textureBlock.ts 18 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, fragmentOnly ? NodeMaterialBlockTargets.Fragment : 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. if (this._fragmentOnly) {
  113. return NodeMaterialBlockTargets.Fragment;
  114. }
  115. // TextureBlock has a special optimizations for uvs that come from the vertex shaders as they can be packed into a single varyings.
  116. // But we need to detect uvs coming from fragment then
  117. if (!this.uv.isConnected) {
  118. return NodeMaterialBlockTargets.VertexAndFragment;
  119. }
  120. if (this.uv.sourceBlock!.isInput) {
  121. return NodeMaterialBlockTargets.VertexAndFragment;
  122. }
  123. let parent = this.uv.connectedPoint;
  124. while (parent) {
  125. if (parent.target === NodeMaterialBlockTargets.Fragment) {
  126. return NodeMaterialBlockTargets.Fragment;
  127. }
  128. if (parent.target === NodeMaterialBlockTargets.Vertex) {
  129. return NodeMaterialBlockTargets.VertexAndFragment;
  130. }
  131. if (parent.target === NodeMaterialBlockTargets.Neutral || parent.target === NodeMaterialBlockTargets.VertexAndFragment) {
  132. let parentBlock = parent.ownerBlock;
  133. parent = null;
  134. for (var input of parentBlock.inputs) {
  135. if (input.connectedPoint) {
  136. parent = input.connectedPoint;
  137. break;
  138. }
  139. }
  140. }
  141. }
  142. return NodeMaterialBlockTargets.VertexAndFragment;
  143. }
  144. public autoConfigure(material: NodeMaterial) {
  145. if (!this.uv.isConnected) {
  146. if (material.mode === NodeMaterialModes.PostProcess) {
  147. let uvInput = material.getBlockByPredicate((b) => b.name === "uv");
  148. if (uvInput) {
  149. uvInput.connectTo(this);
  150. }
  151. } else {
  152. const attributeName = material.mode === NodeMaterialModes.Particle ? "particle_uv" : "uv";
  153. let uvInput = material.getInputBlockByPredicate((b) => b.isAttribute && b.name === attributeName);
  154. if (!uvInput) {
  155. uvInput = new InputBlock("uv");
  156. uvInput.setAsAttribute(attributeName);
  157. }
  158. uvInput.output.connectTo(this.uv);
  159. }
  160. }
  161. }
  162. public initializeDefines(mesh: AbstractMesh, nodeMaterial: NodeMaterial, defines: NodeMaterialDefines, useInstances: boolean = false) {
  163. if (!defines._areTexturesDirty) {
  164. return;
  165. }
  166. defines.setValue(this._mainUVDefineName, false);
  167. }
  168. public prepareDefines(mesh: AbstractMesh, nodeMaterial: NodeMaterial, defines: NodeMaterialDefines) {
  169. if (!defines._areTexturesDirty) {
  170. return;
  171. }
  172. if (!this.texture || !this.texture.getTextureMatrix) {
  173. defines.setValue(this._defineName, false);
  174. defines.setValue(this._mainUVDefineName, true);
  175. return;
  176. }
  177. defines.setValue(this._linearDefineName, this.convertToGammaSpace);
  178. defines.setValue(this._gammaDefineName, this.convertToLinearSpace);
  179. if (this._isMixed) {
  180. if (!this.texture.getTextureMatrix().isIdentityAs3x2()) {
  181. defines.setValue(this._defineName, true);
  182. } else {
  183. defines.setValue(this._defineName, false);
  184. defines.setValue(this._mainUVDefineName, true);
  185. }
  186. }
  187. }
  188. public isReady() {
  189. if (this.texture && !this.texture.isReadyOrNotBlocking()) {
  190. return false;
  191. }
  192. return true;
  193. }
  194. public bind(effect: Effect, nodeMaterial: NodeMaterial, mesh?: Mesh) {
  195. if (!this.texture) {
  196. return;
  197. }
  198. if (this._isMixed) {
  199. effect.setFloat(this._textureInfoName, this.texture.level);
  200. effect.setMatrix(this._textureTransformName, this.texture.getTextureMatrix());
  201. }
  202. effect.setTexture(this._samplerName, this.texture);
  203. }
  204. private get _isMixed() {
  205. return this.target !== NodeMaterialBlockTargets.Fragment;
  206. }
  207. private _injectVertexCode(state: NodeMaterialBuildState) {
  208. let uvInput = this.uv;
  209. // Inject code in vertex
  210. this._defineName = state._getFreeDefineName("UVTRANSFORM");
  211. this._mainUVDefineName = "VMAIN" + uvInput.associatedVariableName.toUpperCase();
  212. if (uvInput.connectedPoint!.ownerBlock.isInput) {
  213. let uvInputOwnerBlock = uvInput.connectedPoint!.ownerBlock as InputBlock;
  214. if (!uvInputOwnerBlock.isAttribute) {
  215. state._emitUniformFromString(uvInput.associatedVariableName, "vec2");
  216. }
  217. }
  218. this._mainUVName = "vMain" + uvInput.associatedVariableName;
  219. this._transformedUVName = state._getFreeVariableName("transformedUV");
  220. this._textureTransformName = state._getFreeVariableName("textureTransform");
  221. this._textureInfoName = state._getFreeVariableName("textureInfoName");
  222. state._emitVaryingFromString(this._transformedUVName, "vec2", this._defineName);
  223. state._emitVaryingFromString(this._mainUVName, "vec2", this._mainUVDefineName);
  224. state._emitUniformFromString(this._textureTransformName, "mat4", this._defineName);
  225. state.compilationString += `#ifdef ${this._defineName}\r\n`;
  226. state.compilationString += `${this._transformedUVName} = vec2(${this._textureTransformName} * vec4(${uvInput.associatedVariableName}.xy, 1.0, 0.0));\r\n`;
  227. state.compilationString += `#elif defined(${this._mainUVDefineName})\r\n`;
  228. state.compilationString += `${this._mainUVName} = ${uvInput.associatedVariableName}.xy;\r\n`;
  229. state.compilationString += `#endif\r\n`;
  230. if (!this._outputs.some((o) => o.isConnectedInVertexShader)) {
  231. return;
  232. }
  233. this._writeTextureRead(state, true);
  234. for (var output of this._outputs) {
  235. if (output.hasEndpoints) {
  236. this._writeOutput(state, output, output.name, true);
  237. }
  238. }
  239. }
  240. private _writeTextureRead(state: NodeMaterialBuildState, vertexMode = false) {
  241. let uvInput = this.uv;
  242. if (vertexMode) {
  243. if (state.target === NodeMaterialBlockTargets.Fragment) {
  244. return;
  245. }
  246. state.compilationString += `vec4 ${this._tempTextureRead} = texture2D(${this._samplerName}, ${uvInput.associatedVariableName});\r\n`;
  247. return;
  248. }
  249. if (this.uv.ownerBlock.target === NodeMaterialBlockTargets.Fragment) {
  250. state.compilationString += `vec4 ${this._tempTextureRead} = texture2D(${this._samplerName}, ${uvInput.associatedVariableName});\r\n`;
  251. return;
  252. }
  253. state.compilationString += `#ifdef ${this._defineName}\r\n`;
  254. state.compilationString += `vec4 ${this._tempTextureRead} = texture2D(${this._samplerName}, ${this._transformedUVName});\r\n`;
  255. state.compilationString += `#elif defined(${this._mainUVDefineName})\r\n`;
  256. state.compilationString += `vec4 ${this._tempTextureRead} = texture2D(${this._samplerName}, ${this._mainUVName});\r\n`;
  257. state.compilationString += `#endif\r\n`;
  258. }
  259. private _writeOutput(state: NodeMaterialBuildState, output: NodeMaterialConnectionPoint, swizzle: string, vertexMode = false) {
  260. if (vertexMode) {
  261. if (state.target === NodeMaterialBlockTargets.Fragment) {
  262. return;
  263. }
  264. state.compilationString += `${this._declareOutput(output, state)} = ${this._tempTextureRead}.${swizzle};\r\n`;
  265. return;
  266. }
  267. if (this.uv.ownerBlock.target === NodeMaterialBlockTargets.Fragment) {
  268. state.compilationString += `${this._declareOutput(output, state)} = ${this._tempTextureRead}.${swizzle};\r\n`;
  269. return;
  270. }
  271. const complement = ` * ${this._textureInfoName}`;
  272. state.compilationString += `${this._declareOutput(output, state)} = ${this._tempTextureRead}.${swizzle}${complement};\r\n`;
  273. if (swizzle !== 'a') { // no conversion if the output is "a" (alpha)
  274. state.compilationString += `#ifdef ${this._linearDefineName}\r\n`;
  275. state.compilationString += `${output.associatedVariableName} = toGammaSpace(${output.associatedVariableName});\r\n`;
  276. state.compilationString += `#endif\r\n`;
  277. state.compilationString += `#ifdef ${this._gammaDefineName}\r\n`;
  278. state.compilationString += `${output.associatedVariableName} = toLinearSpace(${output.associatedVariableName});\r\n`;
  279. state.compilationString += `#endif\r\n`;
  280. }
  281. }
  282. protected _buildBlock(state: NodeMaterialBuildState) {
  283. super._buildBlock(state);
  284. if (state.target === NodeMaterialBlockTargets.Vertex || this._fragmentOnly || (state.target === NodeMaterialBlockTargets.Fragment && this._tempTextureRead === undefined)) {
  285. this._tempTextureRead = state._getFreeVariableName("tempTextureRead");
  286. }
  287. if (!this._isMixed && state.target === NodeMaterialBlockTargets.Fragment || this._isMixed && state.target === NodeMaterialBlockTargets.Vertex) {
  288. this._samplerName = state._getFreeVariableName(this.name + "Sampler");
  289. state._emit2DSampler(this._samplerName);
  290. // Declarations
  291. state.sharedData.blockingBlocks.push(this);
  292. state.sharedData.textureBlocks.push(this);
  293. state.sharedData.blocksWithDefines.push(this);
  294. state.sharedData.bindableBlocks.push(this);
  295. }
  296. if (state.target !== NodeMaterialBlockTargets.Fragment) {
  297. // Vertex
  298. this._injectVertexCode(state);
  299. return;
  300. }
  301. // Fragment
  302. if (!this._outputs.some((o) => o.isConnectedInFragmentShader)) {
  303. return;
  304. }
  305. if (this._isMixed) {
  306. // Reexport the sampler
  307. state._emit2DSampler(this._samplerName);
  308. }
  309. this._linearDefineName = state._getFreeDefineName("ISLINEAR");
  310. this._gammaDefineName = state._getFreeDefineName("ISGAMMA");
  311. let comments = `//${this.name}`;
  312. state._emitFunctionFromInclude("helperFunctions", comments);
  313. if (this._isMixed) {
  314. state._emitUniformFromString(this._textureInfoName, "float");
  315. }
  316. this._writeTextureRead(state);
  317. for (var output of this._outputs) {
  318. if (output.hasEndpoints) {
  319. this._writeOutput(state, output, output.name);
  320. }
  321. }
  322. return this;
  323. }
  324. protected _dumpPropertiesCode() {
  325. if (!this.texture) {
  326. return "";
  327. }
  328. var codeString = `${this._codeVariableName}.texture = new BABYLON.Texture("${this.texture.name}", null);\r\n`;
  329. codeString += `${this._codeVariableName}.texture.wrapU = ${this.texture.wrapU};\r\n`;
  330. codeString += `${this._codeVariableName}.texture.wrapV = ${this.texture.wrapV};\r\n`;
  331. codeString += `${this._codeVariableName}.texture.uAng = ${this.texture.uAng};\r\n`;
  332. codeString += `${this._codeVariableName}.texture.vAng = ${this.texture.vAng};\r\n`;
  333. codeString += `${this._codeVariableName}.texture.wAng = ${this.texture.wAng};\r\n`;
  334. codeString += `${this._codeVariableName}.texture.uOffset = ${this.texture.uOffset};\r\n`;
  335. codeString += `${this._codeVariableName}.texture.vOffset = ${this.texture.vOffset};\r\n`;
  336. codeString += `${this._codeVariableName}.texture.uScale = ${this.texture.uScale};\r\n`;
  337. codeString += `${this._codeVariableName}.texture.vScale = ${this.texture.vScale};\r\n`;
  338. codeString += `${this._codeVariableName}.convertToGammaSpace = ${this.convertToGammaSpace};\r\n`;
  339. codeString += `${this._codeVariableName}.convertToLinearSpace = ${this.convertToLinearSpace};\r\n`;
  340. return codeString;
  341. }
  342. public serialize(): any {
  343. let serializationObject = super.serialize();
  344. serializationObject.convertToGammaSpace = this.convertToGammaSpace;
  345. serializationObject.convertToLinearSpace = this.convertToLinearSpace;
  346. serializationObject.fragmentOnly = this._fragmentOnly;
  347. if (this.texture && !this.texture.isRenderTarget) {
  348. serializationObject.texture = this.texture.serialize();
  349. }
  350. return serializationObject;
  351. }
  352. public _deserialize(serializationObject: any, scene: Scene, rootUrl: string) {
  353. super._deserialize(serializationObject, scene, rootUrl);
  354. this.convertToGammaSpace = serializationObject.convertToGammaSpace;
  355. this.convertToLinearSpace = !!serializationObject.convertToLinearSpace;
  356. this._fragmentOnly = !!serializationObject.fragmentOnly;
  357. if (serializationObject.texture && !NodeMaterial.IgnoreTexturesAtLoadTime) {
  358. rootUrl = serializationObject.texture.url.indexOf("data:") === 0 ? "" : rootUrl;
  359. this.texture = Texture.Parse(serializationObject.texture, scene, rootUrl) as Texture;
  360. }
  361. }
  362. }
  363. _TypeStore.RegisteredTypes["BABYLON.TextureBlock"] = TextureBlock;