@babylonjs/core 8.51.0 → 8.51.2

This diff represents the content of publicly available package versions that have been released to one of the supported registries. The information contained in this diff is provided for informational purposes only and reflects changes between package versions as they appear in their respective public registries.
Files changed (281) hide show
  1. package/Animations/animation.d.ts +6 -2
  2. package/Animations/animation.js +28 -4
  3. package/Animations/animation.js.map +1 -1
  4. package/Animations/animationGroup.d.ts +2 -1
  5. package/Animations/animationGroup.js +3 -2
  6. package/Animations/animationGroup.js.map +1 -1
  7. package/Animations/animatorAvatar.d.ts +161 -0
  8. package/Animations/animatorAvatar.js +573 -0
  9. package/Animations/animatorAvatar.js.map +1 -0
  10. package/Animations/index.d.ts +1 -0
  11. package/Animations/index.js +1 -0
  12. package/Animations/index.js.map +1 -1
  13. package/Bones/index.d.ts +1 -0
  14. package/Bones/index.js +1 -0
  15. package/Bones/index.js.map +1 -1
  16. package/Bones/skeleton.d.ts +13 -0
  17. package/Bones/skeleton.functions.d.ts +26 -0
  18. package/Bones/skeleton.functions.js +91 -0
  19. package/Bones/skeleton.functions.js.map +1 -0
  20. package/Bones/skeleton.js +26 -0
  21. package/Bones/skeleton.js.map +1 -1
  22. package/Collisions/gpuPicker.d.ts +11 -0
  23. package/Collisions/gpuPicker.js +148 -19
  24. package/Collisions/gpuPicker.js.map +1 -1
  25. package/Debug/skeletonViewer.d.ts +4 -8
  26. package/Debug/skeletonViewer.js +13 -22
  27. package/Debug/skeletonViewer.js.map +1 -1
  28. package/Engines/abstractEngine.js +2 -2
  29. package/Engines/abstractEngine.js.map +1 -1
  30. package/Materials/Background/backgroundMaterial.js +37 -2
  31. package/Materials/Background/backgroundMaterial.js.map +1 -1
  32. package/Materials/GaussianSplatting/gaussianSplattingGpuPickingMaterialPlugin.d.ts +109 -0
  33. package/Materials/GaussianSplatting/gaussianSplattingGpuPickingMaterialPlugin.js +210 -0
  34. package/Materials/GaussianSplatting/gaussianSplattingGpuPickingMaterialPlugin.js.map +1 -0
  35. package/Materials/GaussianSplatting/gaussianSplattingMaterial.js +17 -3
  36. package/Materials/GaussianSplatting/gaussianSplattingMaterial.js.map +1 -1
  37. package/Materials/GaussianSplatting/gaussianSplattingSolidColorMaterialPlugin.d.ts +1 -1
  38. package/Materials/GaussianSplatting/gaussianSplattingSolidColorMaterialPlugin.js +4 -3
  39. package/Materials/GaussianSplatting/gaussianSplattingSolidColorMaterialPlugin.js.map +1 -1
  40. package/Materials/GreasedLine/greasedLinePluginMaterial.js +0 -6
  41. package/Materials/GreasedLine/greasedLinePluginMaterial.js.map +1 -1
  42. package/Materials/GreasedLine/greasedLinePluginMaterialShadersGLSL.js +0 -1
  43. package/Materials/GreasedLine/greasedLinePluginMaterialShadersGLSL.js.map +1 -1
  44. package/Materials/GreasedLine/greasedLinePluginMaterialShadersWGSL.js +0 -1
  45. package/Materials/GreasedLine/greasedLinePluginMaterialShadersWGSL.js.map +1 -1
  46. package/Materials/Node/Blocks/Dual/clipPlanesBlock.d.ts +14 -0
  47. package/Materials/Node/Blocks/Dual/clipPlanesBlock.js +14 -0
  48. package/Materials/Node/Blocks/Dual/clipPlanesBlock.js.map +1 -1
  49. package/Materials/Node/Blocks/Dual/currentScreenBlock.d.ts +20 -1
  50. package/Materials/Node/Blocks/Dual/currentScreenBlock.js +20 -1
  51. package/Materials/Node/Blocks/Dual/currentScreenBlock.js.map +1 -1
  52. package/Materials/Node/Blocks/Dual/depthSourceBlock.d.ts +13 -0
  53. package/Materials/Node/Blocks/Dual/depthSourceBlock.js +13 -0
  54. package/Materials/Node/Blocks/Dual/depthSourceBlock.js.map +1 -1
  55. package/Materials/Node/Blocks/Dual/fogBlock.d.ts +21 -0
  56. package/Materials/Node/Blocks/Dual/fogBlock.js +21 -0
  57. package/Materials/Node/Blocks/Dual/fogBlock.js.map +1 -1
  58. package/Materials/Node/Blocks/Dual/imageSourceBlock.d.ts +21 -0
  59. package/Materials/Node/Blocks/Dual/imageSourceBlock.js +21 -0
  60. package/Materials/Node/Blocks/Dual/imageSourceBlock.js.map +1 -1
  61. package/Materials/Node/Blocks/Dual/lightBlock.d.ts +38 -0
  62. package/Materials/Node/Blocks/Dual/lightBlock.js +38 -0
  63. package/Materials/Node/Blocks/Dual/lightBlock.js.map +1 -1
  64. package/Materials/Node/Blocks/Dual/reflectionTextureBaseBlock.d.ts +29 -0
  65. package/Materials/Node/Blocks/Dual/reflectionTextureBaseBlock.js +29 -0
  66. package/Materials/Node/Blocks/Dual/reflectionTextureBaseBlock.js.map +1 -1
  67. package/Materials/Node/Blocks/Dual/reflectionTextureBlock.d.ts +5 -0
  68. package/Materials/Node/Blocks/Dual/reflectionTextureBlock.js +5 -0
  69. package/Materials/Node/Blocks/Dual/reflectionTextureBlock.js.map +1 -1
  70. package/Materials/Node/Blocks/Dual/sceneDepthBlock.d.ts +16 -0
  71. package/Materials/Node/Blocks/Dual/sceneDepthBlock.js +16 -0
  72. package/Materials/Node/Blocks/Dual/sceneDepthBlock.js.map +1 -1
  73. package/Materials/Node/Blocks/Dual/smartFilterTextureBlock.d.ts +16 -0
  74. package/Materials/Node/Blocks/Dual/smartFilterTextureBlock.js +16 -0
  75. package/Materials/Node/Blocks/Dual/smartFilterTextureBlock.js.map +1 -1
  76. package/Materials/Node/Blocks/Dual/textureBlock.d.ts +34 -0
  77. package/Materials/Node/Blocks/Dual/textureBlock.js +34 -0
  78. package/Materials/Node/Blocks/Dual/textureBlock.js.map +1 -1
  79. package/Materials/Node/Blocks/Fragment/TBNBlock.d.ts +17 -0
  80. package/Materials/Node/Blocks/Fragment/TBNBlock.js +17 -2
  81. package/Materials/Node/Blocks/Fragment/TBNBlock.js.map +1 -1
  82. package/Materials/Node/Blocks/Fragment/ambientOcclusionBlock.d.ts +7 -0
  83. package/Materials/Node/Blocks/Fragment/ambientOcclusionBlock.js +7 -0
  84. package/Materials/Node/Blocks/Fragment/ambientOcclusionBlock.js.map +1 -1
  85. package/Materials/Node/Blocks/Fragment/fragmentOutputBlock.d.ts +21 -0
  86. package/Materials/Node/Blocks/Fragment/fragmentOutputBlock.js +21 -0
  87. package/Materials/Node/Blocks/Fragment/fragmentOutputBlock.js.map +1 -1
  88. package/Materials/Node/Blocks/Fragment/heightToNormalBlock.d.ts +10 -0
  89. package/Materials/Node/Blocks/Fragment/heightToNormalBlock.js +10 -0
  90. package/Materials/Node/Blocks/Fragment/heightToNormalBlock.js.map +1 -1
  91. package/Materials/Node/Blocks/Fragment/imageProcessingBlock.d.ts +28 -0
  92. package/Materials/Node/Blocks/Fragment/imageProcessingBlock.js +28 -0
  93. package/Materials/Node/Blocks/Fragment/imageProcessingBlock.js.map +1 -1
  94. package/Materials/Node/Blocks/Fragment/perturbNormalBlock.d.ts +30 -0
  95. package/Materials/Node/Blocks/Fragment/perturbNormalBlock.js +30 -1
  96. package/Materials/Node/Blocks/Fragment/perturbNormalBlock.js.map +1 -1
  97. package/Materials/Node/Blocks/Fragment/screenSizeBlock.d.ts +4 -0
  98. package/Materials/Node/Blocks/Fragment/screenSizeBlock.js +4 -0
  99. package/Materials/Node/Blocks/Fragment/screenSizeBlock.js.map +1 -1
  100. package/Materials/Node/Blocks/Fragment/screenSpaceBlock.d.ts +5 -0
  101. package/Materials/Node/Blocks/Fragment/screenSpaceBlock.js +5 -0
  102. package/Materials/Node/Blocks/Fragment/screenSpaceBlock.js.map +1 -1
  103. package/Materials/Node/Blocks/Fragment/twirlBlock.d.ts +3 -0
  104. package/Materials/Node/Blocks/Fragment/twirlBlock.js +3 -0
  105. package/Materials/Node/Blocks/Fragment/twirlBlock.js.map +1 -1
  106. package/Materials/Node/Blocks/GaussianSplatting/splatReaderBlock.d.ts +6 -0
  107. package/Materials/Node/Blocks/GaussianSplatting/splatReaderBlock.js +6 -0
  108. package/Materials/Node/Blocks/GaussianSplatting/splatReaderBlock.js.map +1 -1
  109. package/Materials/Node/Blocks/Input/inputBlock.d.ts +16 -0
  110. package/Materials/Node/Blocks/Input/inputBlock.js +16 -1
  111. package/Materials/Node/Blocks/Input/inputBlock.js.map +1 -1
  112. package/Materials/Node/Blocks/Input/prePassTextureBlock.d.ts +5 -0
  113. package/Materials/Node/Blocks/Input/prePassTextureBlock.js +5 -0
  114. package/Materials/Node/Blocks/Input/prePassTextureBlock.js.map +1 -1
  115. package/Materials/Node/Blocks/PBR/anisotropyBlock.d.ts +10 -0
  116. package/Materials/Node/Blocks/PBR/anisotropyBlock.js +10 -1
  117. package/Materials/Node/Blocks/PBR/anisotropyBlock.js.map +1 -1
  118. package/Materials/Node/Blocks/PBR/clearCoatBlock.d.ts +23 -0
  119. package/Materials/Node/Blocks/PBR/clearCoatBlock.js +23 -1
  120. package/Materials/Node/Blocks/PBR/clearCoatBlock.js.map +1 -1
  121. package/Materials/Node/Blocks/PBR/iridescenceBlock.d.ts +17 -0
  122. package/Materials/Node/Blocks/PBR/iridescenceBlock.js +17 -0
  123. package/Materials/Node/Blocks/PBR/iridescenceBlock.js.map +1 -1
  124. package/Materials/Node/Blocks/PBR/pbrMetallicRoughnessBlock.d.ts +41 -0
  125. package/Materials/Node/Blocks/PBR/pbrMetallicRoughnessBlock.js +41 -0
  126. package/Materials/Node/Blocks/PBR/pbrMetallicRoughnessBlock.js.map +1 -1
  127. package/Materials/Node/Blocks/PBR/reflectionBlock.d.ts +21 -0
  128. package/Materials/Node/Blocks/PBR/reflectionBlock.js +21 -0
  129. package/Materials/Node/Blocks/PBR/reflectionBlock.js.map +1 -1
  130. package/Materials/Node/Blocks/PBR/refractionBlock.d.ts +29 -0
  131. package/Materials/Node/Blocks/PBR/refractionBlock.js +29 -0
  132. package/Materials/Node/Blocks/PBR/refractionBlock.js.map +1 -1
  133. package/Materials/Node/Blocks/PBR/sheenBlock.d.ts +14 -0
  134. package/Materials/Node/Blocks/PBR/sheenBlock.js +14 -0
  135. package/Materials/Node/Blocks/PBR/sheenBlock.js.map +1 -1
  136. package/Materials/Node/Blocks/PBR/subSurfaceBlock.d.ts +7 -0
  137. package/Materials/Node/Blocks/PBR/subSurfaceBlock.js +7 -0
  138. package/Materials/Node/Blocks/PBR/subSurfaceBlock.js.map +1 -1
  139. package/Materials/Node/Blocks/Particle/particleTextureBlock.d.ts +23 -0
  140. package/Materials/Node/Blocks/Particle/particleTextureBlock.js +23 -0
  141. package/Materials/Node/Blocks/Particle/particleTextureBlock.js.map +1 -1
  142. package/Materials/Node/Blocks/Teleport/teleportInBlock.d.ts +6 -0
  143. package/Materials/Node/Blocks/Teleport/teleportInBlock.js +6 -0
  144. package/Materials/Node/Blocks/Teleport/teleportInBlock.js.map +1 -1
  145. package/Materials/Node/Blocks/Teleport/teleportOutBlock.d.ts +17 -0
  146. package/Materials/Node/Blocks/Teleport/teleportOutBlock.js +17 -0
  147. package/Materials/Node/Blocks/Teleport/teleportOutBlock.js.map +1 -1
  148. package/Materials/Node/Blocks/Vertex/bonesBlock.d.ts +22 -0
  149. package/Materials/Node/Blocks/Vertex/bonesBlock.js +22 -0
  150. package/Materials/Node/Blocks/Vertex/bonesBlock.js.map +1 -1
  151. package/Materials/Node/Blocks/Vertex/instancesBlock.d.ts +13 -0
  152. package/Materials/Node/Blocks/Vertex/instancesBlock.js +13 -0
  153. package/Materials/Node/Blocks/Vertex/instancesBlock.js.map +1 -1
  154. package/Materials/Node/Blocks/Vertex/lightInformationBlock.d.ts +20 -0
  155. package/Materials/Node/Blocks/Vertex/lightInformationBlock.js +20 -0
  156. package/Materials/Node/Blocks/Vertex/lightInformationBlock.js.map +1 -1
  157. package/Materials/Node/Blocks/Vertex/morphTargetsBlock.d.ts +27 -0
  158. package/Materials/Node/Blocks/Vertex/morphTargetsBlock.js +27 -0
  159. package/Materials/Node/Blocks/Vertex/morphTargetsBlock.js.map +1 -1
  160. package/Materials/Node/Blocks/clampBlock.d.ts +10 -0
  161. package/Materials/Node/Blocks/clampBlock.js +10 -0
  162. package/Materials/Node/Blocks/clampBlock.js.map +1 -1
  163. package/Materials/Node/Blocks/cloudBlock.d.ts +10 -0
  164. package/Materials/Node/Blocks/cloudBlock.js +10 -0
  165. package/Materials/Node/Blocks/cloudBlock.js.map +1 -1
  166. package/Materials/Node/Blocks/colorMergerBlock.d.ts +10 -0
  167. package/Materials/Node/Blocks/colorMergerBlock.js +10 -0
  168. package/Materials/Node/Blocks/colorMergerBlock.js.map +1 -1
  169. package/Materials/Node/Blocks/conditionalBlock.d.ts +14 -0
  170. package/Materials/Node/Blocks/conditionalBlock.js +14 -0
  171. package/Materials/Node/Blocks/conditionalBlock.js.map +1 -1
  172. package/Materials/Node/Blocks/curveBlock.d.ts +10 -0
  173. package/Materials/Node/Blocks/curveBlock.js +10 -0
  174. package/Materials/Node/Blocks/curveBlock.js.map +1 -1
  175. package/Materials/Node/Blocks/customBlock.d.ts +10 -0
  176. package/Materials/Node/Blocks/customBlock.js +10 -0
  177. package/Materials/Node/Blocks/customBlock.js.map +1 -1
  178. package/Materials/Node/Blocks/debugBlock.d.ts +10 -0
  179. package/Materials/Node/Blocks/debugBlock.js +10 -0
  180. package/Materials/Node/Blocks/debugBlock.js.map +1 -1
  181. package/Materials/Node/Blocks/fresnelBlock.d.ts +4 -0
  182. package/Materials/Node/Blocks/fresnelBlock.js +4 -0
  183. package/Materials/Node/Blocks/fresnelBlock.js.map +1 -1
  184. package/Materials/Node/Blocks/gradientBlock.d.ts +10 -0
  185. package/Materials/Node/Blocks/gradientBlock.js +10 -0
  186. package/Materials/Node/Blocks/gradientBlock.js.map +1 -1
  187. package/Materials/Node/Blocks/loopBlock.d.ts +10 -0
  188. package/Materials/Node/Blocks/loopBlock.js +10 -0
  189. package/Materials/Node/Blocks/loopBlock.js.map +1 -1
  190. package/Materials/Node/Blocks/matrixBuilderBlock.d.ts +1 -0
  191. package/Materials/Node/Blocks/matrixBuilderBlock.js +1 -0
  192. package/Materials/Node/Blocks/matrixBuilderBlock.js.map +1 -1
  193. package/Materials/Node/Blocks/meshAttributeExistsBlock.d.ts +10 -0
  194. package/Materials/Node/Blocks/meshAttributeExistsBlock.js +10 -0
  195. package/Materials/Node/Blocks/meshAttributeExistsBlock.js.map +1 -1
  196. package/Materials/Node/Blocks/pannerBlock.d.ts +5 -0
  197. package/Materials/Node/Blocks/pannerBlock.js +5 -0
  198. package/Materials/Node/Blocks/pannerBlock.js.map +1 -1
  199. package/Materials/Node/Blocks/remapBlock.d.ts +10 -0
  200. package/Materials/Node/Blocks/remapBlock.js +10 -0
  201. package/Materials/Node/Blocks/remapBlock.js.map +1 -1
  202. package/Materials/Node/Blocks/rotate2dBlock.d.ts +1 -0
  203. package/Materials/Node/Blocks/rotate2dBlock.js +1 -0
  204. package/Materials/Node/Blocks/rotate2dBlock.js.map +1 -1
  205. package/Materials/Node/Blocks/transformBlock.d.ts +10 -0
  206. package/Materials/Node/Blocks/transformBlock.js +10 -0
  207. package/Materials/Node/Blocks/transformBlock.js.map +1 -1
  208. package/Materials/Node/Blocks/triPlanarBlock.d.ts +22 -0
  209. package/Materials/Node/Blocks/triPlanarBlock.js +22 -0
  210. package/Materials/Node/Blocks/triPlanarBlock.js.map +1 -1
  211. package/Materials/Node/Blocks/trigonometryBlock.d.ts +10 -0
  212. package/Materials/Node/Blocks/trigonometryBlock.js +10 -0
  213. package/Materials/Node/Blocks/trigonometryBlock.js.map +1 -1
  214. package/Materials/Node/Blocks/vectorMergerBlock.d.ts +10 -0
  215. package/Materials/Node/Blocks/vectorMergerBlock.js +10 -0
  216. package/Materials/Node/Blocks/vectorMergerBlock.js.map +1 -1
  217. package/Materials/Node/Blocks/viewDirectionBlock.d.ts +5 -0
  218. package/Materials/Node/Blocks/viewDirectionBlock.js +5 -0
  219. package/Materials/Node/Blocks/viewDirectionBlock.js.map +1 -1
  220. package/Materials/Node/Blocks/waveBlock.d.ts +10 -0
  221. package/Materials/Node/Blocks/waveBlock.js +10 -0
  222. package/Materials/Node/Blocks/waveBlock.js.map +1 -1
  223. package/Materials/Node/Blocks/worleyNoise3DBlock.d.ts +1 -0
  224. package/Materials/Node/Blocks/worleyNoise3DBlock.js +1 -0
  225. package/Materials/Node/Blocks/worleyNoise3DBlock.js.map +1 -1
  226. package/Materials/Node/nodeMaterial.d.ts +13 -0
  227. package/Materials/Node/nodeMaterial.js +14 -2
  228. package/Materials/Node/nodeMaterial.js.map +1 -1
  229. package/Materials/Node/nodeMaterialBlock.d.ts +0 -3
  230. package/Materials/Node/nodeMaterialBlock.js +1 -6
  231. package/Materials/Node/nodeMaterialBlock.js.map +1 -1
  232. package/Materials/Node/nodeMaterialBlockConnectionPoint.js +1 -2
  233. package/Materials/Node/nodeMaterialBlockConnectionPoint.js.map +1 -1
  234. package/Materials/index.d.ts +1 -0
  235. package/Materials/index.js +1 -0
  236. package/Materials/index.js.map +1 -1
  237. package/Meshes/GaussianSplatting/gaussianSplattingMesh.js +13 -0
  238. package/Meshes/GaussianSplatting/gaussianSplattingMesh.js.map +1 -1
  239. package/Morph/morphTarget.d.ts +9 -5
  240. package/Morph/morphTarget.js +15 -7
  241. package/Morph/morphTarget.js.map +1 -1
  242. package/Morph/morphTargetManager.d.ts +3 -1
  243. package/Morph/morphTargetManager.js +5 -2
  244. package/Morph/morphTargetManager.js.map +1 -1
  245. package/Particles/Node/Blocks/Emitters/boxShapeBlock.js +1 -1
  246. package/Particles/Node/Blocks/Emitters/boxShapeBlock.js.map +1 -1
  247. package/Particles/Node/Blocks/Emitters/coneShapeBlock.js +1 -1
  248. package/Particles/Node/Blocks/Emitters/coneShapeBlock.js.map +1 -1
  249. package/Particles/Node/Blocks/Emitters/customShapeBlock.js +1 -1
  250. package/Particles/Node/Blocks/Emitters/customShapeBlock.js.map +1 -1
  251. package/Particles/Node/Blocks/Emitters/cylinderShapeBlock.js +1 -1
  252. package/Particles/Node/Blocks/Emitters/cylinderShapeBlock.js.map +1 -1
  253. package/Particles/Node/Blocks/Emitters/emitters.functions.js +3 -3
  254. package/Particles/Node/Blocks/Emitters/emitters.functions.js.map +1 -1
  255. package/Particles/Node/Blocks/Emitters/meshShapeBlock.js +1 -1
  256. package/Particles/Node/Blocks/Emitters/meshShapeBlock.js.map +1 -1
  257. package/Particles/Node/Blocks/Emitters/pointShapeBlock.js +1 -1
  258. package/Particles/Node/Blocks/Emitters/pointShapeBlock.js.map +1 -1
  259. package/Particles/Node/Blocks/Emitters/sphereShapeBlock.js +1 -1
  260. package/Particles/Node/Blocks/Emitters/sphereShapeBlock.js.map +1 -1
  261. package/Particles/Node/Blocks/Update/basicPositionUpdateBlock.js +2 -2
  262. package/Particles/Node/Blocks/Update/basicPositionUpdateBlock.js.map +1 -1
  263. package/Particles/Node/Blocks/Update/updateNoiseBlock.js +7 -7
  264. package/Particles/Node/Blocks/Update/updateNoiseBlock.js.map +1 -1
  265. package/Particles/Node/Blocks/particleLocalVariableBlock.js +2 -2
  266. package/Particles/Node/Blocks/particleLocalVariableBlock.js.map +1 -1
  267. package/Particles/Node/nodeParticleBuildState.js +7 -7
  268. package/Particles/Node/nodeParticleBuildState.js.map +1 -1
  269. package/Particles/particle.d.ts +73 -61
  270. package/Particles/particle.js +106 -91
  271. package/Particles/particle.js.map +1 -1
  272. package/Particles/particleSystem.js +5 -5
  273. package/Particles/particleSystem.js.map +1 -1
  274. package/Particles/thinParticleSystem.function.js +83 -83
  275. package/Particles/thinParticleSystem.function.js.map +1 -1
  276. package/Particles/thinParticleSystem.js +8 -8
  277. package/Particles/thinParticleSystem.js.map +1 -1
  278. package/Physics/v2/Plugins/havokPlugin.d.ts +14 -1
  279. package/Physics/v2/Plugins/havokPlugin.js +154 -10
  280. package/Physics/v2/Plugins/havokPlugin.js.map +1 -1
  281. package/package.json +1 -1
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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 type { NodeMaterialDefines } from \"../../nodeMaterial\";\r\nimport type { BaseTexture } from \"../../../Textures/baseTexture\";\r\nimport type { Nullable } from \"../../../../types\";\r\nimport { RegisterClass } from \"../../../../Misc/typeStore\";\r\nimport { Texture } from \"../../../Textures/texture\";\r\nimport type { Scene } from \"../../../../scene\";\r\nimport type { InputBlock } from \"../Input/inputBlock\";\r\nimport { ShaderLanguage } from \"core/Materials/shaderLanguage\";\r\nimport { Constants } from \"core/Engines/constants\";\r\n\r\n/**\r\n * Base block used as input for post process\r\n */\r\nexport class CurrentScreenBlock extends NodeMaterialBlock {\r\n protected _samplerName = \"textureSampler\";\r\n protected _linearDefineName: string;\r\n protected _gammaDefineName: string;\r\n protected _mainUVName: string;\r\n protected _tempTextureRead: string;\r\n protected _texture: Nullable<BaseTexture>;\r\n\r\n /**\r\n * The name of the sampler to read the screen texture from.\r\n */\r\n public get samplerName(): string {\r\n return this._samplerName;\r\n }\r\n\r\n /**\r\n * Gets or sets the texture associated with the node\r\n */\r\n public get texture(): Nullable<BaseTexture> {\r\n return this._texture;\r\n }\r\n public set texture(value: Nullable<BaseTexture>) {\r\n this._texture = value;\r\n }\r\n\r\n /**\r\n * Gets or sets a boolean indicating if content needs to be converted to gamma space\r\n */\r\n public convertToGammaSpace = false;\r\n\r\n /**\r\n * Gets or sets a boolean indicating if content needs to be converted to linear space\r\n */\r\n public convertToLinearSpace = false;\r\n\r\n /**\r\n * Create a new CurrentScreenBlock\r\n * @param name defines the block name\r\n */\r\n public constructor(name: string) {\r\n super(name, NodeMaterialBlockTargets.VertexAndFragment);\r\n\r\n this._isUnique = false;\r\n\r\n this.registerInput(\"uv\", NodeMaterialBlockConnectionPointTypes.AutoDetect, false, NodeMaterialBlockTargets.VertexAndFragment);\r\n\r\n this.registerOutput(\"rgba\", NodeMaterialBlockConnectionPointTypes.Color4, NodeMaterialBlockTargets.Neutral);\r\n this.registerOutput(\"rgb\", NodeMaterialBlockConnectionPointTypes.Color3, NodeMaterialBlockTargets.Neutral);\r\n this.registerOutput(\"r\", NodeMaterialBlockConnectionPointTypes.Float, NodeMaterialBlockTargets.Neutral);\r\n this.registerOutput(\"g\", NodeMaterialBlockConnectionPointTypes.Float, NodeMaterialBlockTargets.Neutral);\r\n this.registerOutput(\"b\", NodeMaterialBlockConnectionPointTypes.Float, NodeMaterialBlockTargets.Neutral);\r\n this.registerOutput(\"a\", NodeMaterialBlockConnectionPointTypes.Float, NodeMaterialBlockTargets.Neutral);\r\n\r\n this._inputs[0].addExcludedConnectionPointFromAllowedTypes(\r\n NodeMaterialBlockConnectionPointTypes.Vector2 | NodeMaterialBlockConnectionPointTypes.Vector3 | NodeMaterialBlockConnectionPointTypes.Vector4\r\n );\r\n\r\n this._inputs[0]._prioritizeVertex = false;\r\n }\r\n\r\n /**\r\n * Gets the current class name\r\n * @returns the class name\r\n */\r\n public override getClassName() {\r\n return \"CurrentScreenBlock\";\r\n }\r\n\r\n /**\r\n * Gets the uv input component\r\n */\r\n public get uv(): NodeMaterialConnectionPoint {\r\n return this._inputs[0];\r\n }\r\n\r\n /**\r\n * Gets the rgba output component\r\n */\r\n public get rgba(): NodeMaterialConnectionPoint {\r\n return this._outputs[0];\r\n }\r\n\r\n /**\r\n * Gets the rgb output component\r\n */\r\n public get rgb(): NodeMaterialConnectionPoint {\r\n return this._outputs[1];\r\n }\r\n\r\n /**\r\n * Gets the r output component\r\n */\r\n public get r(): NodeMaterialConnectionPoint {\r\n return this._outputs[2];\r\n }\r\n\r\n /**\r\n * Gets the g output component\r\n */\r\n public get g(): NodeMaterialConnectionPoint {\r\n return this._outputs[3];\r\n }\r\n\r\n /**\r\n * Gets the b output component\r\n */\r\n public get b(): NodeMaterialConnectionPoint {\r\n return this._outputs[4];\r\n }\r\n\r\n /**\r\n * Gets the a output component\r\n */\r\n public get a(): NodeMaterialConnectionPoint {\r\n return this._outputs[5];\r\n }\r\n\r\n /**\r\n * Initialize the block and prepare the context for build\r\n * @param state defines the state that will be used for the build\r\n */\r\n public override initialize(state: NodeMaterialBuildState) {\r\n state._excludeVariableName(this.samplerName);\r\n }\r\n\r\n public override get target() {\r\n if (!this.uv.isConnected) {\r\n return NodeMaterialBlockTargets.VertexAndFragment;\r\n }\r\n\r\n if (this.uv.sourceBlock!.isInput) {\r\n return NodeMaterialBlockTargets.VertexAndFragment;\r\n }\r\n\r\n return NodeMaterialBlockTargets.Fragment;\r\n }\r\n\r\n public override prepareDefines(defines: NodeMaterialDefines) {\r\n defines.setValue(this._linearDefineName, this.convertToGammaSpace, true);\r\n defines.setValue(this._gammaDefineName, this.convertToLinearSpace, true);\r\n }\r\n\r\n public override isReady() {\r\n if (this.texture && !this.texture.isReadyOrNotBlocking()) {\r\n return false;\r\n }\r\n\r\n return true;\r\n }\r\n\r\n protected _getMainUvName(state: NodeMaterialBuildState): string {\r\n return \"vMain\" + this.uv.associatedVariableName;\r\n }\r\n\r\n protected _injectVertexCode(state: NodeMaterialBuildState) {\r\n const uvInput = this.uv;\r\n\r\n if (uvInput.connectedPoint!.ownerBlock.isInput) {\r\n const uvInputOwnerBlock = uvInput.connectedPoint!.ownerBlock as InputBlock;\r\n\r\n if (!uvInputOwnerBlock.isAttribute) {\r\n state._emitUniformFromString(uvInput.associatedVariableName, NodeMaterialBlockConnectionPointTypes.Vector2);\r\n }\r\n }\r\n\r\n state.compilationString += `${this._mainUVName} = ${uvInput.associatedVariableName}.xy;\\n`;\r\n\r\n if (!this._outputs.some((o) => o.isConnectedInVertexShader)) {\r\n return;\r\n }\r\n\r\n this._writeTextureRead(state, true);\r\n\r\n for (const output of this._outputs) {\r\n if (output.hasEndpoints) {\r\n this._writeOutput(state, output, output.name, true);\r\n }\r\n }\r\n }\r\n\r\n protected _writeTextureRead(state: NodeMaterialBuildState, vertexMode = false) {\r\n const uvInput = this.uv;\r\n\r\n if (vertexMode) {\r\n if (state.target === NodeMaterialBlockTargets.Fragment) {\r\n return;\r\n }\r\n const textureReadFunc =\r\n state.shaderLanguage === ShaderLanguage.GLSL\r\n ? `texture2D(${this.samplerName},`\r\n : `textureSampleLevel(${this.samplerName}, ${this.samplerName + Constants.AUTOSAMPLERSUFFIX},`;\r\n\r\n const complement = state.shaderLanguage === ShaderLanguage.GLSL ? \"\" : \", 0\";\r\n\r\n state.compilationString += `${state._declareLocalVar(this._tempTextureRead, NodeMaterialBlockConnectionPointTypes.Vector4)} = ${textureReadFunc} ${uvInput.associatedVariableName}${complement});\\n`;\r\n return;\r\n }\r\n\r\n const textureReadFunc =\r\n state.shaderLanguage === ShaderLanguage.GLSL\r\n ? `texture2D(${this.samplerName},`\r\n : `textureSample(${this.samplerName}, ${this.samplerName + Constants.AUTOSAMPLERSUFFIX},`;\r\n\r\n if (this.uv.ownerBlock.target === NodeMaterialBlockTargets.Fragment) {\r\n state.compilationString += `${state._declareLocalVar(this._tempTextureRead, NodeMaterialBlockConnectionPointTypes.Vector4)} = ${textureReadFunc} ${uvInput.associatedVariableName});\\n`;\r\n return;\r\n }\r\n\r\n state.compilationString += `${state._declareLocalVar(this._tempTextureRead, NodeMaterialBlockConnectionPointTypes.Vector4)} = ${textureReadFunc} ${this._mainUVName});\\n`;\r\n }\r\n\r\n protected _writeOutput(state: NodeMaterialBuildState, output: NodeMaterialConnectionPoint, swizzle: string, vertexMode = false) {\r\n if (vertexMode) {\r\n if (state.target === NodeMaterialBlockTargets.Fragment) {\r\n return;\r\n }\r\n\r\n state.compilationString += `${state._declareOutput(output)} = ${this._tempTextureRead}.${swizzle};\\n`;\r\n\r\n return;\r\n }\r\n\r\n if (this.uv.ownerBlock.target === NodeMaterialBlockTargets.Fragment) {\r\n state.compilationString += `${state._declareOutput(output)} = ${this._tempTextureRead}.${swizzle};\\n`;\r\n return;\r\n }\r\n\r\n state.compilationString += `${state._declareOutput(output)} = ${this._tempTextureRead}.${swizzle};\\n`;\r\n\r\n state.compilationString += `#ifdef ${this._linearDefineName}\\n`;\r\n state.compilationString += `${output.associatedVariableName} = toGammaSpace(${output.associatedVariableName});\\n`;\r\n state.compilationString += `#endif\\n`;\r\n\r\n state.compilationString += `#ifdef ${this._gammaDefineName}\\n`;\r\n state.compilationString += `${output.associatedVariableName} = toLinearSpace(${output.associatedVariableName});\\n`;\r\n state.compilationString += `#endif\\n`;\r\n }\r\n\r\n protected _emitUvAndSampler(state: NodeMaterialBuildState) {\r\n state._emitVaryingFromString(this._mainUVName, NodeMaterialBlockConnectionPointTypes.Vector2);\r\n state._emit2DSampler(this.samplerName);\r\n }\r\n\r\n protected override _buildBlock(state: NodeMaterialBuildState) {\r\n super._buildBlock(state);\r\n\r\n this._tempTextureRead = state._getFreeVariableName(\"tempTextureRead\");\r\n\r\n if (state.sharedData.blockingBlocks.indexOf(this) < 0) {\r\n state.sharedData.blockingBlocks.push(this);\r\n }\r\n if (state.sharedData.textureBlocks.indexOf(this) < 0) {\r\n state.sharedData.textureBlocks.push(this);\r\n }\r\n if (state.sharedData.blocksWithDefines.indexOf(this) < 0) {\r\n state.sharedData.blocksWithDefines.push(this);\r\n }\r\n this._mainUVName = this._getMainUvName(state);\r\n\r\n this._emitUvAndSampler(state);\r\n\r\n if (state.target !== NodeMaterialBlockTargets.Fragment) {\r\n // Vertex\r\n this._injectVertexCode(state);\r\n return;\r\n }\r\n\r\n // Fragment\r\n if (!this._outputs.some((o) => o.isConnectedInFragmentShader)) {\r\n return;\r\n }\r\n\r\n this._linearDefineName = state._getFreeDefineName(\"ISLINEAR\");\r\n this._gammaDefineName = state._getFreeDefineName(\"ISGAMMA\");\r\n\r\n const comments = `//${this.name}`;\r\n state._emitFunctionFromInclude(\"helperFunctions\", comments);\r\n\r\n this._writeTextureRead(state);\r\n\r\n for (const output of this._outputs) {\r\n if (output.hasEndpoints) {\r\n this._writeOutput(state, output, output.name);\r\n }\r\n }\r\n\r\n return this;\r\n }\r\n\r\n public override serialize(): any {\r\n const serializationObject = super.serialize();\r\n\r\n serializationObject.convertToGammaSpace = this.convertToGammaSpace;\r\n serializationObject.convertToLinearSpace = this.convertToLinearSpace;\r\n if (this.texture && !this.texture.isRenderTarget) {\r\n serializationObject.texture = this.texture.serialize();\r\n }\r\n\r\n return serializationObject;\r\n }\r\n\r\n public override _deserialize(serializationObject: any, scene: Scene, rootUrl: string) {\r\n super._deserialize(serializationObject, scene, rootUrl);\r\n\r\n this.convertToGammaSpace = serializationObject.convertToGammaSpace;\r\n this.convertToLinearSpace = !!serializationObject.convertToLinearSpace;\r\n\r\n if (serializationObject.texture) {\r\n rootUrl = serializationObject.texture.url.indexOf(\"data:\") === 0 ? \"\" : rootUrl;\r\n this.texture = Texture.Parse(serializationObject.texture, scene, rootUrl) as Texture;\r\n }\r\n }\r\n}\r\n\r\nRegisterClass(\"BABYLON.CurrentScreenBlock\", CurrentScreenBlock);\r\n"]}
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 type { NodeMaterialDefines } from \"../../nodeMaterial\";\r\nimport type { BaseTexture } from \"../../../Textures/baseTexture\";\r\nimport type { Nullable } from \"../../../../types\";\r\nimport { RegisterClass } from \"../../../../Misc/typeStore\";\r\nimport { Texture } from \"../../../Textures/texture\";\r\nimport type { Scene } from \"../../../../scene\";\r\nimport type { InputBlock } from \"../Input/inputBlock\";\r\nimport { ShaderLanguage } from \"core/Materials/shaderLanguage\";\r\nimport { Constants } from \"core/Engines/constants\";\r\n\r\n/**\r\n * Base block used as input for post process\r\n */\r\nexport class CurrentScreenBlock extends NodeMaterialBlock {\r\n protected _samplerName = \"textureSampler\";\r\n protected _linearDefineName: string;\r\n protected _gammaDefineName: string;\r\n protected _mainUVName: string;\r\n protected _tempTextureRead: string;\r\n protected _texture: Nullable<BaseTexture>;\r\n\r\n /**\r\n * The name of the sampler to read the screen texture from.\r\n */\r\n public get samplerName(): string {\r\n return this._samplerName;\r\n }\r\n\r\n /**\r\n * Gets or sets the texture associated with the node\r\n */\r\n public get texture(): Nullable<BaseTexture> {\r\n return this._texture;\r\n }\r\n public set texture(value: Nullable<BaseTexture>) {\r\n this._texture = value;\r\n }\r\n\r\n /**\r\n * Gets or sets a boolean indicating if content needs to be converted to gamma space\r\n */\r\n public convertToGammaSpace = false;\r\n\r\n /**\r\n * Gets or sets a boolean indicating if content needs to be converted to linear space\r\n */\r\n public convertToLinearSpace = false;\r\n\r\n /**\r\n * Create a new CurrentScreenBlock\r\n * @param name defines the block name\r\n */\r\n public constructor(name: string) {\r\n super(name, NodeMaterialBlockTargets.VertexAndFragment);\r\n\r\n this._isUnique = false;\r\n\r\n this.registerInput(\"uv\", NodeMaterialBlockConnectionPointTypes.AutoDetect, false, NodeMaterialBlockTargets.VertexAndFragment);\r\n\r\n this.registerOutput(\"rgba\", NodeMaterialBlockConnectionPointTypes.Color4, NodeMaterialBlockTargets.Neutral);\r\n this.registerOutput(\"rgb\", NodeMaterialBlockConnectionPointTypes.Color3, NodeMaterialBlockTargets.Neutral);\r\n this.registerOutput(\"r\", NodeMaterialBlockConnectionPointTypes.Float, NodeMaterialBlockTargets.Neutral);\r\n this.registerOutput(\"g\", NodeMaterialBlockConnectionPointTypes.Float, NodeMaterialBlockTargets.Neutral);\r\n this.registerOutput(\"b\", NodeMaterialBlockConnectionPointTypes.Float, NodeMaterialBlockTargets.Neutral);\r\n this.registerOutput(\"a\", NodeMaterialBlockConnectionPointTypes.Float, NodeMaterialBlockTargets.Neutral);\r\n\r\n this._inputs[0].addExcludedConnectionPointFromAllowedTypes(\r\n NodeMaterialBlockConnectionPointTypes.Vector2 | NodeMaterialBlockConnectionPointTypes.Vector3 | NodeMaterialBlockConnectionPointTypes.Vector4\r\n );\r\n\r\n this._inputs[0]._prioritizeVertex = false;\r\n }\r\n\r\n /**\r\n * Gets the current class name\r\n * @returns the class name\r\n */\r\n public override getClassName() {\r\n return \"CurrentScreenBlock\";\r\n }\r\n\r\n /**\r\n * Gets the uv input component\r\n */\r\n public get uv(): NodeMaterialConnectionPoint {\r\n return this._inputs[0];\r\n }\r\n\r\n /**\r\n * Gets the rgba output component\r\n */\r\n public get rgba(): NodeMaterialConnectionPoint {\r\n return this._outputs[0];\r\n }\r\n\r\n /**\r\n * Gets the rgb output component\r\n */\r\n public get rgb(): NodeMaterialConnectionPoint {\r\n return this._outputs[1];\r\n }\r\n\r\n /**\r\n * Gets the r output component\r\n */\r\n public get r(): NodeMaterialConnectionPoint {\r\n return this._outputs[2];\r\n }\r\n\r\n /**\r\n * Gets the g output component\r\n */\r\n public get g(): NodeMaterialConnectionPoint {\r\n return this._outputs[3];\r\n }\r\n\r\n /**\r\n * Gets the b output component\r\n */\r\n public get b(): NodeMaterialConnectionPoint {\r\n return this._outputs[4];\r\n }\r\n\r\n /**\r\n * Gets the a output component\r\n */\r\n public get a(): NodeMaterialConnectionPoint {\r\n return this._outputs[5];\r\n }\r\n\r\n /**\r\n * Initialize the block and prepare the context for build\r\n * @param state defines the state that will be used for the build\r\n */\r\n public override initialize(state: NodeMaterialBuildState) {\r\n state._excludeVariableName(this.samplerName);\r\n }\r\n\r\n /** {@inheritDoc} */\r\n public override get target() {\r\n if (!this.uv.isConnected) {\r\n return NodeMaterialBlockTargets.VertexAndFragment;\r\n }\r\n\r\n if (this.uv.sourceBlock!.isInput) {\r\n return NodeMaterialBlockTargets.VertexAndFragment;\r\n }\r\n\r\n return NodeMaterialBlockTargets.Fragment;\r\n }\r\n\r\n /**\r\n * Prepare the list of defines\r\n * @param defines - the material defines\r\n */\r\n public override prepareDefines(defines: NodeMaterialDefines) {\r\n defines.setValue(this._linearDefineName, this.convertToGammaSpace, true);\r\n defines.setValue(this._gammaDefineName, this.convertToLinearSpace, true);\r\n }\r\n\r\n /**\r\n * Checks if the block is ready\r\n * @returns true if ready\r\n */\r\n public override isReady() {\r\n if (this.texture && !this.texture.isReadyOrNotBlocking()) {\r\n return false;\r\n }\r\n\r\n return true;\r\n }\r\n\r\n protected _getMainUvName(_state: NodeMaterialBuildState): string {\r\n return \"vMain\" + this.uv.associatedVariableName;\r\n }\r\n\r\n protected _injectVertexCode(state: NodeMaterialBuildState) {\r\n const uvInput = this.uv;\r\n\r\n if (uvInput.connectedPoint!.ownerBlock.isInput) {\r\n const uvInputOwnerBlock = uvInput.connectedPoint!.ownerBlock as InputBlock;\r\n\r\n if (!uvInputOwnerBlock.isAttribute) {\r\n state._emitUniformFromString(uvInput.associatedVariableName, NodeMaterialBlockConnectionPointTypes.Vector2);\r\n }\r\n }\r\n\r\n state.compilationString += `${this._mainUVName} = ${uvInput.associatedVariableName}.xy;\\n`;\r\n\r\n if (!this._outputs.some((o) => o.isConnectedInVertexShader)) {\r\n return;\r\n }\r\n\r\n this._writeTextureRead(state, true);\r\n\r\n for (const output of this._outputs) {\r\n if (output.hasEndpoints) {\r\n this._writeOutput(state, output, output.name, true);\r\n }\r\n }\r\n }\r\n\r\n protected _writeTextureRead(state: NodeMaterialBuildState, vertexMode = false) {\r\n const uvInput = this.uv;\r\n\r\n if (vertexMode) {\r\n if (state.target === NodeMaterialBlockTargets.Fragment) {\r\n return;\r\n }\r\n const textureReadFunc =\r\n state.shaderLanguage === ShaderLanguage.GLSL\r\n ? `texture2D(${this.samplerName},`\r\n : `textureSampleLevel(${this.samplerName}, ${this.samplerName + Constants.AUTOSAMPLERSUFFIX},`;\r\n\r\n const complement = state.shaderLanguage === ShaderLanguage.GLSL ? \"\" : \", 0\";\r\n\r\n state.compilationString += `${state._declareLocalVar(this._tempTextureRead, NodeMaterialBlockConnectionPointTypes.Vector4)} = ${textureReadFunc} ${uvInput.associatedVariableName}${complement});\\n`;\r\n return;\r\n }\r\n\r\n const textureReadFunc =\r\n state.shaderLanguage === ShaderLanguage.GLSL\r\n ? `texture2D(${this.samplerName},`\r\n : `textureSample(${this.samplerName}, ${this.samplerName + Constants.AUTOSAMPLERSUFFIX},`;\r\n\r\n if (this.uv.ownerBlock.target === NodeMaterialBlockTargets.Fragment) {\r\n state.compilationString += `${state._declareLocalVar(this._tempTextureRead, NodeMaterialBlockConnectionPointTypes.Vector4)} = ${textureReadFunc} ${uvInput.associatedVariableName});\\n`;\r\n return;\r\n }\r\n\r\n state.compilationString += `${state._declareLocalVar(this._tempTextureRead, NodeMaterialBlockConnectionPointTypes.Vector4)} = ${textureReadFunc} ${this._mainUVName});\\n`;\r\n }\r\n\r\n protected _writeOutput(state: NodeMaterialBuildState, output: NodeMaterialConnectionPoint, swizzle: string, vertexMode = false) {\r\n if (vertexMode) {\r\n if (state.target === NodeMaterialBlockTargets.Fragment) {\r\n return;\r\n }\r\n\r\n state.compilationString += `${state._declareOutput(output)} = ${this._tempTextureRead}.${swizzle};\\n`;\r\n\r\n return;\r\n }\r\n\r\n if (this.uv.ownerBlock.target === NodeMaterialBlockTargets.Fragment) {\r\n state.compilationString += `${state._declareOutput(output)} = ${this._tempTextureRead}.${swizzle};\\n`;\r\n return;\r\n }\r\n\r\n state.compilationString += `${state._declareOutput(output)} = ${this._tempTextureRead}.${swizzle};\\n`;\r\n\r\n state.compilationString += `#ifdef ${this._linearDefineName}\\n`;\r\n state.compilationString += `${output.associatedVariableName} = toGammaSpace(${output.associatedVariableName});\\n`;\r\n state.compilationString += `#endif\\n`;\r\n\r\n state.compilationString += `#ifdef ${this._gammaDefineName}\\n`;\r\n state.compilationString += `${output.associatedVariableName} = toLinearSpace(${output.associatedVariableName});\\n`;\r\n state.compilationString += `#endif\\n`;\r\n }\r\n\r\n protected _emitUvAndSampler(state: NodeMaterialBuildState) {\r\n state._emitVaryingFromString(this._mainUVName, NodeMaterialBlockConnectionPointTypes.Vector2);\r\n state._emit2DSampler(this.samplerName);\r\n }\r\n\r\n protected override _buildBlock(state: NodeMaterialBuildState) {\r\n super._buildBlock(state);\r\n\r\n this._tempTextureRead = state._getFreeVariableName(\"tempTextureRead\");\r\n\r\n if (state.sharedData.blockingBlocks.indexOf(this) < 0) {\r\n state.sharedData.blockingBlocks.push(this);\r\n }\r\n if (state.sharedData.textureBlocks.indexOf(this) < 0) {\r\n state.sharedData.textureBlocks.push(this);\r\n }\r\n if (state.sharedData.blocksWithDefines.indexOf(this) < 0) {\r\n state.sharedData.blocksWithDefines.push(this);\r\n }\r\n this._mainUVName = this._getMainUvName(state);\r\n\r\n this._emitUvAndSampler(state);\r\n\r\n if (state.target !== NodeMaterialBlockTargets.Fragment) {\r\n // Vertex\r\n this._injectVertexCode(state);\r\n return;\r\n }\r\n\r\n // Fragment\r\n if (!this._outputs.some((o) => o.isConnectedInFragmentShader)) {\r\n return;\r\n }\r\n\r\n this._linearDefineName = state._getFreeDefineName(\"ISLINEAR\");\r\n this._gammaDefineName = state._getFreeDefineName(\"ISGAMMA\");\r\n\r\n const comments = `//${this.name}`;\r\n state._emitFunctionFromInclude(\"helperFunctions\", comments);\r\n\r\n this._writeTextureRead(state);\r\n\r\n for (const output of this._outputs) {\r\n if (output.hasEndpoints) {\r\n this._writeOutput(state, output, output.name);\r\n }\r\n }\r\n\r\n return this;\r\n }\r\n\r\n /**\r\n * Serializes the block\r\n * @returns the serialized object\r\n */\r\n public override serialize(): any {\r\n const serializationObject = super.serialize();\r\n\r\n serializationObject.convertToGammaSpace = this.convertToGammaSpace;\r\n serializationObject.convertToLinearSpace = this.convertToLinearSpace;\r\n if (this.texture && !this.texture.isRenderTarget) {\r\n serializationObject.texture = this.texture.serialize();\r\n }\r\n\r\n return serializationObject;\r\n }\r\n\r\n /**\r\n * Deserializes the block\r\n * @param serializationObject - the serialization object\r\n * @param scene - the scene\r\n * @param rootUrl - the root url\r\n */\r\n public override _deserialize(serializationObject: any, scene: Scene, rootUrl: string) {\r\n super._deserialize(serializationObject, scene, rootUrl);\r\n\r\n this.convertToGammaSpace = serializationObject.convertToGammaSpace;\r\n this.convertToLinearSpace = !!serializationObject.convertToLinearSpace;\r\n\r\n if (serializationObject.texture) {\r\n rootUrl = serializationObject.texture.url.indexOf(\"data:\") === 0 ? \"\" : rootUrl;\r\n this.texture = Texture.Parse(serializationObject.texture, scene, rootUrl) as Texture;\r\n }\r\n }\r\n}\r\n\r\nRegisterClass(\"BABYLON.CurrentScreenBlock\", CurrentScreenBlock);\r\n"]}
@@ -17,7 +17,16 @@ export declare class DepthSourceBlock extends ImageSourceBlock {
17
17
  */
18
18
  get texture(): Nullable<Texture>;
19
19
  set texture(texture: Nullable<Texture>);
20
+ /**
21
+ * Bind data to effect
22
+ * @param effect - the effect to bind to
23
+ * @param nodeMaterial - the node material
24
+ */
20
25
  bind(effect: Effect, nodeMaterial: NodeMaterial): void;
26
+ /**
27
+ * Checks if the block is ready
28
+ * @returns true if ready
29
+ */
21
30
  isReady(): boolean;
22
31
  /**
23
32
  * Gets the current class name
@@ -25,5 +34,9 @@ export declare class DepthSourceBlock extends ImageSourceBlock {
25
34
  */
26
35
  getClassName(): string;
27
36
  protected _dumpPropertiesCode(): string;
37
+ /**
38
+ * Serializes the block
39
+ * @returns the serialized object
40
+ */
28
41
  serialize(): any;
29
42
  }
@@ -20,12 +20,21 @@ export class DepthSourceBlock extends ImageSourceBlock {
20
20
  set texture(texture) {
21
21
  // Do nothing, we always use the depth texture from the scene
22
22
  }
23
+ /**
24
+ * Bind data to effect
25
+ * @param effect - the effect to bind to
26
+ * @param nodeMaterial - the node material
27
+ */
23
28
  bind(effect, nodeMaterial) {
24
29
  const scene = nodeMaterial.getScene();
25
30
  const renderer = scene.enableDepthRenderer();
26
31
  this._texture = renderer.getDepthMap();
27
32
  super.bind(effect, nodeMaterial);
28
33
  }
34
+ /**
35
+ * Checks if the block is ready
36
+ * @returns true if ready
37
+ */
29
38
  isReady() {
30
39
  return true;
31
40
  }
@@ -39,6 +48,10 @@ export class DepthSourceBlock extends ImageSourceBlock {
39
48
  _dumpPropertiesCode() {
40
49
  return super._dumpPropertiesCode(true);
41
50
  }
51
+ /**
52
+ * Serializes the block
53
+ * @returns the serialized object
54
+ */
42
55
  serialize() {
43
56
  return super.serialize(true);
44
57
  }
@@ -1 +1 @@
1
- {"version":3,"file":"depthSourceBlock.js","sourceRoot":"","sources":["../../../../../../../dev/core/src/Materials/Node/Blocks/Dual/depthSourceBlock.ts"],"names":[],"mappings":"AAAA,OAAO,EAAE,aAAa,EAAE,MAAM,4BAA4B,CAAC;AAG3D,OAAO,EAAE,gBAAgB,EAAE,MAAM,oBAAoB,CAAC;AAItD;;GAEG;AACH,MAAM,OAAO,gBAAiB,SAAQ,gBAAgB;IAClD;;;OAGG;IACH,YAAmB,IAAY;QAC3B,KAAK,CAAC,IAAI,CAAC,CAAC;IAChB,CAAC;IAED;;OAEG;IACH,IAAoB,OAAO;QACvB,OAAO,IAAI,CAAC,QAAQ,CAAC;IACzB,CAAC;IAED,IAAoB,OAAO,CAAC,OAA0B;QAClD,6DAA6D;IACjE,CAAC;IAEe,IAAI,CAAC,MAAc,EAAE,YAA0B;QAC3D,MAAM,KAAK,GAAG,YAAY,CAAC,QAAQ,EAAE,CAAC;QACtC,MAAM,QAAQ,GAAG,KAAK,CAAC,mBAAmB,EAAE,CAAC;QAE7C,IAAI,CAAC,QAAQ,GAAG,QAAQ,CAAC,WAAW,EAAE,CAAC;QAEvC,KAAK,CAAC,IAAI,CAAC,MAAM,EAAE,YAAY,CAAC,CAAC;IACrC,CAAC;IAEe,OAAO;QACnB,OAAO,IAAI,CAAC;IAChB,CAAC;IAED;;;OAGG;IACa,YAAY;QACxB,OAAO,kBAAkB,CAAC;IAC9B,CAAC;IAEkB,mBAAmB;QAClC,OAAO,KAAK,CAAC,mBAAmB,CAAC,IAAI,CAAC,CAAC;IAC3C,CAAC;IAEe,SAAS;QACrB,OAAO,KAAK,CAAC,SAAS,CAAC,IAAI,CAAC,CAAC;IACjC,CAAC;CACJ;AAED,aAAa,CAAC,0BAA0B,EAAE,gBAAgB,CAAC,CAAC","sourcesContent":["import { RegisterClass } from \"../../../../Misc/typeStore\";\r\nimport type { Effect } from \"../../../effect\";\r\n\r\nimport { ImageSourceBlock } from \"./imageSourceBlock\";\r\nimport type { Nullable } from \"../../../../types\";\r\nimport type { Texture } from \"../../../Textures/texture\";\r\nimport type { NodeMaterial } from \"../../nodeMaterial\";\r\n/**\r\n * Block used to provide an depth texture for a TextureBlock\r\n */\r\nexport class DepthSourceBlock extends ImageSourceBlock {\r\n /**\r\n * Creates a new DepthSourceBlock\r\n * @param name defines the block name\r\n */\r\n public constructor(name: string) {\r\n super(name);\r\n }\r\n\r\n /**\r\n * Gets or sets the texture associated with the node\r\n */\r\n public override get texture(): Nullable<Texture> {\r\n return this._texture;\r\n }\r\n\r\n public override set texture(texture: Nullable<Texture>) {\r\n // Do nothing, we always use the depth texture from the scene\r\n }\r\n\r\n public override bind(effect: Effect, nodeMaterial: NodeMaterial) {\r\n const scene = nodeMaterial.getScene();\r\n const renderer = scene.enableDepthRenderer();\r\n\r\n this._texture = renderer.getDepthMap();\r\n\r\n super.bind(effect, nodeMaterial);\r\n }\r\n\r\n public override isReady() {\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 \"DepthSourceBlock\";\r\n }\r\n\r\n protected override _dumpPropertiesCode() {\r\n return super._dumpPropertiesCode(true);\r\n }\r\n\r\n public override serialize(): any {\r\n return super.serialize(true);\r\n }\r\n}\r\n\r\nRegisterClass(\"BABYLON.DepthSourceBlock\", DepthSourceBlock);\r\n"]}
1
+ {"version":3,"file":"depthSourceBlock.js","sourceRoot":"","sources":["../../../../../../../dev/core/src/Materials/Node/Blocks/Dual/depthSourceBlock.ts"],"names":[],"mappings":"AAAA,OAAO,EAAE,aAAa,EAAE,MAAM,4BAA4B,CAAC;AAG3D,OAAO,EAAE,gBAAgB,EAAE,MAAM,oBAAoB,CAAC;AAItD;;GAEG;AACH,MAAM,OAAO,gBAAiB,SAAQ,gBAAgB;IAClD;;;OAGG;IACH,YAAmB,IAAY;QAC3B,KAAK,CAAC,IAAI,CAAC,CAAC;IAChB,CAAC;IAED;;OAEG;IACH,IAAoB,OAAO;QACvB,OAAO,IAAI,CAAC,QAAQ,CAAC;IACzB,CAAC;IAED,IAAoB,OAAO,CAAC,OAA0B;QAClD,6DAA6D;IACjE,CAAC;IAED;;;;OAIG;IACa,IAAI,CAAC,MAAc,EAAE,YAA0B;QAC3D,MAAM,KAAK,GAAG,YAAY,CAAC,QAAQ,EAAE,CAAC;QACtC,MAAM,QAAQ,GAAG,KAAK,CAAC,mBAAmB,EAAE,CAAC;QAE7C,IAAI,CAAC,QAAQ,GAAG,QAAQ,CAAC,WAAW,EAAE,CAAC;QAEvC,KAAK,CAAC,IAAI,CAAC,MAAM,EAAE,YAAY,CAAC,CAAC;IACrC,CAAC;IAED;;;OAGG;IACa,OAAO;QACnB,OAAO,IAAI,CAAC;IAChB,CAAC;IAED;;;OAGG;IACa,YAAY;QACxB,OAAO,kBAAkB,CAAC;IAC9B,CAAC;IAEkB,mBAAmB;QAClC,OAAO,KAAK,CAAC,mBAAmB,CAAC,IAAI,CAAC,CAAC;IAC3C,CAAC;IAED;;;OAGG;IACa,SAAS;QACrB,OAAO,KAAK,CAAC,SAAS,CAAC,IAAI,CAAC,CAAC;IACjC,CAAC;CACJ;AAED,aAAa,CAAC,0BAA0B,EAAE,gBAAgB,CAAC,CAAC","sourcesContent":["import { RegisterClass } from \"../../../../Misc/typeStore\";\r\nimport type { Effect } from \"../../../effect\";\r\n\r\nimport { ImageSourceBlock } from \"./imageSourceBlock\";\r\nimport type { Nullable } from \"../../../../types\";\r\nimport type { Texture } from \"../../../Textures/texture\";\r\nimport type { NodeMaterial } from \"../../nodeMaterial\";\r\n/**\r\n * Block used to provide an depth texture for a TextureBlock\r\n */\r\nexport class DepthSourceBlock extends ImageSourceBlock {\r\n /**\r\n * Creates a new DepthSourceBlock\r\n * @param name defines the block name\r\n */\r\n public constructor(name: string) {\r\n super(name);\r\n }\r\n\r\n /**\r\n * Gets or sets the texture associated with the node\r\n */\r\n public override get texture(): Nullable<Texture> {\r\n return this._texture;\r\n }\r\n\r\n public override set texture(texture: Nullable<Texture>) {\r\n // Do nothing, we always use the depth texture from the scene\r\n }\r\n\r\n /**\r\n * Bind data to effect\r\n * @param effect - the effect to bind to\r\n * @param nodeMaterial - the node material\r\n */\r\n public override bind(effect: Effect, nodeMaterial: NodeMaterial) {\r\n const scene = nodeMaterial.getScene();\r\n const renderer = scene.enableDepthRenderer();\r\n\r\n this._texture = renderer.getDepthMap();\r\n\r\n super.bind(effect, nodeMaterial);\r\n }\r\n\r\n /**\r\n * Checks if the block is ready\r\n * @returns true if ready\r\n */\r\n public override isReady() {\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 \"DepthSourceBlock\";\r\n }\r\n\r\n protected override _dumpPropertiesCode() {\r\n return super._dumpPropertiesCode(true);\r\n }\r\n\r\n /**\r\n * Serializes the block\r\n * @returns the serialized object\r\n */\r\n public override serialize(): any {\r\n return super.serialize(true);\r\n }\r\n}\r\n\r\nRegisterClass(\"BABYLON.DepthSourceBlock\", DepthSourceBlock);\r\n"]}
@@ -41,10 +41,31 @@ export declare class FogBlock extends NodeMaterialBlock {
41
41
  * Gets the output component
42
42
  */
43
43
  get output(): NodeMaterialConnectionPoint;
44
+ /**
45
+ * Initialize the block
46
+ * @param state - the build state
47
+ */
44
48
  initialize(state: NodeMaterialBuildState): void;
45
49
  private _initShaderSourceAsync;
50
+ /**
51
+ * Auto configure the block based on the material
52
+ * @param material - the node material
53
+ * @param additionalFilteringInfo - optional filtering info
54
+ */
46
55
  autoConfigure(material: NodeMaterial, additionalFilteringInfo?: (node: NodeMaterialBlock) => boolean): void;
56
+ /**
57
+ * Prepare the list of defines
58
+ * @param defines - the material defines
59
+ * @param nodeMaterial - the node material
60
+ * @param mesh - the mesh to prepare for
61
+ */
47
62
  prepareDefines(defines: NodeMaterialDefines, nodeMaterial: NodeMaterial, mesh?: AbstractMesh): void;
63
+ /**
64
+ * Bind data to effect
65
+ * @param effect - the effect to bind to
66
+ * @param nodeMaterial - the node material
67
+ * @param mesh - the mesh to bind for
68
+ */
48
69
  bind(effect: Effect, nodeMaterial: NodeMaterial, mesh?: Mesh): void;
49
70
  protected _buildBlock(state: NodeMaterialBuildState): this;
50
71
  }
@@ -62,6 +62,10 @@ export class FogBlock extends NodeMaterialBlock {
62
62
  get output() {
63
63
  return this._outputs[0];
64
64
  }
65
+ /**
66
+ * Initialize the block
67
+ * @param state - the build state
68
+ */
65
69
  initialize(state) {
66
70
  // eslint-disable-next-line @typescript-eslint/no-floating-promises
67
71
  this._initShaderSourceAsync(state.shaderLanguage);
@@ -77,6 +81,11 @@ export class FogBlock extends NodeMaterialBlock {
77
81
  this._codeIsReady = true;
78
82
  this.onCodeIsReadyObservable.notifyObservers(this);
79
83
  }
84
+ /**
85
+ * Auto configure the block based on the material
86
+ * @param material - the node material
87
+ * @param additionalFilteringInfo - optional filtering info
88
+ */
80
89
  autoConfigure(material, additionalFilteringInfo = () => true) {
81
90
  if (!this.view.isConnected) {
82
91
  let viewInput = material.getInputBlockByPredicate((b) => b.systemValue === NodeMaterialSystemValues.View && additionalFilteringInfo(b));
@@ -95,6 +104,12 @@ export class FogBlock extends NodeMaterialBlock {
95
104
  fogColorInput.output.connectTo(this.fogColor);
96
105
  }
97
106
  }
107
+ /**
108
+ * Prepare the list of defines
109
+ * @param defines - the material defines
110
+ * @param nodeMaterial - the node material
111
+ * @param mesh - the mesh to prepare for
112
+ */
98
113
  prepareDefines(defines, nodeMaterial, mesh) {
99
114
  if (!mesh) {
100
115
  return;
@@ -102,6 +117,12 @@ export class FogBlock extends NodeMaterialBlock {
102
117
  const scene = mesh.getScene();
103
118
  defines.setValue("FOG", nodeMaterial.fogEnabled && GetFogState(mesh, scene));
104
119
  }
120
+ /**
121
+ * Bind data to effect
122
+ * @param effect - the effect to bind to
123
+ * @param nodeMaterial - the node material
124
+ * @param mesh - the mesh to bind for
125
+ */
105
126
  bind(effect, nodeMaterial, mesh) {
106
127
  if (!mesh) {
107
128
  return;
@@ -1 +1 @@
1
- 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{ NodeMaterialBlock } from \"../../nodeMaterialBlock\";\r\nimport { NodeMaterialBlockConnectionPointTypes } from \"../../Enums/nodeMaterialBlockConnectionPointTypes\";\r\nimport type { NodeMaterialBuildState } from \"../../nodeMaterialBuildState\";\r\nimport { NodeMaterialSystemValues } from \"../../Enums/nodeMaterialSystemValues\";\r\nimport { NodeMaterialBlockTargets } from \"../../Enums/nodeMaterialBlockTargets\";\r\nimport type { Mesh } from \"../../../../Meshes/mesh\";\r\nimport type { Effect } from \"../../../effect\";\r\nimport type { NodeMaterialConnectionPoint } from \"../../nodeMaterialBlockConnectionPoint\";\r\nimport type { AbstractMesh } from \"../../../../Meshes/abstractMesh\";\r\nimport type { NodeMaterial, NodeMaterialDefines } from \"../../nodeMaterial\";\r\nimport { InputBlock } from \"../Input/inputBlock\";\r\nimport { RegisterClass } from \"../../../../Misc/typeStore\";\r\n\r\nimport { GetFogState } from \"core/Materials/materialHelper.functions\";\r\nimport { ShaderLanguage } from \"core/Materials/shaderLanguage\";\r\n\r\n/**\r\n * Block used to add support for scene fog\r\n */\r\nexport class FogBlock extends NodeMaterialBlock {\r\n private _fogDistanceName: string;\r\n private _fogParameters: string;\r\n\r\n /**\r\n * Create a new FogBlock\r\n * @param name defines the block name\r\n */\r\n public constructor(name: string) {\r\n super(name, NodeMaterialBlockTargets.VertexAndFragment, false);\r\n\r\n // Vertex\r\n this.registerInput(\"worldPosition\", NodeMaterialBlockConnectionPointTypes.Vector4, false, NodeMaterialBlockTargets.Vertex);\r\n this.registerInput(\"view\", NodeMaterialBlockConnectionPointTypes.Matrix, false, NodeMaterialBlockTargets.Vertex);\r\n\r\n // Fragment\r\n this.registerInput(\"input\", NodeMaterialBlockConnectionPointTypes.AutoDetect, false, NodeMaterialBlockTargets.Fragment);\r\n this.registerInput(\"fogColor\", NodeMaterialBlockConnectionPointTypes.AutoDetect, false, NodeMaterialBlockTargets.Fragment);\r\n\r\n this.registerOutput(\"output\", NodeMaterialBlockConnectionPointTypes.Color3, NodeMaterialBlockTargets.Fragment);\r\n\r\n this.input.addExcludedConnectionPointFromAllowedTypes(\r\n NodeMaterialBlockConnectionPointTypes.Color3 | NodeMaterialBlockConnectionPointTypes.Vector3 | NodeMaterialBlockConnectionPointTypes.Color4\r\n );\r\n this.fogColor.addExcludedConnectionPointFromAllowedTypes(\r\n NodeMaterialBlockConnectionPointTypes.Color3 | NodeMaterialBlockConnectionPointTypes.Vector3 | NodeMaterialBlockConnectionPointTypes.Color4\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 \"FogBlock\";\r\n }\r\n\r\n /**\r\n * Gets the world position input component\r\n */\r\n public get worldPosition(): NodeMaterialConnectionPoint {\r\n return this._inputs[0];\r\n }\r\n\r\n /**\r\n * Gets the view input component\r\n */\r\n public get view(): NodeMaterialConnectionPoint {\r\n return this._inputs[1];\r\n }\r\n\r\n /**\r\n * Gets the color input component\r\n */\r\n public get input(): NodeMaterialConnectionPoint {\r\n return this._inputs[2];\r\n }\r\n\r\n /**\r\n * Gets the fog color input component\r\n */\r\n public get fogColor(): NodeMaterialConnectionPoint {\r\n return this._inputs[3];\r\n }\r\n\r\n /**\r\n * Gets the output component\r\n */\r\n public get output(): NodeMaterialConnectionPoint {\r\n return this._outputs[0];\r\n }\r\n\r\n public override initialize(state: NodeMaterialBuildState) {\r\n // eslint-disable-next-line @typescript-eslint/no-floating-promises\r\n this._initShaderSourceAsync(state.shaderLanguage);\r\n }\r\n\r\n private async _initShaderSourceAsync(shaderLanguage: ShaderLanguage) {\r\n this._codeIsReady = false;\r\n\r\n if (shaderLanguage === ShaderLanguage.WGSL) {\r\n await import(\"../../../../ShadersWGSL/ShadersInclude/fogFragmentDeclaration\");\r\n } else {\r\n await import(\"../../../../Shaders/ShadersInclude/fogFragmentDeclaration\");\r\n }\r\n\r\n this._codeIsReady = true;\r\n this.onCodeIsReadyObservable.notifyObservers(this);\r\n }\r\n\r\n public override autoConfigure(material: NodeMaterial, additionalFilteringInfo: (node: NodeMaterialBlock) => boolean = () => true) {\r\n if (!this.view.isConnected) {\r\n let viewInput = material.getInputBlockByPredicate((b) => b.systemValue === NodeMaterialSystemValues.View && additionalFilteringInfo(b));\r\n\r\n if (!viewInput) {\r\n viewInput = new InputBlock(\"view\");\r\n viewInput.setAsSystemValue(NodeMaterialSystemValues.View);\r\n }\r\n viewInput.output.connectTo(this.view);\r\n }\r\n if (!this.fogColor.isConnected) {\r\n let fogColorInput = material.getInputBlockByPredicate((b) => b.systemValue === NodeMaterialSystemValues.FogColor && additionalFilteringInfo(b));\r\n\r\n if (!fogColorInput) {\r\n fogColorInput = new InputBlock(\"fogColor\", undefined, NodeMaterialBlockConnectionPointTypes.Color3);\r\n fogColorInput.setAsSystemValue(NodeMaterialSystemValues.FogColor);\r\n }\r\n fogColorInput.output.connectTo(this.fogColor);\r\n }\r\n }\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 const scene = mesh.getScene();\r\n defines.setValue(\"FOG\", nodeMaterial.fogEnabled && GetFogState(mesh, scene));\r\n }\r\n\r\n public override bind(effect: Effect, nodeMaterial: NodeMaterial, mesh?: Mesh) {\r\n if (!mesh) {\r\n return;\r\n }\r\n\r\n const scene = mesh.getScene();\r\n effect.setFloat4(this._fogParameters, scene.fogMode, scene.fogStart, scene.fogEnd, scene.fogDensity);\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 state.sharedData.blocksWithDefines.push(this);\r\n state.sharedData.bindableBlocks.push(this);\r\n\r\n let replaceStrings = [];\r\n let prefix1 = \"\";\r\n let prefix2 = \"\";\r\n\r\n if (state.shaderLanguage === ShaderLanguage.WGSL) {\r\n replaceStrings = [\r\n { search: /fn CalcFogFactor\\(\\)/, replace: \"fn CalcFogFactor(vFogDistance: vec3f, vFogInfos: vec4f)\" },\r\n { search: /uniforms.vFogInfos/g, replace: \"vFogInfos\" },\r\n { search: /fragmentInputs.vFogDistance/g, replace: \"vFogDistance\" },\r\n ];\r\n\r\n prefix1 = \"fragmentInputs.\";\r\n prefix2 = \"uniforms.\";\r\n } else {\r\n replaceStrings = [{ search: /float CalcFogFactor\\(\\)/, replace: \"float CalcFogFactor(vec3 vFogDistance, vec4 vFogInfos)\" }];\r\n }\r\n\r\n state._emitFunctionFromInclude(\"fogFragmentDeclaration\", `//${this.name}`, {\r\n removeUniforms: true,\r\n removeVaryings: true,\r\n removeIfDef: false,\r\n replaceStrings: replaceStrings,\r\n });\r\n\r\n const tempFogVariablename = state._getFreeVariableName(\"fog\");\r\n const color = this.input;\r\n const fogColor = this.fogColor;\r\n this._fogParameters = state._getFreeVariableName(\"fogParameters\");\r\n const output = this._outputs[0];\r\n\r\n state._emitUniformFromString(this._fogParameters, NodeMaterialBlockConnectionPointTypes.Vector4);\r\n\r\n state.compilationString += `#ifdef FOG\\n`;\r\n state.compilationString += `${state._declareLocalVar(tempFogVariablename, NodeMaterialBlockConnectionPointTypes.Float)} = CalcFogFactor(${prefix1}${this._fogDistanceName}, ${prefix2}${this._fogParameters});\\n`;\r\n state.compilationString +=\r\n state._declareOutput(output) +\r\n ` = ${tempFogVariablename} * ${color.associatedVariableName}.rgb + (1.0 - ${tempFogVariablename}) * ${fogColor.associatedVariableName}.rgb;\\n`;\r\n state.compilationString += `#else\\n${state._declareOutput(output)} = ${color.associatedVariableName}.rgb;\\n`;\r\n state.compilationString += `#endif\\n`;\r\n } else {\r\n const worldPos = this.worldPosition;\r\n const view = this.view;\r\n this._fogDistanceName = state._getFreeVariableName(\"vFogDistance\");\r\n state._emitVaryingFromString(this._fogDistanceName, NodeMaterialBlockConnectionPointTypes.Vector3);\r\n const prefix = state.shaderLanguage === ShaderLanguage.WGSL ? \"vertexOutputs.\" : \"\";\r\n state.compilationString += `${prefix}${this._fogDistanceName} = (${view.associatedVariableName} * ${worldPos.associatedVariableName}).xyz;\\n`;\r\n }\r\n\r\n return this;\r\n }\r\n}\r\n\r\nRegisterClass(\"BABYLON.FogBlock\", FogBlock);\r\n"]}
1
+ 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{ NodeMaterialBlock } from \"../../nodeMaterialBlock\";\r\nimport { NodeMaterialBlockConnectionPointTypes } from \"../../Enums/nodeMaterialBlockConnectionPointTypes\";\r\nimport type { NodeMaterialBuildState } from \"../../nodeMaterialBuildState\";\r\nimport { NodeMaterialSystemValues } from \"../../Enums/nodeMaterialSystemValues\";\r\nimport { NodeMaterialBlockTargets } from \"../../Enums/nodeMaterialBlockTargets\";\r\nimport type { Mesh } from \"../../../../Meshes/mesh\";\r\nimport type { Effect } from \"../../../effect\";\r\nimport type { NodeMaterialConnectionPoint } from \"../../nodeMaterialBlockConnectionPoint\";\r\nimport type { AbstractMesh } from \"../../../../Meshes/abstractMesh\";\r\nimport type { NodeMaterial, NodeMaterialDefines } from \"../../nodeMaterial\";\r\nimport { InputBlock } from \"../Input/inputBlock\";\r\nimport { RegisterClass } from \"../../../../Misc/typeStore\";\r\n\r\nimport { GetFogState } from \"core/Materials/materialHelper.functions\";\r\nimport { ShaderLanguage } from \"core/Materials/shaderLanguage\";\r\n\r\n/**\r\n * Block used to add support for scene fog\r\n */\r\nexport class FogBlock extends NodeMaterialBlock {\r\n private _fogDistanceName: string;\r\n private _fogParameters: string;\r\n\r\n /**\r\n * Create a new FogBlock\r\n * @param name defines the block name\r\n */\r\n public constructor(name: string) {\r\n super(name, NodeMaterialBlockTargets.VertexAndFragment, false);\r\n\r\n // Vertex\r\n this.registerInput(\"worldPosition\", NodeMaterialBlockConnectionPointTypes.Vector4, false, NodeMaterialBlockTargets.Vertex);\r\n this.registerInput(\"view\", NodeMaterialBlockConnectionPointTypes.Matrix, false, NodeMaterialBlockTargets.Vertex);\r\n\r\n // Fragment\r\n this.registerInput(\"input\", NodeMaterialBlockConnectionPointTypes.AutoDetect, false, NodeMaterialBlockTargets.Fragment);\r\n this.registerInput(\"fogColor\", NodeMaterialBlockConnectionPointTypes.AutoDetect, false, NodeMaterialBlockTargets.Fragment);\r\n\r\n this.registerOutput(\"output\", NodeMaterialBlockConnectionPointTypes.Color3, NodeMaterialBlockTargets.Fragment);\r\n\r\n this.input.addExcludedConnectionPointFromAllowedTypes(\r\n NodeMaterialBlockConnectionPointTypes.Color3 | NodeMaterialBlockConnectionPointTypes.Vector3 | NodeMaterialBlockConnectionPointTypes.Color4\r\n );\r\n this.fogColor.addExcludedConnectionPointFromAllowedTypes(\r\n NodeMaterialBlockConnectionPointTypes.Color3 | NodeMaterialBlockConnectionPointTypes.Vector3 | NodeMaterialBlockConnectionPointTypes.Color4\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 \"FogBlock\";\r\n }\r\n\r\n /**\r\n * Gets the world position input component\r\n */\r\n public get worldPosition(): NodeMaterialConnectionPoint {\r\n return this._inputs[0];\r\n }\r\n\r\n /**\r\n * Gets the view input component\r\n */\r\n public get view(): NodeMaterialConnectionPoint {\r\n return this._inputs[1];\r\n }\r\n\r\n /**\r\n * Gets the color input component\r\n */\r\n public get input(): NodeMaterialConnectionPoint {\r\n return this._inputs[2];\r\n }\r\n\r\n /**\r\n * Gets the fog color input component\r\n */\r\n public get fogColor(): NodeMaterialConnectionPoint {\r\n return this._inputs[3];\r\n }\r\n\r\n /**\r\n * Gets the output component\r\n */\r\n public get output(): NodeMaterialConnectionPoint {\r\n return this._outputs[0];\r\n }\r\n\r\n /**\r\n * Initialize the block\r\n * @param state - the build state\r\n */\r\n public override initialize(state: NodeMaterialBuildState) {\r\n // eslint-disable-next-line @typescript-eslint/no-floating-promises\r\n this._initShaderSourceAsync(state.shaderLanguage);\r\n }\r\n\r\n private async _initShaderSourceAsync(shaderLanguage: ShaderLanguage) {\r\n this._codeIsReady = false;\r\n\r\n if (shaderLanguage === ShaderLanguage.WGSL) {\r\n await import(\"../../../../ShadersWGSL/ShadersInclude/fogFragmentDeclaration\");\r\n } else {\r\n await import(\"../../../../Shaders/ShadersInclude/fogFragmentDeclaration\");\r\n }\r\n\r\n this._codeIsReady = true;\r\n this.onCodeIsReadyObservable.notifyObservers(this);\r\n }\r\n\r\n /**\r\n * Auto configure the block based on the material\r\n * @param material - the node material\r\n * @param additionalFilteringInfo - optional filtering info\r\n */\r\n public override autoConfigure(material: NodeMaterial, additionalFilteringInfo: (node: NodeMaterialBlock) => boolean = () => true) {\r\n if (!this.view.isConnected) {\r\n let viewInput = material.getInputBlockByPredicate((b) => b.systemValue === NodeMaterialSystemValues.View && additionalFilteringInfo(b));\r\n\r\n if (!viewInput) {\r\n viewInput = new InputBlock(\"view\");\r\n viewInput.setAsSystemValue(NodeMaterialSystemValues.View);\r\n }\r\n viewInput.output.connectTo(this.view);\r\n }\r\n if (!this.fogColor.isConnected) {\r\n let fogColorInput = material.getInputBlockByPredicate((b) => b.systemValue === NodeMaterialSystemValues.FogColor && additionalFilteringInfo(b));\r\n\r\n if (!fogColorInput) {\r\n fogColorInput = new InputBlock(\"fogColor\", undefined, NodeMaterialBlockConnectionPointTypes.Color3);\r\n fogColorInput.setAsSystemValue(NodeMaterialSystemValues.FogColor);\r\n }\r\n fogColorInput.output.connectTo(this.fogColor);\r\n }\r\n }\r\n\r\n /**\r\n * Prepare the list of defines\r\n * @param defines - the material defines\r\n * @param nodeMaterial - the node material\r\n * @param mesh - the mesh to prepare for\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 const scene = mesh.getScene();\r\n defines.setValue(\"FOG\", nodeMaterial.fogEnabled && GetFogState(mesh, scene));\r\n }\r\n\r\n /**\r\n * Bind data to effect\r\n * @param effect - the effect to bind to\r\n * @param nodeMaterial - the node material\r\n * @param mesh - the mesh to bind for\r\n */\r\n public override bind(effect: Effect, nodeMaterial: NodeMaterial, mesh?: Mesh) {\r\n if (!mesh) {\r\n return;\r\n }\r\n\r\n const scene = mesh.getScene();\r\n effect.setFloat4(this._fogParameters, scene.fogMode, scene.fogStart, scene.fogEnd, scene.fogDensity);\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 state.sharedData.blocksWithDefines.push(this);\r\n state.sharedData.bindableBlocks.push(this);\r\n\r\n let replaceStrings = [];\r\n let prefix1 = \"\";\r\n let prefix2 = \"\";\r\n\r\n if (state.shaderLanguage === ShaderLanguage.WGSL) {\r\n replaceStrings = [\r\n { search: /fn CalcFogFactor\\(\\)/, replace: \"fn CalcFogFactor(vFogDistance: vec3f, vFogInfos: vec4f)\" },\r\n { search: /uniforms.vFogInfos/g, replace: \"vFogInfos\" },\r\n { search: /fragmentInputs.vFogDistance/g, replace: \"vFogDistance\" },\r\n ];\r\n\r\n prefix1 = \"fragmentInputs.\";\r\n prefix2 = \"uniforms.\";\r\n } else {\r\n replaceStrings = [{ search: /float CalcFogFactor\\(\\)/, replace: \"float CalcFogFactor(vec3 vFogDistance, vec4 vFogInfos)\" }];\r\n }\r\n\r\n state._emitFunctionFromInclude(\"fogFragmentDeclaration\", `//${this.name}`, {\r\n removeUniforms: true,\r\n removeVaryings: true,\r\n removeIfDef: false,\r\n replaceStrings: replaceStrings,\r\n });\r\n\r\n const tempFogVariablename = state._getFreeVariableName(\"fog\");\r\n const color = this.input;\r\n const fogColor = this.fogColor;\r\n this._fogParameters = state._getFreeVariableName(\"fogParameters\");\r\n const output = this._outputs[0];\r\n\r\n state._emitUniformFromString(this._fogParameters, NodeMaterialBlockConnectionPointTypes.Vector4);\r\n\r\n state.compilationString += `#ifdef FOG\\n`;\r\n state.compilationString += `${state._declareLocalVar(tempFogVariablename, NodeMaterialBlockConnectionPointTypes.Float)} = CalcFogFactor(${prefix1}${this._fogDistanceName}, ${prefix2}${this._fogParameters});\\n`;\r\n state.compilationString +=\r\n state._declareOutput(output) +\r\n ` = ${tempFogVariablename} * ${color.associatedVariableName}.rgb + (1.0 - ${tempFogVariablename}) * ${fogColor.associatedVariableName}.rgb;\\n`;\r\n state.compilationString += `#else\\n${state._declareOutput(output)} = ${color.associatedVariableName}.rgb;\\n`;\r\n state.compilationString += `#endif\\n`;\r\n } else {\r\n const worldPos = this.worldPosition;\r\n const view = this.view;\r\n this._fogDistanceName = state._getFreeVariableName(\"vFogDistance\");\r\n state._emitVaryingFromString(this._fogDistanceName, NodeMaterialBlockConnectionPointTypes.Vector3);\r\n const prefix = state.shaderLanguage === ShaderLanguage.WGSL ? \"vertexOutputs.\" : \"\";\r\n state.compilationString += `${prefix}${this._fogDistanceName} = (${view.associatedVariableName} * ${worldPos.associatedVariableName}).xyz;\\n`;\r\n }\r\n\r\n return this;\r\n }\r\n}\r\n\r\nRegisterClass(\"BABYLON.FogBlock\", FogBlock);\r\n"]}
@@ -26,7 +26,16 @@ export declare class ImageSourceBlock extends NodeMaterialBlock {
26
26
  * @param name defines the block name
27
27
  */
28
28
  constructor(name: string);
29
+ /**
30
+ * Bind data to effect
31
+ * @param effect - the effect to bind to
32
+ * @param _nodeMaterial - the node material
33
+ */
29
34
  bind(effect: Effect, _nodeMaterial: NodeMaterial): void;
35
+ /**
36
+ * Checks if the block is ready
37
+ * @returns true if ready
38
+ */
30
39
  isReady(): boolean;
31
40
  /**
32
41
  * Gets the current class name
@@ -43,6 +52,18 @@ export declare class ImageSourceBlock extends NodeMaterialBlock {
43
52
  get dimensions(): NodeMaterialConnectionPoint;
44
53
  protected _buildBlock(state: NodeMaterialBuildState): this;
45
54
  protected _dumpPropertiesCode(ignoreTexture?: boolean): string;
55
+ /**
56
+ * Serializes the block
57
+ * @param ignoreTexture - whether to skip texture serialization
58
+ * @returns the serialized object
59
+ */
46
60
  serialize(ignoreTexture?: boolean): any;
61
+ /**
62
+ * Deserializes the block
63
+ * @param serializationObject - the serialization object
64
+ * @param scene - the scene
65
+ * @param rootUrl - the root url
66
+ * @param urlRewriter - optional url rewriter
67
+ */
47
68
  _deserialize(serializationObject: any, scene: Scene, rootUrl: string, urlRewriter?: (url: string) => string): void;
48
69
  }
@@ -49,12 +49,21 @@ export class ImageSourceBlock extends NodeMaterialBlock {
49
49
  this.registerOutput("source", NodeMaterialBlockConnectionPointTypes.Object, NodeMaterialBlockTargets.VertexAndFragment, new NodeMaterialConnectionPointCustomObject("source", this, 1 /* NodeMaterialConnectionPointDirection.Output */, ImageSourceBlock, "ImageSourceBlock"));
50
50
  this.registerOutput("dimensions", NodeMaterialBlockConnectionPointTypes.Vector2);
51
51
  }
52
+ /**
53
+ * Bind data to effect
54
+ * @param effect - the effect to bind to
55
+ * @param _nodeMaterial - the node material
56
+ */
52
57
  bind(effect, _nodeMaterial) {
53
58
  if (!this.texture) {
54
59
  return;
55
60
  }
56
61
  effect.setTexture(this._samplerName, this.texture);
57
62
  }
63
+ /**
64
+ * Checks if the block is ready
65
+ * @returns true if ready
66
+ */
58
67
  isReady() {
59
68
  if (this.texture && !this.texture.isReadyOrNotBlocking()) {
60
69
  return false;
@@ -125,6 +134,11 @@ export class ImageSourceBlock extends NodeMaterialBlock {
125
134
  codeString += `${this._codeVariableName}.texture.coordinatesMode = ${this.texture.coordinatesMode};\n`;
126
135
  return codeString;
127
136
  }
137
+ /**
138
+ * Serializes the block
139
+ * @param ignoreTexture - whether to skip texture serialization
140
+ * @returns the serialized object
141
+ */
128
142
  serialize(ignoreTexture = false) {
129
143
  const serializationObject = super.serialize();
130
144
  if (!ignoreTexture &&
@@ -135,6 +149,13 @@ export class ImageSourceBlock extends NodeMaterialBlock {
135
149
  }
136
150
  return serializationObject;
137
151
  }
152
+ /**
153
+ * Deserializes the block
154
+ * @param serializationObject - the serialization object
155
+ * @param scene - the scene
156
+ * @param rootUrl - the root url
157
+ * @param urlRewriter - optional url rewriter
158
+ */
138
159
  _deserialize(serializationObject, scene, rootUrl, urlRewriter) {
139
160
  super._deserialize(serializationObject, scene, rootUrl, urlRewriter);
140
161
  if (serializationObject.texture && !NodeMaterial.IgnoreTexturesAtLoadTime) {
@@ -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);\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"]}
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 /**\r\n * Bind data to effect\r\n * @param effect - the effect to bind to\r\n * @param _nodeMaterial - the node material\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 /**\r\n * Checks if the block is ready\r\n * @returns true if ready\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);\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 /**\r\n * Serializes the block\r\n * @param ignoreTexture - whether to skip texture serialization\r\n * @returns the serialized object\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 /**\r\n * Deserializes the block\r\n * @param serializationObject - the serialization object\r\n * @param scene - the scene\r\n * @param rootUrl - the root url\r\n * @param urlRewriter - optional url rewriter\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"]}
@@ -75,15 +75,53 @@ export declare class LightBlock extends NodeMaterialBlock {
75
75
  * Gets the shadow output component
76
76
  */
77
77
  get shadow(): NodeMaterialConnectionPoint;
78
+ /**
79
+ * Initialize the block
80
+ * @param state - the build state
81
+ */
78
82
  initialize(state: NodeMaterialBuildState): void;
79
83
  private _initShaderSourceAsync;
84
+ /**
85
+ * Auto configure the block based on the material
86
+ * @param material - the node material
87
+ * @param additionalFilteringInfo - optional filtering info
88
+ */
80
89
  autoConfigure(material: NodeMaterial, additionalFilteringInfo?: (node: NodeMaterialBlock) => boolean): void;
90
+ /**
91
+ * Prepare the list of defines
92
+ * @param defines - the material defines
93
+ * @param nodeMaterial - the node material
94
+ * @param mesh - the mesh to prepare for
95
+ */
81
96
  prepareDefines(defines: NodeMaterialDefines, nodeMaterial: NodeMaterial, mesh?: AbstractMesh): void;
97
+ /**
98
+ * Update the uniforms and samples
99
+ * @param state - the build state
100
+ * @param nodeMaterial - the node material
101
+ * @param defines - the material defines
102
+ * @param uniformBuffers - the uniform buffers
103
+ */
82
104
  updateUniformsAndSamples(state: NodeMaterialBuildState, nodeMaterial: NodeMaterial, defines: NodeMaterialDefines, uniformBuffers: string[]): void;
105
+ /**
106
+ * Bind data to effect
107
+ * @param effect - the effect to bind to
108
+ * @param nodeMaterial - the node material
109
+ * @param mesh - the mesh to bind for
110
+ */
83
111
  bind(effect: Effect, nodeMaterial: NodeMaterial, mesh?: Mesh): void;
84
112
  private _injectVertexCode;
85
113
  private _injectUBODeclaration;
86
114
  protected _buildBlock(state: NodeMaterialBuildState): this | undefined;
115
+ /**
116
+ * Serializes the block
117
+ * @returns the serialized object
118
+ */
87
119
  serialize(): any;
120
+ /**
121
+ * Deserializes the block
122
+ * @param serializationObject - the serialization object
123
+ * @param scene - the scene
124
+ * @param rootUrl - the root url
125
+ */
88
126
  _deserialize(serializationObject: any, scene: Scene, rootUrl: string): void;
89
127
  }