textureBlock.ts 17 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 { NodeMaterialModes } from '../../Enums/nodeMaterialModes';
  16. import "../../../../Shaders/ShadersInclude/helperFunctions";
  17. /**
  18. * Block used to read a texture from a sampler
  19. */
  20. export class TextureBlock extends NodeMaterialBlock {
  21. private _defineName: string;
  22. private _linearDefineName: string;
  23. private _gammaDefineName: string;
  24. private _tempTextureRead: string;
  25. private _samplerName: string;
  26. private _transformedUVName: string;
  27. private _textureTransformName: string;
  28. private _textureInfoName: string;
  29. private _mainUVName: string;
  30. private _mainUVDefineName: string;
  31. private _fragmentOnly: boolean;
  32. /**
  33. * Gets or sets the texture associated with the node
  34. */
  35. public texture: Nullable<Texture>;
  36. /**
  37. * Gets or sets a boolean indicating if content needs to be converted to gamma space
  38. */
  39. public convertToGammaSpace = false;
  40. /**
  41. * Gets or sets a boolean indicating if content needs to be converted to linear space
  42. */
  43. public convertToLinearSpace = false;
  44. /**
  45. * Create a new TextureBlock
  46. * @param name defines the block name
  47. */
  48. public constructor(name: string, fragmentOnly = false) {
  49. super(name, NodeMaterialBlockTargets.VertexAndFragment);
  50. this._fragmentOnly = fragmentOnly;
  51. this.registerInput("uv", NodeMaterialBlockConnectionPointTypes.Vector2, false, NodeMaterialBlockTargets.VertexAndFragment);
  52. this.registerOutput("rgba", NodeMaterialBlockConnectionPointTypes.Color4, NodeMaterialBlockTargets.Neutral);
  53. this.registerOutput("rgb", NodeMaterialBlockConnectionPointTypes.Color3, NodeMaterialBlockTargets.Neutral);
  54. this.registerOutput("r", NodeMaterialBlockConnectionPointTypes.Float, NodeMaterialBlockTargets.Neutral);
  55. this.registerOutput("g", NodeMaterialBlockConnectionPointTypes.Float, NodeMaterialBlockTargets.Neutral);
  56. this.registerOutput("b", NodeMaterialBlockConnectionPointTypes.Float, NodeMaterialBlockTargets.Neutral);
  57. this.registerOutput("a", NodeMaterialBlockConnectionPointTypes.Float, NodeMaterialBlockTargets.Neutral);
  58. this._inputs[0].acceptedConnectionPointTypes.push(NodeMaterialBlockConnectionPointTypes.Vector3);
  59. this._inputs[0].acceptedConnectionPointTypes.push(NodeMaterialBlockConnectionPointTypes.Vector4);
  60. this._inputs[0]._prioritizeVertex = !fragmentOnly;
  61. }
  62. /**
  63. * Gets the current class name
  64. * @returns the class name
  65. */
  66. public getClassName() {
  67. return "TextureBlock";
  68. }
  69. /**
  70. * Gets the uv input component
  71. */
  72. public get uv(): NodeMaterialConnectionPoint {
  73. return this._inputs[0];
  74. }
  75. /**
  76. * Gets the rgba output component
  77. */
  78. public get rgba(): NodeMaterialConnectionPoint {
  79. return this._outputs[0];
  80. }
  81. /**
  82. * Gets the rgb output component
  83. */
  84. public get rgb(): NodeMaterialConnectionPoint {
  85. return this._outputs[1];
  86. }
  87. /**
  88. * Gets the r output component
  89. */
  90. public get r(): NodeMaterialConnectionPoint {
  91. return this._outputs[2];
  92. }
  93. /**
  94. * Gets the g output component
  95. */
  96. public get g(): NodeMaterialConnectionPoint {
  97. return this._outputs[3];
  98. }
  99. /**
  100. * Gets the b output component
  101. */
  102. public get b(): NodeMaterialConnectionPoint {
  103. return this._outputs[4];
  104. }
  105. /**
  106. * Gets the a output component
  107. */
  108. public get a(): NodeMaterialConnectionPoint {
  109. return this._outputs[5];
  110. }
  111. public get target() {
  112. // TextureBlock has a special optimizations for uvs that come from the vertex shaders as they can be packed into a single varyings.
  113. // But we need to detect uvs coming from fragment then
  114. if (!this.uv.isConnected) {
  115. return NodeMaterialBlockTargets.VertexAndFragment;
  116. }
  117. if (this.uv.sourceBlock!.isInput) {
  118. return NodeMaterialBlockTargets.VertexAndFragment;
  119. }
  120. let parent = this.uv.connectedPoint;
  121. while (parent) {
  122. if (parent.target === NodeMaterialBlockTargets.Fragment) {
  123. return NodeMaterialBlockTargets.Fragment;
  124. }
  125. if (parent.target === NodeMaterialBlockTargets.Vertex) {
  126. return NodeMaterialBlockTargets.VertexAndFragment;
  127. }
  128. if (parent.target === NodeMaterialBlockTargets.Neutral || parent.target === NodeMaterialBlockTargets.VertexAndFragment) {
  129. let parentBlock = parent.ownerBlock;
  130. parent = null;
  131. for (var input of parentBlock.inputs) {
  132. if (input.connectedPoint) {
  133. parent = input.connectedPoint;
  134. break;
  135. }
  136. }
  137. }
  138. }
  139. return NodeMaterialBlockTargets.VertexAndFragment;
  140. }
  141. public autoConfigure(material: NodeMaterial) {
  142. if (!this.uv.isConnected) {
  143. if (material.mode === NodeMaterialModes.PostProcess) {
  144. let uvInput = material.getBlockByPredicate((b) => b.name === "uv");
  145. if (uvInput) {
  146. uvInput.connectTo(this);
  147. }
  148. } else {
  149. const attributeName = material.mode === NodeMaterialModes.Particle ? "particle_uv" : "uv";
  150. let uvInput = material.getInputBlockByPredicate((b) => b.isAttribute && b.name === attributeName);
  151. if (!uvInput) {
  152. uvInput = new InputBlock("uv");
  153. uvInput.setAsAttribute(attributeName);
  154. }
  155. uvInput.output.connectTo(this.uv);
  156. }
  157. }
  158. }
  159. public initializeDefines(mesh: AbstractMesh, nodeMaterial: NodeMaterial, defines: NodeMaterialDefines, useInstances: boolean = false) {
  160. if (!defines._areTexturesDirty) {
  161. return;
  162. }
  163. defines.setValue(this._mainUVDefineName, false);
  164. }
  165. public prepareDefines(mesh: AbstractMesh, nodeMaterial: NodeMaterial, defines: NodeMaterialDefines) {
  166. if (!defines._areTexturesDirty) {
  167. return;
  168. }
  169. if (!this.texture || !this.texture.getTextureMatrix) {
  170. defines.setValue(this._defineName, false);
  171. defines.setValue(this._mainUVDefineName, true);
  172. return;
  173. }
  174. defines.setValue(this._linearDefineName, this.convertToGammaSpace);
  175. defines.setValue(this._gammaDefineName, this.convertToLinearSpace);
  176. if (this._isMixed) {
  177. if (!this.texture.getTextureMatrix().isIdentityAs3x2()) {
  178. defines.setValue(this._defineName, true);
  179. } else {
  180. defines.setValue(this._defineName, false);
  181. defines.setValue(this._mainUVDefineName, true);
  182. }
  183. }
  184. }
  185. public isReady() {
  186. if (this.texture && !this.texture.isReadyOrNotBlocking()) {
  187. return false;
  188. }
  189. return true;
  190. }
  191. public bind(effect: Effect, nodeMaterial: NodeMaterial, mesh?: Mesh) {
  192. if (!this.texture) {
  193. return;
  194. }
  195. if (this._isMixed) {
  196. effect.setFloat(this._textureInfoName, this.texture.level);
  197. effect.setMatrix(this._textureTransformName, this.texture.getTextureMatrix());
  198. }
  199. effect.setTexture(this._samplerName, this.texture);
  200. }
  201. private get _isMixed() {
  202. return this.target !== NodeMaterialBlockTargets.Fragment;
  203. }
  204. private _injectVertexCode(state: NodeMaterialBuildState) {
  205. let uvInput = this.uv;
  206. // Inject code in vertex
  207. this._defineName = state._getFreeDefineName("UVTRANSFORM");
  208. this._mainUVDefineName = "VMAIN" + uvInput.associatedVariableName.toUpperCase();
  209. if (uvInput.connectedPoint!.ownerBlock.isInput) {
  210. let uvInputOwnerBlock = uvInput.connectedPoint!.ownerBlock as InputBlock;
  211. if (!uvInputOwnerBlock.isAttribute) {
  212. state._emitUniformFromString(uvInput.associatedVariableName, "vec2");
  213. }
  214. }
  215. this._mainUVName = "vMain" + uvInput.associatedVariableName;
  216. this._transformedUVName = state._getFreeVariableName("transformedUV");
  217. this._textureTransformName = state._getFreeVariableName("textureTransform");
  218. this._textureInfoName = state._getFreeVariableName("textureInfoName");
  219. state._emitVaryingFromString(this._transformedUVName, "vec2", this._defineName);
  220. state._emitVaryingFromString(this._mainUVName, "vec2", this._mainUVDefineName);
  221. state._emitUniformFromString(this._textureTransformName, "mat4", this._defineName);
  222. state.compilationString += `#ifdef ${this._defineName}\r\n`;
  223. state.compilationString += `${this._transformedUVName} = vec2(${this._textureTransformName} * vec4(${uvInput.associatedVariableName}.xy, 1.0, 0.0));\r\n`;
  224. state.compilationString += `#elif defined(${this._mainUVDefineName})\r\n`;
  225. state.compilationString += `${this._mainUVName} = ${uvInput.associatedVariableName}.xy;\r\n`;
  226. state.compilationString += `#endif\r\n`;
  227. if (!this._outputs.some((o) => o.isConnectedInVertexShader)) {
  228. return;
  229. }
  230. this._writeTextureRead(state, true);
  231. for (var output of this._outputs) {
  232. if (output.hasEndpoints) {
  233. this._writeOutput(state, output, output.name, true);
  234. }
  235. }
  236. }
  237. private _writeTextureRead(state: NodeMaterialBuildState, vertexMode = false) {
  238. let uvInput = this.uv;
  239. if (vertexMode) {
  240. if (state.target === NodeMaterialBlockTargets.Fragment) {
  241. return;
  242. }
  243. state.compilationString += `vec4 ${this._tempTextureRead} = texture2D(${this._samplerName}, ${uvInput.associatedVariableName});\r\n`;
  244. return;
  245. }
  246. if (this.uv.ownerBlock.target === NodeMaterialBlockTargets.Fragment || this._fragmentOnly) {
  247. state.compilationString += `vec4 ${this._tempTextureRead} = texture2D(${this._samplerName}, ${uvInput.associatedVariableName});\r\n`;
  248. return;
  249. }
  250. state.compilationString += `#ifdef ${this._defineName}\r\n`;
  251. state.compilationString += `vec4 ${this._tempTextureRead} = texture2D(${this._samplerName}, ${this._transformedUVName});\r\n`;
  252. state.compilationString += `#elif defined(${this._mainUVDefineName})\r\n`;
  253. state.compilationString += `vec4 ${this._tempTextureRead} = texture2D(${this._samplerName}, ${this._mainUVName});\r\n`;
  254. state.compilationString += `#endif\r\n`;
  255. }
  256. private _writeOutput(state: NodeMaterialBuildState, output: NodeMaterialConnectionPoint, swizzle: string, vertexMode = false) {
  257. if (vertexMode) {
  258. if (state.target === NodeMaterialBlockTargets.Fragment) {
  259. return;
  260. }
  261. state.compilationString += `${this._declareOutput(output, state)} = ${this._tempTextureRead}.${swizzle};\r\n`;
  262. return;
  263. }
  264. if (this.uv.ownerBlock.target === NodeMaterialBlockTargets.Fragment) {
  265. state.compilationString += `${this._declareOutput(output, state)} = ${this._tempTextureRead}.${swizzle};\r\n`;
  266. return;
  267. }
  268. const complement = ` * ${this._textureInfoName}`;
  269. state.compilationString += `${this._declareOutput(output, state)} = ${this._tempTextureRead}.${swizzle}${complement};\r\n`;
  270. if (swizzle !== 'a') { // no conversion if the output is "a" (alpha)
  271. state.compilationString += `#ifdef ${this._linearDefineName}\r\n`;
  272. state.compilationString += `${output.associatedVariableName} = toGammaSpace(${output.associatedVariableName});\r\n`;
  273. state.compilationString += `#endif\r\n`;
  274. state.compilationString += `#ifdef ${this._gammaDefineName}\r\n`;
  275. state.compilationString += `${output.associatedVariableName} = toLinearSpace(${output.associatedVariableName});\r\n`;
  276. state.compilationString += `#endif\r\n`;
  277. }
  278. }
  279. protected _buildBlock(state: NodeMaterialBuildState) {
  280. super._buildBlock(state);
  281. if (state.target === NodeMaterialBlockTargets.Vertex || this._fragmentOnly) {
  282. this._tempTextureRead = state._getFreeVariableName("tempTextureRead");
  283. }
  284. if (!this._isMixed && state.target === NodeMaterialBlockTargets.Fragment || this._isMixed && state.target === NodeMaterialBlockTargets.Vertex) {
  285. this._samplerName = state._getFreeVariableName(this.name + "Sampler");
  286. state._emit2DSampler(this._samplerName);
  287. // Declarations
  288. state.sharedData.blockingBlocks.push(this);
  289. state.sharedData.textureBlocks.push(this);
  290. state.sharedData.blocksWithDefines.push(this);
  291. state.sharedData.bindableBlocks.push(this);
  292. }
  293. if (state.target !== NodeMaterialBlockTargets.Fragment) {
  294. // Vertex
  295. this._injectVertexCode(state);
  296. return;
  297. }
  298. // Fragment
  299. if (!this._outputs.some((o) => o.isConnectedInFragmentShader)) {
  300. return;
  301. }
  302. if (this._isMixed) {
  303. // Reexport the sampler
  304. state._emit2DSampler(this._samplerName);
  305. }
  306. this._linearDefineName = state._getFreeDefineName("ISLINEAR");
  307. this._gammaDefineName = state._getFreeDefineName("ISGAMMA");
  308. let comments = `//${this.name}`;
  309. state._emitFunctionFromInclude("helperFunctions", comments);
  310. if (this._isMixed) {
  311. state._emitUniformFromString(this._textureInfoName, "float");
  312. }
  313. this._writeTextureRead(state);
  314. for (var output of this._outputs) {
  315. if (output.hasEndpoints) {
  316. this._writeOutput(state, output, output.name);
  317. }
  318. }
  319. return this;
  320. }
  321. protected _dumpPropertiesCode() {
  322. if (!this.texture) {
  323. return "";
  324. }
  325. var codeString = `${this._codeVariableName}.texture = new BABYLON.Texture("${this.texture.name}", null);\r\n`;
  326. codeString += `${this._codeVariableName}.texture.wrapU = ${this.texture.wrapU};\r\n`;
  327. codeString += `${this._codeVariableName}.texture.wrapV = ${this.texture.wrapV};\r\n`;
  328. codeString += `${this._codeVariableName}.texture.uAng = ${this.texture.uAng};\r\n`;
  329. codeString += `${this._codeVariableName}.texture.vAng = ${this.texture.vAng};\r\n`;
  330. codeString += `${this._codeVariableName}.texture.wAng = ${this.texture.wAng};\r\n`;
  331. codeString += `${this._codeVariableName}.texture.uOffset = ${this.texture.uOffset};\r\n`;
  332. codeString += `${this._codeVariableName}.texture.vOffset = ${this.texture.vOffset};\r\n`;
  333. codeString += `${this._codeVariableName}.texture.uScale = ${this.texture.uScale};\r\n`;
  334. codeString += `${this._codeVariableName}.texture.vScale = ${this.texture.vScale};\r\n`;
  335. codeString += `${this._codeVariableName}.convertToGammaSpace = ${this.convertToGammaSpace};\r\n`;
  336. codeString += `${this._codeVariableName}.convertToLinearSpace = ${this.convertToLinearSpace};\r\n`;
  337. return codeString;
  338. }
  339. public serialize(): any {
  340. let serializationObject = super.serialize();
  341. serializationObject.convertToGammaSpace = this.convertToGammaSpace;
  342. serializationObject.convertToLinearSpace = this.convertToLinearSpace;
  343. serializationObject.fragmentOnly = this._fragmentOnly;
  344. if (this.texture) {
  345. serializationObject.texture = this.texture.serialize();
  346. }
  347. return serializationObject;
  348. }
  349. public _deserialize(serializationObject: any, scene: Scene, rootUrl: string) {
  350. super._deserialize(serializationObject, scene, rootUrl);
  351. this.convertToGammaSpace = serializationObject.convertToGammaSpace;
  352. this.convertToLinearSpace = !!serializationObject.convertToLinearSpace;
  353. this._fragmentOnly = !!serializationObject.fragmentOnly;
  354. if (serializationObject.texture && !NodeMaterial.IgnoreTexturesAtLoadTime) {
  355. rootUrl = serializationObject.texture.url.indexOf("data:") === 0 ? "" : rootUrl;
  356. this.texture = Texture.Parse(serializationObject.texture, scene, rootUrl) as Texture;
  357. }
  358. }
  359. }
  360. _TypeStore.RegisteredTypes["BABYLON.TextureBlock"] = TextureBlock;