textureBlock.ts 16 KB

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  1. import { NodeMaterialBlock } from '../../nodeMaterialBlock';
  2. import { NodeMaterialBlockConnectionPointTypes } from '../../Enums/nodeMaterialBlockConnectionPointTypes';
  3. import { NodeMaterialBuildState } from '../../nodeMaterialBuildState';
  4. import { NodeMaterialBlockTargets } from '../../Enums/nodeMaterialBlockTargets';
  5. import { NodeMaterialConnectionPoint } from '../../nodeMaterialBlockConnectionPoint';
  6. import { AbstractMesh } from '../../../../Meshes/abstractMesh';
  7. import { NodeMaterial, NodeMaterialDefines } from '../../nodeMaterial';
  8. import { InputBlock } from '../Input/inputBlock';
  9. import { Effect } from '../../../effect';
  10. import { Mesh } from '../../../../Meshes/mesh';
  11. import { Nullable } from '../../../../types';
  12. import { _TypeStore } from '../../../../Misc/typeStore';
  13. import { Texture } from '../../../Textures/texture';
  14. import { Scene } from '../../../../scene';
  15. import "../../../../Shaders/ShadersInclude/helperFunctions";
  16. /**
  17. * Block used to read a texture from a sampler
  18. */
  19. export class TextureBlock extends NodeMaterialBlock {
  20. private _defineName: string;
  21. private _linearDefineName: string;
  22. private _tempTextureRead: string;
  23. private _samplerName: string;
  24. private _transformedUVName: string;
  25. private _textureTransformName: string;
  26. private _textureInfoName: string;
  27. private _mainUVName: string;
  28. private _mainUVDefineName: string;
  29. /**
  30. * Gets or sets the texture associated with the node
  31. */
  32. public texture: Nullable<Texture>;
  33. /**
  34. * Gets or sets a boolean indicating if content needs to be converted to gamma space
  35. */
  36. public convertToGammaSpace = false;
  37. /**
  38. * Create a new TextureBlock
  39. * @param name defines the block name
  40. */
  41. public constructor(name: string) {
  42. super(name, NodeMaterialBlockTargets.VertexAndFragment);
  43. this.registerInput("uv", NodeMaterialBlockConnectionPointTypes.Vector2, false, NodeMaterialBlockTargets.VertexAndFragment);
  44. this.registerOutput("rgba", NodeMaterialBlockConnectionPointTypes.Color4, NodeMaterialBlockTargets.Neutral);
  45. this.registerOutput("rgb", NodeMaterialBlockConnectionPointTypes.Color3, NodeMaterialBlockTargets.Neutral);
  46. this.registerOutput("r", NodeMaterialBlockConnectionPointTypes.Float, NodeMaterialBlockTargets.Neutral);
  47. this.registerOutput("g", NodeMaterialBlockConnectionPointTypes.Float, NodeMaterialBlockTargets.Neutral);
  48. this.registerOutput("b", NodeMaterialBlockConnectionPointTypes.Float, NodeMaterialBlockTargets.Neutral);
  49. this.registerOutput("a", NodeMaterialBlockConnectionPointTypes.Float, NodeMaterialBlockTargets.Neutral);
  50. this._inputs[0].acceptedConnectionPointTypes.push(NodeMaterialBlockConnectionPointTypes.Vector3);
  51. this._inputs[0].acceptedConnectionPointTypes.push(NodeMaterialBlockConnectionPointTypes.Vector4);
  52. this._inputs[0]._prioritizeVertex = true;
  53. }
  54. /**
  55. * Gets the current class name
  56. * @returns the class name
  57. */
  58. public getClassName() {
  59. return "TextureBlock";
  60. }
  61. /**
  62. * Gets the uv input component
  63. */
  64. public get uv(): NodeMaterialConnectionPoint {
  65. return this._inputs[0];
  66. }
  67. /**
  68. * Gets the rgba output component
  69. */
  70. public get rgba(): NodeMaterialConnectionPoint {
  71. return this._outputs[0];
  72. }
  73. /**
  74. * Gets the rgb output component
  75. */
  76. public get rgb(): NodeMaterialConnectionPoint {
  77. return this._outputs[1];
  78. }
  79. /**
  80. * Gets the r output component
  81. */
  82. public get r(): NodeMaterialConnectionPoint {
  83. return this._outputs[2];
  84. }
  85. /**
  86. * Gets the g output component
  87. */
  88. public get g(): NodeMaterialConnectionPoint {
  89. return this._outputs[3];
  90. }
  91. /**
  92. * Gets the b output component
  93. */
  94. public get b(): NodeMaterialConnectionPoint {
  95. return this._outputs[4];
  96. }
  97. /**
  98. * Gets the a output component
  99. */
  100. public get a(): NodeMaterialConnectionPoint {
  101. return this._outputs[5];
  102. }
  103. public get target() {
  104. // TextureBlock has a special optimizations for uvs that come from the vertex shaders as they can be packed into a single varyings.
  105. // But we need to detect uvs coming from fragment then
  106. if (!this.uv.isConnected) {
  107. return NodeMaterialBlockTargets.VertexAndFragment;
  108. }
  109. if (this.uv.sourceBlock!.isInput) {
  110. return NodeMaterialBlockTargets.VertexAndFragment;
  111. }
  112. let parent = this.uv.connectedPoint;
  113. while (parent) {
  114. if (parent.target === NodeMaterialBlockTargets.Fragment) {
  115. return NodeMaterialBlockTargets.Fragment;
  116. }
  117. if (parent.target === NodeMaterialBlockTargets.Vertex) {
  118. return NodeMaterialBlockTargets.VertexAndFragment;
  119. }
  120. if (parent.target === NodeMaterialBlockTargets.Neutral || parent.target === NodeMaterialBlockTargets.VertexAndFragment) {
  121. let parentBlock = parent.ownerBlock;
  122. parent = null;
  123. for (var input of parentBlock.inputs) {
  124. if (input.connectedPoint) {
  125. parent = input.connectedPoint;
  126. break;
  127. }
  128. }
  129. }
  130. }
  131. return NodeMaterialBlockTargets.VertexAndFragment;
  132. }
  133. public autoConfigure(material: NodeMaterial) {
  134. if (!this.uv.isConnected) {
  135. let uvInput = material.getInputBlockByPredicate((b) => b.isAttribute && b.name === "uv");
  136. if (!uvInput) {
  137. uvInput = new InputBlock("uv");
  138. uvInput.setAsAttribute();
  139. }
  140. uvInput.output.connectTo(this.uv);
  141. }
  142. }
  143. public initializeDefines(mesh: AbstractMesh, nodeMaterial: NodeMaterial, defines: NodeMaterialDefines, useInstances: boolean = false) {
  144. if (!defines._areTexturesDirty) {
  145. return;
  146. }
  147. defines.setValue(this._mainUVDefineName, false);
  148. }
  149. public prepareDefines(mesh: AbstractMesh, nodeMaterial: NodeMaterial, defines: NodeMaterialDefines) {
  150. if (!defines._areTexturesDirty) {
  151. return;
  152. }
  153. if (!this.texture || !this.texture.getTextureMatrix) {
  154. defines.setValue(this._defineName, false);
  155. defines.setValue(this._mainUVDefineName, true);
  156. return;
  157. }
  158. defines.setValue(this._linearDefineName, this.convertToGammaSpace);
  159. if (this._isMixed) {
  160. if (!this.texture.getTextureMatrix().isIdentityAs3x2()) {
  161. defines.setValue(this._defineName, true);
  162. } else {
  163. defines.setValue(this._defineName, false);
  164. defines.setValue(this._mainUVDefineName, true);
  165. }
  166. }
  167. }
  168. public isReady() {
  169. if (this.texture && !this.texture.isReadyOrNotBlocking()) {
  170. return false;
  171. }
  172. return true;
  173. }
  174. public bind(effect: Effect, nodeMaterial: NodeMaterial, mesh?: Mesh) {
  175. if (!mesh || !this.texture) {
  176. return;
  177. }
  178. if (this._isMixed) {
  179. effect.setFloat(this._textureInfoName, this.texture.level);
  180. effect.setMatrix(this._textureTransformName, this.texture.getTextureMatrix());
  181. }
  182. effect.setTexture(this._samplerName, this.texture);
  183. }
  184. private get _isMixed() {
  185. return this.target !== NodeMaterialBlockTargets.Fragment;
  186. }
  187. private _injectVertexCode(state: NodeMaterialBuildState) {
  188. let uvInput = this.uv;
  189. // Inject code in vertex
  190. this._defineName = state._getFreeDefineName("UVTRANSFORM");
  191. this._mainUVDefineName = "VMAIN" + uvInput.associatedVariableName.toUpperCase();
  192. if (uvInput.connectedPoint!.ownerBlock.isInput) {
  193. let uvInputOwnerBlock = uvInput.connectedPoint!.ownerBlock as InputBlock;
  194. if (!uvInputOwnerBlock.isAttribute) {
  195. state._emitUniformFromString(uvInput.associatedVariableName, "vec2");
  196. }
  197. }
  198. this._mainUVName = "vMain" + uvInput.associatedVariableName;
  199. this._transformedUVName = state._getFreeVariableName("transformedUV");
  200. this._textureTransformName = state._getFreeVariableName("textureTransform");
  201. this._textureInfoName = state._getFreeVariableName("textureInfoName");
  202. state._emitVaryingFromString(this._transformedUVName, "vec2", this._defineName);
  203. state._emitVaryingFromString(this._mainUVName, "vec2", this._mainUVDefineName);
  204. state._emitUniformFromString(this._textureTransformName, "mat4", this._defineName);
  205. state.compilationString += `#ifdef ${this._defineName}\r\n`;
  206. state.compilationString += `${this._transformedUVName} = vec2(${this._textureTransformName} * vec4(${uvInput.associatedVariableName}.xy, 1.0, 0.0));\r\n`;
  207. state.compilationString += `#elif defined(${this._mainUVDefineName})\r\n`;
  208. state.compilationString += `${this._mainUVName} = ${uvInput.associatedVariableName}.xy;\r\n`;
  209. state.compilationString += `#endif\r\n`;
  210. if (!this._outputs.some((o) => o.isConnectedInVertexShader)) {
  211. return;
  212. }
  213. this._writeTextureRead(state, true);
  214. for (var output of this._outputs) {
  215. if (output.hasEndpoints) {
  216. this._writeOutput(state, output, output.name, true);
  217. }
  218. }
  219. }
  220. private _writeTextureRead(state: NodeMaterialBuildState, vertexMode = false) {
  221. let uvInput = this.uv;
  222. if (vertexMode) {
  223. if (state.target === NodeMaterialBlockTargets.Fragment) {
  224. return;
  225. }
  226. state.compilationString += `vec4 ${this._tempTextureRead} = texture2D(${this._samplerName}, ${uvInput.associatedVariableName});\r\n`;
  227. return;
  228. }
  229. if (this.uv.ownerBlock.target === NodeMaterialBlockTargets.Fragment) {
  230. state.compilationString += `vec4 ${this._tempTextureRead} = texture2D(${this._samplerName}, ${uvInput.associatedVariableName});\r\n`;
  231. return;
  232. }
  233. state.compilationString += `#ifdef ${this._defineName}\r\n`;
  234. state.compilationString += `vec4 ${this._tempTextureRead} = texture2D(${this._samplerName}, ${this._transformedUVName});\r\n`;
  235. state.compilationString += `#elif defined(${this._mainUVDefineName})\r\n`;
  236. state.compilationString += `vec4 ${this._tempTextureRead} = texture2D(${this._samplerName}, ${this._mainUVName});\r\n`;
  237. state.compilationString += `#endif\r\n`;
  238. }
  239. private _writeOutput(state: NodeMaterialBuildState, output: NodeMaterialConnectionPoint, swizzle: string, vertexMode = false) {
  240. if (vertexMode) {
  241. if (state.target === NodeMaterialBlockTargets.Fragment) {
  242. return;
  243. }
  244. state.compilationString += `${this._declareOutput(output, state)} = ${this._tempTextureRead}.${swizzle};\r\n`;
  245. return;
  246. }
  247. if (this.uv.ownerBlock.target === NodeMaterialBlockTargets.Fragment) {
  248. state.compilationString += `${this._declareOutput(output, state)} = ${this._tempTextureRead}.${swizzle};\r\n`;
  249. return;
  250. }
  251. const complement = ` * ${this._textureInfoName}`;
  252. state.compilationString += `${this._declareOutput(output, state)} = ${this._tempTextureRead}.${swizzle}${complement};\r\n`;
  253. state.compilationString += `#ifdef ${this._linearDefineName}\r\n`;
  254. state.compilationString += `${output.associatedVariableName} = toGammaSpace(${output.associatedVariableName});\r\n`;
  255. state.compilationString += `#endif\r\n`;
  256. }
  257. protected _buildBlock(state: NodeMaterialBuildState) {
  258. super._buildBlock(state);
  259. if (state.target === NodeMaterialBlockTargets.Vertex) {
  260. this._tempTextureRead = state._getFreeVariableName("tempTextureRead");
  261. }
  262. if (!this._isMixed && state.target === NodeMaterialBlockTargets.Fragment || this._isMixed && state.target === NodeMaterialBlockTargets.Vertex) {
  263. this._samplerName = state._getFreeVariableName(this.name + "Sampler");
  264. state._emit2DSampler(this._samplerName);
  265. // Declarations
  266. state.sharedData.blockingBlocks.push(this);
  267. state.sharedData.textureBlocks.push(this);
  268. state.sharedData.blocksWithDefines.push(this);
  269. state.sharedData.bindableBlocks.push(this);
  270. }
  271. if (state.target !== NodeMaterialBlockTargets.Fragment) {
  272. // Vertex
  273. this._injectVertexCode(state);
  274. return;
  275. }
  276. // Fragment
  277. if (!this._outputs.some((o) => o.isConnectedInFragmentShader)) {
  278. return;
  279. }
  280. if (this._isMixed) {
  281. // Reexport the sampler
  282. state._emit2DSampler(this._samplerName);
  283. }
  284. this._linearDefineName = state._getFreeDefineName("ISLINEAR");
  285. let comments = `//${this.name}`;
  286. state._emitFunctionFromInclude("helperFunctions", comments);
  287. if (this._isMixed) {
  288. state._emitUniformFromString(this._textureInfoName, "float");
  289. }
  290. this._writeTextureRead(state);
  291. for (var output of this._outputs) {
  292. if (output.hasEndpoints) {
  293. this._writeOutput(state, output, output.name);
  294. }
  295. }
  296. return this;
  297. }
  298. protected _dumpPropertiesCode() {
  299. if (!this.texture) {
  300. return "";
  301. }
  302. var codeString = `${this._codeVariableName}.texture = new BABYLON.Texture("${this.texture.name}");\r\n`;
  303. codeString += `${this._codeVariableName}.texture.wrapU = ${this.texture.wrapU};\r\n`;
  304. codeString += `${this._codeVariableName}.texture.wrapV = ${this.texture.wrapV};\r\n`;
  305. codeString += `${this._codeVariableName}.texture.uAng = ${this.texture.uAng};\r\n`;
  306. codeString += `${this._codeVariableName}.texture.vAng = ${this.texture.vAng};\r\n`;
  307. codeString += `${this._codeVariableName}.texture.wAng = ${this.texture.wAng};\r\n`;
  308. codeString += `${this._codeVariableName}.texture.uOffset = ${this.texture.uOffset};\r\n`;
  309. codeString += `${this._codeVariableName}.texture.vOffset = ${this.texture.vOffset};\r\n`;
  310. codeString += `${this._codeVariableName}.texture.uScale = ${this.texture.uScale};\r\n`;
  311. codeString += `${this._codeVariableName}.texture.vScale = ${this.texture.vScale};\r\n`;
  312. codeString += `${this._codeVariableName}.convertToGammaSpace = ${this.convertToGammaSpace};\r\n`;
  313. return codeString;
  314. }
  315. public serialize(): any {
  316. let serializationObject = super.serialize();
  317. if (this.texture) {
  318. serializationObject.texture = this.texture.serialize();
  319. }
  320. return serializationObject;
  321. }
  322. public _deserialize(serializationObject: any, scene: Scene, rootUrl: string) {
  323. super._deserialize(serializationObject, scene, rootUrl);
  324. if (serializationObject.texture) {
  325. rootUrl = serializationObject.texture.url.indexOf("data:") === 0 ? "" : rootUrl;
  326. this.texture = Texture.Parse(serializationObject.texture, scene, rootUrl) as Texture;
  327. }
  328. }
  329. }
  330. _TypeStore.RegisteredTypes["BABYLON.TextureBlock"] = TextureBlock;