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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 { InputBlock } from "../Input/inputBlock.js"; import { RegisterClass } from "../../../../Misc/typeStore.js"; import { Texture } from "../../../Textures/texture.js"; /** * Base block used for the particle texture */ export class ParticleTextureBlock extends NodeMaterialBlock { /** * Create a new ParticleTextureBlock * @param name defines the block name */ constructor(name) { super(name, NodeMaterialBlockTargets.Fragment); this._samplerName = "diffuseSampler"; /** * Gets or sets a boolean indicating if content needs to be converted to gamma space */ this.convertToGammaSpace = false; /** * Gets or sets a boolean indicating if content needs to be converted to linear space */ this.convertToLinearSpace = false; this._isUnique = false; this.registerInput("uv", NodeMaterialBlockConnectionPointTypes.AutoDetect, false, NodeMaterialBlockTargets.VertexAndFragment); this.registerOutput("rgba", NodeMaterialBlockConnectionPointTypes.Color4, NodeMaterialBlockTargets.Neutral); this.registerOutput("rgb", NodeMaterialBlockConnectionPointTypes.Color3, NodeMaterialBlockTargets.Neutral); this.registerOutput("r", NodeMaterialBlockConnectionPointTypes.Float, NodeMaterialBlockTargets.Neutral); this.registerOutput("g", NodeMaterialBlockConnectionPointTypes.Float, NodeMaterialBlockTargets.Neutral); this.registerOutput("b", NodeMaterialBlockConnectionPointTypes.Float, NodeMaterialBlockTargets.Neutral); this.registerOutput("a", NodeMaterialBlockConnectionPointTypes.Float, NodeMaterialBlockTargets.Neutral); this._inputs[0].addExcludedConnectionPointFromAllowedTypes(NodeMaterialBlockConnectionPointTypes.Vector2 | NodeMaterialBlockConnectionPointTypes.Vector3 | NodeMaterialBlockConnectionPointTypes.Vector4); } /** * Gets the current class name * @returns the class name */ getClassName() { return "ParticleTextureBlock"; } /** * Gets the uv input component */ get uv() { return this._inputs[0]; } /** * Gets the rgba output component */ get rgba() { return this._outputs[0]; } /** * Gets the rgb output component */ get rgb() { return this._outputs[1]; } /** * Gets the r output component */ get r() { return this._outputs[2]; } /** * Gets the g output component */ get g() { return this._outputs[3]; } /** * Gets the b output component */ get b() { return this._outputs[4]; } /** * Gets the a output component */ get a() { return this._outputs[5]; } /** * Initialize the block and prepare the context for build * @param state defines the state that will be used for the build */ initialize(state) { state._excludeVariableName("diffuseSampler"); } autoConfigure(material, additionalFilteringInfo = () => true) { if (!this.uv.isConnected) { let uvInput = material.getInputBlockByPredicate((b) => b.isAttribute && b.name === "particle_uv" && additionalFilteringInfo(b)); if (!uvInput) { uvInput = new InputBlock("uv"); uvInput.setAsAttribute("particle_uv"); } uvInput.output.connectTo(this.uv); } } prepareDefines(mesh, nodeMaterial, defines) { defines.setValue(this._linearDefineName, this.convertToGammaSpace, true); defines.setValue(this._gammaDefineName, this.convertToLinearSpace, true); } isReady() { if (this.texture && !this.texture.isReadyOrNotBlocking()) { return false; } return true; } _writeOutput(state, output, swizzle) { state.compilationString += `${state._declareOutput(output)} = ${this._tempTextureRead}.${swizzle};\n`; state.compilationString += `#ifdef ${this._linearDefineName}\n`; state.compilationString += `${output.associatedVariableName} = toGammaSpace(${output.associatedVariableName});\n`; state.compilationString += `#endif\n`; state.compilationString += `#ifdef ${this._gammaDefineName}\n`; state.compilationString += `${output.associatedVariableName} = toLinearSpace(${output.associatedVariableName});\n`; state.compilationString += `#endif\n`; } _buildBlock(state) { super._buildBlock(state); if (state.target === NodeMaterialBlockTargets.Vertex) { return; } this._tempTextureRead = state._getFreeVariableName("tempTextureRead"); state._emit2DSampler(this._samplerName); state.sharedData.blockingBlocks.push(this); state.sharedData.textureBlocks.push(this); state.sharedData.blocksWithDefines.push(this); this._linearDefineName = state._getFreeDefineName("ISLINEAR"); this._gammaDefineName = state._getFreeDefineName("ISGAMMA"); const comments = `//${this.name}`; state._emitFunctionFromInclude("helperFunctions", comments); state.compilationString += `${state._declareLocalVar(this._tempTextureRead, NodeMaterialBlockConnectionPointTypes.Vector4)} = ${state._generateTextureSample(this.uv.associatedVariableName, this._samplerName)};\n`; for (const output of this._outputs) { if (output.hasEndpoints) { this._writeOutput(state, output, output.name); } } return this; } serialize() { const serializationObject = super.serialize(); serializationObject.convertToGammaSpace = this.convertToGammaSpace; serializationObject.convertToLinearSpace = this.convertToLinearSpace; if (this.texture && !this.texture.isRenderTarget) { serializationObject.texture = this.texture.serialize(); } return serializationObject; } _deserialize(serializationObject, scene, rootUrl) { super._deserialize(serializationObject, scene, rootUrl); this.convertToGammaSpace = serializationObject.convertToGammaSpace; this.convertToLinearSpace = !!serializationObject.convertToLinearSpace; if (serializationObject.texture) { rootUrl = serializationObject.texture.url.indexOf("data:") === 0 ? "" : rootUrl; this.texture = Texture.Parse(serializationObject.texture, scene, rootUrl); } } } RegisterClass("BABYLON.ParticleTextureBlock", ParticleTextureBlock); //# sourceMappingURL=particleTextureBlock.js.map