@babylonjs/core 7.32.5 → 7.34.0

This diff represents the content of publicly available package versions that have been released to one of the supported registries. The information contained in this diff is provided for informational purposes only and reflects changes between package versions as they appear in their respective public registries.
Files changed (136) hide show
  1. package/Cameras/arcRotateCamera.d.ts +14 -0
  2. package/Cameras/arcRotateCamera.js +39 -19
  3. package/Cameras/arcRotateCamera.js.map +1 -1
  4. package/Decorators/nodeDecorator.d.ts +2 -0
  5. package/Decorators/nodeDecorator.js +1 -0
  6. package/Decorators/nodeDecorator.js.map +1 -1
  7. package/Engines/abstractEngine.js +2 -2
  8. package/Engines/abstractEngine.js.map +1 -1
  9. package/FrameGraph/Node/Blocks/Rendering/baseObjectRendererBlock.d.ts +63 -0
  10. package/FrameGraph/Node/Blocks/Rendering/baseObjectRendererBlock.js +150 -0
  11. package/FrameGraph/Node/Blocks/Rendering/baseObjectRendererBlock.js.map +1 -0
  12. package/FrameGraph/Node/Blocks/Rendering/objectRendererBlock.d.ts +3 -47
  13. package/FrameGraph/Node/Blocks/Rendering/objectRendererBlock.js +2 -129
  14. package/FrameGraph/Node/Blocks/Rendering/objectRendererBlock.js.map +1 -1
  15. package/FrameGraph/Node/Blocks/Rendering/taaObjectRendererBlock.d.ts +40 -0
  16. package/FrameGraph/Node/Blocks/Rendering/taaObjectRendererBlock.js +98 -0
  17. package/FrameGraph/Node/Blocks/Rendering/taaObjectRendererBlock.js.map +1 -0
  18. package/FrameGraph/Node/Blocks/Textures/clearBlock.js +3 -3
  19. package/FrameGraph/Node/Blocks/Textures/clearBlock.js.map +1 -1
  20. package/FrameGraph/Node/Blocks/index.d.ts +3 -2
  21. package/FrameGraph/Node/Blocks/index.js +3 -2
  22. package/FrameGraph/Node/Blocks/index.js.map +1 -1
  23. package/FrameGraph/Node/nodeRenderGraph.js.map +1 -1
  24. package/FrameGraph/Passes/renderPass.js +1 -1
  25. package/FrameGraph/Passes/renderPass.js.map +1 -1
  26. package/FrameGraph/Tasks/Rendering/taaObjectRendererTask.d.ts +21 -0
  27. package/FrameGraph/Tasks/Rendering/taaObjectRendererTask.js +110 -0
  28. package/FrameGraph/Tasks/Rendering/taaObjectRendererTask.js.map +1 -0
  29. package/FrameGraph/frameGraph.d.ts +6 -0
  30. package/FrameGraph/frameGraph.js +15 -1
  31. package/FrameGraph/frameGraph.js.map +1 -1
  32. package/FrameGraph/frameGraphRenderContext.d.ts +3 -2
  33. package/FrameGraph/frameGraphRenderContext.js +9 -4
  34. package/FrameGraph/frameGraphRenderContext.js.map +1 -1
  35. package/FrameGraph/frameGraphTask.js +5 -1
  36. package/FrameGraph/frameGraphTask.js.map +1 -1
  37. package/FrameGraph/frameGraphTextureManager.d.ts +8 -0
  38. package/FrameGraph/frameGraphTextureManager.js +51 -7
  39. package/FrameGraph/frameGraphTextureManager.js.map +1 -1
  40. package/FrameGraph/frameGraphTypes.d.ts +2 -0
  41. package/FrameGraph/frameGraphTypes.js.map +1 -1
  42. package/FrameGraph/index.d.ts +3 -2
  43. package/FrameGraph/index.js +3 -2
  44. package/FrameGraph/index.js.map +1 -1
  45. package/Layers/layer.d.ts +4 -0
  46. package/Layers/layer.js +13 -2
  47. package/Layers/layer.js.map +1 -1
  48. package/Loading/sceneLoader.d.ts +11 -8
  49. package/Loading/sceneLoader.js +64 -35
  50. package/Loading/sceneLoader.js.map +1 -1
  51. package/Materials/GaussianSplatting/gaussianSplattingMaterial.d.ts +2 -0
  52. package/Materials/GaussianSplatting/gaussianSplattingMaterial.js +12 -0
  53. package/Materials/GaussianSplatting/gaussianSplattingMaterial.js.map +1 -1
  54. package/Materials/Node/Blocks/Fragment/fragmentOutputBlock.d.ts +16 -0
  55. package/Materials/Node/Blocks/Fragment/fragmentOutputBlock.js +40 -7
  56. package/Materials/Node/Blocks/Fragment/fragmentOutputBlock.js.map +1 -1
  57. package/Materials/Node/Blocks/GaussianSplatting/gaussianBlock.js +6 -1
  58. package/Materials/Node/Blocks/GaussianSplatting/gaussianBlock.js.map +1 -1
  59. package/Materials/Node/Blocks/GaussianSplatting/gaussianSplattingBlock.js +9 -2
  60. package/Materials/Node/Blocks/GaussianSplatting/gaussianSplattingBlock.js.map +1 -1
  61. package/Materials/Node/Blocks/GaussianSplatting/index.d.ts +2 -0
  62. package/Materials/Node/Blocks/GaussianSplatting/index.js +3 -0
  63. package/Materials/Node/Blocks/GaussianSplatting/index.js.map +1 -1
  64. package/Materials/Node/Blocks/GaussianSplatting/splatReaderBlock.js +10 -3
  65. package/Materials/Node/Blocks/GaussianSplatting/splatReaderBlock.js.map +1 -1
  66. package/Materials/Node/nodeMaterial.d.ts +1 -1
  67. package/Materials/Node/nodeMaterial.js +1 -1
  68. package/Materials/Node/nodeMaterial.js.map +1 -1
  69. package/Materials/effectRenderer.d.ts +1 -1
  70. package/Materials/effectRenderer.js +2 -2
  71. package/Materials/effectRenderer.js.map +1 -1
  72. package/Meshes/GaussianSplatting/gaussianSplattingMesh.d.ts +2 -0
  73. package/Meshes/GaussianSplatting/gaussianSplattingMesh.js +7 -2
  74. package/Meshes/GaussianSplatting/gaussianSplattingMesh.js.map +1 -1
  75. package/Meshes/Node/nodeGeometry.js.map +1 -1
  76. package/Meshes/abstractMesh.hotSpot.js +2 -0
  77. package/Meshes/abstractMesh.hotSpot.js.map +1 -1
  78. package/Meshes/csg2.js +0 -3
  79. package/Meshes/csg2.js.map +1 -1
  80. package/Misc/webRequest.fetch.d.ts +16 -0
  81. package/Misc/webRequest.fetch.js +33 -0
  82. package/Misc/webRequest.fetch.js.map +1 -0
  83. package/PostProcesses/RenderPipeline/Pipelines/index.d.ts +2 -0
  84. package/PostProcesses/RenderPipeline/Pipelines/index.js +2 -0
  85. package/PostProcesses/RenderPipeline/Pipelines/index.js.map +1 -1
  86. package/PostProcesses/RenderPipeline/Pipelines/taaRenderingPipeline.d.ts +6 -8
  87. package/PostProcesses/RenderPipeline/Pipelines/taaRenderingPipeline.js +32 -49
  88. package/PostProcesses/RenderPipeline/Pipelines/taaRenderingPipeline.js.map +1 -1
  89. package/PostProcesses/thinTAAPostProcess.d.ts +72 -0
  90. package/PostProcesses/thinTAAPostProcess.js +149 -0
  91. package/PostProcesses/thinTAAPostProcess.js.map +1 -0
  92. package/PostProcesses/volumetricLightScatteringPostProcess.js.map +1 -1
  93. package/Rendering/IBLShadows/iblShadowsAccumulationPass.d.ts +3 -3
  94. package/Rendering/IBLShadows/iblShadowsAccumulationPass.js +7 -7
  95. package/Rendering/IBLShadows/iblShadowsAccumulationPass.js.map +1 -1
  96. package/Rendering/IBLShadows/iblShadowsRenderPipeline.d.ts +81 -80
  97. package/Rendering/IBLShadows/iblShadowsRenderPipeline.js +102 -112
  98. package/Rendering/IBLShadows/iblShadowsRenderPipeline.js.map +1 -1
  99. package/Rendering/geometryBufferRenderer.js +8 -6
  100. package/Rendering/geometryBufferRenderer.js.map +1 -1
  101. package/Shaders/geometry.vertex.js +1 -1
  102. package/Shaders/geometry.vertex.js.map +1 -1
  103. package/Shaders/iblShadowAccumulation.fragment.js +2 -1
  104. package/Shaders/iblShadowAccumulation.fragment.js.map +1 -1
  105. package/Shaders/layer.fragment.js +3 -1
  106. package/Shaders/layer.fragment.js.map +1 -1
  107. package/Shaders/volumetricLightScattering.fragment.js +1 -1
  108. package/Shaders/volumetricLightScattering.fragment.js.map +1 -1
  109. package/ShadersWGSL/ShadersInclude/gaussianSplatting.d.ts +5 -0
  110. package/ShadersWGSL/ShadersInclude/gaussianSplatting.js +47 -0
  111. package/ShadersWGSL/ShadersInclude/gaussianSplatting.js.map +1 -0
  112. package/ShadersWGSL/ShadersInclude/gaussianSplattingFragmentDeclaration.d.ts +7 -0
  113. package/ShadersWGSL/ShadersInclude/gaussianSplattingFragmentDeclaration.js +20 -0
  114. package/ShadersWGSL/ShadersInclude/gaussianSplattingFragmentDeclaration.js.map +1 -0
  115. package/ShadersWGSL/ShadersInclude/gaussianSplattingUboDeclaration.d.ts +7 -0
  116. package/ShadersWGSL/ShadersInclude/gaussianSplattingUboDeclaration.js +13 -0
  117. package/ShadersWGSL/ShadersInclude/gaussianSplattingUboDeclaration.js.map +1 -0
  118. package/ShadersWGSL/ShadersInclude/gaussianSplattingVertexDeclaration.d.ts +5 -0
  119. package/ShadersWGSL/ShadersInclude/gaussianSplattingVertexDeclaration.js +10 -0
  120. package/ShadersWGSL/ShadersInclude/gaussianSplattingVertexDeclaration.js.map +1 -0
  121. package/ShadersWGSL/gaussianSplatting.fragment.d.ts +10 -0
  122. package/ShadersWGSL/gaussianSplatting.fragment.js +23 -0
  123. package/ShadersWGSL/gaussianSplatting.fragment.js.map +1 -0
  124. package/ShadersWGSL/gaussianSplatting.vertex.d.ts +14 -0
  125. package/ShadersWGSL/gaussianSplatting.vertex.js +31 -0
  126. package/ShadersWGSL/gaussianSplatting.vertex.js.map +1 -0
  127. package/ShadersWGSL/geometry.vertex.js +1 -1
  128. package/ShadersWGSL/geometry.vertex.js.map +1 -1
  129. package/ShadersWGSL/iblShadowAccumulation.fragment.js +2 -1
  130. package/ShadersWGSL/iblShadowAccumulation.fragment.js.map +1 -1
  131. package/ShadersWGSL/layer.fragment.js +4 -2
  132. package/ShadersWGSL/layer.fragment.js.map +1 -1
  133. package/ShadersWGSL/taa.fragment.d.ts +5 -0
  134. package/ShadersWGSL/taa.fragment.js +11 -0
  135. package/ShadersWGSL/taa.fragment.js.map +1 -0
  136. package/package.json +1 -1
@@ -113,13 +113,13 @@ __decorate([
113
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  editableInPropertyPage("Color", 5 /* PropertyTypeForEdition.Color4 */)
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  ], NodeRenderGraphClearBlock.prototype, "color", null);
115
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  __decorate([
116
- editableInPropertyPage("Clear color", 0 /* PropertyTypeForEdition.Boolean */)
116
+ editableInPropertyPage("Clear color", 0 /* PropertyTypeForEdition.Boolean */, undefined, { embedded: true })
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  ], NodeRenderGraphClearBlock.prototype, "clearColor", null);
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  __decorate([
119
- editableInPropertyPage("Clear depth", 0 /* PropertyTypeForEdition.Boolean */)
119
+ editableInPropertyPage("Clear depth", 0 /* PropertyTypeForEdition.Boolean */, undefined, { embedded: true })
120
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  ], NodeRenderGraphClearBlock.prototype, "clearDepth", null);
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  __decorate([
122
- editableInPropertyPage("Clear stencil", 0 /* PropertyTypeForEdition.Boolean */)
122
+ editableInPropertyPage("Clear stencil", 0 /* PropertyTypeForEdition.Boolean */, undefined, { embedded: true })
123
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  ], NodeRenderGraphClearBlock.prototype, "clearStencil", null);
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  RegisterClass("BABYLON.NodeRenderGraphClearBlock", NodeRenderGraphClearBlock);
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  //# sourceMappingURL=clearBlock.js.map
@@ -1 +1 @@
1
- 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eslint-disable-next-line import/no-internal-modules\r\nimport type { NodeRenderGraphConnectionPoint, Scene, FrameGraphTextureHandle, FrameGraph, NodeRenderGraphBuildState } from \"core/index\";\r\nimport { NodeRenderGraphBlock } from \"../../nodeRenderGraphBlock\";\r\nimport { RegisterClass } from \"../../../../Misc/typeStore\";\r\nimport { NodeRenderGraphBlockConnectionPointTypes } from \"../../Types/nodeRenderGraphTypes\";\r\nimport { Color4 } from \"../../../../Maths/math.color\";\r\nimport { editableInPropertyPage, PropertyTypeForEdition } from \"../../../../Decorators/nodeDecorator\";\r\nimport { FrameGraphClearTextureTask } from \"../../../Tasks/Texture/clearTextureTask\";\r\n\r\n/**\r\n * Block used to clear a texture\r\n */\r\nexport class NodeRenderGraphClearBlock extends NodeRenderGraphBlock {\r\n protected override _frameGraphTask: FrameGraphClearTextureTask;\r\n\r\n /**\r\n * Gets the frame graph task associated with this block\r\n */\r\n public override get task() {\r\n return this._frameGraphTask;\r\n }\r\n\r\n /**\r\n * Create a new NodeRenderGraphClearBlock\r\n * @param name defines the block name\r\n * @param frameGraph defines the hosting frame graph\r\n * @param scene defines the hosting scene\r\n */\r\n public constructor(name: string, frameGraph: FrameGraph, scene: Scene) {\r\n super(name, frameGraph, scene);\r\n\r\n this.registerInput(\"texture\", NodeRenderGraphBlockConnectionPointTypes.Texture);\r\n this.registerOutput(\"output\", NodeRenderGraphBlockConnectionPointTypes.BasedOnInput);\r\n\r\n this.texture.addAcceptedConnectionPointTypes(NodeRenderGraphBlockConnectionPointTypes.TextureAll);\r\n this.output._typeConnectionSource = this.texture;\r\n\r\n this._frameGraphTask = new FrameGraphClearTextureTask(name, frameGraph);\r\n }\r\n\r\n /** Gets or sets the clear color */\r\n @editableInPropertyPage(\"Color\", PropertyTypeForEdition.Color4)\r\n public get color(): Color4 {\r\n return this._frameGraphTask.color;\r\n }\r\n\r\n public set color(value: Color4) {\r\n this._frameGraphTask.color = value;\r\n }\r\n\r\n /** Gets or sets a boolean indicating whether the color part of the texture should be cleared. */\r\n @editableInPropertyPage(\"Clear color\", PropertyTypeForEdition.Boolean)\r\n public get clearColor(): boolean {\r\n return !!this._frameGraphTask.clearColor;\r\n }\r\n\r\n public set clearColor(value: boolean) {\r\n this._frameGraphTask.clearColor = value;\r\n }\r\n\r\n /** Gets or sets a boolean indicating whether the depth part of the texture should be cleared. */\r\n @editableInPropertyPage(\"Clear depth\", PropertyTypeForEdition.Boolean)\r\n public get clearDepth(): boolean {\r\n return !!this._frameGraphTask.clearDepth;\r\n }\r\n\r\n public set clearDepth(value: boolean) {\r\n this._frameGraphTask.clearDepth = value;\r\n }\r\n\r\n /** Gets or sets a boolean indicating whether the stencil part of the texture should be cleared. */\r\n @editableInPropertyPage(\"Clear stencil\", PropertyTypeForEdition.Boolean)\r\n public get clearStencil(): boolean {\r\n return !!this._frameGraphTask.clearStencil;\r\n }\r\n\r\n public set clearStencil(value: boolean) {\r\n this._frameGraphTask.clearStencil = value;\r\n }\r\n\r\n /**\r\n * Gets the current class name\r\n * @returns the class name\r\n */\r\n public override getClassName() {\r\n return \"NodeRenderGraphClearBlock\";\r\n }\r\n /**\r\n * Gets the texture input component\r\n */\r\n public get texture(): NodeRenderGraphConnectionPoint {\r\n return this._inputs[0];\r\n }\r\n\r\n /**\r\n * Gets the output component\r\n */\r\n public get output(): NodeRenderGraphConnectionPoint {\r\n return this._outputs[0];\r\n }\r\n\r\n protected override _buildBlock(state: NodeRenderGraphBuildState) {\r\n super._buildBlock(state);\r\n\r\n this._frameGraphTask.name = this.name;\r\n\r\n this._propagateInputValueToOutput(this.texture, this.output);\r\n\r\n const textureConnectedPoint = this.texture.connectedPoint;\r\n if (textureConnectedPoint) {\r\n this._frameGraphTask.destinationTexture = textureConnectedPoint.value as FrameGraphTextureHandle;\r\n }\r\n }\r\n\r\n protected override _dumpPropertiesCode() {\r\n const codes: string[] = [];\r\n codes.push(`${this._codeVariableName}.color = new BABYLON.Color4(${this.color.r}, ${this.color.g}, ${this.color.b}, ${this.color.a});`);\r\n codes.push(`${this._codeVariableName}.clearColor = ${this.clearColor};`);\r\n codes.push(`${this._codeVariableName}.clearDepth = ${this.clearDepth};`);\r\n codes.push(`${this._codeVariableName}.clearStencil = ${this.clearStencil};`);\r\n return super._dumpPropertiesCode() + codes.join(\"\\n\");\r\n }\r\n\r\n public override serialize(): any {\r\n const serializationObject = super.serialize();\r\n serializationObject.color = this.color.asArray();\r\n serializationObject.clearColor = this.clearColor;\r\n serializationObject.clearDepth = this.clearDepth;\r\n serializationObject.clearStencil = this.clearStencil;\r\n return serializationObject;\r\n }\r\n\r\n public override _deserialize(serializationObject: any) {\r\n super._deserialize(serializationObject);\r\n this.color = Color4.FromArray(serializationObject.color);\r\n this.clearColor = serializationObject.clearColor;\r\n this.clearDepth = serializationObject.clearDepth;\r\n this.clearStencil = serializationObject.clearStencil;\r\n }\r\n}\r\n\r\nRegisterClass(\"BABYLON.NodeRenderGraphClearBlock\", NodeRenderGraphClearBlock);\r\n"]}
1
+ 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eslint-disable-next-line import/no-internal-modules\r\nimport type { NodeRenderGraphConnectionPoint, Scene, FrameGraphTextureHandle, FrameGraph, NodeRenderGraphBuildState } from \"core/index\";\r\nimport { NodeRenderGraphBlock } from \"../../nodeRenderGraphBlock\";\r\nimport { RegisterClass } from \"../../../../Misc/typeStore\";\r\nimport { NodeRenderGraphBlockConnectionPointTypes } from \"../../Types/nodeRenderGraphTypes\";\r\nimport { Color4 } from \"../../../../Maths/math.color\";\r\nimport { editableInPropertyPage, PropertyTypeForEdition } from \"../../../../Decorators/nodeDecorator\";\r\nimport { FrameGraphClearTextureTask } from \"../../../Tasks/Texture/clearTextureTask\";\r\n\r\n/**\r\n * Block used to clear a texture\r\n */\r\nexport class NodeRenderGraphClearBlock extends NodeRenderGraphBlock {\r\n protected override _frameGraphTask: FrameGraphClearTextureTask;\r\n\r\n /**\r\n * Gets the frame graph task associated with this block\r\n */\r\n public override get task() {\r\n return this._frameGraphTask;\r\n }\r\n\r\n /**\r\n * Create a new NodeRenderGraphClearBlock\r\n * @param name defines the block name\r\n * @param frameGraph defines the hosting frame graph\r\n * @param scene defines the hosting scene\r\n */\r\n public constructor(name: string, frameGraph: FrameGraph, scene: Scene) {\r\n super(name, frameGraph, scene);\r\n\r\n this.registerInput(\"texture\", NodeRenderGraphBlockConnectionPointTypes.Texture);\r\n this.registerOutput(\"output\", NodeRenderGraphBlockConnectionPointTypes.BasedOnInput);\r\n\r\n this.texture.addAcceptedConnectionPointTypes(NodeRenderGraphBlockConnectionPointTypes.TextureAll);\r\n this.output._typeConnectionSource = this.texture;\r\n\r\n this._frameGraphTask = new FrameGraphClearTextureTask(name, frameGraph);\r\n }\r\n\r\n /** Gets or sets the clear color */\r\n @editableInPropertyPage(\"Color\", PropertyTypeForEdition.Color4)\r\n public get color(): Color4 {\r\n return this._frameGraphTask.color;\r\n }\r\n\r\n public set color(value: Color4) {\r\n this._frameGraphTask.color = value;\r\n }\r\n\r\n /** Gets or sets a boolean indicating whether the color part of the texture should be cleared. */\r\n @editableInPropertyPage(\"Clear color\", PropertyTypeForEdition.Boolean, undefined, { embedded: true })\r\n public get clearColor(): boolean {\r\n return !!this._frameGraphTask.clearColor;\r\n }\r\n\r\n public set clearColor(value: boolean) {\r\n this._frameGraphTask.clearColor = value;\r\n }\r\n\r\n /** Gets or sets a boolean indicating whether the depth part of the texture should be cleared. */\r\n @editableInPropertyPage(\"Clear depth\", PropertyTypeForEdition.Boolean, undefined, { embedded: true })\r\n public get clearDepth(): boolean {\r\n return !!this._frameGraphTask.clearDepth;\r\n }\r\n\r\n public set clearDepth(value: boolean) {\r\n this._frameGraphTask.clearDepth = value;\r\n }\r\n\r\n /** Gets or sets a boolean indicating whether the stencil part of the texture should be cleared. */\r\n @editableInPropertyPage(\"Clear stencil\", PropertyTypeForEdition.Boolean, undefined, { embedded: true })\r\n public get clearStencil(): boolean {\r\n return !!this._frameGraphTask.clearStencil;\r\n }\r\n\r\n public set clearStencil(value: boolean) {\r\n this._frameGraphTask.clearStencil = value;\r\n }\r\n\r\n /**\r\n * Gets the current class name\r\n * @returns the class name\r\n */\r\n public override getClassName() {\r\n return \"NodeRenderGraphClearBlock\";\r\n }\r\n /**\r\n * Gets the texture input component\r\n */\r\n public get texture(): NodeRenderGraphConnectionPoint {\r\n return this._inputs[0];\r\n }\r\n\r\n /**\r\n * Gets the output component\r\n */\r\n public get output(): NodeRenderGraphConnectionPoint {\r\n return this._outputs[0];\r\n }\r\n\r\n protected override _buildBlock(state: NodeRenderGraphBuildState) {\r\n super._buildBlock(state);\r\n\r\n this._frameGraphTask.name = this.name;\r\n\r\n this._propagateInputValueToOutput(this.texture, this.output);\r\n\r\n const textureConnectedPoint = this.texture.connectedPoint;\r\n if (textureConnectedPoint) {\r\n this._frameGraphTask.destinationTexture = textureConnectedPoint.value as FrameGraphTextureHandle;\r\n }\r\n }\r\n\r\n protected override _dumpPropertiesCode() {\r\n const codes: string[] = [];\r\n codes.push(`${this._codeVariableName}.color = new BABYLON.Color4(${this.color.r}, ${this.color.g}, ${this.color.b}, ${this.color.a});`);\r\n codes.push(`${this._codeVariableName}.clearColor = ${this.clearColor};`);\r\n codes.push(`${this._codeVariableName}.clearDepth = ${this.clearDepth};`);\r\n codes.push(`${this._codeVariableName}.clearStencil = ${this.clearStencil};`);\r\n return super._dumpPropertiesCode() + codes.join(\"\\n\");\r\n }\r\n\r\n public override serialize(): any {\r\n const serializationObject = super.serialize();\r\n serializationObject.color = this.color.asArray();\r\n serializationObject.clearColor = this.clearColor;\r\n serializationObject.clearDepth = this.clearDepth;\r\n serializationObject.clearStencil = this.clearStencil;\r\n return serializationObject;\r\n }\r\n\r\n public override _deserialize(serializationObject: any) {\r\n super._deserialize(serializationObject);\r\n this.color = Color4.FromArray(serializationObject.color);\r\n this.clearColor = serializationObject.clearColor;\r\n this.clearDepth = serializationObject.clearDepth;\r\n this.clearStencil = serializationObject.clearStencil;\r\n }\r\n}\r\n\r\nRegisterClass(\"BABYLON.NodeRenderGraphClearBlock\", NodeRenderGraphClearBlock);\r\n"]}
@@ -7,9 +7,10 @@ export * from "./PostProcesses/blurPostProcessBlock";
7
7
  export * from "./PostProcesses/circleOfConfusionPostProcessBlock";
8
8
  export * from "./PostProcesses/depthOfFieldPostProcessBlock";
9
9
  export * from "./PostProcesses/extractHighlightsPostProcessBlock";
10
- export * from "./Rendering/objectRendererBlock";
11
- export * from "./Rendering/geometryRendererBlock";
12
10
  export * from "./Rendering/cullObjectsBlock";
11
+ export * from "./Rendering/geometryRendererBlock";
12
+ export * from "./Rendering/objectRendererBlock";
13
+ export * from "./Rendering/taaObjectRendererBlock";
13
14
  export * from "./Teleport/teleportInBlock";
14
15
  export * from "./Teleport/teleportOutBlock";
15
16
  export * from "./Textures/clearBlock";
@@ -7,9 +7,10 @@ export * from "./PostProcesses/blurPostProcessBlock.js";
7
7
  export * from "./PostProcesses/circleOfConfusionPostProcessBlock.js";
8
8
  export * from "./PostProcesses/depthOfFieldPostProcessBlock.js";
9
9
  export * from "./PostProcesses/extractHighlightsPostProcessBlock.js";
10
- export * from "./Rendering/objectRendererBlock.js";
11
- export * from "./Rendering/geometryRendererBlock.js";
12
10
  export * from "./Rendering/cullObjectsBlock.js";
11
+ export * from "./Rendering/geometryRendererBlock.js";
12
+ export * from "./Rendering/objectRendererBlock.js";
13
+ export * from "./Rendering/taaObjectRendererBlock.js";
13
14
  export * from "./Teleport/teleportInBlock.js";
14
15
  export * from "./Teleport/teleportOutBlock.js";
15
16
  export * from "./Textures/clearBlock.js";
@@ -1 +1 @@
1
- {"version":3,"file":"index.js","sourceRoot":"","sources":["../../../../../../dev/core/src/FrameGraph/Node/Blocks/index.ts"],"names":[],"mappings":"AAAA,cAAc,cAAc,CAAC;AAC7B,cAAc,cAAc,CAAC;AAC7B,cAAc,eAAe,CAAC;AAC9B,cAAc,+CAA+C,CAAC;AAC9D,cAAc,uCAAuC,CAAC;AACtD,cAAc,sCAAsC,CAAC;AACrD,cAAc,mDAAmD,CAAC;AAClE,cAAc,8CAA8C,CAAC;AAC7D,cAAc,mDAAmD,CAAC;AAClE,cAAc,iCAAiC,CAAC;AAChD,cAAc,mCAAmC,CAAC;AAClD,cAAc,8BAA8B,CAAC;AAC7C,cAAc,4BAA4B,CAAC;AAC3C,cAAc,6BAA6B,CAAC;AAC5C,cAAc,uBAAuB,CAAC;AACtC,cAAc,6BAA6B,CAAC;AAC5C,cAAc,iCAAiC,CAAC","sourcesContent":["export * from \"./elbowBlock\";\r\nexport * from \"./inputBlock\";\r\nexport * from \"./outputBlock\";\r\nexport * from \"./PostProcesses/blackAndWhitePostProcessBlock\";\r\nexport * from \"./PostProcesses/bloomPostProcessBlock\";\r\nexport * from \"./PostProcesses/blurPostProcessBlock\";\r\nexport * from \"./PostProcesses/circleOfConfusionPostProcessBlock\";\r\nexport * from \"./PostProcesses/depthOfFieldPostProcessBlock\";\r\nexport * from \"./PostProcesses/extractHighlightsPostProcessBlock\";\r\nexport * from \"./Rendering/objectRendererBlock\";\r\nexport * from \"./Rendering/geometryRendererBlock\";\r\nexport * from \"./Rendering/cullObjectsBlock\";\r\nexport * from \"./Teleport/teleportInBlock\";\r\nexport * from \"./Teleport/teleportOutBlock\";\r\nexport * from \"./Textures/clearBlock\";\r\nexport * from \"./Textures/copyTextureBlock\";\r\nexport * from \"./Textures/generateMipmapsBlock\";\r\n"]}
1
+ {"version":3,"file":"index.js","sourceRoot":"","sources":["../../../../../../dev/core/src/FrameGraph/Node/Blocks/index.ts"],"names":[],"mappings":"AAAA,cAAc,cAAc,CAAC;AAC7B,cAAc,cAAc,CAAC;AAC7B,cAAc,eAAe,CAAC;AAE9B,cAAc,+CAA+C,CAAC;AAC9D,cAAc,uCAAuC,CAAC;AACtD,cAAc,sCAAsC,CAAC;AACrD,cAAc,mDAAmD,CAAC;AAClE,cAAc,8CAA8C,CAAC;AAC7D,cAAc,mDAAmD,CAAC;AAElE,cAAc,8BAA8B,CAAC;AAC7C,cAAc,mCAAmC,CAAC;AAClD,cAAc,iCAAiC,CAAC;AAChD,cAAc,oCAAoC,CAAC;AAEnD,cAAc,4BAA4B,CAAC;AAC3C,cAAc,6BAA6B,CAAC;AAE5C,cAAc,uBAAuB,CAAC;AACtC,cAAc,6BAA6B,CAAC;AAC5C,cAAc,iCAAiC,CAAC","sourcesContent":["export * from \"./elbowBlock\";\r\nexport * from \"./inputBlock\";\r\nexport * from \"./outputBlock\";\r\n\r\nexport * from \"./PostProcesses/blackAndWhitePostProcessBlock\";\r\nexport * from \"./PostProcesses/bloomPostProcessBlock\";\r\nexport * from \"./PostProcesses/blurPostProcessBlock\";\r\nexport * from \"./PostProcesses/circleOfConfusionPostProcessBlock\";\r\nexport * from \"./PostProcesses/depthOfFieldPostProcessBlock\";\r\nexport * from \"./PostProcesses/extractHighlightsPostProcessBlock\";\r\n\r\nexport * from \"./Rendering/cullObjectsBlock\";\r\nexport * from \"./Rendering/geometryRendererBlock\";\r\nexport * from \"./Rendering/objectRendererBlock\";\r\nexport * from \"./Rendering/taaObjectRendererBlock\";\r\n\r\nexport * from \"./Teleport/teleportInBlock\";\r\nexport * from \"./Teleport/teleportOutBlock\";\r\n\r\nexport * from \"./Textures/clearBlock\";\r\nexport * from \"./Textures/copyTextureBlock\";\r\nexport * from \"./Textures/generateMipmapsBlock\";\r\n"]}
@@ -1 +1 @@
1
- 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eslint-disable import/no-internal-modules */\r\nimport type {\r\n Observer,\r\n Nullable,\r\n NodeRenderGraphBlock,\r\n NodeRenderGraphTeleportOutBlock,\r\n NodeRenderGraphTeleportInBlock,\r\n AbstractEngine,\r\n INodeRenderGraphCreateOptions,\r\n INodeRenderGraphEditorOptions,\r\n Scene,\r\n WritableObject,\r\n} from \"core/index\";\r\nimport { Observable } from \"../../Misc/observable\";\r\nimport { NodeRenderGraphOutputBlock } from \"./Blocks/outputBlock\";\r\nimport { FrameGraph } from \"../frameGraph\";\r\nimport { GetClass } from \"../../Misc/typeStore\";\r\nimport { serialize } from \"../../Misc/decorators\";\r\nimport { SerializationHelper } from \"../../Misc/decorators.serialization\";\r\nimport { Constants } from \"../../Engines/constants\";\r\nimport { WebRequest } from \"../../Misc/webRequest\";\r\nimport { NodeRenderGraphInputBlock } from \"./Blocks/inputBlock\";\r\nimport { Tools } from \"../../Misc/tools\";\r\nimport { Engine } from \"../../Engines/engine\";\r\nimport { NodeRenderGraphBlockConnectionPointTypes } from \"./Types/nodeRenderGraphTypes\";\r\nimport { NodeRenderGraphClearBlock } from \"./Blocks/Textures/clearBlock\";\r\nimport { NodeRenderGraphBuildState } from \"./nodeRenderGraphBuildState\";\r\n\r\n// declare NODERENDERGRAPHEDITOR namespace for compilation issue\r\ndeclare let NODERENDERGRAPHEDITOR: any;\r\ndeclare let BABYLON: any;\r\n\r\n/**\r\n * Defines a node render graph\r\n */\r\nexport class NodeRenderGraph {\r\n private static _BuildIdGenerator: number = 0;\r\n\r\n private _buildId: number = NodeRenderGraph._BuildIdGenerator++;\r\n\r\n /** Define the Url to load node editor script */\r\n public static EditorURL = `${Tools._DefaultCdnUrl}/v${Engine.Version}/NodeRenderGraph/babylon.nodeRenderGraph.js`;\r\n\r\n /** Define the Url to load snippets */\r\n public static SnippetUrl = Constants.SnippetUrl;\r\n\r\n // eslint-disable-next-line @typescript-eslint/naming-convention\r\n private BJSNODERENDERGRAPHEDITOR = this._getGlobalNodeRenderGraphEditor();\r\n\r\n /** @returns the inspector from bundle or global */\r\n private _getGlobalNodeRenderGraphEditor(): any {\r\n // UMD Global name detection from Webpack Bundle UMD Name.\r\n if (typeof NODERENDERGRAPHEDITOR !== \"undefined\") {\r\n return NODERENDERGRAPHEDITOR;\r\n }\r\n\r\n // In case of module let's check the global emitted from the editor entry point.\r\n if (typeof BABYLON !== \"undefined\" && typeof BABYLON.NodeRenderGraphEditor !== \"undefined\") {\r\n return BABYLON;\r\n }\r\n\r\n return undefined;\r\n }\r\n\r\n /**\r\n * Gets or sets data used by visual editor\r\n * @see https://nrge.babylonjs.com\r\n */\r\n public editorData: any = null;\r\n\r\n /**\r\n * Gets an array of blocks that needs to be serialized even if they are not yet connected\r\n */\r\n public attachedBlocks: NodeRenderGraphBlock[] = [];\r\n\r\n /**\r\n * Observable raised when the node render graph is built\r\n */\r\n public onBuildObservable = new Observable<NodeRenderGraph>();\r\n\r\n /**\r\n * Observable raised when an error is detected\r\n */\r\n public onBuildErrorObservable = new Observable<string>();\r\n\r\n /** Gets or sets the RenderGraphOutputBlock used to gather the final node render graph data */\r\n public outputBlock: Nullable<NodeRenderGraphOutputBlock> = null;\r\n\r\n /**\r\n * Snippet ID if the graph was created from the snippet server\r\n */\r\n public snippetId: string;\r\n\r\n /**\r\n * The name of the node render graph\r\n */\r\n @serialize()\r\n public name: string;\r\n\r\n /**\r\n * A free comment about the graph\r\n */\r\n @serialize(\"comment\")\r\n public comment: string;\r\n\r\n private readonly _engine: AbstractEngine;\r\n private readonly _scene: Scene;\r\n private readonly _resizeObserver: Nullable<Observer<AbstractEngine>> = null;\r\n private readonly _frameGraph: FrameGraph;\r\n private readonly _options: INodeRenderGraphCreateOptions;\r\n\r\n /**\r\n * Gets the frame graph used by this node render graph\r\n */\r\n public get frameGraph() {\r\n return this._frameGraph;\r\n }\r\n\r\n /**\r\n * Gets the scene used by this node render graph\r\n * @returns the scene used by this node render graph\r\n */\r\n public getScene() {\r\n return this._scene;\r\n }\r\n\r\n /**\r\n * Creates a new node render graph\r\n * @param name defines the name of the node render graph\r\n * @param scene defines the scene to use to execute the graph\r\n * @param options defines the options to use when creating the graph\r\n */\r\n public constructor(name: string, scene: Scene, options?: INodeRenderGraphCreateOptions) {\r\n this.name = name;\r\n this._scene = scene;\r\n this._engine = scene.getEngine();\r\n\r\n options = {\r\n debugTextures: false,\r\n autoConfigure: false,\r\n verbose: false,\r\n rebuildGraphOnEngineResize: true,\r\n autoFillExternalInputs: true,\r\n ...options,\r\n };\r\n\r\n this._options = options;\r\n\r\n this._frameGraph = new FrameGraph(this._engine, options.debugTextures, this._scene);\r\n\r\n if (options.rebuildGraphOnEngineResize) {\r\n this._resizeObserver = this._engine.onResizeObservable.add(() => {\r\n this.build();\r\n });\r\n }\r\n }\r\n\r\n /**\r\n * Gets the current class name (\"NodeRenderGraph\")\r\n * @returns the class name\r\n */\r\n public getClassName(): string {\r\n return \"NodeRenderGraph\";\r\n }\r\n\r\n /**\r\n * Gets a block by its name\r\n * @param name defines the name of the block to retrieve\r\n * @returns the required block or null if not found\r\n */\r\n public getBlockByName<T extends NodeRenderGraphBlock>(name: string): Nullable<T> {\r\n let result: Nullable<T> = null;\r\n for (const block of this.attachedBlocks) {\r\n if (block.name === name) {\r\n if (!result) {\r\n result = block as T;\r\n } else {\r\n Tools.Warn(\"More than one block was found with the name `\" + name + \"`\");\r\n return result;\r\n }\r\n }\r\n }\r\n\r\n return result;\r\n }\r\n\r\n /**\r\n * Get a block using a predicate\r\n * @param predicate defines the predicate used to find the good candidate\r\n * @returns the required block or null if not found\r\n */\r\n public getBlockByPredicate<T extends NodeRenderGraphBlock>(predicate: (block: NodeRenderGraphBlock) => boolean): Nullable<T> {\r\n for (const block of this.attachedBlocks) {\r\n if (predicate(block)) {\r\n return block as T;\r\n }\r\n }\r\n\r\n return null;\r\n }\r\n\r\n /**\r\n * Get all blocks that match a predicate\r\n * @param predicate defines the predicate used to find the good candidate(s)\r\n * @returns the list of blocks found\r\n */\r\n public getBlocksByPredicate<T extends NodeRenderGraphBlock>(predicate: (block: NodeRenderGraphBlock) => boolean): T[] {\r\n const blocks: T[] = [];\r\n for (const block of this.attachedBlocks) {\r\n if (predicate(block)) {\r\n blocks.push(block as T);\r\n }\r\n }\r\n\r\n return blocks;\r\n }\r\n\r\n /**\r\n * Gets the list of input blocks attached to this material\r\n * @returns an array of InputBlocks\r\n */\r\n public getInputBlocks() {\r\n const blocks: NodeRenderGraphInputBlock[] = [];\r\n for (const block of this.attachedBlocks) {\r\n if (block.isInput) {\r\n blocks.push(block as NodeRenderGraphInputBlock);\r\n }\r\n }\r\n\r\n return blocks;\r\n }\r\n\r\n /**\r\n * Launch the node render graph editor\r\n * @param config Define the configuration of the editor\r\n * @returns a promise fulfilled when the node editor is visible\r\n */\r\n public edit(config?: INodeRenderGraphEditorOptions): Promise<void> {\r\n return new Promise((resolve) => {\r\n this.BJSNODERENDERGRAPHEDITOR = this.BJSNODERENDERGRAPHEDITOR || this._getGlobalNodeRenderGraphEditor();\r\n if (typeof this.BJSNODERENDERGRAPHEDITOR == \"undefined\") {\r\n const editorUrl = config && config.editorURL ? config.editorURL : NodeRenderGraph.EditorURL;\r\n\r\n // Load editor and add it to the DOM\r\n Tools.LoadBabylonScript(editorUrl, () => {\r\n this.BJSNODERENDERGRAPHEDITOR = this.BJSNODERENDERGRAPHEDITOR || this._getGlobalNodeRenderGraphEditor();\r\n this._createNodeEditor(config?.nodeRenderGraphEditorConfig);\r\n resolve();\r\n });\r\n } else {\r\n // Otherwise creates the editor\r\n this._createNodeEditor(config?.nodeRenderGraphEditorConfig);\r\n resolve();\r\n }\r\n });\r\n }\r\n\r\n /**\r\n * Creates the node editor window.\r\n * @param additionalConfig Additional configuration for the FGE\r\n */\r\n private _createNodeEditor(additionalConfig?: any) {\r\n const nodeEditorConfig: any = {\r\n nodeRenderGraph: this,\r\n ...additionalConfig,\r\n };\r\n this.BJSNODERENDERGRAPHEDITOR.NodeRenderGraphEditor.Show(nodeEditorConfig);\r\n }\r\n\r\n /**\r\n * Build the final list of blocks that will be executed by the \"execute\" method\r\n */\r\n public build() {\r\n if (!this.outputBlock) {\r\n throw new Error(\"You must define the outputBlock property before building the node render graph\");\r\n }\r\n\r\n this._initializeBlock(this.outputBlock);\r\n\r\n this._frameGraph.clear();\r\n\r\n const state = new NodeRenderGraphBuildState();\r\n\r\n state.buildId = this._buildId;\r\n state.verbose = this._options.verbose!;\r\n\r\n if (this._options.autoFillExternalInputs) {\r\n this._autoFillExternalInputs();\r\n }\r\n\r\n this.outputBlock.build(state);\r\n\r\n this._frameGraph.build();\r\n\r\n this._buildId = NodeRenderGraph._BuildIdGenerator++;\r\n\r\n if (state.emitErrors(this.onBuildErrorObservable)) {\r\n this.onBuildObservable.notifyObservers(this);\r\n }\r\n }\r\n\r\n private _autoFillExternalInputs() {\r\n const allInputs = this.getInputBlocks();\r\n let cameraIndex = 0;\r\n for (const input of allInputs) {\r\n if (!input.isExternal) {\r\n continue;\r\n }\r\n if (!input.isAnAncestorOfType(\"NodeRenderGraphOutputBlock\")) {\r\n continue;\r\n }\r\n if ((input.type & NodeRenderGraphBlockConnectionPointTypes.TextureAllButBackBuffer) !== 0) {\r\n // nothing to do\r\n } else if (input.isCamera()) {\r\n const camera = this._scene.cameras[cameraIndex++] || this._scene.cameras[0];\r\n if (!this._scene.cameraToUseForPointers) {\r\n this._scene.cameraToUseForPointers = camera;\r\n }\r\n\r\n input.value = camera;\r\n } else if (input.isObjectList()) {\r\n input.value = { meshes: this._scene.meshes, particleSystems: this._scene.particleSystems };\r\n }\r\n }\r\n }\r\n\r\n /**\r\n * Returns a promise that resolves when the node render graph is ready to be executed\r\n * This method must be called after the graph has been built (NodeRenderGraph.build called)!\r\n * @param timeout Timeout in ms between retries (default is 16)\r\n * @returns The promise that resolves when the graph is ready\r\n */\r\n public whenReadyAsync(timeout = 16): Promise<void> {\r\n return this._frameGraph.whenReadyAsync(timeout);\r\n }\r\n\r\n /**\r\n * Execute the graph (the graph must have been built before!)\r\n */\r\n public execute() {\r\n this._frameGraph.execute();\r\n }\r\n\r\n private _initializeBlock(node: NodeRenderGraphBlock) {\r\n node.initialize();\r\n if (this._options.autoConfigure) {\r\n node.autoConfigure();\r\n }\r\n\r\n if (this.attachedBlocks.indexOf(node) === -1) {\r\n this.attachedBlocks.push(node);\r\n }\r\n\r\n for (const input of node.inputs) {\r\n const connectedPoint = input.connectedPoint;\r\n if (connectedPoint) {\r\n const block = connectedPoint.ownerBlock;\r\n if (block !== node) {\r\n this._initializeBlock(block);\r\n }\r\n }\r\n }\r\n }\r\n\r\n /**\r\n * Clear the current graph\r\n */\r\n public clear() {\r\n this.outputBlock = null;\r\n this.attachedBlocks.length = 0;\r\n }\r\n\r\n /**\r\n * Remove a block from the current graph\r\n * @param block defines the block to remove\r\n */\r\n public removeBlock(block: NodeRenderGraphBlock) {\r\n const attachedBlockIndex = this.attachedBlocks.indexOf(block);\r\n if (attachedBlockIndex > -1) {\r\n this.attachedBlocks.splice(attachedBlockIndex, 1);\r\n }\r\n\r\n if (block === this.outputBlock) {\r\n this.outputBlock = null;\r\n }\r\n }\r\n\r\n /**\r\n * Clear the current graph and load a new one from a serialization object\r\n * @param source defines the JSON representation of the graph\r\n * @param merge defines whether or not the source must be merged or replace the current content\r\n */\r\n public parseSerializedObject(source: any, merge = false) {\r\n if (!merge) {\r\n this.clear();\r\n }\r\n\r\n const map: { [key: number]: NodeRenderGraphBlock } = {};\r\n\r\n // Create blocks\r\n for (const parsedBlock of source.blocks) {\r\n const blockType: typeof NodeRenderGraphBlock = GetClass(parsedBlock.customType);\r\n if (blockType) {\r\n const additionalConstructionParameters = parsedBlock.additionalConstructionParameters;\r\n const block: NodeRenderGraphBlock = additionalConstructionParameters\r\n ? new blockType(\"\", this._frameGraph, this._scene, ...additionalConstructionParameters)\r\n : new blockType(\"\", this._frameGraph, this._scene);\r\n block._deserialize(parsedBlock);\r\n map[parsedBlock.id] = block;\r\n\r\n this.attachedBlocks.push(block);\r\n }\r\n }\r\n\r\n // Reconnect teleportation\r\n for (const block of this.attachedBlocks) {\r\n if (block.isTeleportOut) {\r\n const teleportOut = block as NodeRenderGraphTeleportOutBlock;\r\n const id = teleportOut._tempEntryPointUniqueId;\r\n if (id) {\r\n const source = map[id] as NodeRenderGraphTeleportInBlock;\r\n if (source) {\r\n source.attachToEndpoint(teleportOut);\r\n }\r\n }\r\n }\r\n }\r\n\r\n // Connections - Starts with input blocks only (except if in \"merge\" mode where we scan all blocks)\r\n for (let blockIndex = 0; blockIndex < source.blocks.length; blockIndex++) {\r\n const parsedBlock = source.blocks[blockIndex];\r\n const block = map[parsedBlock.id];\r\n\r\n if (!block) {\r\n continue;\r\n }\r\n\r\n if (block.inputs.length && parsedBlock.inputs.some((i: any) => i.targetConnectionName) && !merge) {\r\n continue;\r\n }\r\n this._restoreConnections(block, source, map);\r\n }\r\n\r\n // Outputs\r\n if (source.outputNodeId) {\r\n this.outputBlock = map[source.outputNodeId] as NodeRenderGraphOutputBlock;\r\n }\r\n\r\n // UI related info\r\n if (source.locations || (source.editorData && source.editorData.locations)) {\r\n const locations: {\r\n blockId: number;\r\n x: number;\r\n y: number;\r\n }[] = source.locations || source.editorData.locations;\r\n\r\n for (const location of locations) {\r\n if (map[location.blockId]) {\r\n location.blockId = map[location.blockId].uniqueId;\r\n }\r\n }\r\n\r\n if (merge && this.editorData && this.editorData.locations) {\r\n locations.concat(this.editorData.locations);\r\n }\r\n\r\n if (source.locations) {\r\n this.editorData = {\r\n locations: locations,\r\n };\r\n } else {\r\n this.editorData = source.editorData;\r\n this.editorData.locations = locations;\r\n }\r\n\r\n const blockMap: number[] = [];\r\n\r\n for (const key in map) {\r\n blockMap[key] = map[key].uniqueId;\r\n }\r\n\r\n this.editorData.map = blockMap;\r\n }\r\n\r\n this.comment = source.comment;\r\n }\r\n\r\n private _restoreConnections(block: NodeRenderGraphBlock, source: any, map: { [key: number]: NodeRenderGraphBlock }) {\r\n for (const outputPoint of block.outputs) {\r\n for (const candidate of source.blocks) {\r\n const target = map[candidate.id];\r\n\r\n if (!target) {\r\n continue;\r\n }\r\n\r\n for (const input of candidate.inputs) {\r\n if (map[input.targetBlockId] === block && input.targetConnectionName === outputPoint.name) {\r\n const inputPoint = target.getInputByName(input.inputName);\r\n if (!inputPoint || inputPoint.isConnected) {\r\n continue;\r\n }\r\n\r\n outputPoint.connectTo(inputPoint, true);\r\n this._restoreConnections(target, source, map);\r\n continue;\r\n }\r\n }\r\n }\r\n }\r\n }\r\n\r\n /**\r\n * Generate a string containing the code declaration required to create an equivalent of this node render graph\r\n * @returns a string\r\n */\r\n public generateCode() {\r\n let alreadyDumped: NodeRenderGraphBlock[] = [];\r\n const blocks: NodeRenderGraphBlock[] = [];\r\n const uniqueNames: string[] = [\"const\", \"var\", \"let\"];\r\n // Gets active blocks\r\n if (this.outputBlock) {\r\n this._gatherBlocks(this.outputBlock, blocks);\r\n }\r\n\r\n // Generate\r\n const options = JSON.stringify(this._options);\r\n let codeString = `let nodeRenderGraph = new BABYLON.NodeRenderGraph(\"${this.name || \"render graph\"}\", scene, ${options});\\n`;\r\n for (const node of blocks) {\r\n if (node.isInput && alreadyDumped.indexOf(node) === -1) {\r\n codeString += node._dumpCode(uniqueNames, alreadyDumped) + \"\\n\";\r\n }\r\n }\r\n\r\n if (this.outputBlock) {\r\n // Connections\r\n alreadyDumped = [];\r\n codeString += \"// Connections\\n\";\r\n codeString += this.outputBlock._dumpCodeForOutputConnections(alreadyDumped);\r\n\r\n // Output nodes\r\n codeString += \"// Output nodes\\n\";\r\n codeString += `nodeRenderGraph.outputBlock = ${this.outputBlock._codeVariableName};\\n`;\r\n codeString += `nodeRenderGraph.build();\\n`;\r\n }\r\n\r\n return codeString;\r\n }\r\n\r\n private _gatherBlocks(rootNode: NodeRenderGraphBlock, list: NodeRenderGraphBlock[]) {\r\n if (list.indexOf(rootNode) !== -1) {\r\n return;\r\n }\r\n list.push(rootNode);\r\n\r\n for (const input of rootNode.inputs) {\r\n const connectedPoint = input.connectedPoint;\r\n if (connectedPoint) {\r\n const block = connectedPoint.ownerBlock;\r\n if (block !== rootNode) {\r\n this._gatherBlocks(block, list);\r\n }\r\n }\r\n }\r\n\r\n // Teleportation\r\n if (rootNode.isTeleportOut) {\r\n const block = rootNode as NodeRenderGraphTeleportOutBlock;\r\n if (block.entryPoint) {\r\n this._gatherBlocks(block.entryPoint, list);\r\n }\r\n }\r\n }\r\n\r\n /**\r\n * Clear the current graph and set it to a default state\r\n */\r\n public setToDefault() {\r\n this.clear();\r\n\r\n this.editorData = null;\r\n\r\n // Source\r\n const backBuffer = new NodeRenderGraphInputBlock(\"BackBuffer color\", this._frameGraph, this._scene, NodeRenderGraphBlockConnectionPointTypes.TextureBackBuffer);\r\n\r\n // Clear texture\r\n const clear = new NodeRenderGraphClearBlock(\"Clear\", this._frameGraph, this._scene);\r\n\r\n backBuffer.output.connectTo(clear.texture);\r\n\r\n // Final output\r\n const output = new NodeRenderGraphOutputBlock(\"Output\", this._frameGraph, this._scene);\r\n clear.output.connectTo(output.texture);\r\n\r\n this.outputBlock = output;\r\n }\r\n\r\n /**\r\n * Makes a duplicate of the current node render graph.\r\n * @param name defines the name to use for the new node render graph\r\n * @returns the new node render graph\r\n */\r\n public clone(name: string): NodeRenderGraph {\r\n const serializationObject = this.serialize();\r\n\r\n const clone = SerializationHelper.Clone(() => new NodeRenderGraph(name, this._scene), this);\r\n clone.name = name;\r\n\r\n clone.parseSerializedObject(serializationObject);\r\n clone._buildId = this._buildId;\r\n clone.build();\r\n\r\n return clone;\r\n }\r\n\r\n /**\r\n * Serializes this node render graph in a JSON representation\r\n * @param selectedBlocks defines the list of blocks to save (if null the whole node render graph will be saved)\r\n * @returns the serialized node render graph object\r\n */\r\n public serialize(selectedBlocks?: NodeRenderGraphBlock[]): any {\r\n const serializationObject = selectedBlocks ? {} : SerializationHelper.Serialize(this);\r\n serializationObject.editorData = JSON.parse(JSON.stringify(this.editorData)); // Copy\r\n\r\n let blocks: NodeRenderGraphBlock[] = [];\r\n\r\n if (selectedBlocks) {\r\n blocks = selectedBlocks;\r\n } else {\r\n serializationObject.customType = \"BABYLON.NodeRenderGraph\";\r\n if (this.outputBlock) {\r\n serializationObject.outputNodeId = this.outputBlock.uniqueId;\r\n }\r\n }\r\n\r\n // Blocks\r\n serializationObject.blocks = [];\r\n\r\n for (const block of blocks) {\r\n serializationObject.blocks.push(block.serialize());\r\n }\r\n\r\n if (!selectedBlocks) {\r\n for (const block of this.attachedBlocks) {\r\n if (blocks.indexOf(block) !== -1) {\r\n continue;\r\n }\r\n serializationObject.blocks.push(block.serialize());\r\n }\r\n }\r\n\r\n return serializationObject;\r\n }\r\n\r\n /**\r\n * Disposes the ressources\r\n */\r\n public dispose(): void {\r\n for (const block of this.attachedBlocks) {\r\n block.dispose();\r\n }\r\n\r\n this._frameGraph.dispose();\r\n (this._frameGraph as WritableObject<FrameGraph>) = undefined as any;\r\n\r\n this._engine.onResizeObservable.remove(this._resizeObserver);\r\n (this._resizeObserver as WritableObject<Nullable<Observer<AbstractEngine>>>) = null;\r\n\r\n this.attachedBlocks.length = 0;\r\n this.onBuildObservable.clear();\r\n this.onBuildErrorObservable.clear();\r\n }\r\n\r\n /**\r\n * Creates a new node render graph set to default basic configuration\r\n * @param name defines the name of the node render graph\r\n * @param scene defines the scene to use\r\n * @param nodeRenderGraphOptions defines options to use when creating the node render graph\r\n * @returns a new NodeRenderGraph\r\n */\r\n public static CreateDefault(name: string, scene: Scene, nodeRenderGraphOptions?: INodeRenderGraphCreateOptions): NodeRenderGraph {\r\n const renderGraph = new NodeRenderGraph(name, scene, nodeRenderGraphOptions);\r\n\r\n renderGraph.setToDefault();\r\n renderGraph.build();\r\n\r\n return renderGraph;\r\n }\r\n\r\n /**\r\n * Creates a node render graph from parsed graph data\r\n * @param source defines the JSON representation of the node render graph\r\n * @param scene defines the scene to use\r\n * @param nodeRenderGraphOptions defines options to use when creating the node render\r\n * @param skipBuild defines whether to skip building the node render graph (default is true)\r\n * @returns a new node render graph\r\n */\r\n public static Parse(source: any, scene: Scene, nodeRenderGraphOptions?: INodeRenderGraphCreateOptions, skipBuild: boolean = true): NodeRenderGraph {\r\n const renderGraph = SerializationHelper.Parse(() => new NodeRenderGraph(source.name, scene, nodeRenderGraphOptions), source, null);\r\n\r\n renderGraph.parseSerializedObject(source);\r\n if (!skipBuild) {\r\n renderGraph.build();\r\n }\r\n\r\n return renderGraph;\r\n }\r\n\r\n /**\r\n * Creates a node render graph from a snippet saved by the node render graph editor\r\n * @param snippetId defines the snippet to load\r\n * @param scene defines the scene to use\r\n * @param nodeRenderGraphOptions defines options to use when creating the node render graph\r\n * @param nodeRenderGraph defines a node render graph to update (instead of creating a new one)\r\n * @param skipBuild defines whether to skip building the node render graph (default is true)\r\n * @returns a promise that will resolve to the new node render graph\r\n */\r\n public static ParseFromSnippetAsync(\r\n snippetId: string,\r\n scene: Scene,\r\n nodeRenderGraphOptions?: INodeRenderGraphCreateOptions,\r\n nodeRenderGraph?: NodeRenderGraph,\r\n skipBuild: boolean = true\r\n ): Promise<NodeRenderGraph> {\r\n if (snippetId === \"_BLANK\") {\r\n return Promise.resolve(NodeRenderGraph.CreateDefault(\"blank\", scene, nodeRenderGraphOptions));\r\n }\r\n\r\n return new Promise((resolve, reject) => {\r\n const request = new WebRequest();\r\n request.addEventListener(\"readystatechange\", () => {\r\n if (request.readyState == 4) {\r\n if (request.status == 200) {\r\n const snippet = JSON.parse(JSON.parse(request.responseText).jsonPayload);\r\n const serializationObject = JSON.parse(snippet.nodeRenderGraph);\r\n\r\n if (!nodeRenderGraph) {\r\n nodeRenderGraph = SerializationHelper.Parse(() => new NodeRenderGraph(snippetId, scene, nodeRenderGraphOptions), serializationObject, null);\r\n }\r\n\r\n nodeRenderGraph.parseSerializedObject(serializationObject);\r\n nodeRenderGraph.snippetId = snippetId;\r\n\r\n try {\r\n if (!skipBuild) {\r\n nodeRenderGraph.build();\r\n }\r\n resolve(nodeRenderGraph);\r\n } catch (err) {\r\n reject(err);\r\n }\r\n } else {\r\n reject(\"Unable to load the snippet \" + snippetId);\r\n }\r\n }\r\n });\r\n\r\n request.open(\"GET\", this.SnippetUrl + \"/\" + snippetId.replace(/#/g, \"/\"));\r\n request.send();\r\n });\r\n }\r\n}\r\n"]}
1
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eslint-disable import/no-internal-modules */\r\nimport type {\r\n Observer,\r\n Nullable,\r\n NodeRenderGraphBlock,\r\n NodeRenderGraphTeleportOutBlock,\r\n NodeRenderGraphTeleportInBlock,\r\n AbstractEngine,\r\n INodeRenderGraphCreateOptions,\r\n INodeRenderGraphEditorOptions,\r\n Scene,\r\n WritableObject,\r\n} from \"core/index\";\r\nimport { Observable } from \"../../Misc/observable\";\r\nimport { NodeRenderGraphOutputBlock } from \"./Blocks/outputBlock\";\r\nimport { FrameGraph } from \"../frameGraph\";\r\nimport { GetClass } from \"../../Misc/typeStore\";\r\nimport { serialize } from \"../../Misc/decorators\";\r\nimport { SerializationHelper } from \"../../Misc/decorators.serialization\";\r\nimport { Constants } from \"../../Engines/constants\";\r\nimport { WebRequest } from \"../../Misc/webRequest\";\r\nimport { NodeRenderGraphInputBlock } from \"./Blocks/inputBlock\";\r\nimport { Tools } from \"../../Misc/tools\";\r\nimport { Engine } from \"../../Engines/engine\";\r\nimport { NodeRenderGraphBlockConnectionPointTypes } from \"./Types/nodeRenderGraphTypes\";\r\nimport { NodeRenderGraphClearBlock } from \"./Blocks/Textures/clearBlock\";\r\nimport { NodeRenderGraphBuildState } from \"./nodeRenderGraphBuildState\";\r\n\r\n// declare NODERENDERGRAPHEDITOR namespace for compilation issue\r\ndeclare let NODERENDERGRAPHEDITOR: any;\r\ndeclare let BABYLON: any;\r\n\r\n/**\r\n * Defines a node render graph\r\n */\r\nexport class NodeRenderGraph {\r\n private static _BuildIdGenerator: number = 0;\r\n\r\n private _buildId: number = NodeRenderGraph._BuildIdGenerator++;\r\n\r\n /** Define the Url to load node editor script */\r\n public static EditorURL = `${Tools._DefaultCdnUrl}/v${Engine.Version}/NodeRenderGraph/babylon.nodeRenderGraph.js`;\r\n\r\n /** Define the Url to load snippets */\r\n public static SnippetUrl = Constants.SnippetUrl;\r\n\r\n // eslint-disable-next-line @typescript-eslint/naming-convention\r\n private BJSNODERENDERGRAPHEDITOR = this._getGlobalNodeRenderGraphEditor();\r\n\r\n /** @returns the inspector from bundle or global */\r\n private _getGlobalNodeRenderGraphEditor(): any {\r\n // UMD Global name detection from Webpack Bundle UMD Name.\r\n if (typeof NODERENDERGRAPHEDITOR !== \"undefined\") {\r\n return NODERENDERGRAPHEDITOR;\r\n }\r\n\r\n // In case of module let's check the global emitted from the editor entry point.\r\n if (typeof BABYLON !== \"undefined\" && typeof BABYLON.NodeRenderGraphEditor !== \"undefined\") {\r\n return BABYLON;\r\n }\r\n\r\n return undefined;\r\n }\r\n\r\n /**\r\n * Gets or sets data used by visual editor\r\n * @see https://nrge.babylonjs.com\r\n */\r\n public editorData: any = null;\r\n\r\n /**\r\n * Gets an array of blocks that needs to be serialized even if they are not yet connected\r\n */\r\n public attachedBlocks: NodeRenderGraphBlock[] = [];\r\n\r\n /**\r\n * Observable raised when the node render graph is built\r\n */\r\n public onBuildObservable = new Observable<NodeRenderGraph>();\r\n\r\n /**\r\n * Observable raised when an error is detected\r\n */\r\n public onBuildErrorObservable = new Observable<string>();\r\n\r\n /** Gets or sets the RenderGraphOutputBlock used to gather the final node render graph data */\r\n public outputBlock: Nullable<NodeRenderGraphOutputBlock> = null;\r\n\r\n /**\r\n * Snippet ID if the graph was created from the snippet server\r\n */\r\n public snippetId: string;\r\n\r\n /**\r\n * The name of the node render graph\r\n */\r\n @serialize()\r\n public name: string;\r\n\r\n /**\r\n * A free comment about the graph\r\n */\r\n @serialize(\"comment\")\r\n public comment: string;\r\n\r\n private readonly _engine: AbstractEngine;\r\n private readonly _scene: Scene;\r\n private readonly _resizeObserver: Nullable<Observer<AbstractEngine>> = null;\r\n private readonly _frameGraph: FrameGraph;\r\n private readonly _options: INodeRenderGraphCreateOptions;\r\n\r\n /**\r\n * Gets the frame graph used by this node render graph\r\n */\r\n public get frameGraph() {\r\n return this._frameGraph;\r\n }\r\n\r\n /**\r\n * Gets the scene used by this node render graph\r\n * @returns the scene used by this node render graph\r\n */\r\n public getScene() {\r\n return this._scene;\r\n }\r\n\r\n /**\r\n * Creates a new node render graph\r\n * @param name defines the name of the node render graph\r\n * @param scene defines the scene to use to execute the graph\r\n * @param options defines the options to use when creating the graph\r\n */\r\n public constructor(name: string, scene: Scene, options?: INodeRenderGraphCreateOptions) {\r\n this.name = name;\r\n this._scene = scene;\r\n this._engine = scene.getEngine();\r\n\r\n options = {\r\n debugTextures: false,\r\n autoConfigure: false,\r\n verbose: false,\r\n rebuildGraphOnEngineResize: true,\r\n autoFillExternalInputs: true,\r\n ...options,\r\n };\r\n\r\n this._options = options;\r\n\r\n this._frameGraph = new FrameGraph(this._engine, options.debugTextures, this._scene);\r\n\r\n if (options.rebuildGraphOnEngineResize) {\r\n this._resizeObserver = this._engine.onResizeObservable.add(() => {\r\n this.build();\r\n });\r\n }\r\n }\r\n\r\n /**\r\n * Gets the current class name (\"NodeRenderGraph\")\r\n * @returns the class name\r\n */\r\n public getClassName(): string {\r\n return \"NodeRenderGraph\";\r\n }\r\n\r\n /**\r\n * Gets a block by its name\r\n * @param name defines the name of the block to retrieve\r\n * @returns the required block or null if not found\r\n */\r\n public getBlockByName<T extends NodeRenderGraphBlock>(name: string): Nullable<T> {\r\n let result: Nullable<T> = null;\r\n for (const block of this.attachedBlocks) {\r\n if (block.name === name) {\r\n if (!result) {\r\n result = block as T;\r\n } else {\r\n Tools.Warn(\"More than one block was found with the name `\" + name + \"`\");\r\n return result;\r\n }\r\n }\r\n }\r\n\r\n return result;\r\n }\r\n\r\n /**\r\n * Get a block using a predicate\r\n * @param predicate defines the predicate used to find the good candidate\r\n * @returns the required block or null if not found\r\n */\r\n public getBlockByPredicate<T extends NodeRenderGraphBlock>(predicate: (block: NodeRenderGraphBlock) => boolean): Nullable<T> {\r\n for (const block of this.attachedBlocks) {\r\n if (predicate(block)) {\r\n return block as T;\r\n }\r\n }\r\n\r\n return null;\r\n }\r\n\r\n /**\r\n * Get all blocks that match a predicate\r\n * @param predicate defines the predicate used to find the good candidate(s)\r\n * @returns the list of blocks found\r\n */\r\n public getBlocksByPredicate<T extends NodeRenderGraphBlock>(predicate: (block: NodeRenderGraphBlock) => boolean): T[] {\r\n const blocks: T[] = [];\r\n for (const block of this.attachedBlocks) {\r\n if (predicate(block)) {\r\n blocks.push(block as T);\r\n }\r\n }\r\n\r\n return blocks;\r\n }\r\n\r\n /**\r\n * Gets the list of input blocks attached to this material\r\n * @returns an array of InputBlocks\r\n */\r\n public getInputBlocks() {\r\n const blocks: NodeRenderGraphInputBlock[] = [];\r\n for (const block of this.attachedBlocks) {\r\n if (block.isInput) {\r\n blocks.push(block as NodeRenderGraphInputBlock);\r\n }\r\n }\r\n\r\n return blocks;\r\n }\r\n\r\n /**\r\n * Launch the node render graph editor\r\n * @param config Define the configuration of the editor\r\n * @returns a promise fulfilled when the node editor is visible\r\n */\r\n public edit(config?: INodeRenderGraphEditorOptions): Promise<void> {\r\n return new Promise((resolve) => {\r\n this.BJSNODERENDERGRAPHEDITOR = this.BJSNODERENDERGRAPHEDITOR || this._getGlobalNodeRenderGraphEditor();\r\n if (typeof this.BJSNODERENDERGRAPHEDITOR == \"undefined\") {\r\n const editorUrl = config && config.editorURL ? config.editorURL : NodeRenderGraph.EditorURL;\r\n\r\n // Load editor and add it to the DOM\r\n Tools.LoadBabylonScript(editorUrl, () => {\r\n this.BJSNODERENDERGRAPHEDITOR = this.BJSNODERENDERGRAPHEDITOR || this._getGlobalNodeRenderGraphEditor();\r\n this._createNodeEditor(config?.nodeRenderGraphEditorConfig);\r\n resolve();\r\n });\r\n } else {\r\n // Otherwise creates the editor\r\n this._createNodeEditor(config?.nodeRenderGraphEditorConfig);\r\n resolve();\r\n }\r\n });\r\n }\r\n\r\n /**\r\n * Creates the node editor window.\r\n * @param additionalConfig Additional configuration for the FGE\r\n */\r\n private _createNodeEditor(additionalConfig?: any) {\r\n const nodeEditorConfig: any = {\r\n nodeRenderGraph: this,\r\n ...additionalConfig,\r\n };\r\n this.BJSNODERENDERGRAPHEDITOR.NodeRenderGraphEditor.Show(nodeEditorConfig);\r\n }\r\n\r\n /**\r\n * Build the final list of blocks that will be executed by the \"execute\" method\r\n */\r\n public build() {\r\n if (!this.outputBlock) {\r\n throw new Error(\"You must define the outputBlock property before building the node render graph\");\r\n }\r\n\r\n this._initializeBlock(this.outputBlock);\r\n\r\n this._frameGraph.clear();\r\n\r\n const state = new NodeRenderGraphBuildState();\r\n\r\n state.buildId = this._buildId;\r\n state.verbose = this._options.verbose!;\r\n\r\n if (this._options.autoFillExternalInputs) {\r\n this._autoFillExternalInputs();\r\n }\r\n\r\n this.outputBlock.build(state);\r\n\r\n this._frameGraph.build();\r\n\r\n this._buildId = NodeRenderGraph._BuildIdGenerator++;\r\n\r\n if (state.emitErrors(this.onBuildErrorObservable)) {\r\n this.onBuildObservable.notifyObservers(this);\r\n }\r\n }\r\n\r\n private _autoFillExternalInputs() {\r\n const allInputs = this.getInputBlocks();\r\n let cameraIndex = 0;\r\n for (const input of allInputs) {\r\n if (!input.isExternal) {\r\n continue;\r\n }\r\n if (!input.isAnAncestorOfType(\"NodeRenderGraphOutputBlock\")) {\r\n continue;\r\n }\r\n if ((input.type & NodeRenderGraphBlockConnectionPointTypes.TextureAllButBackBuffer) !== 0) {\r\n // nothing to do\r\n } else if (input.isCamera()) {\r\n const camera = this._scene.cameras[cameraIndex++] || this._scene.cameras[0];\r\n if (!this._scene.cameraToUseForPointers) {\r\n this._scene.cameraToUseForPointers = camera;\r\n }\r\n\r\n input.value = camera;\r\n } else if (input.isObjectList()) {\r\n input.value = { meshes: this._scene.meshes, particleSystems: this._scene.particleSystems };\r\n }\r\n }\r\n }\r\n\r\n /**\r\n * Returns a promise that resolves when the node render graph is ready to be executed\r\n * This method must be called after the graph has been built (NodeRenderGraph.build called)!\r\n * @param timeout Timeout in ms between retries (default is 16)\r\n * @returns The promise that resolves when the graph is ready\r\n */\r\n public whenReadyAsync(timeout = 16): Promise<void> {\r\n return this._frameGraph.whenReadyAsync(timeout);\r\n }\r\n\r\n /**\r\n * Execute the graph (the graph must have been built before!)\r\n */\r\n public execute() {\r\n this._frameGraph.execute();\r\n }\r\n\r\n private _initializeBlock(node: NodeRenderGraphBlock) {\r\n node.initialize();\r\n if (this._options.autoConfigure) {\r\n node.autoConfigure();\r\n }\r\n\r\n if (this.attachedBlocks.indexOf(node) === -1) {\r\n this.attachedBlocks.push(node);\r\n }\r\n\r\n for (const input of node.inputs) {\r\n const connectedPoint = input.connectedPoint;\r\n if (connectedPoint) {\r\n const block = connectedPoint.ownerBlock;\r\n if (block !== node) {\r\n this._initializeBlock(block);\r\n }\r\n }\r\n }\r\n }\r\n\r\n /**\r\n * Clear the current graph\r\n */\r\n public clear() {\r\n this.outputBlock = null;\r\n this.attachedBlocks.length = 0;\r\n }\r\n\r\n /**\r\n * Remove a block from the current graph\r\n * @param block defines the block to remove\r\n */\r\n public removeBlock(block: NodeRenderGraphBlock) {\r\n const attachedBlockIndex = this.attachedBlocks.indexOf(block);\r\n if (attachedBlockIndex > -1) {\r\n this.attachedBlocks.splice(attachedBlockIndex, 1);\r\n }\r\n\r\n if (block === this.outputBlock) {\r\n this.outputBlock = null;\r\n }\r\n }\r\n\r\n /**\r\n * Clear the current graph and load a new one from a serialization object\r\n * @param source defines the JSON representation of the graph\r\n * @param merge defines whether or not the source must be merged or replace the current content\r\n */\r\n public parseSerializedObject(source: any, merge = false) {\r\n if (!merge) {\r\n this.clear();\r\n }\r\n\r\n const map: { [key: number]: NodeRenderGraphBlock } = {};\r\n\r\n // Create blocks\r\n for (const parsedBlock of source.blocks) {\r\n const blockType: typeof NodeRenderGraphBlock = GetClass(parsedBlock.customType);\r\n if (blockType) {\r\n const additionalConstructionParameters = parsedBlock.additionalConstructionParameters;\r\n const block: NodeRenderGraphBlock = additionalConstructionParameters\r\n ? new blockType(\"\", this._frameGraph, this._scene, ...additionalConstructionParameters)\r\n : new blockType(\"\", this._frameGraph, this._scene);\r\n block._deserialize(parsedBlock);\r\n map[parsedBlock.id] = block;\r\n\r\n this.attachedBlocks.push(block);\r\n }\r\n }\r\n\r\n // Reconnect teleportation\r\n for (const block of this.attachedBlocks) {\r\n if (block.isTeleportOut) {\r\n const teleportOut = block as NodeRenderGraphTeleportOutBlock;\r\n const id = teleportOut._tempEntryPointUniqueId;\r\n if (id) {\r\n const source = map[id] as NodeRenderGraphTeleportInBlock;\r\n if (source) {\r\n source.attachToEndpoint(teleportOut);\r\n }\r\n }\r\n }\r\n }\r\n\r\n // Connections - Starts with input blocks only (except if in \"merge\" mode where we scan all blocks)\r\n for (let blockIndex = 0; blockIndex < source.blocks.length; blockIndex++) {\r\n const parsedBlock = source.blocks[blockIndex];\r\n const block = map[parsedBlock.id];\r\n\r\n if (!block) {\r\n continue;\r\n }\r\n\r\n if (block.inputs.length && parsedBlock.inputs.some((i: any) => i.targetConnectionName) && !merge) {\r\n continue;\r\n }\r\n this._restoreConnections(block, source, map);\r\n }\r\n\r\n // Outputs\r\n if (source.outputNodeId) {\r\n this.outputBlock = map[source.outputNodeId] as NodeRenderGraphOutputBlock;\r\n }\r\n\r\n // UI related info\r\n if (source.locations || (source.editorData && source.editorData.locations)) {\r\n const locations: {\r\n blockId: number;\r\n x: number;\r\n y: number;\r\n isCollapsed: boolean;\r\n }[] = source.locations || source.editorData.locations;\r\n\r\n for (const location of locations) {\r\n if (map[location.blockId]) {\r\n location.blockId = map[location.blockId].uniqueId;\r\n }\r\n }\r\n\r\n if (merge && this.editorData && this.editorData.locations) {\r\n locations.concat(this.editorData.locations);\r\n }\r\n\r\n if (source.locations) {\r\n this.editorData = {\r\n locations: locations,\r\n };\r\n } else {\r\n this.editorData = source.editorData;\r\n this.editorData.locations = locations;\r\n }\r\n\r\n const blockMap: number[] = [];\r\n\r\n for (const key in map) {\r\n blockMap[key] = map[key].uniqueId;\r\n }\r\n\r\n this.editorData.map = blockMap;\r\n }\r\n\r\n this.comment = source.comment;\r\n }\r\n\r\n private _restoreConnections(block: NodeRenderGraphBlock, source: any, map: { [key: number]: NodeRenderGraphBlock }) {\r\n for (const outputPoint of block.outputs) {\r\n for (const candidate of source.blocks) {\r\n const target = map[candidate.id];\r\n\r\n if (!target) {\r\n continue;\r\n }\r\n\r\n for (const input of candidate.inputs) {\r\n if (map[input.targetBlockId] === block && input.targetConnectionName === outputPoint.name) {\r\n const inputPoint = target.getInputByName(input.inputName);\r\n if (!inputPoint || inputPoint.isConnected) {\r\n continue;\r\n }\r\n\r\n outputPoint.connectTo(inputPoint, true);\r\n this._restoreConnections(target, source, map);\r\n continue;\r\n }\r\n }\r\n }\r\n }\r\n }\r\n\r\n /**\r\n * Generate a string containing the code declaration required to create an equivalent of this node render graph\r\n * @returns a string\r\n */\r\n public generateCode() {\r\n let alreadyDumped: NodeRenderGraphBlock[] = [];\r\n const blocks: NodeRenderGraphBlock[] = [];\r\n const uniqueNames: string[] = [\"const\", \"var\", \"let\"];\r\n // Gets active blocks\r\n if (this.outputBlock) {\r\n this._gatherBlocks(this.outputBlock, blocks);\r\n }\r\n\r\n // Generate\r\n const options = JSON.stringify(this._options);\r\n let codeString = `let nodeRenderGraph = new BABYLON.NodeRenderGraph(\"${this.name || \"render graph\"}\", scene, ${options});\\n`;\r\n for (const node of blocks) {\r\n if (node.isInput && alreadyDumped.indexOf(node) === -1) {\r\n codeString += node._dumpCode(uniqueNames, alreadyDumped) + \"\\n\";\r\n }\r\n }\r\n\r\n if (this.outputBlock) {\r\n // Connections\r\n alreadyDumped = [];\r\n codeString += \"// Connections\\n\";\r\n codeString += this.outputBlock._dumpCodeForOutputConnections(alreadyDumped);\r\n\r\n // Output nodes\r\n codeString += \"// Output nodes\\n\";\r\n codeString += `nodeRenderGraph.outputBlock = ${this.outputBlock._codeVariableName};\\n`;\r\n codeString += `nodeRenderGraph.build();\\n`;\r\n }\r\n\r\n return codeString;\r\n }\r\n\r\n private _gatherBlocks(rootNode: NodeRenderGraphBlock, list: NodeRenderGraphBlock[]) {\r\n if (list.indexOf(rootNode) !== -1) {\r\n return;\r\n }\r\n list.push(rootNode);\r\n\r\n for (const input of rootNode.inputs) {\r\n const connectedPoint = input.connectedPoint;\r\n if (connectedPoint) {\r\n const block = connectedPoint.ownerBlock;\r\n if (block !== rootNode) {\r\n this._gatherBlocks(block, list);\r\n }\r\n }\r\n }\r\n\r\n // Teleportation\r\n if (rootNode.isTeleportOut) {\r\n const block = rootNode as NodeRenderGraphTeleportOutBlock;\r\n if (block.entryPoint) {\r\n this._gatherBlocks(block.entryPoint, list);\r\n }\r\n }\r\n }\r\n\r\n /**\r\n * Clear the current graph and set it to a default state\r\n */\r\n public setToDefault() {\r\n this.clear();\r\n\r\n this.editorData = null;\r\n\r\n // Source\r\n const backBuffer = new NodeRenderGraphInputBlock(\"BackBuffer color\", this._frameGraph, this._scene, NodeRenderGraphBlockConnectionPointTypes.TextureBackBuffer);\r\n\r\n // Clear texture\r\n const clear = new NodeRenderGraphClearBlock(\"Clear\", this._frameGraph, this._scene);\r\n\r\n backBuffer.output.connectTo(clear.texture);\r\n\r\n // Final output\r\n const output = new NodeRenderGraphOutputBlock(\"Output\", this._frameGraph, this._scene);\r\n clear.output.connectTo(output.texture);\r\n\r\n this.outputBlock = output;\r\n }\r\n\r\n /**\r\n * Makes a duplicate of the current node render graph.\r\n * @param name defines the name to use for the new node render graph\r\n * @returns the new node render graph\r\n */\r\n public clone(name: string): NodeRenderGraph {\r\n const serializationObject = this.serialize();\r\n\r\n const clone = SerializationHelper.Clone(() => new NodeRenderGraph(name, this._scene), this);\r\n clone.name = name;\r\n\r\n clone.parseSerializedObject(serializationObject);\r\n clone._buildId = this._buildId;\r\n clone.build();\r\n\r\n return clone;\r\n }\r\n\r\n /**\r\n * Serializes this node render graph in a JSON representation\r\n * @param selectedBlocks defines the list of blocks to save (if null the whole node render graph will be saved)\r\n * @returns the serialized node render graph object\r\n */\r\n public serialize(selectedBlocks?: NodeRenderGraphBlock[]): any {\r\n const serializationObject = selectedBlocks ? {} : SerializationHelper.Serialize(this);\r\n serializationObject.editorData = JSON.parse(JSON.stringify(this.editorData)); // Copy\r\n\r\n let blocks: NodeRenderGraphBlock[] = [];\r\n\r\n if (selectedBlocks) {\r\n blocks = selectedBlocks;\r\n } else {\r\n serializationObject.customType = \"BABYLON.NodeRenderGraph\";\r\n if (this.outputBlock) {\r\n serializationObject.outputNodeId = this.outputBlock.uniqueId;\r\n }\r\n }\r\n\r\n // Blocks\r\n serializationObject.blocks = [];\r\n\r\n for (const block of blocks) {\r\n serializationObject.blocks.push(block.serialize());\r\n }\r\n\r\n if (!selectedBlocks) {\r\n for (const block of this.attachedBlocks) {\r\n if (blocks.indexOf(block) !== -1) {\r\n continue;\r\n }\r\n serializationObject.blocks.push(block.serialize());\r\n }\r\n }\r\n\r\n return serializationObject;\r\n }\r\n\r\n /**\r\n * Disposes the ressources\r\n */\r\n public dispose(): void {\r\n for (const block of this.attachedBlocks) {\r\n block.dispose();\r\n }\r\n\r\n this._frameGraph.dispose();\r\n (this._frameGraph as WritableObject<FrameGraph>) = undefined as any;\r\n\r\n this._engine.onResizeObservable.remove(this._resizeObserver);\r\n (this._resizeObserver as WritableObject<Nullable<Observer<AbstractEngine>>>) = null;\r\n\r\n this.attachedBlocks.length = 0;\r\n this.onBuildObservable.clear();\r\n this.onBuildErrorObservable.clear();\r\n }\r\n\r\n /**\r\n * Creates a new node render graph set to default basic configuration\r\n * @param name defines the name of the node render graph\r\n * @param scene defines the scene to use\r\n * @param nodeRenderGraphOptions defines options to use when creating the node render graph\r\n * @returns a new NodeRenderGraph\r\n */\r\n public static CreateDefault(name: string, scene: Scene, nodeRenderGraphOptions?: INodeRenderGraphCreateOptions): NodeRenderGraph {\r\n const renderGraph = new NodeRenderGraph(name, scene, nodeRenderGraphOptions);\r\n\r\n renderGraph.setToDefault();\r\n renderGraph.build();\r\n\r\n return renderGraph;\r\n }\r\n\r\n /**\r\n * Creates a node render graph from parsed graph data\r\n * @param source defines the JSON representation of the node render graph\r\n * @param scene defines the scene to use\r\n * @param nodeRenderGraphOptions defines options to use when creating the node render\r\n * @param skipBuild defines whether to skip building the node render graph (default is true)\r\n * @returns a new node render graph\r\n */\r\n public static Parse(source: any, scene: Scene, nodeRenderGraphOptions?: INodeRenderGraphCreateOptions, skipBuild: boolean = true): NodeRenderGraph {\r\n const renderGraph = SerializationHelper.Parse(() => new NodeRenderGraph(source.name, scene, nodeRenderGraphOptions), source, null);\r\n\r\n renderGraph.parseSerializedObject(source);\r\n if (!skipBuild) {\r\n renderGraph.build();\r\n }\r\n\r\n return renderGraph;\r\n }\r\n\r\n /**\r\n * Creates a node render graph from a snippet saved by the node render graph editor\r\n * @param snippetId defines the snippet to load\r\n * @param scene defines the scene to use\r\n * @param nodeRenderGraphOptions defines options to use when creating the node render graph\r\n * @param nodeRenderGraph defines a node render graph to update (instead of creating a new one)\r\n * @param skipBuild defines whether to skip building the node render graph (default is true)\r\n * @returns a promise that will resolve to the new node render graph\r\n */\r\n public static ParseFromSnippetAsync(\r\n snippetId: string,\r\n scene: Scene,\r\n nodeRenderGraphOptions?: INodeRenderGraphCreateOptions,\r\n nodeRenderGraph?: NodeRenderGraph,\r\n skipBuild: boolean = true\r\n ): Promise<NodeRenderGraph> {\r\n if (snippetId === \"_BLANK\") {\r\n return Promise.resolve(NodeRenderGraph.CreateDefault(\"blank\", scene, nodeRenderGraphOptions));\r\n }\r\n\r\n return new Promise((resolve, reject) => {\r\n const request = new WebRequest();\r\n request.addEventListener(\"readystatechange\", () => {\r\n if (request.readyState == 4) {\r\n if (request.status == 200) {\r\n const snippet = JSON.parse(JSON.parse(request.responseText).jsonPayload);\r\n const serializationObject = JSON.parse(snippet.nodeRenderGraph);\r\n\r\n if (!nodeRenderGraph) {\r\n nodeRenderGraph = SerializationHelper.Parse(() => new NodeRenderGraph(snippetId, scene, nodeRenderGraphOptions), serializationObject, null);\r\n }\r\n\r\n nodeRenderGraph.parseSerializedObject(serializationObject);\r\n nodeRenderGraph.snippetId = snippetId;\r\n\r\n try {\r\n if (!skipBuild) {\r\n nodeRenderGraph.build();\r\n }\r\n resolve(nodeRenderGraph);\r\n } catch (err) {\r\n reject(err);\r\n }\r\n } else {\r\n reject(\"Unable to load the snippet \" + snippetId);\r\n }\r\n }\r\n });\r\n\r\n request.open(\"GET\", this.SnippetUrl + \"/\" + snippetId.replace(/#/g, \"/\"));\r\n request.send();\r\n });\r\n }\r\n}\r\n"]}
@@ -59,7 +59,7 @@ export class FrameGraphRenderPass extends FrameGraphPass {
59
59
  this._context._shareDepth(this._renderTargetDepth, this._renderTarget);
60
60
  this._depthShared = true;
61
61
  }
62
- this._context._bindRenderTarget(this._renderTarget, `frame graph - render pass '${this.name}'`);
62
+ this._context.bindRenderTarget(this._renderTarget, `frame graph - render pass '${this.name}'`);
63
63
  super._execute();
64
64
  this._context._flushDebugMessages();
65
65
  }
@@ -1 +1 @@
1
- {"version":3,"file":"renderPass.js","sourceRoot":"","sources":["../../../../../dev/core/src/FrameGraph/Passes/renderPass.ts"],"names":[],"mappings":"AAEA,OAAO,EAAE,cAAc,EAAE,MAAM,QAAQ,CAAC;AAExC;;GAEG;AACH,MAAM,OAAO,oBAAqB,SAAQ,cAAuC;IAO7E;;;;OAIG;IACI,MAAM,CAAC,YAAY,CAAC,IAAqB;QAC5C,OAAQ,IAA6B,CAAC,eAAe,KAAK,SAAS,CAAC;IACxE,CAAC;IAED;;OAEG;IACH,IAAW,YAAY;QACnB,OAAO,IAAI,CAAC,aAAa,CAAC;IAC9B,CAAC;IAED;;OAEG;IACH,IAAW,iBAAiB;QACxB,OAAO,IAAI,CAAC,kBAAkB,CAAC;IACnC,CAAC;IAED,gBAAgB;IAChB,YAAY,IAAY,EAAE,UAA0B,EAAE,OAAgC,EAAE,MAAsB;QAC1G,KAAK,CAAC,IAAI,EAAE,UAAU,EAAE,OAAO,CAAC,CAAC;QA5B3B,kBAAa,GAA8B,EAAE,CAAC;QAC9C,iBAAY,GAAG,KAAK,CAAC;QA4B3B,IAAI,CAAC,OAAO,GAAG,MAAM,CAAC;IAC1B,CAAC;IAED;;;;;OAKG;IACI,UAAU,CAAC,OAAgC;QAC9C,IAAI,CAAC,aAAa,CAAC,IAAI,CAAC,OAAO,CAAC,CAAC;IACrC,CAAC;IAED;;;OAGG;IACI,eAAe,CAAC,kBAA2C;QAC9D,IAAI,CAAC,aAAa,GAAG,kBAAkB,CAAC;IAC5C,CAAC;IAED;;;OAGG;IACI,oBAAoB,CAAC,kBAA4C;QACpE,IAAI,CAAC,kBAAkB,GAAG,kBAAkB,CAAC;IACjD,CAAC;IAED,gBAAgB;IACA,QAAQ;QACpB,IAAI,IAAI,CAAC,kBAAkB,IAAI,CAAC,IAAI,CAAC,YAAY,EAAE;YAC/C,IAAI,CAAC,QAAQ,CAAC,WAAW,CAAC,IAAI,CAAC,kBAAkB,EAAE,IAAI,CAAC,aAAa,CAAC,CAAC;YACvE,IAAI,CAAC,YAAY,GAAG,IAAI,CAAC;SAC5B;QAED,IAAI,CAAC,QAAQ,CAAC,iBAAiB,CAAC,IAAI,CAAC,aAAa,EAAE,8BAA8B,IAAI,CAAC,IAAI,GAAG,CAAC,CAAC;QAEhG,KAAK,CAAC,QAAQ,EAAE,CAAC;QAEjB,IAAI,CAAC,QAAQ,CAAC,mBAAmB,EAAE,CAAC;IACxC,CAAC;IAED,gBAAgB;IACA,QAAQ;QACpB,MAAM,MAAM,GAAG,KAAK,CAAC,QAAQ,EAAE,CAAC;QAChC,OAAO,MAAM,CAAC,CAAC,CAAC,MAAM,CAAC,CAAC,CAAC,IAAI,CAAC,aAAa,KAAK,SAAS,CAAC,CAAC,CAAC,IAAI,CAAC,CAAC,CAAC,2DAA2D,CAAC;IACnI,CAAC;CACJ","sourcesContent":["// eslint-disable-next-line import/no-internal-modules\r\nimport type { Nullable, FrameGraphRenderContext, AbstractEngine, IFrameGraphPass, FrameGraphTextureHandle, FrameGraphTask } from \"core/index\";\r\nimport { FrameGraphPass } from \"./pass\";\r\n\r\n/**\r\n * Render pass used to render objects.\r\n */\r\nexport class FrameGraphRenderPass extends FrameGraphPass<FrameGraphRenderContext> {\r\n protected _engine: AbstractEngine;\r\n protected _renderTarget: FrameGraphTextureHandle;\r\n protected _renderTargetDepth: FrameGraphTextureHandle | undefined;\r\n protected _usedTextures: FrameGraphTextureHandle[] = [];\r\n protected _depthShared = false;\r\n\r\n /**\r\n * Checks if a pass is a render pass.\r\n * @param pass The pass to check.\r\n * @returns True if the pass is a render pass, else false.\r\n */\r\n public static IsRenderPass(pass: IFrameGraphPass): pass is FrameGraphRenderPass {\r\n return (pass as FrameGraphRenderPass).setRenderTarget !== undefined;\r\n }\r\n\r\n /**\r\n * Gets the render target used by the render pass.\r\n */\r\n public get renderTarget(): FrameGraphTextureHandle {\r\n return this._renderTarget;\r\n }\r\n\r\n /**\r\n * Gets the render target depth used by the render pass.\r\n */\r\n public get renderTargetDepth(): FrameGraphTextureHandle | undefined {\r\n return this._renderTargetDepth;\r\n }\r\n\r\n /** @internal */\r\n constructor(name: string, parentTask: FrameGraphTask, context: FrameGraphRenderContext, engine: AbstractEngine) {\r\n super(name, parentTask, context);\r\n this._engine = engine;\r\n }\r\n\r\n /**\r\n * Indicates that the pass will use the given texture.\r\n * Use this method to indicate that the pass will use a texture so that the frame graph can handle the texture's lifecycle.\r\n * You don't have to call this method for the render target / render target depth textures.\r\n * @param texture The texture used.\r\n */\r\n public useTexture(texture: FrameGraphTextureHandle) {\r\n this._usedTextures.push(texture);\r\n }\r\n\r\n /**\r\n * Sets the render target to use for rendering.\r\n * @param renderTargetHandle The render target to use for rendering.\r\n */\r\n public setRenderTarget(renderTargetHandle: FrameGraphTextureHandle) {\r\n this._renderTarget = renderTargetHandle;\r\n }\r\n\r\n /**\r\n * Sets the render target depth to use for rendering.\r\n * @param renderTargetHandle The render target depth to use for rendering.\r\n */\r\n public setRenderTargetDepth(renderTargetHandle?: FrameGraphTextureHandle) {\r\n this._renderTargetDepth = renderTargetHandle;\r\n }\r\n\r\n /** @internal */\r\n public override _execute() {\r\n if (this._renderTargetDepth && !this._depthShared) {\r\n this._context._shareDepth(this._renderTargetDepth, this._renderTarget);\r\n this._depthShared = true;\r\n }\r\n\r\n this._context._bindRenderTarget(this._renderTarget, `frame graph - render pass '${this.name}'`);\r\n\r\n super._execute();\r\n\r\n this._context._flushDebugMessages();\r\n }\r\n\r\n /** @internal */\r\n public override _isValid(): Nullable<string> {\r\n const errMsg = super._isValid();\r\n return errMsg ? errMsg : this._renderTarget !== undefined ? null : \"Render target is not set (call setRenderTarget to set it)\";\r\n }\r\n}\r\n"]}
1
+ {"version":3,"file":"renderPass.js","sourceRoot":"","sources":["../../../../../dev/core/src/FrameGraph/Passes/renderPass.ts"],"names":[],"mappings":"AAEA,OAAO,EAAE,cAAc,EAAE,MAAM,QAAQ,CAAC;AAExC;;GAEG;AACH,MAAM,OAAO,oBAAqB,SAAQ,cAAuC;IAO7E;;;;OAIG;IACI,MAAM,CAAC,YAAY,CAAC,IAAqB;QAC5C,OAAQ,IAA6B,CAAC,eAAe,KAAK,SAAS,CAAC;IACxE,CAAC;IAED;;OAEG;IACH,IAAW,YAAY;QACnB,OAAO,IAAI,CAAC,aAAa,CAAC;IAC9B,CAAC;IAED;;OAEG;IACH,IAAW,iBAAiB;QACxB,OAAO,IAAI,CAAC,kBAAkB,CAAC;IACnC,CAAC;IAED,gBAAgB;IAChB,YAAY,IAAY,EAAE,UAA0B,EAAE,OAAgC,EAAE,MAAsB;QAC1G,KAAK,CAAC,IAAI,EAAE,UAAU,EAAE,OAAO,CAAC,CAAC;QA5B3B,kBAAa,GAA8B,EAAE,CAAC;QAC9C,iBAAY,GAAG,KAAK,CAAC;QA4B3B,IAAI,CAAC,OAAO,GAAG,MAAM,CAAC;IAC1B,CAAC;IAED;;;;;OAKG;IACI,UAAU,CAAC,OAAgC;QAC9C,IAAI,CAAC,aAAa,CAAC,IAAI,CAAC,OAAO,CAAC,CAAC;IACrC,CAAC;IAED;;;OAGG;IACI,eAAe,CAAC,kBAA2C;QAC9D,IAAI,CAAC,aAAa,GAAG,kBAAkB,CAAC;IAC5C,CAAC;IAED;;;OAGG;IACI,oBAAoB,CAAC,kBAA4C;QACpE,IAAI,CAAC,kBAAkB,GAAG,kBAAkB,CAAC;IACjD,CAAC;IAED,gBAAgB;IACA,QAAQ;QACpB,IAAI,IAAI,CAAC,kBAAkB,IAAI,CAAC,IAAI,CAAC,YAAY,EAAE;YAC/C,IAAI,CAAC,QAAQ,CAAC,WAAW,CAAC,IAAI,CAAC,kBAAkB,EAAE,IAAI,CAAC,aAAa,CAAC,CAAC;YACvE,IAAI,CAAC,YAAY,GAAG,IAAI,CAAC;SAC5B;QAED,IAAI,CAAC,QAAQ,CAAC,gBAAgB,CAAC,IAAI,CAAC,aAAa,EAAE,8BAA8B,IAAI,CAAC,IAAI,GAAG,CAAC,CAAC;QAE/F,KAAK,CAAC,QAAQ,EAAE,CAAC;QAEjB,IAAI,CAAC,QAAQ,CAAC,mBAAmB,EAAE,CAAC;IACxC,CAAC;IAED,gBAAgB;IACA,QAAQ;QACpB,MAAM,MAAM,GAAG,KAAK,CAAC,QAAQ,EAAE,CAAC;QAChC,OAAO,MAAM,CAAC,CAAC,CAAC,MAAM,CAAC,CAAC,CAAC,IAAI,CAAC,aAAa,KAAK,SAAS,CAAC,CAAC,CAAC,IAAI,CAAC,CAAC,CAAC,2DAA2D,CAAC;IACnI,CAAC;CACJ","sourcesContent":["// eslint-disable-next-line import/no-internal-modules\r\nimport type { Nullable, FrameGraphRenderContext, AbstractEngine, IFrameGraphPass, FrameGraphTextureHandle, FrameGraphTask } from \"core/index\";\r\nimport { FrameGraphPass } from \"./pass\";\r\n\r\n/**\r\n * Render pass used to render objects.\r\n */\r\nexport class FrameGraphRenderPass extends FrameGraphPass<FrameGraphRenderContext> {\r\n protected _engine: AbstractEngine;\r\n protected _renderTarget: FrameGraphTextureHandle;\r\n protected _renderTargetDepth: FrameGraphTextureHandle | undefined;\r\n protected _usedTextures: FrameGraphTextureHandle[] = [];\r\n protected _depthShared = false;\r\n\r\n /**\r\n * Checks if a pass is a render pass.\r\n * @param pass The pass to check.\r\n * @returns True if the pass is a render pass, else false.\r\n */\r\n public static IsRenderPass(pass: IFrameGraphPass): pass is FrameGraphRenderPass {\r\n return (pass as FrameGraphRenderPass).setRenderTarget !== undefined;\r\n }\r\n\r\n /**\r\n * Gets the render target used by the render pass.\r\n */\r\n public get renderTarget(): FrameGraphTextureHandle {\r\n return this._renderTarget;\r\n }\r\n\r\n /**\r\n * Gets the render target depth used by the render pass.\r\n */\r\n public get renderTargetDepth(): FrameGraphTextureHandle | undefined {\r\n return this._renderTargetDepth;\r\n }\r\n\r\n /** @internal */\r\n constructor(name: string, parentTask: FrameGraphTask, context: FrameGraphRenderContext, engine: AbstractEngine) {\r\n super(name, parentTask, context);\r\n this._engine = engine;\r\n }\r\n\r\n /**\r\n * Indicates that the pass will use the given texture.\r\n * Use this method to indicate that the pass will use a texture so that the frame graph can handle the texture's lifecycle.\r\n * You don't have to call this method for the render target / render target depth textures.\r\n * @param texture The texture used.\r\n */\r\n public useTexture(texture: FrameGraphTextureHandle) {\r\n this._usedTextures.push(texture);\r\n }\r\n\r\n /**\r\n * Sets the render target to use for rendering.\r\n * @param renderTargetHandle The render target to use for rendering.\r\n */\r\n public setRenderTarget(renderTargetHandle: FrameGraphTextureHandle) {\r\n this._renderTarget = renderTargetHandle;\r\n }\r\n\r\n /**\r\n * Sets the render target depth to use for rendering.\r\n * @param renderTargetHandle The render target depth to use for rendering.\r\n */\r\n public setRenderTargetDepth(renderTargetHandle?: FrameGraphTextureHandle) {\r\n this._renderTargetDepth = renderTargetHandle;\r\n }\r\n\r\n /** @internal */\r\n public override _execute() {\r\n if (this._renderTargetDepth && !this._depthShared) {\r\n this._context._shareDepth(this._renderTargetDepth, this._renderTarget);\r\n this._depthShared = true;\r\n }\r\n\r\n this._context.bindRenderTarget(this._renderTarget, `frame graph - render pass '${this.name}'`);\r\n\r\n super._execute();\r\n\r\n this._context._flushDebugMessages();\r\n }\r\n\r\n /** @internal */\r\n public override _isValid(): Nullable<string> {\r\n const errMsg = super._isValid();\r\n return errMsg ? errMsg : this._renderTarget !== undefined ? null : \"Render target is not set (call setRenderTarget to set it)\";\r\n }\r\n}\r\n"]}
@@ -0,0 +1,21 @@
1
+ import type { FrameGraph, Scene, DrawWrapper } from "../../../index.js";
2
+ import { FrameGraphObjectRendererTask } from "./objectRendererTask";
3
+ import { ThinTAAPostProcess } from "../../../PostProcesses/thinTAAPostProcess.js";
4
+ /**
5
+ * Task used to render objects to a texture with Temporal Anti-Aliasing (TAA).
6
+ */
7
+ export declare class FrameGraphTAAObjectRendererTask extends FrameGraphObjectRendererTask {
8
+ /**
9
+ * The TAA post process.
10
+ */
11
+ readonly postProcess: ThinTAAPostProcess;
12
+ protected readonly _postProcessDrawWrapper: DrawWrapper;
13
+ /**
14
+ * Constructs a new TAA object renderer task.
15
+ * @param name The name of the task
16
+ * @param frameGraph The frame graph the task belongs to.
17
+ * @param scene The scene the frame graph is associated with.
18
+ */
19
+ constructor(name: string, frameGraph: FrameGraph, scene: Scene);
20
+ record(): void;
21
+ }
@@ -0,0 +1,110 @@
1
+ import { backbufferColorTextureHandle, backbufferDepthStencilTextureHandle } from "../../frameGraphTypes.js";
2
+ import { FrameGraphObjectRendererTask } from "./objectRendererTask.js";
3
+ import { ThinTAAPostProcess } from "../../../PostProcesses/thinTAAPostProcess.js";
4
+
5
+ /**
6
+ * Task used to render objects to a texture with Temporal Anti-Aliasing (TAA).
7
+ */
8
+ export class FrameGraphTAAObjectRendererTask extends FrameGraphObjectRendererTask {
9
+ /**
10
+ * Constructs a new TAA object renderer task.
11
+ * @param name The name of the task
12
+ * @param frameGraph The frame graph the task belongs to.
13
+ * @param scene The scene the frame graph is associated with.
14
+ */
15
+ constructor(name, frameGraph, scene) {
16
+ super(name, frameGraph, scene);
17
+ this.postProcess = new ThinTAAPostProcess(`${name} post-process`, scene.getEngine());
18
+ this._postProcessDrawWrapper = this.postProcess.drawWrapper;
19
+ }
20
+ record() {
21
+ if (this.destinationTexture === undefined || this.objectList === undefined) {
22
+ throw new Error(`FrameGraphTAAObjectRendererTask ${this.name}: destinationTexture and objectList are required`);
23
+ }
24
+ if (this.destinationTexture === backbufferColorTextureHandle || this.depthTexture === backbufferDepthStencilTextureHandle) {
25
+ throw new Error(`FrameGraphTAAObjectRendererTask ${this.name}: the back buffer color/depth textures are not allowed. Use regular textures instead.`);
26
+ }
27
+ const outputTextureDescription = this._frameGraph.getTextureDescription(this.destinationTexture);
28
+ let depthEnabled = false;
29
+ if (this.depthTexture !== undefined) {
30
+ const depthTextureDescription = this._frameGraph.getTextureDescription(this.depthTexture);
31
+ if (depthTextureDescription.options.samples !== outputTextureDescription.options.samples) {
32
+ throw new Error(`FrameGraphTAAObjectRendererTask ${this.name}: the depth texture and the output texture must have the same number of samples`);
33
+ }
34
+ depthEnabled = true;
35
+ }
36
+ this.postProcess.camera = this.camera;
37
+ this.postProcess.textureWidth = outputTextureDescription.size.width;
38
+ this.postProcess.textureHeight = outputTextureDescription.size.height;
39
+ const textureCreationOptions = {
40
+ size: outputTextureDescription.size,
41
+ options: {
42
+ createMipMaps: false,
43
+ generateMipMaps: false,
44
+ types: [2],
45
+ samplingModes: [1],
46
+ formats: [5],
47
+ samples: 1,
48
+ useSRGBBuffers: [false],
49
+ generateDepthBuffer: false,
50
+ generateStencilBuffer: false,
51
+ label: "",
52
+ },
53
+ sizeIsPercentage: false,
54
+ isHistoryTexture: true,
55
+ };
56
+ const pingPongHandle = this._frameGraph.createRenderTargetTexture(`${this.name} history`, textureCreationOptions);
57
+ this._frameGraph.resolveDanglingHandle(this.outputTexture, pingPongHandle);
58
+ if (this.depthTexture !== undefined) {
59
+ this._frameGraph.resolveDanglingHandle(this.outputDepthTexture, this.depthTexture);
60
+ }
61
+ this._rtt._size = outputTextureDescription.size;
62
+ const pass = this._frameGraph.addRenderPass(this.name);
63
+ pass.setRenderTarget(this.destinationTexture);
64
+ if (this.depthTexture !== undefined) {
65
+ pass.setRenderTargetDepth(this.depthTexture);
66
+ }
67
+ pass.setExecuteFunc((context) => {
68
+ this._rtt.renderList = this.objectList.meshes;
69
+ this._rtt.particleSystemList = this.objectList.particleSystems;
70
+ this._scene.incrementRenderId();
71
+ this._scene.resetCachedMaterial();
72
+ this.postProcess.updateProjectionMatrix();
73
+ context.setDepthStates(this.depthTest && depthEnabled, this.depthWrite && depthEnabled);
74
+ // We define the active camera and transformation matrices ourselves, otherwise this will be done by calling context.render, in which case
75
+ // getProjectionMatrix will be called with a "true" parameter, forcing recalculation of the projection matrix and losing our changes.
76
+ if (!this.postProcess.disabled) {
77
+ this._scene.activeCamera = this.camera;
78
+ this._scene.setTransformMatrix(this.camera.getViewMatrix(), this.camera.getProjectionMatrix());
79
+ }
80
+ context.render(this._rtt);
81
+ this._scene.activeCamera = null;
82
+ context.bindRenderTarget(pingPongHandle, "frame graph - TAA merge with history texture");
83
+ if (!this.postProcess.disabled) {
84
+ context.applyFullScreenEffect(this._postProcessDrawWrapper, () => {
85
+ this.postProcess.bind();
86
+ context.bindTextureHandle(this._postProcessDrawWrapper.effect, "textureSampler", this.destinationTexture);
87
+ context.bindTextureHandle(this._postProcessDrawWrapper.effect, "historySampler", pingPongHandle);
88
+ });
89
+ }
90
+ else {
91
+ context.copyTexture(this.destinationTexture);
92
+ }
93
+ });
94
+ const passDisabled = this._frameGraph.addRenderPass(this.name + "_disabled", true);
95
+ passDisabled.setRenderTarget(this.outputTexture);
96
+ if (this.depthTexture !== undefined) {
97
+ passDisabled.setRenderTargetDepth(this.depthTexture);
98
+ }
99
+ passDisabled.setExecuteFunc((context) => {
100
+ context.copyTexture(this.destinationTexture);
101
+ });
102
+ if (this.dependencies !== undefined) {
103
+ for (const handle of this.dependencies) {
104
+ pass.useTexture(handle);
105
+ passDisabled.useTexture(handle);
106
+ }
107
+ }
108
+ }
109
+ }
110
+ //# sourceMappingURL=taaObjectRendererTask.js.map
@@ -0,0 +1 @@
1
+ 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eslint-disable-next-line import/no-internal-modules\r\nimport type { FrameGraph, Scene, DrawWrapper, FrameGraphTextureCreationOptions } from \"core/index\";\r\nimport { backbufferColorTextureHandle, backbufferDepthStencilTextureHandle } from \"../../frameGraphTypes\";\r\nimport { FrameGraphObjectRendererTask } from \"./objectRendererTask\";\r\nimport { ThinTAAPostProcess } from \"core/PostProcesses/thinTAAPostProcess\";\r\nimport { Constants } from \"core/Engines/constants\";\r\n\r\n/**\r\n * Task used to render objects to a texture with Temporal Anti-Aliasing (TAA).\r\n */\r\nexport class FrameGraphTAAObjectRendererTask extends FrameGraphObjectRendererTask {\r\n /**\r\n * The TAA post process.\r\n */\r\n public readonly postProcess: ThinTAAPostProcess;\r\n\r\n protected readonly _postProcessDrawWrapper: DrawWrapper;\r\n\r\n /**\r\n * Constructs a new TAA object renderer task.\r\n * @param name The name of the task\r\n * @param frameGraph The frame graph the task belongs to.\r\n * @param scene The scene the frame graph is associated with.\r\n */\r\n constructor(name: string, frameGraph: FrameGraph, scene: Scene) {\r\n super(name, frameGraph, scene);\r\n\r\n this.postProcess = new ThinTAAPostProcess(`${name} post-process`, scene.getEngine());\r\n this._postProcessDrawWrapper = this.postProcess.drawWrapper;\r\n }\r\n\r\n public override record() {\r\n if (this.destinationTexture === undefined || this.objectList === undefined) {\r\n throw new Error(`FrameGraphTAAObjectRendererTask ${this.name}: destinationTexture and objectList are required`);\r\n }\r\n\r\n if (this.destinationTexture === backbufferColorTextureHandle || this.depthTexture === backbufferDepthStencilTextureHandle) {\r\n throw new Error(`FrameGraphTAAObjectRendererTask ${this.name}: the back buffer color/depth textures are not allowed. Use regular textures instead.`);\r\n }\r\n\r\n const outputTextureDescription = this._frameGraph.getTextureDescription(this.destinationTexture);\r\n\r\n let depthEnabled = false;\r\n\r\n if (this.depthTexture !== undefined) {\r\n const depthTextureDescription = this._frameGraph.getTextureDescription(this.depthTexture);\r\n if (depthTextureDescription.options.samples !== outputTextureDescription.options.samples) {\r\n throw new Error(`FrameGraphTAAObjectRendererTask ${this.name}: the depth texture and the output texture must have the same number of samples`);\r\n }\r\n\r\n depthEnabled = true;\r\n }\r\n\r\n this.postProcess.camera = this.camera;\r\n this.postProcess.textureWidth = outputTextureDescription.size.width;\r\n this.postProcess.textureHeight = outputTextureDescription.size.height;\r\n\r\n const textureCreationOptions: FrameGraphTextureCreationOptions = {\r\n size: outputTextureDescription.size,\r\n options: {\r\n createMipMaps: false,\r\n generateMipMaps: false,\r\n types: [Constants.TEXTURETYPE_HALF_FLOAT],\r\n samplingModes: [Constants.TEXTURE_NEAREST_NEAREST],\r\n formats: [Constants.TEXTUREFORMAT_RGBA],\r\n samples: 1,\r\n useSRGBBuffers: [false],\r\n generateDepthBuffer: false,\r\n generateStencilBuffer: false,\r\n label: \"\",\r\n },\r\n sizeIsPercentage: false,\r\n isHistoryTexture: true,\r\n };\r\n\r\n const pingPongHandle = this._frameGraph.createRenderTargetTexture(`${this.name} history`, textureCreationOptions);\r\n\r\n this._frameGraph.resolveDanglingHandle(this.outputTexture, pingPongHandle);\r\n if (this.depthTexture !== undefined) {\r\n this._frameGraph.resolveDanglingHandle(this.outputDepthTexture, this.depthTexture);\r\n }\r\n\r\n this._rtt._size = outputTextureDescription.size;\r\n\r\n const pass = this._frameGraph.addRenderPass(this.name);\r\n\r\n pass.setRenderTarget(this.destinationTexture);\r\n if (this.depthTexture !== undefined) {\r\n pass.setRenderTargetDepth(this.depthTexture);\r\n }\r\n\r\n pass.setExecuteFunc((context) => {\r\n this._rtt.renderList = this.objectList.meshes;\r\n this._rtt.particleSystemList = this.objectList.particleSystems;\r\n\r\n this._scene.incrementRenderId();\r\n this._scene.resetCachedMaterial();\r\n\r\n this.postProcess.updateProjectionMatrix();\r\n\r\n context.setDepthStates(this.depthTest && depthEnabled, this.depthWrite && depthEnabled);\r\n\r\n // We define the active camera and transformation matrices ourselves, otherwise this will be done by calling context.render, in which case\r\n // getProjectionMatrix will be called with a \"true\" parameter, forcing recalculation of the projection matrix and losing our changes.\r\n if (!this.postProcess.disabled) {\r\n this._scene.activeCamera = this.camera;\r\n this._scene.setTransformMatrix(this.camera.getViewMatrix(), this.camera.getProjectionMatrix());\r\n }\r\n\r\n context.render(this._rtt);\r\n\r\n this._scene.activeCamera = null;\r\n\r\n context.bindRenderTarget(pingPongHandle, \"frame graph - TAA merge with history texture\");\r\n\r\n if (!this.postProcess.disabled) {\r\n context.applyFullScreenEffect(this._postProcessDrawWrapper, () => {\r\n this.postProcess.bind();\r\n context.bindTextureHandle(this._postProcessDrawWrapper.effect!, \"textureSampler\", this.destinationTexture);\r\n context.bindTextureHandle(this._postProcessDrawWrapper.effect!, \"historySampler\", pingPongHandle);\r\n });\r\n } else {\r\n context.copyTexture(this.destinationTexture);\r\n }\r\n });\r\n\r\n const passDisabled = this._frameGraph.addRenderPass(this.name + \"_disabled\", true);\r\n\r\n passDisabled.setRenderTarget(this.outputTexture);\r\n if (this.depthTexture !== undefined) {\r\n passDisabled.setRenderTargetDepth(this.depthTexture);\r\n }\r\n passDisabled.setExecuteFunc((context) => {\r\n context.copyTexture(this.destinationTexture);\r\n });\r\n\r\n if (this.dependencies !== undefined) {\r\n for (const handle of this.dependencies) {\r\n pass.useTexture(handle);\r\n passDisabled.useTexture(handle);\r\n }\r\n }\r\n }\r\n}\r\n"]}
@@ -131,6 +131,12 @@ export declare class FrameGraph {
131
131
  * @param creationOptions The options to use when creating the new texture (if handle is not provided)
132
132
  */
133
133
  resolveDanglingHandle(danglingHandle: FrameGraphTextureHandle, handle?: FrameGraphTextureHandle, newTextureName?: string, creationOptions?: FrameGraphTextureCreationOptions): void;
134
+ /**
135
+ * Checks if a handle is a history texture (or points to a history texture, for a dangling handle)
136
+ * @param handle The handle to check
137
+ * @returns True if the handle is a history texture, otherwise false
138
+ */
139
+ isHistoryTexture(handle: FrameGraphTextureHandle): boolean;
134
140
  /**
135
141
  * Clears the frame graph (remove the tasks and release the textures).
136
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  * The frame graph can be built again after this method is called.
@@ -141,7 +141,8 @@ export class FrameGraph {
141
141
  * Executes the frame graph.
142
142
  */
143
143
  execute() {
144
- this._renderContext._bindRenderTarget();
144
+ this._renderContext.bindRenderTarget();
145
+ this._textureManager.updateHistoryTextures();
145
146
  for (const task of this._tasks) {
146
147
  const passes = task._getPasses();
147
148
  for (const pass of passes) {
@@ -251,6 +252,19 @@ export class FrameGraph {
251
252
  }
252
253
  this._textureManager.resolveDanglingHandle(danglingHandle, handle);
253
254
  }
255
+ /**
256
+ * Checks if a handle is a history texture (or points to a history texture, for a dangling handle)
257
+ * @param handle The handle to check
258
+ * @returns True if the handle is a history texture, otherwise false
259
+ */
260
+ isHistoryTexture(handle) {
261
+ const entry = this._textureManager._textures.get(handle);
262
+ if (!entry) {
263
+ return false;
264
+ }
265
+ handle = entry.refHandle ?? handle;
266
+ return this._textureManager._historyTextures.has(handle);
267
+ }
254
268
  /**
255
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  * Clears the frame graph (remove the tasks and release the textures).
256
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  * The frame graph can be built again after this method is called.