@needle-tools/engine 4.6.2 → 4.7.0-next.2756168

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 (29) hide show
  1. package/dist/needle-engine.bundle-C2wJAuPf.min.js +1604 -0
  2. package/dist/{needle-engine.bundle-DGcStTA7.js → needle-engine.bundle-S0N_qbSh.js} +8713 -8443
  3. package/dist/{needle-engine.bundle-DmYMLdWP.umd.cjs → needle-engine.bundle-lLDHlwZU.umd.cjs} +213 -184
  4. package/dist/needle-engine.js +2 -2
  5. package/dist/needle-engine.min.js +1 -1
  6. package/dist/needle-engine.umd.cjs +1 -1
  7. package/lib/engine/engine_context.js +3 -2
  8. package/lib/engine/engine_context.js.map +1 -1
  9. package/lib/engine-components/export/usdz/ThreeUSDZExporter.d.ts +5 -3
  10. package/lib/engine-components/export/usdz/ThreeUSDZExporter.js +124 -117
  11. package/lib/engine-components/export/usdz/ThreeUSDZExporter.js.map +1 -1
  12. package/lib/engine-components/export/usdz/extensions/NodeMaterialConverter.d.ts +10 -0
  13. package/lib/engine-components/export/usdz/extensions/NodeMaterialConverter.js +452 -0
  14. package/lib/engine-components/export/usdz/extensions/NodeMaterialConverter.js.map +1 -0
  15. package/lib/engine-components/postprocessing/Effects/BloomEffect.js +0 -3
  16. package/lib/engine-components/postprocessing/Effects/BloomEffect.js.map +1 -1
  17. package/lib/engine-components/postprocessing/PostProcessingHandler.js +43 -11
  18. package/lib/engine-components/postprocessing/PostProcessingHandler.js.map +1 -1
  19. package/lib/engine-components/postprocessing/utils.d.ts +1 -0
  20. package/lib/engine-components/postprocessing/utils.js.map +1 -1
  21. package/package.json +2 -2
  22. package/plugins/vite/alias.js +48 -38
  23. package/src/engine/engine_context.ts +3 -2
  24. package/src/engine-components/export/usdz/ThreeUSDZExporter.ts +155 -142
  25. package/src/engine-components/export/usdz/extensions/NodeMaterialConverter.ts +532 -0
  26. package/src/engine-components/postprocessing/Effects/BloomEffect.ts +0 -2
  27. package/src/engine-components/postprocessing/PostProcessingHandler.ts +50 -12
  28. package/src/engine-components/postprocessing/utils.ts +1 -0
  29. package/dist/needle-engine.bundle-D0XWaCQs.min.js +0 -1575
@@ -0,0 +1,532 @@
1
+ import {Color, Texture, Vector2, Vector3, Vector4} from "three";
2
+
3
+ import {
4
+ formatsWithAlphaChannel,
5
+ makeNameSafeForUSD
6
+ } from "../ThreeUSDZExporter.js";
7
+
8
+ const materialRoot = '</StageRoot/Materials';
9
+ declare type TextureMap = {[name: string]: {texture: Texture, scale?: Vector4}};
10
+
11
+ type MeshPhysicalNodeMaterial = import("three/src/materials/nodes/MeshPhysicalNodeMaterial.js").default;
12
+
13
+ function buildNodeMaterial( nodeMaterial: MeshPhysicalNodeMaterial, materialName: string, textures: TextureMap ) {
14
+
15
+ const collectedNodeTypes = new Map();
16
+ const getUniqueNodeName = (node) => {
17
+ const type = node["type___needle"];
18
+ const typeMap = collectedNodeTypes.get(type) || new Map();
19
+ collectedNodeTypes.set(type, typeMap);
20
+
21
+ if (!typeMap.has(node)) {
22
+ const name = `${type}${typeMap.size ? `_${typeMap.size}` : ""}`;
23
+ typeMap.set(node, name);
24
+ }
25
+
26
+ return typeMap.get(node);
27
+ };
28
+
29
+ const colorNodesToBeExported = nodeMaterial.colorNode ? getNodesToExport(nodeMaterial.colorNode) : [];
30
+ const colorOutputString = nodeMaterial.colorNode
31
+ ? `color3f inputs:diffuseColor.connect = ${materialRoot}/${materialName}/${getUniqueNodeName(colorNodesToBeExported.values().next().value)}.outputs:out>`
32
+ : "";
33
+
34
+ const roughnessNodesToBeExported = nodeMaterial.roughnessNode ? getNodesToExport(nodeMaterial.roughnessNode) : [];
35
+ const roughnessOutputString = nodeMaterial.roughnessNode
36
+ ? `float inputs:roughness.connect = ${materialRoot}/${materialName}/${getUniqueNodeName(roughnessNodesToBeExported.values().next().value)}.outputs:out>`
37
+ : "";
38
+
39
+ const normalNodesToBeExported = nodeMaterial.normalNode ? getNodesToExport(nodeMaterial.normalNode) : [];
40
+ const normalOutputString = nodeMaterial.normalNode
41
+ ? `float3 inputs:normal.connect = ${materialRoot}/${materialName}/${getUniqueNodeName(normalNodesToBeExported.values().next().value)}.outputs:out>`
42
+ : "";
43
+
44
+ const metallicNodesToBeExported = nodeMaterial.metalnessNode ? getNodesToExport(nodeMaterial.metalnessNode) : [];
45
+ const metallicOutputString = nodeMaterial.metalnessNode
46
+ ? `float inputs:metallic.connect = ${materialRoot}/${materialName}/${getUniqueNodeName(metallicNodesToBeExported.values().next().value)}.outputs:out>`
47
+ : "";
48
+
49
+ const combinedSetOfAllNodesToExport = new Set([...colorNodesToBeExported, ...roughnessNodesToBeExported, ...normalNodesToBeExported, ...metallicNodesToBeExported])
50
+
51
+ const shaderOutput = getShadersFromNodes(combinedSetOfAllNodesToExport, materialName, textures, getUniqueNodeName);
52
+
53
+ console.debug(shaderOutput);
54
+
55
+ return `
56
+
57
+ def Material "${materialName}" ${nodeMaterial.name ? `(
58
+ displayName = "${nodeMaterial.name}"
59
+ )` : ''}
60
+ {
61
+ token outputs:mtlx:surface.connect = ${materialRoot}/${materialName}/N_mtlxsurface.outputs:surface>
62
+
63
+ def Shader "N_mtlxsurface"
64
+ {
65
+ uniform token info:id = "ND_UsdPreviewSurface_surfaceshader"
66
+ ${colorOutputString}
67
+ ${roughnessOutputString}
68
+ ${normalOutputString}
69
+ ${metallicOutputString}
70
+ token outputs:surface
71
+ }
72
+
73
+ ${shaderOutput}
74
+
75
+ }`;
76
+ }
77
+
78
+ function getNodesToExport( rootNode: any ): Set<any> {
79
+
80
+ const getNodeType = (node) => {
81
+ if (node.nodeType) return node.nodeType;
82
+ switch (node.type) {
83
+ case "TimerNode": return "float";
84
+ case "TextureNode": return undefined;
85
+ case "ConvertNode": return node.convertTo;
86
+ default: return undefined;
87
+ }
88
+ };
89
+
90
+ const getSetOfAllNodes = (rootNode: any): Set<any> => {
91
+ const setOfAllNodes:Set<any> = new Set();
92
+
93
+ const collectNode = (node) => {
94
+ if (!node.isNode || setOfAllNodes.has(node)) return;
95
+ if (!node["nodeType___needle"]){
96
+ node["nodeType___needle"] = getNodeType(node);
97
+ }
98
+
99
+ if (node.shaderNode){
100
+ node["type___needle"] = "ShaderCallNodeInternal";
101
+ node["shaderNodeLayoutName___needle"] = node.shaderNode.layout.name.slice(3);
102
+ }
103
+ else {
104
+ node["type___needle"] = node.type;
105
+ }
106
+ setOfAllNodes.add(node);
107
+
108
+ for (const key in node) {
109
+ if (node[key]?.isNode) {
110
+
111
+ collectNode(node[key]);
112
+ node["nodeType___needle"] ||= node[key]["nodeType___needle"];
113
+ }
114
+ if (Array.isArray(node[key])) {
115
+ node[key].forEach(child => {
116
+ if (child.isNode) {
117
+ collectNode(child)
118
+
119
+ node["nodeType___needle"] ||= child["nodeType___needle"];
120
+ }
121
+ });
122
+ }
123
+ }
124
+ };
125
+
126
+ collectNode(rootNode);
127
+
128
+ return setOfAllNodes;
129
+ }
130
+
131
+ const isSelfConversionNode = (node) => {
132
+
133
+
134
+ if (node.type === "ConvertNode"){
135
+ if (node.convertTo === node.node["nodeType___needle"])
136
+ {
137
+ return true;
138
+ }
139
+ else if (node.node.type === "ConstNode")
140
+ {
141
+ if (node.convertTo === "vec4" && node.node.value.isVector4){
142
+ return true;
143
+ }
144
+ else if (node.convertTo === "vec3" && node.node.value.isVector3){
145
+ return true;
146
+ }
147
+ else if (node.convertTo === "vec2" && node.node.value.isVector2){
148
+ return true;
149
+ }
150
+ else if (node.convertTo === "color" && node.node.value.isColor){
151
+ return true;
152
+ }
153
+ else if (node.convertTo === "float" && typeof node.node.value === 'number'){
154
+ return true;
155
+ }
156
+ }
157
+ else if (node.node.type == "SplitNode"){
158
+ if (node.convertTo == "float" && node.node.components.length === 1){
159
+ return true;
160
+ }
161
+ }
162
+ }
163
+
164
+ return false;
165
+ }
166
+
167
+ const getNextValidNode = (node) => {
168
+ while (nodeShouldNotBeExported(node)) {
169
+ if (!node.node && node.shaderNode){
170
+ node = node.inputNodes[0];
171
+ }
172
+ else{
173
+ node = node.node ?? node.aNode ?? node.bNode ?? node.cNode;
174
+ }
175
+ }
176
+ return node;
177
+ };
178
+
179
+ const nodeShouldNotBeExported = (node: any | undefined): boolean => {
180
+ const ignorableNodeTypes = ["UniformNode", "UniformGroupNode", "ShaderNodeInternal"]
181
+ return !node || isSelfConversionNode(node) || ignorableNodeTypes.includes(node["type___needle"]) || node["type___needle"] === undefined;
182
+ }
183
+
184
+ const getParent = (currNode, nodeSet) => {
185
+ for (const node of nodeSet) {
186
+ for (const key in node) {
187
+ if (node[key]?.isNode && node[key] === currNode) {
188
+ return { parent: node, label: key };
189
+ }
190
+ if (Array.isArray(node[key])) {
191
+ const child = node[key].find(childNode => childNode.isNode && childNode === currNode);
192
+ if (child) return { parent: node, label: key };
193
+ }
194
+ }
195
+ }
196
+ return null;
197
+ };
198
+
199
+ const updateNodeReferences = (node, refKeys) => {
200
+ if (node.shaderNode){
201
+ node.inputNodes[0] = getNextValidNode(node.inputNodes[0]);
202
+ }
203
+ else if (Array.isArray(node.nodes)) {
204
+ for(let i = 0; i < node.nodes.length; i++){
205
+ if (node.nodes[i] && nodeShouldNotBeExported(node.nodes[i])) {
206
+ node.nodes[i] = getNextValidNode(node.nodes[i]);
207
+ }
208
+ }
209
+ }
210
+ else{
211
+ refKeys.forEach(key => {
212
+ if (node[key] && nodeShouldNotBeExported(node[key])) {
213
+ node[key] = getNextValidNode(node[key]);
214
+ }
215
+ });
216
+ }
217
+ };
218
+
219
+ const setMixNodeMixToFloat = (node) => {
220
+ if (node.type === "MathNode" && node.method === "mix"){
221
+ node.cNode["nodeType___needle"] = "float";
222
+ if (node.cNode.type === "ConvertNode"){
223
+ node.cNode.convertTo = "float";
224
+ }
225
+ }
226
+ }
227
+
228
+ const setConstNodeTypeToParentType = (node, parentResponse) => {
229
+ if (!(parentResponse.label === 'cNode' && parentResponse.parent.type === "MathNode" && parentResponse.parent.method === "mix")){
230
+ if (parentResponse.parent.type === "JoinNode"){
231
+ node["nodeType___needle"] = "float";
232
+ }
233
+ else {
234
+ node["nodeType___needle"] = parentResponse.parent["nodeType___needle"];
235
+ }
236
+ }
237
+ }
238
+
239
+ const isConvertVector4ToColorNode = (node) => (
240
+ node?.type === "ConvertNode" && node["nodeType___needle"] === "color" && node.node["nodeType___needle"] === "vec4"
241
+ );
242
+
243
+ const createVec3ToColorConversionNode = (node, allNodes) => {
244
+ node.convertTo = "vec3";
245
+ node["nodeType___needle"] = "vec3";
246
+
247
+ const newNode = {
248
+ type: "ConvertNode",
249
+ convertTo: "color",
250
+ node: node,
251
+ isNode: true,
252
+ nodeType___needle: "color",
253
+ type___needle: "ConvertNode"
254
+ };
255
+
256
+ const parentInfo = getParent(node, allNodes);
257
+ if (parentInfo?.parent) {
258
+ parentInfo.parent[parentInfo.label] = newNode;
259
+ }
260
+
261
+ return newNode;
262
+ }
263
+
264
+ const isConvertFromTextureNode = (node) => (
265
+ node?.type === "ConvertNode" && node.node.type === "TextureNode" && node["nodeType___needle"] !== node.node["nodeType___needle"]
266
+ );
267
+
268
+ const pruneNodes = (allNodes: Set<any>) : Set<any> => {
269
+
270
+ const nodesToBeExported: Set<any> = new Set();
271
+ for (let node of allNodes) {
272
+ if (nodeShouldNotBeExported(node)) continue;
273
+
274
+ // Math mix nodes take a mix input that should always be a float, the typing gets messed up here because
275
+ // the other inputs that are being mixed can be anything and if we have a convert or a const that goes
276
+ // into the mix input, it gets set as whatever the output of the mix should be, not float. Here we make
277
+ // sure it will be float
278
+ setMixNodeMixToFloat(node);
279
+
280
+ if (node.type == "SplitNode"){
281
+ const parentResponse = getParent(node, allNodes);
282
+ if (node.components.length === 1){
283
+ node["nodeType___needle"] = "float";
284
+ }
285
+ else if(parentResponse) {
286
+ // TODO: this may not be sufficient and it may be better to always count the component lengths
287
+ node["nodeType___needle"] = parentResponse.parent["nodeType___needle"];
288
+ }
289
+ else throw new Error("SplitNode without parent found, this should not happen");
290
+ }
291
+
292
+ // Here we check child nodes to update the connections if they will be ignored later
293
+ updateNodeReferences(node, ["node", "aNode", "bNode", "cNode"]);
294
+
295
+ // Const nodes don't always have a type and sometimes they need to be converted from a value of 0 -> [0, 0, 0]
296
+ // this function does that conversion
297
+ if (node.type == "ConstNode" && node.nodeType == null){
298
+ setConstNodeTypeToParentType(node, getParent(node, allNodes));
299
+ }
300
+
301
+ if (isConvertVector4ToColorNode(node)) {
302
+ nodesToBeExported.add(createVec3ToColorConversionNode(node, allNodes));
303
+ }
304
+
305
+ // We want Texture nodes to export the type they need, rather than something else and then convert
306
+ // here if we have a convert above a Texture that we missed on the first pass because there was
307
+ // some other node in between to prune, set the type on the Texture correctly and kill the convert
308
+ if (isConvertFromTextureNode(node)){
309
+ node.node["nodeType___needle"] = node.convertTo;
310
+ const parentInfo = getParent(node, allNodes);
311
+ if (parentInfo?.parent) {
312
+ parentInfo.parent[parentInfo.label] = node.node;
313
+ }
314
+
315
+ node = node.node;
316
+ }
317
+ nodesToBeExported.add(node);
318
+ }
319
+
320
+ return nodesToBeExported;
321
+ }
322
+
323
+ const setOfAllNodes = getSetOfAllNodes(rootNode);
324
+
325
+ const prunedNodes = pruneNodes(setOfAllNodes);
326
+
327
+ return prunedNodes;
328
+ }
329
+
330
+ function getConstValueString(value: any, type: string){
331
+ switch (type) {
332
+ case "float4":
333
+ return value.isVector4
334
+ ? `(${value.x}, ${value.y}, ${value.z}, ${value.w})`
335
+ : `(${value}, ${value}, ${value}, ${value})`;
336
+ case "float3":
337
+ return value.isVector3
338
+ ? `(${value.x}, ${value.y}, ${value.z})`
339
+ : `(${value}, ${value}, ${value})`;
340
+ case "float2":
341
+ return value.isVector2
342
+ ? `(${value.x}, ${value.y})`
343
+ : `(${value}, ${value})`;
344
+ case "color3f":
345
+ return value.isColor
346
+ ? `(${value.r}, ${value.g}, ${value.b})`
347
+ : `(${value}, ${value}, ${value})`;
348
+ default:
349
+ return (value.isVector4 || value.isVector3 || value.isVector2)
350
+ ? `${value.x}`
351
+ : value.isColor
352
+ ? `${value.r}`
353
+ : `${value}`;
354
+ }
355
+ }
356
+
357
+ function TSLNodeToUsdShadeString(node:any, materialName:string, getUniqueNodeName, textures: TextureMap) {
358
+ const pad = ' ';
359
+ const getType = (nodeType) => {
360
+ const types = {
361
+ float: "float",
362
+ vec2: "vector2",
363
+ vec3: "vector3",
364
+ vec4: "vector4",
365
+ color: "color3"
366
+ };
367
+ return types[nodeType] || "float";
368
+ };
369
+
370
+ const getUsdType = (nodeType) => {
371
+ const usdTypes = {
372
+ float: "float",
373
+ vec2: "float2",
374
+ vec3: "float3",
375
+ vec4: "float4",
376
+ color: "color3f"
377
+ };
378
+ return usdTypes[nodeType] || "float";
379
+ };
380
+
381
+ const type = node["type___needle"];
382
+
383
+ const ndType = node["nodeType___needle"];
384
+
385
+ const mtlxNdType = getType(ndType);
386
+ let usdNdType = getUsdType(ndType);
387
+
388
+ let usdShadeNodeName = "";
389
+ const inputs = new Array<string>();
390
+ switch (type) {
391
+ case "UniformGroupNode":
392
+ case "UniformNode":
393
+ // break out of node loop
394
+ return "";
395
+ case "TimerNode":
396
+ usdShadeNodeName = "time_float";
397
+ break;
398
+ case "ConstNode":
399
+ usdShadeNodeName = "constant_" + mtlxNdType;
400
+ inputs.push(`${usdNdType} inputs:value = ${getConstValueString(node.value, usdNdType)}`);
401
+ break;
402
+ case "JoinNode":
403
+ usdShadeNodeName = "combine" + node.nodes.length + "_" + mtlxNdType;
404
+ let i = 1;
405
+ for (const childNode of node.nodes) {
406
+ inputs.push(`float inputs:in${i++}.connect = ${materialRoot}/${materialName}/${getUniqueNodeName(childNode)}.outputs:out>`);
407
+ }
408
+ break;
409
+ case "ConvertNode":
410
+ const inputType = getType(node.node["nodeType___needle"]);
411
+ usdShadeNodeName = "convert_" + inputType + "_" + mtlxNdType;
412
+ if (node.node)
413
+ inputs.push(`${getUsdType(node.node["nodeType___needle"])} inputs:in.connect = ${materialRoot}/${materialName}/${getUniqueNodeName(node.node)}.outputs:out>`);
414
+ break;
415
+ case "MathNode":
416
+ usdShadeNodeName = node.method + "_" + mtlxNdType;
417
+
418
+ if (node.aNode && !node.bNode)
419
+ inputs.push(`${getUsdType(node.aNode["nodeType___needle"])} inputs:in.connect = ${materialRoot}/${materialName}/${getUniqueNodeName(node.aNode)}.outputs:out>`);
420
+ if (node.aNode && node.bNode && !node.cNode) {
421
+
422
+ inputs.push(`${getUsdType(node.aNode["nodeType___needle"])} inputs:in1.connect = ${materialRoot}/${materialName}/${getUniqueNodeName(node.aNode)}.outputs:out>`);
423
+ inputs.push(`${getUsdType(node.bNode["nodeType___needle"])} inputs:in2.connect = ${materialRoot}/${materialName}/${getUniqueNodeName(node.bNode)}.outputs:out>`);
424
+ }
425
+
426
+ if (node.aNode && node.bNode && node.cNode && node.method == "clamp") {
427
+ inputs.push(`${getUsdType(node.aNode["nodeType___needle"])} inputs:in.connect = ${materialRoot}/${materialName}/${getUniqueNodeName(node.aNode)}.outputs:out>`);
428
+ inputs.push(`${getUsdType(node.bNode["nodeType___needle"])} inputs:low.connect = ${materialRoot}/${materialName}/${getUniqueNodeName(node.bNode)}.outputs:out>`);
429
+ inputs.push(`${getUsdType(node.cNode["nodeType___needle"])} inputs:high.connect = ${materialRoot}/${materialName}/${getUniqueNodeName(node.cNode)}.outputs:out>`);
430
+ }
431
+
432
+ if (node.aNode && node.bNode && node.cNode && node.method == "mix") {
433
+ inputs.push(`${getUsdType(node.aNode["nodeType___needle"])} inputs:fg.connect = ${materialRoot}/${materialName}/${getUniqueNodeName(node.bNode)}.outputs:out>`);
434
+ inputs.push(`${getUsdType(node.bNode["nodeType___needle"])} inputs:bg.connect = ${materialRoot}/${materialName}/${getUniqueNodeName(node.aNode)}.outputs:out>`);
435
+ inputs.push(`float inputs:mix.connect = ${materialRoot}/${materialName}/${getUniqueNodeName(node.cNode)}.outputs:out>`);
436
+ }
437
+ break;
438
+ case "OperatorNode":
439
+ let opName = "";
440
+ switch (node.op) {
441
+ case "*" : opName = "multiply"; break;
442
+ case "/" : opName = "divide"; break;
443
+ case "+" : opName = "add"; break;
444
+ case "-" : opName = "subtract"; break;
445
+ }
446
+ usdShadeNodeName = opName + "_" + mtlxNdType;
447
+ if (node.aNode && !node.bNode)
448
+ inputs.push(`${getUsdType(node.aNode["nodeType___needle"])} inputs:in.connect = ${materialRoot}/${materialName}/${getUniqueNodeName(node.aNode)}.outputs:out>`);
449
+ if (node.aNode && node.bNode) {
450
+ const aNodeType = getUsdType(node.aNode["nodeType___needle"])
451
+ const bNodeType = getUsdType(node.bNode["nodeType___needle"])
452
+
453
+ // todo: make this more generic / support all combinations
454
+ if (aNodeType === 'color3f' && bNodeType === 'float' || bNodeType === 'float' && bNodeType === 'color3f') {
455
+ usdShadeNodeName = opName + "_color3FA";
456
+ }
457
+
458
+ inputs.push(`${aNodeType} inputs:in1.connect = ${materialRoot}/${materialName}/${getUniqueNodeName(node.aNode)}.outputs:out>`);
459
+ inputs.push(`${bNodeType} inputs:in2.connect = ${materialRoot}/${materialName}/${getUniqueNodeName(node.bNode)}.outputs:out>`);
460
+ }
461
+ break;
462
+ case "TextureNode":
463
+ if (node.uvNode){
464
+ usdShadeNodeName = "tiledimage_" + mtlxNdType;
465
+
466
+ inputs.push(`float2 inputs:texcoord.connect = ${materialRoot}/${materialName}/${getUniqueNodeName(node.uvNode)}.outputs:out>`);
467
+ }
468
+ else{
469
+ usdShadeNodeName = "image_" + mtlxNdType;
470
+ }
471
+
472
+ const texture = node._value;
473
+ const isRGBA = formatsWithAlphaChannel.includes( texture.format );
474
+ const textureName = texName(texture);
475
+
476
+ inputs.push( `asset inputs:file = @textures/${textureName}.${isRGBA ? 'png' : 'jpg'}@` );
477
+ textures[ textureName ] = { texture, scale: undefined };
478
+ break;
479
+ case "NormalMapNode":
480
+ usdNdType = "float3"
481
+ usdShadeNodeName = "normalmap";
482
+
483
+ inputs.push(`${usdNdType} inputs:in.connect = ${materialRoot}/${materialName}/${getUniqueNodeName(node.node)}.outputs:out>`);
484
+ break;
485
+ case "AttributeNode":
486
+ usdShadeNodeName = "geompropvalue_" + mtlxNdType;
487
+ inputs.push(`string inputs:geomprop = "st"`);
488
+
489
+ break;
490
+ case "ShaderCallNodeInternal":
491
+ usdShadeNodeName = node["shaderNodeLayoutName___needle"] + "_" + mtlxNdType;
492
+ inputs.push(`${usdNdType} inputs:in.connect = ${materialRoot}/${materialName}/${getUniqueNodeName(node.inputNodes[0])}.outputs:out>`);
493
+
494
+ break;
495
+ case "SplitNode":
496
+ usdShadeNodeName = "swizzle_" + getType(node.node["nodeType___needle"]) + "_" + mtlxNdType;
497
+ inputs.push(`${getUsdType(node.node["nodeType___needle"])} inputs:in.connect = ${materialRoot}/${materialName}/${getUniqueNodeName(node.node)}.outputs:out>`);
498
+ inputs.push(`string inputs:channels = "${node.components}"`);
499
+ break;
500
+
501
+ }
502
+
503
+ // todo: better way to pad here for sure...
504
+ return `
505
+ ${pad}def Shader "${getUniqueNodeName(node)}"
506
+ ${pad}{
507
+ ${pad}uniform token info:id = "ND_${usdShadeNodeName}"
508
+ ${pad}${usdNdType} outputs:out
509
+ ${pad}${inputs.length > 0 ? inputs.join("\n ") : ""}
510
+ ${pad}}
511
+ `;
512
+ }
513
+
514
+ function getShadersFromNodes( nodes: Set<any>, materialName: string, textures: TextureMap, getUniqueNodeName){
515
+
516
+ let shaderOutput = "";
517
+ for (const node of nodes) {
518
+ shaderOutput += TSLNodeToUsdShadeString(node, materialName, getUniqueNodeName, textures);
519
+ }
520
+
521
+ return shaderOutput;
522
+ }
523
+
524
+ function texName(tex: Texture) {
525
+ // If we have a source, we only want to use the source's id, not the texture's id
526
+ // to avoid exporting the same underlying data multiple times.
527
+ return makeNameSafeForUSD(tex.name) + '_' + (tex.source?.id ?? tex.id);
528
+ }
529
+
530
+ export {
531
+ buildNodeMaterial
532
+ };
@@ -93,8 +93,6 @@ export class BloomEffect extends PostProcessingEffect {
93
93
  radius: 0.85, // default value
94
94
  intensity: this.intensity.value,
95
95
  });
96
- // @ts-ignore Well... it's protected but bloom needs this :(
97
- bloom.setAttributes(EffectAttribute.CONVOLUTION);
98
96
  }
99
97
 
100
98
  this.intensity.onValueChanged = newValue => {
@@ -6,6 +6,7 @@ import { showBalloonWarning } from "../../engine/debug/index.js";
6
6
  import { MODULES } from "../../engine/engine_modules.js";
7
7
  import { Context } from "../../engine/engine_setup.js";
8
8
  import { Graphics } from "../../engine/engine_three_utils.js";
9
+ import { Constructor } from "../../engine/engine_types.js";
9
10
  import { getParam } from "../../engine/engine_utils.js";
10
11
  import { Camera } from "../Camera.js";
11
12
  import { threeToneMappingToEffectMode } from "./Effects/Tonemapping.utils.js";
@@ -161,21 +162,36 @@ export class PostProcessingHandler {
161
162
  const res = component.apply(ctx);
162
163
  if (!res) continue;
163
164
 
165
+ const name = component.typeName || component.constructor.name;
164
166
 
165
167
  if (Array.isArray(res)) {
166
168
  for (const effect of res) {
169
+ if (!validateEffect(name, effect)) continue;
167
170
  this._effects.push({
168
171
  effect,
172
+ typeName: component.typeName,
169
173
  priority: component.order
170
174
  });
171
175
  }
172
176
  }
173
177
  else {
178
+ if (!validateEffect(name, res)) continue;
174
179
  this._effects.push({
175
180
  effect: res,
181
+ typeName: component.typeName,
176
182
  priority: component.order
177
183
  });
178
184
  }
185
+
186
+ function validateEffect(source:string, effect: Effect | Pass): boolean {
187
+ if (!effect) {
188
+ return false;
189
+ }
190
+ if (!(effect instanceof MODULES.POSTPROCESSING.MODULE.Effect || effect instanceof MODULES.POSTPROCESSING.MODULE.Pass)) {
191
+ console.warn(`PostprocessingEffect ${source} created neither Effect nor Pass - this might be caused by a bundler error or false import. Below you find some possible solutions:\n- If you create custom effect try creating it like this: 'new NEEDLE_ENGINE_MODULES.POSTPROCESSING.MODULE.Effect(...)' instead of 'new Effect(...)'`);
192
+ }
193
+ return true;
194
+ }
179
195
  }
180
196
  }
181
197
  else {
@@ -244,7 +260,11 @@ export class PostProcessingHandler {
244
260
  const tonemapping = new MODULES.POSTPROCESSING.MODULE.ToneMappingEffect();
245
261
  tonemapping.name = `ToneMapping (${renderer.toneMapping})`;
246
262
  tonemapping.mode = threeToneMappingToEffectMode(renderer.toneMapping);
247
- this._effects.push({ effect: tonemapping, priority: PostProcessingEffectOrder.ToneMapping });
263
+ this._effects.push({
264
+ typeName: "ToneMapping",
265
+ effect: tonemapping,
266
+ priority: PostProcessingEffectOrder.ToneMapping
267
+ });
248
268
  }
249
269
  }
250
270
 
@@ -363,7 +383,8 @@ export class PostProcessingHandler {
363
383
  const effectsToMerge: Array<Effect> = [];
364
384
  let hasConvolutionEffectInArray = false;
365
385
 
366
- for (const entry of this._effects) {
386
+ for (let i = 0; i < this._effects.length; i++) {
387
+ const entry = this._effects[i];
367
388
  const ef = entry.effect;
368
389
 
369
390
  if (ef instanceof MODULES.POSTPROCESSING.MODULE.SMAAEffect) {
@@ -373,8 +394,7 @@ export class PostProcessingHandler {
373
394
  this._anyPassHasNormal = true;
374
395
  }
375
396
 
376
-
377
- // There can be only one tonemapping effect in the scene, so we can skip all others
397
+ // There can be only one tonemapping effect in the scene, so we skip all others
378
398
  if (ef instanceof MODULES.POSTPROCESSING.MODULE.ToneMappingEffect && activeTonemappingEffect !== ef) {
379
399
  // If we already have a tonemapping effect, we can skip this one
380
400
  continue;
@@ -383,18 +403,20 @@ export class PostProcessingHandler {
383
403
  // We can also not merge multiple effects of the same type in one pass
384
404
  // So we first need to create a new pass with whatever effects we have so far
385
405
  // TODO: this seems to work fine for some effects (like ColorAdjustments) and only caused issues with multiple Tonemapping effects so far which is handled above
386
- // const constructor = ef.constructor as Constructor<Effect | Pass>;
387
- // if(effectsToMerge.find(e => e.constructor === constructor)) {
388
- // // this.createPassForMergeableEffects(effectsToMerge, composer, cam, scene);
406
+ // const constructor = ef.constructor;
407
+ // if (effectsToMerge.find(e => e.constructor === constructor)) {
408
+ // this.createPassForMergeableEffects(effectsToMerge, composer, cam, scene);
389
409
  // }
390
410
 
411
+
412
+
391
413
  if (ef instanceof MODULES.POSTPROCESSING.MODULE.Effect) {
392
414
  const attributes = ef.getAttributes();
393
415
  const convolution = MODULES.POSTPROCESSING.MODULE.EffectAttribute.CONVOLUTION;
394
416
  if (attributes & convolution) {
395
417
  if (debug) console.log("[PostProcessing] Convolution effect: " + ef.name);
396
418
  if (hasConvolutionEffectInArray) {
397
- if (debug) console.log("[PostProcessing] Merging effects with convolution", effectsToMerge.map(e => e.name).join(", "));
419
+ if (debug) console.log("[PostProcessing] Merging effects [" + effectsToMerge.map(e => e.name).join(", ") + "]");
398
420
  this.createPassForMergeableEffects(effectsToMerge, composer, cam, scene);
399
421
  }
400
422
  hasConvolutionEffectInArray = true;
@@ -415,28 +437,44 @@ export class PostProcessingHandler {
415
437
  this.createPassForMergeableEffects(effectsToMerge, composer, cam, scene);
416
438
  composer.addPass(ef);
417
439
  }
440
+
418
441
  }
419
442
 
420
443
  this.createPassForMergeableEffects(effectsToMerge, composer, cam, scene);
421
444
  }
422
445
  catch (e) {
423
446
  console.error("Error while applying postprocessing effects", e);
447
+ composer.passes.forEach(p => p.dispose());
424
448
  composer.removeAllPasses();
425
449
  }
426
450
 
427
451
  // The last pass is the one that renders to the screen, so we need to set the gamma correction for it (and enable it for all others)
428
- for (let i = 0; i < composer.passes.length; i++) {
452
+ let foundEnabled = false;
453
+ for (let i = composer.passes.length - 1; i >= 0; i--) {
429
454
  const pass = composer.passes[i];
430
- const isLast = i === composer.passes.length - 1;
455
+ let gammaCorrect = false;
456
+ let renderToScreen = false;
457
+ if (pass.enabled) {
458
+ if (!foundEnabled) {
459
+ gammaCorrect = true;
460
+ renderToScreen = true;
461
+ }
462
+ foundEnabled = true;
463
+ }
464
+
465
+ pass.renderToScreen = renderToScreen;
466
+
431
467
  if ((pass as any)?.configuration !== undefined) {
432
- (pass as any).configuration.gammaCorrection = isLast;
468
+ (pass as any).configuration.gammaCorrection = gammaCorrect;
433
469
  }
434
470
  else if ("autosetGamma" in pass) {
435
471
  // Some effects have a autosetGamma property that we can use to set the gamma correction
436
- pass.autosetGamma = isLast;
472
+ pass.autosetGamma = gammaCorrect;
437
473
  }
438
474
 
475
+
439
476
  this._anyPassHasDepth ||= pass.needsDepthTexture;
477
+
440
478
  }
441
479
 
442
480
  // DEBUG LAND BELOW