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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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/** This file must only contain pure code and pure imports */ import { NodeMaterialBlock } from "../nodeMaterialBlock.js"; import { NodeMaterialBlockTargets } from "../Enums/nodeMaterialBlockTargets.js"; import { NodeMaterialBlockConnectionPointTypes } from "../Enums/nodeMaterialBlockConnectionPointTypes.js"; import { InputBlock } from "./Input/inputBlock.pure.js"; import { ViewDirectionBlock } from "./viewDirectionBlock.pure.js"; import { RegisterClass } from "../../../Misc/typeStore.js"; /** * Block used to compute fresnel value */ export class FresnelBlock extends NodeMaterialBlock { /** * Create a new FresnelBlock * @param name defines the block name */ constructor(name) { super(name, NodeMaterialBlockTargets.Neutral); this.registerInput("worldNormal", NodeMaterialBlockConnectionPointTypes.Vector4); this.registerInput("viewDirection", NodeMaterialBlockConnectionPointTypes.Vector3); this.registerInput("bias", NodeMaterialBlockConnectionPointTypes.Float); this.registerInput("power", NodeMaterialBlockConnectionPointTypes.Float); this.registerOutput("fresnel", NodeMaterialBlockConnectionPointTypes.Float); } /** * Gets the current class name * @returns the class name */ getClassName() { return "FresnelBlock"; } /** * Gets the world normal input component */ get worldNormal() { return this._inputs[0]; } /** * Gets the view direction input component */ get viewDirection() { return this._inputs[1]; } /** * Gets the bias input component */ get bias() { return this._inputs[2]; } /** * Gets the camera (or eye) position component */ get power() { return this._inputs[3]; } /** * Gets the fresnel output component */ get fresnel() { return this._outputs[0]; } /** * Initialize the block and prepare the context for build * @param state defines the state that will be used for the build */ initialize(state) { // eslint-disable-next-line @typescript-eslint/no-floating-promises this._initShaderSourceAsync(state.shaderLanguage); } async _initShaderSourceAsync(shaderLanguage) { this._codeIsReady = false; if (shaderLanguage === 1 /* ShaderLanguage.WGSL */) { await import("../../../ShadersWGSL/ShadersInclude/fresnelFunction.js"); } else { await import("../../../Shaders/ShadersInclude/fresnelFunction.js"); } this._codeIsReady = true; this.onCodeIsReadyObservable.notifyObservers(this); } /** * Auto configure the block based on the material * @param material - the node material */ autoConfigure(material) { if (!this.viewDirection.isConnected) { const viewDirectionInput = new ViewDirectionBlock("View direction"); viewDirectionInput.output.connectTo(this.viewDirection); viewDirectionInput.autoConfigure(material); } if (!this.bias.isConnected) { const biasInput = new InputBlock("bias"); biasInput.value = 0; biasInput.output.connectTo(this.bias); } if (!this.power.isConnected) { const powerInput = new InputBlock("power"); powerInput.value = 1; powerInput.output.connectTo(this.power); } } _buildBlock(state) { super._buildBlock(state); const comments = `//${this.name}`; state._emitFunctionFromInclude("fresnelFunction", comments, { removeIfDef: true }); state.compilationString += state._declareOutput(this.fresnel) + ` = computeFresnelTerm(${this.viewDirection.associatedVariableName}.xyz, ${this.worldNormal.associatedVariableName}.xyz, ${this.bias.associatedVariableName}, ${this.power.associatedVariableName});\n`; return this; } } let _Registered = false; /** * Register side effects for fresnelBlock. * Safe to call multiple times; only the first call has an effect. */ export function RegisterFresnelBlock() { if (_Registered) { return; } _Registered = true; RegisterClass("BABYLON.FresnelBlock", FresnelBlock); } //# sourceMappingURL=fresnelBlock.pure.js.map