@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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JavaScript
import { __decorate } from "../../../tslib.es6.js";
import { RegisterClass } from "../../../Misc/typeStore.js";
import { NodeMaterialBlock } from "../nodeMaterialBlock.js";
import { NodeMaterialBlockConnectionPointTypes } from "../Enums/nodeMaterialBlockConnectionPointTypes.js";
import { NodeMaterialBlockTargets } from "../Enums/nodeMaterialBlockTargets.js";
import { editableInPropertyPage } from "../../../Decorators/nodeDecorator.js";
/**
* Block used to render intermediate debug values
* Please note that the node needs to be active to be generated in the shader
* Only one DebugBlock should be active at a time
*/
export class NodeMaterialDebugBlock extends NodeMaterialBlock {
/**
* Gets or sets a boolean indicating that the block is active
*/
get isActive() {
return this._isActive && this.debug.isConnected;
}
set isActive(value) {
if (this._isActive === value) {
return;
}
this._isActive = value;
}
/**
* Creates a new NodeMaterialDebugBlock
* @param name defines the block name
*/
constructor(name) {
super(name, NodeMaterialBlockTargets.Fragment, true, true);
this._isActive = false;
/** Gets or sets a boolean indicating if we want to render alpha when using a rgba input*/
this.renderAlpha = false;
this.registerInput("debug", NodeMaterialBlockConnectionPointTypes.AutoDetect, true);
this.debug.excludedConnectionPointTypes.push(NodeMaterialBlockConnectionPointTypes.Matrix);
}
/** @internal */
get _isFinalOutputAndActive() {
return this.isActive;
}
/** @internal */
get _hasPrecedence() {
return true;
}
/**
* Gets the rgba input component
*/
get debug() {
return this._inputs[0];
}
/**
* Gets the current class name
* @returns the class name
*/
getClassName() {
return "NodeMaterialDebugBlock";
}
_buildBlock(state) {
super._buildBlock(state);
if (!this._isActive) {
return this;
}
let outputString = "gl_FragColor";
if (state.shaderLanguage === 1 /* ShaderLanguage.WGSL */) {
outputString = "fragmentOutputs.color";
}
const debug = this.debug;
if (!debug.connectedPoint) {
return this;
}
if (debug.connectedPoint.type === NodeMaterialBlockConnectionPointTypes.Float) {
state.compilationString += `${outputString} = vec4${state.fSuffix}(${debug.associatedVariableName}, ${debug.associatedVariableName}, ${debug.associatedVariableName}, 1.0);\n`;
}
else if (debug.connectedPoint.type === NodeMaterialBlockConnectionPointTypes.Vector2) {
state.compilationString += `${outputString} = vec4${state.fSuffix}(${debug.associatedVariableName}, 0., 1.0);\n`;
}
else if (debug.connectedPoint.type === NodeMaterialBlockConnectionPointTypes.Color3 || debug.connectedPoint.type === NodeMaterialBlockConnectionPointTypes.Vector3) {
state.compilationString += `${outputString} = vec4${state.fSuffix}(${debug.associatedVariableName}, 1.0);\n`;
}
else if (this.renderAlpha) {
state.compilationString += `${outputString} =${debug.associatedVariableName};\n`;
}
else {
state.compilationString += `${outputString} = vec4${state.fSuffix}(${debug.associatedVariableName}.rgb, 1.0);\n`;
}
return this;
}
serialize() {
const serializationObject = super.serialize();
serializationObject.isActive = this._isActive;
serializationObject.renderAlpha = this.renderAlpha;
return serializationObject;
}
_deserialize(serializationObject, scene, rootUrl) {
super._deserialize(serializationObject, scene, rootUrl);
this.isActive = serializationObject.isActive;
this.renderAlpha = serializationObject.renderAlpha;
}
}
__decorate([
editableInPropertyPage("Render Alpha", 0 /* PropertyTypeForEdition.Boolean */, undefined)
], NodeMaterialDebugBlock.prototype, "renderAlpha", void 0);
RegisterClass("BABYLON.NodeMaterialDebugBlock", NodeMaterialDebugBlock);
//# sourceMappingURL=debugBlock.js.map