@onerjs/core 8.26.4 → 8.26.6

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Files changed (151) hide show
  1. package/Engines/abstractEngine.js +2 -2
  2. package/Engines/abstractEngine.js.map +1 -1
  3. package/FrameGraph/Tasks/Rendering/objectRendererTask.js +6 -0
  4. package/FrameGraph/Tasks/Rendering/objectRendererTask.js.map +1 -1
  5. package/FrameGraph/frameGraphContext.d.ts +2 -1
  6. package/FrameGraph/frameGraphContext.js +4 -1
  7. package/FrameGraph/frameGraphContext.js.map +1 -1
  8. package/Lights/Clustered/clusteredLightContainer.d.ts +1 -1
  9. package/Lights/Clustered/clusteredLightContainer.js +4 -5
  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 +19 -91
  18. package/Materials/Background/backgroundMaterial.js +17 -245
  19. package/Materials/Background/backgroundMaterial.js.map +1 -1
  20. package/Materials/Node/Blocks/Dual/currentScreenBlock.d.ts +3 -1
  21. package/Materials/Node/Blocks/Dual/currentScreenBlock.js +15 -6
  22. package/Materials/Node/Blocks/Dual/currentScreenBlock.js.map +1 -1
  23. package/Materials/Node/Blocks/Dual/imageSourceBlock.js +1 -1
  24. package/Materials/Node/Blocks/Dual/imageSourceBlock.js.map +1 -1
  25. package/Materials/Node/Blocks/Dual/lightBlock.js +15 -4
  26. package/Materials/Node/Blocks/Dual/lightBlock.js.map +1 -1
  27. package/Materials/Node/Blocks/Dual/smartFilterTextureBlock.d.ts +20 -0
  28. package/Materials/Node/Blocks/Dual/smartFilterTextureBlock.js +41 -3
  29. package/Materials/Node/Blocks/Dual/smartFilterTextureBlock.js.map +1 -1
  30. package/Materials/Node/Blocks/Fragment/smartFilterFragmentOutputBlock.js +0 -1
  31. package/Materials/Node/Blocks/Fragment/smartFilterFragmentOutputBlock.js.map +1 -1
  32. package/Materials/Node/Blocks/PBR/pbrMetallicRoughnessBlock.js +28 -5
  33. package/Materials/Node/Blocks/PBR/pbrMetallicRoughnessBlock.js.map +1 -1
  34. package/Materials/Node/nodeMaterial.d.ts +57 -69
  35. package/Materials/Node/nodeMaterial.js +9 -86
  36. package/Materials/Node/nodeMaterial.js.map +1 -1
  37. package/Materials/Node/nodeMaterialBuildState.d.ts +3 -1
  38. package/Materials/Node/nodeMaterialBuildState.js +35 -15
  39. package/Materials/Node/nodeMaterialBuildState.js.map +1 -1
  40. package/Materials/PBR/index.d.ts +5 -0
  41. package/Materials/PBR/index.js +5 -0
  42. package/Materials/PBR/index.js.map +1 -1
  43. package/Materials/PBR/openPbrMaterial.d.ts +998 -0
  44. package/Materials/PBR/openPbrMaterial.js +2069 -0
  45. package/Materials/PBR/openPbrMaterial.js.map +1 -0
  46. package/Materials/PBR/pbrBaseMaterial.d.ts +65 -43
  47. package/Materials/PBR/pbrBaseMaterial.js +37 -308
  48. package/Materials/PBR/pbrBaseMaterial.js.map +1 -1
  49. package/Materials/PBR/pbrMaterial.d.ts +0 -78
  50. package/Materials/PBR/pbrMaterial.js +0 -110
  51. package/Materials/PBR/pbrMaterial.js.map +1 -1
  52. package/Materials/floatingOriginMatrixOverrides.d.ts +3 -0
  53. package/Materials/floatingOriginMatrixOverrides.js +91 -0
  54. package/Materials/floatingOriginMatrixOverrides.js.map +1 -0
  55. package/Materials/imageProcessing.d.ts +65 -0
  56. package/Materials/imageProcessing.js +162 -0
  57. package/Materials/imageProcessing.js.map +1 -0
  58. package/Materials/imageProcessingConfiguration.defines.d.ts +25 -0
  59. package/Materials/imageProcessingConfiguration.defines.js +27 -0
  60. package/Materials/imageProcessingConfiguration.defines.js.map +1 -1
  61. package/Materials/index.d.ts +2 -0
  62. package/Materials/index.js +2 -0
  63. package/Materials/index.js.map +1 -1
  64. package/Materials/material.d.ts +14 -0
  65. package/Materials/material.js +14 -0
  66. package/Materials/material.js.map +1 -1
  67. package/Materials/materialHelper.functions.d.ts +53 -0
  68. package/Materials/materialHelper.functions.js +297 -0
  69. package/Materials/materialHelper.functions.js.map +1 -1
  70. package/Materials/standardMaterial.d.ts +57 -121
  71. package/Materials/standardMaterial.js +21 -250
  72. package/Materials/standardMaterial.js.map +1 -1
  73. package/Materials/uv.defines.d.ts +22 -0
  74. package/Materials/uv.defines.js +24 -0
  75. package/Materials/uv.defines.js.map +1 -0
  76. package/Meshes/GaussianSplatting/gaussianSplattingMesh.js +1 -0
  77. package/Meshes/GaussianSplatting/gaussianSplattingMesh.js.map +1 -1
  78. package/Misc/decorators.d.ts +7 -0
  79. package/Misc/decorators.js +34 -0
  80. package/Misc/decorators.js.map +1 -1
  81. package/Particles/Node/Blocks/Emitters/createParticleBlock.js +10 -1
  82. package/Particles/Node/Blocks/Emitters/createParticleBlock.js.map +1 -1
  83. package/Particles/Node/Blocks/index.d.ts +2 -0
  84. package/Particles/Node/Blocks/index.js +2 -0
  85. package/Particles/Node/Blocks/index.js.map +1 -1
  86. package/Particles/Node/Blocks/particleInputBlock.js +4 -1
  87. package/Particles/Node/Blocks/particleInputBlock.js.map +1 -1
  88. package/Particles/Node/Blocks/particleLocalVariableBlock.d.ts +38 -0
  89. package/Particles/Node/Blocks/particleLocalVariableBlock.js +108 -0
  90. package/Particles/Node/Blocks/particleLocalVariableBlock.js.map +1 -0
  91. package/Particles/Node/Blocks/particleVectorLengthBlock.d.ts +26 -0
  92. package/Particles/Node/Blocks/particleVectorLengthBlock.js +50 -0
  93. package/Particles/Node/Blocks/particleVectorLengthBlock.js.map +1 -0
  94. package/Rendering/IBLShadows/iblShadowsPluginMaterial.d.ts +2 -1
  95. package/Rendering/IBLShadows/iblShadowsPluginMaterial.js +45 -0
  96. package/Rendering/IBLShadows/iblShadowsPluginMaterial.js.map +1 -1
  97. package/Rendering/IBLShadows/iblShadowsRenderPipeline.js +2 -1
  98. package/Rendering/IBLShadows/iblShadowsRenderPipeline.js.map +1 -1
  99. package/Rendering/geometryBufferRenderer.js +6 -4
  100. package/Rendering/geometryBufferRenderer.js.map +1 -1
  101. package/Rendering/iblCdfGenerator.js +28 -20
  102. package/Rendering/iblCdfGenerator.js.map +1 -1
  103. package/Rendering/reflectiveShadowMap.d.ts +3 -3
  104. package/Shaders/ShadersInclude/backgroundUboDeclaration.js +1 -1
  105. package/Shaders/ShadersInclude/backgroundUboDeclaration.js.map +1 -1
  106. package/Shaders/ShadersInclude/clusteredLightingFunctions.js +3 -1
  107. package/Shaders/ShadersInclude/clusteredLightingFunctions.js.map +1 -1
  108. package/Shaders/ShadersInclude/defaultUboDeclaration.js +1 -1
  109. package/Shaders/ShadersInclude/defaultUboDeclaration.js.map +1 -1
  110. package/Shaders/ShadersInclude/hdrFilteringFunctions.js +34 -0
  111. package/Shaders/ShadersInclude/hdrFilteringFunctions.js.map +1 -1
  112. package/Shaders/ShadersInclude/helperFunctions.js +1 -1
  113. package/Shaders/ShadersInclude/helperFunctions.js.map +1 -1
  114. package/Shaders/ShadersInclude/importanceSampling.js +4 -0
  115. package/Shaders/ShadersInclude/importanceSampling.js.map +1 -1
  116. package/Shaders/ShadersInclude/lightsFragmentFunctions.js +1 -0
  117. package/Shaders/ShadersInclude/lightsFragmentFunctions.js.map +1 -1
  118. package/Shaders/ShadersInclude/pbrBRDFFunctions.js +1 -1
  119. package/Shaders/ShadersInclude/pbrBRDFFunctions.js.map +1 -1
  120. package/Shaders/ShadersInclude/pbrClusteredLightingFunctions.js +1 -0
  121. package/Shaders/ShadersInclude/pbrClusteredLightingFunctions.js.map +1 -1
  122. package/Shaders/ShadersInclude/pbrDirectLightingFunctions.js +3 -1
  123. package/Shaders/ShadersInclude/pbrDirectLightingFunctions.js.map +1 -1
  124. package/Shaders/ShadersInclude/pbrHelperFunctions.js +2 -0
  125. package/Shaders/ShadersInclude/pbrHelperFunctions.js.map +1 -1
  126. package/Shaders/ShadersInclude/pbrUboDeclaration.js +1 -1
  127. package/Shaders/ShadersInclude/pbrUboDeclaration.js.map +1 -1
  128. package/Shaders/openpbr.vertex.js +1 -1
  129. package/Shaders/openpbr.vertex.js.map +1 -1
  130. package/ShadersWGSL/ShadersInclude/backgroundUboDeclaration.js +1 -1
  131. package/ShadersWGSL/ShadersInclude/backgroundUboDeclaration.js.map +1 -1
  132. package/ShadersWGSL/ShadersInclude/defaultUboDeclaration.js +1 -1
  133. package/ShadersWGSL/ShadersInclude/defaultUboDeclaration.js.map +1 -1
  134. package/ShadersWGSL/ShadersInclude/hdrFilteringFunctions.js +28 -0
  135. package/ShadersWGSL/ShadersInclude/hdrFilteringFunctions.js.map +1 -1
  136. package/ShadersWGSL/ShadersInclude/importanceSampling.js +4 -0
  137. package/ShadersWGSL/ShadersInclude/importanceSampling.js.map +1 -1
  138. package/ShadersWGSL/ShadersInclude/pbrBRDFFunctions.js +1 -1
  139. package/ShadersWGSL/ShadersInclude/pbrBRDFFunctions.js.map +1 -1
  140. package/ShadersWGSL/ShadersInclude/pbrDirectLightingFunctions.js +3 -1
  141. package/ShadersWGSL/ShadersInclude/pbrDirectLightingFunctions.js.map +1 -1
  142. package/ShadersWGSL/ShadersInclude/pbrHelperFunctions.js +2 -0
  143. package/ShadersWGSL/ShadersInclude/pbrHelperFunctions.js.map +1 -1
  144. package/ShadersWGSL/ShadersInclude/pbrUboDeclaration.js +1 -1
  145. package/ShadersWGSL/ShadersInclude/pbrUboDeclaration.js.map +1 -1
  146. package/ShadersWGSL/openpbr.vertex.js +1 -1
  147. package/ShadersWGSL/openpbr.vertex.js.map +1 -1
  148. package/package.json +1 -1
  149. package/scene.d.ts +21 -0
  150. package/scene.js +29 -3
  151. package/scene.js.map +1 -1
@@ -1 +1 @@
1
- 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{ NodeMaterialBlock } from \"../../nodeMaterialBlock\";\r\nimport { NodeMaterialBlockConnectionPointTypes } from \"../../Enums/nodeMaterialBlockConnectionPointTypes\";\r\nimport type { NodeMaterialBuildState } from \"../../nodeMaterialBuildState\";\r\nimport type { NodeMaterialConnectionPoint } from \"../../nodeMaterialBlockConnectionPoint\";\r\nimport { NodeMaterialConnectionPointDirection } from \"../../nodeMaterialBlockConnectionPoint\";\r\nimport { NodeMaterialBlockTargets } from \"../../Enums/nodeMaterialBlockTargets\";\r\nimport { RegisterClass } from \"../../../../Misc/typeStore\";\r\nimport type { Nullable } from \"../../../../types\";\r\nimport { Texture } from \"../../../Textures/texture\";\r\nimport { Constants } from \"../../../../Engines/constants\";\r\nimport type { Effect } from \"../../../effect\";\r\nimport { NodeMaterial } from \"../../nodeMaterial\";\r\nimport type { Scene } from \"../../../../scene\";\r\nimport { NodeMaterialConnectionPointCustomObject } from \"../../nodeMaterialConnectionPointCustomObject\";\r\nimport { EngineStore } from \"../../../../Engines/engineStore\";\r\nimport { ShaderLanguage } from \"core/Materials/shaderLanguage\";\r\n/**\r\n * Block used to provide an image for a TextureBlock\r\n */\r\nexport class ImageSourceBlock extends NodeMaterialBlock {\r\n private _samplerName: string;\r\n protected _texture: Nullable<Texture>;\r\n /**\r\n * Gets or sets the texture associated with the node\r\n */\r\n public get texture(): Nullable<Texture> {\r\n return this._texture;\r\n }\r\n\r\n public set texture(texture: Nullable<Texture>) {\r\n if (this._texture === texture) {\r\n return;\r\n }\r\n\r\n const scene = texture?.getScene() ?? EngineStore.LastCreatedScene;\r\n\r\n if (!texture && scene) {\r\n scene.markAllMaterialsAsDirty(Constants.MATERIAL_TextureDirtyFlag, (mat) => {\r\n return mat.hasTexture(this._texture!);\r\n });\r\n }\r\n\r\n this._texture = texture;\r\n\r\n if (texture && scene) {\r\n scene.markAllMaterialsAsDirty(Constants.MATERIAL_TextureDirtyFlag, (mat) => {\r\n return mat.hasTexture(texture);\r\n });\r\n }\r\n }\r\n\r\n /**\r\n * Gets the sampler name associated with this image source\r\n */\r\n public get samplerName(): string {\r\n return this._samplerName;\r\n }\r\n\r\n /**\r\n * Creates a new ImageSourceBlock\r\n * @param name defines the block name\r\n */\r\n public constructor(name: string) {\r\n super(name, NodeMaterialBlockTargets.VertexAndFragment);\r\n\r\n this.registerOutput(\r\n \"source\",\r\n NodeMaterialBlockConnectionPointTypes.Object,\r\n NodeMaterialBlockTargets.VertexAndFragment,\r\n new NodeMaterialConnectionPointCustomObject(\"source\", this, NodeMaterialConnectionPointDirection.Output, ImageSourceBlock, \"ImageSourceBlock\")\r\n );\r\n\r\n this.registerOutput(\"dimensions\", NodeMaterialBlockConnectionPointTypes.Vector2);\r\n }\r\n\r\n public override bind(effect: Effect, _nodeMaterial: NodeMaterial) {\r\n if (!this.texture) {\r\n return;\r\n }\r\n\r\n effect.setTexture(this._samplerName, this.texture);\r\n }\r\n\r\n public override isReady() {\r\n if (this.texture && !this.texture.isReadyOrNotBlocking()) {\r\n return false;\r\n }\r\n\r\n return true;\r\n }\r\n\r\n /**\r\n * Gets the current class name\r\n * @returns the class name\r\n */\r\n public override getClassName() {\r\n return \"ImageSourceBlock\";\r\n }\r\n\r\n /**\r\n * Gets the output component\r\n */\r\n public get source(): NodeMaterialConnectionPoint {\r\n return this._outputs[0];\r\n }\r\n\r\n /**\r\n * Gets the dimension component\r\n */\r\n public get dimensions(): NodeMaterialConnectionPoint {\r\n return this._outputs[1];\r\n }\r\n\r\n protected override _buildBlock(state: NodeMaterialBuildState) {\r\n super._buildBlock(state);\r\n\r\n if (state.target === NodeMaterialBlockTargets.Vertex) {\r\n this._samplerName = state._getFreeVariableName(this.name + \"Texture\");\r\n\r\n // Declarations\r\n state.sharedData.blockingBlocks.push(this);\r\n state.sharedData.textureBlocks.push(this);\r\n state.sharedData.bindableBlocks.push(this);\r\n }\r\n\r\n if (this.dimensions.isConnected) {\r\n let affect: string = \"\";\r\n if (state.shaderLanguage === ShaderLanguage.WGSL) {\r\n affect = `vec2f(textureDimensions(${this._samplerName}, 0).xy)`;\r\n } else {\r\n affect = `vec2(textureSize(${this._samplerName}, 0).xy)`;\r\n }\r\n\r\n state.compilationString += `${state._declareOutput(this.dimensions)} = ${affect};\\n`;\r\n }\r\n\r\n if (this._texture?._texture?.is2DArray) {\r\n state._emit2DArraySampler(this._samplerName);\r\n } else {\r\n state._emit2DSampler(this._samplerName);\r\n }\r\n\r\n return this;\r\n }\r\n\r\n protected override _dumpPropertiesCode(ignoreTexture = false) {\r\n let codeString = super._dumpPropertiesCode();\r\n\r\n if (!this.texture || ignoreTexture) {\r\n return codeString;\r\n }\r\n\r\n codeString += `${this._codeVariableName}.texture = new BABYLON.Texture(\"${this.texture.name}\", null, ${this.texture.noMipmap}, ${this.texture.invertY}, ${this.texture.samplingMode});\\n`;\r\n codeString += `${this._codeVariableName}.texture.wrapU = ${this.texture.wrapU};\\n`;\r\n codeString += `${this._codeVariableName}.texture.wrapV = ${this.texture.wrapV};\\n`;\r\n codeString += `${this._codeVariableName}.texture.uAng = ${this.texture.uAng};\\n`;\r\n codeString += `${this._codeVariableName}.texture.vAng = ${this.texture.vAng};\\n`;\r\n codeString += `${this._codeVariableName}.texture.wAng = ${this.texture.wAng};\\n`;\r\n codeString += `${this._codeVariableName}.texture.uOffset = ${this.texture.uOffset};\\n`;\r\n codeString += `${this._codeVariableName}.texture.vOffset = ${this.texture.vOffset};\\n`;\r\n codeString += `${this._codeVariableName}.texture.uScale = ${this.texture.uScale};\\n`;\r\n codeString += `${this._codeVariableName}.texture.vScale = ${this.texture.vScale};\\n`;\r\n codeString += `${this._codeVariableName}.texture.coordinatesMode = ${this.texture.coordinatesMode};\\n`;\r\n\r\n return codeString;\r\n }\r\n\r\n public override serialize(ignoreTexture = false): any {\r\n const serializationObject = super.serialize();\r\n\r\n if (\r\n !ignoreTexture &&\r\n this.texture &&\r\n (NodeMaterial.AllowSerializationOfRenderTargetTextures || !this.texture.isRenderTarget) &&\r\n this.texture.getClassName() !== \"VideoTexture\"\r\n ) {\r\n serializationObject.texture = this.texture.serialize();\r\n }\r\n\r\n return serializationObject;\r\n }\r\n\r\n public override _deserialize(serializationObject: any, scene: Scene, rootUrl: string, urlRewriter?: (url: string) => string) {\r\n super._deserialize(serializationObject, scene, rootUrl, urlRewriter);\r\n\r\n if (serializationObject.texture && !NodeMaterial.IgnoreTexturesAtLoadTime) {\r\n if (serializationObject.texture.url !== undefined) {\r\n if (serializationObject.texture.url.indexOf(\"data:\") === 0) {\r\n rootUrl = \"\";\r\n } else if (urlRewriter) {\r\n serializationObject.texture.url = urlRewriter(serializationObject.texture.url);\r\n serializationObject.texture.name = serializationObject.texture.url;\r\n }\r\n }\r\n if (serializationObject.texture.base64String || serializationObject.texture.url !== undefined) {\r\n this.texture = Texture.Parse(serializationObject.texture, scene, rootUrl) as Texture;\r\n }\r\n }\r\n }\r\n}\r\n\r\nRegisterClass(\"BABYLON.ImageSourceBlock\", ImageSourceBlock);\r\n"]}
1
+ 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{ NodeMaterialBlock } from \"../../nodeMaterialBlock\";\r\nimport { NodeMaterialBlockConnectionPointTypes } from \"../../Enums/nodeMaterialBlockConnectionPointTypes\";\r\nimport type { NodeMaterialBuildState } from \"../../nodeMaterialBuildState\";\r\nimport type { NodeMaterialConnectionPoint } from \"../../nodeMaterialBlockConnectionPoint\";\r\nimport { NodeMaterialConnectionPointDirection } from \"../../nodeMaterialBlockConnectionPoint\";\r\nimport { NodeMaterialBlockTargets } from \"../../Enums/nodeMaterialBlockTargets\";\r\nimport { RegisterClass } from \"../../../../Misc/typeStore\";\r\nimport type { Nullable } from \"../../../../types\";\r\nimport { Texture } from \"../../../Textures/texture\";\r\nimport { Constants } from \"../../../../Engines/constants\";\r\nimport type { Effect } from \"../../../effect\";\r\nimport { NodeMaterial } from \"../../nodeMaterial\";\r\nimport type { Scene } from \"../../../../scene\";\r\nimport { NodeMaterialConnectionPointCustomObject } from \"../../nodeMaterialConnectionPointCustomObject\";\r\nimport { EngineStore } from \"../../../../Engines/engineStore\";\r\nimport { ShaderLanguage } from \"core/Materials/shaderLanguage\";\r\n/**\r\n * Block used to provide an image for a TextureBlock\r\n */\r\nexport class ImageSourceBlock extends NodeMaterialBlock {\r\n private _samplerName: string;\r\n protected _texture: Nullable<Texture>;\r\n /**\r\n * Gets or sets the texture associated with the node\r\n */\r\n public get texture(): Nullable<Texture> {\r\n return this._texture;\r\n }\r\n\r\n public set texture(texture: Nullable<Texture>) {\r\n if (this._texture === texture) {\r\n return;\r\n }\r\n\r\n const scene = texture?.getScene() ?? EngineStore.LastCreatedScene;\r\n\r\n if (!texture && scene) {\r\n scene.markAllMaterialsAsDirty(Constants.MATERIAL_TextureDirtyFlag, (mat) => {\r\n return mat.hasTexture(this._texture!);\r\n });\r\n }\r\n\r\n this._texture = texture;\r\n\r\n if (texture && scene) {\r\n scene.markAllMaterialsAsDirty(Constants.MATERIAL_TextureDirtyFlag, (mat) => {\r\n return mat.hasTexture(texture);\r\n });\r\n }\r\n }\r\n\r\n /**\r\n * Gets the sampler name associated with this image source\r\n */\r\n public get samplerName(): string {\r\n return this._samplerName;\r\n }\r\n\r\n /**\r\n * Creates a new ImageSourceBlock\r\n * @param name defines the block name\r\n */\r\n public constructor(name: string) {\r\n super(name, NodeMaterialBlockTargets.VertexAndFragment);\r\n\r\n this.registerOutput(\r\n \"source\",\r\n NodeMaterialBlockConnectionPointTypes.Object,\r\n NodeMaterialBlockTargets.VertexAndFragment,\r\n new NodeMaterialConnectionPointCustomObject(\"source\", this, NodeMaterialConnectionPointDirection.Output, ImageSourceBlock, \"ImageSourceBlock\")\r\n );\r\n\r\n this.registerOutput(\"dimensions\", NodeMaterialBlockConnectionPointTypes.Vector2);\r\n }\r\n\r\n public override bind(effect: Effect, _nodeMaterial: NodeMaterial) {\r\n if (!this.texture) {\r\n return;\r\n }\r\n\r\n effect.setTexture(this._samplerName, this.texture);\r\n }\r\n\r\n public override isReady() {\r\n if (this.texture && !this.texture.isReadyOrNotBlocking()) {\r\n return false;\r\n }\r\n\r\n return true;\r\n }\r\n\r\n /**\r\n * Gets the current class name\r\n * @returns the class name\r\n */\r\n public override getClassName() {\r\n return \"ImageSourceBlock\";\r\n }\r\n\r\n /**\r\n * Gets the output component\r\n */\r\n public get source(): NodeMaterialConnectionPoint {\r\n return this._outputs[0];\r\n }\r\n\r\n /**\r\n * Gets the dimension component\r\n */\r\n public get dimensions(): NodeMaterialConnectionPoint {\r\n return this._outputs[1];\r\n }\r\n\r\n protected override _buildBlock(state: NodeMaterialBuildState) {\r\n super._buildBlock(state);\r\n\r\n if (state.target === NodeMaterialBlockTargets.Vertex) {\r\n this._samplerName = state._getFreeVariableName(this.name);\r\n\r\n // Declarations\r\n state.sharedData.blockingBlocks.push(this);\r\n state.sharedData.textureBlocks.push(this);\r\n state.sharedData.bindableBlocks.push(this);\r\n }\r\n\r\n if (this.dimensions.isConnected) {\r\n let affect: string = \"\";\r\n if (state.shaderLanguage === ShaderLanguage.WGSL) {\r\n affect = `vec2f(textureDimensions(${this._samplerName}, 0).xy)`;\r\n } else {\r\n affect = `vec2(textureSize(${this._samplerName}, 0).xy)`;\r\n }\r\n\r\n state.compilationString += `${state._declareOutput(this.dimensions)} = ${affect};\\n`;\r\n }\r\n\r\n if (this._texture?._texture?.is2DArray) {\r\n state._emit2DArraySampler(this._samplerName);\r\n } else {\r\n state._emit2DSampler(this._samplerName);\r\n }\r\n\r\n return this;\r\n }\r\n\r\n protected override _dumpPropertiesCode(ignoreTexture = false) {\r\n let codeString = super._dumpPropertiesCode();\r\n\r\n if (!this.texture || ignoreTexture) {\r\n return codeString;\r\n }\r\n\r\n codeString += `${this._codeVariableName}.texture = new BABYLON.Texture(\"${this.texture.name}\", null, ${this.texture.noMipmap}, ${this.texture.invertY}, ${this.texture.samplingMode});\\n`;\r\n codeString += `${this._codeVariableName}.texture.wrapU = ${this.texture.wrapU};\\n`;\r\n codeString += `${this._codeVariableName}.texture.wrapV = ${this.texture.wrapV};\\n`;\r\n codeString += `${this._codeVariableName}.texture.uAng = ${this.texture.uAng};\\n`;\r\n codeString += `${this._codeVariableName}.texture.vAng = ${this.texture.vAng};\\n`;\r\n codeString += `${this._codeVariableName}.texture.wAng = ${this.texture.wAng};\\n`;\r\n codeString += `${this._codeVariableName}.texture.uOffset = ${this.texture.uOffset};\\n`;\r\n codeString += `${this._codeVariableName}.texture.vOffset = ${this.texture.vOffset};\\n`;\r\n codeString += `${this._codeVariableName}.texture.uScale = ${this.texture.uScale};\\n`;\r\n codeString += `${this._codeVariableName}.texture.vScale = ${this.texture.vScale};\\n`;\r\n codeString += `${this._codeVariableName}.texture.coordinatesMode = ${this.texture.coordinatesMode};\\n`;\r\n\r\n return codeString;\r\n }\r\n\r\n public override serialize(ignoreTexture = false): any {\r\n const serializationObject = super.serialize();\r\n\r\n if (\r\n !ignoreTexture &&\r\n this.texture &&\r\n (NodeMaterial.AllowSerializationOfRenderTargetTextures || !this.texture.isRenderTarget) &&\r\n this.texture.getClassName() !== \"VideoTexture\"\r\n ) {\r\n serializationObject.texture = this.texture.serialize();\r\n }\r\n\r\n return serializationObject;\r\n }\r\n\r\n public override _deserialize(serializationObject: any, scene: Scene, rootUrl: string, urlRewriter?: (url: string) => string) {\r\n super._deserialize(serializationObject, scene, rootUrl, urlRewriter);\r\n\r\n if (serializationObject.texture && !NodeMaterial.IgnoreTexturesAtLoadTime) {\r\n if (serializationObject.texture.url !== undefined) {\r\n if (serializationObject.texture.url.indexOf(\"data:\") === 0) {\r\n rootUrl = \"\";\r\n } else if (urlRewriter) {\r\n serializationObject.texture.url = urlRewriter(serializationObject.texture.url);\r\n serializationObject.texture.name = serializationObject.texture.url;\r\n }\r\n }\r\n if (serializationObject.texture.base64String || serializationObject.texture.url !== undefined) {\r\n this.texture = Texture.Parse(serializationObject.texture, scene, rootUrl) as Texture;\r\n }\r\n }\r\n }\r\n}\r\n\r\nRegisterClass(\"BABYLON.ImageSourceBlock\", ImageSourceBlock);\r\n"]}
@@ -124,6 +124,7 @@ export class LightBlock extends NodeMaterialBlock {
124
124
  initialize(state) {
125
125
  // eslint-disable-next-line @typescript-eslint/no-floating-promises
126
126
  this._initShaderSourceAsync(state.shaderLanguage);
127
+ state._excludeVariableName("vViewDepth");
127
128
  }
128
129
  async _initShaderSourceAsync(shaderLanguage) {
129
130
  this._codeIsReady = false;
@@ -194,7 +195,7 @@ export class LightBlock extends NodeMaterialBlock {
194
195
  break;
195
196
  }
196
197
  const onlyUpdateBuffersList = state.uniforms.indexOf("vLightData" + lightIndex) >= 0;
197
- PrepareUniformsAndSamplersForLight(lightIndex, state.uniforms, state.samplers, defines["PROJECTEDLIGHTTEXTURE" + lightIndex], uniformBuffers, onlyUpdateBuffersList, defines["IESLIGHTTEXTURE" + lightIndex]);
198
+ PrepareUniformsAndSamplersForLight(lightIndex, state.uniforms, state.samplers, defines["PROJECTEDLIGHTTEXTURE" + lightIndex], uniformBuffers, onlyUpdateBuffersList, defines["IESLIGHTTEXTURE" + lightIndex], defines["CLUSTLIGHT" + lightIndex]);
198
199
  }
199
200
  }
200
201
  bind(effect, nodeMaterial, mesh) {
@@ -245,6 +246,10 @@ export class LightBlock extends NodeMaterialBlock {
245
246
  state.compilationString += `${state._declareLocalVar("worldPos", NodeMaterialBlockConnectionPointTypes.Vector4)} = ${worldPos.associatedVariableName};\n`;
246
247
  if (this.view.isConnected) {
247
248
  state.compilationString += `${state._declareLocalVar("view", NodeMaterialBlockConnectionPointTypes.Matrix)} = ${this.view.associatedVariableName};\n`;
249
+ state._emitVaryingFromString("vViewDepth", NodeMaterialBlockConnectionPointTypes.Float);
250
+ state.compilationString +=
251
+ (state.shaderLanguage === 1 /* ShaderLanguage.WGSL */ ? "vertexOutputs." : "") +
252
+ `vViewDepth = (${this.view.associatedVariableName} * ${worldPos.associatedVariableName}).z;\n`;
248
253
  }
249
254
  state.compilationString += state._emitCodeFromInclude("shadowsVertex", comments, {
250
255
  repeatKey: "maxSimultaneousLights",
@@ -273,7 +278,7 @@ export class LightBlock extends NodeMaterialBlock {
273
278
  const comments = `//${this.name}`;
274
279
  if (state.target !== NodeMaterialBlockTargets.Fragment) {
275
280
  // Vertex
276
- this._injectVertexCode(state);
281
+ this._injectVertexCode(state); // won't be executed if this.generateOnlyFragmentCode is true
277
282
  return;
278
283
  }
279
284
  if (this.generateOnlyFragmentCode) {
@@ -287,11 +292,11 @@ export class LightBlock extends NodeMaterialBlock {
287
292
  let worldPosVariableName = worldPos.associatedVariableName;
288
293
  if (this.generateOnlyFragmentCode) {
289
294
  worldPosVariableName = state._getFreeVariableName("globalWorldPos");
290
- state._emitFunction("light_globalworldpos", `${state._declareLocalVar(worldPosVariableName, NodeMaterialBlockConnectionPointTypes.Vector3)};\n`, comments);
295
+ state._emitFunction("light_globalworldpos", `${state._declareLocalVar(worldPosVariableName, NodeMaterialBlockConnectionPointTypes.Vector3, false, true)};\n`, comments);
291
296
  state.compilationString += `${worldPosVariableName} = ${worldPos.associatedVariableName}.xyz;\n`;
292
297
  state.compilationString += state._emitCodeFromInclude("shadowsVertex", comments, {
293
298
  repeatKey: "maxSimultaneousLights",
294
- substitutionVars: this.generateOnlyFragmentCode ? `worldPos,${worldPos.associatedVariableName}` : undefined,
299
+ substitutionVars: `worldPos,${worldPos.associatedVariableName}`,
295
300
  });
296
301
  }
297
302
  else {
@@ -314,6 +319,9 @@ export class LightBlock extends NodeMaterialBlock {
314
319
  if (state._registerTempVariable("viewDirectionW")) {
315
320
  state.compilationString += `${state._declareLocalVar("viewDirectionW", NodeMaterialBlockConnectionPointTypes.Vector3)} = normalize(${this.cameraPosition.associatedVariableName} - ${worldPosVariableName});\n`;
316
321
  }
322
+ if (this.generateOnlyFragmentCode && this.view.isConnected) {
323
+ state.compilationString += `${state._declareLocalVar("vViewDepth", NodeMaterialBlockConnectionPointTypes.Float)} = (${this.view.associatedVariableName} * ${worldPos.associatedVariableName}).z;\n`;
324
+ }
317
325
  state.compilationString += isWGSL ? `var info: lightingInfo;\n` : `lightingInfo info;\n`;
318
326
  state.compilationString += `${state._declareLocalVar("shadow", NodeMaterialBlockConnectionPointTypes.Float)} = 1.;\n`;
319
327
  state.compilationString += `${state._declareLocalVar("aggShadow", NodeMaterialBlockConnectionPointTypes.Float)} = 0.;\n`;
@@ -339,6 +347,9 @@ export class LightBlock extends NodeMaterialBlock {
339
347
  let substitutionVars = `vPositionW,${worldPosVariableName}.xyz`;
340
348
  if (isWGSL) {
341
349
  substitutionVars = `fragmentInputs.vPositionW,${worldPosVariableName}.xyz`;
350
+ if (this.generateOnlyFragmentCode) {
351
+ substitutionVars += `,fragmentInputs.vViewDepth,vViewDepth`;
352
+ }
342
353
  }
343
354
  state.compilationString += state._emitCodeFromInclude("lightFragment", comments, {
344
355
  repeatKey: "maxSimultaneousLights",
@@ -1 +1 @@
1
- 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{ NodeMaterialBlock } from \"../../nodeMaterialBlock\";\r\nimport { NodeMaterialBlockTargets } from \"../../Enums/nodeMaterialBlockTargets\";\r\nimport { NodeMaterialBlockConnectionPointTypes } from \"../../Enums/nodeMaterialBlockConnectionPointTypes\";\r\nimport type { NodeMaterialBuildState } from \"../../nodeMaterialBuildState\";\r\nimport type { NodeMaterialConnectionPoint } from \"../../nodeMaterialBlockConnectionPoint\";\r\nimport type { AbstractMesh } from \"../../../../Meshes/abstractMesh\";\r\nimport type { NodeMaterial, NodeMaterialDefines } from \"../../nodeMaterial\";\r\nimport type { Effect } from \"../../../effect\";\r\nimport type { Mesh } from \"../../../../Meshes/mesh\";\r\nimport { NodeMaterialSystemValues } from \"../../Enums/nodeMaterialSystemValues\";\r\nimport { InputBlock } from \"../Input/inputBlock\";\r\nimport type { Light } from \"../../../../Lights/light\";\r\nimport type { Nullable } from \"../../../../types\";\r\nimport { RegisterClass } from \"../../../../Misc/typeStore\";\r\nimport type { Scene } from \"../../../../scene\";\r\nimport { editableInPropertyPage, PropertyTypeForEdition } from \"../../../../Decorators/nodeDecorator\";\r\n\r\nimport { Logger } from \"../../../../Misc/logger\";\r\nimport { BindLight, BindLights, PrepareDefinesForLight, PrepareDefinesForLights, PrepareUniformsAndSamplersForLight } from \"../../../materialHelper.functions\";\r\nimport { ShaderLanguage } from \"../../../../Materials/shaderLanguage\";\r\n\r\n/**\r\n * Block used to add light in the fragment shader\r\n */\r\nexport class LightBlock extends NodeMaterialBlock {\r\n private _lightId: number = 0;\r\n\r\n /**\r\n * Gets or sets the light associated with this block\r\n */\r\n public light: Nullable<Light>;\r\n\r\n /** Indicates that no code should be generated in the vertex shader. Can be useful in some specific circumstances (like when doing ray marching for eg) */\r\n @editableInPropertyPage(\"Generate only fragment code\", PropertyTypeForEdition.Boolean, \"ADVANCED\", {\r\n notifiers: { rebuild: true, update: true, onValidation: LightBlock._OnGenerateOnlyFragmentCodeChanged },\r\n })\r\n public generateOnlyFragmentCode = false;\r\n\r\n private static _OnGenerateOnlyFragmentCodeChanged(block: NodeMaterialBlock, _propertyName: string): boolean {\r\n const that = block as LightBlock;\r\n\r\n if (that.worldPosition.isConnected) {\r\n that.generateOnlyFragmentCode = !that.generateOnlyFragmentCode;\r\n Logger.Error(\"The worldPosition input must not be connected to be able to switch!\");\r\n return false;\r\n }\r\n\r\n that._setTarget();\r\n\r\n return true;\r\n }\r\n\r\n private _setTarget(): void {\r\n this._setInitialTarget(this.generateOnlyFragmentCode ? NodeMaterialBlockTargets.Fragment : NodeMaterialBlockTargets.VertexAndFragment);\r\n this.getInputByName(\"worldPosition\")!.target = this.generateOnlyFragmentCode ? NodeMaterialBlockTargets.Fragment : NodeMaterialBlockTargets.Vertex;\r\n }\r\n\r\n /**\r\n * Create a new LightBlock\r\n * @param name defines the block name\r\n */\r\n public constructor(name: string) {\r\n super(name, NodeMaterialBlockTargets.VertexAndFragment);\r\n\r\n this._isUnique = true;\r\n\r\n this.registerInput(\"worldPosition\", NodeMaterialBlockConnectionPointTypes.Vector4, false, NodeMaterialBlockTargets.Vertex);\r\n this.registerInput(\"worldNormal\", NodeMaterialBlockConnectionPointTypes.Vector4, false, NodeMaterialBlockTargets.Fragment);\r\n this.registerInput(\"cameraPosition\", NodeMaterialBlockConnectionPointTypes.Vector3, false, NodeMaterialBlockTargets.Fragment);\r\n this.registerInput(\"glossiness\", NodeMaterialBlockConnectionPointTypes.Float, true, NodeMaterialBlockTargets.Fragment);\r\n this.registerInput(\"glossPower\", NodeMaterialBlockConnectionPointTypes.Float, true, NodeMaterialBlockTargets.Fragment);\r\n this.registerInput(\"diffuseColor\", NodeMaterialBlockConnectionPointTypes.Color3, true, NodeMaterialBlockTargets.Fragment);\r\n this.registerInput(\"specularColor\", NodeMaterialBlockConnectionPointTypes.Color3, true, NodeMaterialBlockTargets.Fragment);\r\n this.registerInput(\"view\", NodeMaterialBlockConnectionPointTypes.Matrix, true);\r\n\r\n this.registerOutput(\"diffuseOutput\", NodeMaterialBlockConnectionPointTypes.Color3, NodeMaterialBlockTargets.Fragment);\r\n this.registerOutput(\"specularOutput\", NodeMaterialBlockConnectionPointTypes.Color3, NodeMaterialBlockTargets.Fragment);\r\n this.registerOutput(\"shadow\", NodeMaterialBlockConnectionPointTypes.Float, NodeMaterialBlockTargets.Fragment);\r\n }\r\n\r\n /**\r\n * Gets the current class name\r\n * @returns the class name\r\n */\r\n public override getClassName() {\r\n return \"LightBlock\";\r\n }\r\n\r\n /**\r\n * Gets the world position input component\r\n */\r\n public get worldPosition(): NodeMaterialConnectionPoint {\r\n return this._inputs[0];\r\n }\r\n\r\n /**\r\n * Gets the world normal input component\r\n */\r\n public get worldNormal(): NodeMaterialConnectionPoint {\r\n return this._inputs[1];\r\n }\r\n\r\n /**\r\n * Gets the camera (or eye) position component\r\n */\r\n public get cameraPosition(): NodeMaterialConnectionPoint {\r\n return this._inputs[2];\r\n }\r\n\r\n /**\r\n * Gets the glossiness component\r\n */\r\n public get glossiness(): NodeMaterialConnectionPoint {\r\n return this._inputs[3];\r\n }\r\n\r\n /**\r\n * Gets the glossiness power component\r\n */\r\n public get glossPower(): NodeMaterialConnectionPoint {\r\n return this._inputs[4];\r\n }\r\n\r\n /**\r\n * Gets the diffuse color component\r\n */\r\n public get diffuseColor(): NodeMaterialConnectionPoint {\r\n return this._inputs[5];\r\n }\r\n\r\n /**\r\n * Gets the specular color component\r\n */\r\n public get specularColor(): NodeMaterialConnectionPoint {\r\n return this._inputs[6];\r\n }\r\n\r\n /**\r\n * Gets the view matrix component\r\n */\r\n public get view(): NodeMaterialConnectionPoint {\r\n return this._inputs[7];\r\n }\r\n\r\n /**\r\n * Gets the diffuse output component\r\n */\r\n public get diffuseOutput(): NodeMaterialConnectionPoint {\r\n return this._outputs[0];\r\n }\r\n\r\n /**\r\n * Gets the specular output component\r\n */\r\n public get specularOutput(): NodeMaterialConnectionPoint {\r\n return this._outputs[1];\r\n }\r\n\r\n /**\r\n * Gets the shadow output component\r\n */\r\n public get shadow(): NodeMaterialConnectionPoint {\r\n return this._outputs[2];\r\n }\r\n\r\n public override initialize(state: NodeMaterialBuildState) {\r\n // eslint-disable-next-line @typescript-eslint/no-floating-promises\r\n this._initShaderSourceAsync(state.shaderLanguage);\r\n }\r\n\r\n private async _initShaderSourceAsync(shaderLanguage: ShaderLanguage) {\r\n this._codeIsReady = false;\r\n\r\n if (shaderLanguage === ShaderLanguage.WGSL) {\r\n await Promise.all([\r\n import(\"../../../../ShadersWGSL/ShadersInclude/lightFragment\"),\r\n import(\"../../../../ShadersWGSL/ShadersInclude/lightUboDeclaration\"),\r\n import(\"../../../../ShadersWGSL/ShadersInclude/lightVxUboDeclaration\"),\r\n import(\"../../../../ShadersWGSL/ShadersInclude/helperFunctions\"),\r\n import(\"../../../../ShadersWGSL/ShadersInclude/lightsFragmentFunctions\"),\r\n import(\"../../../../ShadersWGSL/ShadersInclude/shadowsFragmentFunctions\"),\r\n import(\"../../../../ShadersWGSL/ShadersInclude/shadowsVertex\"),\r\n ]);\r\n } else {\r\n await Promise.all([\r\n import(\"../../../../Shaders/ShadersInclude/lightFragmentDeclaration\"),\r\n import(\"../../../../Shaders/ShadersInclude/lightFragment\"),\r\n import(\"../../../../Shaders/ShadersInclude/lightUboDeclaration\"),\r\n import(\"../../../../Shaders/ShadersInclude/lightVxUboDeclaration\"),\r\n import(\"../../../../Shaders/ShadersInclude/lightVxFragmentDeclaration\"),\r\n import(\"../../../../Shaders/ShadersInclude/helperFunctions\"),\r\n import(\"../../../../Shaders/ShadersInclude/lightsFragmentFunctions\"),\r\n import(\"../../../../Shaders/ShadersInclude/shadowsFragmentFunctions\"),\r\n import(\"../../../../Shaders/ShadersInclude/shadowsVertex\"),\r\n ]);\r\n }\r\n\r\n this._codeIsReady = true;\r\n this.onCodeIsReadyObservable.notifyObservers(this);\r\n }\r\n\r\n public override autoConfigure(material: NodeMaterial, additionalFilteringInfo: (node: NodeMaterialBlock) => boolean = () => true) {\r\n if (!this.cameraPosition.isConnected) {\r\n let cameraPositionInput = material.getInputBlockByPredicate((b) => b.systemValue === NodeMaterialSystemValues.CameraPosition && additionalFilteringInfo(b));\r\n\r\n if (!cameraPositionInput) {\r\n cameraPositionInput = new InputBlock(\"cameraPosition\");\r\n cameraPositionInput.setAsSystemValue(NodeMaterialSystemValues.CameraPosition);\r\n }\r\n cameraPositionInput.output.connectTo(this.cameraPosition);\r\n }\r\n }\r\n\r\n public override prepareDefines(defines: NodeMaterialDefines, nodeMaterial: NodeMaterial, mesh?: AbstractMesh) {\r\n if (!mesh || !defines._areLightsDirty) {\r\n return;\r\n }\r\n\r\n const scene = mesh.getScene();\r\n\r\n if (!this.light) {\r\n PrepareDefinesForLights(scene, mesh, defines, true, nodeMaterial.maxSimultaneousLights);\r\n } else {\r\n const state = {\r\n needNormals: false,\r\n needRebuild: false,\r\n lightmapMode: false,\r\n shadowEnabled: false,\r\n specularEnabled: false,\r\n };\r\n\r\n PrepareDefinesForLight(scene, mesh, this.light, this._lightId, defines, true, state);\r\n\r\n if (state.needRebuild) {\r\n defines.rebuild();\r\n }\r\n }\r\n }\r\n\r\n public override updateUniformsAndSamples(state: NodeMaterialBuildState, nodeMaterial: NodeMaterial, defines: NodeMaterialDefines, uniformBuffers: string[]) {\r\n state.samplers.push(\"areaLightsLTC1Sampler\");\r\n state.samplers.push(\"areaLightsLTC2Sampler\");\r\n for (let lightIndex = 0; lightIndex < nodeMaterial.maxSimultaneousLights; lightIndex++) {\r\n if (!defines[\"LIGHT\" + lightIndex]) {\r\n break;\r\n }\r\n const onlyUpdateBuffersList = state.uniforms.indexOf(\"vLightData\" + lightIndex) >= 0;\r\n PrepareUniformsAndSamplersForLight(\r\n lightIndex,\r\n state.uniforms,\r\n state.samplers,\r\n defines[\"PROJECTEDLIGHTTEXTURE\" + lightIndex],\r\n uniformBuffers,\r\n onlyUpdateBuffersList,\r\n defines[\"IESLIGHTTEXTURE\" + lightIndex]\r\n );\r\n }\r\n }\r\n\r\n public override bind(effect: Effect, nodeMaterial: NodeMaterial, mesh?: Mesh) {\r\n if (!mesh) {\r\n return;\r\n }\r\n\r\n const scene = mesh.getScene();\r\n\r\n if (!this.light) {\r\n BindLights(scene, mesh, effect, true, nodeMaterial.maxSimultaneousLights);\r\n } else {\r\n BindLight(this.light, this._lightId, scene, effect, true);\r\n }\r\n }\r\n\r\n private _injectVertexCode(state: NodeMaterialBuildState) {\r\n const worldPos = this.worldPosition;\r\n const comments = `//${this.name}`;\r\n\r\n // Declaration\r\n if (!this.light) {\r\n // Emit for all lights\r\n state._emitFunctionFromInclude(state.supportUniformBuffers ? \"lightVxUboDeclaration\" : \"lightVxFragmentDeclaration\", comments, {\r\n repeatKey: \"maxSimultaneousLights\",\r\n });\r\n this._lightId = 0;\r\n\r\n state.sharedData.dynamicUniformBlocks.push(this);\r\n } else {\r\n this._lightId = (state.counters[\"lightCounter\"] !== undefined ? state.counters[\"lightCounter\"] : -1) + 1;\r\n state.counters[\"lightCounter\"] = this._lightId;\r\n\r\n state._emitFunctionFromInclude(\r\n state.supportUniformBuffers ? \"lightVxUboDeclaration\" : \"lightVxFragmentDeclaration\",\r\n comments,\r\n {\r\n replaceStrings: [{ search: /{X}/g, replace: this._lightId.toString() }],\r\n },\r\n this._lightId.toString()\r\n );\r\n }\r\n\r\n // Inject code in vertex\r\n const worldPosVaryingName = \"v_\" + worldPos.associatedVariableName;\r\n\r\n if (state._emitVaryingFromString(worldPosVaryingName, NodeMaterialBlockConnectionPointTypes.Vector4)) {\r\n state.compilationString += (state.shaderLanguage === ShaderLanguage.WGSL ? \"vertexOutputs.\" : \"\") + `${worldPosVaryingName} = ${worldPos.associatedVariableName};\\n`;\r\n }\r\n\r\n if (this.light) {\r\n state.compilationString += state._emitCodeFromInclude(\"shadowsVertex\", comments, {\r\n replaceStrings: [\r\n { search: /{X}/g, replace: this._lightId.toString() },\r\n { search: /worldPos/g, replace: worldPos.associatedVariableName },\r\n ],\r\n });\r\n } else {\r\n state.compilationString += `${state._declareLocalVar(\"worldPos\", NodeMaterialBlockConnectionPointTypes.Vector4)} = ${worldPos.associatedVariableName};\\n`;\r\n if (this.view.isConnected) {\r\n state.compilationString += `${state._declareLocalVar(\"view\", NodeMaterialBlockConnectionPointTypes.Matrix)} = ${this.view.associatedVariableName};\\n`;\r\n }\r\n state.compilationString += state._emitCodeFromInclude(\"shadowsVertex\", comments, {\r\n repeatKey: \"maxSimultaneousLights\",\r\n });\r\n }\r\n }\r\n\r\n private _injectUBODeclaration(state: NodeMaterialBuildState) {\r\n const comments = `//${this.name}`;\r\n\r\n if (!this.light) {\r\n // Emit for all lights\r\n state._emitFunctionFromInclude(state.supportUniformBuffers ? \"lightUboDeclaration\" : \"lightFragmentDeclaration\", comments, {\r\n repeatKey: \"maxSimultaneousLights\",\r\n substitutionVars: this.generateOnlyFragmentCode ? \"varying,\" : undefined,\r\n });\r\n } else {\r\n state._emitFunctionFromInclude(\r\n state.supportUniformBuffers ? \"lightUboDeclaration\" : \"lightFragmentDeclaration\",\r\n comments,\r\n {\r\n replaceStrings: [{ search: /{X}/g, replace: this._lightId.toString() }],\r\n },\r\n this._lightId.toString()\r\n );\r\n }\r\n }\r\n\r\n protected override _buildBlock(state: NodeMaterialBuildState) {\r\n super._buildBlock(state);\r\n\r\n const isWGSL = state.shaderLanguage === ShaderLanguage.WGSL;\r\n const addF = isWGSL ? \"f\" : \"\";\r\n\r\n const comments = `//${this.name}`;\r\n\r\n if (state.target !== NodeMaterialBlockTargets.Fragment) {\r\n // Vertex\r\n this._injectVertexCode(state);\r\n return;\r\n }\r\n\r\n if (this.generateOnlyFragmentCode) {\r\n state.sharedData.dynamicUniformBlocks.push(this);\r\n }\r\n // Fragment\r\n const accessor = isWGSL ? \"fragmentInputs.\" : \"\";\r\n state.sharedData.forcedBindableBlocks.push(this);\r\n state.sharedData.blocksWithDefines.push(this);\r\n const worldPos = this.worldPosition;\r\n\r\n let worldPosVariableName = worldPos.associatedVariableName;\r\n if (this.generateOnlyFragmentCode) {\r\n worldPosVariableName = state._getFreeVariableName(\"globalWorldPos\");\r\n state._emitFunction(\"light_globalworldpos\", `${state._declareLocalVar(worldPosVariableName, NodeMaterialBlockConnectionPointTypes.Vector3)};\\n`, comments);\r\n state.compilationString += `${worldPosVariableName} = ${worldPos.associatedVariableName}.xyz;\\n`;\r\n\r\n state.compilationString += state._emitCodeFromInclude(\"shadowsVertex\", comments, {\r\n repeatKey: \"maxSimultaneousLights\",\r\n substitutionVars: this.generateOnlyFragmentCode ? `worldPos,${worldPos.associatedVariableName}` : undefined,\r\n });\r\n } else {\r\n worldPosVariableName = accessor + \"v_\" + worldPosVariableName + \".xyz\";\r\n }\r\n\r\n state._emitFunctionFromInclude(\"helperFunctions\", comments);\r\n\r\n let replaceString = { search: /vPositionW/g, replace: worldPosVariableName };\r\n\r\n if (isWGSL) {\r\n replaceString = { search: /fragmentInputs\\.vPositionW/g, replace: worldPosVariableName };\r\n }\r\n\r\n state._emitFunctionFromInclude(\"lightsFragmentFunctions\", comments, {\r\n replaceStrings: [replaceString],\r\n });\r\n\r\n state._emitFunctionFromInclude(\"shadowsFragmentFunctions\", comments, {\r\n replaceStrings: [replaceString],\r\n });\r\n\r\n this._injectUBODeclaration(state);\r\n\r\n // Code\r\n if (this._lightId === 0) {\r\n if (state._registerTempVariable(\"viewDirectionW\")) {\r\n state.compilationString += `${state._declareLocalVar(\"viewDirectionW\", NodeMaterialBlockConnectionPointTypes.Vector3)} = normalize(${this.cameraPosition.associatedVariableName} - ${worldPosVariableName});\\n`;\r\n }\r\n state.compilationString += isWGSL ? `var info: lightingInfo;\\n` : `lightingInfo info;\\n`;\r\n state.compilationString += `${state._declareLocalVar(\"shadow\", NodeMaterialBlockConnectionPointTypes.Float)} = 1.;\\n`;\r\n state.compilationString += `${state._declareLocalVar(\"aggShadow\", NodeMaterialBlockConnectionPointTypes.Float)} = 0.;\\n`;\r\n state.compilationString += `${state._declareLocalVar(\"numLights\", NodeMaterialBlockConnectionPointTypes.Float)} = 0.;\\n`;\r\n state.compilationString += `${state._declareLocalVar(\"glossiness\", NodeMaterialBlockConnectionPointTypes.Float)} = ${this.glossiness.isConnected ? this.glossiness.associatedVariableName : \"1.0\"} * ${\r\n this.glossPower.isConnected ? this.glossPower.associatedVariableName : \"1024.0\"\r\n };\\n`;\r\n state.compilationString += `${state._declareLocalVar(\"diffuseBase\", NodeMaterialBlockConnectionPointTypes.Vector3)} = vec3${addF}(0., 0., 0.);\\n`;\r\n state.compilationString += `${state._declareLocalVar(\"specularBase\", NodeMaterialBlockConnectionPointTypes.Vector3)} = vec3${addF}(0., 0., 0.);\\n`;\r\n state.compilationString += `${state._declareLocalVar(\"normalW\", NodeMaterialBlockConnectionPointTypes.Vector3)} = ${this.worldNormal.associatedVariableName}.xyz;\\n`;\r\n }\r\n\r\n if (this.light) {\r\n let replaceString = [{ search: /vPositionW/g, replace: worldPosVariableName + \".xyz\" }];\r\n\r\n if (isWGSL) {\r\n replaceString = [\r\n { search: /fragmentInputs\\.vPositionW/g, replace: worldPosVariableName + \".xyz\" },\r\n { search: /uniforms\\.vReflectivityColor/g, replace: \"vReflectivityColor\" },\r\n ];\r\n }\r\n\r\n state.compilationString += state._emitCodeFromInclude(\"lightFragment\", comments, {\r\n replaceStrings: [{ search: /{X}/g, replace: this._lightId.toString() }, ...replaceString],\r\n });\r\n } else {\r\n let substitutionVars = `vPositionW,${worldPosVariableName}.xyz`;\r\n\r\n if (isWGSL) {\r\n substitutionVars = `fragmentInputs.vPositionW,${worldPosVariableName}.xyz`;\r\n }\r\n state.compilationString += state._emitCodeFromInclude(\"lightFragment\", comments, {\r\n repeatKey: \"maxSimultaneousLights\",\r\n substitutionVars: substitutionVars,\r\n });\r\n }\r\n\r\n if (this._lightId === 0) {\r\n state.compilationString += `aggShadow = aggShadow / numLights;\\n`;\r\n }\r\n\r\n const diffuseOutput = this.diffuseOutput;\r\n const specularOutput = this.specularOutput;\r\n\r\n state.compilationString +=\r\n state._declareOutput(diffuseOutput) + ` = diffuseBase${this.diffuseColor.isConnected ? \" * \" + this.diffuseColor.associatedVariableName : \"\"};\\n`;\r\n if (specularOutput.hasEndpoints) {\r\n state.compilationString +=\r\n state._declareOutput(specularOutput) + ` = specularBase${this.specularColor.isConnected ? \" * \" + this.specularColor.associatedVariableName : \"\"};\\n`;\r\n }\r\n\r\n if (this.shadow.hasEndpoints) {\r\n state.compilationString += state._declareOutput(this.shadow) + ` = aggShadow;\\n`;\r\n }\r\n\r\n return this;\r\n }\r\n\r\n public override serialize(): any {\r\n const serializationObject = super.serialize();\r\n\r\n serializationObject.generateOnlyFragmentCode = this.generateOnlyFragmentCode;\r\n\r\n if (this.light) {\r\n serializationObject.lightId = this.light.id;\r\n }\r\n\r\n return serializationObject;\r\n }\r\n\r\n public override _deserialize(serializationObject: any, scene: Scene, rootUrl: string) {\r\n super._deserialize(serializationObject, scene, rootUrl);\r\n\r\n if (serializationObject.lightId) {\r\n this.light = scene.getLightById(serializationObject.lightId);\r\n }\r\n\r\n this.generateOnlyFragmentCode = serializationObject.generateOnlyFragmentCode;\r\n\r\n this._setTarget();\r\n }\r\n}\r\n\r\nRegisterClass(\"BABYLON.LightBlock\", LightBlock);\r\n"]}
1
+ 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{ NodeMaterialBlock } from \"../../nodeMaterialBlock\";\r\nimport { NodeMaterialBlockTargets } from \"../../Enums/nodeMaterialBlockTargets\";\r\nimport { NodeMaterialBlockConnectionPointTypes } from \"../../Enums/nodeMaterialBlockConnectionPointTypes\";\r\nimport type { NodeMaterialBuildState } from \"../../nodeMaterialBuildState\";\r\nimport type { NodeMaterialConnectionPoint } from \"../../nodeMaterialBlockConnectionPoint\";\r\nimport type { AbstractMesh } from \"../../../../Meshes/abstractMesh\";\r\nimport type { NodeMaterial, NodeMaterialDefines } from \"../../nodeMaterial\";\r\nimport type { Effect } from \"../../../effect\";\r\nimport type { Mesh } from \"../../../../Meshes/mesh\";\r\nimport { NodeMaterialSystemValues } from \"../../Enums/nodeMaterialSystemValues\";\r\nimport { InputBlock } from \"../Input/inputBlock\";\r\nimport type { Light } from \"../../../../Lights/light\";\r\nimport type { Nullable } from \"../../../../types\";\r\nimport { RegisterClass } from \"../../../../Misc/typeStore\";\r\nimport type { Scene } from \"../../../../scene\";\r\nimport { editableInPropertyPage, PropertyTypeForEdition } from \"../../../../Decorators/nodeDecorator\";\r\nimport { Logger } from \"../../../../Misc/logger\";\r\nimport { BindLight, BindLights, PrepareDefinesForLight, PrepareDefinesForLights, PrepareUniformsAndSamplersForLight } from \"../../../materialHelper.functions\";\r\nimport { ShaderLanguage } from \"../../../../Materials/shaderLanguage\";\r\n\r\n/**\r\n * Block used to add light in the fragment shader\r\n */\r\nexport class LightBlock extends NodeMaterialBlock {\r\n private _lightId: number = 0;\r\n\r\n /**\r\n * Gets or sets the light associated with this block\r\n */\r\n public light: Nullable<Light>;\r\n\r\n /** Indicates that no code should be generated in the vertex shader. Can be useful in some specific circumstances (like when doing ray marching for eg) */\r\n @editableInPropertyPage(\"Generate only fragment code\", PropertyTypeForEdition.Boolean, \"ADVANCED\", {\r\n notifiers: { rebuild: true, update: true, onValidation: LightBlock._OnGenerateOnlyFragmentCodeChanged },\r\n })\r\n public generateOnlyFragmentCode = false;\r\n\r\n private static _OnGenerateOnlyFragmentCodeChanged(block: NodeMaterialBlock, _propertyName: string): boolean {\r\n const that = block as LightBlock;\r\n\r\n if (that.worldPosition.isConnected) {\r\n that.generateOnlyFragmentCode = !that.generateOnlyFragmentCode;\r\n Logger.Error(\"The worldPosition input must not be connected to be able to switch!\");\r\n return false;\r\n }\r\n\r\n that._setTarget();\r\n\r\n return true;\r\n }\r\n\r\n private _setTarget(): void {\r\n this._setInitialTarget(this.generateOnlyFragmentCode ? NodeMaterialBlockTargets.Fragment : NodeMaterialBlockTargets.VertexAndFragment);\r\n this.getInputByName(\"worldPosition\")!.target = this.generateOnlyFragmentCode ? NodeMaterialBlockTargets.Fragment : NodeMaterialBlockTargets.Vertex;\r\n }\r\n\r\n /**\r\n * Create a new LightBlock\r\n * @param name defines the block name\r\n */\r\n public constructor(name: string) {\r\n super(name, NodeMaterialBlockTargets.VertexAndFragment);\r\n\r\n this._isUnique = true;\r\n\r\n this.registerInput(\"worldPosition\", NodeMaterialBlockConnectionPointTypes.Vector4, false, NodeMaterialBlockTargets.Vertex);\r\n this.registerInput(\"worldNormal\", NodeMaterialBlockConnectionPointTypes.Vector4, false, NodeMaterialBlockTargets.Fragment);\r\n this.registerInput(\"cameraPosition\", NodeMaterialBlockConnectionPointTypes.Vector3, false, NodeMaterialBlockTargets.Fragment);\r\n this.registerInput(\"glossiness\", NodeMaterialBlockConnectionPointTypes.Float, true, NodeMaterialBlockTargets.Fragment);\r\n this.registerInput(\"glossPower\", NodeMaterialBlockConnectionPointTypes.Float, true, NodeMaterialBlockTargets.Fragment);\r\n this.registerInput(\"diffuseColor\", NodeMaterialBlockConnectionPointTypes.Color3, true, NodeMaterialBlockTargets.Fragment);\r\n this.registerInput(\"specularColor\", NodeMaterialBlockConnectionPointTypes.Color3, true, NodeMaterialBlockTargets.Fragment);\r\n this.registerInput(\"view\", NodeMaterialBlockConnectionPointTypes.Matrix, true);\r\n\r\n this.registerOutput(\"diffuseOutput\", NodeMaterialBlockConnectionPointTypes.Color3, NodeMaterialBlockTargets.Fragment);\r\n this.registerOutput(\"specularOutput\", NodeMaterialBlockConnectionPointTypes.Color3, NodeMaterialBlockTargets.Fragment);\r\n this.registerOutput(\"shadow\", NodeMaterialBlockConnectionPointTypes.Float, NodeMaterialBlockTargets.Fragment);\r\n }\r\n\r\n /**\r\n * Gets the current class name\r\n * @returns the class name\r\n */\r\n public override getClassName() {\r\n return \"LightBlock\";\r\n }\r\n\r\n /**\r\n * Gets the world position input component\r\n */\r\n public get worldPosition(): NodeMaterialConnectionPoint {\r\n return this._inputs[0];\r\n }\r\n\r\n /**\r\n * Gets the world normal input component\r\n */\r\n public get worldNormal(): NodeMaterialConnectionPoint {\r\n return this._inputs[1];\r\n }\r\n\r\n /**\r\n * Gets the camera (or eye) position component\r\n */\r\n public get cameraPosition(): NodeMaterialConnectionPoint {\r\n return this._inputs[2];\r\n }\r\n\r\n /**\r\n * Gets the glossiness component\r\n */\r\n public get glossiness(): NodeMaterialConnectionPoint {\r\n return this._inputs[3];\r\n }\r\n\r\n /**\r\n * Gets the glossiness power component\r\n */\r\n public get glossPower(): NodeMaterialConnectionPoint {\r\n return this._inputs[4];\r\n }\r\n\r\n /**\r\n * Gets the diffuse color component\r\n */\r\n public get diffuseColor(): NodeMaterialConnectionPoint {\r\n return this._inputs[5];\r\n }\r\n\r\n /**\r\n * Gets the specular color component\r\n */\r\n public get specularColor(): NodeMaterialConnectionPoint {\r\n return this._inputs[6];\r\n }\r\n\r\n /**\r\n * Gets the view matrix component\r\n */\r\n public get view(): NodeMaterialConnectionPoint {\r\n return this._inputs[7];\r\n }\r\n\r\n /**\r\n * Gets the diffuse output component\r\n */\r\n public get diffuseOutput(): NodeMaterialConnectionPoint {\r\n return this._outputs[0];\r\n }\r\n\r\n /**\r\n * Gets the specular output component\r\n */\r\n public get specularOutput(): NodeMaterialConnectionPoint {\r\n return this._outputs[1];\r\n }\r\n\r\n /**\r\n * Gets the shadow output component\r\n */\r\n public get shadow(): NodeMaterialConnectionPoint {\r\n return this._outputs[2];\r\n }\r\n\r\n public override initialize(state: NodeMaterialBuildState) {\r\n // eslint-disable-next-line @typescript-eslint/no-floating-promises\r\n this._initShaderSourceAsync(state.shaderLanguage);\r\n\r\n state._excludeVariableName(\"vViewDepth\");\r\n }\r\n\r\n private async _initShaderSourceAsync(shaderLanguage: ShaderLanguage) {\r\n this._codeIsReady = false;\r\n\r\n if (shaderLanguage === ShaderLanguage.WGSL) {\r\n await Promise.all([\r\n import(\"../../../../ShadersWGSL/ShadersInclude/lightFragment\"),\r\n import(\"../../../../ShadersWGSL/ShadersInclude/lightUboDeclaration\"),\r\n import(\"../../../../ShadersWGSL/ShadersInclude/lightVxUboDeclaration\"),\r\n import(\"../../../../ShadersWGSL/ShadersInclude/helperFunctions\"),\r\n import(\"../../../../ShadersWGSL/ShadersInclude/lightsFragmentFunctions\"),\r\n import(\"../../../../ShadersWGSL/ShadersInclude/shadowsFragmentFunctions\"),\r\n import(\"../../../../ShadersWGSL/ShadersInclude/shadowsVertex\"),\r\n ]);\r\n } else {\r\n await Promise.all([\r\n import(\"../../../../Shaders/ShadersInclude/lightFragmentDeclaration\"),\r\n import(\"../../../../Shaders/ShadersInclude/lightFragment\"),\r\n import(\"../../../../Shaders/ShadersInclude/lightUboDeclaration\"),\r\n import(\"../../../../Shaders/ShadersInclude/lightVxUboDeclaration\"),\r\n import(\"../../../../Shaders/ShadersInclude/lightVxFragmentDeclaration\"),\r\n import(\"../../../../Shaders/ShadersInclude/helperFunctions\"),\r\n import(\"../../../../Shaders/ShadersInclude/lightsFragmentFunctions\"),\r\n import(\"../../../../Shaders/ShadersInclude/shadowsFragmentFunctions\"),\r\n import(\"../../../../Shaders/ShadersInclude/shadowsVertex\"),\r\n ]);\r\n }\r\n\r\n this._codeIsReady = true;\r\n this.onCodeIsReadyObservable.notifyObservers(this);\r\n }\r\n\r\n public override autoConfigure(material: NodeMaterial, additionalFilteringInfo: (node: NodeMaterialBlock) => boolean = () => true) {\r\n if (!this.cameraPosition.isConnected) {\r\n let cameraPositionInput = material.getInputBlockByPredicate((b) => b.systemValue === NodeMaterialSystemValues.CameraPosition && additionalFilteringInfo(b));\r\n\r\n if (!cameraPositionInput) {\r\n cameraPositionInput = new InputBlock(\"cameraPosition\");\r\n cameraPositionInput.setAsSystemValue(NodeMaterialSystemValues.CameraPosition);\r\n }\r\n cameraPositionInput.output.connectTo(this.cameraPosition);\r\n }\r\n }\r\n\r\n public override prepareDefines(defines: NodeMaterialDefines, nodeMaterial: NodeMaterial, mesh?: AbstractMesh) {\r\n if (!mesh || !defines._areLightsDirty) {\r\n return;\r\n }\r\n\r\n const scene = mesh.getScene();\r\n\r\n if (!this.light) {\r\n PrepareDefinesForLights(scene, mesh, defines, true, nodeMaterial.maxSimultaneousLights);\r\n } else {\r\n const state = {\r\n needNormals: false,\r\n needRebuild: false,\r\n lightmapMode: false,\r\n shadowEnabled: false,\r\n specularEnabled: false,\r\n };\r\n\r\n PrepareDefinesForLight(scene, mesh, this.light, this._lightId, defines, true, state);\r\n\r\n if (state.needRebuild) {\r\n defines.rebuild();\r\n }\r\n }\r\n }\r\n\r\n public override updateUniformsAndSamples(state: NodeMaterialBuildState, nodeMaterial: NodeMaterial, defines: NodeMaterialDefines, uniformBuffers: string[]) {\r\n state.samplers.push(\"areaLightsLTC1Sampler\");\r\n state.samplers.push(\"areaLightsLTC2Sampler\");\r\n for (let lightIndex = 0; lightIndex < nodeMaterial.maxSimultaneousLights; lightIndex++) {\r\n if (!defines[\"LIGHT\" + lightIndex]) {\r\n break;\r\n }\r\n const onlyUpdateBuffersList = state.uniforms.indexOf(\"vLightData\" + lightIndex) >= 0;\r\n PrepareUniformsAndSamplersForLight(\r\n lightIndex,\r\n state.uniforms,\r\n state.samplers,\r\n defines[\"PROJECTEDLIGHTTEXTURE\" + lightIndex],\r\n uniformBuffers,\r\n onlyUpdateBuffersList,\r\n defines[\"IESLIGHTTEXTURE\" + lightIndex],\r\n defines[\"CLUSTLIGHT\" + lightIndex]\r\n );\r\n }\r\n }\r\n\r\n public override bind(effect: Effect, nodeMaterial: NodeMaterial, mesh?: Mesh) {\r\n if (!mesh) {\r\n return;\r\n }\r\n\r\n const scene = mesh.getScene();\r\n\r\n if (!this.light) {\r\n BindLights(scene, mesh, effect, true, nodeMaterial.maxSimultaneousLights);\r\n } else {\r\n BindLight(this.light, this._lightId, scene, effect, true);\r\n }\r\n }\r\n\r\n private _injectVertexCode(state: NodeMaterialBuildState) {\r\n const worldPos = this.worldPosition;\r\n const comments = `//${this.name}`;\r\n\r\n // Declaration\r\n if (!this.light) {\r\n // Emit for all lights\r\n state._emitFunctionFromInclude(state.supportUniformBuffers ? \"lightVxUboDeclaration\" : \"lightVxFragmentDeclaration\", comments, {\r\n repeatKey: \"maxSimultaneousLights\",\r\n });\r\n this._lightId = 0;\r\n\r\n state.sharedData.dynamicUniformBlocks.push(this);\r\n } else {\r\n this._lightId = (state.counters[\"lightCounter\"] !== undefined ? state.counters[\"lightCounter\"] : -1) + 1;\r\n state.counters[\"lightCounter\"] = this._lightId;\r\n\r\n state._emitFunctionFromInclude(\r\n state.supportUniformBuffers ? \"lightVxUboDeclaration\" : \"lightVxFragmentDeclaration\",\r\n comments,\r\n {\r\n replaceStrings: [{ search: /{X}/g, replace: this._lightId.toString() }],\r\n },\r\n this._lightId.toString()\r\n );\r\n }\r\n\r\n // Inject code in vertex\r\n const worldPosVaryingName = \"v_\" + worldPos.associatedVariableName;\r\n\r\n if (state._emitVaryingFromString(worldPosVaryingName, NodeMaterialBlockConnectionPointTypes.Vector4)) {\r\n state.compilationString += (state.shaderLanguage === ShaderLanguage.WGSL ? \"vertexOutputs.\" : \"\") + `${worldPosVaryingName} = ${worldPos.associatedVariableName};\\n`;\r\n }\r\n\r\n if (this.light) {\r\n state.compilationString += state._emitCodeFromInclude(\"shadowsVertex\", comments, {\r\n replaceStrings: [\r\n { search: /{X}/g, replace: this._lightId.toString() },\r\n { search: /worldPos/g, replace: worldPos.associatedVariableName },\r\n ],\r\n });\r\n } else {\r\n state.compilationString += `${state._declareLocalVar(\"worldPos\", NodeMaterialBlockConnectionPointTypes.Vector4)} = ${worldPos.associatedVariableName};\\n`;\r\n if (this.view.isConnected) {\r\n state.compilationString += `${state._declareLocalVar(\"view\", NodeMaterialBlockConnectionPointTypes.Matrix)} = ${this.view.associatedVariableName};\\n`;\r\n state._emitVaryingFromString(\"vViewDepth\", NodeMaterialBlockConnectionPointTypes.Float);\r\n state.compilationString +=\r\n (state.shaderLanguage === ShaderLanguage.WGSL ? \"vertexOutputs.\" : \"\") +\r\n `vViewDepth = (${this.view.associatedVariableName} * ${worldPos.associatedVariableName}).z;\\n`;\r\n }\r\n state.compilationString += state._emitCodeFromInclude(\"shadowsVertex\", comments, {\r\n repeatKey: \"maxSimultaneousLights\",\r\n });\r\n }\r\n }\r\n\r\n private _injectUBODeclaration(state: NodeMaterialBuildState) {\r\n const comments = `//${this.name}`;\r\n\r\n if (!this.light) {\r\n // Emit for all lights\r\n state._emitFunctionFromInclude(state.supportUniformBuffers ? \"lightUboDeclaration\" : \"lightFragmentDeclaration\", comments, {\r\n repeatKey: \"maxSimultaneousLights\",\r\n substitutionVars: this.generateOnlyFragmentCode ? \"varying,\" : undefined,\r\n });\r\n } else {\r\n state._emitFunctionFromInclude(\r\n state.supportUniformBuffers ? \"lightUboDeclaration\" : \"lightFragmentDeclaration\",\r\n comments,\r\n {\r\n replaceStrings: [{ search: /{X}/g, replace: this._lightId.toString() }],\r\n },\r\n this._lightId.toString()\r\n );\r\n }\r\n }\r\n\r\n protected override _buildBlock(state: NodeMaterialBuildState) {\r\n super._buildBlock(state);\r\n\r\n const isWGSL = state.shaderLanguage === ShaderLanguage.WGSL;\r\n const addF = isWGSL ? \"f\" : \"\";\r\n\r\n const comments = `//${this.name}`;\r\n\r\n if (state.target !== NodeMaterialBlockTargets.Fragment) {\r\n // Vertex\r\n this._injectVertexCode(state); // won't be executed if this.generateOnlyFragmentCode is true\r\n return;\r\n }\r\n\r\n if (this.generateOnlyFragmentCode) {\r\n state.sharedData.dynamicUniformBlocks.push(this);\r\n }\r\n // Fragment\r\n const accessor = isWGSL ? \"fragmentInputs.\" : \"\";\r\n state.sharedData.forcedBindableBlocks.push(this);\r\n state.sharedData.blocksWithDefines.push(this);\r\n const worldPos = this.worldPosition;\r\n\r\n let worldPosVariableName = worldPos.associatedVariableName;\r\n if (this.generateOnlyFragmentCode) {\r\n worldPosVariableName = state._getFreeVariableName(\"globalWorldPos\");\r\n state._emitFunction(\"light_globalworldpos\", `${state._declareLocalVar(worldPosVariableName, NodeMaterialBlockConnectionPointTypes.Vector3, false, true)};\\n`, comments);\r\n state.compilationString += `${worldPosVariableName} = ${worldPos.associatedVariableName}.xyz;\\n`;\r\n\r\n state.compilationString += state._emitCodeFromInclude(\"shadowsVertex\", comments, {\r\n repeatKey: \"maxSimultaneousLights\",\r\n substitutionVars: `worldPos,${worldPos.associatedVariableName}`,\r\n });\r\n } else {\r\n worldPosVariableName = accessor + \"v_\" + worldPosVariableName + \".xyz\";\r\n }\r\n\r\n state._emitFunctionFromInclude(\"helperFunctions\", comments);\r\n\r\n let replaceString = { search: /vPositionW/g, replace: worldPosVariableName };\r\n\r\n if (isWGSL) {\r\n replaceString = { search: /fragmentInputs\\.vPositionW/g, replace: worldPosVariableName };\r\n }\r\n\r\n state._emitFunctionFromInclude(\"lightsFragmentFunctions\", comments, {\r\n replaceStrings: [replaceString],\r\n });\r\n\r\n state._emitFunctionFromInclude(\"shadowsFragmentFunctions\", comments, {\r\n replaceStrings: [replaceString],\r\n });\r\n\r\n this._injectUBODeclaration(state);\r\n\r\n // Code\r\n if (this._lightId === 0) {\r\n if (state._registerTempVariable(\"viewDirectionW\")) {\r\n state.compilationString += `${state._declareLocalVar(\"viewDirectionW\", NodeMaterialBlockConnectionPointTypes.Vector3)} = normalize(${this.cameraPosition.associatedVariableName} - ${worldPosVariableName});\\n`;\r\n }\r\n if (this.generateOnlyFragmentCode && this.view.isConnected) {\r\n state.compilationString += `${state._declareLocalVar(\"vViewDepth\", NodeMaterialBlockConnectionPointTypes.Float)} = (${this.view.associatedVariableName} * ${worldPos.associatedVariableName}).z;\\n`;\r\n }\r\n\r\n state.compilationString += isWGSL ? `var info: lightingInfo;\\n` : `lightingInfo info;\\n`;\r\n state.compilationString += `${state._declareLocalVar(\"shadow\", NodeMaterialBlockConnectionPointTypes.Float)} = 1.;\\n`;\r\n state.compilationString += `${state._declareLocalVar(\"aggShadow\", NodeMaterialBlockConnectionPointTypes.Float)} = 0.;\\n`;\r\n state.compilationString += `${state._declareLocalVar(\"numLights\", NodeMaterialBlockConnectionPointTypes.Float)} = 0.;\\n`;\r\n state.compilationString += `${state._declareLocalVar(\"glossiness\", NodeMaterialBlockConnectionPointTypes.Float)} = ${this.glossiness.isConnected ? this.glossiness.associatedVariableName : \"1.0\"} * ${\r\n this.glossPower.isConnected ? this.glossPower.associatedVariableName : \"1024.0\"\r\n };\\n`;\r\n state.compilationString += `${state._declareLocalVar(\"diffuseBase\", NodeMaterialBlockConnectionPointTypes.Vector3)} = vec3${addF}(0., 0., 0.);\\n`;\r\n state.compilationString += `${state._declareLocalVar(\"specularBase\", NodeMaterialBlockConnectionPointTypes.Vector3)} = vec3${addF}(0., 0., 0.);\\n`;\r\n state.compilationString += `${state._declareLocalVar(\"normalW\", NodeMaterialBlockConnectionPointTypes.Vector3)} = ${this.worldNormal.associatedVariableName}.xyz;\\n`;\r\n }\r\n\r\n if (this.light) {\r\n let replaceString = [{ search: /vPositionW/g, replace: worldPosVariableName + \".xyz\" }];\r\n\r\n if (isWGSL) {\r\n replaceString = [\r\n { search: /fragmentInputs\\.vPositionW/g, replace: worldPosVariableName + \".xyz\" },\r\n { search: /uniforms\\.vReflectivityColor/g, replace: \"vReflectivityColor\" },\r\n ];\r\n }\r\n\r\n state.compilationString += state._emitCodeFromInclude(\"lightFragment\", comments, {\r\n replaceStrings: [{ search: /{X}/g, replace: this._lightId.toString() }, ...replaceString],\r\n });\r\n } else {\r\n let substitutionVars = `vPositionW,${worldPosVariableName}.xyz`;\r\n\r\n if (isWGSL) {\r\n substitutionVars = `fragmentInputs.vPositionW,${worldPosVariableName}.xyz`;\r\n if (this.generateOnlyFragmentCode) {\r\n substitutionVars += `,fragmentInputs.vViewDepth,vViewDepth`;\r\n }\r\n }\r\n state.compilationString += state._emitCodeFromInclude(\"lightFragment\", comments, {\r\n repeatKey: \"maxSimultaneousLights\",\r\n substitutionVars: substitutionVars,\r\n });\r\n }\r\n\r\n if (this._lightId === 0) {\r\n state.compilationString += `aggShadow = aggShadow / numLights;\\n`;\r\n }\r\n\r\n const diffuseOutput = this.diffuseOutput;\r\n const specularOutput = this.specularOutput;\r\n\r\n state.compilationString +=\r\n state._declareOutput(diffuseOutput) + ` = diffuseBase${this.diffuseColor.isConnected ? \" * \" + this.diffuseColor.associatedVariableName : \"\"};\\n`;\r\n if (specularOutput.hasEndpoints) {\r\n state.compilationString +=\r\n state._declareOutput(specularOutput) + ` = specularBase${this.specularColor.isConnected ? \" * \" + this.specularColor.associatedVariableName : \"\"};\\n`;\r\n }\r\n\r\n if (this.shadow.hasEndpoints) {\r\n state.compilationString += state._declareOutput(this.shadow) + ` = aggShadow;\\n`;\r\n }\r\n\r\n return this;\r\n }\r\n\r\n public override serialize(): any {\r\n const serializationObject = super.serialize();\r\n\r\n serializationObject.generateOnlyFragmentCode = this.generateOnlyFragmentCode;\r\n\r\n if (this.light) {\r\n serializationObject.lightId = this.light.id;\r\n }\r\n\r\n return serializationObject;\r\n }\r\n\r\n public override _deserialize(serializationObject: any, scene: Scene, rootUrl: string) {\r\n super._deserialize(serializationObject, scene, rootUrl);\r\n\r\n if (serializationObject.lightId) {\r\n this.light = scene.getLightById(serializationObject.lightId);\r\n }\r\n\r\n this.generateOnlyFragmentCode = serializationObject.generateOnlyFragmentCode;\r\n\r\n this._setTarget();\r\n }\r\n}\r\n\r\nRegisterClass(\"BABYLON.LightBlock\", LightBlock);\r\n"]}
@@ -3,6 +3,9 @@ import { CurrentScreenBlock } from "./currentScreenBlock.js";
3
3
  import type { NodeMaterialBlock } from "../../nodeMaterialBlock.js";
4
4
  import type { NodeMaterial } from "../../nodeMaterial.js";
5
5
  import type { Scene } from "../../../../scene.js";
6
+ import type { Nullable } from "../../../../types.js";
7
+ import type { BaseTexture } from "../../../Textures/baseTexture.js";
8
+ import type { NodeMaterialConnectionPoint } from "../../nodeMaterialBlockConnectionPoint.js";
6
9
  /**
7
10
  * Base block used for creating Smart Filter shader blocks for the SFE framework.
8
11
  * This block extends the functionality of CurrentScreenBlock, as both are used
@@ -15,11 +18,28 @@ export declare class SmartFilterTextureBlock extends CurrentScreenBlock {
15
18
  * If true, it can be used in SFE for auto-disabling.
16
19
  */
17
20
  isMainInput: boolean;
21
+ /**
22
+ * Gets the sampler name associated with this texture
23
+ */
24
+ get samplerName(): string;
25
+ /**
26
+ * Gets or sets the texture associated with this block
27
+ */
28
+ get texture(): Nullable<BaseTexture>;
29
+ set texture(value: Nullable<BaseTexture>);
18
30
  /**
19
31
  * Create a new SmartFilterTextureBlock
20
32
  * @param name defines the block name
21
33
  */
22
34
  constructor(name: string);
35
+ /**
36
+ * Gets the source input component
37
+ */
38
+ get source(): NodeMaterialConnectionPoint;
39
+ /**
40
+ * Gets a boolean indicating that this block is linked to an ImageSourceBlock
41
+ */
42
+ get hasImageSource(): boolean;
23
43
  /**
24
44
  * Gets the current class name
25
45
  * @returns the class name
@@ -4,12 +4,35 @@ import { RegisterClass } from "../../../../Misc/typeStore.js";
4
4
  import { InputBlock } from "../Input/inputBlock.js";
5
5
  import { SfeModeDefine } from "../Fragment/smartFilterFragmentOutputBlock.js";
6
6
  import { NodeMaterialBlockConnectionPointTypes } from "../../Enums/nodeMaterialBlockConnectionPointTypes.js";
7
+ import { NodeMaterialConnectionPointCustomObject } from "../../nodeMaterialConnectionPointCustomObject.js";
8
+ import { ImageSourceBlock } from "./imageSourceBlock.js";
7
9
  /**
8
10
  * Base block used for creating Smart Filter shader blocks for the SFE framework.
9
11
  * This block extends the functionality of CurrentScreenBlock, as both are used
10
12
  * to represent arbitrary 2D textures to compose, and work similarly.
11
13
  */
12
14
  export class SmartFilterTextureBlock extends CurrentScreenBlock {
15
+ /**
16
+ * Gets the sampler name associated with this texture
17
+ */
18
+ get samplerName() {
19
+ if (this.source.connectedPoint) {
20
+ return this.source.connectedPoint.ownerBlock.samplerName;
21
+ }
22
+ return this._samplerName;
23
+ }
24
+ /**
25
+ * Gets or sets the texture associated with this block
26
+ */
27
+ get texture() {
28
+ if (this.source.connectedPoint) {
29
+ return this.source.connectedPoint.ownerBlock.texture;
30
+ }
31
+ return this._texture;
32
+ }
33
+ set texture(value) {
34
+ this._texture = value;
35
+ }
13
36
  /**
14
37
  * Create a new SmartFilterTextureBlock
15
38
  * @param name defines the block name
@@ -22,6 +45,19 @@ export class SmartFilterTextureBlock extends CurrentScreenBlock {
22
45
  * If true, it can be used in SFE for auto-disabling.
23
46
  */
24
47
  this.isMainInput = false;
48
+ this.registerInput("source", NodeMaterialBlockConnectionPointTypes.Object, true, NodeMaterialBlockTargets.VertexAndFragment, new NodeMaterialConnectionPointCustomObject("source", this, 0 /* NodeMaterialConnectionPointDirection.Input */, ImageSourceBlock, "ImageSourceBlock"));
49
+ }
50
+ /**
51
+ * Gets the source input component
52
+ */
53
+ get source() {
54
+ return this._inputs[1];
55
+ }
56
+ /**
57
+ * Gets a boolean indicating that this block is linked to an ImageSourceBlock
58
+ */
59
+ get hasImageSource() {
60
+ return this.source.isConnected;
25
61
  }
26
62
  /**
27
63
  * Gets the current class name
@@ -54,9 +90,11 @@ export class SmartFilterTextureBlock extends CurrentScreenBlock {
54
90
  if (state.target === NodeMaterialBlockTargets.Fragment) {
55
91
  // Wrap the varying in a define, as it won't be needed in SFE.
56
92
  state._emitVaryingFromString(this._mainUVName, NodeMaterialBlockConnectionPointTypes.Vector2, SfeModeDefine, true);
57
- // Append `// main` to denote this as the main input texture to composite
58
- const annotation = this.isMainInput ? "// main" : undefined;
59
- state._emit2DSampler(this._samplerName, undefined, undefined, annotation);
93
+ if (!this.hasImageSource) {
94
+ // Append `// main` to denote this as the main input texture to composite
95
+ const annotation = this.isMainInput ? "// main" : undefined;
96
+ state._emit2DSampler(this._samplerName, undefined, undefined, annotation);
97
+ }
60
98
  }
61
99
  }
62
100
  autoConfigure(material, additionalFilteringInfo = () => true) {
@@ -1 +1 @@
1
- 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type { NodeMaterialBuildState } from \"../../nodeMaterialBuildState\";\nimport { NodeMaterialBlockTargets } from \"../../Enums/nodeMaterialBlockTargets\";\nimport { CurrentScreenBlock } from \"./currentScreenBlock\";\nimport { RegisterClass } from \"core/Misc/typeStore\";\nimport { InputBlock } from \"../Input/inputBlock\";\nimport type { NodeMaterialBlock } from \"../../nodeMaterialBlock\";\nimport type { NodeMaterial } from \"../../nodeMaterial\";\nimport type { Scene } from \"core/scene\";\nimport { SfeModeDefine } from \"../Fragment/smartFilterFragmentOutputBlock\";\nimport { NodeMaterialBlockConnectionPointTypes } from \"../../Enums/nodeMaterialBlockConnectionPointTypes\";\n\n/**\n * Base block used for creating Smart Filter shader blocks for the SFE framework.\n * This block extends the functionality of CurrentScreenBlock, as both are used\n * to represent arbitrary 2D textures to compose, and work similarly.\n */\nexport class SmartFilterTextureBlock extends CurrentScreenBlock {\n private _firstInit: boolean = true;\n\n /**\n * A boolean indicating whether this block should be the main input for the SFE pipeline.\n * If true, it can be used in SFE for auto-disabling.\n */\n public isMainInput: boolean = false;\n\n /**\n * Create a new SmartFilterTextureBlock\n * @param name defines the block name\n */\n public constructor(name: string) {\n super(name);\n }\n\n /**\n * Gets the current class name\n * @returns the class name\n */\n public override getClassName() {\n return \"SmartFilterTextureBlock\";\n }\n\n /**\n * Initialize the block and prepare the context for build\n * @param state defines the state that will be used for the build\n */\n public override initialize(state: NodeMaterialBuildState) {\n if (this._firstInit) {\n this._samplerName = state._getFreeVariableName(this.name);\n this._firstInit = false;\n }\n }\n\n protected override _getMainUvName(state: NodeMaterialBuildState): string {\n // Get the ScreenUVBlock's name, which is required for SFE and should be vUV.\n // NOTE: In the future, when we move to vertex shaders, update this to check for the nearest vec2 varying output.\n const screenUv = state.sharedData.nodeMaterial.getInputBlockByPredicate((b) => b.isAttribute && b.name === \"postprocess_uv\");\n if (!screenUv || !screenUv.isAnAncestorOf(this)) {\n state.sharedData.raiseBuildError(\"SmartFilterTextureBlock: 'postprocess_uv' attribute from ScreenUVBlock is required.\");\n return \"\";\n }\n return screenUv.associatedVariableName;\n }\n\n protected override _emitUvAndSampler(state: NodeMaterialBuildState): void {\n if (state.target === NodeMaterialBlockTargets.Fragment) {\n // Wrap the varying in a define, as it won't be needed in SFE.\n state._emitVaryingFromString(this._mainUVName, NodeMaterialBlockConnectionPointTypes.Vector2, SfeModeDefine, true);\n\n // Append `// main` to denote this as the main input texture to composite\n const annotation = this.isMainInput ? \"// main\" : undefined;\n state._emit2DSampler(this._samplerName, undefined, undefined, annotation);\n }\n }\n\n public override autoConfigure(material: NodeMaterial, additionalFilteringInfo: (node: NodeMaterialBlock) => boolean = () => true) {\n if (!this.uv.isConnected) {\n let uvInput = material.getInputBlockByPredicate((b) => b.isAttribute && b.name === \"postprocess_uv\" && additionalFilteringInfo(b));\n\n if (!uvInput) {\n uvInput = new InputBlock(\"uv\");\n uvInput.setAsAttribute(\"postprocess_uv\");\n }\n uvInput.output.connectTo(this.uv);\n }\n }\n\n public override _postBuildBlock(): void {\n this._firstInit = true;\n }\n\n public override serialize(): any {\n const serializationObject = super.serialize();\n serializationObject.isMainInput = this.isMainInput;\n return serializationObject;\n }\n\n public override _deserialize(serializationObject: any, scene: Scene, rootUrl: string) {\n super._deserialize(serializationObject, scene, rootUrl);\n this.isMainInput = serializationObject.isMainInput;\n }\n}\n\nRegisterClass(\"BABYLON.SmartFilterTextureBlock\", SmartFilterTextureBlock);\n"]}
1
+ 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type { NodeMaterialBuildState } from \"../../nodeMaterialBuildState\";\nimport { NodeMaterialBlockTargets } from \"../../Enums/nodeMaterialBlockTargets\";\nimport { CurrentScreenBlock } from \"./currentScreenBlock\";\nimport { RegisterClass } from \"core/Misc/typeStore\";\nimport { InputBlock } from \"../Input/inputBlock\";\nimport type { NodeMaterialBlock } from \"../../nodeMaterialBlock\";\nimport type { NodeMaterial } from \"../../nodeMaterial\";\nimport type { Scene } from \"core/scene\";\nimport { SfeModeDefine } from \"../Fragment/smartFilterFragmentOutputBlock\";\nimport { NodeMaterialBlockConnectionPointTypes } from \"../../Enums/nodeMaterialBlockConnectionPointTypes\";\nimport type { Nullable } from \"../../../../types\";\nimport type { BaseTexture } from \"../../../Textures/baseTexture\";\nimport type { NodeMaterialConnectionPoint } from \"../../nodeMaterialBlockConnectionPoint\";\nimport { NodeMaterialConnectionPointDirection } from \"../../nodeMaterialBlockConnectionPoint\";\nimport { NodeMaterialConnectionPointCustomObject } from \"../../nodeMaterialConnectionPointCustomObject\";\nimport { ImageSourceBlock } from \"./imageSourceBlock\";\n\n/**\n * Base block used for creating Smart Filter shader blocks for the SFE framework.\n * This block extends the functionality of CurrentScreenBlock, as both are used\n * to represent arbitrary 2D textures to compose, and work similarly.\n */\nexport class SmartFilterTextureBlock extends CurrentScreenBlock {\n private _firstInit: boolean = true;\n\n /**\n * A boolean indicating whether this block should be the main input for the SFE pipeline.\n * If true, it can be used in SFE for auto-disabling.\n */\n public isMainInput: boolean = false;\n\n /**\n * Gets the sampler name associated with this texture\n */\n public override get samplerName(): string {\n if (this.source.connectedPoint) {\n return (this.source.connectedPoint.ownerBlock as ImageSourceBlock).samplerName;\n }\n return this._samplerName;\n }\n\n /**\n * Gets or sets the texture associated with this block\n */\n public override get texture(): Nullable<BaseTexture> {\n if (this.source.connectedPoint) {\n return (this.source.connectedPoint.ownerBlock as ImageSourceBlock).texture;\n }\n return this._texture;\n }\n public override set texture(value: Nullable<BaseTexture>) {\n this._texture = value;\n }\n\n /**\n * Create a new SmartFilterTextureBlock\n * @param name defines the block name\n */\n public constructor(name: string) {\n super(name);\n\n this.registerInput(\n \"source\",\n NodeMaterialBlockConnectionPointTypes.Object,\n true,\n NodeMaterialBlockTargets.VertexAndFragment,\n new NodeMaterialConnectionPointCustomObject(\"source\", this, NodeMaterialConnectionPointDirection.Input, ImageSourceBlock, \"ImageSourceBlock\")\n );\n }\n\n /**\n * Gets the source input component\n */\n public get source(): NodeMaterialConnectionPoint {\n return this._inputs[1];\n }\n\n /**\n * Gets a boolean indicating that this block is linked to an ImageSourceBlock\n */\n public get hasImageSource(): boolean {\n return this.source.isConnected;\n }\n\n /**\n * Gets the current class name\n * @returns the class name\n */\n public override getClassName() {\n return \"SmartFilterTextureBlock\";\n }\n\n /**\n * Initialize the block and prepare the context for build\n * @param state defines the state that will be used for the build\n */\n public override initialize(state: NodeMaterialBuildState) {\n if (this._firstInit) {\n this._samplerName = state._getFreeVariableName(this.name);\n this._firstInit = false;\n }\n }\n\n protected override _getMainUvName(state: NodeMaterialBuildState): string {\n // Get the ScreenUVBlock's name, which is required for SFE and should be vUV.\n // NOTE: In the future, when we move to vertex shaders, update this to check for the nearest vec2 varying output.\n const screenUv = state.sharedData.nodeMaterial.getInputBlockByPredicate((b) => b.isAttribute && b.name === \"postprocess_uv\");\n if (!screenUv || !screenUv.isAnAncestorOf(this)) {\n state.sharedData.raiseBuildError(\"SmartFilterTextureBlock: 'postprocess_uv' attribute from ScreenUVBlock is required.\");\n return \"\";\n }\n return screenUv.associatedVariableName;\n }\n\n protected override _emitUvAndSampler(state: NodeMaterialBuildState): void {\n if (state.target === NodeMaterialBlockTargets.Fragment) {\n // Wrap the varying in a define, as it won't be needed in SFE.\n state._emitVaryingFromString(this._mainUVName, NodeMaterialBlockConnectionPointTypes.Vector2, SfeModeDefine, true);\n\n if (!this.hasImageSource) {\n // Append `// main` to denote this as the main input texture to composite\n const annotation = this.isMainInput ? \"// main\" : undefined;\n state._emit2DSampler(this._samplerName, undefined, undefined, annotation);\n }\n }\n }\n\n public override autoConfigure(material: NodeMaterial, additionalFilteringInfo: (node: NodeMaterialBlock) => boolean = () => true) {\n if (!this.uv.isConnected) {\n let uvInput = material.getInputBlockByPredicate((b) => b.isAttribute && b.name === \"postprocess_uv\" && additionalFilteringInfo(b));\n\n if (!uvInput) {\n uvInput = new InputBlock(\"uv\");\n uvInput.setAsAttribute(\"postprocess_uv\");\n }\n uvInput.output.connectTo(this.uv);\n }\n }\n\n public override _postBuildBlock(): void {\n this._firstInit = true;\n }\n\n public override serialize(): any {\n const serializationObject = super.serialize();\n serializationObject.isMainInput = this.isMainInput;\n return serializationObject;\n }\n\n public override _deserialize(serializationObject: any, scene: Scene, rootUrl: string) {\n super._deserialize(serializationObject, scene, rootUrl);\n this.isMainInput = serializationObject.isMainInput;\n }\n}\n\nRegisterClass(\"BABYLON.SmartFilterTextureBlock\", SmartFilterTextureBlock);\n"]}
@@ -81,7 +81,6 @@ export class SmartFilterFragmentOutputBlock extends FragmentOutputBlock {
81
81
  _buildBlock(state) {
82
82
  super._buildBlock(state);
83
83
  const outputString = this._getOutputString();
84
- state._injectAtTop = `// { "smartFilterBlockType": "${state.sharedData.nodeMaterial.name}", "namespace": "Babylon.NME.Exports" }`;
85
84
  state._customEntryHeader += `#ifdef ${SfeModeDefine}\n`;
86
85
  state._customEntryHeader += `vec4 nmeMain(vec2 ${this._getMainUvName(state)}) { // main\n`;
87
86
  state._customEntryHeader += `#else\n`;
@@ -1 +1 @@
1
- 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{ FragmentOutputBlock } from \"./fragmentOutputBlock\";\r\nimport type { NodeMaterialBuildState } from \"../../nodeMaterialBuildState\";\r\nimport { NodeMaterialModes } from \"../../Enums/nodeMaterialModes\";\r\nimport { RegisterClass } from \"core/Misc/typeStore\";\r\nimport { InputBlock } from \"../Input/inputBlock\";\r\nimport { ScreenSizeBlock } from \"../Fragment/screenSizeBlock\";\r\nimport { ShaderLanguage } from \"core/Materials/shaderLanguage\";\r\n\r\n/** @internal */\r\nexport const SfeModeDefine = \"USE_SFE_FRAMEWORK\";\r\n\r\n/**\r\n * Block used to output the final color with Smart Filters structural support.\r\n */\r\nexport class SmartFilterFragmentOutputBlock extends FragmentOutputBlock {\r\n /**\r\n * Create a new SmartFilterFragmentOutputBlock\r\n * @param name defines the block name\r\n */\r\n public constructor(name: string) {\r\n super(name);\r\n }\r\n\r\n /**\r\n * Gets the current class name\r\n * @returns the class name\r\n */\r\n public override getClassName() {\r\n return \"SmartFilterFragmentOutputBlock\";\r\n }\r\n\r\n /**\r\n * Initialize the block and prepare the context for build\r\n * @param state defines the state that will be used for the build\r\n */\r\n public override initialize(state: NodeMaterialBuildState) {\r\n super.initialize(state);\r\n\r\n if (state.sharedData.nodeMaterial.mode !== NodeMaterialModes.SFE) {\r\n state.sharedData.raiseBuildError(\"SmartFilterFragmentOutputBlock should not be used outside of SFE mode.\");\r\n }\r\n\r\n if (state.sharedData.nodeMaterial.shaderLanguage !== ShaderLanguage.GLSL) {\r\n state.sharedData.raiseBuildError(\"WebGPU is not supported in SmartFilters mode.\");\r\n }\r\n\r\n // Annotate uniforms of InputBlocks and bindable blocks with their current values\r\n if (!state.sharedData.formatConfig.getUniformAnnotation) {\r\n state.sharedData.formatConfig.getUniformAnnotation = (name: string) => {\r\n for (const block of state.sharedData.nodeMaterial.attachedBlocks) {\r\n if (block instanceof InputBlock && block.isUniform && block.associatedVariableName === name) {\r\n return this._generateInputBlockAnnotation(block);\r\n }\r\n if (block instanceof ScreenSizeBlock && block.associatedVariableName === name) {\r\n return this._generateScreenSizeBlockAnnotation();\r\n }\r\n }\r\n return \"\";\r\n };\r\n }\r\n\r\n // Do our best to clean up variable names, as they will be used as display names.\r\n state.sharedData.formatConfig.formatVariablename = (n: string) => {\r\n let name = n;\r\n\r\n const hasUnderscoredPrefix = name.length > 1 && name[1] === \"_\";\r\n if (hasUnderscoredPrefix) {\r\n name = name.substring(2);\r\n }\r\n\r\n return name.replace(/[^a-zA-Z]+/g, \"\");\r\n };\r\n }\r\n\r\n private _generateInputBlockAnnotation(inputBlock: InputBlock): string {\r\n const value = inputBlock.valueCallback ? inputBlock.valueCallback() : inputBlock.value;\r\n return `// { \"default\": ${JSON.stringify(value)} }\\n`;\r\n }\r\n\r\n private _generateScreenSizeBlockAnnotation(): string {\r\n return `// { \"autoBind\": \"outputResolution\" }\\n`;\r\n }\r\n\r\n private _getMainUvName(state: NodeMaterialBuildState): string {\r\n // Get the ScreenUVBlock's name, which is required for SFE and should be vUV.\r\n // NOTE: In the future, when we move to vertex shaders, update this to check for the nearest vec2 varying output.\r\n const screenUv = state.sharedData.nodeMaterial.getInputBlockByPredicate((b) => b.isAttribute && b.name === \"postprocess_uv\");\r\n if (!screenUv || !screenUv.isAnAncestorOf(this)) {\r\n return \"\";\r\n }\r\n return screenUv.associatedVariableName;\r\n }\r\n\r\n protected override _getOutputString(): string {\r\n return \"outColor\";\r\n }\r\n\r\n protected override _buildBlock(state: NodeMaterialBuildState) {\r\n super._buildBlock(state);\r\n\r\n const outputString = this._getOutputString();\r\n\r\n state._injectAtTop = `// { \"smartFilterBlockType\": \"${state.sharedData.nodeMaterial.name}\", \"namespace\": \"Babylon.NME.Exports\" }`;\r\n\r\n state._customEntryHeader += `#ifdef ${SfeModeDefine}\\n`;\r\n state._customEntryHeader += `vec4 nmeMain(vec2 ${this._getMainUvName(state)}) { // main\\n`;\r\n state._customEntryHeader += `#else\\n`;\r\n state._customEntryHeader += `void main(void) {\\n`;\r\n state._customEntryHeader += `#endif\\n`;\r\n state._customEntryHeader += `vec4 ${outputString} = vec4(0.0);\\n`;\r\n\r\n state.compilationString += `\\n#ifndef ${SfeModeDefine}\\n`;\r\n state.compilationString += `gl_FragColor = ${outputString};\\n`;\r\n state.compilationString += `#else\\n`;\r\n state.compilationString += `return ${outputString};\\n`;\r\n state.compilationString += `#endif\\n`;\r\n\r\n return this;\r\n }\r\n}\r\n\r\nRegisterClass(\"BABYLON.SmartFilterFragmentOutputBlock\", SmartFilterFragmentOutputBlock);\r\n"]}
1
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{ FragmentOutputBlock } from \"./fragmentOutputBlock\";\r\nimport type { NodeMaterialBuildState } from \"../../nodeMaterialBuildState\";\r\nimport { NodeMaterialModes } from \"../../Enums/nodeMaterialModes\";\r\nimport { RegisterClass } from \"core/Misc/typeStore\";\r\nimport { InputBlock } from \"../Input/inputBlock\";\r\nimport { ScreenSizeBlock } from \"../Fragment/screenSizeBlock\";\r\nimport { ShaderLanguage } from \"core/Materials/shaderLanguage\";\r\n\r\n/** @internal */\r\nexport const SfeModeDefine = \"USE_SFE_FRAMEWORK\";\r\n\r\n/**\r\n * Block used to output the final color with Smart Filters structural support.\r\n */\r\nexport class SmartFilterFragmentOutputBlock extends FragmentOutputBlock {\r\n /**\r\n * Create a new SmartFilterFragmentOutputBlock\r\n * @param name defines the block name\r\n */\r\n public constructor(name: string) {\r\n super(name);\r\n }\r\n\r\n /**\r\n * Gets the current class name\r\n * @returns the class name\r\n */\r\n public override getClassName() {\r\n return \"SmartFilterFragmentOutputBlock\";\r\n }\r\n\r\n /**\r\n * Initialize the block and prepare the context for build\r\n * @param state defines the state that will be used for the build\r\n */\r\n public override initialize(state: NodeMaterialBuildState) {\r\n super.initialize(state);\r\n\r\n if (state.sharedData.nodeMaterial.mode !== NodeMaterialModes.SFE) {\r\n state.sharedData.raiseBuildError(\"SmartFilterFragmentOutputBlock should not be used outside of SFE mode.\");\r\n }\r\n\r\n if (state.sharedData.nodeMaterial.shaderLanguage !== ShaderLanguage.GLSL) {\r\n state.sharedData.raiseBuildError(\"WebGPU is not supported in SmartFilters mode.\");\r\n }\r\n\r\n // Annotate uniforms of InputBlocks and bindable blocks with their current values\r\n if (!state.sharedData.formatConfig.getUniformAnnotation) {\r\n state.sharedData.formatConfig.getUniformAnnotation = (name: string) => {\r\n for (const block of state.sharedData.nodeMaterial.attachedBlocks) {\r\n if (block instanceof InputBlock && block.isUniform && block.associatedVariableName === name) {\r\n return this._generateInputBlockAnnotation(block);\r\n }\r\n if (block instanceof ScreenSizeBlock && block.associatedVariableName === name) {\r\n return this._generateScreenSizeBlockAnnotation();\r\n }\r\n }\r\n return \"\";\r\n };\r\n }\r\n\r\n // Do our best to clean up variable names, as they will be used as display names.\r\n state.sharedData.formatConfig.formatVariablename = (n: string) => {\r\n let name = n;\r\n\r\n const hasUnderscoredPrefix = name.length > 1 && name[1] === \"_\";\r\n if (hasUnderscoredPrefix) {\r\n name = name.substring(2);\r\n }\r\n\r\n return name.replace(/[^a-zA-Z]+/g, \"\");\r\n };\r\n }\r\n\r\n private _generateInputBlockAnnotation(inputBlock: InputBlock): string {\r\n const value = inputBlock.valueCallback ? inputBlock.valueCallback() : inputBlock.value;\r\n return `// { \"default\": ${JSON.stringify(value)} }\\n`;\r\n }\r\n\r\n private _generateScreenSizeBlockAnnotation(): string {\r\n return `// { \"autoBind\": \"outputResolution\" }\\n`;\r\n }\r\n\r\n private _getMainUvName(state: NodeMaterialBuildState): string {\r\n // Get the ScreenUVBlock's name, which is required for SFE and should be vUV.\r\n // NOTE: In the future, when we move to vertex shaders, update this to check for the nearest vec2 varying output.\r\n const screenUv = state.sharedData.nodeMaterial.getInputBlockByPredicate((b) => b.isAttribute && b.name === \"postprocess_uv\");\r\n if (!screenUv || !screenUv.isAnAncestorOf(this)) {\r\n return \"\";\r\n }\r\n return screenUv.associatedVariableName;\r\n }\r\n\r\n protected override _getOutputString(): string {\r\n return \"outColor\";\r\n }\r\n\r\n protected override _buildBlock(state: NodeMaterialBuildState) {\r\n super._buildBlock(state);\r\n\r\n const outputString = this._getOutputString();\r\n\r\n state._customEntryHeader += `#ifdef ${SfeModeDefine}\\n`;\r\n state._customEntryHeader += `vec4 nmeMain(vec2 ${this._getMainUvName(state)}) { // main\\n`;\r\n state._customEntryHeader += `#else\\n`;\r\n state._customEntryHeader += `void main(void) {\\n`;\r\n state._customEntryHeader += `#endif\\n`;\r\n state._customEntryHeader += `vec4 ${outputString} = vec4(0.0);\\n`;\r\n\r\n state.compilationString += `\\n#ifndef ${SfeModeDefine}\\n`;\r\n state.compilationString += `gl_FragColor = ${outputString};\\n`;\r\n state.compilationString += `#else\\n`;\r\n state.compilationString += `return ${outputString};\\n`;\r\n state.compilationString += `#endif\\n`;\r\n\r\n return this;\r\n }\r\n}\r\n\r\nRegisterClass(\"BABYLON.SmartFilterFragmentOutputBlock\", SmartFilterFragmentOutputBlock);\r\n"]}