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+import { NodeMaterialBlock } from '../../nodeMaterialBlock';
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+import { NodeMaterialBlockConnectionPointTypes } from '../../Enums/nodeMaterialBlockConnectionPointTypes';
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+import { NodeMaterialBuildState } from '../../nodeMaterialBuildState';
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+import { NodeMaterialBlockTargets } from '../../Enums/nodeMaterialBlockTargets';
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+import { NodeMaterialConnectionPoint } from '../../nodeMaterialBlockConnectionPoint';
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+import { AbstractMesh } from '../../../../Meshes/abstractMesh';
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+import { NodeMaterial, NodeMaterialDefines } from '../../nodeMaterial';
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+import { BaseTexture } from '../../../Textures/baseTexture';
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+import { Nullable } from '../../../../types';
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+import { _TypeStore } from '../../../../Misc/typeStore';
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+import { Texture } from '../../../Textures/texture';
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+import { Scene } from '../../../../scene';
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+import { InputBlock } from '../Input/inputBlock';
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+
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+/**
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+ * Base block used as input for post process
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+ */
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+export class CurrentScreenBlock extends NodeMaterialBlock {
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+
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+ private _samplerName = "textureSampler";
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+ private _linearDefineName: string;
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+ private _gammaDefineName: string;
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+ private _mainUVName: string;
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+ private _tempTextureRead: string;
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+
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+ /**
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+ * Gets or sets the texture associated with the node
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+ */
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+ public texture: Nullable<BaseTexture>;
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+
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+ /**
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+ * Gets or sets a boolean indicating if content needs to be converted to gamma space
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+ */
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+ public convertToGammaSpace = false;
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+
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+ /**
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+ * Gets or sets a boolean indicating if content needs to be converted to linear space
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+ */
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+ public convertToLinearSpace = false;
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+
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+ /**
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+ * Create a new CurrentScreenBlock
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+ * @param name defines the block name
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+ */
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+ public constructor(name: string) {
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+ super(name, NodeMaterialBlockTargets.VertexAndFragment);
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+
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+ this._isUnique = true;
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+
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+ this.registerInput("uv", NodeMaterialBlockConnectionPointTypes.Vector2, false, NodeMaterialBlockTargets.VertexAndFragment);
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+
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+ this.registerOutput("rgba", NodeMaterialBlockConnectionPointTypes.Color4, NodeMaterialBlockTargets.Neutral);
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+ this.registerOutput("rgb", NodeMaterialBlockConnectionPointTypes.Color3, NodeMaterialBlockTargets.Neutral);
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+ this.registerOutput("r", NodeMaterialBlockConnectionPointTypes.Float, NodeMaterialBlockTargets.Neutral);
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+ this.registerOutput("g", NodeMaterialBlockConnectionPointTypes.Float, NodeMaterialBlockTargets.Neutral);
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+ this.registerOutput("b", NodeMaterialBlockConnectionPointTypes.Float, NodeMaterialBlockTargets.Neutral);
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+ this.registerOutput("a", NodeMaterialBlockConnectionPointTypes.Float, NodeMaterialBlockTargets.Neutral);
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+
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+ this._inputs[0].acceptedConnectionPointTypes.push(NodeMaterialBlockConnectionPointTypes.Vector3);
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+ this._inputs[0].acceptedConnectionPointTypes.push(NodeMaterialBlockConnectionPointTypes.Vector4);
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+
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+ this._inputs[0]._prioritizeVertex = true;
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+ }
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+
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+ /**
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+ * Gets the current class name
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+ * @returns the class name
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+ */
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+ public getClassName() {
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+ return "CurrentScreenBlock";
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+ }
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+
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+ /**
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+ * Gets the uv input component
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+ */
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+ public get uv(): NodeMaterialConnectionPoint {
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+ return this._inputs[0];
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+ }
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+
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+ /**
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+ * Gets the rgba output component
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+ */
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+ public get rgba(): NodeMaterialConnectionPoint {
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+ return this._outputs[0];
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+ }
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+
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+ /**
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+ * Gets the rgb output component
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+ */
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+ public get rgb(): NodeMaterialConnectionPoint {
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+ return this._outputs[1];
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+ }
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+
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+ /**
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+ * Gets the r output component
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+ */
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+ public get r(): NodeMaterialConnectionPoint {
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+ return this._outputs[2];
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+ }
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+
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+ /**
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+ * Gets the g output component
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+ */
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+ public get g(): NodeMaterialConnectionPoint {
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+ return this._outputs[3];
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+ }
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+
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+ /**
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+ * Gets the b output component
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+ */
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+ public get b(): NodeMaterialConnectionPoint {
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+ return this._outputs[4];
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+ }
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+
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+ /**
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+ * Gets the a output component
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+ */
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+ public get a(): NodeMaterialConnectionPoint {
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+ return this._outputs[5];
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+ }
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+
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+ /**
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+ * Initialize the block and prepare the context for build
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+ * @param state defines the state that will be used for the build
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+ */
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+ public initialize(state: NodeMaterialBuildState) {
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+ state._excludeVariableName("textureSampler");
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+ }
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+
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+ public get target() {
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+ // TextureBlock has a special optimizations for uvs that come from the vertex shaders as they can be packed into a single varyings.
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+ // But we need to detect uvs coming from fragment then
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+ if (!this.uv.isConnected) {
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+ return NodeMaterialBlockTargets.VertexAndFragment;
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+ }
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+
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+ if (this.uv.sourceBlock!.isInput) {
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+ return NodeMaterialBlockTargets.VertexAndFragment;
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+ }
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+
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+ let parent = this.uv.connectedPoint;
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+
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+ while (parent) {
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+ if (parent.target === NodeMaterialBlockTargets.Fragment) {
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+ return NodeMaterialBlockTargets.Fragment;
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+ }
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+
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+ if (parent.target === NodeMaterialBlockTargets.Vertex) {
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+ return NodeMaterialBlockTargets.VertexAndFragment;
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+ }
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+
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+ if (parent.target === NodeMaterialBlockTargets.Neutral || parent.target === NodeMaterialBlockTargets.VertexAndFragment) {
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+ let parentBlock = parent.ownerBlock;
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+
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+ parent = null;
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+ for (var input of parentBlock.inputs) {
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+ if (input.connectedPoint) {
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+ parent = input.connectedPoint;
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+ break;
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+ }
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+ }
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+ }
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+
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+ }
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+
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+ return NodeMaterialBlockTargets.VertexAndFragment;
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+ }
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+
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+ public prepareDefines(mesh: AbstractMesh, nodeMaterial: NodeMaterial, defines: NodeMaterialDefines) {
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+ defines.setValue(this._linearDefineName, this.convertToGammaSpace, true);
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+ defines.setValue(this._gammaDefineName, this.convertToLinearSpace, true);
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+ }
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+
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+ public isReady() {
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+ if (this.texture && !this.texture.isReadyOrNotBlocking()) {
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+ return false;
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+ }
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+
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+ return true;
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+ }
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+
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+ private _injectVertexCode(state: NodeMaterialBuildState) {
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+ let uvInput = this.uv;
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+
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+ if (uvInput.connectedPoint!.ownerBlock.isInput) {
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+ let uvInputOwnerBlock = uvInput.connectedPoint!.ownerBlock as InputBlock;
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+
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+ if (!uvInputOwnerBlock.isAttribute) {
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+ state._emitUniformFromString(uvInput.associatedVariableName, "vec2");
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+ }
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+ }
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+
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+ this._mainUVName = "vMain" + uvInput.associatedVariableName;
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+
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+ state._emitVaryingFromString(this._mainUVName, "vec2");
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+
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+ state.compilationString += `${this._mainUVName} = ${uvInput.associatedVariableName}.xy;\r\n`;
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+
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+ if (!this._outputs.some((o) => o.isConnectedInVertexShader)) {
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+ return;
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+ }
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+
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+ this._writeTextureRead(state, true);
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+
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+ for (var output of this._outputs) {
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+ if (output.hasEndpoints) {
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+ this._writeOutput(state, output, output.name, true);
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+ }
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+ }
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+ }
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+
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+ private _writeTextureRead(state: NodeMaterialBuildState, vertexMode = false) {
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+ let uvInput = this.uv;
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+
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+ if (vertexMode) {
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+ if (state.target === NodeMaterialBlockTargets.Fragment) {
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+ return;
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+ }
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+
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+ state.compilationString += `vec4 ${this._tempTextureRead} = texture2D(${this._samplerName}, ${uvInput.associatedVariableName});\r\n`;
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+ return;
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+ }
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+
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+ if (this.uv.ownerBlock.target === NodeMaterialBlockTargets.Fragment) {
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+ state.compilationString += `vec4 ${this._tempTextureRead} = texture2D(${this._samplerName}, ${uvInput.associatedVariableName});\r\n`;
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+ return;
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+ }
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+
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+ state.compilationString += `vec4 ${this._tempTextureRead} = texture2D(${this._samplerName}, ${this._mainUVName});\r\n`;
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+ }
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+
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+ private _writeOutput(state: NodeMaterialBuildState, output: NodeMaterialConnectionPoint, swizzle: string, vertexMode = false) {
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+ if (vertexMode) {
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+ if (state.target === NodeMaterialBlockTargets.Fragment) {
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+ return;
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+ }
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+
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+ state.compilationString += `${this._declareOutput(output, state)} = ${this._tempTextureRead}.${swizzle};\r\n`;
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+
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+ return;
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+ }
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+
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+ if (this.uv.ownerBlock.target === NodeMaterialBlockTargets.Fragment) {
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+ state.compilationString += `${this._declareOutput(output, state)} = ${this._tempTextureRead}.${swizzle};\r\n`;
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+ return;
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+ }
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+
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+ state.compilationString += `${this._declareOutput(output, state)} = ${this._tempTextureRead}.${swizzle};\r\n`;
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+
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+ state.compilationString += `#ifdef ${this._linearDefineName}\r\n`;
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+ state.compilationString += `${output.associatedVariableName} = toGammaSpace(${output.associatedVariableName});\r\n`;
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+ state.compilationString += `#endif\r\n`;
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+
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+ state.compilationString += `#ifdef ${this._gammaDefineName}\r\n`;
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+ state.compilationString += `${output.associatedVariableName} = toLinearSpace(${output.associatedVariableName});\r\n`;
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+ state.compilationString += `#endif\r\n`;
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+ }
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+
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+ protected _buildBlock(state: NodeMaterialBuildState) {
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+ super._buildBlock(state);
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+
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+ if (state.target === NodeMaterialBlockTargets.Vertex) {
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+ this._tempTextureRead = state._getFreeVariableName("tempTextureRead");
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+
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+ state._emit2DSampler(this._samplerName);
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+
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+ state.sharedData.blockingBlocks.push(this);
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+ state.sharedData.textureBlocks.push(this);
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+ state.sharedData.blocksWithDefines.push(this);
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+ }
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+
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+ if (state.target !== NodeMaterialBlockTargets.Fragment) {
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+ // Vertex
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+ this._injectVertexCode(state);
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+ return;
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+ }
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+
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+ // Fragment
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+ if (!this._outputs.some((o) => o.isConnectedInFragmentShader)) {
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+ return;
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+ }
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+
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+ state._emit2DSampler(this._samplerName);
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+
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+ this._linearDefineName = state._getFreeDefineName("ISLINEAR");
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+ this._gammaDefineName = state._getFreeDefineName("ISGAMMA");
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+
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+ let comments = `//${this.name}`;
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+ state._emitFunctionFromInclude("helperFunctions", comments);
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+
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+ this._writeTextureRead(state);
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+
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+ for (var output of this._outputs) {
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+ if (output.hasEndpoints) {
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+ this._writeOutput(state, output, output.name);
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+ }
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+ }
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+
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+ return this;
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+ }
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+
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+ public serialize(): any {
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+ let serializationObject = super.serialize();
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+
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+ serializationObject.convertToGammaSpace = this.convertToGammaSpace;
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+ serializationObject.convertToLinearSpace = this.convertToLinearSpace;
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+ if (this.texture) {
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+ serializationObject.texture = this.texture.serialize();
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+ }
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+
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+ return serializationObject;
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+ }
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+
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+ public _deserialize(serializationObject: any, scene: Scene, rootUrl: string) {
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+ super._deserialize(serializationObject, scene, rootUrl);
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+
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+ this.convertToGammaSpace = serializationObject.convertToGammaSpace;
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+ this.convertToLinearSpace = !!serializationObject.convertToLinearSpace;
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+
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+ if (serializationObject.texture && !NodeMaterial.IgnoreTexturesAtLoadTime) {
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+ rootUrl = serializationObject.texture.url.indexOf("data:") === 0 ? "" : rootUrl;
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+ this.texture = Texture.Parse(serializationObject.texture, scene, rootUrl) as Texture;
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+ }
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+ }
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+}
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+
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+_TypeStore.RegisteredTypes["BABYLON.CurrentScreenBlock"] = CurrentScreenBlock;
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