@onerjs/core 8.53.4 → 8.53.6

This diff represents the content of publicly available package versions that have been released to one of the supported registries. The information contained in this diff is provided for informational purposes only and reflects changes between package versions as they appear in their respective public registries.
Files changed (841) hide show
  1. package/Animations/animationGroup.d.ts +0 -1
  2. package/Animations/animationGroup.js +0 -1
  3. package/Animations/animationGroup.js.map +1 -1
  4. package/Animations/animationGroup.pure.js +2 -0
  5. package/Animations/animationGroup.pure.js.map +1 -1
  6. package/Animations/runtimeAnimation.js +11 -0
  7. package/Animations/runtimeAnimation.js.map +1 -1
  8. package/Audio/audioSceneComponent.pure.js +1 -1
  9. package/AudioV2/abstractAudio/abstractSound.d.ts +2 -1
  10. package/AudioV2/abstractAudio/abstractSound.js +7 -2
  11. package/AudioV2/abstractAudio/abstractSound.js.map +1 -1
  12. package/AudioV2/abstractAudio/abstractSoundInstance.d.ts +3 -1
  13. package/AudioV2/abstractAudio/abstractSoundInstance.js.map +1 -1
  14. package/AudioV2/abstractAudio/staticSound.d.ts +6 -0
  15. package/AudioV2/abstractAudio/staticSound.js +17 -1
  16. package/AudioV2/abstractAudio/staticSound.js.map +1 -1
  17. package/AudioV2/abstractAudio/staticSoundInstance.d.ts +4 -2
  18. package/AudioV2/abstractAudio/staticSoundInstance.js.map +1 -1
  19. package/AudioV2/abstractAudio/streamingSound.d.ts +6 -0
  20. package/AudioV2/abstractAudio/streamingSound.js +9 -1
  21. package/AudioV2/abstractAudio/streamingSound.js.map +1 -1
  22. package/AudioV2/webAudio/webAudioStaticSound.d.ts +7 -1
  23. package/AudioV2/webAudio/webAudioStaticSound.js +56 -8
  24. package/AudioV2/webAudio/webAudioStaticSound.js.map +1 -1
  25. package/AudioV2/webAudio/webAudioStreamingSound.d.ts +3 -1
  26. package/AudioV2/webAudio/webAudioStreamingSound.js +16 -4
  27. package/AudioV2/webAudio/webAudioStreamingSound.js.map +1 -1
  28. package/BakedVertexAnimation/bakedVertexAnimationManager.d.ts +2 -2
  29. package/BakedVertexAnimation/bakedVertexAnimationManager.js +151 -121
  30. package/BakedVertexAnimation/bakedVertexAnimationManager.js.map +1 -1
  31. package/Behaviors/Cameras/interpolatingBehavior.d.ts +17 -2
  32. package/Behaviors/Cameras/interpolatingBehavior.js +53 -23
  33. package/Behaviors/Cameras/interpolatingBehavior.js.map +1 -1
  34. package/Bones/bone.pure.js +3 -3
  35. package/Buffers/buffer.pure.js +0 -12
  36. package/Buffers/buffer.pure.js.map +1 -1
  37. package/Cameras/Inputs/BaseCameraMouseWheelInput.js +141 -126
  38. package/Cameras/Inputs/BaseCameraMouseWheelInput.js.map +1 -1
  39. package/Cameras/Inputs/BaseCameraPointersInput.d.ts +2 -1
  40. package/Cameras/Inputs/BaseCameraPointersInput.js +290 -277
  41. package/Cameras/Inputs/BaseCameraPointersInput.js.map +1 -1
  42. package/Cameras/Inputs/arcRotateCameraGamepadInput.js +115 -102
  43. package/Cameras/Inputs/arcRotateCameraGamepadInput.js.map +1 -1
  44. package/Cameras/Inputs/arcRotateCameraKeyboardMoveInput.d.ts +3 -0
  45. package/Cameras/Inputs/arcRotateCameraKeyboardMoveInput.js +334 -273
  46. package/Cameras/Inputs/arcRotateCameraKeyboardMoveInput.js.map +1 -1
  47. package/Cameras/Inputs/arcRotateCameraMouseWheelInput.js +273 -258
  48. package/Cameras/Inputs/arcRotateCameraMouseWheelInput.js.map +1 -1
  49. package/Cameras/Inputs/arcRotateCameraPointersInput.js +237 -213
  50. package/Cameras/Inputs/arcRotateCameraPointersInput.js.map +1 -1
  51. package/Cameras/Inputs/flyCameraKeyboardInput.js +199 -168
  52. package/Cameras/Inputs/flyCameraKeyboardInput.js.map +1 -1
  53. package/Cameras/Inputs/flyCameraMouseInput.js +243 -229
  54. package/Cameras/Inputs/flyCameraMouseInput.js.map +1 -1
  55. package/Cameras/Inputs/followCameraKeyboardMoveInput.js +311 -266
  56. package/Cameras/Inputs/followCameraKeyboardMoveInput.js.map +1 -1
  57. package/Cameras/Inputs/followCameraMouseWheelInput.js +139 -119
  58. package/Cameras/Inputs/followCameraMouseWheelInput.js.map +1 -1
  59. package/Cameras/Inputs/followCameraPointersInput.js +239 -203
  60. package/Cameras/Inputs/followCameraPointersInput.js.map +1 -1
  61. package/Cameras/Inputs/freeCameraGamepadInput.js +127 -114
  62. package/Cameras/Inputs/freeCameraGamepadInput.js.map +1 -1
  63. package/Cameras/Inputs/freeCameraKeyboardMoveInput.js +278 -244
  64. package/Cameras/Inputs/freeCameraKeyboardMoveInput.js.map +1 -1
  65. package/Cameras/Inputs/freeCameraMouseInput.js +216 -202
  66. package/Cameras/Inputs/freeCameraMouseInput.js.map +1 -1
  67. package/Cameras/Inputs/freeCameraMouseWheelInput.js +368 -353
  68. package/Cameras/Inputs/freeCameraMouseWheelInput.js.map +1 -1
  69. package/Cameras/Inputs/freeCameraTouchInput.js +185 -172
  70. package/Cameras/Inputs/freeCameraTouchInput.js.map +1 -1
  71. package/Cameras/Inputs/geospatialCameraKeyboardInput.d.ts +2 -0
  72. package/Cameras/Inputs/geospatialCameraKeyboardInput.js +291 -246
  73. package/Cameras/Inputs/geospatialCameraKeyboardInput.js.map +1 -1
  74. package/Cameras/Inputs/geospatialCameraPointersInput.d.ts +11 -1
  75. package/Cameras/Inputs/geospatialCameraPointersInput.js +18 -2
  76. package/Cameras/Inputs/geospatialCameraPointersInput.js.map +1 -1
  77. package/Cameras/Inputs/orbitCameraPointersInput.js +112 -96
  78. package/Cameras/Inputs/orbitCameraPointersInput.js.map +1 -1
  79. package/Cameras/VR/vrExperienceHelper.d.ts +0 -2
  80. package/Cameras/VR/vrExperienceHelper.js +0 -2
  81. package/Cameras/VR/vrExperienceHelper.js.map +1 -1
  82. package/Cameras/VR/vrExperienceHelper.pure.js +5 -0
  83. package/Cameras/VR/vrExperienceHelper.pure.js.map +1 -1
  84. package/Cameras/arcRotateCamera.pure.js +1559 -1479
  85. package/Cameras/arcRotateCamera.pure.js.map +1 -1
  86. package/Cameras/camera.pure.js +1225 -1178
  87. package/Cameras/camera.pure.js.map +1 -1
  88. package/Cameras/flyCamera.pure.js +369 -351
  89. package/Cameras/flyCamera.pure.js.map +1 -1
  90. package/Cameras/followCamera.pure.js +229 -192
  91. package/Cameras/followCamera.pure.js.map +1 -1
  92. package/Cameras/freeCamera.pure.js +373 -351
  93. package/Cameras/freeCamera.pure.js.map +1 -1
  94. package/Cameras/geospatialCamera.pure.d.ts +30 -7
  95. package/Cameras/geospatialCamera.pure.js +502 -457
  96. package/Cameras/geospatialCamera.pure.js.map +1 -1
  97. package/Cameras/geospatialCameraMovement.js +2 -2
  98. package/Cameras/geospatialCameraMovement.js.map +1 -1
  99. package/Cameras/targetCamera.pure.d.ts +7 -0
  100. package/Cameras/targetCamera.pure.js +550 -509
  101. package/Cameras/targetCamera.pure.js.map +1 -1
  102. package/Cameras/universalCamera.pure.js +98 -85
  103. package/Cameras/universalCamera.pure.js.map +1 -1
  104. package/Collisions/gpuPicker.d.ts +111 -4
  105. package/Collisions/gpuPicker.js +696 -119
  106. package/Collisions/gpuPicker.js.map +1 -1
  107. package/Compute/computeShader.pure.js +372 -355
  108. package/Compute/computeShader.pure.js.map +1 -1
  109. package/Culling/Helper/transformFeedbackBoundingHelper.pure.js +2 -2
  110. package/Decorators/nodeDecorator.d.ts +11 -1
  111. package/Decorators/nodeDecorator.js +43 -6
  112. package/Decorators/nodeDecorator.js.map +1 -1
  113. package/Engines/AbstractEngine/abstractEngine.loadFile.pure.js +8 -0
  114. package/Engines/AbstractEngine/abstractEngine.loadFile.pure.js.map +1 -1
  115. package/Engines/Native/nativeHelpers.js +15 -0
  116. package/Engines/Native/nativeHelpers.js.map +1 -1
  117. package/Engines/Native/nativeInterfaces.d.ts +7 -2
  118. package/Engines/Native/nativeInterfaces.js.map +1 -1
  119. package/Engines/Native/nativeRenderTargetWrapper.d.ts +5 -0
  120. package/Engines/Native/nativeRenderTargetWrapper.js +35 -1
  121. package/Engines/Native/nativeRenderTargetWrapper.js.map +1 -1
  122. package/Engines/Processors/shaderProcessor.js +5 -3
  123. package/Engines/Processors/shaderProcessor.js.map +1 -1
  124. package/Engines/WebGPU/Extensions/engine.videoTexture.pure.js +16 -3
  125. package/Engines/WebGPU/Extensions/engine.videoTexture.pure.js.map +1 -1
  126. package/Engines/WebGPU/webgpuClearQuad.pure.js +7 -1
  127. package/Engines/WebGPU/webgpuClearQuad.pure.js.map +1 -1
  128. package/Engines/abstractEngine.functions.d.ts +8 -2
  129. package/Engines/abstractEngine.functions.js +12 -4
  130. package/Engines/abstractEngine.functions.js.map +1 -1
  131. package/Engines/abstractEngine.pure.d.ts +20 -1
  132. package/Engines/abstractEngine.pure.js +21 -134
  133. package/Engines/abstractEngine.pure.js.map +1 -1
  134. package/Engines/engine.d.ts +208 -0
  135. package/Engines/engine.pure.js +0 -15
  136. package/Engines/engine.pure.js.map +1 -1
  137. package/Engines/nullEngine.pure.d.ts +66 -0
  138. package/Engines/nullEngine.pure.js +97 -0
  139. package/Engines/nullEngine.pure.js.map +1 -1
  140. package/Engines/thinEngine.pure.d.ts +0 -13
  141. package/Engines/thinEngine.pure.js +4 -23
  142. package/Engines/thinEngine.pure.js.map +1 -1
  143. package/Engines/thinNativeEngine.d.ts +0 -1
  144. package/Engines/thinNativeEngine.js +0 -1
  145. package/Engines/thinNativeEngine.js.map +1 -1
  146. package/Engines/thinNativeEngine.pure.d.ts +27 -0
  147. package/Engines/thinNativeEngine.pure.js +383 -17
  148. package/Engines/thinNativeEngine.pure.js.map +1 -1
  149. package/Engines/webgpuEngine.d.ts +1 -0
  150. package/Engines/webgpuEngine.js +1 -0
  151. package/Engines/webgpuEngine.js.map +1 -1
  152. package/Engines/webgpuEngine.pure.d.ts +9 -0
  153. package/Engines/webgpuEngine.pure.js +7 -0
  154. package/Engines/webgpuEngine.pure.js.map +1 -1
  155. package/FlowGraph/flowGraph.js +9 -0
  156. package/FlowGraph/flowGraph.js.map +1 -1
  157. package/FlowGraph/flowGraphContext.js +597 -584
  158. package/FlowGraph/flowGraphContext.js.map +1 -1
  159. package/FlowGraph/flowGraphDataConnection.pure.d.ts +14 -0
  160. package/FlowGraph/flowGraphDataConnection.pure.js +38 -1
  161. package/FlowGraph/flowGraphDataConnection.pure.js.map +1 -1
  162. package/FlowGraph/serialization.d.ts +11 -0
  163. package/FlowGraph/serialization.js +11 -1
  164. package/FlowGraph/serialization.js.map +1 -1
  165. package/FrameGraph/Node/Blocks/Layers/glowLayerBlock.pure.js +182 -170
  166. package/FrameGraph/Node/Blocks/Layers/glowLayerBlock.pure.js.map +1 -1
  167. package/FrameGraph/Node/Blocks/Layers/highlightLayerBlock.pure.js +196 -184
  168. package/FrameGraph/Node/Blocks/Layers/highlightLayerBlock.pure.js.map +1 -1
  169. package/FrameGraph/Node/Blocks/Layers/selectionOutlineLayerBlock.pure.js +222 -210
  170. package/FrameGraph/Node/Blocks/Layers/selectionOutlineLayerBlock.pure.js.map +1 -1
  171. package/FrameGraph/Node/Blocks/PostProcesses/basePostProcessBlock.js +123 -111
  172. package/FrameGraph/Node/Blocks/PostProcesses/basePostProcessBlock.js.map +1 -1
  173. package/FrameGraph/Node/Blocks/PostProcesses/baseWithPropertiesPostProcessBlock.js +158 -146
  174. package/FrameGraph/Node/Blocks/PostProcesses/baseWithPropertiesPostProcessBlock.js.map +1 -1
  175. package/FrameGraph/Node/Blocks/PostProcesses/blackAndWhitePostProcessBlock.pure.js +63 -51
  176. package/FrameGraph/Node/Blocks/PostProcesses/blackAndWhitePostProcessBlock.pure.js.map +1 -1
  177. package/FrameGraph/Node/Blocks/PostProcesses/bloomPostProcessBlock.pure.js +122 -110
  178. package/FrameGraph/Node/Blocks/PostProcesses/bloomPostProcessBlock.pure.js.map +1 -1
  179. package/FrameGraph/Node/Blocks/PostProcesses/blurPostProcessBlock.pure.js +76 -64
  180. package/FrameGraph/Node/Blocks/PostProcesses/blurPostProcessBlock.pure.js.map +1 -1
  181. package/FrameGraph/Node/Blocks/PostProcesses/chromaticAberrationPostProcessBlock.pure.js +89 -77
  182. package/FrameGraph/Node/Blocks/PostProcesses/chromaticAberrationPostProcessBlock.pure.js.map +1 -1
  183. package/FrameGraph/Node/Blocks/PostProcesses/circleOfConfusionPostProcessBlock.pure.js +134 -122
  184. package/FrameGraph/Node/Blocks/PostProcesses/circleOfConfusionPostProcessBlock.pure.js.map +1 -1
  185. package/FrameGraph/Node/Blocks/PostProcesses/colorCorrectionPostProcessBlock.pure.js +58 -46
  186. package/FrameGraph/Node/Blocks/PostProcesses/colorCorrectionPostProcessBlock.pure.js.map +1 -1
  187. package/FrameGraph/Node/Blocks/PostProcesses/convolutionPostProcessBlock.pure.js +107 -95
  188. package/FrameGraph/Node/Blocks/PostProcesses/convolutionPostProcessBlock.pure.js.map +1 -1
  189. package/FrameGraph/Node/Blocks/PostProcesses/depthOfFieldPostProcessBlock.pure.js +181 -169
  190. package/FrameGraph/Node/Blocks/PostProcesses/depthOfFieldPostProcessBlock.pure.js.map +1 -1
  191. package/FrameGraph/Node/Blocks/PostProcesses/extractHighlightsPostProcessBlock.pure.js +63 -51
  192. package/FrameGraph/Node/Blocks/PostProcesses/extractHighlightsPostProcessBlock.pure.js.map +1 -1
  193. package/FrameGraph/Node/Blocks/PostProcesses/filterPostProcessBlock.pure.js +63 -51
  194. package/FrameGraph/Node/Blocks/PostProcesses/filterPostProcessBlock.pure.js.map +1 -1
  195. package/FrameGraph/Node/Blocks/PostProcesses/grainPostProcessBlock.pure.js +76 -64
  196. package/FrameGraph/Node/Blocks/PostProcesses/grainPostProcessBlock.pure.js.map +1 -1
  197. package/FrameGraph/Node/Blocks/PostProcesses/imageProcessingPostProcessBlock.pure.js +246 -234
  198. package/FrameGraph/Node/Blocks/PostProcesses/imageProcessingPostProcessBlock.pure.js.map +1 -1
  199. package/FrameGraph/Node/Blocks/PostProcesses/motionBlurPostProcessBlock.pure.js +108 -96
  200. package/FrameGraph/Node/Blocks/PostProcesses/motionBlurPostProcessBlock.pure.js.map +1 -1
  201. package/FrameGraph/Node/Blocks/PostProcesses/screenSpaceCurvaturePostProcessBlock.pure.js +87 -75
  202. package/FrameGraph/Node/Blocks/PostProcesses/screenSpaceCurvaturePostProcessBlock.pure.js.map +1 -1
  203. package/FrameGraph/Node/Blocks/PostProcesses/sharpenPostProcessBlock.pure.js +76 -64
  204. package/FrameGraph/Node/Blocks/PostProcesses/sharpenPostProcessBlock.pure.js.map +1 -1
  205. package/FrameGraph/Node/Blocks/PostProcesses/ssao2PostProcessBlock.pure.js +313 -301
  206. package/FrameGraph/Node/Blocks/PostProcesses/ssao2PostProcessBlock.pure.js.map +1 -1
  207. package/FrameGraph/Node/Blocks/PostProcesses/ssrPostProcessBlock.pure.js +502 -490
  208. package/FrameGraph/Node/Blocks/PostProcesses/ssrPostProcessBlock.pure.js.map +1 -1
  209. package/FrameGraph/Node/Blocks/PostProcesses/taaPostProcessBlock.pure.js +147 -135
  210. package/FrameGraph/Node/Blocks/PostProcesses/taaPostProcessBlock.pure.js.map +1 -1
  211. package/FrameGraph/Node/Blocks/PostProcesses/tonemapPostProcessBlock.pure.js +90 -78
  212. package/FrameGraph/Node/Blocks/PostProcesses/tonemapPostProcessBlock.pure.js.map +1 -1
  213. package/FrameGraph/Node/Blocks/PostProcesses/volumetricLightingBlock.pure.js +179 -167
  214. package/FrameGraph/Node/Blocks/PostProcesses/volumetricLightingBlock.pure.js.map +1 -1
  215. package/FrameGraph/Node/Blocks/Rendering/baseObjectRendererBlock.js +462 -451
  216. package/FrameGraph/Node/Blocks/Rendering/baseObjectRendererBlock.js.map +1 -1
  217. package/FrameGraph/Node/Blocks/Rendering/baseShadowGeneratorBlock.js +265 -253
  218. package/FrameGraph/Node/Blocks/Rendering/baseShadowGeneratorBlock.js.map +1 -1
  219. package/FrameGraph/Node/Blocks/Rendering/csmShadowGeneratorBlock.pure.js +204 -192
  220. package/FrameGraph/Node/Blocks/Rendering/csmShadowGeneratorBlock.pure.js.map +1 -1
  221. package/FrameGraph/Node/Blocks/Rendering/geometryRendererBlock.pure.js +611 -550
  222. package/FrameGraph/Node/Blocks/Rendering/geometryRendererBlock.pure.js.map +1 -1
  223. package/FrameGraph/Node/Blocks/Rendering/iblShadowsRendererBlock.pure.js +320 -308
  224. package/FrameGraph/Node/Blocks/Rendering/iblShadowsRendererBlock.pure.js.map +1 -1
  225. package/FrameGraph/Node/Blocks/Rendering/utilityLayerRendererBlock.pure.js +87 -75
  226. package/FrameGraph/Node/Blocks/Rendering/utilityLayerRendererBlock.pure.js.map +1 -1
  227. package/FrameGraph/Node/Blocks/Textures/clearBlock.pure.js +154 -142
  228. package/FrameGraph/Node/Blocks/Textures/clearBlock.pure.js.map +1 -1
  229. package/FrameGraph/Node/Blocks/Textures/copyTextureBlock.pure.js +150 -138
  230. package/FrameGraph/Node/Blocks/Textures/copyTextureBlock.pure.js.map +1 -1
  231. package/FrameGraph/Node/Blocks/inputBlock.pure.js +270 -256
  232. package/FrameGraph/Node/Blocks/inputBlock.pure.js.map +1 -1
  233. package/FrameGraph/Node/Blocks/lightingVolumeBlock.pure.js +95 -83
  234. package/FrameGraph/Node/Blocks/lightingVolumeBlock.pure.js.map +1 -1
  235. package/FrameGraph/Node/nodeRenderGraph.js +715 -693
  236. package/FrameGraph/Node/nodeRenderGraph.js.map +1 -1
  237. package/FrameGraph/Node/nodeRenderGraphBlock.js +548 -533
  238. package/FrameGraph/Node/nodeRenderGraphBlock.js.map +1 -1
  239. package/FrameGraph/Tasks/Rendering/iblShadows/iblShadowsAccumulationTask.d.ts +2 -2
  240. package/FrameGraph/Tasks/Rendering/iblShadows/iblShadowsAccumulationTask.js +43 -51
  241. package/FrameGraph/Tasks/Rendering/iblShadows/iblShadowsAccumulationTask.js.map +1 -1
  242. package/FrameGraph/Tasks/Rendering/iblShadowsRendererTask.d.ts +0 -1
  243. package/FrameGraph/Tasks/Rendering/iblShadowsRendererTask.js +0 -1
  244. package/FrameGraph/Tasks/Rendering/iblShadowsRendererTask.js.map +1 -1
  245. package/FrameGraph/Tasks/Rendering/iblShadowsRendererTask.pure.d.ts +0 -1
  246. package/FrameGraph/Tasks/Rendering/iblShadowsRendererTask.pure.js +66 -35
  247. package/FrameGraph/Tasks/Rendering/iblShadowsRendererTask.pure.js.map +1 -1
  248. package/Helpers/environmentHelper.js +2 -2
  249. package/Helpers/environmentHelper.js.map +1 -1
  250. package/Layers/effectLayer.js +529 -519
  251. package/Layers/effectLayer.js.map +1 -1
  252. package/Layers/glowLayer.pure.js +428 -413
  253. package/Layers/glowLayer.pure.js.map +1 -1
  254. package/Layers/highlightLayer.pure.js +473 -458
  255. package/Layers/highlightLayer.pure.js.map +1 -1
  256. package/Layers/selectionOutlineLayer.pure.js +360 -345
  257. package/Layers/selectionOutlineLayer.pure.js.map +1 -1
  258. package/Lights/Clustered/clusteredLightContainer.pure.d.ts +1 -1
  259. package/Lights/Clustered/clusteredLightContainer.pure.js +583 -558
  260. package/Lights/Clustered/clusteredLightContainer.pure.js.map +1 -1
  261. package/Lights/Shadows/shadowGenerator.js +6 -1
  262. package/Lights/Shadows/shadowGenerator.js.map +1 -1
  263. package/Lights/areaLight.pure.js +61 -39
  264. package/Lights/areaLight.pure.js.map +1 -1
  265. package/Lights/directionalLight.pure.js +308 -284
  266. package/Lights/directionalLight.pure.js.map +1 -1
  267. package/Lights/hemisphericLight.pure.js +123 -104
  268. package/Lights/hemisphericLight.pure.js.map +1 -1
  269. package/Lights/light.d.ts +5 -3
  270. package/Lights/light.js +869 -827
  271. package/Lights/light.js.map +1 -1
  272. package/Lights/pointLight.pure.js +185 -174
  273. package/Lights/pointLight.pure.js.map +1 -1
  274. package/Lights/rectAreaLight.pure.d.ts +17 -0
  275. package/Lights/rectAreaLight.pure.js +238 -159
  276. package/Lights/rectAreaLight.pure.js.map +1 -1
  277. package/Lights/shadowLight.js +280 -268
  278. package/Lights/shadowLight.js.map +1 -1
  279. package/Lights/spotLight.pure.js +460 -427
  280. package/Lights/spotLight.pure.js.map +1 -1
  281. package/Loading/Plugins/babylonFileLoader.pure.js +17 -5
  282. package/Loading/Plugins/babylonFileLoader.pure.js.map +1 -1
  283. package/Loading/sceneLoader.d.ts +5 -1
  284. package/Loading/sceneLoader.js +299 -402
  285. package/Loading/sceneLoader.js.map +1 -1
  286. package/Materials/Background/backgroundMaterial.pure.d.ts +18 -18
  287. package/Materials/Background/backgroundMaterial.pure.js +949 -794
  288. package/Materials/Background/backgroundMaterial.pure.js.map +1 -1
  289. package/Materials/GaussianSplatting/gaussianSplattingGpuPickingMaterialPlugin.pure.d.ts +15 -0
  290. package/Materials/GaussianSplatting/gaussianSplattingGpuPickingMaterialPlugin.pure.js +34 -1
  291. package/Materials/GaussianSplatting/gaussianSplattingGpuPickingMaterialPlugin.pure.js.map +1 -1
  292. package/Materials/GaussianSplatting/gaussianSplattingMaterial.pure.d.ts +9 -0
  293. package/Materials/GaussianSplatting/gaussianSplattingMaterial.pure.js +26 -2
  294. package/Materials/GaussianSplatting/gaussianSplattingMaterial.pure.js.map +1 -1
  295. package/Materials/GaussianSplatting/gaussianSplattingSolidColorMaterialPlugin.pure.d.ts +2 -1
  296. package/Materials/GaussianSplatting/gaussianSplattingSolidColorMaterialPlugin.pure.js +169 -149
  297. package/Materials/GaussianSplatting/gaussianSplattingSolidColorMaterialPlugin.pure.js.map +1 -1
  298. package/Materials/Node/Blocks/Dual/imageSourceBlock.pure.js +1 -1
  299. package/Materials/Node/Blocks/Dual/lightBlock.pure.js +442 -429
  300. package/Materials/Node/Blocks/Dual/lightBlock.pure.js.map +1 -1
  301. package/Materials/Node/Blocks/Dual/reflectionTextureBaseBlock.pure.js +396 -383
  302. package/Materials/Node/Blocks/Dual/reflectionTextureBaseBlock.pure.js.map +1 -1
  303. package/Materials/Node/Blocks/Dual/sceneDepthBlock.pure.js +237 -220
  304. package/Materials/Node/Blocks/Dual/sceneDepthBlock.pure.js.map +1 -1
  305. package/Materials/Node/Blocks/Dual/textureBlock.pure.js +1 -1
  306. package/Materials/Node/Blocks/Fragment/ambientOcclusionBlock.pure.js +150 -133
  307. package/Materials/Node/Blocks/Fragment/ambientOcclusionBlock.pure.js.map +1 -1
  308. package/Materials/Node/Blocks/Fragment/fragmentOutputBlock.pure.js +265 -250
  309. package/Materials/Node/Blocks/Fragment/fragmentOutputBlock.pure.js.map +1 -1
  310. package/Materials/Node/Blocks/Fragment/heightToNormalBlock.pure.js +159 -142
  311. package/Materials/Node/Blocks/Fragment/heightToNormalBlock.pure.js.map +1 -1
  312. package/Materials/Node/Blocks/Fragment/imageProcessingBlock.pure.js +214 -201
  313. package/Materials/Node/Blocks/Fragment/imageProcessingBlock.pure.js.map +1 -1
  314. package/Materials/Node/Blocks/Fragment/perturbNormalBlock.pure.js +419 -400
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  841. package/tslib.es6.js +304 -150
@@ -1,5 +1,5 @@
1
1
  /** This file must only contain pure code and pure imports */
2
- import { __decorate } from "../../../../tslib.es6.js";
2
+ import { __esDecorate, __runInitializers } from "../../../../tslib.es6.js";
3
3
  import { NodeMaterialBlock } from "../../nodeMaterialBlock.js";
4
4
  import { NodeMaterialBlockConnectionPointTypes } from "../../Enums/nodeMaterialBlockConnectionPointTypes.js";
5
5
  import { NodeMaterialBlockTargets } from "../../Enums/nodeMaterialBlockTargets.js";
@@ -10,235 +10,252 @@ import { RegisterClass } from "../../../../Misc/typeStore.js";
10
10
  * Block used to retrieve the depth (zbuffer) of the scene
11
11
  * @since 5.0.0
12
12
  */
13
- export class SceneDepthBlock extends NodeMaterialBlock {
14
- /**
15
- * Create a new SceneDepthBlock
16
- * @param name defines the block name
17
- */
18
- constructor(name) {
19
- super(name, NodeMaterialBlockTargets.VertexAndFragment);
20
- /**
21
- * Defines if the depth renderer should be setup in non linear mode
22
- */
23
- this.useNonLinearDepth = false;
24
- /**
25
- * Defines if the depth renderer should be setup in camera space Z mode (if set, useNonLinearDepth has no effect)
26
- */
27
- this.storeCameraSpaceZ = false;
28
- /**
29
- * Defines if the depth renderer should be setup in full 32 bits float mode
30
- */
31
- this.force32itsFloat = false;
32
- this._isUnique = true;
33
- this.registerInput("uv", NodeMaterialBlockConnectionPointTypes.AutoDetect, false, NodeMaterialBlockTargets.VertexAndFragment);
34
- this.registerOutput("depth", NodeMaterialBlockConnectionPointTypes.Float, NodeMaterialBlockTargets.Neutral);
35
- this._inputs[0].addExcludedConnectionPointFromAllowedTypes(NodeMaterialBlockConnectionPointTypes.Vector2 | NodeMaterialBlockConnectionPointTypes.Vector3 | NodeMaterialBlockConnectionPointTypes.Vector4);
36
- this._inputs[0]._prioritizeVertex = false;
37
- }
38
- /**
39
- * Gets the current class name
40
- * @returns the class name
41
- */
42
- getClassName() {
43
- return "SceneDepthBlock";
44
- }
45
- /**
46
- * Gets the uv input component
47
- */
48
- get uv() {
49
- return this._inputs[0];
50
- }
51
- /**
52
- * Gets the depth output component
53
- */
54
- get depth() {
55
- return this._outputs[0];
56
- }
57
- /**
58
- * Initialize the block and prepare the context for build
59
- * @param state defines the state that will be used for the build
60
- */
61
- initialize(state) {
62
- state._excludeVariableName("textureSampler");
63
- }
64
- /** {@inheritDoc} */
65
- get target() {
66
- if (!this.uv.isConnected) {
67
- return NodeMaterialBlockTargets.VertexAndFragment;
68
- }
69
- if (this.uv.sourceBlock.isInput) {
70
- return NodeMaterialBlockTargets.VertexAndFragment;
71
- }
72
- return NodeMaterialBlockTargets.Fragment;
73
- }
74
- _getTexture(scene) {
75
- const depthRenderer = scene.enableDepthRenderer(undefined, this.useNonLinearDepth, this.force32itsFloat, undefined, this.storeCameraSpaceZ);
76
- return depthRenderer.getDepthMap();
77
- }
78
- /**
79
- * Bind data to effect
80
- * @param effect - the effect to bind to
81
- * @param nodeMaterial - the node material
82
- */
83
- bind(effect, nodeMaterial) {
84
- const texture = this._getTexture(nodeMaterial.getScene());
85
- effect.setTexture(this._samplerName, texture);
86
- }
87
- _injectVertexCode(state) {
88
- const uvInput = this.uv;
89
- if (uvInput.connectedPoint.ownerBlock.isInput) {
90
- const uvInputOwnerBlock = uvInput.connectedPoint.ownerBlock;
91
- if (!uvInputOwnerBlock.isAttribute) {
92
- state._emitUniformFromString(uvInput.associatedVariableName, uvInput.type === NodeMaterialBlockConnectionPointTypes.Vector3
93
- ? NodeMaterialBlockConnectionPointTypes.Vector3
94
- : uvInput.type === NodeMaterialBlockConnectionPointTypes.Vector4
95
- ? NodeMaterialBlockConnectionPointTypes.Vector4
96
- : NodeMaterialBlockConnectionPointTypes.Vector2);
13
+ let SceneDepthBlock = (() => {
14
+ var _a;
15
+ let _classSuper = NodeMaterialBlock;
16
+ let _useNonLinearDepth_decorators;
17
+ let _useNonLinearDepth_initializers = [];
18
+ let _useNonLinearDepth_extraInitializers = [];
19
+ let _storeCameraSpaceZ_decorators;
20
+ let _storeCameraSpaceZ_initializers = [];
21
+ let _storeCameraSpaceZ_extraInitializers = [];
22
+ let _force32itsFloat_decorators;
23
+ let _force32itsFloat_initializers = [];
24
+ let _force32itsFloat_extraInitializers = [];
25
+ return _a = class SceneDepthBlock extends _classSuper {
26
+ /**
27
+ * Create a new SceneDepthBlock
28
+ * @param name defines the block name
29
+ */
30
+ constructor(name) {
31
+ super(name, NodeMaterialBlockTargets.VertexAndFragment);
32
+ /**
33
+ * Defines if the depth renderer should be setup in non linear mode
34
+ */
35
+ this.useNonLinearDepth = __runInitializers(this, _useNonLinearDepth_initializers, false);
36
+ /**
37
+ * Defines if the depth renderer should be setup in camera space Z mode (if set, useNonLinearDepth has no effect)
38
+ */
39
+ this.storeCameraSpaceZ = (__runInitializers(this, _useNonLinearDepth_extraInitializers), __runInitializers(this, _storeCameraSpaceZ_initializers, false));
40
+ /**
41
+ * Defines if the depth renderer should be setup in full 32 bits float mode
42
+ */
43
+ this.force32itsFloat = (__runInitializers(this, _storeCameraSpaceZ_extraInitializers), __runInitializers(this, _force32itsFloat_initializers, false));
44
+ __runInitializers(this, _force32itsFloat_extraInitializers);
45
+ this._isUnique = true;
46
+ this.registerInput("uv", NodeMaterialBlockConnectionPointTypes.AutoDetect, false, NodeMaterialBlockTargets.VertexAndFragment);
47
+ this.registerOutput("depth", NodeMaterialBlockConnectionPointTypes.Float, NodeMaterialBlockTargets.Neutral);
48
+ this._inputs[0].addExcludedConnectionPointFromAllowedTypes(NodeMaterialBlockConnectionPointTypes.Vector2 | NodeMaterialBlockConnectionPointTypes.Vector3 | NodeMaterialBlockConnectionPointTypes.Vector4);
49
+ this._inputs[0]._prioritizeVertex = false;
97
50
  }
98
- }
99
- this._mainUVName = "vMain" + uvInput.associatedVariableName;
100
- state._emitVaryingFromString(this._mainUVName, NodeMaterialBlockConnectionPointTypes.Vector2);
101
- state.compilationString += `${this._mainUVName} = ${uvInput.associatedVariableName}.xy;\n`;
102
- if (!this._outputs.some((o) => o.isConnectedInVertexShader)) {
103
- return;
104
- }
105
- this._writeTextureRead(state, true);
106
- for (const output of this._outputs) {
107
- if (output.hasEndpoints) {
108
- this._writeOutput(state, output, "r", true);
51
+ /**
52
+ * Gets the current class name
53
+ * @returns the class name
54
+ */
55
+ getClassName() {
56
+ return "SceneDepthBlock";
109
57
  }
110
- }
111
- }
112
- _writeTextureRead(state, vertexMode = false) {
113
- const uvInput = this.uv;
114
- if (vertexMode) {
115
- if (state.target === NodeMaterialBlockTargets.Fragment) {
116
- return;
58
+ /**
59
+ * Gets the uv input component
60
+ */
61
+ get uv() {
62
+ return this._inputs[0];
117
63
  }
118
- const textureReadFunc = state.shaderLanguage === 0 /* ShaderLanguage.GLSL */
119
- ? `texture2D(${this._samplerName},`
120
- : `textureSampleLevel(${this._samplerName}, ${this._samplerName + `Sampler`},`;
121
- const complement = state.shaderLanguage === 0 /* ShaderLanguage.GLSL */ ? "" : ", 0";
122
- state.compilationString += `${state._declareLocalVar(this._tempTextureRead, NodeMaterialBlockConnectionPointTypes.Vector4)}= ${textureReadFunc} ${uvInput.associatedVariableName}.xy${complement});\n`;
123
- return;
124
- }
125
- const textureReadFunc = state.shaderLanguage === 0 /* ShaderLanguage.GLSL */
126
- ? `texture2D(${this._samplerName},`
127
- : `textureSample(${this._samplerName}, ${this._samplerName + `Sampler`},`;
128
- if (this.uv.ownerBlock.target === NodeMaterialBlockTargets.Fragment) {
129
- state.compilationString += `${state._declareLocalVar(this._tempTextureRead, NodeMaterialBlockConnectionPointTypes.Vector4)} = ${textureReadFunc} ${uvInput.associatedVariableName}.xy);\n`;
130
- return;
131
- }
132
- state.compilationString += `${state._declareLocalVar(this._tempTextureRead, NodeMaterialBlockConnectionPointTypes.Vector4)} = ${textureReadFunc} ${this._mainUVName});\n`;
133
- }
134
- _writeOutput(state, output, swizzle, vertexMode = false) {
135
- if (vertexMode) {
136
- if (state.target === NodeMaterialBlockTargets.Fragment) {
137
- return;
64
+ /**
65
+ * Gets the depth output component
66
+ */
67
+ get depth() {
68
+ return this._outputs[0];
138
69
  }
139
- state.compilationString += `${state._declareOutput(output)} = ${this._tempTextureRead}.${swizzle};\n`;
140
- return;
141
- }
142
- if (this.uv.ownerBlock.target === NodeMaterialBlockTargets.Fragment) {
143
- state.compilationString += `${state._declareOutput(output)} = ${this._tempTextureRead}.${swizzle};\n`;
144
- return;
145
- }
146
- state.compilationString += `${state._declareOutput(output)} = ${this._tempTextureRead}.${swizzle};\n`;
147
- }
148
- _buildBlock(state) {
149
- super._buildBlock(state);
150
- this._samplerName = state._getFreeVariableName(this.name + "Sampler");
151
- this._tempTextureRead = state._getFreeVariableName("tempTextureRead");
152
- if (state.sharedData.bindableBlocks.indexOf(this) < 0) {
153
- state.sharedData.bindableBlocks.push(this);
154
- }
155
- if (state.target !== NodeMaterialBlockTargets.Fragment) {
156
- // Vertex
157
- state._emit2DSampler(this._samplerName);
158
- this._injectVertexCode(state);
159
- return;
160
- }
161
- // Fragment
162
- if (!this._outputs.some((o) => o.isConnectedInFragmentShader)) {
163
- return;
164
- }
165
- state._emit2DSampler(this._samplerName);
166
- this._writeTextureRead(state);
167
- for (const output of this._outputs) {
168
- if (output.hasEndpoints) {
169
- this._writeOutput(state, output, "r");
70
+ /**
71
+ * Initialize the block and prepare the context for build
72
+ * @param state defines the state that will be used for the build
73
+ */
74
+ initialize(state) {
75
+ state._excludeVariableName("textureSampler");
170
76
  }
171
- }
172
- return this;
173
- }
174
- /**
175
- * Serializes the block
176
- * @returns the serialized object
177
- */
178
- serialize() {
179
- const serializationObject = super.serialize();
180
- serializationObject.useNonLinearDepth = this.useNonLinearDepth;
181
- serializationObject.storeCameraSpaceZ = this.storeCameraSpaceZ;
182
- serializationObject.force32itsFloat = this.force32itsFloat;
183
- return serializationObject;
184
- }
185
- /**
186
- * Deserializes the block
187
- * @param serializationObject - the serialization object
188
- * @param scene - the scene
189
- * @param rootUrl - the root url
190
- */
191
- _deserialize(serializationObject, scene, rootUrl) {
192
- super._deserialize(serializationObject, scene, rootUrl);
193
- this.useNonLinearDepth = serializationObject.useNonLinearDepth;
194
- this.storeCameraSpaceZ = !!serializationObject.storeCameraSpaceZ;
195
- this.force32itsFloat = serializationObject.force32itsFloat;
196
- }
197
- }
198
- __decorate([
199
- editableInPropertyPage("Use non linear depth", 0 /* PropertyTypeForEdition.Boolean */, "ADVANCED", {
200
- embedded: true,
201
- notifiers: {
202
- activatePreviewCommand: true,
203
- callback: (scene, block) => {
204
- const sceneDepthBlock = block;
205
- let retVal = false;
206
- if (sceneDepthBlock.useNonLinearDepth) {
207
- sceneDepthBlock.storeCameraSpaceZ = false;
208
- retVal = true;
77
+ /** {@inheritDoc} */
78
+ get target() {
79
+ if (!this.uv.isConnected) {
80
+ return NodeMaterialBlockTargets.VertexAndFragment;
209
81
  }
210
- if (scene) {
211
- scene.disableDepthRenderer();
82
+ if (this.uv.sourceBlock.isInput) {
83
+ return NodeMaterialBlockTargets.VertexAndFragment;
212
84
  }
213
- return retVal;
214
- },
215
- },
216
- })
217
- ], SceneDepthBlock.prototype, "useNonLinearDepth", void 0);
218
- __decorate([
219
- editableInPropertyPage("Store Camera space Z", 0 /* PropertyTypeForEdition.Boolean */, "ADVANCED", {
220
- notifiers: {
221
- activatePreviewCommand: true,
222
- callback: (scene, block) => {
223
- const sceneDepthBlock = block;
224
- let retVal = false;
225
- if (sceneDepthBlock.storeCameraSpaceZ) {
226
- sceneDepthBlock.useNonLinearDepth = false;
227
- retVal = true;
85
+ return NodeMaterialBlockTargets.Fragment;
86
+ }
87
+ _getTexture(scene) {
88
+ const depthRenderer = scene.enableDepthRenderer(undefined, this.useNonLinearDepth, this.force32itsFloat, undefined, this.storeCameraSpaceZ);
89
+ return depthRenderer.getDepthMap();
90
+ }
91
+ /**
92
+ * Bind data to effect
93
+ * @param effect - the effect to bind to
94
+ * @param nodeMaterial - the node material
95
+ */
96
+ bind(effect, nodeMaterial) {
97
+ const texture = this._getTexture(nodeMaterial.getScene());
98
+ effect.setTexture(this._samplerName, texture);
99
+ }
100
+ _injectVertexCode(state) {
101
+ const uvInput = this.uv;
102
+ if (uvInput.connectedPoint.ownerBlock.isInput) {
103
+ const uvInputOwnerBlock = uvInput.connectedPoint.ownerBlock;
104
+ if (!uvInputOwnerBlock.isAttribute) {
105
+ state._emitUniformFromString(uvInput.associatedVariableName, uvInput.type === NodeMaterialBlockConnectionPointTypes.Vector3
106
+ ? NodeMaterialBlockConnectionPointTypes.Vector3
107
+ : uvInput.type === NodeMaterialBlockConnectionPointTypes.Vector4
108
+ ? NodeMaterialBlockConnectionPointTypes.Vector4
109
+ : NodeMaterialBlockConnectionPointTypes.Vector2);
110
+ }
111
+ }
112
+ this._mainUVName = "vMain" + uvInput.associatedVariableName;
113
+ state._emitVaryingFromString(this._mainUVName, NodeMaterialBlockConnectionPointTypes.Vector2);
114
+ state.compilationString += `${this._mainUVName} = ${uvInput.associatedVariableName}.xy;\n`;
115
+ if (!this._outputs.some((o) => o.isConnectedInVertexShader)) {
116
+ return;
117
+ }
118
+ this._writeTextureRead(state, true);
119
+ for (const output of this._outputs) {
120
+ if (output.hasEndpoints) {
121
+ this._writeOutput(state, output, "r", true);
122
+ }
123
+ }
124
+ }
125
+ _writeTextureRead(state, vertexMode = false) {
126
+ const uvInput = this.uv;
127
+ if (vertexMode) {
128
+ if (state.target === NodeMaterialBlockTargets.Fragment) {
129
+ return;
130
+ }
131
+ const textureReadFunc = state.shaderLanguage === 0 /* ShaderLanguage.GLSL */
132
+ ? `texture2D(${this._samplerName},`
133
+ : `textureSampleLevel(${this._samplerName}, ${this._samplerName + `Sampler`},`;
134
+ const complement = state.shaderLanguage === 0 /* ShaderLanguage.GLSL */ ? "" : ", 0";
135
+ state.compilationString += `${state._declareLocalVar(this._tempTextureRead, NodeMaterialBlockConnectionPointTypes.Vector4)}= ${textureReadFunc} ${uvInput.associatedVariableName}.xy${complement});\n`;
136
+ return;
137
+ }
138
+ const textureReadFunc = state.shaderLanguage === 0 /* ShaderLanguage.GLSL */
139
+ ? `texture2D(${this._samplerName},`
140
+ : `textureSample(${this._samplerName}, ${this._samplerName + `Sampler`},`;
141
+ if (this.uv.ownerBlock.target === NodeMaterialBlockTargets.Fragment) {
142
+ state.compilationString += `${state._declareLocalVar(this._tempTextureRead, NodeMaterialBlockConnectionPointTypes.Vector4)} = ${textureReadFunc} ${uvInput.associatedVariableName}.xy);\n`;
143
+ return;
144
+ }
145
+ state.compilationString += `${state._declareLocalVar(this._tempTextureRead, NodeMaterialBlockConnectionPointTypes.Vector4)} = ${textureReadFunc} ${this._mainUVName});\n`;
146
+ }
147
+ _writeOutput(state, output, swizzle, vertexMode = false) {
148
+ if (vertexMode) {
149
+ if (state.target === NodeMaterialBlockTargets.Fragment) {
150
+ return;
151
+ }
152
+ state.compilationString += `${state._declareOutput(output)} = ${this._tempTextureRead}.${swizzle};\n`;
153
+ return;
228
154
  }
229
- if (scene) {
230
- scene.disableDepthRenderer();
155
+ if (this.uv.ownerBlock.target === NodeMaterialBlockTargets.Fragment) {
156
+ state.compilationString += `${state._declareOutput(output)} = ${this._tempTextureRead}.${swizzle};\n`;
157
+ return;
231
158
  }
232
- return retVal;
233
- },
159
+ state.compilationString += `${state._declareOutput(output)} = ${this._tempTextureRead}.${swizzle};\n`;
160
+ }
161
+ _buildBlock(state) {
162
+ super._buildBlock(state);
163
+ this._samplerName = state._getFreeVariableName(this.name + "Sampler");
164
+ this._tempTextureRead = state._getFreeVariableName("tempTextureRead");
165
+ if (state.sharedData.bindableBlocks.indexOf(this) < 0) {
166
+ state.sharedData.bindableBlocks.push(this);
167
+ }
168
+ if (state.target !== NodeMaterialBlockTargets.Fragment) {
169
+ // Vertex
170
+ state._emit2DSampler(this._samplerName);
171
+ this._injectVertexCode(state);
172
+ return;
173
+ }
174
+ // Fragment
175
+ if (!this._outputs.some((o) => o.isConnectedInFragmentShader)) {
176
+ return;
177
+ }
178
+ state._emit2DSampler(this._samplerName);
179
+ this._writeTextureRead(state);
180
+ for (const output of this._outputs) {
181
+ if (output.hasEndpoints) {
182
+ this._writeOutput(state, output, "r");
183
+ }
184
+ }
185
+ return this;
186
+ }
187
+ /**
188
+ * Serializes the block
189
+ * @returns the serialized object
190
+ */
191
+ serialize() {
192
+ const serializationObject = super.serialize();
193
+ serializationObject.useNonLinearDepth = this.useNonLinearDepth;
194
+ serializationObject.storeCameraSpaceZ = this.storeCameraSpaceZ;
195
+ serializationObject.force32itsFloat = this.force32itsFloat;
196
+ return serializationObject;
197
+ }
198
+ /**
199
+ * Deserializes the block
200
+ * @param serializationObject - the serialization object
201
+ * @param scene - the scene
202
+ * @param rootUrl - the root url
203
+ */
204
+ _deserialize(serializationObject, scene, rootUrl) {
205
+ super._deserialize(serializationObject, scene, rootUrl);
206
+ this.useNonLinearDepth = serializationObject.useNonLinearDepth;
207
+ this.storeCameraSpaceZ = !!serializationObject.storeCameraSpaceZ;
208
+ this.force32itsFloat = serializationObject.force32itsFloat;
209
+ }
234
210
  },
235
- })
236
- ], SceneDepthBlock.prototype, "storeCameraSpaceZ", void 0);
237
- __decorate([
238
- editableInPropertyPage("Force 32 bits float", 0 /* PropertyTypeForEdition.Boolean */, "ADVANCED", {
239
- notifiers: { activatePreviewCommand: true, callback: (scene) => scene?.disableDepthRenderer() },
240
- })
241
- ], SceneDepthBlock.prototype, "force32itsFloat", void 0);
211
+ (() => {
212
+ const _metadata = typeof Symbol === "function" && Symbol.metadata ? Object.create(_classSuper[Symbol.metadata] ?? null) : void 0;
213
+ _useNonLinearDepth_decorators = [editableInPropertyPage("Use non linear depth", 0 /* PropertyTypeForEdition.Boolean */, "ADVANCED", {
214
+ embedded: true,
215
+ notifiers: {
216
+ activatePreviewCommand: true,
217
+ callback: (scene, block) => {
218
+ const sceneDepthBlock = block;
219
+ let retVal = false;
220
+ if (sceneDepthBlock.useNonLinearDepth) {
221
+ sceneDepthBlock.storeCameraSpaceZ = false;
222
+ retVal = true;
223
+ }
224
+ if (scene) {
225
+ scene.disableDepthRenderer();
226
+ }
227
+ return retVal;
228
+ },
229
+ },
230
+ })];
231
+ _storeCameraSpaceZ_decorators = [editableInPropertyPage("Store Camera space Z", 0 /* PropertyTypeForEdition.Boolean */, "ADVANCED", {
232
+ notifiers: {
233
+ activatePreviewCommand: true,
234
+ callback: (scene, block) => {
235
+ const sceneDepthBlock = block;
236
+ let retVal = false;
237
+ if (sceneDepthBlock.storeCameraSpaceZ) {
238
+ sceneDepthBlock.useNonLinearDepth = false;
239
+ retVal = true;
240
+ }
241
+ if (scene) {
242
+ scene.disableDepthRenderer();
243
+ }
244
+ return retVal;
245
+ },
246
+ },
247
+ })];
248
+ _force32itsFloat_decorators = [editableInPropertyPage("Force 32 bits float", 0 /* PropertyTypeForEdition.Boolean */, "ADVANCED", {
249
+ notifiers: { activatePreviewCommand: true, callback: (scene) => scene?.disableDepthRenderer() },
250
+ })];
251
+ __esDecorate(null, null, _useNonLinearDepth_decorators, { kind: "field", name: "useNonLinearDepth", static: false, private: false, access: { has: obj => "useNonLinearDepth" in obj, get: obj => obj.useNonLinearDepth, set: (obj, value) => { obj.useNonLinearDepth = value; } }, metadata: _metadata }, _useNonLinearDepth_initializers, _useNonLinearDepth_extraInitializers);
252
+ __esDecorate(null, null, _storeCameraSpaceZ_decorators, { kind: "field", name: "storeCameraSpaceZ", static: false, private: false, access: { has: obj => "storeCameraSpaceZ" in obj, get: obj => obj.storeCameraSpaceZ, set: (obj, value) => { obj.storeCameraSpaceZ = value; } }, metadata: _metadata }, _storeCameraSpaceZ_initializers, _storeCameraSpaceZ_extraInitializers);
253
+ __esDecorate(null, null, _force32itsFloat_decorators, { kind: "field", name: "force32itsFloat", static: false, private: false, access: { has: obj => "force32itsFloat" in obj, get: obj => obj.force32itsFloat, set: (obj, value) => { obj.force32itsFloat = value; } }, metadata: _metadata }, _force32itsFloat_initializers, _force32itsFloat_extraInitializers);
254
+ if (_metadata) Object.defineProperty(_a, Symbol.metadata, { enumerable: true, configurable: true, writable: true, value: _metadata });
255
+ })(),
256
+ _a;
257
+ })();
258
+ export { SceneDepthBlock };
242
259
  let _Registered = false;
243
260
  /**
244
261
  * Register side effects for sceneDepthBlock.
@@ -1 +1 @@
1
- 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This file must only contain pure code and pure imports */\r\n\r\nimport { NodeMaterialBlock } from \"../../nodeMaterialBlock\";\r\nimport { NodeMaterialBlockConnectionPointTypes } from \"../../Enums/nodeMaterialBlockConnectionPointTypes\";\r\nimport { type NodeMaterialBuildState } from \"../../nodeMaterialBuildState\";\r\nimport { NodeMaterialBlockTargets } from \"../../Enums/nodeMaterialBlockTargets\";\r\nimport { type NodeMaterialConnectionPoint } from \"../../nodeMaterialBlockConnectionPoint\";\r\nimport { type BaseTexture } from \"../../../Textures/baseTexture.pure\";\r\nimport { type Scene } from \"../../../../scene.pure\";\r\nimport { type InputBlock } from \"../Input/inputBlock.pure\";\r\nimport { editableInPropertyPage, PropertyTypeForEdition } from \"../../../../Decorators/nodeDecorator\";\r\nimport { type Effect } from \"../../../effect.pure\";\r\nimport { type NodeMaterial } from \"../../nodeMaterial.pure\";\r\nimport { ShaderLanguage } from \"core/Materials/shaderLanguage\";\r\nimport { Constants } from \"core/Engines/constants\";\r\nimport { RegisterClass } from \"../../../../Misc/typeStore\";\r\n\r\n/**\r\n * Block used to retrieve the depth (zbuffer) of the scene\r\n * @since 5.0.0\r\n */\r\nexport class SceneDepthBlock extends NodeMaterialBlock {\r\n private _samplerName: string;\r\n private _mainUVName: string;\r\n private _tempTextureRead: string;\r\n\r\n /**\r\n * Defines if the depth renderer should be setup in non linear mode\r\n */\r\n @editableInPropertyPage(\"Use non linear depth\", PropertyTypeForEdition.Boolean, \"ADVANCED\", {\r\n embedded: true,\r\n notifiers: {\r\n activatePreviewCommand: true,\r\n callback: (scene, block) => {\r\n const sceneDepthBlock = block as SceneDepthBlock;\r\n let retVal = false;\r\n if (sceneDepthBlock.useNonLinearDepth) {\r\n sceneDepthBlock.storeCameraSpaceZ = false;\r\n retVal = true;\r\n }\r\n if (scene) {\r\n scene.disableDepthRenderer();\r\n }\r\n return retVal;\r\n },\r\n },\r\n })\r\n public useNonLinearDepth = false;\r\n\r\n /**\r\n * Defines if the depth renderer should be setup in camera space Z mode (if set, useNonLinearDepth has no effect)\r\n */\r\n @editableInPropertyPage(\"Store Camera space Z\", PropertyTypeForEdition.Boolean, \"ADVANCED\", {\r\n notifiers: {\r\n activatePreviewCommand: true,\r\n callback: (scene, block) => {\r\n const sceneDepthBlock = block as SceneDepthBlock;\r\n let retVal = false;\r\n if (sceneDepthBlock.storeCameraSpaceZ) {\r\n sceneDepthBlock.useNonLinearDepth = false;\r\n retVal = true;\r\n }\r\n if (scene) {\r\n scene.disableDepthRenderer();\r\n }\r\n return retVal;\r\n },\r\n },\r\n })\r\n public storeCameraSpaceZ = false;\r\n\r\n /**\r\n * Defines if the depth renderer should be setup in full 32 bits float mode\r\n */\r\n @editableInPropertyPage(\"Force 32 bits float\", PropertyTypeForEdition.Boolean, \"ADVANCED\", {\r\n notifiers: { activatePreviewCommand: true, callback: (scene) => scene?.disableDepthRenderer() },\r\n })\r\n public force32itsFloat = false;\r\n\r\n /**\r\n * Create a new SceneDepthBlock\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(\"uv\", NodeMaterialBlockConnectionPointTypes.AutoDetect, false, NodeMaterialBlockTargets.VertexAndFragment);\r\n\r\n this.registerOutput(\"depth\", NodeMaterialBlockConnectionPointTypes.Float, NodeMaterialBlockTargets.Neutral);\r\n\r\n this._inputs[0].addExcludedConnectionPointFromAllowedTypes(\r\n NodeMaterialBlockConnectionPointTypes.Vector2 | NodeMaterialBlockConnectionPointTypes.Vector3 | NodeMaterialBlockConnectionPointTypes.Vector4\r\n );\r\n\r\n this._inputs[0]._prioritizeVertex = false;\r\n }\r\n\r\n /**\r\n * Gets the current class name\r\n * @returns the class name\r\n */\r\n public override getClassName() {\r\n return \"SceneDepthBlock\";\r\n }\r\n\r\n /**\r\n * Gets the uv input component\r\n */\r\n public get uv(): NodeMaterialConnectionPoint {\r\n return this._inputs[0];\r\n }\r\n\r\n /**\r\n * Gets the depth output component\r\n */\r\n public get depth(): NodeMaterialConnectionPoint {\r\n return this._outputs[0];\r\n }\r\n\r\n /**\r\n * Initialize the block and prepare the context for build\r\n * @param state defines the state that will be used for the build\r\n */\r\n public override initialize(state: NodeMaterialBuildState) {\r\n state._excludeVariableName(\"textureSampler\");\r\n }\r\n\r\n /** {@inheritDoc} */\r\n public override get target() {\r\n if (!this.uv.isConnected) {\r\n return NodeMaterialBlockTargets.VertexAndFragment;\r\n }\r\n\r\n if (this.uv.sourceBlock!.isInput) {\r\n return NodeMaterialBlockTargets.VertexAndFragment;\r\n }\r\n\r\n return NodeMaterialBlockTargets.Fragment;\r\n }\r\n\r\n private _getTexture(scene: Scene): BaseTexture {\r\n const depthRenderer = scene.enableDepthRenderer(undefined, this.useNonLinearDepth, this.force32itsFloat, undefined, this.storeCameraSpaceZ);\r\n\r\n return depthRenderer.getDepthMap();\r\n }\r\n\r\n /**\r\n * Bind data to effect\r\n * @param effect - the effect to bind to\r\n * @param nodeMaterial - the node material\r\n */\r\n public override bind(effect: Effect, nodeMaterial: NodeMaterial) {\r\n const texture = this._getTexture(nodeMaterial.getScene());\r\n\r\n effect.setTexture(this._samplerName, texture);\r\n }\r\n\r\n private _injectVertexCode(state: NodeMaterialBuildState) {\r\n const uvInput = this.uv;\r\n\r\n if (uvInput.connectedPoint!.ownerBlock.isInput) {\r\n const uvInputOwnerBlock = uvInput.connectedPoint!.ownerBlock as InputBlock;\r\n\r\n if (!uvInputOwnerBlock.isAttribute) {\r\n state._emitUniformFromString(\r\n uvInput.associatedVariableName,\r\n uvInput.type === NodeMaterialBlockConnectionPointTypes.Vector3\r\n ? NodeMaterialBlockConnectionPointTypes.Vector3\r\n : uvInput.type === NodeMaterialBlockConnectionPointTypes.Vector4\r\n ? NodeMaterialBlockConnectionPointTypes.Vector4\r\n : NodeMaterialBlockConnectionPointTypes.Vector2\r\n );\r\n }\r\n }\r\n\r\n this._mainUVName = \"vMain\" + uvInput.associatedVariableName;\r\n\r\n state._emitVaryingFromString(this._mainUVName, NodeMaterialBlockConnectionPointTypes.Vector2);\r\n\r\n state.compilationString += `${this._mainUVName} = ${uvInput.associatedVariableName}.xy;\\n`;\r\n\r\n if (!this._outputs.some((o) => o.isConnectedInVertexShader)) {\r\n return;\r\n }\r\n\r\n this._writeTextureRead(state, true);\r\n\r\n for (const output of this._outputs) {\r\n if (output.hasEndpoints) {\r\n this._writeOutput(state, output, \"r\", true);\r\n }\r\n }\r\n }\r\n\r\n private _writeTextureRead(state: NodeMaterialBuildState, vertexMode = false) {\r\n const uvInput = this.uv;\r\n\r\n if (vertexMode) {\r\n if (state.target === NodeMaterialBlockTargets.Fragment) {\r\n return;\r\n }\r\n const textureReadFunc =\r\n state.shaderLanguage === ShaderLanguage.GLSL\r\n ? `texture2D(${this._samplerName},`\r\n : `textureSampleLevel(${this._samplerName}, ${this._samplerName + Constants.AUTOSAMPLERSUFFIX},`;\r\n\r\n const complement = state.shaderLanguage === ShaderLanguage.GLSL ? \"\" : \", 0\";\r\n\r\n state.compilationString += `${state._declareLocalVar(this._tempTextureRead, NodeMaterialBlockConnectionPointTypes.Vector4)}= ${textureReadFunc} ${uvInput.associatedVariableName}.xy${complement});\\n`;\r\n return;\r\n }\r\n\r\n const textureReadFunc =\r\n state.shaderLanguage === ShaderLanguage.GLSL\r\n ? `texture2D(${this._samplerName},`\r\n : `textureSample(${this._samplerName}, ${this._samplerName + Constants.AUTOSAMPLERSUFFIX},`;\r\n\r\n if (this.uv.ownerBlock.target === NodeMaterialBlockTargets.Fragment) {\r\n state.compilationString += `${state._declareLocalVar(this._tempTextureRead, NodeMaterialBlockConnectionPointTypes.Vector4)} = ${textureReadFunc} ${uvInput.associatedVariableName}.xy);\\n`;\r\n return;\r\n }\r\n\r\n state.compilationString += `${state._declareLocalVar(this._tempTextureRead, NodeMaterialBlockConnectionPointTypes.Vector4)} = ${textureReadFunc} ${this._mainUVName});\\n`;\r\n }\r\n\r\n private _writeOutput(state: NodeMaterialBuildState, output: NodeMaterialConnectionPoint, swizzle: string, vertexMode = false) {\r\n if (vertexMode) {\r\n if (state.target === NodeMaterialBlockTargets.Fragment) {\r\n return;\r\n }\r\n\r\n state.compilationString += `${state._declareOutput(output)} = ${this._tempTextureRead}.${swizzle};\\n`;\r\n return;\r\n }\r\n\r\n if (this.uv.ownerBlock.target === NodeMaterialBlockTargets.Fragment) {\r\n state.compilationString += `${state._declareOutput(output)} = ${this._tempTextureRead}.${swizzle};\\n`;\r\n return;\r\n }\r\n\r\n state.compilationString += `${state._declareOutput(output)} = ${this._tempTextureRead}.${swizzle};\\n`;\r\n }\r\n\r\n protected override _buildBlock(state: NodeMaterialBuildState) {\r\n super._buildBlock(state);\r\n\r\n this._samplerName = state._getFreeVariableName(this.name + \"Sampler\");\r\n this._tempTextureRead = state._getFreeVariableName(\"tempTextureRead\");\r\n\r\n if (state.sharedData.bindableBlocks.indexOf(this) < 0) {\r\n state.sharedData.bindableBlocks.push(this);\r\n }\r\n\r\n if (state.target !== NodeMaterialBlockTargets.Fragment) {\r\n // Vertex\r\n state._emit2DSampler(this._samplerName);\r\n this._injectVertexCode(state);\r\n return;\r\n }\r\n\r\n // Fragment\r\n if (!this._outputs.some((o) => o.isConnectedInFragmentShader)) {\r\n return;\r\n }\r\n\r\n state._emit2DSampler(this._samplerName);\r\n\r\n this._writeTextureRead(state);\r\n\r\n for (const output of this._outputs) {\r\n if (output.hasEndpoints) {\r\n this._writeOutput(state, output, \"r\");\r\n }\r\n }\r\n\r\n return this;\r\n }\r\n\r\n /**\r\n * Serializes the block\r\n * @returns the serialized object\r\n */\r\n public override serialize(): any {\r\n const serializationObject = super.serialize();\r\n\r\n serializationObject.useNonLinearDepth = this.useNonLinearDepth;\r\n serializationObject.storeCameraSpaceZ = this.storeCameraSpaceZ;\r\n serializationObject.force32itsFloat = this.force32itsFloat;\r\n\r\n return serializationObject;\r\n }\r\n\r\n /**\r\n * Deserializes the block\r\n * @param serializationObject - the serialization object\r\n * @param scene - the scene\r\n * @param rootUrl - the root url\r\n */\r\n public override _deserialize(serializationObject: any, scene: Scene, rootUrl: string) {\r\n super._deserialize(serializationObject, scene, rootUrl);\r\n\r\n this.useNonLinearDepth = serializationObject.useNonLinearDepth;\r\n this.storeCameraSpaceZ = !!serializationObject.storeCameraSpaceZ;\r\n this.force32itsFloat = serializationObject.force32itsFloat;\r\n }\r\n}\r\n\r\nlet _Registered = false;\r\n/**\r\n * Register side effects for sceneDepthBlock.\r\n * Safe to call multiple times; only the first call has an effect.\r\n */\r\nexport function RegisterSceneDepthBlock(): void {\r\n if (_Registered) {\r\n return;\r\n }\r\n _Registered = true;\r\n\r\n RegisterClass(\"BABYLON.SceneDepthBlock\", SceneDepthBlock);\r\n}\r\n"]}
1
+ 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This file must only contain pure code and pure imports */\r\n\r\nimport { NodeMaterialBlock } from \"../../nodeMaterialBlock\";\r\nimport { NodeMaterialBlockConnectionPointTypes } from \"../../Enums/nodeMaterialBlockConnectionPointTypes\";\r\nimport { type NodeMaterialBuildState } from \"../../nodeMaterialBuildState\";\r\nimport { NodeMaterialBlockTargets } from \"../../Enums/nodeMaterialBlockTargets\";\r\nimport { type NodeMaterialConnectionPoint } from \"../../nodeMaterialBlockConnectionPoint\";\r\nimport { type BaseTexture } from \"../../../Textures/baseTexture.pure\";\r\nimport { type Scene } from \"../../../../scene.pure\";\r\nimport { type InputBlock } from \"../Input/inputBlock.pure\";\r\nimport { editableInPropertyPage, PropertyTypeForEdition } from \"../../../../Decorators/nodeDecorator\";\r\nimport { type Effect } from \"../../../effect.pure\";\r\nimport { type NodeMaterial } from \"../../nodeMaterial.pure\";\r\nimport { ShaderLanguage } from \"core/Materials/shaderLanguage\";\r\nimport { Constants } from \"core/Engines/constants\";\r\nimport { RegisterClass } from \"../../../../Misc/typeStore\";\r\n\r\n/**\r\n * Block used to retrieve the depth (zbuffer) of the scene\r\n * @since 5.0.0\r\n */\r\nexport class SceneDepthBlock extends NodeMaterialBlock {\r\n private _samplerName: string;\r\n private _mainUVName: string;\r\n private _tempTextureRead: string;\r\n\r\n /**\r\n * Defines if the depth renderer should be setup in non linear mode\r\n */\r\n @editableInPropertyPage(\"Use non linear depth\", PropertyTypeForEdition.Boolean, \"ADVANCED\", {\r\n embedded: true,\r\n notifiers: {\r\n activatePreviewCommand: true,\r\n callback: (scene, block) => {\r\n const sceneDepthBlock = block as SceneDepthBlock;\r\n let retVal = false;\r\n if (sceneDepthBlock.useNonLinearDepth) {\r\n sceneDepthBlock.storeCameraSpaceZ = false;\r\n retVal = true;\r\n }\r\n if (scene) {\r\n scene.disableDepthRenderer();\r\n }\r\n return retVal;\r\n },\r\n },\r\n })\r\n public useNonLinearDepth = false;\r\n\r\n /**\r\n * Defines if the depth renderer should be setup in camera space Z mode (if set, useNonLinearDepth has no effect)\r\n */\r\n @editableInPropertyPage(\"Store Camera space Z\", PropertyTypeForEdition.Boolean, \"ADVANCED\", {\r\n notifiers: {\r\n activatePreviewCommand: true,\r\n callback: (scene, block) => {\r\n const sceneDepthBlock = block as SceneDepthBlock;\r\n let retVal = false;\r\n if (sceneDepthBlock.storeCameraSpaceZ) {\r\n sceneDepthBlock.useNonLinearDepth = false;\r\n retVal = true;\r\n }\r\n if (scene) {\r\n scene.disableDepthRenderer();\r\n }\r\n return retVal;\r\n },\r\n },\r\n })\r\n public storeCameraSpaceZ = false;\r\n\r\n /**\r\n * Defines if the depth renderer should be setup in full 32 bits float mode\r\n */\r\n @editableInPropertyPage(\"Force 32 bits float\", PropertyTypeForEdition.Boolean, \"ADVANCED\", {\r\n notifiers: { activatePreviewCommand: true, callback: (scene) => scene?.disableDepthRenderer() },\r\n })\r\n public force32itsFloat = false;\r\n\r\n /**\r\n * Create a new SceneDepthBlock\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(\"uv\", NodeMaterialBlockConnectionPointTypes.AutoDetect, false, NodeMaterialBlockTargets.VertexAndFragment);\r\n\r\n this.registerOutput(\"depth\", NodeMaterialBlockConnectionPointTypes.Float, NodeMaterialBlockTargets.Neutral);\r\n\r\n this._inputs[0].addExcludedConnectionPointFromAllowedTypes(\r\n NodeMaterialBlockConnectionPointTypes.Vector2 | NodeMaterialBlockConnectionPointTypes.Vector3 | NodeMaterialBlockConnectionPointTypes.Vector4\r\n );\r\n\r\n this._inputs[0]._prioritizeVertex = false;\r\n }\r\n\r\n /**\r\n * Gets the current class name\r\n * @returns the class name\r\n */\r\n public override getClassName() {\r\n return \"SceneDepthBlock\";\r\n }\r\n\r\n /**\r\n * Gets the uv input component\r\n */\r\n public get uv(): NodeMaterialConnectionPoint {\r\n return this._inputs[0];\r\n }\r\n\r\n /**\r\n * Gets the depth output component\r\n */\r\n public get depth(): NodeMaterialConnectionPoint {\r\n return this._outputs[0];\r\n }\r\n\r\n /**\r\n * Initialize the block and prepare the context for build\r\n * @param state defines the state that will be used for the build\r\n */\r\n public override initialize(state: NodeMaterialBuildState) {\r\n state._excludeVariableName(\"textureSampler\");\r\n }\r\n\r\n /** {@inheritDoc} */\r\n public override get target() {\r\n if (!this.uv.isConnected) {\r\n return NodeMaterialBlockTargets.VertexAndFragment;\r\n }\r\n\r\n if (this.uv.sourceBlock!.isInput) {\r\n return NodeMaterialBlockTargets.VertexAndFragment;\r\n }\r\n\r\n return NodeMaterialBlockTargets.Fragment;\r\n }\r\n\r\n private _getTexture(scene: Scene): BaseTexture {\r\n const depthRenderer = scene.enableDepthRenderer(undefined, this.useNonLinearDepth, this.force32itsFloat, undefined, this.storeCameraSpaceZ);\r\n\r\n return depthRenderer.getDepthMap();\r\n }\r\n\r\n /**\r\n * Bind data to effect\r\n * @param effect - the effect to bind to\r\n * @param nodeMaterial - the node material\r\n */\r\n public override bind(effect: Effect, nodeMaterial: NodeMaterial) {\r\n const texture = this._getTexture(nodeMaterial.getScene());\r\n\r\n effect.setTexture(this._samplerName, texture);\r\n }\r\n\r\n private _injectVertexCode(state: NodeMaterialBuildState) {\r\n const uvInput = this.uv;\r\n\r\n if (uvInput.connectedPoint!.ownerBlock.isInput) {\r\n const uvInputOwnerBlock = uvInput.connectedPoint!.ownerBlock as InputBlock;\r\n\r\n if (!uvInputOwnerBlock.isAttribute) {\r\n state._emitUniformFromString(\r\n uvInput.associatedVariableName,\r\n uvInput.type === NodeMaterialBlockConnectionPointTypes.Vector3\r\n ? NodeMaterialBlockConnectionPointTypes.Vector3\r\n : uvInput.type === NodeMaterialBlockConnectionPointTypes.Vector4\r\n ? NodeMaterialBlockConnectionPointTypes.Vector4\r\n : NodeMaterialBlockConnectionPointTypes.Vector2\r\n );\r\n }\r\n }\r\n\r\n this._mainUVName = \"vMain\" + uvInput.associatedVariableName;\r\n\r\n state._emitVaryingFromString(this._mainUVName, NodeMaterialBlockConnectionPointTypes.Vector2);\r\n\r\n state.compilationString += `${this._mainUVName} = ${uvInput.associatedVariableName}.xy;\\n`;\r\n\r\n if (!this._outputs.some((o) => o.isConnectedInVertexShader)) {\r\n return;\r\n }\r\n\r\n this._writeTextureRead(state, true);\r\n\r\n for (const output of this._outputs) {\r\n if (output.hasEndpoints) {\r\n this._writeOutput(state, output, \"r\", true);\r\n }\r\n }\r\n }\r\n\r\n private _writeTextureRead(state: NodeMaterialBuildState, vertexMode = false) {\r\n const uvInput = this.uv;\r\n\r\n if (vertexMode) {\r\n if (state.target === NodeMaterialBlockTargets.Fragment) {\r\n return;\r\n }\r\n const textureReadFunc =\r\n state.shaderLanguage === ShaderLanguage.GLSL\r\n ? `texture2D(${this._samplerName},`\r\n : `textureSampleLevel(${this._samplerName}, ${this._samplerName + Constants.AUTOSAMPLERSUFFIX},`;\r\n\r\n const complement = state.shaderLanguage === ShaderLanguage.GLSL ? \"\" : \", 0\";\r\n\r\n state.compilationString += `${state._declareLocalVar(this._tempTextureRead, NodeMaterialBlockConnectionPointTypes.Vector4)}= ${textureReadFunc} ${uvInput.associatedVariableName}.xy${complement});\\n`;\r\n return;\r\n }\r\n\r\n const textureReadFunc =\r\n state.shaderLanguage === ShaderLanguage.GLSL\r\n ? `texture2D(${this._samplerName},`\r\n : `textureSample(${this._samplerName}, ${this._samplerName + Constants.AUTOSAMPLERSUFFIX},`;\r\n\r\n if (this.uv.ownerBlock.target === NodeMaterialBlockTargets.Fragment) {\r\n state.compilationString += `${state._declareLocalVar(this._tempTextureRead, NodeMaterialBlockConnectionPointTypes.Vector4)} = ${textureReadFunc} ${uvInput.associatedVariableName}.xy);\\n`;\r\n return;\r\n }\r\n\r\n state.compilationString += `${state._declareLocalVar(this._tempTextureRead, NodeMaterialBlockConnectionPointTypes.Vector4)} = ${textureReadFunc} ${this._mainUVName});\\n`;\r\n }\r\n\r\n private _writeOutput(state: NodeMaterialBuildState, output: NodeMaterialConnectionPoint, swizzle: string, vertexMode = false) {\r\n if (vertexMode) {\r\n if (state.target === NodeMaterialBlockTargets.Fragment) {\r\n return;\r\n }\r\n\r\n state.compilationString += `${state._declareOutput(output)} = ${this._tempTextureRead}.${swizzle};\\n`;\r\n return;\r\n }\r\n\r\n if (this.uv.ownerBlock.target === NodeMaterialBlockTargets.Fragment) {\r\n state.compilationString += `${state._declareOutput(output)} = ${this._tempTextureRead}.${swizzle};\\n`;\r\n return;\r\n }\r\n\r\n state.compilationString += `${state._declareOutput(output)} = ${this._tempTextureRead}.${swizzle};\\n`;\r\n }\r\n\r\n protected override _buildBlock(state: NodeMaterialBuildState) {\r\n super._buildBlock(state);\r\n\r\n this._samplerName = state._getFreeVariableName(this.name + \"Sampler\");\r\n this._tempTextureRead = state._getFreeVariableName(\"tempTextureRead\");\r\n\r\n if (state.sharedData.bindableBlocks.indexOf(this) < 0) {\r\n state.sharedData.bindableBlocks.push(this);\r\n }\r\n\r\n if (state.target !== NodeMaterialBlockTargets.Fragment) {\r\n // Vertex\r\n state._emit2DSampler(this._samplerName);\r\n this._injectVertexCode(state);\r\n return;\r\n }\r\n\r\n // Fragment\r\n if (!this._outputs.some((o) => o.isConnectedInFragmentShader)) {\r\n return;\r\n }\r\n\r\n state._emit2DSampler(this._samplerName);\r\n\r\n this._writeTextureRead(state);\r\n\r\n for (const output of this._outputs) {\r\n if (output.hasEndpoints) {\r\n this._writeOutput(state, output, \"r\");\r\n }\r\n }\r\n\r\n return this;\r\n }\r\n\r\n /**\r\n * Serializes the block\r\n * @returns the serialized object\r\n */\r\n public override serialize(): any {\r\n const serializationObject = super.serialize();\r\n\r\n serializationObject.useNonLinearDepth = this.useNonLinearDepth;\r\n serializationObject.storeCameraSpaceZ = this.storeCameraSpaceZ;\r\n serializationObject.force32itsFloat = this.force32itsFloat;\r\n\r\n return serializationObject;\r\n }\r\n\r\n /**\r\n * Deserializes the block\r\n * @param serializationObject - the serialization object\r\n * @param scene - the scene\r\n * @param rootUrl - the root url\r\n */\r\n public override _deserialize(serializationObject: any, scene: Scene, rootUrl: string) {\r\n super._deserialize(serializationObject, scene, rootUrl);\r\n\r\n this.useNonLinearDepth = serializationObject.useNonLinearDepth;\r\n this.storeCameraSpaceZ = !!serializationObject.storeCameraSpaceZ;\r\n this.force32itsFloat = serializationObject.force32itsFloat;\r\n }\r\n}\r\n\r\nlet _Registered = false;\r\n/**\r\n * Register side effects for sceneDepthBlock.\r\n * Safe to call multiple times; only the first call has an effect.\r\n */\r\nexport function RegisterSceneDepthBlock(): void {\r\n if (_Registered) {\r\n return;\r\n }\r\n _Registered = true;\r\n\r\n RegisterClass(\"BABYLON.SceneDepthBlock\", SceneDepthBlock);\r\n}\r\n"]}
@@ -650,7 +650,7 @@ export class TextureBlock extends NodeMaterialBlock {
650
650
  }
651
651
  }
652
652
  }
653
- TextureBlock._DefaultTextureByEngine = new WeakMap();
653
+ TextureBlock._DefaultTextureByEngine = /*#__PURE__*/ new WeakMap();
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  let _Registered = false;
655
655
  /**
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656
  * Register side effects for textureBlock.