizzle) {
355
382
  let complement = "";
356
383
  if (!this.disableLevelMultiplication) {
357
- complement = ` * ${state.shaderLanguage === 1 /* ShaderLanguage.WGSL */ ? "uniforms." : ""}${this._textureInfoName}`;
384
+ complement = ` * ${state.shaderLanguage === 1 /* ShaderLanguage.WGSL */ ? "uniforms." : ""}${this._textureInfoName}.x`;
358
385
  }
359
386
  state.compilationString += `${state._declareOutput(output)} = ${this._tempTextureRead}.${swizzle}${complement};\n`;
360
387
  this._generateConversionCode(state, output, swizzle);
@@ -368,7 +395,8 @@ export class TriPlanarBlock extends NodeMaterialBlock {
368
395
  this._imageSource = null;
369
396
  }
370
397
  this._textureInfoName = state._getFreeVariableName("textureInfoName");
371
- this.level.associatedVariableName = (state.shaderLanguage === 1 /* ShaderLanguage.WGSL */ ? "uniforms." : "") + this._textureInfoName;
398
+ this._textureInfoName2 = state._getFreeVariableName("textureInfoName2");
399
+ this.level.associatedVariableName = (state.shaderLanguage === 1 /* ShaderLanguage.WGSL */ ? "uniforms." : "") + this._textureInfoName + ".x";
372
400
  this._tempTextureRead = state._getFreeVariableName("tempTextureRead");
373
401
  this._linearDefineName = state._getFreeDefineName("ISLINEAR");
374
402
  this._gammaDefineName = state._getFreeDefineName("ISGAMMA");
@@ -383,7 +411,8 @@ export class TriPlanarBlock extends NodeMaterialBlock {
383
411
  state.sharedData.bindableBlocks.push(this);
384
412
  const comments = `//${this.name}`;
385
413
  state._emitFunctionFromInclude("helperFunctions", comments);
386
- state._emitUniformFromString(this._textureInfoName, NodeMaterialBlockConnectionPointTypes.Float);
414
+ state._emitUniformFromString(this._textureInfoName, NodeMaterialBlockConnectionPointTypes.Vector4);
415
+ state._emitUniformFromString(this._textureInfoName2, NodeMaterialBlockConnectionPointTypes.Vector4);
387
416
  this._generateTextureLookup(state);
388
417
  for (const output of this._outputs) {
389
418
  if (output.hasEndpoints && output.name !== "level") {
@@ -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 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 { Constants } from \"../../../Engines/constants\";\r\nimport \"../../../Shaders/ShadersInclude/helperFunctions\";\r\nimport { ImageSourceBlock } from \"./Dual/imageSourceBlock\";\r\nimport { NodeMaterialConnectionPointCustomObject } from \"../nodeMaterialConnectionPointCustomObject\";\r\nimport { EngineStore } from \"../../../Engines/engineStore\";\r\nimport { editableInPropertyPage, PropertyTypeForEdition } from \"../../../Decorators/nodeDecorator\";\r\nimport { ShaderLanguage } from \"core/Materials/shaderLanguage\";\r\n\r\n/**\r\n * Block used to read a texture with triplanar mapping (see \"boxmap\" in https://iquilezles.org/articles/biplanar/)\r\n */\r\nexport class TriPlanarBlock extends NodeMaterialBlock {\r\n private _linearDefineName: string;\r\n private _gammaDefineName: string;\r\n protected _tempTextureRead: string;\r\n private _samplerName: string;\r\n private _textureInfoName: string;\r\n private _imageSource: Nullable<ImageSourceBlock>;\r\n\r\n /**\r\n * Project the texture(s) for a better fit to a cube\r\n */\r\n @editableInPropertyPage(\"Project as cube\", PropertyTypeForEdition.Boolean, \"ADVANCED\", { embedded: true, notifiers: { update: true } })\r\n public projectAsCube: boolean = false;\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 /**\r\n * Gets the textureY associated with the node\r\n */\r\n public get textureY(): Nullable<Texture> {\r\n if (this.sourceY.isConnected) {\r\n return (this.sourceY.connectedPoint?.ownerBlock as ImageSourceBlock).texture;\r\n }\r\n return null;\r\n }\r\n\r\n /**\r\n * Gets the textureZ associated with the node\r\n */\r\n public get textureZ(): Nullable<Texture> {\r\n if (this.sourceZ?.isConnected) {\r\n return (this.sourceY.connectedPoint?.ownerBlock as ImageSourceBlock).texture;\r\n }\r\n return null;\r\n }\r\n\r\n protected _getImageSourceBlock(connectionPoint: Nullable<NodeMaterialConnectionPoint>): Nullable<ImageSourceBlock> {\r\n return connectionPoint?.isConnected ? (connectionPoint.connectedPoint!.ownerBlock as ImageSourceBlock) : null;\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 const imageSourceBlock = this._getImageSourceBlock(this.source);\r\n if (imageSourceBlock) {\r\n return imageSourceBlock.samplerName;\r\n }\r\n return this._samplerName;\r\n }\r\n\r\n /**\r\n * Gets the samplerY name associated with this texture\r\n */\r\n public get samplerYName(): Nullable<string> {\r\n return this._getImageSourceBlock(this.sourceY)?.samplerName ?? null;\r\n }\r\n\r\n /**\r\n * Gets the samplerZ name associated with this texture\r\n */\r\n public get samplerZName(): Nullable<string> {\r\n return this._getImageSourceBlock(this.sourceZ)?.samplerName ?? null;\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 TriPlanarBlock\r\n * @param name defines the block name\r\n * @param hideSourceZ defines a boolean indicating that normal Z should not be used (false by default)\r\n */\r\n public constructor(name: string, hideSourceZ = false) {\r\n super(name, NodeMaterialBlockTargets.Neutral);\r\n\r\n this.registerInput(\"position\", NodeMaterialBlockConnectionPointTypes.AutoDetect, false);\r\n this.registerInput(\"normal\", NodeMaterialBlockConnectionPointTypes.AutoDetect, false);\r\n this.registerInput(\"sharpness\", NodeMaterialBlockConnectionPointTypes.Float, true);\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(\r\n \"sourceY\",\r\n NodeMaterialBlockConnectionPointTypes.Object,\r\n true,\r\n NodeMaterialBlockTargets.VertexAndFragment,\r\n new NodeMaterialConnectionPointCustomObject(\"sourceY\", this, NodeMaterialConnectionPointDirection.Input, ImageSourceBlock, \"ImageSourceBlock\")\r\n );\r\n if (!hideSourceZ) {\r\n this.registerInput(\r\n \"sourceZ\",\r\n NodeMaterialBlockConnectionPointTypes.Object,\r\n true,\r\n NodeMaterialBlockTargets.VertexAndFragment,\r\n new NodeMaterialConnectionPointCustomObject(\"sourceZ\", this, NodeMaterialConnectionPointDirection.Input, ImageSourceBlock, \"ImageSourceBlock\")\r\n );\r\n }\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.Color3 | NodeMaterialBlockConnectionPointTypes.Vector3 | NodeMaterialBlockConnectionPointTypes.Vector4\r\n );\r\n this._inputs[1].addExcludedConnectionPointFromAllowedTypes(\r\n NodeMaterialBlockConnectionPointTypes.Color3 | NodeMaterialBlockConnectionPointTypes.Vector3 | NodeMaterialBlockConnectionPointTypes.Vector4\r\n );\r\n }\r\n\r\n /**\r\n * Gets the current class name\r\n * @returns the class name\r\n */\r\n public override getClassName() {\r\n return \"TriPlanarBlock\";\r\n }\r\n\r\n /**\r\n * Gets the position input component\r\n */\r\n public get position(): NodeMaterialConnectionPoint {\r\n return this._inputs[0];\r\n }\r\n\r\n /**\r\n * Gets the normal input component\r\n */\r\n public get normal(): NodeMaterialConnectionPoint {\r\n return this._inputs[1];\r\n }\r\n\r\n /**\r\n * Gets the sharpness input component\r\n */\r\n public get sharpness(): NodeMaterialConnectionPoint {\r\n return this._inputs[2];\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[3];\r\n }\r\n\r\n /**\r\n * Gets the sourceY input component\r\n */\r\n public get sourceY(): NodeMaterialConnectionPoint {\r\n return this._inputs[4];\r\n }\r\n\r\n /**\r\n * Gets the sourceZ input component\r\n */\r\n public get sourceZ(): Nullable<NodeMaterialConnectionPoint> {\r\n return this._inputs[5];\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 public override prepareDefines(defines: NodeMaterialDefines) {\r\n if (!defines._areTexturesDirty) {\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\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 public override bind(effect: Effect) {\r\n if (!this.texture) {\r\n return;\r\n }\r\n\r\n effect.setFloat(this._textureInfoName, this.texture.level);\r\n\r\n if (!this._imageSource) {\r\n effect.setTexture(this._samplerName, this.texture);\r\n }\r\n }\r\n\r\n private _samplerFunc(state: NodeMaterialBuildState) {\r\n if (state.shaderLanguage === ShaderLanguage.WGSL) {\r\n return \"textureSample\";\r\n }\r\n return \"texture2D\";\r\n }\r\n\r\n private _generateTextureSample(textureName: string, uv: string, state: NodeMaterialBuildState) {\r\n if (state.shaderLanguage === ShaderLanguage.WGSL) {\r\n return `${this._samplerFunc(state)}(${textureName},${textureName + Constants.AUTOSAMPLERSUFFIX}, ${uv})`;\r\n }\r\n return `${this._samplerFunc(state)}(${textureName}, ${uv})`;\r\n }\r\n\r\n protected _generateTextureLookup(state: NodeMaterialBuildState): void {\r\n const samplerName = this.samplerName;\r\n const samplerYName = this.samplerYName ?? samplerName;\r\n const samplerZName = this.samplerZName ?? samplerName;\r\n\r\n const sharpness = this.sharpness.isConnected ? this.sharpness.associatedVariableName : \"1.0\";\r\n\r\n const x = state._getFreeVariableName(\"x\");\r\n const y = state._getFreeVariableName(\"y\");\r\n const z = state._getFreeVariableName(\"z\");\r\n const w = state._getFreeVariableName(\"w\");\r\n const n = state._getFreeVariableName(\"n\");\r\n const uvx = state._getFreeVariableName(\"uvx\");\r\n const uvy = state._getFreeVariableName(\"uvy\");\r\n const uvz = state._getFreeVariableName(\"uvz\");\r\n\r\n state.compilationString += `\r\n ${state._declareLocalVar(n, NodeMaterialBlockConnectionPointTypes.Vector3)} = ${this.normal.associatedVariableName}.xyz;\r\n\r\n ${state._declareLocalVar(uvx, NodeMaterialBlockConnectionPointTypes.Vector2)} = ${this.position.associatedVariableName}.yz;\r\n ${state._declareLocalVar(uvy, NodeMaterialBlockConnectionPointTypes.Vector2)} = ${this.position.associatedVariableName}.zx;\r\n ${state._declareLocalVar(uvz, NodeMaterialBlockConnectionPointTypes.Vector2)} = ${this.position.associatedVariableName}.xy;\r\n `;\r\n\r\n if (this.projectAsCube) {\r\n state.compilationString += `\r\n ${uvx}.xy = ${uvx}.yx;\r\n\r\n if (${n}.x >= 0.0) {\r\n ${uvx}.x = -${uvx}.x;\r\n }\r\n if (${n}.y < 0.0) {\r\n ${uvy}.y = -${uvy}.y;\r\n }\r\n if (${n}.z < 0.0) {\r\n ${uvz}.x = -${uvz}.x;\r\n }\r\n `;\r\n }\r\n\r\n const suffix = state.fSuffix;\r\n\r\n state.compilationString += `\r\n ${state._declareLocalVar(x, NodeMaterialBlockConnectionPointTypes.Vector4)} = ${this._generateTextureSample(samplerName, uvx, state)};\r\n ${state._declareLocalVar(y, NodeMaterialBlockConnectionPointTypes.Vector4)} = ${this._generateTextureSample(samplerYName, uvy, state)};\r\n ${state._declareLocalVar(z, NodeMaterialBlockConnectionPointTypes.Vector4)} = ${this._generateTextureSample(samplerZName, uvz, state)};\r\n \r\n // blend weights\r\n ${state._declareLocalVar(w, NodeMaterialBlockConnectionPointTypes.Vector3)} = pow(abs(${n}), vec3${suffix}(${sharpness}));\r\n\r\n // blend and return\r\n ${state._declareLocalVar(this._tempTextureRead, NodeMaterialBlockConnectionPointTypes.Vector4)} = (${x}*${w}.x + ${y}*${w}.y + ${z}*${w}.z) / (${w}.x + ${w}.y + ${w}.z); \r\n `;\r\n }\r\n\r\n private _generateConversionCode(state: NodeMaterialBuildState, output: NodeMaterialConnectionPoint, swizzle: string): void {\r\n let vecSpecifier = \"\";\r\n\r\n if (\r\n state.shaderLanguage === ShaderLanguage.WGSL &&\r\n (output.type === NodeMaterialBlockConnectionPointTypes.Vector3 || output.type === NodeMaterialBlockConnectionPointTypes.Color3)\r\n ) {\r\n vecSpecifier = \"Vec3\";\r\n }\r\n\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 ${output.associatedVariableName} = toGammaSpace${vecSpecifier}(${output.associatedVariableName});\r\n #endif\r\n `;\r\n }\r\n\r\n state.compilationString += `#ifdef ${this._gammaDefineName}\r\n ${output.associatedVariableName} = toLinearSpace${vecSpecifier}(${output.associatedVariableName});\r\n #endif\r\n `;\r\n }\r\n }\r\n\r\n private _writeOutput(state: NodeMaterialBuildState, output: NodeMaterialConnectionPoint, swizzle: string) {\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}${complement};\\n`;\r\n this._generateConversionCode(state, output, swizzle);\r\n }\r\n\r\n protected override _buildBlock(state: NodeMaterialBuildState) {\r\n super._buildBlock(state);\r\n\r\n if (this.source.isConnected) {\r\n this._imageSource = this.source.connectedPoint!.ownerBlock as ImageSourceBlock;\r\n } else {\r\n this._imageSource = null;\r\n }\r\n\r\n this._textureInfoName = state._getFreeVariableName(\"textureInfoName\");\r\n\r\n this.level.associatedVariableName = (state.shaderLanguage === ShaderLanguage.WGSL ? \"uniforms.\" : \"\") + this._textureInfoName;\r\n\r\n this._tempTextureRead = state._getFreeVariableName(\"tempTextureRead\");\r\n this._linearDefineName = state._getFreeDefineName(\"ISLINEAR\");\r\n this._gammaDefineName = state._getFreeDefineName(\"ISGAMMA\");\r\n\r\n if (!this._imageSource) {\r\n this._samplerName = state._getFreeVariableName(this.name + \"Texture\");\r\n\r\n state._emit2DSampler(this._samplerName);\r\n }\r\n\r\n // Declarations\r\n state.sharedData.blockingBlocks.push(this);\r\n state.sharedData.textureBlocks.push(this);\r\n state.sharedData.blocksWithDefines.push(this);\r\n state.sharedData.bindableBlocks.push(this);\r\n\r\n const comments = `//${this.name}`;\r\n state._emitFunctionFromInclude(\"helperFunctions\", comments);\r\n\r\n state._emitUniformFromString(this._textureInfoName, NodeMaterialBlockConnectionPointTypes.Float);\r\n\r\n this._generateTextureLookup(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 = ${this.disableLevelMultiplication};\\n`;\r\n codeString += `${this._codeVariableName}.projectAsCube = ${this.projectAsCube};\\n`;\r\n\r\n if (!this.texture) {\r\n return codeString;\r\n }\r\n\r\n codeString += `${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.disableLevelMultiplication = this.disableLevelMultiplication;\r\n serializationObject.projectAsCube = this.projectAsCube;\r\n if (!this.hasImageSource && this.texture && !this.texture.isRenderTarget && this.texture.getClassName() !== \"VideoTexture\") {\r\n serializationObject.texture = this.texture.serialize();\r\n }\r\n\r\n return serializationObject;\r\n }\r\n\r\n public override _deserialize(serializationObject: any, scene: Scene, rootUrl: string) {\r\n super._deserialize(serializationObject, scene, rootUrl);\r\n\r\n this.convertToGammaSpace = serializationObject.convertToGammaSpace;\r\n this.convertToLinearSpace = !!serializationObject.convertToLinearSpace;\r\n this.disableLevelMultiplication = !!serializationObject.disableLevelMultiplication;\r\n this.projectAsCube = !!serializationObject.projectAsCube;\r\n\r\n if (serializationObject.texture && !NodeMaterial.IgnoreTexturesAtLoadTime && serializationObject.texture.url !== undefined) {\r\n rootUrl = serializationObject.texture.url.indexOf(\"data:\") === 0 ? \"\" : rootUrl;\r\n this.texture = Texture.Parse(serializationObject.texture, scene, rootUrl) as Texture;\r\n }\r\n }\r\n}\r\n\r\nRegisterClass(\"BABYLON.TriPlanarBlock\", TriPlanarBlock);\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 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 { Constants } from \"../../../Engines/constants\";\r\nimport \"../../../Shaders/ShadersInclude/helperFunctions\";\r\nimport { ImageSourceBlock } from \"./Dual/imageSourceBlock\";\r\nimport { NodeMaterialConnectionPointCustomObject } from \"../nodeMaterialConnectionPointCustomObject\";\r\nimport { EngineStore } from \"../../../Engines/engineStore\";\r\nimport { editableInPropertyPage, PropertyTypeForEdition } from \"../../../Decorators/nodeDecorator\";\r\nimport { ShaderLanguage } from \"core/Materials/shaderLanguage\";\r\n\r\n/**\r\n * Block used to read a texture with triplanar mapping (see \"boxmap\" in https://iquilezles.org/articles/biplanar/)\r\n */\r\nexport class TriPlanarBlock extends NodeMaterialBlock {\r\n private _linearDefineName: string;\r\n private _gammaDefineName: string;\r\n protected _tempTextureRead: string;\r\n private _samplerName: string;\r\n private _textureInfoName: string;\r\n private _textureInfoName2: string;\r\n private _imageSource: Nullable<ImageSourceBlock>;\r\n\r\n /**\r\n * Project the texture(s) for a better fit to a cube\r\n */\r\n @editableInPropertyPage(\"Project as cube\", PropertyTypeForEdition.Boolean, \"ADVANCED\", { embedded: true, notifiers: { update: true } })\r\n public projectAsCube: boolean = false;\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 /**\r\n * Gets the textureY associated with the node\r\n */\r\n public get textureY(): Nullable<Texture> {\r\n if (this.sourceY.isConnected) {\r\n return (this.sourceY.connectedPoint?.ownerBlock as ImageSourceBlock).texture;\r\n }\r\n return null;\r\n }\r\n\r\n /**\r\n * Gets the textureZ associated with the node\r\n */\r\n public get textureZ(): Nullable<Texture> {\r\n if (this.sourceZ?.isConnected) {\r\n return (this.sourceY.connectedPoint?.ownerBlock as ImageSourceBlock).texture;\r\n }\r\n return null;\r\n }\r\n\r\n protected _getImageSourceBlock(connectionPoint: Nullable<NodeMaterialConnectionPoint>): Nullable<ImageSourceBlock> {\r\n return connectionPoint?.isConnected ? (connectionPoint.connectedPoint!.ownerBlock as ImageSourceBlock) : null;\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 const imageSourceBlock = this._getImageSourceBlock(this.source);\r\n if (imageSourceBlock) {\r\n return imageSourceBlock.samplerName;\r\n }\r\n return this._samplerName;\r\n }\r\n\r\n /**\r\n * Gets the samplerY name associated with this texture\r\n */\r\n public get samplerYName(): Nullable<string> {\r\n return this._getImageSourceBlock(this.sourceY)?.samplerName ?? null;\r\n }\r\n\r\n /**\r\n * Gets the samplerZ name associated with this texture\r\n */\r\n public get samplerZName(): Nullable<string> {\r\n return this._getImageSourceBlock(this.sourceZ)?.samplerName ?? null;\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 TriPlanarBlock\r\n * @param name defines the block name\r\n * @param hideSourceZ defines a boolean indicating that normal Z should not be used (false by default)\r\n */\r\n public constructor(name: string, hideSourceZ = false) {\r\n super(name, NodeMaterialBlockTargets.Neutral);\r\n\r\n this.registerInput(\"position\", NodeMaterialBlockConnectionPointTypes.AutoDetect, false);\r\n this.registerInput(\"normal\", NodeMaterialBlockConnectionPointTypes.AutoDetect, false);\r\n this.registerInput(\"sharpness\", NodeMaterialBlockConnectionPointTypes.Float, true);\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(\r\n \"sourceY\",\r\n NodeMaterialBlockConnectionPointTypes.Object,\r\n true,\r\n NodeMaterialBlockTargets.VertexAndFragment,\r\n new NodeMaterialConnectionPointCustomObject(\"sourceY\", this, NodeMaterialConnectionPointDirection.Input, ImageSourceBlock, \"ImageSourceBlock\")\r\n );\r\n if (!hideSourceZ) {\r\n this.registerInput(\r\n \"sourceZ\",\r\n NodeMaterialBlockConnectionPointTypes.Object,\r\n true,\r\n NodeMaterialBlockTargets.VertexAndFragment,\r\n new NodeMaterialConnectionPointCustomObject(\"sourceZ\", this, NodeMaterialConnectionPointDirection.Input, ImageSourceBlock, \"ImageSourceBlock\")\r\n );\r\n }\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.Color3 | NodeMaterialBlockConnectionPointTypes.Vector3 | NodeMaterialBlockConnectionPointTypes.Vector4\r\n );\r\n this._inputs[1].addExcludedConnectionPointFromAllowedTypes(\r\n NodeMaterialBlockConnectionPointTypes.Color3 | NodeMaterialBlockConnectionPointTypes.Vector3 | NodeMaterialBlockConnectionPointTypes.Vector4\r\n );\r\n }\r\n\r\n /**\r\n * Gets the current class name\r\n * @returns the class name\r\n */\r\n public override getClassName() {\r\n return \"TriPlanarBlock\";\r\n }\r\n\r\n /**\r\n * Gets the position input component\r\n */\r\n public get position(): NodeMaterialConnectionPoint {\r\n return this._inputs[0];\r\n }\r\n\r\n /**\r\n * Gets the normal input component\r\n */\r\n public get normal(): NodeMaterialConnectionPoint {\r\n return this._inputs[1];\r\n }\r\n\r\n /**\r\n * Gets the sharpness input component\r\n */\r\n public get sharpness(): NodeMaterialConnectionPoint {\r\n return this._inputs[2];\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[3];\r\n }\r\n\r\n /**\r\n * Gets the sourceY input component\r\n */\r\n public get sourceY(): NodeMaterialConnectionPoint {\r\n return this._inputs[4];\r\n }\r\n\r\n /**\r\n * Gets the sourceZ input component\r\n */\r\n public get sourceZ(): Nullable<NodeMaterialConnectionPoint> {\r\n return this._inputs[5];\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 public override prepareDefines(defines: NodeMaterialDefines) {\r\n if (!defines._areTexturesDirty) {\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\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 public override bind(effect: Effect) {\r\n if (!this.texture) {\r\n return;\r\n }\r\n\r\n effect.setFloat4(this._textureInfoName, this.texture.level, this.texture.uAng, this.texture.vAng, this.texture.wAng);\r\n effect.setFloat4(this._textureInfoName2, this.texture.uOffset, this.texture.vOffset, this.texture.uScale, this.texture.vScale);\r\n\r\n if (!this._imageSource) {\r\n effect.setTexture(this._samplerName, this.texture);\r\n }\r\n }\r\n\r\n private _samplerFunc(state: NodeMaterialBuildState) {\r\n if (state.shaderLanguage === ShaderLanguage.WGSL) {\r\n return \"textureSample\";\r\n }\r\n return \"texture2D\";\r\n }\r\n\r\n private _generateTextureSample(textureName: string, uv: string, state: NodeMaterialBuildState) {\r\n if (state.shaderLanguage === ShaderLanguage.WGSL) {\r\n return `${this._samplerFunc(state)}(${textureName},${textureName + Constants.AUTOSAMPLERSUFFIX}, ${uv})`;\r\n }\r\n return `${this._samplerFunc(state)}(${textureName}, ${uv})`;\r\n }\r\n\r\n protected _generateTextureLookup(state: NodeMaterialBuildState): void {\r\n const samplerName = this.samplerName;\r\n const samplerYName = this.samplerYName ?? samplerName;\r\n const samplerZName = this.samplerZName ?? samplerName;\r\n\r\n const sharpness = this.sharpness.isConnected ? this.sharpness.associatedVariableName : \"1.0\";\r\n\r\n const x = state._getFreeVariableName(\"x\");\r\n const y = state._getFreeVariableName(\"y\");\r\n const z = state._getFreeVariableName(\"z\");\r\n const w = state._getFreeVariableName(\"w\");\r\n const n = state._getFreeVariableName(\"n\");\r\n const uvx = state._getFreeVariableName(\"uvx\");\r\n const uvy = state._getFreeVariableName(\"uvy\");\r\n const uvz = state._getFreeVariableName(\"uvz\");\r\n\r\n state.compilationString += `\r\n ${state._declareLocalVar(n, NodeMaterialBlockConnectionPointTypes.Vector3)} = ${this.normal.associatedVariableName}.xyz;\r\n\r\n ${state._declareLocalVar(uvx, NodeMaterialBlockConnectionPointTypes.Vector2)} = ${this.position.associatedVariableName}.yz;\r\n ${state._declareLocalVar(uvy, NodeMaterialBlockConnectionPointTypes.Vector2)} = ${this.position.associatedVariableName}.zx;\r\n ${state._declareLocalVar(uvz, NodeMaterialBlockConnectionPointTypes.Vector2)} = ${this.position.associatedVariableName}.xy;\r\n `;\r\n\r\n if (this.projectAsCube) {\r\n state.compilationString += `\r\n ${uvx}.xy = ${uvx}.yx;\r\n\r\n if (${n}.x >= 0.0) {\r\n ${uvx}.x = -${uvx}.x;\r\n }\r\n if (${n}.y < 0.0) {\r\n ${uvy}.y = -${uvy}.y;\r\n }\r\n if (${n}.z < 0.0) {\r\n ${uvz}.x = -${uvz}.x;\r\n }\r\n `;\r\n }\r\n\r\n const suffix = state.fSuffix;\r\n\r\n state.compilationString += `\r\n // apply rotation\r\n {\r\n float cosAngle = cos(${this._textureInfoName}.y);\r\n float sinAngle = sin(${this._textureInfoName}.y);\r\n ${uvx} = mat2${suffix}(cosAngle, -sinAngle, sinAngle, cosAngle) * ${uvx};\r\n cosAngle = cos(${this._textureInfoName}.z);\r\n sinAngle = sin(${this._textureInfoName}.z);\r\n ${uvy} = mat2${suffix}(cosAngle, sinAngle, -sinAngle, cosAngle) * ${uvy};\r\n cosAngle = cos(${this._textureInfoName}.w);\r\n sinAngle = sin(${this._textureInfoName}.w);\r\n ${uvz} = mat2${suffix}(cosAngle, -sinAngle, sinAngle, cosAngle) * ${uvz};\r\n\r\n // apply scaling\r\n vec2${suffix} uvScale = vec2${suffix}(${this._textureInfoName2}.z, ${this._textureInfoName2}.w);\r\n ${uvx} = ${uvx} * uvScale;\r\n ${uvy} = ${uvy} * uvScale;\r\n ${uvz} = ${uvz} * uvScale;\r\n\r\n // apply offset\r\n vec2${suffix} offset = vec2${suffix}(${this._textureInfoName2}.x, ${this._textureInfoName2}.y);\r\n ${uvx} = ${uvx} + offset;\r\n ${uvy} = ${uvy} + offset;\r\n ${uvz} = ${uvz} + offset;\r\n }\r\n `;\r\n\r\n state.compilationString += `\r\n ${state._declareLocalVar(x, NodeMaterialBlockConnectionPointTypes.Vector4)} = ${this._generateTextureSample(samplerName, uvx, state)};\r\n ${state._declareLocalVar(y, NodeMaterialBlockConnectionPointTypes.Vector4)} = ${this._generateTextureSample(samplerYName, uvy, state)};\r\n ${state._declareLocalVar(z, NodeMaterialBlockConnectionPointTypes.Vector4)} = ${this._generateTextureSample(samplerZName, uvz, state)};\r\n \r\n // blend weights\r\n ${state._declareLocalVar(w, NodeMaterialBlockConnectionPointTypes.Vector3)} = pow(abs(${n}), vec3${suffix}(${sharpness}));\r\n\r\n // blend and return\r\n ${state._declareLocalVar(this._tempTextureRead, NodeMaterialBlockConnectionPointTypes.Vector4)} = (${x}*${w}.x + ${y}*${w}.y + ${z}*${w}.z) / (${w}.x + ${w}.y + ${w}.z); \r\n `;\r\n }\r\n\r\n private _generateConversionCode(state: NodeMaterialBuildState, output: NodeMaterialConnectionPoint, swizzle: string): void {\r\n let vecSpecifier = \"\";\r\n\r\n if (\r\n state.shaderLanguage === ShaderLanguage.WGSL &&\r\n (output.type === NodeMaterialBlockConnectionPointTypes.Vector3 || output.type === NodeMaterialBlockConnectionPointTypes.Color3)\r\n ) {\r\n vecSpecifier = \"Vec3\";\r\n }\r\n\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 ${output.associatedVariableName} = toGammaSpace${vecSpecifier}(${output.associatedVariableName});\r\n #endif\r\n `;\r\n }\r\n\r\n state.compilationString += `#ifdef ${this._gammaDefineName}\r\n ${output.associatedVariableName} = toLinearSpace${vecSpecifier}(${output.associatedVariableName});\r\n #endif\r\n `;\r\n }\r\n }\r\n\r\n private _writeOutput(state: NodeMaterialBuildState, output: NodeMaterialConnectionPoint, swizzle: string) {\r\n let complement = \"\";\r\n\r\n if (!this.disableLevelMultiplication) {\r\n complement = ` * ${state.shaderLanguage === ShaderLanguage.WGSL ? \"uniforms.\" : \"\"}${this._textureInfoName}.x`;\r\n }\r\n\r\n state.compilationString += `${state._declareOutput(output)} = ${this._tempTextureRead}.${swizzle}${complement};\\n`;\r\n this._generateConversionCode(state, output, swizzle);\r\n }\r\n\r\n protected override _buildBlock(state: NodeMaterialBuildState) {\r\n super._buildBlock(state);\r\n\r\n if (this.source.isConnected) {\r\n this._imageSource = this.source.connectedPoint!.ownerBlock as ImageSourceBlock;\r\n } else {\r\n this._imageSource = null;\r\n }\r\n\r\n this._textureInfoName = state._getFreeVariableName(\"textureInfoName\");\r\n this._textureInfoName2 = state._getFreeVariableName(\"textureInfoName2\");\r\n\r\n this.level.associatedVariableName = (state.shaderLanguage === ShaderLanguage.WGSL ? \"uniforms.\" : \"\") + this._textureInfoName + \".x\";\r\n\r\n this._tempTextureRead = state._getFreeVariableName(\"tempTextureRead\");\r\n this._linearDefineName = state._getFreeDefineName(\"ISLINEAR\");\r\n this._gammaDefineName = state._getFreeDefineName(\"ISGAMMA\");\r\n\r\n if (!this._imageSource) {\r\n this._samplerName = state._getFreeVariableName(this.name + \"Texture\");\r\n\r\n state._emit2DSampler(this._samplerName);\r\n }\r\n\r\n // Declarations\r\n state.sharedData.blockingBlocks.push(this);\r\n state.sharedData.textureBlocks.push(this);\r\n state.sharedData.blocksWithDefines.push(this);\r\n state.sharedData.bindableBlocks.push(this);\r\n\r\n const comments = `//${this.name}`;\r\n state._emitFunctionFromInclude(\"helperFunctions\", comments);\r\n\r\n state._emitUniformFromString(this._textureInfoName, NodeMaterialBlockConnectionPointTypes.Vector4);\r\n state._emitUniformFromString(this._textureInfoName2, NodeMaterialBlockConnectionPointTypes.Vector4);\r\n\r\n this._generateTextureLookup(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 = ${this.disableLevelMultiplication};\\n`;\r\n codeString += `${this._codeVariableName}.projectAsCube = ${this.projectAsCube};\\n`;\r\n\r\n if (!this.texture) {\r\n return codeString;\r\n }\r\n\r\n codeString += `${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.disableLevelMultiplication = this.disableLevelMultiplication;\r\n serializationObject.projectAsCube = this.projectAsCube;\r\n if (!this.hasImageSource && this.texture && !this.texture.isRenderTarget && this.texture.getClassName() !== \"VideoTexture\") {\r\n serializationObject.texture = this.texture.serialize();\r\n }\r\n\r\n return serializationObject;\r\n }\r\n\r\n public override _deserialize(serializationObject: any, scene: Scene, rootUrl: string) {\r\n super._deserialize(serializationObject, scene, rootUrl);\r\n\r\n this.convertToGammaSpace = serializationObject.convertToGammaSpace;\r\n this.convertToLinearSpace = !!serializationObject.convertToLinearSpace;\r\n this.disableLevelMultiplication = !!serializationObject.disableLevelMultiplication;\r\n this.projectAsCube = !!serializationObject.projectAsCube;\r\n\r\n if (serializationObject.texture && !NodeMaterial.IgnoreTexturesAtLoadTime && serializationObject.texture.url !== undefined) {\r\n rootUrl = serializationObject.texture.url.indexOf(\"data:\") === 0 ? \"\" : rootUrl;\r\n this.texture = Texture.Parse(serializationObject.texture, scene, rootUrl) as Texture;\r\n }\r\n }\r\n}\r\n\r\nRegisterClass(\"BABYLON.TriPlanarBlock\", TriPlanarBlock);\r\n"]}
@@ -8,6 +8,9 @@ import { Vector3 } from "../../Maths/math.vector.js";
8
8
  import "../thinInstanceMesh.js";
9
9
  import type { Material } from "../../Materials/material.js";
10
10
  import type { Camera } from "../../Cameras/camera.js";
11
+ interface IUpdateOptions {
12
+ flipY?: boolean;
13
+ }
11
14
  /**
12
15
  * Representation of the types
13
16
  */
@@ -206,13 +209,13 @@ export declare class GaussianSplattingMesh extends Mesh {
206
209
  private static _SplatBatchSize;
207
210
  private static _PlyConversionBatchSize;
208
211
  private _shDegree;
209
- private _viewDirectionFactor;
210
212
  private static readonly _BatchSize;
211
213
  private _cameraViewInfos;
212
214
  /**
213
215
  * View direction factor used to compute the SH view direction in the shader.
216
+ * @deprecated Not used anymore for SH rendering
214
217
  */
215
- get viewDirectionFactor(): Vector3;
218
+ get viewDirectionFactor(): import("../../types.js").DeepImmutableObject<Vector3>;
216
219
  /**
217
220
  * SH degree. 0 = no sh (default). 1 = 3 parameters. 2 = 8 parameters. 3 = 15 parameters.
218
221
  */
@@ -364,12 +367,13 @@ export declare class GaussianSplattingMesh extends Mesh {
364
367
  */
365
368
  loadDataAsync(data: ArrayBuffer): Promise<void>;
366
369
  /**
367
- * Loads a .splat Gaussian or .ply Splatting file asynchronously
370
+ * Loads a Gaussian or Splatting file asynchronously
368
371
  * @param url path to the splat file to load
372
+ * @param scene optional scene it belongs to
369
373
  * @returns a promise that resolves when the operation is complete
370
374
  * @deprecated Please use SceneLoader.ImportMeshAsync instead
371
375
  */
372
- loadFileAsync(url: string): Promise<void>;
376
+ loadFileAsync(url: string, scene?: Scene): Promise<void>;
373
377
  /**
374
378
  * Releases resources associated with this mesh.
375
379
  * @param doNotRecurse Set to true to not recurse into each children (recurse into each children by default)
@@ -399,8 +403,9 @@ export declare class GaussianSplattingMesh extends Mesh {
399
403
  * Update data from GS (position, orientation, color, scaling)
400
404
  * @param data array that contain all the datas
401
405
  * @param sh optional array of uint8 array for SH data
406
+ * @param options optional informations on how to treat data
402
407
  */
403
- updateData(data: ArrayBuffer, sh?: Uint8Array[]): void;
408
+ updateData(data: ArrayBuffer, sh?: Uint8Array[], options?: IUpdateOptions): void;
404
409
  /**
405
410
  * Refreshes the bounding info, taking into account all the thin instances defined
406
411
  * @returns the current Gaussian Splatting
@@ -6,12 +6,12 @@ import { Logger } from "../../Misc/logger.js";
6
6
  import { GaussianSplattingMaterial } from "../../Materials/GaussianSplatting/gaussianSplattingMaterial.js";
7
7
  import { RawTexture } from "../../Materials/Textures/rawTexture.js";
8
8
 
9
- import { Tools } from "../../Misc/tools.js";
10
9
  import "../thinInstanceMesh.js";
11
10
  import { ToHalfFloat } from "../../Misc/textureTools.js";
12
11
  import { Scalar } from "../../Maths/math.scalar.js";
13
12
  import { runCoroutineSync, runCoroutineAsync, createYieldingScheduler } from "../../Misc/coroutine.js";
14
13
  import { EngineStore } from "../../Engines/engineStore.js";
14
+ import { ImportMeshAsync } from "../../Loading/sceneLoader.js";
15
15
  // @internal
16
16
  const UnpackUnorm = (value, bits) => {
17
17
  const t = (1 << bits) - 1;
@@ -163,9 +163,10 @@ var PLYValue;
163
163
  export class GaussianSplattingMesh extends Mesh {
164
164
  /**
165
165
  * View direction factor used to compute the SH view direction in the shader.
166
+ * @deprecated Not used anymore for SH rendering
166
167
  */
167
168
  get viewDirectionFactor() {
168
- return this._viewDirectionFactor;
169
+ return Vector3.OneReadOnly;
169
170
  }
170
171
  /**
171
172
  * SH degree. 0 = no sh (default). 1 = 3 parameters. 2 = 8 parameters. 3 = 15 parameters.
@@ -235,7 +236,7 @@ export class GaussianSplattingMesh extends Mesh {
235
236
  */
236
237
  set material(value) {
237
238
  this._material = value;
238
- this._material.backFaceCulling = true;
239
+ this._material.backFaceCulling = false;
239
240
  this._material.cullBackFaces = false;
240
241
  value.resetDrawCache();
241
242
  }
@@ -296,7 +297,6 @@ export class GaussianSplattingMesh extends Mesh {
296
297
  this._tmpCovariances = [0, 0, 0, 0, 0, 0];
297
298
  this._sortIsDirty = false;
298
299
  this._shDegree = 0;
299
- this._viewDirectionFactor = new Vector3(1, 1, -1);
300
300
  this._cameraViewInfos = new Map();
301
301
  this.subMeshes = [];
302
302
  new SubMesh(0, 0, 4 * GaussianSplattingMesh._BatchSize, 0, 6 * GaussianSplattingMesh._BatchSize, this);
@@ -1104,15 +1104,14 @@ export class GaussianSplattingMesh extends Mesh {
1104
1104
  return await this.updateDataAsync(data);
1105
1105
  }
1106
1106
  /**
1107
- * Loads a .splat Gaussian or .ply Splatting file asynchronously
1107
+ * Loads a Gaussian or Splatting file asynchronously
1108
1108
  * @param url path to the splat file to load
1109
+ * @param scene optional scene it belongs to
1109
1110
  * @returns a promise that resolves when the operation is complete
1110
1111
  * @deprecated Please use SceneLoader.ImportMeshAsync instead
1111
1112
  */
1112
- async loadFileAsync(url) {
1113
- const plyBuffer = await Tools.LoadFileAsync(url, true);
1114
- const splatsData = await GaussianSplattingMesh.ConvertPLYWithSHToSplatAsync(plyBuffer);
1115
- await this.updateDataAsync(splatsData.buffer, splatsData.sh);
1113
+ async loadFileAsync(url, scene) {
1114
+ await ImportMeshAsync(url, (scene || EngineStore.LastCreatedScene), { pluginOptions: { splat: { gaussianSplattingMesh: this } } });
1116
1115
  }
1117
1116
  /**
1118
1117
  * Releases resources associated with this mesh.
@@ -1187,13 +1186,13 @@ export class GaussianSplattingMesh extends Mesh {
1187
1186
  covB[index * covBSItemSize + 1] = ToHalfFloat(0);
1188
1187
  colorArray[index * 4 + 3] = 0;
1189
1188
  }
1190
- _makeSplat(index, fBuffer, uBuffer, covA, covB, colorArray, minimum, maximum) {
1189
+ _makeSplat(index, fBuffer, uBuffer, covA, covB, colorArray, minimum, maximum, options) {
1191
1190
  const matrixRotation = TmpVectors.Matrix[0];
1192
1191
  const matrixScale = TmpVectors.Matrix[1];
1193
1192
  const quaternion = TmpVectors.Quaternion[0];
1194
1193
  const covBSItemSize = this._useRGBACovariants ? 4 : 2;
1195
1194
  const x = fBuffer[8 * index + 0];
1196
- const y = -fBuffer[8 * index + 1];
1195
+ const y = fBuffer[8 * index + 1] * (options.flipY ? -1 : 1);
1197
1196
  const z = fBuffer[8 * index + 2];
1198
1197
  this._splatPositions[4 * index + 0] = x;
1199
1198
  this._splatPositions[4 * index + 1] = y;
@@ -1271,7 +1270,7 @@ export class GaussianSplattingMesh extends Mesh {
1271
1270
  this._instanciateWorker();
1272
1271
  }
1273
1272
  }
1274
- *_updateData(data, isAsync, sh) {
1273
+ *_updateData(data, isAsync, sh, options = { flipY: false }) {
1275
1274
  // if a covariance texture is present, then it's not a creation but an update
1276
1275
  if (!this._covariancesATexture) {
1277
1276
  this._readyToDisplay = false;
@@ -1311,7 +1310,7 @@ export class GaussianSplattingMesh extends Mesh {
1311
1310
  const updateLine = partIndex * lineCountUpdate;
1312
1311
  const splatIndexBase = updateLine * textureSize.x;
1313
1312
  for (let i = 0; i < textureLengthPerUpdate; i++) {
1314
- this._makeSplat(splatIndexBase + i, fBuffer, uBuffer, covA, covB, colorArray, minimum, maximum);
1313
+ this._makeSplat(splatIndexBase + i, fBuffer, uBuffer, covA, covB, colorArray, minimum, maximum, options);
1315
1314
  }
1316
1315
  this._updateSubTextures(this._splatPositions, covA, covB, colorArray, updateLine, Math.min(lineCountUpdate, textureSize.y - updateLine));
1317
1316
  // Update the binfo
@@ -1329,7 +1328,7 @@ export class GaussianSplattingMesh extends Mesh {
1329
1328
  else {
1330
1329
  const paddedVertexCount = (vertexCount + 15) & ~0xf;
1331
1330
  for (let i = 0; i < vertexCount; i++) {
1332
- this._makeSplat(i, fBuffer, uBuffer, covA, covB, colorArray, minimum, maximum);
1331
+ this._makeSplat(i, fBuffer, uBuffer, covA, covB, colorArray, minimum, maximum, options);
1333
1332
  if (isAsync && i % GaussianSplattingMesh._SplatBatchSize === 0) {
1334
1333
  yield;
1335
1334
  }
@@ -1343,6 +1342,7 @@ export class GaussianSplattingMesh extends Mesh {
1343
1342
  // Update the binfo
1344
1343
  this.getBoundingInfo().reConstruct(minimum, maximum, this.getWorldMatrix());
1345
1344
  this.setEnabled(true);
1345
+ this._sortIsDirty = true;
1346
1346
  }
1347
1347
  this._postToWorker(true);
1348
1348
  }
@@ -1360,9 +1360,10 @@ export class GaussianSplattingMesh extends Mesh {
1360
1360
  * Update data from GS (position, orientation, color, scaling)
1361
1361
  * @param data array that contain all the datas
1362
1362
  * @param sh optional array of uint8 array for SH data
1363
+ * @param options optional informations on how to treat data
1363
1364
  */
1364
- updateData(data, sh) {
1365
- runCoroutineSync(this._updateData(data, false, sh));
1365
+ updateData(data, sh, options = { flipY: true }) {
1366
+ runCoroutineSync(this._updateData(data, false, sh, options));
1366
1367
  }
1367
1368
  /**
1368
1369
  * Refreshes the bounding info, taking into account all the thin instances defined