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@babylonjs/core

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Getting started? Play directly with the Babylon.js API using our [playground](https://playground.babylonjs.com/). It also contains a lot of samples to learn how to use it.

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import { NodeMaterialBlock } from "../../nodeMaterialBlock.js"; import { NodeMaterialBlockConnectionPointTypes } from "../../Enums/nodeMaterialBlockConnectionPointTypes.js"; import { NodeMaterialBlockTargets } from "../../Enums/nodeMaterialBlockTargets.js"; import { RegisterClass } from "../../../../Misc/typeStore.js"; /** * Block used to output values on the prepass textures * @see https://playground.babylonjs.com/#WW65SN#9 */ export class PrePassOutputBlock extends NodeMaterialBlock { /** * Create a new PrePassOutputBlock * @param name defines the block name */ constructor(name) { super(name, NodeMaterialBlockTargets.Fragment, true); this.registerInput("viewDepth", NodeMaterialBlockConnectionPointTypes.Float, true); this.registerInput("screenDepth", NodeMaterialBlockConnectionPointTypes.Float, true); this.registerInput("worldPosition", NodeMaterialBlockConnectionPointTypes.AutoDetect, true); this.registerInput("localPosition", NodeMaterialBlockConnectionPointTypes.AutoDetect, true); this.registerInput("viewNormal", NodeMaterialBlockConnectionPointTypes.AutoDetect, true); this.registerInput("worldNormal", NodeMaterialBlockConnectionPointTypes.AutoDetect, true); this.registerInput("reflectivity", NodeMaterialBlockConnectionPointTypes.AutoDetect, true); this.registerInput("velocity", NodeMaterialBlockConnectionPointTypes.AutoDetect, true); this.registerInput("velocityLinear", NodeMaterialBlockConnectionPointTypes.AutoDetect, true); this.inputs[2].addExcludedConnectionPointFromAllowedTypes(NodeMaterialBlockConnectionPointTypes.Vector3 | NodeMaterialBlockConnectionPointTypes.Vector4); this.inputs[3].addExcludedConnectionPointFromAllowedTypes(NodeMaterialBlockConnectionPointTypes.Vector3 | NodeMaterialBlockConnectionPointTypes.Vector4); this.inputs[4].addExcludedConnectionPointFromAllowedTypes(NodeMaterialBlockConnectionPointTypes.Vector3 | NodeMaterialBlockConnectionPointTypes.Vector4); this.inputs[5].addExcludedConnectionPointFromAllowedTypes(NodeMaterialBlockConnectionPointTypes.Vector3 | NodeMaterialBlockConnectionPointTypes.Vector4); this.inputs[6].addExcludedConnectionPointFromAllowedTypes(NodeMaterialBlockConnectionPointTypes.Vector3 | NodeMaterialBlockConnectionPointTypes.Vector4 | NodeMaterialBlockConnectionPointTypes.Color3 | NodeMaterialBlockConnectionPointTypes.Color4); this.inputs[7].addExcludedConnectionPointFromAllowedTypes(NodeMaterialBlockConnectionPointTypes.Vector3 | NodeMaterialBlockConnectionPointTypes.Vector4); this.inputs[8].addExcludedConnectionPointFromAllowedTypes(NodeMaterialBlockConnectionPointTypes.Vector3 | NodeMaterialBlockConnectionPointTypes.Vector4); } /** * Gets the current class name * @returns the class name */ getClassName() { return "PrePassOutputBlock"; } /** * Gets the view depth component */ get viewDepth() { return this._inputs[0]; } /** * Gets the screen depth component */ get screenDepth() { return this._inputs[1]; } /** * Gets the world position component */ get worldPosition() { return this._inputs[2]; } /** * Gets the position in local space component */ get localPosition() { return this._inputs[3]; } /** * Gets the view normal component */ get viewNormal() { return this._inputs[4]; } /** * Gets the world normal component */ get worldNormal() { return this._inputs[5]; } /** * Gets the reflectivity component */ get reflectivity() { return this._inputs[6]; } /** * Gets the velocity component */ get velocity() { return this._inputs[7]; } /** * Gets the linear velocity component */ get velocityLinear() { return this._inputs[8]; } _getFragData(isWebGPU, index) { return isWebGPU ? `fragmentOutputs.fragData${index}` : `gl_FragData[${index}]`; } _buildBlock(state) { super._buildBlock(state); const worldPosition = this.worldPosition; const localPosition = this.localPosition; const viewNormal = this.viewNormal; const worldNormal = this.worldNormal; const viewDepth = this.viewDepth; const reflectivity = this.reflectivity; const screenDepth = this.screenDepth; const velocity = this.velocity; const velocityLinear = this.velocityLinear; state.sharedData.blocksWithDefines.push(this); const comments = `//${this.name}`; const vec4 = state._getShaderType(NodeMaterialBlockConnectionPointTypes.Vector4); const isWebGPU = state.shaderLanguage === 1 /* ShaderLanguage.WGSL */; state._emitFunctionFromInclude("helperFunctions", comments); state.compilationString += `#if defined(PREPASS)\r\n`; state.compilationString += isWebGPU ? `var fragData: array<vec4<f32>, SCENE_MRT_COUNT>;\r\n` : `vec4 fragData[SCENE_MRT_COUNT];\r\n`; state.compilationString += `#ifdef PREPASS_DEPTH\r\n`; if (viewDepth.connectedPoint) { state.compilationString += ` fragData[PREPASS_DEPTH_INDEX] = ${vec4}(${viewDepth.associatedVariableName}, 0.0, 0.0, 1.0);\r\n`; } else { // We have to write something on the viewDepth output or it will raise a gl error state.compilationString += ` fragData[PREPASS_DEPTH_INDEX] = ${vec4}(0.0, 0.0, 0.0, 0.0);\r\n`; } state.compilationString += `#endif\r\n`; state.compilationString += `#ifdef PREPASS_SCREENSPACE_DEPTH\r\n`; if (screenDepth.connectedPoint) { state.compilationString += ` gl_FragData[PREPASS_SCREENSPACE_DEPTH_INDEX] = vec4(${screenDepth.associatedVariableName}, 0.0, 0.0, 1.0);\r\n`; } else { // We have to write something on the viewDepth output or it will raise a gl error state.compilationString += ` gl_FragData[PREPASS_SCREENSPACE_DEPTH_INDEX] = vec4(0.0, 0.0, 0.0, 0.0);\r\n`; } state.compilationString += `#endif\r\n`; state.compilationString += `#ifdef PREPASS_POSITION\r\n`; if (worldPosition.connectedPoint) { state.compilationString += `fragData[PREPASS_POSITION_INDEX] = ${vec4}(${worldPosition.associatedVariableName}.rgb, ${worldPosition.connectedPoint.type === NodeMaterialBlockConnectionPointTypes.Vector4 ? worldPosition.associatedVariableName + ".a" : "1.0"});\r\n`; } else { // We have to write something on the position output or it will raise a gl error state.compilationString += ` fragData[PREPASS_POSITION_INDEX] = ${vec4}(0.0, 0.0, 0.0, 0.0);\r\n`; } state.compilationString += `#endif\r\n`; state.compilationString += `#ifdef PREPASS_LOCAL_POSITION\r\n`; if (localPosition.connectedPoint) { state.compilationString += ` gl_FragData[PREPASS_LOCAL_POSITION_INDEX] = vec4(${localPosition.associatedVariableName}.rgb, ${localPosition.connectedPoint.type === NodeMaterialBlockConnectionPointTypes.Vector4 ? localPosition.associatedVariableName + ".a" : "1.0"});\r\n`; } else { // We have to write something on the position output or it will raise a gl error state.compilationString += ` gl_FragData[PREPASS_LOCAL_POSITION_INDEX] = vec4(0.0, 0.0, 0.0, 0.0);\r\n`; } state.compilationString += `#endif\r\n`; state.compilationString += `#ifdef PREPASS_NORMAL\r\n`; if (viewNormal.connectedPoint) { state.compilationString += ` fragData[PREPASS_NORMAL_INDEX] = ${vec4}(${viewNormal.associatedVariableName}.rgb, ${viewNormal.connectedPoint.type === NodeMaterialBlockConnectionPointTypes.Vector4 ? viewNormal.associatedVariableName + ".a" : "1.0"});\r\n`; } else { // We have to write something on the normal output or it will raise a gl error state.compilationString += ` fragData[PREPASS_NORMAL_INDEX] = ${vec4}(0.0, 0.0, 0.0, 0.0);\r\n`; } state.compilationString += `#endif\r\n`; state.compilationString += `#ifdef PREPASS_WORLD_NORMAL\r\n`; if (worldNormal.connectedPoint) { state.compilationString += ` gl_FragData[PREPASS_WORLD_NORMAL_INDEX] = vec4(${worldNormal.associatedVariableName}.rgb, ${worldNormal.connectedPoint.type === NodeMaterialBlockConnectionPointTypes.Vector4 ? worldNormal.associatedVariableName + ".a" : "1.0"});\r\n`; } else { // We have to write something on the normal output or it will raise a gl error state.compilationString += ` gl_FragData[PREPASS_WORLD_NORMAL_INDEX] = vec4(0.0, 0.0, 0.0, 0.0);\r\n`; } state.compilationString += `#endif\r\n`; state.compilationString += `#ifdef PREPASS_REFLECTIVITY\r\n`; if (reflectivity.connectedPoint) { state.compilationString += ` fragData[PREPASS_REFLECTIVITY_INDEX] = ${vec4}(${reflectivity.associatedVariableName}.rgb, ${reflectivity.connectedPoint.type === NodeMaterialBlockConnectionPointTypes.Vector4 ? reflectivity.associatedVariableName + ".a" : "1.0"});\r\n`; } else { // We have to write something on the reflectivity output or it will raise a gl error state.compilationString += ` fragData[PREPASS_REFLECTIVITY_INDEX] = ${vec4}(0.0, 0.0, 0.0, 1.0);\r\n`; } state.compilationString += `#endif\r\n`; state.compilationString += `#ifdef PREPASS_VELOCITY\r\n`; if (velocity.connectedPoint) { state.compilationString += ` fragData[PREPASS_VELOCITY_INDEX] = ${vec4}(${velocity.associatedVariableName}.rgb, ${velocity.connectedPoint.type === NodeMaterialBlockConnectionPointTypes.Vector4 ? velocity.associatedVariableName + ".a" : "1.0"});\r\n`; } else { // We have to write something on the reflectivity output or it will raise a gl error state.compilationString += ` fragData[PREPASS_VELOCITY_INDEX] = ${vec4}(0.0, 0.0, 0.0, 1.0);\r\n`; } state.compilationString += `#endif\r\n`; state.compilationString += `#ifdef PREPASS_VELOCITY_LINEAR\r\n`; if (velocityLinear.connectedPoint) { state.compilationString += ` fragData[PREPASS_VELOCITY_LINEAR_INDEX] = ${vec4}(${velocityLinear.associatedVariableName}.rgb, ${velocityLinear.connectedPoint.type === NodeMaterialBlockConnectionPointTypes.Vector4 ? velocityLinear.associatedVariableName + ".a" : "1.0"});\r\n`; } else { // We have to write something on the reflectivity output or it will raise a gl error state.compilationString += ` fragData[PREPASS_VELOCITY_LINEAR_INDEX] = ${vec4}(0.0, 0.0, 0.0, 1.0);\r\n`; } state.compilationString += `#endif\r\n`; state.compilationString += `#if SCENE_MRT_COUNT > 1\r\n`; state.compilationString += `${this._getFragData(isWebGPU, 1)} = fragData[1];\r\n`; state.compilationString += `#endif\r\n`; state.compilationString += `#if SCENE_MRT_COUNT > 2\r\n`; state.compilationString += `${this._getFragData(isWebGPU, 2)} = fragData[2];\r\n`; state.compilationString += `#endif\r\n`; state.compilationString += `#if SCENE_MRT_COUNT > 3\r\n`; state.compilationString += `${this._getFragData(isWebGPU, 3)} = fragData[3];\r\n`; state.compilationString += `#endif\r\n`; state.compilationString += `#if SCENE_MRT_COUNT > 4\r\n`; state.compilationString += `${this._getFragData(isWebGPU, 4)} = fragData[4];\r\n`; state.compilationString += `#endif\r\n`; state.compilationString += `#if SCENE_MRT_COUNT > 5\r\n`; state.compilationString += `${this._getFragData(isWebGPU, 5)} = fragData[5];\r\n`; state.compilationString += `#endif\r\n`; state.compilationString += `#if SCENE_MRT_COUNT > 6\r\n`; state.compilationString += `${this._getFragData(isWebGPU, 6)} = fragData[6];\r\n`; state.compilationString += `#endif\r\n`; state.compilationString += `#if SCENE_MRT_COUNT > 7\r\n`; state.compilationString += `${this._getFragData(isWebGPU, 7)} = fragData[7];\r\n`; state.compilationString += `#endif\r\n`; state.compilationString += `#endif\r\n`; return this; } } RegisterClass("BABYLON.PrePassOutputBlock", PrePassOutputBlock); //# sourceMappingURL=prePassOutputBlock.js.map