@onerjs/core 8.26.3 → 8.26.4

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Files changed (137) hide show
  1. package/Engines/abstractEngine.js +2 -2
  2. package/Engines/abstractEngine.js.map +1 -1
  3. package/FrameGraph/Tasks/Rendering/objectRendererTask.js +0 -6
  4. package/FrameGraph/Tasks/Rendering/objectRendererTask.js.map +1 -1
  5. package/FrameGraph/frameGraphContext.d.ts +1 -2
  6. package/FrameGraph/frameGraphContext.js +1 -4
  7. package/FrameGraph/frameGraphContext.js.map +1 -1
  8. package/Lights/Clustered/clusteredLightContainer.d.ts +1 -1
  9. package/Lights/Clustered/clusteredLightContainer.js +5 -4
  10. package/Lights/Clustered/clusteredLightContainer.js.map +1 -1
  11. package/Lights/pointLight.js +4 -4
  12. package/Lights/pointLight.js.map +1 -1
  13. package/Lights/rectAreaLight.js +4 -4
  14. package/Lights/rectAreaLight.js.map +1 -1
  15. package/Lights/spotLight.js +2 -2
  16. package/Lights/spotLight.js.map +1 -1
  17. package/Materials/Background/backgroundMaterial.d.ts +91 -19
  18. package/Materials/Background/backgroundMaterial.js +245 -17
  19. package/Materials/Background/backgroundMaterial.js.map +1 -1
  20. package/Materials/Node/Blocks/Dual/lightBlock.js +4 -15
  21. package/Materials/Node/Blocks/Dual/lightBlock.js.map +1 -1
  22. package/Materials/Node/Blocks/PBR/pbrMetallicRoughnessBlock.js +5 -28
  23. package/Materials/Node/Blocks/PBR/pbrMetallicRoughnessBlock.js.map +1 -1
  24. package/Materials/Node/nodeMaterial.d.ts +69 -57
  25. package/Materials/Node/nodeMaterial.js +86 -9
  26. package/Materials/Node/nodeMaterial.js.map +1 -1
  27. package/Materials/Node/nodeMaterialBuildState.d.ts +1 -3
  28. package/Materials/Node/nodeMaterialBuildState.js +15 -35
  29. package/Materials/Node/nodeMaterialBuildState.js.map +1 -1
  30. package/Materials/PBR/index.d.ts +0 -5
  31. package/Materials/PBR/index.js +0 -5
  32. package/Materials/PBR/index.js.map +1 -1
  33. package/Materials/PBR/pbrBaseMaterial.d.ts +43 -57
  34. package/Materials/PBR/pbrBaseMaterial.js +304 -21
  35. package/Materials/PBR/pbrBaseMaterial.js.map +1 -1
  36. package/Materials/PBR/pbrMaterial.d.ts +78 -0
  37. package/Materials/PBR/pbrMaterial.js +110 -0
  38. package/Materials/PBR/pbrMaterial.js.map +1 -1
  39. package/Materials/imageProcessingConfiguration.defines.d.ts +0 -25
  40. package/Materials/imageProcessingConfiguration.defines.js +0 -27
  41. package/Materials/imageProcessingConfiguration.defines.js.map +1 -1
  42. package/Materials/index.d.ts +0 -2
  43. package/Materials/index.js +0 -2
  44. package/Materials/index.js.map +1 -1
  45. package/Materials/material.d.ts +0 -14
  46. package/Materials/material.js +0 -14
  47. package/Materials/material.js.map +1 -1
  48. package/Materials/materialHelper.functions.d.ts +0 -53
  49. package/Materials/materialHelper.functions.js +0 -297
  50. package/Materials/materialHelper.functions.js.map +1 -1
  51. package/Materials/standardMaterial.d.ts +121 -57
  52. package/Materials/standardMaterial.js +250 -21
  53. package/Materials/standardMaterial.js.map +1 -1
  54. package/Meshes/GaussianSplatting/gaussianSplattingMesh.js +0 -1
  55. package/Meshes/GaussianSplatting/gaussianSplattingMesh.js.map +1 -1
  56. package/Misc/decorators.d.ts +0 -7
  57. package/Misc/decorators.js +0 -34
  58. package/Misc/decorators.js.map +1 -1
  59. package/Particles/Node/Blocks/Emitters/createParticleBlock.js +1 -10
  60. package/Particles/Node/Blocks/Emitters/createParticleBlock.js.map +1 -1
  61. package/Particles/Node/Blocks/index.d.ts +0 -2
  62. package/Particles/Node/Blocks/index.js +0 -2
  63. package/Particles/Node/Blocks/index.js.map +1 -1
  64. package/Particles/Node/Blocks/particleInputBlock.js +1 -4
  65. package/Particles/Node/Blocks/particleInputBlock.js.map +1 -1
  66. package/Rendering/IBLShadows/iblShadowsPluginMaterial.d.ts +1 -2
  67. package/Rendering/IBLShadows/iblShadowsPluginMaterial.js +0 -45
  68. package/Rendering/IBLShadows/iblShadowsPluginMaterial.js.map +1 -1
  69. package/Rendering/IBLShadows/iblShadowsRenderPipeline.js +1 -2
  70. package/Rendering/IBLShadows/iblShadowsRenderPipeline.js.map +1 -1
  71. package/Rendering/geometryBufferRenderer.js +4 -6
  72. package/Rendering/geometryBufferRenderer.js.map +1 -1
  73. package/Rendering/iblCdfGenerator.js +20 -28
  74. package/Rendering/iblCdfGenerator.js.map +1 -1
  75. package/Rendering/reflectiveShadowMap.d.ts +3 -3
  76. package/Shaders/ShadersInclude/backgroundUboDeclaration.js +1 -1
  77. package/Shaders/ShadersInclude/backgroundUboDeclaration.js.map +1 -1
  78. package/Shaders/ShadersInclude/clusteredLightingFunctions.js +1 -3
  79. package/Shaders/ShadersInclude/clusteredLightingFunctions.js.map +1 -1
  80. package/Shaders/ShadersInclude/defaultUboDeclaration.js +1 -1
  81. package/Shaders/ShadersInclude/defaultUboDeclaration.js.map +1 -1
  82. package/Shaders/ShadersInclude/hdrFilteringFunctions.js +0 -34
  83. package/Shaders/ShadersInclude/hdrFilteringFunctions.js.map +1 -1
  84. package/Shaders/ShadersInclude/helperFunctions.js +1 -1
  85. package/Shaders/ShadersInclude/helperFunctions.js.map +1 -1
  86. package/Shaders/ShadersInclude/importanceSampling.js +0 -4
  87. package/Shaders/ShadersInclude/importanceSampling.js.map +1 -1
  88. package/Shaders/ShadersInclude/lightsFragmentFunctions.js +0 -1
  89. package/Shaders/ShadersInclude/lightsFragmentFunctions.js.map +1 -1
  90. package/Shaders/ShadersInclude/pbrBRDFFunctions.js +1 -1
  91. package/Shaders/ShadersInclude/pbrBRDFFunctions.js.map +1 -1
  92. package/Shaders/ShadersInclude/pbrClusteredLightingFunctions.js +0 -1
  93. package/Shaders/ShadersInclude/pbrClusteredLightingFunctions.js.map +1 -1
  94. package/Shaders/ShadersInclude/pbrDirectLightingFunctions.js +1 -3
  95. package/Shaders/ShadersInclude/pbrDirectLightingFunctions.js.map +1 -1
  96. package/Shaders/ShadersInclude/pbrHelperFunctions.js +0 -2
  97. package/Shaders/ShadersInclude/pbrHelperFunctions.js.map +1 -1
  98. package/Shaders/ShadersInclude/pbrUboDeclaration.js +1 -1
  99. package/Shaders/ShadersInclude/pbrUboDeclaration.js.map +1 -1
  100. package/ShadersWGSL/ShadersInclude/backgroundUboDeclaration.js +1 -1
  101. package/ShadersWGSL/ShadersInclude/backgroundUboDeclaration.js.map +1 -1
  102. package/ShadersWGSL/ShadersInclude/defaultUboDeclaration.js +1 -1
  103. package/ShadersWGSL/ShadersInclude/defaultUboDeclaration.js.map +1 -1
  104. package/ShadersWGSL/ShadersInclude/hdrFilteringFunctions.js +0 -28
  105. package/ShadersWGSL/ShadersInclude/hdrFilteringFunctions.js.map +1 -1
  106. package/ShadersWGSL/ShadersInclude/importanceSampling.js +0 -4
  107. package/ShadersWGSL/ShadersInclude/importanceSampling.js.map +1 -1
  108. package/ShadersWGSL/ShadersInclude/pbrBRDFFunctions.js +1 -1
  109. package/ShadersWGSL/ShadersInclude/pbrBRDFFunctions.js.map +1 -1
  110. package/ShadersWGSL/ShadersInclude/pbrDirectLightingFunctions.js +1 -3
  111. package/ShadersWGSL/ShadersInclude/pbrDirectLightingFunctions.js.map +1 -1
  112. package/ShadersWGSL/ShadersInclude/pbrHelperFunctions.js +0 -2
  113. package/ShadersWGSL/ShadersInclude/pbrHelperFunctions.js.map +1 -1
  114. package/ShadersWGSL/ShadersInclude/pbrUboDeclaration.js +1 -1
  115. package/ShadersWGSL/ShadersInclude/pbrUboDeclaration.js.map +1 -1
  116. package/package.json +1 -1
  117. package/scene.d.ts +0 -21
  118. package/scene.js +3 -29
  119. package/scene.js.map +1 -1
  120. package/Materials/PBR/openPbrMaterial.d.ts +0 -998
  121. package/Materials/PBR/openPbrMaterial.js +0 -2069
  122. package/Materials/PBR/openPbrMaterial.js.map +0 -1
  123. package/Materials/floatingOriginMatrixOverrides.d.ts +0 -3
  124. package/Materials/floatingOriginMatrixOverrides.js +0 -91
  125. package/Materials/floatingOriginMatrixOverrides.js.map +0 -1
  126. package/Materials/imageProcessing.d.ts +0 -65
  127. package/Materials/imageProcessing.js +0 -162
  128. package/Materials/imageProcessing.js.map +0 -1
  129. package/Materials/uv.defines.d.ts +0 -22
  130. package/Materials/uv.defines.js +0 -24
  131. package/Materials/uv.defines.js.map +0 -1
  132. package/Particles/Node/Blocks/particleLocalVariableBlock.d.ts +0 -38
  133. package/Particles/Node/Blocks/particleLocalVariableBlock.js +0 -108
  134. package/Particles/Node/Blocks/particleLocalVariableBlock.js.map +0 -1
  135. package/Particles/Node/Blocks/particleVectorLengthBlock.d.ts +0 -26
  136. package/Particles/Node/Blocks/particleVectorLengthBlock.js +0 -50
  137. package/Particles/Node/Blocks/particleVectorLengthBlock.js.map +0 -1
@@ -175,8 +175,6 @@ export declare class NodeMaterialBuildState {
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  * @internal
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  */
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  _registerTempVariable(name: string): boolean;
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- private _emitDefineStart;
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- private _emitDefineEnd;
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  /**
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  * @internal
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  */
@@ -204,7 +202,7 @@ export declare class NodeMaterialBuildState {
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  /**
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  * @internal
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  */
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- _declareLocalVar(name: string, type: NodeMaterialBlockConnectionPointTypes, isConst?: boolean, isVarPrivate?: boolean): string;
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+ _declareLocalVar(name: string, type: NodeMaterialBlockConnectionPointTypes, isConst?: boolean): string;
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  /**
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  * @internal
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  */
@@ -438,21 +438,6 @@ export class NodeMaterialBuildState {
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  this.sharedData.temps.push(name);
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  return true;
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  }
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- _emitDefineStart(define, notDefine = false) {
442
- let code = "";
443
- if (define) {
444
- if (define.startsWith("defined(")) {
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- code = `#if ${define}\n`;
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- }
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- else {
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- code = `${notDefine ? "#ifndef" : "#ifdef"} ${define}\n`;
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- }
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- }
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- return code;
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- }
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- _emitDefineEnd(define) {
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- return define ? `#endif\n` : "";
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- }
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  /**
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  * @internal
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  */
@@ -463,21 +448,17 @@ export class NodeMaterialBuildState {
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  this.sharedData.varyings.push(name);
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  const shaderType = this._getShaderType(type);
465
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  const emitCode = (forFragment = false) => {
466
- let code = this._emitDefineStart(define, notDefine);
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+ let code = "";
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+ if (define) {
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+ if (define.startsWith("defined(")) {
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+ code += `#if ${define}\n`;
455
+ }
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+ else {
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+ code += `${notDefine ? "#ifndef" : "#ifdef"} ${define}\n`;
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+ }
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+ }
467
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  if (this.shaderLanguage === 1 /* ShaderLanguage.WGSL */) {
468
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  switch (shaderType) {
469
- case "i32":
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- case "f32":
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- case "vec2f":
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- case "vec3f":
473
- case "vec4f":
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- code += `varying ${name}: ${shaderType};\n`;
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- if (forFragment) {
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- code += `var<private> ${name}: ${shaderType};\n`;
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- this.sharedData.varyingInitializationsFragment +=
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- this._emitDefineStart(define, notDefine) + `${name} = fragmentInputs.${name};\n` + this._emitDefineEnd(define);
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- }
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- break;
481
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  case "mat4x4f":
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  // We can't pass a matrix as a varying in WGSL, so we need to split it into 4 vectors
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  code += `varying ${name}_r0: vec4f;\n`;
@@ -486,10 +467,7 @@ export class NodeMaterialBuildState {
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  code += `varying ${name}_r3: vec4f;\n`;
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  if (forFragment) {
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  code += `var<private> ${name}: mat4x4f;\n`;
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- this.sharedData.varyingInitializationsFragment +=
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- this._emitDefineStart(define, notDefine) +
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- `${name} = mat4x4f(fragmentInputs.${name}_r0, fragmentInputs.${name}_r1, fragmentInputs.${name}_r2, fragmentInputs.${name}_r3);\n` +
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- this._emitDefineEnd(define);
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+ this.sharedData.varyingInitializationsFragment += `${name} = mat4x4f(fragmentInputs.${name}_r0, fragmentInputs.${name}_r1, fragmentInputs.${name}_r2, fragmentInputs.${name}_r3);\n`;
493
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  }
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  break;
495
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  default:
@@ -500,7 +478,9 @@ export class NodeMaterialBuildState {
500
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  else {
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  code += `varying ${shaderType} ${name};\n`;
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  }
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- code += this._emitDefineEnd(define);
481
+ if (define) {
482
+ code += `#endif\n`;
483
+ }
504
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  return code;
505
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  };
506
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  if (this.shaderLanguage === 1 /* ShaderLanguage.WGSL */) {
@@ -580,9 +560,9 @@ export class NodeMaterialBuildState {
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  /**
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  * @internal
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  */
583
- _declareLocalVar(name, type, isConst, isVarPrivate) {
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+ _declareLocalVar(name, type, isConst) {
584
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  if (this.shaderLanguage === 1 /* ShaderLanguage.WGSL */) {
585
- return `${isConst ? "const" : "var" + (isVarPrivate ? "<private>" : "")} ${name}: ${this._getShaderType(type)}`;
565
+ return `${isConst ? "const" : "var"} ${name}: ${this._getShaderType(type)}`;
586
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  }
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  else {
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  return `${isConst ? "const " : ""}${this._getShaderType(type)} ${name}`;
@@ -1 +1 @@
1
- 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{ NodeMaterialBlockConnectionPointTypes } from \"./Enums/nodeMaterialBlockConnectionPointTypes\";\r\nimport { NodeMaterialBlockTargets } from \"./Enums/nodeMaterialBlockTargets\";\r\nimport type { NodeMaterialBuildStateSharedData } from \"./nodeMaterialBuildStateSharedData\";\r\nimport { ShaderLanguage } from \"../shaderLanguage\";\r\nimport type { NodeMaterialConnectionPoint } from \"./nodeMaterialBlockConnectionPoint\";\r\nimport { ShaderStore as EngineShaderStore } from \"../../Engines/shaderStore\";\r\nimport { Constants } from \"../../Engines/constants\";\r\nimport type { NodeMaterialBlock } from \"./nodeMaterialBlock\";\r\nimport { Process } from \"core/Engines/Processors/shaderProcessor\";\r\nimport type { _IProcessingOptions } from \"core/Engines/Processors/shaderProcessingOptions\";\r\nimport { WebGLShaderProcessor } from \"core/Engines/WebGL/webGLShaderProcessors\";\r\nimport { Logger } from \"core/Misc/logger\";\r\n\r\n/**\r\n * Class used to store node based material build state\r\n */\r\nexport class NodeMaterialBuildState {\r\n /** Gets or sets a boolean indicating if the current state can emit uniform buffers */\r\n public supportUniformBuffers = false;\r\n /**\r\n * Gets the list of emitted attributes\r\n */\r\n public attributes: string[] = [];\r\n /**\r\n * Gets the list of emitted uniforms\r\n */\r\n public uniforms: string[] = [];\r\n /**\r\n * Gets the list of emitted constants\r\n */\r\n public constants: string[] = [];\r\n /**\r\n * Gets the list of emitted samplers\r\n */\r\n public samplers: string[] = [];\r\n /**\r\n * Gets the list of emitted functions\r\n */\r\n public functions: { [key: string]: string } = {};\r\n /**\r\n * Gets the list of emitted extensions\r\n */\r\n public extensions: { [key: string]: string } = {};\r\n /**\r\n * Gets the list of emitted prePass outputs - if using the prepass\r\n */\r\n public prePassOutput: { [key: string]: string } = {};\r\n\r\n /**\r\n * Gets the target of the compilation state\r\n */\r\n public target: NodeMaterialBlockTargets;\r\n /**\r\n * Gets the list of emitted counters\r\n */\r\n public counters: { [key: string]: number } = {};\r\n\r\n /**\r\n * Shared data between multiple NodeMaterialBuildState instances\r\n */\r\n public sharedData: NodeMaterialBuildStateSharedData;\r\n\r\n /** @internal */\r\n public _terminalBlocks: Set<NodeMaterialBlock> = new Set();\r\n\r\n /** @internal */\r\n public _vertexState: NodeMaterialBuildState;\r\n\r\n /** @internal */\r\n public _attributeDeclaration = \"\";\r\n /** @internal */\r\n public _uniformDeclaration = \"\";\r\n /** @internal */\r\n public _constantDeclaration = \"\";\r\n /** @internal */\r\n public _samplerDeclaration = \"\";\r\n /** @internal */\r\n public _varyingTransfer = \"\";\r\n /** @internal */\r\n public _injectAtEnd = \"\";\r\n /** @internal */\r\n public _injectAtTop = \"\";\r\n /** @internal */\r\n public _customEntryHeader = \"\";\r\n /** @internal */\r\n private _repeatableContentAnchorIndex = 0;\r\n /** @internal */\r\n public _builtCompilationString = \"\";\r\n\r\n /**\r\n * Gets the emitted compilation strings\r\n */\r\n public compilationString = \"\";\r\n\r\n /**\r\n * Gets the current shader language to use\r\n */\r\n public get shaderLanguage() {\r\n return this.sharedData.nodeMaterial.shaderLanguage;\r\n }\r\n\r\n /** Gets suffix to add behind type casting */\r\n public get fSuffix() {\r\n return this.shaderLanguage === ShaderLanguage.WGSL ? \"f\" : \"\";\r\n }\r\n\r\n /**\r\n * Returns the processed, compiled shader code\r\n * @param defines defines to use for the shader processing\r\n * @returns the raw shader code used by the engine\r\n */\r\n public async getProcessedShaderAsync(defines: string): Promise<string> {\r\n if (!this._builtCompilationString) {\r\n Logger.Error(\"getProcessedShaderAsync: Shader not built yet.\");\r\n return \"\";\r\n }\r\n\r\n const engine = this.sharedData.nodeMaterial.getScene().getEngine();\r\n const options: _IProcessingOptions = {\r\n defines: defines.split(\"\\n\"),\r\n indexParameters: undefined,\r\n isFragment: this.target === NodeMaterialBlockTargets.Fragment,\r\n shouldUseHighPrecisionShader: engine._shouldUseHighPrecisionShader,\r\n processor: engine._getShaderProcessor(this.shaderLanguage),\r\n supportsUniformBuffers: engine.supportsUniformBuffers,\r\n shadersRepository: EngineShaderStore.GetShadersRepository(this.shaderLanguage),\r\n includesShadersStore: EngineShaderStore.GetIncludesShadersStore(this.shaderLanguage),\r\n version: (engine.version * 100).toString(),\r\n platformName: engine.shaderPlatformName,\r\n processingContext: null,\r\n isNDCHalfZRange: engine.isNDCHalfZRange,\r\n useReverseDepthBuffer: engine.useReverseDepthBuffer,\r\n };\r\n\r\n // Export WebGL2 shaders with WebGL1 syntax for max compatibility\r\n if (!engine.isWebGPU && engine.version > 1.0) {\r\n options.processor = new WebGLShaderProcessor();\r\n }\r\n\r\n return await new Promise((resolve) => {\r\n Process(\r\n this._builtCompilationString,\r\n options,\r\n (migratedCode, _) => {\r\n resolve(migratedCode);\r\n },\r\n engine\r\n );\r\n });\r\n }\r\n\r\n /**\r\n * Finalize the compilation strings\r\n * @param state defines the current compilation state\r\n */\r\n public finalize(state: NodeMaterialBuildState) {\r\n const emitComments = state.sharedData.emitComments;\r\n const isFragmentMode = this.target === NodeMaterialBlockTargets.Fragment;\r\n\r\n let entryPointString = `\\n${emitComments ? \"//Entry point\\n\" : \"\"}`;\r\n if (this._customEntryHeader) {\r\n entryPointString += this._customEntryHeader;\r\n } else if (this.shaderLanguage === ShaderLanguage.WGSL) {\r\n if (isFragmentMode) {\r\n entryPointString += `@fragment\\nfn main(input: FragmentInputs) -> FragmentOutputs {\\n${this.sharedData.varyingInitializationsFragment}`;\r\n } else {\r\n entryPointString += `@vertex\\nfn main(input: VertexInputs) -> FragmentInputs{\\n`;\r\n }\r\n } else {\r\n entryPointString += `void main(void) {\\n`;\r\n }\r\n\r\n this.compilationString = entryPointString + this.compilationString;\r\n\r\n if (this._constantDeclaration) {\r\n this.compilationString = `\\n${emitComments ? \"//Constants\\n\" : \"\"}${this._constantDeclaration}\\n${this.compilationString}`;\r\n }\r\n\r\n let functionCode = \"\";\r\n for (const functionName in this.functions) {\r\n functionCode += this.functions[functionName] + `\\n`;\r\n }\r\n this.compilationString = `\\n${functionCode}\\n${this.compilationString}`;\r\n\r\n if (!isFragmentMode && this._varyingTransfer) {\r\n this.compilationString = `${this.compilationString}\\n${this._varyingTransfer}`;\r\n }\r\n\r\n if (this._injectAtEnd) {\r\n this.compilationString = `${this.compilationString}\\n${this._injectAtEnd}`;\r\n }\r\n\r\n this.compilationString = `${this.compilationString}\\n}`;\r\n\r\n if (this.sharedData.varyingDeclaration) {\r\n this.compilationString = `\\n${emitComments ? \"//Varyings\\n\" : \"\"}${isFragmentMode ? this.sharedData.varyingDeclarationFragment : this.sharedData.varyingDeclaration}\\n${this.compilationString}`;\r\n }\r\n\r\n if (this._samplerDeclaration) {\r\n this.compilationString = `\\n${emitComments ? \"//Samplers\\n\" : \"\"}${this._samplerDeclaration}\\n${this.compilationString}`;\r\n }\r\n\r\n if (this._uniformDeclaration) {\r\n this.compilationString = `\\n${emitComments ? \"//Uniforms\\n\" : \"\"}${this._uniformDeclaration}\\n${this.compilationString}`;\r\n }\r\n\r\n if (this._attributeDeclaration && !isFragmentMode) {\r\n this.compilationString = `\\n${emitComments ? \"//Attributes\\n\" : \"\"}${this._attributeDeclaration}\\n${this.compilationString}`;\r\n }\r\n\r\n if (this.shaderLanguage !== ShaderLanguage.WGSL) {\r\n this.compilationString = \"precision highp float;\\n\" + this.compilationString;\r\n this.compilationString = \"#if defined(WEBGL2) || defined(WEBGPU)\\nprecision highp sampler2DArray;\\n#endif\\n\" + this.compilationString;\r\n\r\n if (isFragmentMode) {\r\n this.compilationString =\r\n \"#if defined(PREPASS)\\r\\n#extension GL_EXT_draw_buffers : require\\r\\nlayout(location = 0) out highp vec4 glFragData[SCENE_MRT_COUNT];\\r\\nhighp vec4 gl_FragColor;\\r\\n#endif\\r\\n\" +\r\n this.compilationString;\r\n }\r\n\r\n for (const extensionName in this.extensions) {\r\n const extension = this.extensions[extensionName];\r\n this.compilationString = `\\n${extension}\\n${this.compilationString}`;\r\n }\r\n }\r\n\r\n if (this._injectAtTop) {\r\n this.compilationString = `${this._injectAtTop}\\n${this.compilationString}`;\r\n }\r\n\r\n this._builtCompilationString = this.compilationString;\r\n }\r\n\r\n /** @internal */\r\n public get _repeatableContentAnchor(): string {\r\n return `###___ANCHOR${this._repeatableContentAnchorIndex++}___###`;\r\n }\r\n\r\n /**\r\n * @internal\r\n */\r\n public _getFreeVariableName(prefix: string): string {\r\n prefix = this.sharedData.formatConfig.formatVariablename(prefix);\r\n\r\n if (this.sharedData.variableNames[prefix] === undefined) {\r\n this.sharedData.variableNames[prefix] = 0;\r\n\r\n // Check reserved words\r\n if (prefix === \"output\" || prefix === \"texture\") {\r\n return prefix + this.sharedData.variableNames[prefix];\r\n }\r\n\r\n return prefix;\r\n } else {\r\n this.sharedData.variableNames[prefix]++;\r\n }\r\n\r\n return prefix + this.sharedData.variableNames[prefix];\r\n }\r\n\r\n /**\r\n * @internal\r\n */\r\n public _getFreeDefineName(prefix: string): string {\r\n if (this.sharedData.defineNames[prefix] === undefined) {\r\n this.sharedData.defineNames[prefix] = 0;\r\n } else {\r\n this.sharedData.defineNames[prefix]++;\r\n }\r\n\r\n return prefix + this.sharedData.defineNames[prefix];\r\n }\r\n\r\n /**\r\n * @internal\r\n */\r\n public _excludeVariableName(name: string) {\r\n this.sharedData.variableNames[name] = 0;\r\n }\r\n\r\n /**\r\n * @internal\r\n */\r\n public _emit2DSampler(name: string, define = \"\", force = false, annotation?: string, unsignedSampler?: boolean, precision?: string) {\r\n if (this.samplers.indexOf(name) < 0 || force) {\r\n if (define) {\r\n this._samplerDeclaration += `#if ${define}\\n`;\r\n }\r\n\r\n if (this.shaderLanguage === ShaderLanguage.WGSL) {\r\n const unsignedSamplerPrefix = unsignedSampler ? \"u\" : \"f\";\r\n this._samplerDeclaration += `var ${name + Constants.AUTOSAMPLERSUFFIX}: sampler;\\n`;\r\n this._samplerDeclaration += `var ${name}: texture_2d<${unsignedSamplerPrefix}32>;\\n`;\r\n } else {\r\n const unsignedSamplerPrefix = unsignedSampler ? \"u\" : \"\";\r\n const precisionDecl = precision ?? \"\";\r\n this._samplerDeclaration += `uniform ${precisionDecl} ${unsignedSamplerPrefix}sampler2D ${name}; ${annotation ? annotation : \"\"}\\n`;\r\n }\r\n\r\n if (define) {\r\n this._samplerDeclaration += `#endif\\n`;\r\n }\r\n\r\n if (!force) {\r\n this.samplers.push(name);\r\n }\r\n }\r\n }\r\n\r\n /**\r\n * @internal\r\n */\r\n public _emitCubeSampler(name: string, define = \"\", force = false) {\r\n if (this.samplers.indexOf(name) < 0 || force) {\r\n if (define) {\r\n this._samplerDeclaration += `#if ${define}\\n`;\r\n }\r\n\r\n if (this.shaderLanguage === ShaderLanguage.WGSL) {\r\n this._samplerDeclaration += `var ${name + Constants.AUTOSAMPLERSUFFIX}: sampler;\\n`;\r\n this._samplerDeclaration += `var ${name}: texture_cube<f32>;\\n`;\r\n } else {\r\n this._samplerDeclaration += `uniform samplerCube ${name};\\n`;\r\n }\r\n\r\n if (define) {\r\n this._samplerDeclaration += `#endif\\n`;\r\n }\r\n\r\n if (!force) {\r\n this.samplers.push(name);\r\n }\r\n }\r\n }\r\n\r\n /**\r\n * @internal\r\n */\r\n public _emit2DArraySampler(name: string) {\r\n if (this.samplers.indexOf(name) < 0) {\r\n if (this.shaderLanguage === ShaderLanguage.WGSL) {\r\n this._samplerDeclaration += `var ${name + Constants.AUTOSAMPLERSUFFIX}: sampler;\\n`;\r\n this._samplerDeclaration += `var ${name}: texture_2d_array<f32>;\\n`;\r\n } else {\r\n this._samplerDeclaration += `uniform sampler2DArray ${name};\\n`;\r\n }\r\n this.samplers.push(name);\r\n }\r\n }\r\n\r\n /**\r\n * @internal\r\n */\r\n public _getGLType(type: NodeMaterialBlockConnectionPointTypes): string {\r\n switch (type) {\r\n case NodeMaterialBlockConnectionPointTypes.Float:\r\n return \"float\";\r\n case NodeMaterialBlockConnectionPointTypes.Int:\r\n return \"int\";\r\n case NodeMaterialBlockConnectionPointTypes.Vector2:\r\n return \"vec2\";\r\n case NodeMaterialBlockConnectionPointTypes.Color3:\r\n case NodeMaterialBlockConnectionPointTypes.Vector3:\r\n return \"vec3\";\r\n case NodeMaterialBlockConnectionPointTypes.Color4:\r\n case NodeMaterialBlockConnectionPointTypes.Vector4:\r\n return \"vec4\";\r\n case NodeMaterialBlockConnectionPointTypes.Matrix:\r\n return \"mat4\";\r\n }\r\n\r\n return \"\";\r\n }\r\n\r\n /**\r\n * @internal\r\n */\r\n public _getShaderType(type: NodeMaterialBlockConnectionPointTypes) {\r\n const isWGSL = this.shaderLanguage === ShaderLanguage.WGSL;\r\n\r\n switch (type) {\r\n case NodeMaterialBlockConnectionPointTypes.Float:\r\n return isWGSL ? \"f32\" : \"float\";\r\n case NodeMaterialBlockConnectionPointTypes.Int:\r\n return isWGSL ? \"i32\" : \"int\";\r\n case NodeMaterialBlockConnectionPointTypes.Vector2:\r\n return isWGSL ? \"vec2f\" : \"vec2\";\r\n case NodeMaterialBlockConnectionPointTypes.Color3:\r\n case NodeMaterialBlockConnectionPointTypes.Vector3:\r\n return isWGSL ? \"vec3f\" : \"vec3\";\r\n case NodeMaterialBlockConnectionPointTypes.Color4:\r\n case NodeMaterialBlockConnectionPointTypes.Vector4:\r\n return isWGSL ? \"vec4f\" : \"vec4\";\r\n case NodeMaterialBlockConnectionPointTypes.Matrix:\r\n return isWGSL ? \"mat4x4f\" : \"mat4\";\r\n }\r\n\r\n return \"\";\r\n }\r\n\r\n /**\r\n * @internal\r\n */\r\n public _emitExtension(name: string, extension: string, define: string = \"\") {\r\n if (this.extensions[name]) {\r\n return;\r\n }\r\n\r\n if (define) {\r\n extension = `#if ${define}\\n${extension}\\n#endif`;\r\n }\r\n this.extensions[name] = extension;\r\n }\r\n\r\n /**\r\n * @internal\r\n */\r\n public _emitFunction(name: string, code: string, comments: string) {\r\n if (this.functions[name]) {\r\n return;\r\n }\r\n\r\n if (this.sharedData.emitComments) {\r\n code = comments + `\\n` + code;\r\n }\r\n\r\n this.functions[name] = code;\r\n }\r\n\r\n /**\r\n * @internal\r\n */\r\n public _emitCodeFromInclude(\r\n includeName: string,\r\n comments: string,\r\n options?: {\r\n replaceStrings?: { search: RegExp; replace: string }[];\r\n repeatKey?: string;\r\n substitutionVars?: string;\r\n }\r\n ) {\r\n const store = EngineShaderStore.GetIncludesShadersStore(this.shaderLanguage);\r\n\r\n if (options && options.repeatKey) {\r\n return `#include<${includeName}>${options.substitutionVars ? \"(\" + options.substitutionVars + \")\" : \"\"}[0..${options.repeatKey}]\\n`;\r\n }\r\n\r\n let code = store[includeName] + \"\\n\";\r\n\r\n if (this.sharedData.emitComments) {\r\n code = comments + `\\n` + code;\r\n }\r\n\r\n if (!options) {\r\n return code;\r\n }\r\n\r\n if (options.replaceStrings) {\r\n for (let index = 0; index < options.replaceStrings.length; index++) {\r\n const replaceString = options.replaceStrings[index];\r\n code = code.replace(replaceString.search, replaceString.replace);\r\n }\r\n }\r\n\r\n return code;\r\n }\r\n\r\n /**\r\n * @internal\r\n */\r\n public _emitFunctionFromInclude(\r\n includeName: string,\r\n comments: string,\r\n options?: {\r\n repeatKey?: string;\r\n substitutionVars?: string;\r\n removeAttributes?: boolean;\r\n removeUniforms?: boolean;\r\n removeVaryings?: boolean;\r\n removeIfDef?: boolean;\r\n replaceStrings?: { search: RegExp; replace: string }[];\r\n },\r\n storeKey: string = \"\"\r\n ) {\r\n const key = includeName + storeKey;\r\n if (this.functions[key]) {\r\n return;\r\n }\r\n const store = EngineShaderStore.GetIncludesShadersStore(this.shaderLanguage);\r\n\r\n if (!options || (!options.removeAttributes && !options.removeUniforms && !options.removeVaryings && !options.removeIfDef && !options.replaceStrings)) {\r\n if (options && options.repeatKey) {\r\n this.functions[key] = `#include<${includeName}>${options.substitutionVars ? \"(\" + options.substitutionVars + \")\" : \"\"}[0..${options.repeatKey}]\\n`;\r\n } else {\r\n this.functions[key] = `#include<${includeName}>${options?.substitutionVars ? \"(\" + options?.substitutionVars + \")\" : \"\"}\\n`;\r\n }\r\n\r\n if (this.sharedData.emitComments) {\r\n this.functions[key] = comments + `\\n` + this.functions[key];\r\n }\r\n\r\n return;\r\n }\r\n\r\n this.functions[key] = store[includeName];\r\n\r\n if (this.sharedData.emitComments) {\r\n this.functions[key] = comments + `\\n` + this.functions[key];\r\n }\r\n\r\n if (options.removeIfDef) {\r\n this.functions[key] = this.functions[key].replace(/^\\s*?#ifdef.+$/gm, \"\");\r\n this.functions[key] = this.functions[key].replace(/^\\s*?#endif.*$/gm, \"\");\r\n this.functions[key] = this.functions[key].replace(/^\\s*?#else.*$/gm, \"\");\r\n this.functions[key] = this.functions[key].replace(/^\\s*?#elif.*$/gm, \"\");\r\n }\r\n\r\n if (options.removeAttributes) {\r\n this.functions[key] = this.functions[key].replace(/\\s*?attribute .+?;/g, \"\\n\");\r\n }\r\n\r\n if (options.removeUniforms) {\r\n this.functions[key] = this.functions[key].replace(/\\s*?uniform .*?;/g, \"\\n\");\r\n }\r\n\r\n if (options.removeVaryings) {\r\n this.functions[key] = this.functions[key].replace(/\\s*?(varying|in) .+?;/g, \"\\n\");\r\n }\r\n\r\n if (options.replaceStrings) {\r\n for (let index = 0; index < options.replaceStrings.length; index++) {\r\n const replaceString = options.replaceStrings[index];\r\n this.functions[key] = this.functions[key].replace(replaceString.search, replaceString.replace);\r\n }\r\n }\r\n }\r\n\r\n /**\r\n * @internal\r\n */\r\n public _registerTempVariable(name: string) {\r\n if (this.sharedData.temps.indexOf(name) !== -1) {\r\n return false;\r\n }\r\n\r\n this.sharedData.temps.push(name);\r\n return true;\r\n }\r\n\r\n private _emitDefineStart(define?: string, notDefine = false) {\r\n let code = \"\";\r\n if (define) {\r\n if (define.startsWith(\"defined(\")) {\r\n code = `#if ${define}\\n`;\r\n } else {\r\n code = `${notDefine ? \"#ifndef\" : \"#ifdef\"} ${define}\\n`;\r\n }\r\n }\r\n\r\n return code;\r\n }\r\n\r\n private _emitDefineEnd(define?: string) {\r\n return define ? `#endif\\n` : \"\";\r\n }\r\n\r\n /**\r\n * @internal\r\n */\r\n public _emitVaryingFromString(name: string, type: NodeMaterialBlockConnectionPointTypes, define: string = \"\", notDefine = false) {\r\n if (this.sharedData.varyings.indexOf(name) !== -1) {\r\n return false;\r\n }\r\n\r\n this.sharedData.varyings.push(name);\r\n\r\n const shaderType = this._getShaderType(type);\r\n\r\n const emitCode = (forFragment = false) => {\r\n let code = this._emitDefineStart(define, notDefine);\r\n if (this.shaderLanguage === ShaderLanguage.WGSL) {\r\n switch (shaderType) {\r\n case \"i32\":\r\n case \"f32\":\r\n case \"vec2f\":\r\n case \"vec3f\":\r\n case \"vec4f\":\r\n code += `varying ${name}: ${shaderType};\\n`;\r\n\r\n if (forFragment) {\r\n code += `var<private> ${name}: ${shaderType};\\n`;\r\n this.sharedData.varyingInitializationsFragment +=\r\n this._emitDefineStart(define, notDefine) + `${name} = fragmentInputs.${name};\\n` + this._emitDefineEnd(define);\r\n }\r\n break;\r\n case \"mat4x4f\":\r\n // We can't pass a matrix as a varying in WGSL, so we need to split it into 4 vectors\r\n code += `varying ${name}_r0: vec4f;\\n`;\r\n code += `varying ${name}_r1: vec4f;\\n`;\r\n code += `varying ${name}_r2: vec4f;\\n`;\r\n code += `varying ${name}_r3: vec4f;\\n`;\r\n\r\n if (forFragment) {\r\n code += `var<private> ${name}: mat4x4f;\\n`;\r\n this.sharedData.varyingInitializationsFragment +=\r\n this._emitDefineStart(define, notDefine) +\r\n `${name} = mat4x4f(fragmentInputs.${name}_r0, fragmentInputs.${name}_r1, fragmentInputs.${name}_r2, fragmentInputs.${name}_r3);\\n` +\r\n this._emitDefineEnd(define);\r\n }\r\n break;\r\n default:\r\n code += `varying ${name}: ${shaderType};\\n`;\r\n break;\r\n }\r\n } else {\r\n code += `varying ${shaderType} ${name};\\n`;\r\n }\r\n code += this._emitDefineEnd(define);\r\n return code;\r\n };\r\n\r\n if (this.shaderLanguage === ShaderLanguage.WGSL) {\r\n this.sharedData.varyingDeclaration += emitCode(false);\r\n this.sharedData.varyingDeclarationFragment += emitCode(true);\r\n } else {\r\n const code = emitCode();\r\n this.sharedData.varyingDeclaration += code;\r\n this.sharedData.varyingDeclarationFragment += code;\r\n }\r\n\r\n return true;\r\n }\r\n\r\n /**\r\n * @internal\r\n */\r\n public _getVaryingName(name: string): string {\r\n if (this.shaderLanguage === ShaderLanguage.WGSL) {\r\n return (this.target !== NodeMaterialBlockTargets.Fragment ? \"vertexOutputs.\" : \"fragmentInputs.\") + name;\r\n }\r\n\r\n return name;\r\n }\r\n\r\n /**\r\n * @internal\r\n */\r\n public _emitUniformFromString(name: string, type: NodeMaterialBlockConnectionPointTypes, define: string = \"\", notDefine = false) {\r\n if (this.uniforms.indexOf(name) !== -1) {\r\n return;\r\n }\r\n\r\n this.uniforms.push(name);\r\n\r\n if (define) {\r\n if (define.startsWith(\"defined(\")) {\r\n this._uniformDeclaration += `#if ${define}\\n`;\r\n } else {\r\n this._uniformDeclaration += `${notDefine ? \"#ifndef\" : \"#ifdef\"} ${define}\\n`;\r\n }\r\n }\r\n if (this.sharedData.formatConfig.getUniformAnnotation) {\r\n this._uniformDeclaration += this.sharedData.formatConfig.getUniformAnnotation(name);\r\n }\r\n const shaderType = this._getShaderType(type);\r\n if (this.shaderLanguage === ShaderLanguage.WGSL) {\r\n this._uniformDeclaration += `uniform ${name}: ${shaderType};\\n`;\r\n } else {\r\n this._uniformDeclaration += `uniform ${shaderType} ${name};\\n`;\r\n }\r\n if (define) {\r\n this._uniformDeclaration += `#endif\\n`;\r\n }\r\n }\r\n\r\n /**\r\n * @internal\r\n */\r\n public _generateTernary(trueStatement: string, falseStatement: string, condition: string) {\r\n if (this.shaderLanguage === ShaderLanguage.WGSL) {\r\n return `select(${falseStatement}, ${trueStatement}, ${condition})`;\r\n }\r\n\r\n return `(${condition}) ? ${trueStatement} : ${falseStatement}`;\r\n }\r\n\r\n /**\r\n * @internal\r\n */\r\n public _emitFloat(value: number) {\r\n if (value.toString() === value.toFixed(0)) {\r\n return `${value}.0`;\r\n }\r\n\r\n return value.toString();\r\n }\r\n\r\n /**\r\n * @internal\r\n */\r\n public _declareOutput(output: NodeMaterialConnectionPoint, isConst?: boolean): string {\r\n return this._declareLocalVar(output.associatedVariableName, output.type, isConst);\r\n }\r\n\r\n /**\r\n * @internal\r\n */\r\n public _declareLocalVar(name: string, type: NodeMaterialBlockConnectionPointTypes, isConst?: boolean, isVarPrivate?: boolean): string {\r\n if (this.shaderLanguage === ShaderLanguage.WGSL) {\r\n return `${isConst ? \"const\" : \"var\" + (isVarPrivate ? \"<private>\" : \"\")} ${name}: ${this._getShaderType(type)}`;\r\n } else {\r\n return `${isConst ? \"const \" : \"\"}${this._getShaderType(type)} ${name}`;\r\n }\r\n }\r\n\r\n /**\r\n * @internal\r\n */\r\n public _samplerCubeFunc() {\r\n if (this.shaderLanguage === ShaderLanguage.WGSL) {\r\n return \"textureSample\";\r\n }\r\n return \"textureCube\";\r\n }\r\n\r\n /**\r\n * @internal\r\n */\r\n public _samplerFunc() {\r\n if (this.shaderLanguage === ShaderLanguage.WGSL) {\r\n return \"textureSample\";\r\n }\r\n return \"texture2D\";\r\n }\r\n\r\n /**\r\n * @internal\r\n */\r\n public _samplerLODFunc() {\r\n if (this.shaderLanguage === ShaderLanguage.WGSL) {\r\n return \"textureSampleLevel\";\r\n }\r\n return \"texture2DLodEXT\";\r\n }\r\n\r\n public _toLinearSpace(output: NodeMaterialConnectionPoint) {\r\n if (this.shaderLanguage === ShaderLanguage.WGSL) {\r\n if (output.type === NodeMaterialBlockConnectionPointTypes.Color3 || output.type === NodeMaterialBlockConnectionPointTypes.Vector3) {\r\n return `toLinearSpaceVec3(${output.associatedVariableName})`;\r\n }\r\n\r\n return `toLinearSpace(${output.associatedVariableName})`;\r\n }\r\n return `toLinearSpace(${output.associatedVariableName})`;\r\n }\r\n\r\n /**\r\n * @internal\r\n */\r\n public _generateTextureSample(uv: string, samplerName: string) {\r\n if (this.shaderLanguage === ShaderLanguage.WGSL) {\r\n return `${this._samplerFunc()}(${samplerName},${samplerName + Constants.AUTOSAMPLERSUFFIX}, ${uv})`;\r\n }\r\n return `${this._samplerFunc()}(${samplerName}, ${uv})`;\r\n }\r\n\r\n /**\r\n * @internal\r\n */\r\n public _generateTextureSampleLOD(uv: string, samplerName: string, lod: string) {\r\n if (this.shaderLanguage === ShaderLanguage.WGSL) {\r\n return `${this._samplerLODFunc()}(${samplerName},${samplerName + Constants.AUTOSAMPLERSUFFIX}, ${uv}, ${lod})`;\r\n }\r\n return `${this._samplerLODFunc()}(${samplerName}, ${uv}, ${lod})`;\r\n }\r\n\r\n /**\r\n * @internal\r\n */\r\n public _generateTextureSampleCube(uv: string, samplerName: string) {\r\n if (this.shaderLanguage === ShaderLanguage.WGSL) {\r\n return `${this._samplerCubeFunc()}(${samplerName},${samplerName + Constants.AUTOSAMPLERSUFFIX}, ${uv})`;\r\n }\r\n return `${this._samplerCubeFunc()}(${samplerName}, ${uv})`;\r\n }\r\n\r\n /**\r\n * @internal\r\n */\r\n public _generateTextureSampleCubeLOD(uv: string, samplerName: string, lod: string) {\r\n if (this.shaderLanguage === ShaderLanguage.WGSL) {\r\n return `${this._samplerCubeFunc()}(${samplerName},${samplerName + Constants.AUTOSAMPLERSUFFIX}, ${uv}, ${lod})`;\r\n }\r\n return `${this._samplerCubeFunc()}(${samplerName}, ${uv}, ${lod})`;\r\n }\r\n\r\n private _convertVariableDeclarationToWGSL(type: string, dest: string, source: string): string {\r\n return source.replace(new RegExp(`(${type})\\\\s+(\\\\w+)`, \"g\"), `var $2: ${dest}`);\r\n }\r\n\r\n private _convertVariableConstructorsToWGSL(type: string, dest: string, source: string): string {\r\n return source.replace(new RegExp(`(${type})\\\\(`, \"g\"), ` ${dest}(`);\r\n }\r\n\r\n private _convertOutParametersToWGSL(source: string): string {\r\n return source.replace(new RegExp(`out\\\\s+var\\\\s+(\\\\w+)\\\\s*:\\\\s*(\\\\w+)`, \"g\"), `$1: ptr<function, $2>`);\r\n }\r\n\r\n private _convertTernaryOperandsToWGSL(source: string): string {\r\n return source.replace(new RegExp(`\\\\[(.*?)\\\\?(.*?):(.*)\\\\]`, \"g\"), (match, condition, trueCase, falseCase) => `select(${falseCase}, ${trueCase}, ${condition})`);\r\n }\r\n\r\n private _convertModOperatorsToWGSL(source: string): string {\r\n return source.replace(new RegExp(`mod\\\\((.+?),\\\\s*(.+?)\\\\)`, \"g\"), (match, left, right) => `((${left})%(${right}))`);\r\n }\r\n\r\n private _convertConstToWGSL(source: string): string {\r\n return source.replace(new RegExp(`const var`, \"g\"), `const`);\r\n }\r\n\r\n private _convertInnerFunctionsToWGSL(source: string): string {\r\n return source.replace(new RegExp(`inversesqrt`, \"g\"), `inverseSqrt`);\r\n }\r\n\r\n private _convertFunctionsToWGSL(source: string): string {\r\n const regex = /var\\s+(\\w+)\\s*:\\s*(\\w+)\\((.*)\\)/g;\r\n\r\n let match: RegExpMatchArray | null;\r\n while ((match = regex.exec(source)) !== null) {\r\n const funcName = match[1];\r\n const funcType = match[2];\r\n const params = match[3]; // All parameters as a single string\r\n\r\n // Processing the parameters to match 'name: type' format\r\n const formattedParams = params.replace(/var\\s/g, \"\");\r\n\r\n // Constructing the final output string\r\n source = source.replace(match[0], `fn ${funcName}(${formattedParams}) -> ${funcType}`);\r\n }\r\n return source;\r\n }\r\n\r\n public _babylonSLtoWGSL(code: string) {\r\n // variable declarations\r\n code = this._convertVariableDeclarationToWGSL(\"void\", \"voidnull\", code);\r\n code = this._convertVariableDeclarationToWGSL(\"bool\", \"bool\", code);\r\n code = this._convertVariableDeclarationToWGSL(\"int\", \"i32\", code);\r\n code = this._convertVariableDeclarationToWGSL(\"uint\", \"u32\", code);\r\n code = this._convertVariableDeclarationToWGSL(\"float\", \"f32\", code);\r\n code = this._convertVariableDeclarationToWGSL(\"vec2\", \"vec2f\", code);\r\n code = this._convertVariableDeclarationToWGSL(\"vec3\", \"vec3f\", code);\r\n code = this._convertVariableDeclarationToWGSL(\"vec4\", \"vec4f\", code);\r\n code = this._convertVariableDeclarationToWGSL(\"mat2\", \"mat2x2f\", code);\r\n code = this._convertVariableDeclarationToWGSL(\"mat3\", \"mat3x3f\", code);\r\n code = this._convertVariableDeclarationToWGSL(\"mat4\", \"mat4x4f\", code);\r\n\r\n // Type constructors\r\n code = this._convertVariableConstructorsToWGSL(\"float\", \"f32\", code);\r\n code = this._convertVariableConstructorsToWGSL(\"vec2\", \"vec2f\", code);\r\n code = this._convertVariableConstructorsToWGSL(\"vec3\", \"vec3f\", code);\r\n code = this._convertVariableConstructorsToWGSL(\"vec4\", \"vec4f\", code);\r\n code = this._convertVariableConstructorsToWGSL(\"mat2\", \"mat2x2f\", code);\r\n code = this._convertVariableConstructorsToWGSL(\"mat3\", \"mat3x3f\", code);\r\n code = this._convertVariableConstructorsToWGSL(\"mat4\", \"mat4x4f\", code);\r\n\r\n // Ternary operands\r\n code = this._convertTernaryOperandsToWGSL(code);\r\n\r\n // Mod operators\r\n code = this._convertModOperatorsToWGSL(code);\r\n\r\n // Const\r\n code = this._convertConstToWGSL(code);\r\n\r\n // Inner functions\r\n code = this._convertInnerFunctionsToWGSL(code);\r\n\r\n // Out paramters\r\n code = this._convertOutParametersToWGSL(code);\r\n code = code.replace(/\\[\\*\\]/g, \"*\");\r\n\r\n // Functions\r\n code = this._convertFunctionsToWGSL(code);\r\n\r\n // Remove voidnull\r\n code = code.replace(/\\s->\\svoidnull/g, \"\");\r\n\r\n // Derivatives\r\n code = code.replace(/dFdx/g, \"dpdx\");\r\n code = code.replace(/dFdy/g, \"dpdy\");\r\n\r\n return code;\r\n }\r\n\r\n private _convertTernaryOperandsToGLSL(source: string): string {\r\n return source.replace(new RegExp(`\\\\[(.+?)\\\\?(.+?):(.+)\\\\]`, \"g\"), (match, condition, trueCase, falseCase) => `${condition} ? ${trueCase} : ${falseCase}`);\r\n }\r\n\r\n public _babylonSLtoGLSL(code: string) {\r\n /** Remove BSL specifics */\r\n code = code.replace(/\\[\\*\\]/g, \"\");\r\n code = this._convertTernaryOperandsToGLSL(code);\r\n\r\n return code;\r\n }\r\n}\r\n"]}
1
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{ NodeMaterialBlockConnectionPointTypes } from \"./Enums/nodeMaterialBlockConnectionPointTypes\";\r\nimport { NodeMaterialBlockTargets } from \"./Enums/nodeMaterialBlockTargets\";\r\nimport type { NodeMaterialBuildStateSharedData } from \"./nodeMaterialBuildStateSharedData\";\r\nimport { ShaderLanguage } from \"../shaderLanguage\";\r\nimport type { NodeMaterialConnectionPoint } from \"./nodeMaterialBlockConnectionPoint\";\r\nimport { ShaderStore as EngineShaderStore } from \"../../Engines/shaderStore\";\r\nimport { Constants } from \"../../Engines/constants\";\r\nimport type { NodeMaterialBlock } from \"./nodeMaterialBlock\";\r\nimport { Process } from \"core/Engines/Processors/shaderProcessor\";\r\nimport type { _IProcessingOptions } from \"core/Engines/Processors/shaderProcessingOptions\";\r\nimport { WebGLShaderProcessor } from \"core/Engines/WebGL/webGLShaderProcessors\";\r\nimport { Logger } from \"core/Misc/logger\";\r\n\r\n/**\r\n * Class used to store node based material build state\r\n */\r\nexport class NodeMaterialBuildState {\r\n /** Gets or sets a boolean indicating if the current state can emit uniform buffers */\r\n public supportUniformBuffers = false;\r\n /**\r\n * Gets the list of emitted attributes\r\n */\r\n public attributes: string[] = [];\r\n /**\r\n * Gets the list of emitted uniforms\r\n */\r\n public uniforms: string[] = [];\r\n /**\r\n * Gets the list of emitted constants\r\n */\r\n public constants: string[] = [];\r\n /**\r\n * Gets the list of emitted samplers\r\n */\r\n public samplers: string[] = [];\r\n /**\r\n * Gets the list of emitted functions\r\n */\r\n public functions: { [key: string]: string } = {};\r\n /**\r\n * Gets the list of emitted extensions\r\n */\r\n public extensions: { [key: string]: string } = {};\r\n /**\r\n * Gets the list of emitted prePass outputs - if using the prepass\r\n */\r\n public prePassOutput: { [key: string]: string } = {};\r\n\r\n /**\r\n * Gets the target of the compilation state\r\n */\r\n public target: NodeMaterialBlockTargets;\r\n /**\r\n * Gets the list of emitted counters\r\n */\r\n public counters: { [key: string]: number } = {};\r\n\r\n /**\r\n * Shared data between multiple NodeMaterialBuildState instances\r\n */\r\n public sharedData: NodeMaterialBuildStateSharedData;\r\n\r\n /** @internal */\r\n public _terminalBlocks: Set<NodeMaterialBlock> = new Set();\r\n\r\n /** @internal */\r\n public _vertexState: NodeMaterialBuildState;\r\n\r\n /** @internal */\r\n public _attributeDeclaration = \"\";\r\n /** @internal */\r\n public _uniformDeclaration = \"\";\r\n /** @internal */\r\n public _constantDeclaration = \"\";\r\n /** @internal */\r\n public _samplerDeclaration = \"\";\r\n /** @internal */\r\n public _varyingTransfer = \"\";\r\n /** @internal */\r\n public _injectAtEnd = \"\";\r\n /** @internal */\r\n public _injectAtTop = \"\";\r\n /** @internal */\r\n public _customEntryHeader = \"\";\r\n /** @internal */\r\n private _repeatableContentAnchorIndex = 0;\r\n /** @internal */\r\n public _builtCompilationString = \"\";\r\n\r\n /**\r\n * Gets the emitted compilation strings\r\n */\r\n public compilationString = \"\";\r\n\r\n /**\r\n * Gets the current shader language to use\r\n */\r\n public get shaderLanguage() {\r\n return this.sharedData.nodeMaterial.shaderLanguage;\r\n }\r\n\r\n /** Gets suffix to add behind type casting */\r\n public get fSuffix() {\r\n return this.shaderLanguage === ShaderLanguage.WGSL ? \"f\" : \"\";\r\n }\r\n\r\n /**\r\n * Returns the processed, compiled shader code\r\n * @param defines defines to use for the shader processing\r\n * @returns the raw shader code used by the engine\r\n */\r\n public async getProcessedShaderAsync(defines: string): Promise<string> {\r\n if (!this._builtCompilationString) {\r\n Logger.Error(\"getProcessedShaderAsync: Shader not built yet.\");\r\n return \"\";\r\n }\r\n\r\n const engine = this.sharedData.nodeMaterial.getScene().getEngine();\r\n const options: _IProcessingOptions = {\r\n defines: defines.split(\"\\n\"),\r\n indexParameters: undefined,\r\n isFragment: this.target === NodeMaterialBlockTargets.Fragment,\r\n shouldUseHighPrecisionShader: engine._shouldUseHighPrecisionShader,\r\n processor: engine._getShaderProcessor(this.shaderLanguage),\r\n supportsUniformBuffers: engine.supportsUniformBuffers,\r\n shadersRepository: EngineShaderStore.GetShadersRepository(this.shaderLanguage),\r\n includesShadersStore: EngineShaderStore.GetIncludesShadersStore(this.shaderLanguage),\r\n version: (engine.version * 100).toString(),\r\n platformName: engine.shaderPlatformName,\r\n processingContext: null,\r\n isNDCHalfZRange: engine.isNDCHalfZRange,\r\n useReverseDepthBuffer: engine.useReverseDepthBuffer,\r\n };\r\n\r\n // Export WebGL2 shaders with WebGL1 syntax for max compatibility\r\n if (!engine.isWebGPU && engine.version > 1.0) {\r\n options.processor = new WebGLShaderProcessor();\r\n }\r\n\r\n return await new Promise((resolve) => {\r\n Process(\r\n this._builtCompilationString,\r\n options,\r\n (migratedCode, _) => {\r\n resolve(migratedCode);\r\n },\r\n engine\r\n );\r\n });\r\n }\r\n\r\n /**\r\n * Finalize the compilation strings\r\n * @param state defines the current compilation state\r\n */\r\n public finalize(state: NodeMaterialBuildState) {\r\n const emitComments = state.sharedData.emitComments;\r\n const isFragmentMode = this.target === NodeMaterialBlockTargets.Fragment;\r\n\r\n let entryPointString = `\\n${emitComments ? \"//Entry point\\n\" : \"\"}`;\r\n if (this._customEntryHeader) {\r\n entryPointString += this._customEntryHeader;\r\n } else if (this.shaderLanguage === ShaderLanguage.WGSL) {\r\n if (isFragmentMode) {\r\n entryPointString += `@fragment\\nfn main(input: FragmentInputs) -> FragmentOutputs {\\n${this.sharedData.varyingInitializationsFragment}`;\r\n } else {\r\n entryPointString += `@vertex\\nfn main(input: VertexInputs) -> FragmentInputs{\\n`;\r\n }\r\n } else {\r\n entryPointString += `void main(void) {\\n`;\r\n }\r\n\r\n this.compilationString = entryPointString + this.compilationString;\r\n\r\n if (this._constantDeclaration) {\r\n this.compilationString = `\\n${emitComments ? \"//Constants\\n\" : \"\"}${this._constantDeclaration}\\n${this.compilationString}`;\r\n }\r\n\r\n let functionCode = \"\";\r\n for (const functionName in this.functions) {\r\n functionCode += this.functions[functionName] + `\\n`;\r\n }\r\n this.compilationString = `\\n${functionCode}\\n${this.compilationString}`;\r\n\r\n if (!isFragmentMode && this._varyingTransfer) {\r\n this.compilationString = `${this.compilationString}\\n${this._varyingTransfer}`;\r\n }\r\n\r\n if (this._injectAtEnd) {\r\n this.compilationString = `${this.compilationString}\\n${this._injectAtEnd}`;\r\n }\r\n\r\n this.compilationString = `${this.compilationString}\\n}`;\r\n\r\n if (this.sharedData.varyingDeclaration) {\r\n this.compilationString = `\\n${emitComments ? \"//Varyings\\n\" : \"\"}${isFragmentMode ? this.sharedData.varyingDeclarationFragment : this.sharedData.varyingDeclaration}\\n${this.compilationString}`;\r\n }\r\n\r\n if (this._samplerDeclaration) {\r\n this.compilationString = `\\n${emitComments ? \"//Samplers\\n\" : \"\"}${this._samplerDeclaration}\\n${this.compilationString}`;\r\n }\r\n\r\n if (this._uniformDeclaration) {\r\n this.compilationString = `\\n${emitComments ? \"//Uniforms\\n\" : \"\"}${this._uniformDeclaration}\\n${this.compilationString}`;\r\n }\r\n\r\n if (this._attributeDeclaration && !isFragmentMode) {\r\n this.compilationString = `\\n${emitComments ? \"//Attributes\\n\" : \"\"}${this._attributeDeclaration}\\n${this.compilationString}`;\r\n }\r\n\r\n if (this.shaderLanguage !== ShaderLanguage.WGSL) {\r\n this.compilationString = \"precision highp float;\\n\" + this.compilationString;\r\n this.compilationString = \"#if defined(WEBGL2) || defined(WEBGPU)\\nprecision highp sampler2DArray;\\n#endif\\n\" + this.compilationString;\r\n\r\n if (isFragmentMode) {\r\n this.compilationString =\r\n \"#if defined(PREPASS)\\r\\n#extension GL_EXT_draw_buffers : require\\r\\nlayout(location = 0) out highp vec4 glFragData[SCENE_MRT_COUNT];\\r\\nhighp vec4 gl_FragColor;\\r\\n#endif\\r\\n\" +\r\n this.compilationString;\r\n }\r\n\r\n for (const extensionName in this.extensions) {\r\n const extension = this.extensions[extensionName];\r\n this.compilationString = `\\n${extension}\\n${this.compilationString}`;\r\n }\r\n }\r\n\r\n if (this._injectAtTop) {\r\n this.compilationString = `${this._injectAtTop}\\n${this.compilationString}`;\r\n }\r\n\r\n this._builtCompilationString = this.compilationString;\r\n }\r\n\r\n /** @internal */\r\n public get _repeatableContentAnchor(): string {\r\n return `###___ANCHOR${this._repeatableContentAnchorIndex++}___###`;\r\n }\r\n\r\n /**\r\n * @internal\r\n */\r\n public _getFreeVariableName(prefix: string): string {\r\n prefix = this.sharedData.formatConfig.formatVariablename(prefix);\r\n\r\n if (this.sharedData.variableNames[prefix] === undefined) {\r\n this.sharedData.variableNames[prefix] = 0;\r\n\r\n // Check reserved words\r\n if (prefix === \"output\" || prefix === \"texture\") {\r\n return prefix + this.sharedData.variableNames[prefix];\r\n }\r\n\r\n return prefix;\r\n } else {\r\n this.sharedData.variableNames[prefix]++;\r\n }\r\n\r\n return prefix + this.sharedData.variableNames[prefix];\r\n }\r\n\r\n /**\r\n * @internal\r\n */\r\n public _getFreeDefineName(prefix: string): string {\r\n if (this.sharedData.defineNames[prefix] === undefined) {\r\n this.sharedData.defineNames[prefix] = 0;\r\n } else {\r\n this.sharedData.defineNames[prefix]++;\r\n }\r\n\r\n return prefix + this.sharedData.defineNames[prefix];\r\n }\r\n\r\n /**\r\n * @internal\r\n */\r\n public _excludeVariableName(name: string) {\r\n this.sharedData.variableNames[name] = 0;\r\n }\r\n\r\n /**\r\n * @internal\r\n */\r\n public _emit2DSampler(name: string, define = \"\", force = false, annotation?: string, unsignedSampler?: boolean, precision?: string) {\r\n if (this.samplers.indexOf(name) < 0 || force) {\r\n if (define) {\r\n this._samplerDeclaration += `#if ${define}\\n`;\r\n }\r\n\r\n if (this.shaderLanguage === ShaderLanguage.WGSL) {\r\n const unsignedSamplerPrefix = unsignedSampler ? \"u\" : \"f\";\r\n this._samplerDeclaration += `var ${name + Constants.AUTOSAMPLERSUFFIX}: sampler;\\n`;\r\n this._samplerDeclaration += `var ${name}: texture_2d<${unsignedSamplerPrefix}32>;\\n`;\r\n } else {\r\n const unsignedSamplerPrefix = unsignedSampler ? \"u\" : \"\";\r\n const precisionDecl = precision ?? \"\";\r\n this._samplerDeclaration += `uniform ${precisionDecl} ${unsignedSamplerPrefix}sampler2D ${name}; ${annotation ? annotation : \"\"}\\n`;\r\n }\r\n\r\n if (define) {\r\n this._samplerDeclaration += `#endif\\n`;\r\n }\r\n\r\n if (!force) {\r\n this.samplers.push(name);\r\n }\r\n }\r\n }\r\n\r\n /**\r\n * @internal\r\n */\r\n public _emitCubeSampler(name: string, define = \"\", force = false) {\r\n if (this.samplers.indexOf(name) < 0 || force) {\r\n if (define) {\r\n this._samplerDeclaration += `#if ${define}\\n`;\r\n }\r\n\r\n if (this.shaderLanguage === ShaderLanguage.WGSL) {\r\n this._samplerDeclaration += `var ${name + Constants.AUTOSAMPLERSUFFIX}: sampler;\\n`;\r\n this._samplerDeclaration += `var ${name}: texture_cube<f32>;\\n`;\r\n } else {\r\n this._samplerDeclaration += `uniform samplerCube ${name};\\n`;\r\n }\r\n\r\n if (define) {\r\n this._samplerDeclaration += `#endif\\n`;\r\n }\r\n\r\n if (!force) {\r\n this.samplers.push(name);\r\n }\r\n }\r\n }\r\n\r\n /**\r\n * @internal\r\n */\r\n public _emit2DArraySampler(name: string) {\r\n if (this.samplers.indexOf(name) < 0) {\r\n if (this.shaderLanguage === ShaderLanguage.WGSL) {\r\n this._samplerDeclaration += `var ${name + Constants.AUTOSAMPLERSUFFIX}: sampler;\\n`;\r\n this._samplerDeclaration += `var ${name}: texture_2d_array<f32>;\\n`;\r\n } else {\r\n this._samplerDeclaration += `uniform sampler2DArray ${name};\\n`;\r\n }\r\n this.samplers.push(name);\r\n }\r\n }\r\n\r\n /**\r\n * @internal\r\n */\r\n public _getGLType(type: NodeMaterialBlockConnectionPointTypes): string {\r\n switch (type) {\r\n case NodeMaterialBlockConnectionPointTypes.Float:\r\n return \"float\";\r\n case NodeMaterialBlockConnectionPointTypes.Int:\r\n return \"int\";\r\n case NodeMaterialBlockConnectionPointTypes.Vector2:\r\n return \"vec2\";\r\n case NodeMaterialBlockConnectionPointTypes.Color3:\r\n case NodeMaterialBlockConnectionPointTypes.Vector3:\r\n return \"vec3\";\r\n case NodeMaterialBlockConnectionPointTypes.Color4:\r\n case NodeMaterialBlockConnectionPointTypes.Vector4:\r\n return \"vec4\";\r\n case NodeMaterialBlockConnectionPointTypes.Matrix:\r\n return \"mat4\";\r\n }\r\n\r\n return \"\";\r\n }\r\n\r\n /**\r\n * @internal\r\n */\r\n public _getShaderType(type: NodeMaterialBlockConnectionPointTypes) {\r\n const isWGSL = this.shaderLanguage === ShaderLanguage.WGSL;\r\n\r\n switch (type) {\r\n case NodeMaterialBlockConnectionPointTypes.Float:\r\n return isWGSL ? \"f32\" : \"float\";\r\n case NodeMaterialBlockConnectionPointTypes.Int:\r\n return isWGSL ? \"i32\" : \"int\";\r\n case NodeMaterialBlockConnectionPointTypes.Vector2:\r\n return isWGSL ? \"vec2f\" : \"vec2\";\r\n case NodeMaterialBlockConnectionPointTypes.Color3:\r\n case NodeMaterialBlockConnectionPointTypes.Vector3:\r\n return isWGSL ? \"vec3f\" : \"vec3\";\r\n case NodeMaterialBlockConnectionPointTypes.Color4:\r\n case NodeMaterialBlockConnectionPointTypes.Vector4:\r\n return isWGSL ? \"vec4f\" : \"vec4\";\r\n case NodeMaterialBlockConnectionPointTypes.Matrix:\r\n return isWGSL ? \"mat4x4f\" : \"mat4\";\r\n }\r\n\r\n return \"\";\r\n }\r\n\r\n /**\r\n * @internal\r\n */\r\n public _emitExtension(name: string, extension: string, define: string = \"\") {\r\n if (this.extensions[name]) {\r\n return;\r\n }\r\n\r\n if (define) {\r\n extension = `#if ${define}\\n${extension}\\n#endif`;\r\n }\r\n this.extensions[name] = extension;\r\n }\r\n\r\n /**\r\n * @internal\r\n */\r\n public _emitFunction(name: string, code: string, comments: string) {\r\n if (this.functions[name]) {\r\n return;\r\n }\r\n\r\n if (this.sharedData.emitComments) {\r\n code = comments + `\\n` + code;\r\n }\r\n\r\n this.functions[name] = code;\r\n }\r\n\r\n /**\r\n * @internal\r\n */\r\n public _emitCodeFromInclude(\r\n includeName: string,\r\n comments: string,\r\n options?: {\r\n replaceStrings?: { search: RegExp; replace: string }[];\r\n repeatKey?: string;\r\n substitutionVars?: string;\r\n }\r\n ) {\r\n const store = EngineShaderStore.GetIncludesShadersStore(this.shaderLanguage);\r\n\r\n if (options && options.repeatKey) {\r\n return `#include<${includeName}>${options.substitutionVars ? \"(\" + options.substitutionVars + \")\" : \"\"}[0..${options.repeatKey}]\\n`;\r\n }\r\n\r\n let code = store[includeName] + \"\\n\";\r\n\r\n if (this.sharedData.emitComments) {\r\n code = comments + `\\n` + code;\r\n }\r\n\r\n if (!options) {\r\n return code;\r\n }\r\n\r\n if (options.replaceStrings) {\r\n for (let index = 0; index < options.replaceStrings.length; index++) {\r\n const replaceString = options.replaceStrings[index];\r\n code = code.replace(replaceString.search, replaceString.replace);\r\n }\r\n }\r\n\r\n return code;\r\n }\r\n\r\n /**\r\n * @internal\r\n */\r\n public _emitFunctionFromInclude(\r\n includeName: string,\r\n comments: string,\r\n options?: {\r\n repeatKey?: string;\r\n substitutionVars?: string;\r\n removeAttributes?: boolean;\r\n removeUniforms?: boolean;\r\n removeVaryings?: boolean;\r\n removeIfDef?: boolean;\r\n replaceStrings?: { search: RegExp; replace: string }[];\r\n },\r\n storeKey: string = \"\"\r\n ) {\r\n const key = includeName + storeKey;\r\n if (this.functions[key]) {\r\n return;\r\n }\r\n const store = EngineShaderStore.GetIncludesShadersStore(this.shaderLanguage);\r\n\r\n if (!options || (!options.removeAttributes && !options.removeUniforms && !options.removeVaryings && !options.removeIfDef && !options.replaceStrings)) {\r\n if (options && options.repeatKey) {\r\n this.functions[key] = `#include<${includeName}>${options.substitutionVars ? \"(\" + options.substitutionVars + \")\" : \"\"}[0..${options.repeatKey}]\\n`;\r\n } else {\r\n this.functions[key] = `#include<${includeName}>${options?.substitutionVars ? \"(\" + options?.substitutionVars + \")\" : \"\"}\\n`;\r\n }\r\n\r\n if (this.sharedData.emitComments) {\r\n this.functions[key] = comments + `\\n` + this.functions[key];\r\n }\r\n\r\n return;\r\n }\r\n\r\n this.functions[key] = store[includeName];\r\n\r\n if (this.sharedData.emitComments) {\r\n this.functions[key] = comments + `\\n` + this.functions[key];\r\n }\r\n\r\n if (options.removeIfDef) {\r\n this.functions[key] = this.functions[key].replace(/^\\s*?#ifdef.+$/gm, \"\");\r\n this.functions[key] = this.functions[key].replace(/^\\s*?#endif.*$/gm, \"\");\r\n this.functions[key] = this.functions[key].replace(/^\\s*?#else.*$/gm, \"\");\r\n this.functions[key] = this.functions[key].replace(/^\\s*?#elif.*$/gm, \"\");\r\n }\r\n\r\n if (options.removeAttributes) {\r\n this.functions[key] = this.functions[key].replace(/\\s*?attribute .+?;/g, \"\\n\");\r\n }\r\n\r\n if (options.removeUniforms) {\r\n this.functions[key] = this.functions[key].replace(/\\s*?uniform .*?;/g, \"\\n\");\r\n }\r\n\r\n if (options.removeVaryings) {\r\n this.functions[key] = this.functions[key].replace(/\\s*?(varying|in) .+?;/g, \"\\n\");\r\n }\r\n\r\n if (options.replaceStrings) {\r\n for (let index = 0; index < options.replaceStrings.length; index++) {\r\n const replaceString = options.replaceStrings[index];\r\n this.functions[key] = this.functions[key].replace(replaceString.search, replaceString.replace);\r\n }\r\n }\r\n }\r\n\r\n /**\r\n * @internal\r\n */\r\n public _registerTempVariable(name: string) {\r\n if (this.sharedData.temps.indexOf(name) !== -1) {\r\n return false;\r\n }\r\n\r\n this.sharedData.temps.push(name);\r\n return true;\r\n }\r\n\r\n /**\r\n * @internal\r\n */\r\n public _emitVaryingFromString(name: string, type: NodeMaterialBlockConnectionPointTypes, define: string = \"\", notDefine = false) {\r\n if (this.sharedData.varyings.indexOf(name) !== -1) {\r\n return false;\r\n }\r\n\r\n this.sharedData.varyings.push(name);\r\n\r\n const shaderType = this._getShaderType(type);\r\n\r\n const emitCode = (forFragment = false) => {\r\n let code = \"\";\r\n if (define) {\r\n if (define.startsWith(\"defined(\")) {\r\n code += `#if ${define}\\n`;\r\n } else {\r\n code += `${notDefine ? \"#ifndef\" : \"#ifdef\"} ${define}\\n`;\r\n }\r\n }\r\n if (this.shaderLanguage === ShaderLanguage.WGSL) {\r\n switch (shaderType) {\r\n case \"mat4x4f\":\r\n // We can't pass a matrix as a varying in WGSL, so we need to split it into 4 vectors\r\n code += `varying ${name}_r0: vec4f;\\n`;\r\n code += `varying ${name}_r1: vec4f;\\n`;\r\n code += `varying ${name}_r2: vec4f;\\n`;\r\n code += `varying ${name}_r3: vec4f;\\n`;\r\n\r\n if (forFragment) {\r\n code += `var<private> ${name}: mat4x4f;\\n`;\r\n this.sharedData.varyingInitializationsFragment += `${name} = mat4x4f(fragmentInputs.${name}_r0, fragmentInputs.${name}_r1, fragmentInputs.${name}_r2, fragmentInputs.${name}_r3);\\n`;\r\n }\r\n break;\r\n default:\r\n code += `varying ${name}: ${shaderType};\\n`;\r\n break;\r\n }\r\n } else {\r\n code += `varying ${shaderType} ${name};\\n`;\r\n }\r\n if (define) {\r\n code += `#endif\\n`;\r\n }\r\n return code;\r\n };\r\n\r\n if (this.shaderLanguage === ShaderLanguage.WGSL) {\r\n this.sharedData.varyingDeclaration += emitCode(false);\r\n this.sharedData.varyingDeclarationFragment += emitCode(true);\r\n } else {\r\n const code = emitCode();\r\n this.sharedData.varyingDeclaration += code;\r\n this.sharedData.varyingDeclarationFragment += code;\r\n }\r\n\r\n return true;\r\n }\r\n\r\n /**\r\n * @internal\r\n */\r\n public _getVaryingName(name: string): string {\r\n if (this.shaderLanguage === ShaderLanguage.WGSL) {\r\n return (this.target !== NodeMaterialBlockTargets.Fragment ? \"vertexOutputs.\" : \"fragmentInputs.\") + name;\r\n }\r\n\r\n return name;\r\n }\r\n\r\n /**\r\n * @internal\r\n */\r\n public _emitUniformFromString(name: string, type: NodeMaterialBlockConnectionPointTypes, define: string = \"\", notDefine = false) {\r\n if (this.uniforms.indexOf(name) !== -1) {\r\n return;\r\n }\r\n\r\n this.uniforms.push(name);\r\n\r\n if (define) {\r\n if (define.startsWith(\"defined(\")) {\r\n this._uniformDeclaration += `#if ${define}\\n`;\r\n } else {\r\n this._uniformDeclaration += `${notDefine ? \"#ifndef\" : \"#ifdef\"} ${define}\\n`;\r\n }\r\n }\r\n if (this.sharedData.formatConfig.getUniformAnnotation) {\r\n this._uniformDeclaration += this.sharedData.formatConfig.getUniformAnnotation(name);\r\n }\r\n const shaderType = this._getShaderType(type);\r\n if (this.shaderLanguage === ShaderLanguage.WGSL) {\r\n this._uniformDeclaration += `uniform ${name}: ${shaderType};\\n`;\r\n } else {\r\n this._uniformDeclaration += `uniform ${shaderType} ${name};\\n`;\r\n }\r\n if (define) {\r\n this._uniformDeclaration += `#endif\\n`;\r\n }\r\n }\r\n\r\n /**\r\n * @internal\r\n */\r\n public _generateTernary(trueStatement: string, falseStatement: string, condition: string) {\r\n if (this.shaderLanguage === ShaderLanguage.WGSL) {\r\n return `select(${falseStatement}, ${trueStatement}, ${condition})`;\r\n }\r\n\r\n return `(${condition}) ? ${trueStatement} : ${falseStatement}`;\r\n }\r\n\r\n /**\r\n * @internal\r\n */\r\n public _emitFloat(value: number) {\r\n if (value.toString() === value.toFixed(0)) {\r\n return `${value}.0`;\r\n }\r\n\r\n return value.toString();\r\n }\r\n\r\n /**\r\n * @internal\r\n */\r\n public _declareOutput(output: NodeMaterialConnectionPoint, isConst?: boolean): string {\r\n return this._declareLocalVar(output.associatedVariableName, output.type, isConst);\r\n }\r\n\r\n /**\r\n * @internal\r\n */\r\n public _declareLocalVar(name: string, type: NodeMaterialBlockConnectionPointTypes, isConst?: boolean): string {\r\n if (this.shaderLanguage === ShaderLanguage.WGSL) {\r\n return `${isConst ? \"const\" : \"var\"} ${name}: ${this._getShaderType(type)}`;\r\n } else {\r\n return `${isConst ? \"const \" : \"\"}${this._getShaderType(type)} ${name}`;\r\n }\r\n }\r\n\r\n /**\r\n * @internal\r\n */\r\n public _samplerCubeFunc() {\r\n if (this.shaderLanguage === ShaderLanguage.WGSL) {\r\n return \"textureSample\";\r\n }\r\n return \"textureCube\";\r\n }\r\n\r\n /**\r\n * @internal\r\n */\r\n public _samplerFunc() {\r\n if (this.shaderLanguage === ShaderLanguage.WGSL) {\r\n return \"textureSample\";\r\n }\r\n return \"texture2D\";\r\n }\r\n\r\n /**\r\n * @internal\r\n */\r\n public _samplerLODFunc() {\r\n if (this.shaderLanguage === ShaderLanguage.WGSL) {\r\n return \"textureSampleLevel\";\r\n }\r\n return \"texture2DLodEXT\";\r\n }\r\n\r\n public _toLinearSpace(output: NodeMaterialConnectionPoint) {\r\n if (this.shaderLanguage === ShaderLanguage.WGSL) {\r\n if (output.type === NodeMaterialBlockConnectionPointTypes.Color3 || output.type === NodeMaterialBlockConnectionPointTypes.Vector3) {\r\n return `toLinearSpaceVec3(${output.associatedVariableName})`;\r\n }\r\n\r\n return `toLinearSpace(${output.associatedVariableName})`;\r\n }\r\n return `toLinearSpace(${output.associatedVariableName})`;\r\n }\r\n\r\n /**\r\n * @internal\r\n */\r\n public _generateTextureSample(uv: string, samplerName: string) {\r\n if (this.shaderLanguage === ShaderLanguage.WGSL) {\r\n return `${this._samplerFunc()}(${samplerName},${samplerName + Constants.AUTOSAMPLERSUFFIX}, ${uv})`;\r\n }\r\n return `${this._samplerFunc()}(${samplerName}, ${uv})`;\r\n }\r\n\r\n /**\r\n * @internal\r\n */\r\n public _generateTextureSampleLOD(uv: string, samplerName: string, lod: string) {\r\n if (this.shaderLanguage === ShaderLanguage.WGSL) {\r\n return `${this._samplerLODFunc()}(${samplerName},${samplerName + Constants.AUTOSAMPLERSUFFIX}, ${uv}, ${lod})`;\r\n }\r\n return `${this._samplerLODFunc()}(${samplerName}, ${uv}, ${lod})`;\r\n }\r\n\r\n /**\r\n * @internal\r\n */\r\n public _generateTextureSampleCube(uv: string, samplerName: string) {\r\n if (this.shaderLanguage === ShaderLanguage.WGSL) {\r\n return `${this._samplerCubeFunc()}(${samplerName},${samplerName + Constants.AUTOSAMPLERSUFFIX}, ${uv})`;\r\n }\r\n return `${this._samplerCubeFunc()}(${samplerName}, ${uv})`;\r\n }\r\n\r\n /**\r\n * @internal\r\n */\r\n public _generateTextureSampleCubeLOD(uv: string, samplerName: string, lod: string) {\r\n if (this.shaderLanguage === ShaderLanguage.WGSL) {\r\n return `${this._samplerCubeFunc()}(${samplerName},${samplerName + Constants.AUTOSAMPLERSUFFIX}, ${uv}, ${lod})`;\r\n }\r\n return `${this._samplerCubeFunc()}(${samplerName}, ${uv}, ${lod})`;\r\n }\r\n\r\n private _convertVariableDeclarationToWGSL(type: string, dest: string, source: string): string {\r\n return source.replace(new RegExp(`(${type})\\\\s+(\\\\w+)`, \"g\"), `var $2: ${dest}`);\r\n }\r\n\r\n private _convertVariableConstructorsToWGSL(type: string, dest: string, source: string): string {\r\n return source.replace(new RegExp(`(${type})\\\\(`, \"g\"), ` ${dest}(`);\r\n }\r\n\r\n private _convertOutParametersToWGSL(source: string): string {\r\n return source.replace(new RegExp(`out\\\\s+var\\\\s+(\\\\w+)\\\\s*:\\\\s*(\\\\w+)`, \"g\"), `$1: ptr<function, $2>`);\r\n }\r\n\r\n private _convertTernaryOperandsToWGSL(source: string): string {\r\n return source.replace(new RegExp(`\\\\[(.*?)\\\\?(.*?):(.*)\\\\]`, \"g\"), (match, condition, trueCase, falseCase) => `select(${falseCase}, ${trueCase}, ${condition})`);\r\n }\r\n\r\n private _convertModOperatorsToWGSL(source: string): string {\r\n return source.replace(new RegExp(`mod\\\\((.+?),\\\\s*(.+?)\\\\)`, \"g\"), (match, left, right) => `((${left})%(${right}))`);\r\n }\r\n\r\n private _convertConstToWGSL(source: string): string {\r\n return source.replace(new RegExp(`const var`, \"g\"), `const`);\r\n }\r\n\r\n private _convertInnerFunctionsToWGSL(source: string): string {\r\n return source.replace(new RegExp(`inversesqrt`, \"g\"), `inverseSqrt`);\r\n }\r\n\r\n private _convertFunctionsToWGSL(source: string): string {\r\n const regex = /var\\s+(\\w+)\\s*:\\s*(\\w+)\\((.*)\\)/g;\r\n\r\n let match: RegExpMatchArray | null;\r\n while ((match = regex.exec(source)) !== null) {\r\n const funcName = match[1];\r\n const funcType = match[2];\r\n const params = match[3]; // All parameters as a single string\r\n\r\n // Processing the parameters to match 'name: type' format\r\n const formattedParams = params.replace(/var\\s/g, \"\");\r\n\r\n // Constructing the final output string\r\n source = source.replace(match[0], `fn ${funcName}(${formattedParams}) -> ${funcType}`);\r\n }\r\n return source;\r\n }\r\n\r\n public _babylonSLtoWGSL(code: string) {\r\n // variable declarations\r\n code = this._convertVariableDeclarationToWGSL(\"void\", \"voidnull\", code);\r\n code = this._convertVariableDeclarationToWGSL(\"bool\", \"bool\", code);\r\n code = this._convertVariableDeclarationToWGSL(\"int\", \"i32\", code);\r\n code = this._convertVariableDeclarationToWGSL(\"uint\", \"u32\", code);\r\n code = this._convertVariableDeclarationToWGSL(\"float\", \"f32\", code);\r\n code = this._convertVariableDeclarationToWGSL(\"vec2\", \"vec2f\", code);\r\n code = this._convertVariableDeclarationToWGSL(\"vec3\", \"vec3f\", code);\r\n code = this._convertVariableDeclarationToWGSL(\"vec4\", \"vec4f\", code);\r\n code = this._convertVariableDeclarationToWGSL(\"mat2\", \"mat2x2f\", code);\r\n code = this._convertVariableDeclarationToWGSL(\"mat3\", \"mat3x3f\", code);\r\n code = this._convertVariableDeclarationToWGSL(\"mat4\", \"mat4x4f\", code);\r\n\r\n // Type constructors\r\n code = this._convertVariableConstructorsToWGSL(\"float\", \"f32\", code);\r\n code = this._convertVariableConstructorsToWGSL(\"vec2\", \"vec2f\", code);\r\n code = this._convertVariableConstructorsToWGSL(\"vec3\", \"vec3f\", code);\r\n code = this._convertVariableConstructorsToWGSL(\"vec4\", \"vec4f\", code);\r\n code = this._convertVariableConstructorsToWGSL(\"mat2\", \"mat2x2f\", code);\r\n code = this._convertVariableConstructorsToWGSL(\"mat3\", \"mat3x3f\", code);\r\n code = this._convertVariableConstructorsToWGSL(\"mat4\", \"mat4x4f\", code);\r\n\r\n // Ternary operands\r\n code = this._convertTernaryOperandsToWGSL(code);\r\n\r\n // Mod operators\r\n code = this._convertModOperatorsToWGSL(code);\r\n\r\n // Const\r\n code = this._convertConstToWGSL(code);\r\n\r\n // Inner functions\r\n code = this._convertInnerFunctionsToWGSL(code);\r\n\r\n // Out paramters\r\n code = this._convertOutParametersToWGSL(code);\r\n code = code.replace(/\\[\\*\\]/g, \"*\");\r\n\r\n // Functions\r\n code = this._convertFunctionsToWGSL(code);\r\n\r\n // Remove voidnull\r\n code = code.replace(/\\s->\\svoidnull/g, \"\");\r\n\r\n // Derivatives\r\n code = code.replace(/dFdx/g, \"dpdx\");\r\n code = code.replace(/dFdy/g, \"dpdy\");\r\n\r\n return code;\r\n }\r\n\r\n private _convertTernaryOperandsToGLSL(source: string): string {\r\n return source.replace(new RegExp(`\\\\[(.+?)\\\\?(.+?):(.+)\\\\]`, \"g\"), (match, condition, trueCase, falseCase) => `${condition} ? ${trueCase} : ${falseCase}`);\r\n }\r\n\r\n public _babylonSLtoGLSL(code: string) {\r\n /** Remove BSL specifics */\r\n code = code.replace(/\\[\\*\\]/g, \"\");\r\n code = this._convertTernaryOperandsToGLSL(code);\r\n\r\n return code;\r\n }\r\n}\r\n"]}
@@ -5,7 +5,6 @@ export * from "./pbrBRDFConfiguration.js";
5
5
  export * from "./pbrClearCoatConfiguration.js";
6
6
  export * from "./pbrIridescenceConfiguration.js";
7
7
  export * from "./pbrMaterial.js";
8
- export * from "./openPbrMaterial.js";
9
8
  export * from "./pbrMetallicRoughnessMaterial.js";
10
9
  export * from "./pbrSpecularGlossinessMaterial.js";
11
10
  export * from "./pbrSheenConfiguration.js";
@@ -14,7 +13,3 @@ export * from "../../ShadersWGSL/pbr.vertex.js";
14
13
  export * from "../../ShadersWGSL/pbr.fragment.js";
15
14
  export * from "../../Shaders/pbr.vertex.js";
16
15
  export * from "../../Shaders/pbr.fragment.js";
17
- export * from "../../ShadersWGSL/openpbr.vertex.js";
18
- export * from "../../ShadersWGSL/openpbr.fragment.js";
19
- export * from "../../Shaders/openpbr.vertex.js";
20
- export * from "../../Shaders/openpbr.fragment.js";
@@ -5,7 +5,6 @@ export * from "./pbrBRDFConfiguration.js";
5
5
  export * from "./pbrClearCoatConfiguration.js";
6
6
  export * from "./pbrIridescenceConfiguration.js";
7
7
  export * from "./pbrMaterial.js";
8
- export * from "./openPbrMaterial.js";
9
8
  export * from "./pbrMetallicRoughnessMaterial.js";
10
9
  export * from "./pbrSpecularGlossinessMaterial.js";
11
10
  export * from "./pbrSheenConfiguration.js";
@@ -15,8 +14,4 @@ export * from "../../ShadersWGSL/pbr.vertex.js";
15
14
  export * from "../../ShadersWGSL/pbr.fragment.js";
16
15
  export * from "../../Shaders/pbr.vertex.js";
17
16
  export * from "../../Shaders/pbr.fragment.js";
18
- export * from "../../ShadersWGSL/openpbr.vertex.js";
19
- export * from "../../ShadersWGSL/openpbr.fragment.js";
20
- export * from "../../Shaders/openpbr.vertex.js";
21
- export * from "../../Shaders/openpbr.fragment.js";
22
17
  //# sourceMappingURL=index.js.map
@@ -1 +1 @@
1
- {"version":3,"file":"index.js","sourceRoot":"","sources":["../../../../../dev/core/src/Materials/PBR/index.ts"],"names":[],"mappings":"AAAA,cAAc,+BAA+B,CAAC;AAC9C,cAAc,mBAAmB,CAAC;AAClC,cAAc,yBAAyB,CAAC;AACxC,cAAc,wBAAwB,CAAC;AACvC,cAAc,6BAA6B,CAAC;AAC5C,cAAc,+BAA+B,CAAC;AAC9C,cAAc,eAAe,CAAC;AAC9B,cAAc,mBAAmB,CAAC;AAClC,cAAc,gCAAgC,CAAC;AAC/C,cAAc,iCAAiC,CAAC;AAChD,cAAc,yBAAyB,CAAC;AACxC,cAAc,8BAA8B,CAAC;AAE7C,uBAAuB;AACvB,cAAc,8BAA8B,CAAC;AAC7C,cAAc,gCAAgC,CAAC;AAC/C,cAAc,0BAA0B,CAAC;AACzC,cAAc,4BAA4B,CAAC;AAC3C,cAAc,kCAAkC,CAAC;AACjD,cAAc,oCAAoC,CAAC;AACnD,cAAc,8BAA8B,CAAC;AAC7C,cAAc,gCAAgC,CAAC","sourcesContent":["export * from \"./pbrAnisotropicConfiguration\";\r\nexport * from \"./pbrBaseMaterial\";\r\nexport * from \"./pbrBaseSimpleMaterial\";\r\nexport * from \"./pbrBRDFConfiguration\";\r\nexport * from \"./pbrClearCoatConfiguration\";\r\nexport * from \"./pbrIridescenceConfiguration\";\r\nexport * from \"./pbrMaterial\";\r\nexport * from \"./openPbrMaterial\";\r\nexport * from \"./pbrMetallicRoughnessMaterial\";\r\nexport * from \"./pbrSpecularGlossinessMaterial\";\r\nexport * from \"./pbrSheenConfiguration\";\r\nexport * from \"./pbrSubSurfaceConfiguration\";\r\n\r\n// async-loaded shaders\r\nexport * from \"../../ShadersWGSL/pbr.vertex\";\r\nexport * from \"../../ShadersWGSL/pbr.fragment\";\r\nexport * from \"../../Shaders/pbr.vertex\";\r\nexport * from \"../../Shaders/pbr.fragment\";\r\nexport * from \"../../ShadersWGSL/openpbr.vertex\";\r\nexport * from \"../../ShadersWGSL/openpbr.fragment\";\r\nexport * from \"../../Shaders/openpbr.vertex\";\r\nexport * from \"../../Shaders/openpbr.fragment\";\r\n"]}
1
+ {"version":3,"file":"index.js","sourceRoot":"","sources":["../../../../../dev/core/src/Materials/PBR/index.ts"],"names":[],"mappings":"AAAA,cAAc,+BAA+B,CAAC;AAC9C,cAAc,mBAAmB,CAAC;AAClC,cAAc,yBAAyB,CAAC;AACxC,cAAc,wBAAwB,CAAC;AACvC,cAAc,6BAA6B,CAAC;AAC5C,cAAc,+BAA+B,CAAC;AAC9C,cAAc,eAAe,CAAC;AAC9B,cAAc,gCAAgC,CAAC;AAC/C,cAAc,iCAAiC,CAAC;AAChD,cAAc,yBAAyB,CAAC;AACxC,cAAc,8BAA8B,CAAC;AAE7C,uBAAuB;AACvB,cAAc,8BAA8B,CAAC;AAC7C,cAAc,gCAAgC,CAAC;AAC/C,cAAc,0BAA0B,CAAC;AACzC,cAAc,4BAA4B,CAAC","sourcesContent":["export * from \"./pbrAnisotropicConfiguration\";\r\nexport * from \"./pbrBaseMaterial\";\r\nexport * from \"./pbrBaseSimpleMaterial\";\r\nexport * from \"./pbrBRDFConfiguration\";\r\nexport * from \"./pbrClearCoatConfiguration\";\r\nexport * from \"./pbrIridescenceConfiguration\";\r\nexport * from \"./pbrMaterial\";\r\nexport * from \"./pbrMetallicRoughnessMaterial\";\r\nexport * from \"./pbrSpecularGlossinessMaterial\";\r\nexport * from \"./pbrSheenConfiguration\";\r\nexport * from \"./pbrSubSurfaceConfiguration\";\r\n\r\n// async-loaded shaders\r\nexport * from \"../../ShadersWGSL/pbr.vertex\";\r\nexport * from \"../../ShadersWGSL/pbr.fragment\";\r\nexport * from \"../../Shaders/pbr.vertex\";\r\nexport * from \"../../Shaders/pbr.fragment\";\r\n"]}
@@ -7,6 +7,7 @@ import type { Mesh } from "../../Meshes/mesh.js";
7
7
  import { PBRBRDFConfiguration } from "./pbrBRDFConfiguration.js";
8
8
  import { PrePassConfiguration } from "../prePassConfiguration.js";
9
9
  import { Color3 } from "../../Maths/math.color.js";
10
+ import type { IImageProcessingConfigurationDefines } from "../../Materials/imageProcessingConfiguration.defines.js";
10
11
  import { ImageProcessingConfiguration } from "../../Materials/imageProcessingConfiguration.js";
11
12
  import type { IMaterialCompilationOptions } from "../../Materials/material.js";
12
13
  import { Material } from "../../Materials/material.js";
@@ -21,52 +22,27 @@ import { PBRAnisotropicConfiguration } from "./pbrAnisotropicConfiguration.js";
21
22
  import { PBRSheenConfiguration } from "./pbrSheenConfiguration.js";
22
23
  import { PBRSubSurfaceConfiguration } from "./pbrSubSurfaceConfiguration.js";
23
24
  import { DetailMapConfiguration } from "../material.detailMapConfiguration.js";
24
- declare const PBRMaterialDefinesBase_base: {
25
- new (...args: any[]): {
26
- MAINUV1: boolean;
27
- MAINUV2: boolean;
28
- MAINUV3: boolean;
29
- MAINUV4: boolean;
30
- MAINUV5: boolean;
31
- MAINUV6: boolean;
32
- UV1: boolean;
33
- UV2: boolean;
34
- UV3: boolean;
35
- UV4: boolean;
36
- UV5: boolean;
37
- UV6: boolean;
38
- };
39
- } & typeof MaterialDefines;
40
- declare class PBRMaterialDefinesBase extends PBRMaterialDefinesBase_base {
41
- }
42
- declare const PBRMaterialDefines_base: {
43
- new (...args: any[]): {
44
- IMAGEPROCESSING: boolean;
45
- VIGNETTE: boolean;
46
- VIGNETTEBLENDMODEMULTIPLY: boolean;
47
- VIGNETTEBLENDMODEOPAQUE: boolean;
48
- TONEMAPPING: number;
49
- CONTRAST: boolean;
50
- COLORCURVES: boolean;
51
- COLORGRADING: boolean;
52
- COLORGRADING3D: boolean;
53
- SAMPLER3DGREENDEPTH: boolean;
54
- SAMPLER3DBGRMAP: boolean;
55
- DITHER: boolean;
56
- IMAGEPROCESSINGPOSTPROCESS: boolean;
57
- SKIPFINALCOLORCLAMP: boolean;
58
- EXPOSURE: boolean;
59
- };
60
- } & typeof PBRMaterialDefinesBase;
61
25
  /**
62
26
  * Manages the defines for the PBR Material.
63
27
  * @internal
64
28
  */
65
- export declare class PBRMaterialDefines extends PBRMaterialDefines_base {
29
+ export declare class PBRMaterialDefines extends MaterialDefines implements IImageProcessingConfigurationDefines {
66
30
  PBR: boolean;
67
31
  NUM_SAMPLES: string;
68
32
  REALTIME_FILTERING: boolean;
69
33
  IBL_CDF_FILTERING: boolean;
34
+ MAINUV1: boolean;
35
+ MAINUV2: boolean;
36
+ MAINUV3: boolean;
37
+ MAINUV4: boolean;
38
+ MAINUV5: boolean;
39
+ MAINUV6: boolean;
40
+ UV1: boolean;
41
+ UV2: boolean;
42
+ UV3: boolean;
43
+ UV4: boolean;
44
+ UV5: boolean;
45
+ UV6: boolean;
70
46
  ALBEDO: boolean;
71
47
  GAMMAALBEDO: boolean;
72
48
  ALBEDODIRECTUV: number;
@@ -211,6 +187,21 @@ export declare class PBRMaterialDefines extends PBRMaterialDefines_base {
211
187
  MORPHTARGETTEXTURE_HASCOLORS: boolean;
212
188
  NUM_MORPH_INFLUENCERS: number;
213
189
  MORPHTARGETS_TEXTURE: boolean;
190
+ IMAGEPROCESSING: boolean;
191
+ VIGNETTE: boolean;
192
+ VIGNETTEBLENDMODEMULTIPLY: boolean;
193
+ VIGNETTEBLENDMODEOPAQUE: boolean;
194
+ TONEMAPPING: number;
195
+ CONTRAST: boolean;
196
+ COLORCURVES: boolean;
197
+ COLORGRADING: boolean;
198
+ COLORGRADING3D: boolean;
199
+ SAMPLER3DGREENDEPTH: boolean;
200
+ SAMPLER3DBGRMAP: boolean;
201
+ DITHER: boolean;
202
+ IMAGEPROCESSINGPOSTPROCESS: boolean;
203
+ SKIPFINALCOLORCLAMP: boolean;
204
+ EXPOSURE: boolean;
214
205
  MULTIVIEW: boolean;
215
206
  ORDER_INDEPENDENT_TRANSPARENCY: boolean;
216
207
  ORDER_INDEPENDENT_TRANSPARENCY_16BITS: boolean;
@@ -252,23 +243,6 @@ export declare class PBRMaterialDefines extends PBRMaterialDefines_base {
252
243
  */
253
244
  reset(): void;
254
245
  }
255
- declare const PBRBaseMaterialBase_base: {
256
- new (...args: any[]): {
257
- _imageProcessingConfiguration: ImageProcessingConfiguration;
258
- imageProcessingConfiguration: ImageProcessingConfiguration;
259
- _imageProcessingObserver: Nullable<import("../../index.js").Observer<ImageProcessingConfiguration>>;
260
- _attachImageProcessingConfiguration(configuration: Nullable<ImageProcessingConfiguration>): void;
261
- cameraColorCurvesEnabled: boolean;
262
- cameraColorGradingEnabled: boolean;
263
- cameraToneMappingEnabled: boolean;
264
- cameraExposure: number;
265
- cameraContrast: number;
266
- cameraColorGradingTexture: Nullable<BaseTexture>;
267
- cameraColorCurves: Nullable<import("../index.js").ColorCurves>;
268
- };
269
- } & typeof PushMaterial;
270
- declare class PBRBaseMaterialBase extends PBRBaseMaterialBase_base {
271
- }
272
246
  /**
273
247
  * The Physically based material base class of BJS.
274
248
  *
@@ -278,7 +252,7 @@ declare class PBRBaseMaterialBase extends PBRBaseMaterialBase_base {
278
252
  * @see [WebGL](https://playground.babylonjs.com/#CGHTSM#1)
279
253
  * @see [WebGPU](https://playground.babylonjs.com/#CGHTSM#2)
280
254
  */
281
- export declare abstract class PBRBaseMaterial extends PBRBaseMaterialBase {
255
+ export declare abstract class PBRBaseMaterial extends PushMaterial {
282
256
  /**
283
257
  * PBRMaterialTransparencyMode: No transparency mode, Alpha channel is not use.
284
258
  */
@@ -699,6 +673,19 @@ export declare abstract class PBRBaseMaterial extends PBRBaseMaterialBase {
699
673
  * @internal
700
674
  */
701
675
  _enableSpecularAntiAliasing: boolean;
676
+ /**
677
+ * Default configuration related to image processing available in the PBR Material.
678
+ */
679
+ protected _imageProcessingConfiguration: ImageProcessingConfiguration;
680
+ /**
681
+ * Keep track of the image processing observer to allow dispose and replace.
682
+ */
683
+ private _imageProcessingObserver;
684
+ /**
685
+ * Attaches a new image processing configuration to the PBR Material.
686
+ * @param configuration
687
+ */
688
+ protected _attachImageProcessingConfiguration(configuration: Nullable<ImageProcessingConfiguration>): void;
702
689
  /**
703
690
  * Stores the available render targets.
704
691
  */
@@ -887,4 +874,3 @@ export declare abstract class PBRBaseMaterial extends PBRBaseMaterialBase {
887
874
  */
888
875
  dispose(forceDisposeEffect?: boolean, forceDisposeTextures?: boolean): void;
889
876
  }
890
- export {};