@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.
278 lines • 14.6 kB
JavaScript
import { __decorate } from "../../../tslib.es6.js";
import { NodeMaterialBlock } from "../nodeMaterialBlock.js";
import { NodeMaterialBlockConnectionPointTypes } from "../Enums/nodeMaterialBlockConnectionPointTypes.js";
import { NodeMaterialBlockTargets } from "../Enums/nodeMaterialBlockTargets.js";
import { RegisterClass } from "../../../Misc/typeStore.js";
import { editableInPropertyPage } from "../../../Decorators/nodeDecorator.js";
/**
* block used to Generate a Worley Noise 3D Noise Pattern
*/
// Source: https://github.com/Erkaman/glsl-worley
// Converted to BJS by Pryme8
//
// Worley Noise 3D
// Return vec2 value range of -1.0->1.0, F1-F2 respectivly
export class WorleyNoise3DBlock extends NodeMaterialBlock {
/**
* Creates a new WorleyNoise3DBlock
* @param name defines the block name
*/
constructor(name) {
super(name, NodeMaterialBlockTargets.Neutral);
/** Gets or sets a boolean indicating that normal should be inverted on X axis */
this.manhattanDistance = false;
this.registerInput("seed", NodeMaterialBlockConnectionPointTypes.Vector3);
this.registerInput("jitter", NodeMaterialBlockConnectionPointTypes.Float);
this.registerOutput("output", NodeMaterialBlockConnectionPointTypes.Vector2);
this.registerOutput("x", NodeMaterialBlockConnectionPointTypes.Float);
this.registerOutput("y", NodeMaterialBlockConnectionPointTypes.Float);
}
/**
* Gets the current class name
* @returns the class name
*/
getClassName() {
return "WorleyNoise3DBlock";
}
/**
* Gets the seed input component
*/
get seed() {
return this._inputs[0];
}
/**
* Gets the jitter input component
*/
get jitter() {
return this._inputs[1];
}
/**
* Gets the output component
*/
get output() {
return this._outputs[0];
}
/**
* Gets the x component
*/
get x() {
return this._outputs[1];
}
/**
* Gets the y component
*/
get y() {
return this._outputs[2];
}
_buildBlock(state) {
super._buildBlock(state);
if (!this.seed.isConnected) {
return;
}
if (!this.output.hasEndpoints && !this.x.hasEndpoints && !this.y.hasEndpoints) {
return;
}
let functionString = `vec3 permute(vec3 x){\n`;
functionString += ` return mod((34.0 * x + 1.0) * x, 289.0);\n`;
functionString += `}\n\n`;
functionString += `vec3 dist(vec3 x, vec3 y, vec3 z, bool manhattanDistance){\n`;
functionString += ` return [manhattanDistance ? abs(x) + abs(y) + abs(z) : (x * x + y * y + z * z)];\n`;
functionString += `}\n\n`;
functionString += `vec2 worley(vec3 P, float jitter, bool manhattanDistance){\n`;
functionString += ` float K = 0.142857142857; // 1/7\n`;
functionString += ` float Ko = 0.428571428571; // 1/2-K/2\n`;
functionString += ` float K2 = 0.020408163265306; // 1/(7*7)\n`;
functionString += ` float Kz = 0.166666666667; // 1/6\n`;
functionString += ` float Kzo = 0.416666666667; // 1/2-1/6*2\n`;
functionString += `\n`;
functionString += ` vec3 Pi = mod(floor(P), 289.0);\n`;
functionString += ` vec3 Pf = fract(P) - 0.5;\n`;
functionString += `\n`;
functionString += ` vec3 Pfx = Pf.x + vec3(1.0, 0.0, -1.0);\n`;
functionString += ` vec3 Pfy = Pf.y + vec3(1.0, 0.0, -1.0);\n`;
functionString += ` vec3 Pfz = Pf.z + vec3(1.0, 0.0, -1.0);\n`;
functionString += `\n`;
functionString += ` vec3 p = permute(Pi.x + vec3(-1.0, 0.0, 1.0));\n`;
functionString += ` vec3 p1 = permute(p + Pi.y - 1.0);\n`;
functionString += ` vec3 p2 = permute(p + Pi.y);\n`;
functionString += ` vec3 p3 = permute(p + Pi.y + 1.0);\n`;
functionString += `\n`;
functionString += ` vec3 p11 = permute(p1 + Pi.z - 1.0);\n`;
functionString += ` vec3 p12 = permute(p1 + Pi.z);\n`;
functionString += ` vec3 p13 = permute(p1 + Pi.z + 1.0);\n`;
functionString += `\n`;
functionString += ` vec3 p21 = permute(p2 + Pi.z - 1.0);\n`;
functionString += ` vec3 p22 = permute(p2 + Pi.z);\n`;
functionString += ` vec3 p23 = permute(p2 + Pi.z + 1.0);\n`;
functionString += `\n`;
functionString += ` vec3 p31 = permute(p3 + Pi.z - 1.0);\n`;
functionString += ` vec3 p32 = permute(p3 + Pi.z);\n`;
functionString += ` vec3 p33 = permute(p3 + Pi.z + 1.0);\n`;
functionString += `\n`;
functionString += ` vec3 ox11 = fract(p11*K) - Ko;\n`;
functionString += ` vec3 oy11 = mod(floor(p11*K), 7.0)*K - Ko;\n`;
functionString += ` vec3 oz11 = floor(p11*K2)*Kz - Kzo; // p11 < 289 guaranteed\n`;
functionString += `\n`;
functionString += ` vec3 ox12 = fract(p12*K) - Ko;\n`;
functionString += ` vec3 oy12 = mod(floor(p12*K), 7.0)*K - Ko;\n`;
functionString += ` vec3 oz12 = floor(p12*K2)*Kz - Kzo;\n`;
functionString += `\n`;
functionString += ` vec3 ox13 = fract(p13*K) - Ko;\n`;
functionString += ` vec3 oy13 = mod(floor(p13*K), 7.0)*K - Ko;\n`;
functionString += ` vec3 oz13 = floor(p13*K2)*Kz - Kzo;\n`;
functionString += `\n`;
functionString += ` vec3 ox21 = fract(p21*K) - Ko;\n`;
functionString += ` vec3 oy21 = mod(floor(p21*K), 7.0)*K - Ko;\n`;
functionString += ` vec3 oz21 = floor(p21*K2)*Kz - Kzo;\n`;
functionString += `\n`;
functionString += ` vec3 ox22 = fract(p22*K) - Ko;\n`;
functionString += ` vec3 oy22 = mod(floor(p22*K), 7.0)*K - Ko;\n`;
functionString += ` vec3 oz22 = floor(p22*K2)*Kz - Kzo;\n`;
functionString += `\n`;
functionString += ` vec3 ox23 = fract(p23*K) - Ko;\n`;
functionString += ` vec3 oy23 = mod(floor(p23*K), 7.0)*K - Ko;\n`;
functionString += ` vec3 oz23 = floor(p23*K2)*Kz - Kzo;\n`;
functionString += `\n`;
functionString += ` vec3 ox31 = fract(p31*K) - Ko;\n`;
functionString += ` vec3 oy31 = mod(floor(p31*K), 7.0)*K - Ko;\n`;
functionString += ` vec3 oz31 = floor(p31*K2)*Kz - Kzo;\n`;
functionString += `\n`;
functionString += ` vec3 ox32 = fract(p32*K) - Ko;\n`;
functionString += ` vec3 oy32 = mod(floor(p32*K), 7.0)*K - Ko;\n`;
functionString += ` vec3 oz32 = floor(p32*K2)*Kz - Kzo;\n`;
functionString += `\n`;
functionString += ` vec3 ox33 = fract(p33*K) - Ko;\n`;
functionString += ` vec3 oy33 = mod(floor(p33*K), 7.0)*K - Ko;\n`;
functionString += ` vec3 oz33 = floor(p33*K2)*Kz - Kzo;\n`;
functionString += `\n`;
functionString += ` vec3 dx11 = Pfx + jitter*ox11;\n`;
functionString += ` vec3 dy11 = Pfy.x + jitter*oy11;\n`;
functionString += ` vec3 dz11 = Pfz.x + jitter*oz11;\n`;
functionString += `\n`;
functionString += ` vec3 dx12 = Pfx + jitter*ox12;\n`;
functionString += ` vec3 dy12 = Pfy.x + jitter*oy12;\n`;
functionString += ` vec3 dz12 = Pfz.y + jitter*oz12;\n`;
functionString += `\n`;
functionString += ` vec3 dx13 = Pfx + jitter*ox13;\n`;
functionString += ` vec3 dy13 = Pfy.x + jitter*oy13;\n`;
functionString += ` vec3 dz13 = Pfz.z + jitter*oz13;\n`;
functionString += `\n`;
functionString += ` vec3 dx21 = Pfx + jitter*ox21;\n`;
functionString += ` vec3 dy21 = Pfy.y + jitter*oy21;\n`;
functionString += ` vec3 dz21 = Pfz.x + jitter*oz21;\n`;
functionString += `\n`;
functionString += ` vec3 dx22 = Pfx + jitter*ox22;\n`;
functionString += ` vec3 dy22 = Pfy.y + jitter*oy22;\n`;
functionString += ` vec3 dz22 = Pfz.y + jitter*oz22;\n`;
functionString += `\n`;
functionString += ` vec3 dx23 = Pfx + jitter*ox23;\n`;
functionString += ` vec3 dy23 = Pfy.y + jitter*oy23;\n`;
functionString += ` vec3 dz23 = Pfz.z + jitter*oz23;\n`;
functionString += `\n`;
functionString += ` vec3 dx31 = Pfx + jitter*ox31;\n`;
functionString += ` vec3 dy31 = Pfy.z + jitter*oy31;\n`;
functionString += ` vec3 dz31 = Pfz.x + jitter*oz31;\n`;
functionString += `\n`;
functionString += ` vec3 dx32 = Pfx + jitter*ox32;\n`;
functionString += ` vec3 dy32 = Pfy.z + jitter*oy32;\n`;
functionString += ` vec3 dz32 = Pfz.y + jitter*oz32;\n`;
functionString += `\n`;
functionString += ` vec3 dx33 = Pfx + jitter*ox33;\n`;
functionString += ` vec3 dy33 = Pfy.z + jitter*oy33;\n`;
functionString += ` vec3 dz33 = Pfz.z + jitter*oz33;\n`;
functionString += `\n`;
functionString += ` vec3 d11 = dist(dx11, dy11, dz11, manhattanDistance);\n`;
functionString += ` vec3 d12 = dist(dx12, dy12, dz12, manhattanDistance);\n`;
functionString += ` vec3 d13 = dist(dx13, dy13, dz13, manhattanDistance);\n`;
functionString += ` vec3 d21 = dist(dx21, dy21, dz21, manhattanDistance);\n`;
functionString += ` vec3 d22 = dist(dx22, dy22, dz22, manhattanDistance);\n`;
functionString += ` vec3 d23 = dist(dx23, dy23, dz23, manhattanDistance);\n`;
functionString += ` vec3 d31 = dist(dx31, dy31, dz31, manhattanDistance);\n`;
functionString += ` vec3 d32 = dist(dx32, dy32, dz32, manhattanDistance);\n`;
functionString += ` vec3 d33 = dist(dx33, dy33, dz33, manhattanDistance);\n`;
functionString += `\n`;
functionString += ` vec3 d1a = min(d11, d12);\n`;
functionString += ` d12 = max(d11, d12);\n`;
functionString += ` d11 = min(d1a, d13); // Smallest now not in d12 or d13\n`;
functionString += ` d13 = max(d1a, d13);\n`;
functionString += ` d12 = min(d12, d13); // 2nd smallest now not in d13\n`;
functionString += ` vec3 d2a = min(d21, d22);\n`;
functionString += ` d22 = max(d21, d22);\n`;
functionString += ` d21 = min(d2a, d23); // Smallest now not in d22 or d23\n`;
functionString += ` d23 = max(d2a, d23);\n`;
functionString += ` d22 = min(d22, d23); // 2nd smallest now not in d23\n`;
functionString += ` vec3 d3a = min(d31, d32);\n`;
functionString += ` d32 = max(d31, d32);\n`;
functionString += ` d31 = min(d3a, d33); // Smallest now not in d32 or d33\n`;
functionString += ` d33 = max(d3a, d33);\n`;
functionString += ` d32 = min(d32, d33); // 2nd smallest now not in d33\n`;
functionString += ` vec3 da = min(d11, d21);\n`;
functionString += ` d21 = max(d11, d21);\n`;
functionString += ` d11 = min(da, d31); // Smallest now in d11\n`;
functionString += ` d31 = max(da, d31); // 2nd smallest now not in d31\n`;
functionString += ` if (d11.x >= d11.y) { vec2 temp = d11.yx; d11.x = temp.x; d11.y = temp.y; }\n`;
functionString += ` if (d11.x >= d11.z) { vec2 temp = d11.zx; d11.x = temp.x; d11.z = temp.y; }\n`;
functionString += ` d12 = min(d12, d21); // 2nd smallest now not in d21\n`;
functionString += ` d12 = min(d12, d22); // nor in d22\n`;
functionString += ` d12 = min(d12, d31); // nor in d31\n`;
functionString += ` d12 = min(d12, d32); // nor in d32\n`;
functionString += ` vec2 temp2 = min(d11.yz, d12.xy); // nor in d12.yz\n`;
functionString += ` d11.y = temp2.x;\n`;
functionString += ` d11.z = temp2.y;\n`;
functionString += ` d11.y = min(d11.y, d12.z); // Only two more to go\n`;
functionString += ` d11.y = min(d11.y, d11.z); // Done! (Phew!)\n`;
functionString += ` return sqrt(d11.xy); // F1, F2\n`;
functionString += `}\n\n`;
if (state.shaderLanguage === 1 /* ShaderLanguage.WGSL */) {
functionString = state._babylonSLtoWGSL(functionString);
}
else {
functionString = state._babylonSLtoGLSL(functionString);
}
state._emitFunction("worley3D", functionString, "// Worley3D");
const tempVariable = state._getFreeVariableName("worleyTemp");
state.compilationString += `${state._declareLocalVar(tempVariable, NodeMaterialBlockConnectionPointTypes.Vector2)} = worley(${this.seed.associatedVariableName}, ${this.jitter.associatedVariableName}, ${this.manhattanDistance});\n`;
if (this.output.hasEndpoints) {
state.compilationString += state._declareOutput(this.output) + ` = ${tempVariable};\n`;
}
if (this.x.hasEndpoints) {
state.compilationString += state._declareOutput(this.x) + ` = ${tempVariable}.x;\n`;
}
if (this.y.hasEndpoints) {
state.compilationString += state._declareOutput(this.y) + ` = ${tempVariable}.y;\n`;
}
return this;
}
/**
* Exposes the properties to the UI?
* @returns - boolean indicating if the block has properties or not
*/
_dumpPropertiesCode() {
const codeString = super._dumpPropertiesCode() + `${this._codeVariableName}.manhattanDistance = ${this.manhattanDistance};\n`;
return codeString;
}
/**
* Exposes the properties to the Serialize?
* @returns - a serialized object
*/
serialize() {
const serializationObject = super.serialize();
serializationObject.manhattanDistance = this.manhattanDistance;
return serializationObject;
}
/**
* Exposes the properties to the deserialize?
* @param serializationObject
* @param scene
* @param rootUrl
*/
_deserialize(serializationObject, scene, rootUrl) {
super._deserialize(serializationObject, scene, rootUrl);
this.manhattanDistance = serializationObject.manhattanDistance;
}
}
__decorate([
editableInPropertyPage("Use Manhattan Distance", 0 /* PropertyTypeForEdition.Boolean */, "PROPERTIES", { embedded: true, notifiers: { update: false } })
], WorleyNoise3DBlock.prototype, "manhattanDistance", void 0);
RegisterClass("BABYLON.WorleyNoise3DBlock", WorleyNoise3DBlock);
//# sourceMappingURL=worleyNoise3DBlock.js.map