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- import { NodeMaterialBlock } from './nodeMaterialBlock';
- import { PushMaterial } from '../pushMaterial';
- import { Scene } from '../../scene';
- import { AbstractMesh } from '../../Meshes/abstractMesh';
- import { Matrix, Color4 } from '../../Maths/math';
- import { Mesh } from '../../Meshes/mesh';
- import { Engine } from '../../Engines/engine';
- import { NodeMaterialBuildState } from './nodeMaterialBuildState';
- import { EffectCreationOptions, EffectFallbacks } from '../effect';
- import { BaseTexture } from '../../Materials/Textures/baseTexture';
- import { Observable, Observer } from '../../Misc/observable';
- import { NodeMaterialBlockTargets } from './nodeMaterialBlockTargets';
- import { NodeMaterialBuildStateSharedData } from './nodeMaterialBuildStateSharedData';
- import { SubMesh } from '../../Meshes/subMesh';
- import { MaterialDefines } from '../../Materials/materialDefines';
- import { NodeMaterialOptimizer } from './Optimizers/nodeMaterialOptimizer';
- import { ImageProcessingConfiguration, IImageProcessingConfigurationDefines } from '../imageProcessingConfiguration';
- import { Nullable } from '../../types';
- import { VertexBuffer } from '../../Meshes/buffer';
- import { Tools } from '../../Misc/tools';
- import { Vector4TransformBlock } from './Blocks/vector4TransformBlock';
- import { VertexOutputBlock } from './Blocks/Vertex/vertexOutputBlock';
- import { FragmentOutputBlock } from './Blocks/Fragment/fragmentOutputBlock';
- import { InputBlock } from './Blocks/Input/inputBlock';
- // declare NODEEDITOR namespace for compilation issue
- declare var NODEEDITOR: any;
- declare var BABYLON: any;
- /**
- * Interface used to configure the node material editor
- */
- export interface INodeMaterialEditorOptions {
- /** Define the URl to load node editor script */
- editorURL?: string;
- }
- /** @hidden */
- export class NodeMaterialDefines extends MaterialDefines implements IImageProcessingConfigurationDefines {
- /** BONES */
- public NUM_BONE_INFLUENCERS = 0;
- public BonesPerMesh = 0;
- public BONETEXTURE = false;
- /** MORPH TARGETS */
- public MORPHTARGETS = false;
- public MORPHTARGETS_NORMAL = false;
- public MORPHTARGETS_TANGENT = false;
- public MORPHTARGETS_UV = false;
- public NUM_MORPH_INFLUENCERS = 0;
- /** IMAGE PROCESSING */
- public IMAGEPROCESSING = false;
- public VIGNETTE = false;
- public VIGNETTEBLENDMODEMULTIPLY = false;
- public VIGNETTEBLENDMODEOPAQUE = false;
- public TONEMAPPING = false;
- public TONEMAPPING_ACES = false;
- public CONTRAST = false;
- public EXPOSURE = false;
- public COLORCURVES = false;
- public COLORGRADING = false;
- public COLORGRADING3D = false;
- public SAMPLER3DGREENDEPTH = false;
- public SAMPLER3DBGRMAP = false;
- public IMAGEPROCESSINGPOSTPROCESS = false;
- constructor() {
- super();
- this.rebuild();
- }
- public setValue(name: string, value: boolean) {
- if (this[name] === undefined) {
- this._keys.push(name);
- }
- this[name] = value;
- }
- }
- /**
- * Class used to configure NodeMaterial
- */
- export interface INodeMaterialOptions {
- /**
- * Defines if blocks should emit comments
- */
- emitComments: boolean;
- }
- /**
- * Class used to create a node based material built by assembling shader blocks
- */
- export class NodeMaterial extends PushMaterial {
- private _options: INodeMaterialOptions;
- private _vertexCompilationState: NodeMaterialBuildState;
- private _fragmentCompilationState: NodeMaterialBuildState;
- private _sharedData: NodeMaterialBuildStateSharedData;
- private _buildId: number = 0;
- private _buildWasSuccessful = false;
- private _cachedWorldViewMatrix = new Matrix();
- private _cachedWorldViewProjectionMatrix = new Matrix();
- private _textures: BaseTexture[];
- private _optimizers = new Array<NodeMaterialOptimizer>();
- /** Define the URl to load node editor script */
- public static EditorURL = `https://unpkg.com/babylonjs-node-editor@${Engine.Version}/babylon.nodeEditor.js`;
- private BJSNODEMATERIALEDITOR = this._getGlobalNodeMaterialEditor();
- /** Get the inspector from bundle or global */
- private _getGlobalNodeMaterialEditor(): any {
- // UMD Global name detection from Webpack Bundle UMD Name.
- if (typeof NODEEDITOR !== 'undefined') {
- return NODEEDITOR;
- }
- // In case of module let's check the global emitted from the editor entry point.
- if (typeof BABYLON !== 'undefined' && typeof BABYLON.NodeEditor !== 'undefined') {
- return BABYLON;
- }
- return undefined;
- }
- /**
- * Defines the maximum number of lights that can be used in the material
- */
- public maxSimultaneousLights = 4;
- /**
- * Observable raised when the material is built
- */
- public onBuildObservable = new Observable<NodeMaterial>();
- /**
- * Gets or sets the root nodes of the material vertex shader
- */
- public _vertexOutputNodes = new Array<NodeMaterialBlock>();
- /**
- * Gets or sets the root nodes of the material fragment (pixel) shader
- */
- public _fragmentOutputNodes = new Array<NodeMaterialBlock>();
- /** Gets or sets options to control the node material overall behavior */
- public get options() {
- return this._options;
- }
- public set options(options: INodeMaterialOptions) {
- this._options = options;
- }
- /**
- * Default configuration related to image processing available in the standard Material.
- */
- protected _imageProcessingConfiguration: ImageProcessingConfiguration;
- /**
- * Gets the image processing configuration used either in this material.
- */
- public get imageProcessingConfiguration(): ImageProcessingConfiguration {
- return this._imageProcessingConfiguration;
- }
- /**
- * Sets the Default image processing configuration used either in the this material.
- *
- * If sets to null, the scene one is in use.
- */
- public set imageProcessingConfiguration(value: ImageProcessingConfiguration) {
- this._attachImageProcessingConfiguration(value);
- // Ensure the effect will be rebuilt.
- this._markAllSubMeshesAsTexturesDirty();
- }
- /**
- * Create a new node based material
- * @param name defines the material name
- * @param scene defines the hosting scene
- * @param options defines creation option
- */
- constructor(name: string, scene?: Scene, options: Partial<INodeMaterialOptions> = {}) {
- super(name, scene || Engine.LastCreatedScene!);
- this._options = {
- emitComments: false,
- ...options
- };
- // Setup the default processing configuration to the scene.
- this._attachImageProcessingConfiguration(null);
- }
- /**
- * Gets the current class name of the material e.g. "NodeMaterial"
- * @returns the class name
- */
- public getClassName(): string {
- return "NodeMaterial";
- }
- /**
- * Keep track of the image processing observer to allow dispose and replace.
- */
- private _imageProcessingObserver: Nullable<Observer<ImageProcessingConfiguration>>;
- /**
- * Attaches a new image processing configuration to the Standard Material.
- * @param configuration
- */
- protected _attachImageProcessingConfiguration(configuration: Nullable<ImageProcessingConfiguration>): void {
- if (configuration === this._imageProcessingConfiguration) {
- return;
- }
- // Detaches observer.
- if (this._imageProcessingConfiguration && this._imageProcessingObserver) {
- this._imageProcessingConfiguration.onUpdateParameters.remove(this._imageProcessingObserver);
- }
- // Pick the scene configuration if needed.
- if (!configuration) {
- this._imageProcessingConfiguration = this.getScene().imageProcessingConfiguration;
- }
- else {
- this._imageProcessingConfiguration = configuration;
- }
- // Attaches observer.
- if (this._imageProcessingConfiguration) {
- this._imageProcessingObserver = this._imageProcessingConfiguration.onUpdateParameters.add(() => {
- this._markAllSubMeshesAsImageProcessingDirty();
- });
- }
- }
- /**
- * Adds a new optimizer to the list of optimizers
- * @param optimizer defines the optimizers to add
- * @returns the current material
- */
- public registerOptimizer(optimizer: NodeMaterialOptimizer) {
- let index = this._optimizers.indexOf(optimizer);
- if (index > -1) {
- return;
- }
- this._optimizers.push(optimizer);
- return this;
- }
- /**
- * Remove an optimizer from the list of optimizers
- * @param optimizer defines the optimizers to remove
- * @returns the current material
- */
- public unregisterOptimizer(optimizer: NodeMaterialOptimizer) {
- let index = this._optimizers.indexOf(optimizer);
- if (index === -1) {
- return;
- }
- this._optimizers.splice(index, 1);
- return this;
- }
- /**
- * Add a new block to the list of output nodes
- * @param node defines the node to add
- * @returns the current material
- */
- public addOutputNode(node: NodeMaterialBlock) {
- if (node.target === null) {
- throw "This node is not meant to be an output node. You may want to explicitly set its target value.";
- }
- if ((node.target & NodeMaterialBlockTargets.Vertex) !== 0) {
- this._addVertexOutputNode(node);
- }
- if ((node.target & NodeMaterialBlockTargets.Fragment) !== 0) {
- this._addFragmentOutputNode(node);
- }
- return this;
- }
- /**
- * Remove a block from the list of root nodes
- * @param node defines the node to remove
- * @returns the current material
- */
- public removeOutputNode(node: NodeMaterialBlock) {
- if (node.target === null) {
- return this;
- }
- if ((node.target & NodeMaterialBlockTargets.Vertex) !== 0) {
- this._removeVertexOutputNode(node);
- }
- if ((node.target & NodeMaterialBlockTargets.Fragment) !== 0) {
- this._removeFragmentOutputNode(node);
- }
- return this;
- }
- private _addVertexOutputNode(node: NodeMaterialBlock) {
- if (this._vertexOutputNodes.indexOf(node) !== -1) {
- return;
- }
- node.target = NodeMaterialBlockTargets.Vertex;
- this._vertexOutputNodes.push(node);
- return this;
- }
- private _removeVertexOutputNode(node: NodeMaterialBlock) {
- let index = this._vertexOutputNodes.indexOf(node);
- if (index === -1) {
- return;
- }
- this._vertexOutputNodes.splice(index, 1);
- return this;
- }
- private _addFragmentOutputNode(node: NodeMaterialBlock) {
- if (this._fragmentOutputNodes.indexOf(node) !== -1) {
- return;
- }
- node.target = NodeMaterialBlockTargets.Fragment;
- this._fragmentOutputNodes.push(node);
- return this;
- }
- private _removeFragmentOutputNode(node: NodeMaterialBlock) {
- let index = this._fragmentOutputNodes.indexOf(node);
- if (index === -1) {
- return;
- }
- this._fragmentOutputNodes.splice(index, 1);
- return this;
- }
- /**
- * Specifies if the material will require alpha blending
- * @returns a boolean specifying if alpha blending is needed
- */
- public needAlphaBlending(): boolean {
- return (this.alpha < 1.0) || this._sharedData.hints.needAlphaBlending;
- }
- /**
- * Specifies if this material should be rendered in alpha test mode
- * @returns a boolean specifying if an alpha test is needed.
- */
- public needAlphaTesting(): boolean {
- return this._sharedData.hints.needAlphaTesting;
- }
- private _initializeBlock(node: NodeMaterialBlock, state: NodeMaterialBuildState) {
- node.initialize(state);
- node.autoConfigure();
- for (var inputs of node.inputs) {
- let connectedPoint = inputs.connectedPoint;
- if (connectedPoint) {
- let block = connectedPoint.ownerBlock;
- if (block !== node) {
- this._initializeBlock(block, state);
- }
- }
- }
- }
- private _resetDualBlocks(node: NodeMaterialBlock, id: number) {
- if (node.target === NodeMaterialBlockTargets.VertexAndFragment) {
- node.buildId = id;
- }
- for (var inputs of node.inputs) {
- let connectedPoint = inputs.connectedPoint;
- if (connectedPoint) {
- let block = connectedPoint.ownerBlock;
- if (block !== node) {
- this._resetDualBlocks(block, id);
- }
- }
- }
- }
- /**
- * Build the material and generates the inner effect
- * @param verbose defines if the build should log activity
- */
- public build(verbose: boolean = false) {
- this._buildWasSuccessful = false;
- var engine = this.getScene().getEngine();
- if (this._vertexOutputNodes.length === 0) {
- throw "You must define at least one vertexOutputNode";
- }
- if (this._fragmentOutputNodes.length === 0) {
- throw "You must define at least one fragmentOutputNode";
- }
- // Compilation state
- this._vertexCompilationState = new NodeMaterialBuildState();
- this._vertexCompilationState.supportUniformBuffers = engine.supportsUniformBuffers;
- this._vertexCompilationState.target = NodeMaterialBlockTargets.Vertex;
- this._fragmentCompilationState = new NodeMaterialBuildState();
- this._fragmentCompilationState.supportUniformBuffers = engine.supportsUniformBuffers;
- this._fragmentCompilationState.target = NodeMaterialBlockTargets.Fragment;
- // Shared data
- this._sharedData = new NodeMaterialBuildStateSharedData();
- this._vertexCompilationState.sharedData = this._sharedData;
- this._fragmentCompilationState.sharedData = this._sharedData;
- this._sharedData.buildId = this._buildId;
- this._sharedData.emitComments = this._options.emitComments;
- this._sharedData.verbose = verbose;
- // Initialize blocks
- for (var vertexOutputNode of this._vertexOutputNodes) {
- this._initializeBlock(vertexOutputNode, this._vertexCompilationState);
- }
- for (var fragmentOutputNode of this._fragmentOutputNodes) {
- this._initializeBlock(fragmentOutputNode, this._fragmentCompilationState);
- }
- // Optimize
- this.optimize();
- // Vertex
- for (var vertexOutputNode of this._vertexOutputNodes) {
- vertexOutputNode.build(this._vertexCompilationState);
- }
- // Fragment
- this._fragmentCompilationState._vertexState = this._vertexCompilationState;
- for (var fragmentOutputNode of this._fragmentOutputNodes) {
- this._resetDualBlocks(fragmentOutputNode, this._buildId - 1);
- }
- for (var fragmentOutputNode of this._fragmentOutputNodes) {
- fragmentOutputNode.build(this._fragmentCompilationState);
- }
- // Finalize
- this._vertexCompilationState.finalize(this._vertexCompilationState);
- this._fragmentCompilationState.finalize(this._fragmentCompilationState);
- this._textures = this._sharedData.textureBlocks.filter((tb) => tb.texture).map((tb) => tb.texture);
- this._buildId++;
- // Errors
- this._sharedData.emitErrors();
- if (verbose) {
- console.log("Vertex shader:");
- console.log(this._vertexCompilationState.compilationString);
- console.log("Fragment shader:");
- console.log(this._fragmentCompilationState.compilationString);
- }
- this._buildWasSuccessful = true;
- this.onBuildObservable.notifyObservers(this);
- this._markAllSubMeshesAsAllDirty();
- }
- /**
- * Runs an otpimization phase to try to improve the shader code
- */
- public optimize() {
- for (var optimizer of this._optimizers) {
- optimizer.optimize(this._vertexOutputNodes, this._fragmentOutputNodes);
- }
- }
- private _prepareDefinesForAttributes(mesh: AbstractMesh, defines: NodeMaterialDefines) {
- if (!defines._areAttributesDirty && defines._needNormals === defines._normals && defines._needUVs === defines._uvs) {
- return;
- }
- defines._normals = defines._needNormals;
- defines._uvs = defines._needUVs;
- defines.setValue("NORMAL", (defines._needNormals && mesh.isVerticesDataPresent(VertexBuffer.NormalKind)));
- defines.setValue("TANGENT", mesh.isVerticesDataPresent(VertexBuffer.TangentKind));
- }
- /**
- * Get if the submesh is ready to be used and all its information available.
- * Child classes can use it to update shaders
- * @param mesh defines the mesh to check
- * @param subMesh defines which submesh to check
- * @param useInstances specifies that instances should be used
- * @returns a boolean indicating that the submesh is ready or not
- */
- public isReadyForSubMesh(mesh: AbstractMesh, subMesh: SubMesh, useInstances: boolean = false): boolean {
- if (!this._buildWasSuccessful) {
- return false;
- }
- if (subMesh.effect && this.isFrozen) {
- if (this._wasPreviouslyReady) {
- return true;
- }
- }
- if (!subMesh._materialDefines) {
- subMesh._materialDefines = new NodeMaterialDefines();
- }
- var scene = this.getScene();
- var defines = <NodeMaterialDefines>subMesh._materialDefines;
- if (!this.checkReadyOnEveryCall && subMesh.effect) {
- if (defines._renderId === scene.getRenderId()) {
- return true;
- }
- }
- var engine = scene.getEngine();
- this._prepareDefinesForAttributes(mesh, defines);
- // Check if blocks are ready
- if (this._sharedData.blockingBlocks.some((b) => !b.isReady(mesh, this, defines, useInstances))) {
- return false;
- }
- // Shared defines
- this._sharedData.blocksWithDefines.forEach((b) => {
- b.initializeDefines(mesh, this, defines, useInstances);
- });
- this._sharedData.blocksWithDefines.forEach((b) => {
- b.prepareDefines(mesh, this, defines, useInstances);
- });
- // Need to recompile?
- if (defines.isDirty) {
- defines.markAsProcessed();
- // Repeatable content generators
- this._vertexCompilationState.compilationString = this._vertexCompilationState._builtCompilationString;
- this._fragmentCompilationState.compilationString = this._fragmentCompilationState._builtCompilationString;
- this._sharedData.repeatableContentBlocks.forEach((b) => {
- b.replaceRepeatableContent(this._vertexCompilationState, this._fragmentCompilationState, mesh, defines);
- });
- // Uniforms
- this._sharedData.dynamicUniformBlocks.forEach((b) => {
- b.updateUniformsAndSamples(this._vertexCompilationState, this, defines);
- });
- let mergedUniforms = this._vertexCompilationState.uniforms;
- this._fragmentCompilationState.uniforms.forEach((u) => {
- let index = mergedUniforms.indexOf(u);
- if (index === -1) {
- mergedUniforms.push(u);
- }
- });
- // Uniform buffers
- let mergedUniformBuffers = this._vertexCompilationState.uniformBuffers;
- this._fragmentCompilationState.uniformBuffers.forEach((u) => {
- let index = mergedUniformBuffers.indexOf(u);
- if (index === -1) {
- mergedUniformBuffers.push(u);
- }
- });
- // Samplers
- let mergedSamplers = this._vertexCompilationState.samplers;
- this._fragmentCompilationState.samplers.forEach((s) => {
- let index = mergedSamplers.indexOf(s);
- if (index === -1) {
- mergedSamplers.push(s);
- }
- });
- var fallbacks = new EffectFallbacks();
- this._sharedData.blocksWithFallbacks.forEach((b) => {
- b.provideFallbacks(mesh, fallbacks);
- });
- let previousEffect = subMesh.effect;
- // Compilation
- var join = defines.toString();
- var effect = engine.createEffect({
- vertex: "nodeMaterial" + this._buildId,
- fragment: "nodeMaterial" + this._buildId,
- vertexSource: this._vertexCompilationState.compilationString,
- fragmentSource: this._fragmentCompilationState.compilationString
- }, <EffectCreationOptions>{
- attributes: this._vertexCompilationState.attributes,
- uniformsNames: mergedUniforms,
- uniformBuffersNames: mergedUniformBuffers,
- samplers: mergedSamplers,
- defines: join,
- fallbacks: fallbacks,
- onCompiled: this.onCompiled,
- onError: this.onError,
- indexParameters: { maxSimultaneousLights: this.maxSimultaneousLights, maxSimultaneousMorphTargets: defines.NUM_MORPH_INFLUENCERS }
- }, engine);
- if (effect) {
- // Use previous effect while new one is compiling
- if (this.allowShaderHotSwapping && previousEffect && !effect.isReady()) {
- effect = previousEffect;
- defines.markAsUnprocessed();
- } else {
- scene.resetCachedMaterial();
- subMesh.setEffect(effect, defines);
- }
- }
- }
- if (!subMesh.effect || !subMesh.effect.isReady()) {
- return false;
- }
- defines._renderId = scene.getRenderId();
- this._wasPreviouslyReady = true;
- return true;
- }
- /**
- * Binds the world matrix to the material
- * @param world defines the world transformation matrix
- */
- public bindOnlyWorldMatrix(world: Matrix): void {
- var scene = this.getScene();
- if (!this._activeEffect) {
- return;
- }
- let hints = this._sharedData.hints;
- if (hints.needWorldViewMatrix) {
- world.multiplyToRef(scene.getViewMatrix(), this._cachedWorldViewMatrix);
- }
- if (hints.needWorldViewProjectionMatrix) {
- world.multiplyToRef(scene.getTransformMatrix(), this._cachedWorldViewProjectionMatrix);
- }
- // Connection points
- for (var inputBlock of this._sharedData.inputBlocks) {
- inputBlock._transmitWorld(this._activeEffect, world, this._cachedWorldViewMatrix, this._cachedWorldViewProjectionMatrix);
- }
- }
- /**
- * Binds the submesh to this material by preparing the effect and shader to draw
- * @param world defines the world transformation matrix
- * @param mesh defines the mesh containing the submesh
- * @param subMesh defines the submesh to bind the material to
- */
- public bindForSubMesh(world: Matrix, mesh: Mesh, subMesh: SubMesh): void {
- let scene = this.getScene();
- var effect = subMesh.effect;
- if (!effect) {
- return;
- }
- this._activeEffect = effect;
- // Matrices
- this.bindOnlyWorldMatrix(world);
- let mustRebind = this._mustRebind(scene, effect, mesh.visibility);
- if (mustRebind) {
- let sharedData = this._sharedData;
- if (effect && scene.getCachedMaterial() !== this) {
- // Bindable blocks
- for (var block of sharedData.bindableBlocks) {
- block.bind(effect, this, mesh);
- }
- // Connection points
- for (var inputBlock of sharedData.inputBlocks) {
- inputBlock._transmit(effect, scene);
- }
- }
- }
- this._afterBind(mesh, this._activeEffect);
- }
- /**
- * Gets the active textures from the material
- * @returns an array of textures
- */
- public getActiveTextures(): BaseTexture[] {
- var activeTextures = super.getActiveTextures();
- activeTextures.push(...this._textures);
- return activeTextures;
- }
- /**
- * Specifies if the material uses a texture
- * @param texture defines the texture to check against the material
- * @returns a boolean specifying if the material uses the texture
- */
- public hasTexture(texture: BaseTexture): boolean {
- if (super.hasTexture(texture)) {
- return true;
- }
- for (var t of this._textures) {
- if (t === texture) {
- return true;
- }
- }
- return false;
- }
- /**
- * Disposes the material
- * @param forceDisposeEffect specifies if effects should be forcefully disposed
- * @param forceDisposeTextures specifies if textures should be forcefully disposed
- * @param notBoundToMesh specifies if the material that is being disposed is known to be not bound to any mesh
- */
- public dispose(forceDisposeEffect?: boolean, forceDisposeTextures?: boolean, notBoundToMesh?: boolean): void {
- if (forceDisposeTextures) {
- for (var texture of this._textures) {
- texture.dispose();
- }
- }
- this._textures = [];
- this.onBuildObservable.clear();
- super.dispose(forceDisposeEffect, forceDisposeTextures, notBoundToMesh);
- }
- /** Creates the node editor window. */
- private _createNodeEditor() {
- this.BJSNODEMATERIALEDITOR = this.BJSNODEMATERIALEDITOR || this._getGlobalNodeMaterialEditor();
- this.BJSNODEMATERIALEDITOR.NodeEditor.Show({
- nodeMaterial: this
- });
- }
- /**
- * Launch the node material editor
- * @param config Define the configuration of the editor
- * @return a promise fulfilled when the node editor is visible
- */
- public edit(config?: INodeMaterialEditorOptions): Promise<void> {
- return new Promise((resolve, reject) => {
- if (typeof this.BJSNODEMATERIALEDITOR == 'undefined') {
- const editorUrl = config && config.editorURL ? config.editorURL : NodeMaterial.EditorURL;
- // Load editor and add it to the DOM
- Tools.LoadScript(editorUrl, () => {
- this._createNodeEditor();
- resolve();
- });
- } else {
- // Otherwise creates the editor
- this._createNodeEditor();
- resolve();
- }
- });
- }
- /**
- * Clear the current material
- */
- public clear() {
- this._vertexOutputNodes = [];
- this._fragmentOutputNodes = [];
- }
- /**
- * Clear the current material and set it to a default state
- */
- public setToDefault() {
- this.clear();
- var positionInput = new InputBlock("position");
- positionInput.setAsAttribute("position");
- var worldInput = new InputBlock("world");
- worldInput.setAsWellKnownValue(BABYLON.NodeMaterialWellKnownValues.World);
- var worldPos = new Vector4TransformBlock("worldPos");
- positionInput.connectTo(worldPos);
- worldInput.connectTo(worldPos);
- var viewProjectionInput = new InputBlock("viewProjection");
- viewProjectionInput.setAsWellKnownValue(BABYLON.NodeMaterialWellKnownValues.ViewProjection);
- var worldPosdMultipliedByViewProjection = new Vector4TransformBlock("worldPos * viewProjectionTransform");
- worldPos.connectTo(worldPosdMultipliedByViewProjection);
- viewProjectionInput.connectTo(worldPosdMultipliedByViewProjection);
- var vertexOutput = new VertexOutputBlock("vertexOutput");
- worldPosdMultipliedByViewProjection.connectTo(vertexOutput);
- // Pixel
- var pixelColor = new InputBlock("color");
- pixelColor.value = new Color4(0.8, 0.8, 0.8, 1);
- var pixelOutput = new FragmentOutputBlock("pixelOutput");
- pixelColor.connectTo(pixelOutput);
- // Add to nodes
- this.addOutputNode(vertexOutput);
- this.addOutputNode(pixelOutput);
- }
- }
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