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