reflectionBlock.ts 19 KB

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  1. import { NodeMaterialBlockConnectionPointTypes } from '../../Enums/nodeMaterialBlockConnectionPointTypes';
  2. import { NodeMaterialBuildState } from '../../nodeMaterialBuildState';
  3. import { NodeMaterialConnectionPoint, NodeMaterialConnectionPointDirection } from '../../nodeMaterialBlockConnectionPoint';
  4. import { NodeMaterialBlockTargets } from '../../Enums/nodeMaterialBlockTargets';
  5. import { NodeMaterial, NodeMaterialDefines } from '../../nodeMaterial';
  6. import { _TypeStore } from '../../../../Misc/typeStore';
  7. import { NodeMaterialConnectionPointCustomObject } from "../../nodeMaterialConnectionPointCustomObject";
  8. import { ReflectionTextureBaseBlock } from '../Dual/reflectionTextureBaseBlock';
  9. import { AbstractMesh } from '../../../../Meshes/abstractMesh';
  10. import { Nullable } from '../../../../types';
  11. import { Texture } from '../../../Textures/texture';
  12. import { BaseTexture } from '../../../Textures/baseTexture';
  13. import { Mesh } from '../../../../Meshes/mesh';
  14. import { SubMesh } from '../../../../Meshes/subMesh';
  15. import { Effect } from '../../../effect';
  16. import { editableInPropertyPage, PropertyTypeForEdition } from "../../nodeMaterialDecorator";
  17. import { Scene } from '../../../../scene';
  18. /**
  19. * Block used to implement the reflection module of the PBR material
  20. */
  21. export class ReflectionBlock extends ReflectionTextureBaseBlock {
  22. /** @hidden */
  23. public _defineLODReflectionAlpha: string;
  24. /** @hidden */
  25. public _defineLinearSpecularReflection: string;
  26. /** @hidden */
  27. public _defineLODBasedMicroSurface: string;
  28. private _vEnvironmentIrradianceName: string;
  29. /** @hidden */
  30. public _vReflectionMicrosurfaceInfosName: string;
  31. /** @hidden */
  32. public _vReflectionInfosName: string;
  33. private _scene: Scene;
  34. /**
  35. * The three properties below are set by the main PBR block prior to calling methods of this class.
  36. * This is to avoid having to add them as inputs here whereas they are already inputs of the main block, so already known.
  37. * It's less burden on the user side in the editor part.
  38. */
  39. /** @hidden */
  40. public worldPositionConnectionPoint: NodeMaterialConnectionPoint;
  41. /** @hidden */
  42. public worldNormalConnectionPoint: NodeMaterialConnectionPoint;
  43. /** @hidden */
  44. public cameraPositionConnectionPoint: NodeMaterialConnectionPoint;
  45. /**
  46. * Defines if the material uses spherical harmonics vs spherical polynomials for the
  47. * diffuse part of the IBL.
  48. */
  49. @editableInPropertyPage("Spherical Harmonics", PropertyTypeForEdition.Boolean, "ADVANCED", { "notifiers": { "update": true }})
  50. public useSphericalHarmonics: boolean = true;
  51. /**
  52. * Force the shader to compute irradiance in the fragment shader in order to take bump in account.
  53. */
  54. @editableInPropertyPage("Force irradiance in fragment", PropertyTypeForEdition.Boolean, "ADVANCED", { "notifiers": { "update": true }})
  55. public forceIrradianceInFragment: boolean = false;
  56. /**
  57. * Create a new ReflectionBlock
  58. * @param name defines the block name
  59. */
  60. public constructor(name: string) {
  61. super(name);
  62. this._isUnique = true;
  63. this.registerInput("position", NodeMaterialBlockConnectionPointTypes.Vector3, false, NodeMaterialBlockTargets.Vertex);
  64. this.registerInput("world", NodeMaterialBlockConnectionPointTypes.Matrix, false, NodeMaterialBlockTargets.Vertex);
  65. this.registerInput("view", NodeMaterialBlockConnectionPointTypes.Matrix, false, NodeMaterialBlockTargets.Fragment);
  66. this.registerInput("color", NodeMaterialBlockConnectionPointTypes.Color3, true, NodeMaterialBlockTargets.Fragment);
  67. this.registerOutput("reflection", NodeMaterialBlockConnectionPointTypes.Object, NodeMaterialBlockTargets.Fragment,
  68. new NodeMaterialConnectionPointCustomObject("reflection", this, NodeMaterialConnectionPointDirection.Output, ReflectionBlock, "ReflectionBlock"));
  69. }
  70. /**
  71. * Gets the current class name
  72. * @returns the class name
  73. */
  74. public getClassName() {
  75. return "ReflectionBlock";
  76. }
  77. /**
  78. * Gets the position input component
  79. */
  80. public get position(): NodeMaterialConnectionPoint {
  81. return this._inputs[0];
  82. }
  83. /**
  84. * Gets the world position input component
  85. */
  86. public get worldPosition(): NodeMaterialConnectionPoint {
  87. return this.worldPositionConnectionPoint;
  88. }
  89. /**
  90. * Gets the world normal input component
  91. */
  92. public get worldNormal(): NodeMaterialConnectionPoint {
  93. return this.worldNormalConnectionPoint;
  94. }
  95. /**
  96. * Gets the world input component
  97. */
  98. public get world(): NodeMaterialConnectionPoint {
  99. return this._inputs[1];
  100. }
  101. /**
  102. * Gets the camera (or eye) position component
  103. */
  104. public get cameraPosition(): NodeMaterialConnectionPoint {
  105. return this.cameraPositionConnectionPoint;
  106. }
  107. /**
  108. * Gets the view input component
  109. */
  110. public get view(): NodeMaterialConnectionPoint {
  111. return this._inputs[2];
  112. }
  113. /**
  114. * Gets the color input component
  115. */
  116. public get color(): NodeMaterialConnectionPoint {
  117. return this._inputs[3];
  118. }
  119. /**
  120. * Gets the reflection object output component
  121. */
  122. public get reflection(): NodeMaterialConnectionPoint {
  123. return this._outputs[0];
  124. }
  125. /**
  126. * Returns true if the block has a texture (either its own texture or the environment texture from the scene, if set)
  127. */
  128. public get hasTexture(): boolean {
  129. return !!this._getTexture();
  130. }
  131. /**
  132. * Gets the reflection color (either the name of the variable if the color input is connected, else a default value)
  133. */
  134. public get reflectionColor(): string {
  135. return this.color.isConnected ? this.color.associatedVariableName : "vec3(1., 1., 1.)";
  136. }
  137. protected _getTexture(): Nullable<BaseTexture> {
  138. if (this.texture) {
  139. return this.texture;
  140. }
  141. return this._scene.environmentTexture;
  142. }
  143. public prepareDefines(mesh: AbstractMesh, nodeMaterial: NodeMaterial, defines: NodeMaterialDefines) {
  144. super.prepareDefines(mesh, nodeMaterial, defines);
  145. const reflectionTexture = this._getTexture();
  146. const reflection = reflectionTexture && reflectionTexture.getTextureMatrix;
  147. defines.setValue("REFLECTION", reflection);
  148. if (!reflection) {
  149. return;
  150. }
  151. defines.setValue(this._defineLODReflectionAlpha, reflectionTexture!.lodLevelInAlpha);
  152. defines.setValue(this._defineLinearSpecularReflection, reflectionTexture!.linearSpecularLOD);
  153. defines.setValue(this._defineLODBasedMicroSurface, this._scene.getEngine().getCaps().textureLOD);
  154. defines.setValue(this._defineOppositeZ, this._scene.useRightHandedSystem ? !reflectionTexture!.invertZ : reflectionTexture!.invertZ);
  155. defines.setValue("SPHERICAL_HARMONICS", this.useSphericalHarmonics);
  156. if (reflectionTexture && reflectionTexture.coordinatesMode !== Texture.SKYBOX_MODE) {
  157. if (reflectionTexture.isCube) {
  158. defines.setValue("USESPHERICALFROMREFLECTIONMAP", true);
  159. defines.setValue("USEIRRADIANCEMAP", false);
  160. if (this.forceIrradianceInFragment || this._scene.getEngine().getCaps().maxVaryingVectors <= 8) {
  161. defines.setValue("USESPHERICALINVERTEX", false);
  162. }
  163. else {
  164. defines.setValue("USESPHERICALINVERTEX", true);
  165. }
  166. }
  167. }
  168. }
  169. public bind(effect: Effect, nodeMaterial: NodeMaterial, mesh?: Mesh, subMesh?: SubMesh) {
  170. super.bind(effect, nodeMaterial, mesh);
  171. const reflectionTexture = this._getTexture();
  172. if (!reflectionTexture || !subMesh) {
  173. return;
  174. }
  175. if (reflectionTexture.isCube) {
  176. effect.setTexture(this._cubeSamplerName, reflectionTexture);
  177. } else {
  178. effect.setTexture(this._2DSamplerName, reflectionTexture);
  179. }
  180. effect.setFloat3(this._vReflectionMicrosurfaceInfosName, reflectionTexture.getSize().width, reflectionTexture.lodGenerationScale, reflectionTexture.lodGenerationOffset);
  181. const defines = subMesh._materialDefines as NodeMaterialDefines;
  182. const polynomials = reflectionTexture.sphericalPolynomial;
  183. if (defines.USESPHERICALFROMREFLECTIONMAP && polynomials) {
  184. if (defines.SPHERICAL_HARMONICS) {
  185. const preScaledHarmonics = polynomials.preScaledHarmonics;
  186. effect.setVector3("vSphericalL00", preScaledHarmonics.l00);
  187. effect.setVector3("vSphericalL1_1", preScaledHarmonics.l1_1);
  188. effect.setVector3("vSphericalL10", preScaledHarmonics.l10);
  189. effect.setVector3("vSphericalL11", preScaledHarmonics.l11);
  190. effect.setVector3("vSphericalL2_2", preScaledHarmonics.l2_2);
  191. effect.setVector3("vSphericalL2_1", preScaledHarmonics.l2_1);
  192. effect.setVector3("vSphericalL20", preScaledHarmonics.l20);
  193. effect.setVector3("vSphericalL21", preScaledHarmonics.l21);
  194. effect.setVector3("vSphericalL22", preScaledHarmonics.l22);
  195. }
  196. else {
  197. effect.setFloat3("vSphericalX", polynomials.x.x, polynomials.x.y, polynomials.x.z);
  198. effect.setFloat3("vSphericalY", polynomials.y.x, polynomials.y.y, polynomials.y.z);
  199. effect.setFloat3("vSphericalZ", polynomials.z.x, polynomials.z.y, polynomials.z.z);
  200. effect.setFloat3("vSphericalXX_ZZ", polynomials.xx.x - polynomials.zz.x,
  201. polynomials.xx.y - polynomials.zz.y,
  202. polynomials.xx.z - polynomials.zz.z);
  203. effect.setFloat3("vSphericalYY_ZZ", polynomials.yy.x - polynomials.zz.x,
  204. polynomials.yy.y - polynomials.zz.y,
  205. polynomials.yy.z - polynomials.zz.z);
  206. effect.setFloat3("vSphericalZZ", polynomials.zz.x, polynomials.zz.y, polynomials.zz.z);
  207. effect.setFloat3("vSphericalXY", polynomials.xy.x, polynomials.xy.y, polynomials.xy.z);
  208. effect.setFloat3("vSphericalYZ", polynomials.yz.x, polynomials.yz.y, polynomials.yz.z);
  209. effect.setFloat3("vSphericalZX", polynomials.zx.x, polynomials.zx.y, polynomials.zx.z);
  210. }
  211. }
  212. }
  213. /**
  214. * Gets the code to inject in the vertex shader
  215. * @param state current state of the node material building
  216. * @returns the shader code
  217. */
  218. public handleVertexSide(state: NodeMaterialBuildState): string {
  219. let code = super.handleVertexSide(state);
  220. state._emitFunctionFromInclude("harmonicsFunctions", `//${this.name}`, {
  221. replaceStrings: [
  222. { search: /uniform vec3 vSphericalL00;[\s\S]*?uniform vec3 vSphericalL22;/g, replace: "" },
  223. { search: /uniform vec3 vSphericalX;[\s\S]*?uniform vec3 vSphericalZX;/g, replace: "" },
  224. ]
  225. });
  226. const reflectionVectorName = state._getFreeVariableName("reflectionVector");
  227. this._vEnvironmentIrradianceName = state._getFreeVariableName("vEnvironmentIrradiance");
  228. state._emitVaryingFromString(this._vEnvironmentIrradianceName, "vec3", "defined(USESPHERICALFROMREFLECTIONMAP) && defined(USESPHERICALINVERTEX");
  229. state._emitUniformFromString("vSphericalL00", "vec3", "SPHERICAL_HARMONICS");
  230. state._emitUniformFromString("vSphericalL1_1", "vec3", "SPHERICAL_HARMONICS");
  231. state._emitUniformFromString("vSphericalL10", "vec3", "SPHERICAL_HARMONICS");
  232. state._emitUniformFromString("vSphericalL11", "vec3", "SPHERICAL_HARMONICS");
  233. state._emitUniformFromString("vSphericalL2_2", "vec3", "SPHERICAL_HARMONICS");
  234. state._emitUniformFromString("vSphericalL2_1", "vec3", "SPHERICAL_HARMONICS");
  235. state._emitUniformFromString("vSphericalL20", "vec3", "SPHERICAL_HARMONICS");
  236. state._emitUniformFromString("vSphericalL21", "vec3", "SPHERICAL_HARMONICS");
  237. state._emitUniformFromString("vSphericalL22", "vec3", "SPHERICAL_HARMONICS");
  238. state._emitUniformFromString("vSphericalX", "vec3", "SPHERICAL_HARMONICS", true);
  239. state._emitUniformFromString("vSphericalY", "vec3", "SPHERICAL_HARMONICS", true);
  240. state._emitUniformFromString("vSphericalZ", "vec3", "SPHERICAL_HARMONICS", true);
  241. state._emitUniformFromString("vSphericalXX_ZZ", "vec3", "SPHERICAL_HARMONICS", true);
  242. state._emitUniformFromString("vSphericalYY_ZZ", "vec3", "SPHERICAL_HARMONICS", true);
  243. state._emitUniformFromString("vSphericalZZ", "vec3", "SPHERICAL_HARMONICS", true);
  244. state._emitUniformFromString("vSphericalXY", "vec3", "SPHERICAL_HARMONICS", true);
  245. state._emitUniformFromString("vSphericalYZ", "vec3", "SPHERICAL_HARMONICS", true);
  246. state._emitUniformFromString("vSphericalZX", "vec3", "SPHERICAL_HARMONICS", true);
  247. code +=
  248. `#if defined(USESPHERICALFROMREFLECTIONMAP) && defined(USESPHERICALINVERTEX)
  249. vec3 ${reflectionVectorName} = vec3(${this._reflectionMatrixName} * vec4(normalize(${this.worldNormal.associatedVariableName}).xyz, 0)).xyz;
  250. #ifdef ${this._defineOppositeZ}
  251. ${reflectionVectorName}.z *= -1.0;
  252. #endif
  253. ${this._vEnvironmentIrradianceName} = computeEnvironmentIrradiance(${reflectionVectorName});
  254. #endif\r\n`;
  255. return code;
  256. }
  257. /**
  258. * Gets the main code of the block (fragment side)
  259. * @param state current state of the node material building
  260. * @param normalVarName name of the existing variable corresponding to the normal
  261. * @returns the shader code
  262. */
  263. public getCode(state: NodeMaterialBuildState, normalVarName: string): string {
  264. let code = "";
  265. this.handleFragmentSideInits(state);
  266. state._emitFunctionFromInclude("harmonicsFunctions", `//${this.name}`, {
  267. replaceStrings: [
  268. { search: /uniform vec3 vSphericalL00;[\s\S]*?uniform vec3 vSphericalL22;/g, replace: "" },
  269. { search: /uniform vec3 vSphericalX;[\s\S]*?uniform vec3 vSphericalZX;/g, replace: "" },
  270. ]
  271. });
  272. state._emitFunction("sampleReflection", `
  273. #ifdef ${this._define3DName}
  274. #define sampleReflection(s, c) textureCube(s, c)
  275. #else
  276. #define sampleReflection(s, c) texture2D(s, c)
  277. #endif\r\n`, `//${this.name}`);
  278. state._emitFunction("sampleReflectionLod", `
  279. #ifdef ${this._define3DName}
  280. #define sampleReflectionLod(s, c, l) textureCubeLodEXT(s, c, l)
  281. #else
  282. #define sampleReflectionLod(s, c, l) texture2DLodEXT(s, c, l)
  283. #endif\r\n`, `//${this.name}`);
  284. const computeReflectionCoordsFunc = `
  285. vec3 computeReflectionCoordsPBR(vec4 worldPos, vec3 worldNormal) {
  286. ${this.handleFragmentSideCodeReflectionCoords('worldNormal', 'worldPos', true)}
  287. return ${this._reflectionVectorName};
  288. }\r\n`;
  289. state._emitFunction("computeReflectionCoordsPBR", computeReflectionCoordsFunc, `//${this.name}`);
  290. this._vReflectionMicrosurfaceInfosName = state._getFreeVariableName("vReflectionMicrosurfaceInfos");
  291. state._emitUniformFromString(this._vReflectionMicrosurfaceInfosName, "vec3");
  292. this._vReflectionInfosName = state._getFreeVariableName("vReflectionInfos");
  293. code += `#ifdef REFLECTION
  294. vec2 ${this._vReflectionInfosName} = vec2(1., 0.);
  295. reflectionOutParams reflectionOut;
  296. reflectionBlock(
  297. ${"v_" + this.worldPosition.associatedVariableName + ".xyz"},
  298. ${normalVarName},
  299. alphaG,
  300. ${this._vReflectionMicrosurfaceInfosName},
  301. ${this._vReflectionInfosName},
  302. ${this.reflectionColor},
  303. #ifdef ANISOTROPIC
  304. anisotropicOut,
  305. #endif
  306. #if defined(${this._defineLODReflectionAlpha}) && !defined(${this._defineSkyboxName})
  307. NdotVUnclamped,
  308. #endif
  309. #ifdef ${this._defineLinearSpecularReflection}
  310. roughness,
  311. #endif
  312. #ifdef ${this._define3DName}
  313. ${this._cubeSamplerName},
  314. #else
  315. ${this._2DSamplerName},
  316. #endif
  317. #if defined(NORMAL) && defined(USESPHERICALINVERTEX)
  318. ${this._vEnvironmentIrradianceName},
  319. #endif
  320. #ifdef USESPHERICALFROMREFLECTIONMAP
  321. #if !defined(NORMAL) || !defined(USESPHERICALINVERTEX)
  322. ${this._reflectionMatrixName},
  323. #endif
  324. #endif
  325. #ifdef USEIRRADIANCEMAP
  326. irradianceSampler, // ** not handled **
  327. #endif
  328. #ifndef ${this._defineLODBasedMicroSurface}
  329. #ifdef ${this._define3DName}
  330. ${this._cubeSamplerName},
  331. ${this._cubeSamplerName},
  332. #else
  333. ${this._2DSamplerName},
  334. ${this._2DSamplerName},
  335. #endif
  336. #endif
  337. reflectionOut
  338. );
  339. #endif\r\n`;
  340. return code;
  341. }
  342. protected _buildBlock(state: NodeMaterialBuildState) {
  343. this._scene = state.sharedData.scene;
  344. if (state.target !== NodeMaterialBlockTargets.Fragment) {
  345. this._defineLODReflectionAlpha = state._getFreeDefineName("LODINREFLECTIONALPHA");
  346. this._defineLinearSpecularReflection = state._getFreeDefineName("LINEARSPECULARREFLECTION");
  347. this._defineLODBasedMicroSurface = state._getFreeDefineName("LODBASEDMICROSFURACE");
  348. }
  349. return this;
  350. }
  351. protected _dumpPropertiesCode() {
  352. let codeString: string = super._dumpPropertiesCode();
  353. codeString += `${this._codeVariableName}.useSphericalHarmonics = ${this.useSphericalHarmonics};\r\n`;
  354. codeString += `${this._codeVariableName}.forceIrradianceInFragment = ${this.forceIrradianceInFragment};\r\n`;
  355. return codeString;
  356. }
  357. public serialize(): any {
  358. let serializationObject = super.serialize();
  359. serializationObject.useSphericalHarmonics = this.useSphericalHarmonics;
  360. serializationObject.forceIrradianceInFragment = this.forceIrradianceInFragment;
  361. return serializationObject;
  362. }
  363. public _deserialize(serializationObject: any, scene: Scene, rootUrl: string) {
  364. super._deserialize(serializationObject, scene, rootUrl);
  365. this.useSphericalHarmonics = serializationObject.useSphericalHarmonics;
  366. this.forceIrradianceInFragment = serializationObject.forceIrradianceInFragment;
  367. }
  368. }
  369. _TypeStore.RegisteredTypes["BABYLON.ReflectionBlock"] = ReflectionBlock;