@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.
65 lines • 2.7 kB
JavaScript
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 the vertex position
*/
export class VertexOutputBlock extends NodeMaterialBlock {
/**
* Creates a new VertexOutputBlock
* @param name defines the block name
*/
constructor(name) {
super(name, NodeMaterialBlockTargets.Vertex, true);
this.registerInput("vector", NodeMaterialBlockConnectionPointTypes.Vector4);
}
/**
* Gets the current class name
* @returns the class name
*/
getClassName() {
return "VertexOutputBlock";
}
/**
* Gets the vector input component
*/
get vector() {
return this._inputs[0];
}
_isLogarithmicDepthEnabled(nodeList, useLogarithmicDepth) {
if (useLogarithmicDepth) {
return true;
}
for (const node of nodeList) {
if (node.useLogarithmicDepth) {
return true;
}
}
return false;
}
_buildBlock(state) {
super._buildBlock(state);
const input = this.vector;
const isWebGPU = state.shaderLanguage === 1 /* ShaderLanguage.WGSL */;
if (state.shaderLanguage === 1 /* ShaderLanguage.WGSL */) {
state.compilationString += `vertexOutputs.position = ${input.associatedVariableName};\n`;
}
else {
state.compilationString += `gl_Position = ${input.associatedVariableName};\n`;
}
// TODOWGSL
if (this._isLogarithmicDepthEnabled(state.sharedData.fragmentOutputNodes, state.sharedData.nodeMaterial.useLogarithmicDepth)) {
state._emitUniformFromString("logarithmicDepthConstant", NodeMaterialBlockConnectionPointTypes.Float);
state._emitVaryingFromString("vFragmentDepth", NodeMaterialBlockConnectionPointTypes.Float);
const fragDepth = isWebGPU ? "vertexOutputs.vFragmentDepth" : "vFragmentDepth";
const uniformP = isWebGPU ? "uniforms." : "";
const position = isWebGPU ? "vertexOutputs.position" : "gl_Position";
state.compilationString += `${fragDepth} = 1.0 + ${position}.w;\n`;
state.compilationString += `${position}.z = log2(max(0.000001, ${fragDepth})) * ${uniformP}logarithmicDepthConstant;\n`;
}
return this;
}
}
RegisterClass("BABYLON.VertexOutputBlock", VertexOutputBlock);
//# sourceMappingURL=vertexOutputBlock.js.map