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- import { NodeMaterialBlockConnectionPointTypes } from './nodeMaterialBlockConnectionPointTypes';
- import { NodeMaterialBuildState } from './nodeMaterialBuildState';
- import { Nullable } from '../../types';
- import { NodeMaterialConnectionPoint } from './nodeMaterialBlockConnectionPoint';
- import { NodeMaterialBlockTargets } from './nodeMaterialBlockTargets';
- import { Effect, EffectFallbacks } from '../effect';
- import { AbstractMesh } from '../../Meshes/abstractMesh';
- import { Mesh } from '../../Meshes/mesh';
- import { NodeMaterial, NodeMaterialDefines } from './nodeMaterial';
- /**
- * Defines a block that can be used inside a node based material
- */
- export class NodeMaterialBlock {
- private _buildId: number;
- private _target: NodeMaterialBlockTargets;
- private _isFinalMerger = false;
- private _isInput = false;
- /** @hidden */
- public _inputs = new Array<NodeMaterialConnectionPoint>();
- /** @hidden */
- public _outputs = new Array<NodeMaterialConnectionPoint>();
- /**
- * Gets or sets the name of the block
- */
- public name: string;
- /**
- * Gets a boolean indicating that this block is an end block (e.g. it is generating a system value)
- */
- public get isFinalMerger(): boolean {
- return this._isFinalMerger;
- }
- /**
- * Gets a boolean indicating that this block is an input (e.g. it sends data to the shader)
- */
- public get isInput(): boolean {
- return this._isInput;
- }
- /**
- * Gets or sets the build Id
- */
- public get buildId(): number {
- return this._buildId;
- }
- public set buildId(value: number) {
- this._buildId = value;
- }
- /**
- * Gets or sets the target of the block
- */
- public get target() {
- return this._target;
- }
- public set target(value: NodeMaterialBlockTargets) {
- if ((this._target & value) !== 0) {
- return;
- }
- this._target = value;
- }
- /**
- * Gets the list of input points
- */
- public get inputs(): NodeMaterialConnectionPoint[] {
- return this._inputs;
- }
- /** Gets the list of output points */
- public get outputs(): NodeMaterialConnectionPoint[] {
- return this._outputs;
- }
- /**
- * Find an input by its name
- * @param name defines the name of the input to look for
- * @returns the input or null if not found
- */
- public getInputByName(name: string) {
- let filter = this._inputs.filter((e) => e.name === name);
- if (filter.length) {
- return filter[0];
- }
- return null;
- }
- /**
- * Find an output by its name
- * @param name defines the name of the outputto look for
- * @returns the output or null if not found
- */
- public getOutputByName(name: string) {
- let filter = this._outputs.filter((e) => e.name === name);
- if (filter.length) {
- return filter[0];
- }
- return null;
- }
- /**
- * Creates a new NodeMaterialBlock
- * @param name defines the block name
- * @param target defines the target of that block (Vertex by default)
- * @param isFinalMerger defines a boolean indicating that this block is an end block (e.g. it is generating a system value). Default is false
- * @param isInput defines a boolean indicating that this block is an input (e.g. it sends data to the shader). Default is false
- */
- public constructor(name: string, target = NodeMaterialBlockTargets.Vertex, isFinalMerger = false, isInput = false) {
- this.name = name;
- this._target = target;
- this._isFinalMerger = isFinalMerger;
- this._isInput = isInput;
- }
- /**
- * Initialize the block and prepare the context for build
- * @param state defines the state that will be used for the build
- */
- public initialize(state: NodeMaterialBuildState) {
- // Do nothing
- }
- /**
- * Bind data to effect. Will only be called for blocks with isBindable === true
- * @param effect defines the effect to bind data to
- * @param nodeMaterial defines the hosting NodeMaterial
- * @param mesh defines the mesh that will be rendered
- */
- public bind(effect: Effect, nodeMaterial: NodeMaterial, mesh?: Mesh) {
- // Do nothing
- }
- protected _declareOutput(output: NodeMaterialConnectionPoint, state: NodeMaterialBuildState): string {
- // if (output.isVarying) {
- // return `${output.associatedVariableName}`;
- // }
- return `${state._getGLType(output.type)} ${output.associatedVariableName}`;
- }
- protected _writeVariable(currentPoint: NodeMaterialConnectionPoint): string {
- let connectionPoint = currentPoint.connectedPoint!;
- return `${currentPoint.associatedVariableName}${connectionPoint.swizzle ? "." + connectionPoint.swizzle : ""}`;
- }
- protected _writeFloat(value: number) {
- let stringVersion = value.toString();
- if (stringVersion.indexOf(".") === -1) {
- stringVersion += ".0";
- }
- return `${stringVersion}`;
- }
- /**
- * Gets the current class name e.g. "NodeMaterialBlock"
- * @returns the class name
- */
- public getClassName() {
- return "NodeMaterialBlock";
- }
- /**
- * Register a new input. Must be called inside a block constructor
- * @param name defines the connection point name
- * @param type defines the connection point type
- * @param isOptional defines a boolean indicating that this input can be omitted
- * @param target defines the target to use to limit the connection point (will be VetexAndFragment by default)
- * @returns the current block
- */
- public registerInput(name: string, type: NodeMaterialBlockConnectionPointTypes, isOptional: boolean = false, target?: NodeMaterialBlockTargets) {
- let point = new NodeMaterialConnectionPoint(name, this);
- point.type = type;
- point.isOptional = isOptional;
- if (target) {
- point.target = target;
- }
- this._inputs.push(point);
- return this;
- }
- /**
- * Register a new output. Must be called inside a block constructor
- * @param name defines the connection point name
- * @param type defines the connection point type
- * @param target defines the target to use to limit the connection point (will be VetexAndFragment by default)
- * @returns the current block
- */
- public registerOutput(name: string, type: NodeMaterialBlockConnectionPointTypes, target?: NodeMaterialBlockTargets) {
- let point = new NodeMaterialConnectionPoint(name, this);
- point.type = type;
- if (target) {
- point.target = target;
- }
- this._outputs.push(point);
- return this;
- }
- /**
- * Will return the first available input e.g. the first one which is not an uniform or an attribute
- * @param forOutput defines an optional connection point to check compatibility with
- * @returns the first available input or null
- */
- public getFirstAvailableInput(forOutput: Nullable<NodeMaterialConnectionPoint> = null) {
- for (var input of this._inputs) {
- if (!input.connectedPoint) {
- if (!forOutput || (forOutput.type & input.type) !== 0 || input.type === NodeMaterialBlockConnectionPointTypes.AutoDetect) {
- return input;
- }
- }
- }
- return null;
- }
- /**
- * Will return the first available output e.g. the first one which is not yet connected and not a varying
- * @param forBlock defines an optional block to check compatibility with
- * @returns the first available input or null
- */
- public getFirstAvailableOutput(forBlock: Nullable<NodeMaterialBlock> = null) {
- for (var output of this._outputs) {
- if (!forBlock || !forBlock.target || (forBlock.target & output.target) !== 0) {
- return output;
- }
- }
- return null;
- }
- /**
- * Connect current block with another block
- * @param other defines the block to connect with
- * @param options define the various options to help pick the right connections
- * @returns the current block
- */
- public connectTo(other: NodeMaterialBlock, options?: {
- input?: string,
- output?: string,
- outputSwizzle?: string
- }) {
- if (this._outputs.length === 0) {
- return;
- }
- let output = options && options.output ? this.getOutputByName(options.output) : this.getFirstAvailableOutput(other);
- let input = options && options.input ? other.getInputByName(options.input) : other.getFirstAvailableInput(output);
- if (output && input) {
- output.swizzle = options ? options.outputSwizzle || "" : "";
- output.connectTo(input);
- } else {
- throw "Unable to find a compatible match";
- }
- return this;
- }
- protected _buildBlock(state: NodeMaterialBuildState) {
- // Empty. Must be defined by child nodes
- }
- protected _emit(state: NodeMaterialBuildState, define?: string) {
- // Empty. Must be defined by child nodes
- }
- /**
- * Add uniforms, samplers and uniform buffers at compilation time
- * @param state defines the state to update
- * @param nodeMaterial defines the node material requesting the update
- * @param defines defines the material defines to update
- */
- public updateUniformsAndSamples(state: NodeMaterialBuildState, nodeMaterial: NodeMaterial, defines: NodeMaterialDefines) {
- // Do nothing
- }
- /**
- * Add potential fallbacks if shader compilation fails
- * @param mesh defines the mesh to be rendered
- * @param fallbacks defines the current prioritized list of fallbacks
- */
- public provideFallbacks(mesh: AbstractMesh, fallbacks: EffectFallbacks) {
- // Do nothing
- }
- /**
- * Update defines for shader compilation
- * @param mesh defines the mesh to be rendered
- * @param nodeMaterial defines the node material requesting the update
- * @param defines defines the material defines to update
- * @param useInstances specifies that instances should be used
- */
- public prepareDefines(mesh: AbstractMesh, nodeMaterial: NodeMaterial, defines: NodeMaterialDefines, useInstances: boolean = false) {
- // Do nothing
- }
- /**
- * Lets the block try to connect some inputs automatically
- */
- public autoConfigure() {
- // Do nothing
- }
- /**
- * Function called when a block is declared as repeatable content generator
- * @param vertexShaderState defines the current compilation state for the vertex shader
- * @param fragmentShaderState defines the current compilation state for the fragment shader
- * @param mesh defines the mesh to be rendered
- * @param defines defines the material defines to update
- */
- public replaceRepeatableContent(vertexShaderState: NodeMaterialBuildState, fragmentShaderState: NodeMaterialBuildState, mesh: AbstractMesh, defines: NodeMaterialDefines) {
- // Do nothing
- }
- /**
- * Checks if the block is ready
- * @param mesh defines the mesh to be rendered
- * @param nodeMaterial defines the node material requesting the update
- * @param defines defines the material defines to update
- * @param useInstances specifies that instances should be used
- * @returns true if the block is ready
- */
- public isReady(mesh: AbstractMesh, nodeMaterial: NodeMaterial, defines: NodeMaterialDefines, useInstances: boolean = false) {
- return true;
- }
- /**
- * Compile the current node and generate the shader code
- * @param state defines the current compilation state (uniforms, samplers, current string)
- * @returns the current block
- */
- public build(state: NodeMaterialBuildState) {
- if (this._buildId === state.sharedData.buildId) {
- return;
- }
- // Check if "parent" blocks are compiled
- for (var input of this._inputs) {
- if (!input.connectedPoint) {
- if (!input.isOptional) { // Emit a warning
- state.sharedData.checks.notConnectedNonOptionalInputs.push(input);
- }
- continue;
- }
- if ((input.target & this.target!) === 0) {
- continue;
- }
- if ((input.target & state.target!) === 0) {
- continue;
- }
- let block = input.connectedPoint.ownerBlock;
- if (block && block !== this && block.buildId !== state.sharedData.buildId) {
- block.build(state);
- }
- }
- if (this._buildId === state.sharedData.buildId) {
- return; // Need to check again as inputs can be connected multiple time to this endpoint
- }
- // Logs
- if (state.sharedData.verbose) {
- console.log(`${state.target === NodeMaterialBlockTargets.Vertex ? "Vertex shader" : "Fragment shader"}: Building ${this.name} [${this.getClassName()}]`);
- }
- /** Emit input blocks */
- this._emit(state);
- /** Prepare outputs */
- for (var output of this._outputs) {
- if ((output.target & this.target!) === 0) {
- continue;
- }
- if ((output.target & state.target!) === 0) {
- continue;
- }
- if (!output.associatedVariableName) {
- output.associatedVariableName = state._getFreeVariableName(output.name);
- }
- }
- // Checks final outputs
- if (this.isFinalMerger) {
- switch (state.target) {
- case NodeMaterialBlockTargets.Vertex:
- state.sharedData.checks.emitVertex = true;
- break;
- case NodeMaterialBlockTargets.Fragment:
- state.sharedData.checks.emitFragment = true;
- break;
- }
- }
- if (!this.isInput && state.sharedData.emitComments) {
- state.compilationString += `\r\n//${this.name}\r\n`;
- }
- this._buildBlock(state);
- this._buildId = state.sharedData.buildId;
- // Compile connected blocks
- for (var output of this._outputs) {
- if ((output.target & state.target) === 0) {
- continue;
- }
- for (var block of output.connectedBlocks) {
- if (block && (block.target & state.target) !== 0) {
- block.build(state);
- }
- }
- }
- return this;
- }
- }
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