@babylonjs/core 7.39.0 → 7.39.2
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.
- package/Cameras/arcRotateCamera.d.ts +1 -1
- package/Cameras/arcRotateCamera.js.map +1 -1
- package/Cameras/targetCamera.js +6 -0
- package/Cameras/targetCamera.js.map +1 -1
- package/Debug/directionalLightFrustumViewer.d.ts +2 -1
- package/Debug/directionalLightFrustumViewer.js +4 -3
- package/Debug/directionalLightFrustumViewer.js.map +1 -1
- package/Engines/Extensions/engine.multiRender.js +1 -0
- package/Engines/Extensions/engine.multiRender.js.map +1 -1
- package/Engines/abstractEngine.js +2 -2
- package/Engines/abstractEngine.js.map +1 -1
- package/Engines/constants.d.ts +8 -0
- package/Engines/constants.js +8 -0
- package/Engines/constants.js.map +1 -1
- package/FrameGraph/Node/Blocks/PostProcesses/blackAndWhitePostProcessBlock.js +3 -9
- package/FrameGraph/Node/Blocks/PostProcesses/blackAndWhitePostProcessBlock.js.map +1 -1
- package/FrameGraph/Node/Blocks/PostProcesses/bloomPostProcessBlock.js +3 -9
- package/FrameGraph/Node/Blocks/PostProcesses/bloomPostProcessBlock.js.map +1 -1
- package/FrameGraph/Node/Blocks/PostProcesses/blurPostProcessBlock.js +3 -9
- package/FrameGraph/Node/Blocks/PostProcesses/blurPostProcessBlock.js.map +1 -1
- package/FrameGraph/Node/Blocks/PostProcesses/circleOfConfusionPostProcessBlock.js +5 -17
- package/FrameGraph/Node/Blocks/PostProcesses/circleOfConfusionPostProcessBlock.js.map +1 -1
- package/FrameGraph/Node/Blocks/PostProcesses/depthOfFieldPostProcessBlock.js +5 -17
- package/FrameGraph/Node/Blocks/PostProcesses/depthOfFieldPostProcessBlock.js.map +1 -1
- package/FrameGraph/Node/Blocks/PostProcesses/extractHighlightsPostProcessBlock.js +3 -9
- package/FrameGraph/Node/Blocks/PostProcesses/extractHighlightsPostProcessBlock.js.map +1 -1
- package/FrameGraph/Node/Blocks/Rendering/baseObjectRendererBlock.d.ts +6 -1
- package/FrameGraph/Node/Blocks/Rendering/baseObjectRendererBlock.js +40 -20
- package/FrameGraph/Node/Blocks/Rendering/baseObjectRendererBlock.js.map +1 -1
- package/FrameGraph/Node/Blocks/Rendering/baseShadowGeneratorBlock.d.ts +77 -0
- package/FrameGraph/Node/Blocks/Rendering/baseShadowGeneratorBlock.js +250 -0
- package/FrameGraph/Node/Blocks/Rendering/baseShadowGeneratorBlock.js.map +1 -0
- package/FrameGraph/Node/Blocks/Rendering/csmShadowGeneratorBlock.d.ts +57 -0
- package/FrameGraph/Node/Blocks/Rendering/csmShadowGeneratorBlock.js +169 -0
- package/FrameGraph/Node/Blocks/Rendering/csmShadowGeneratorBlock.js.map +1 -0
- package/FrameGraph/Node/Blocks/Rendering/cullObjectsBlock.js +3 -9
- package/FrameGraph/Node/Blocks/Rendering/cullObjectsBlock.js.map +1 -1
- package/FrameGraph/Node/Blocks/Rendering/geometryRendererBlock.js +4 -13
- package/FrameGraph/Node/Blocks/Rendering/geometryRendererBlock.js.map +1 -1
- package/FrameGraph/Node/Blocks/Rendering/objectRendererBlock.d.ts +6 -0
- package/FrameGraph/Node/Blocks/Rendering/objectRendererBlock.js +27 -0
- package/FrameGraph/Node/Blocks/Rendering/objectRendererBlock.js.map +1 -1
- package/FrameGraph/Node/Blocks/Rendering/shadowGeneratorBlock.d.ts +19 -0
- package/FrameGraph/Node/Blocks/Rendering/shadowGeneratorBlock.js +28 -0
- package/FrameGraph/Node/Blocks/Rendering/shadowGeneratorBlock.js.map +1 -0
- package/FrameGraph/Node/Blocks/Textures/clearBlock.js +3 -9
- package/FrameGraph/Node/Blocks/Textures/clearBlock.js.map +1 -1
- package/FrameGraph/Node/Blocks/Textures/copyTextureBlock.js +3 -9
- package/FrameGraph/Node/Blocks/Textures/copyTextureBlock.js.map +1 -1
- package/FrameGraph/Node/Blocks/Textures/generateMipmapsBlock.js +2 -5
- package/FrameGraph/Node/Blocks/Textures/generateMipmapsBlock.js.map +1 -1
- package/FrameGraph/Node/Blocks/executeBlock.d.ts +29 -0
- package/FrameGraph/Node/Blocks/executeBlock.js +43 -0
- package/FrameGraph/Node/Blocks/executeBlock.js.map +1 -0
- package/FrameGraph/Node/Blocks/index.d.ts +4 -0
- package/FrameGraph/Node/Blocks/index.js +4 -0
- package/FrameGraph/Node/Blocks/index.js.map +1 -1
- package/FrameGraph/Node/Blocks/inputBlock.d.ts +7 -2
- package/FrameGraph/Node/Blocks/inputBlock.js +13 -0
- package/FrameGraph/Node/Blocks/inputBlock.js.map +1 -1
- package/FrameGraph/Node/Blocks/resourceContainerBlock.d.ts +55 -0
- package/FrameGraph/Node/Blocks/resourceContainerBlock.js +97 -0
- package/FrameGraph/Node/Blocks/resourceContainerBlock.js.map +1 -0
- package/FrameGraph/Node/Types/nodeRenderGraphTypes.d.ts +13 -10
- package/FrameGraph/Node/Types/nodeRenderGraphTypes.js +11 -4
- package/FrameGraph/Node/Types/nodeRenderGraphTypes.js.map +1 -1
- package/FrameGraph/Node/nodeRenderGraph.js +32 -4
- package/FrameGraph/Node/nodeRenderGraph.js.map +1 -1
- package/FrameGraph/Node/nodeRenderGraphBlock.d.ts +1 -0
- package/FrameGraph/Node/nodeRenderGraphBlock.js +11 -0
- package/FrameGraph/Node/nodeRenderGraphBlock.js.map +1 -1
- package/FrameGraph/Node/nodeRenderGraphBlockConnectionPoint.d.ts +18 -0
- package/FrameGraph/Node/nodeRenderGraphBlockConnectionPoint.js +24 -0
- package/FrameGraph/Node/nodeRenderGraphBlockConnectionPoint.js.map +1 -1
- package/FrameGraph/Passes/cullPass.d.ts +1 -1
- package/FrameGraph/Passes/cullPass.js.map +1 -1
- package/FrameGraph/Tasks/Misc/executeTask.d.ts +22 -0
- package/FrameGraph/Tasks/Misc/executeTask.js +28 -0
- package/FrameGraph/Tasks/Misc/executeTask.js.map +1 -0
- package/FrameGraph/Tasks/Rendering/csmShadowGeneratorTask.d.ts +72 -0
- package/FrameGraph/Tasks/Rendering/csmShadowGeneratorTask.js +183 -0
- package/FrameGraph/Tasks/Rendering/csmShadowGeneratorTask.js.map +1 -0
- package/FrameGraph/Tasks/Rendering/objectRendererTask.d.ts +16 -5
- package/FrameGraph/Tasks/Rendering/objectRendererTask.js +46 -0
- package/FrameGraph/Tasks/Rendering/objectRendererTask.js.map +1 -1
- package/FrameGraph/Tasks/Rendering/shadowGeneratorTask.d.ts +107 -0
- package/FrameGraph/Tasks/Rendering/shadowGeneratorTask.js +264 -0
- package/FrameGraph/Tasks/Rendering/shadowGeneratorTask.js.map +1 -0
- package/FrameGraph/Tasks/Texture/clearTextureTask.js +7 -0
- package/FrameGraph/Tasks/Texture/clearTextureTask.js.map +1 -1
- package/FrameGraph/frameGraph.d.ts +9 -0
- package/FrameGraph/frameGraph.js +12 -3
- package/FrameGraph/frameGraph.js.map +1 -1
- package/FrameGraph/frameGraphTextureManager.js +4 -1
- package/FrameGraph/frameGraphTextureManager.js.map +1 -1
- package/FrameGraph/index.d.ts +5 -0
- package/FrameGraph/index.js +5 -0
- package/FrameGraph/index.js.map +1 -1
- package/Inputs/scene.inputManager.d.ts +1 -1
- package/Inputs/scene.inputManager.js +8 -1
- package/Inputs/scene.inputManager.js.map +1 -1
- package/Lights/Shadows/shadowGenerator.d.ts +1 -1
- package/Lights/Shadows/shadowGenerator.js +2 -7
- package/Lights/Shadows/shadowGenerator.js.map +1 -1
- package/Lights/directionalLight.d.ts +5 -4
- package/Lights/directionalLight.js +7 -9
- package/Lights/directionalLight.js.map +1 -1
- package/Lights/shadowLight.d.ts +4 -4
- package/Lights/shadowLight.js +3 -2
- package/Lights/shadowLight.js.map +1 -1
- package/Lights/spotLight.d.ts +2 -2
- package/Lights/spotLight.js +3 -2
- package/Lights/spotLight.js.map +1 -1
- package/Loading/sceneLoader.d.ts +1 -1
- package/Loading/sceneLoader.js.map +1 -1
- package/Materials/GreasedLine/greasedLinePluginMaterial.js +1 -1
- package/Materials/GreasedLine/greasedLinePluginMaterial.js.map +1 -1
- package/Materials/PBR/pbrMetallicRoughnessMaterial.js +18 -6
- package/Materials/PBR/pbrMetallicRoughnessMaterial.js.map +1 -1
- package/Materials/PBR/pbrSpecularGlossinessMaterial.js +18 -6
- package/Materials/PBR/pbrSpecularGlossinessMaterial.js.map +1 -1
- package/Materials/Textures/renderTargetTexture.d.ts +2 -0
- package/Materials/Textures/renderTargetTexture.js +18 -8
- package/Materials/Textures/renderTargetTexture.js.map +1 -1
- package/Materials/material.d.ts +1 -4
- package/Materials/material.js +29 -24
- package/Materials/material.js.map +1 -1
- package/Materials/materialPluginBase.d.ts +4 -0
- package/Materials/materialPluginBase.js +4 -0
- package/Materials/materialPluginBase.js.map +1 -1
- package/Maths/math.color.js.map +1 -1
- package/Maths/math.vector.js.map +1 -1
- package/Meshes/GaussianSplatting/gaussianSplattingMesh.d.ts +5 -3
- package/Meshes/GaussianSplatting/gaussianSplattingMesh.js +14 -15
- package/Meshes/GaussianSplatting/gaussianSplattingMesh.js.map +1 -1
- package/Meshes/abstractMesh.js +7 -0
- package/Meshes/abstractMesh.js.map +1 -1
- package/Meshes/lattice.material.d.ts +3 -8
- package/Meshes/lattice.material.js.map +1 -1
- package/Misc/copyTextureToTexture.js +1 -1
- package/Misc/copyTextureToTexture.js.map +1 -1
- package/Misc/filesInput.d.ts +3 -1
- package/Misc/filesInput.js +8 -4
- package/Misc/filesInput.js.map +1 -1
- package/PostProcesses/postProcess.d.ts +2 -2
- package/PostProcesses/postProcess.js +4 -4
- package/PostProcesses/postProcess.js.map +1 -1
- package/PostProcesses/postProcessManager.js +1 -1
- package/PostProcesses/postProcessManager.js.map +1 -1
- package/Rendering/objectRenderer.js +8 -0
- package/Rendering/objectRenderer.js.map +1 -1
- package/Shaders/ShadersInclude/lightsFragmentFunctions.js +1 -1
- package/Shaders/ShadersInclude/lightsFragmentFunctions.js.map +1 -1
- package/Shaders/default.fragment.js +2 -1
- package/Shaders/default.fragment.js.map +1 -1
- package/Shaders/default.vertex.js +2 -1
- package/Shaders/default.vertex.js.map +1 -1
- package/Shaders/pbr.fragment.js +2 -1
- package/Shaders/pbr.fragment.js.map +1 -1
- package/Shaders/pbr.vertex.js +2 -1
- package/Shaders/pbr.vertex.js.map +1 -1
- package/XR/webXRCamera.js +3 -0
- package/XR/webXRCamera.js.map +1 -1
- package/package.json +1 -1
- package/scene.d.ts +7 -0
- package/scene.js +10 -1
- package/scene.js.map +1 -1
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import { __decorate } from "../../../../tslib.es6.js";
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import { NodeRenderGraphBlock } from "../../nodeRenderGraphBlock.js";
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import { NodeRenderGraphBlockConnectionPointTypes } from "../../Types/nodeRenderGraphTypes.js";
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import { editableInPropertyPage } from "../../../../Decorators/nodeDecorator.js";
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import { ShadowGenerator } from "../../../../Lights/Shadows/shadowGenerator.js";
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/**
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* @internal
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*/
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export class NodeRenderGraphBaseShadowGeneratorBlock extends NodeRenderGraphBlock {
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/**
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* Gets the frame graph task associated with this block
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*/
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get task() {
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return this._frameGraphTask;
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}
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/**
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* Create a new NodeRenderGraphBaseShadowGeneratorBlock
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* @param name defines the block name
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* @param frameGraph defines the hosting frame graph
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* @param scene defines the hosting scene
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*/
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constructor(name, frameGraph, scene) {
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super(name, frameGraph, scene);
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this.registerInput("light", NodeRenderGraphBlockConnectionPointTypes.ShadowLight);
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this.registerInput("objects", NodeRenderGraphBlockConnectionPointTypes.ObjectList);
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this.registerOutput("generator", NodeRenderGraphBlockConnectionPointTypes.ShadowGenerator);
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this.registerOutput("output", NodeRenderGraphBlockConnectionPointTypes.Texture);
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}
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/** Sets the size of the shadow texture */
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get mapSize() {
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return this._frameGraphTask.mapSize;
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}
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set mapSize(value) {
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this._frameGraphTask.mapSize = value;
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}
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/** Sets the texture type to float (by default, half float is used if supported) */
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get useFloat32TextureType() {
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return this._frameGraphTask.useFloat32TextureType;
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}
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set useFloat32TextureType(value) {
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this._frameGraphTask.useFloat32TextureType = value;
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}
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/** Sets the texture type to Red */
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get useRedTextureFormat() {
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return this._frameGraphTask.useRedTextureFormat;
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}
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set useRedTextureFormat(value) {
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this._frameGraphTask.useRedTextureFormat = value;
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}
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/** Sets the bias */
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get bias() {
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return this._frameGraphTask.bias;
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}
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set bias(value) {
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this._frameGraphTask.bias = value;
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}
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/** Sets the normal bias */
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get normalBias() {
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return this._frameGraphTask.normalBias;
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}
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set normalBias(value) {
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this._frameGraphTask.normalBias = value;
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}
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/** Sets the darkness of the shadows */
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get darkness() {
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return this._frameGraphTask.darkness;
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}
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set darkness(value) {
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this._frameGraphTask.darkness = value;
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}
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/** Sets the filter method */
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get filter() {
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return this._frameGraphTask.filter;
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}
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set filter(value) {
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this._frameGraphTask.filter = value;
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}
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/** Sets the filter quality (for PCF and PCSS) */
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get filteringQuality() {
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return this._frameGraphTask.filteringQuality;
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}
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set filteringQuality(value) {
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this._frameGraphTask.filteringQuality = value;
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}
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/** Gets or sets the ability to have transparent shadow */
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get transparencyShadow() {
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return this._frameGraphTask.transparencyShadow;
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}
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set transparencyShadow(value) {
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this._frameGraphTask.transparencyShadow = value;
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}
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/** Enables or disables shadows with varying strength based on the transparency */
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get enableSoftTransparentShadow() {
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return this._frameGraphTask.enableSoftTransparentShadow;
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}
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set enableSoftTransparentShadow(value) {
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this._frameGraphTask.enableSoftTransparentShadow = value;
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}
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/** If this is true, use the opacity texture's alpha channel for transparent shadows instead of the diffuse one */
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get useOpacityTextureForTransparentShadow() {
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return this._frameGraphTask.useOpacityTextureForTransparentShadow;
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}
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set useOpacityTextureForTransparentShadow(value) {
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this._frameGraphTask.useOpacityTextureForTransparentShadow = value;
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}
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/**
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* Gets the current class name
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* @returns the class name
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*/
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getClassName() {
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return "NodeRenderGraphBaseShadowGeneratorBlock";
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}
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/**
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* Gets the light input component
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*/
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get light() {
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return this._inputs[0];
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}
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/**
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* Gets the objects input component
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*/
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get objects() {
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return this._inputs[1];
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}
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/**
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* Gets the shadow generator component
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*/
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get generator() {
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return this._outputs[0];
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}
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/**
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* Gets the output texture component
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*/
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get output() {
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return this._outputs[1];
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}
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_buildBlock(state) {
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super._buildBlock(state);
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this._frameGraphTask.light = this.light.connectedPoint?.value;
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this._frameGraphTask.objectList = this.objects.connectedPoint?.value;
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// Important: the shadow generator object is created by the task when we set the light, that's why we must set generator.value after setting the light!
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this.generator.value = this._frameGraphTask;
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this.output.value = this._frameGraphTask.outputTexture;
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}
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_dumpPropertiesCode() {
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const codes = [];
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codes.push(`${this._codeVariableName}.mapSize = ${this.mapSize};`);
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codes.push(`${this._codeVariableName}.useFloat32TextureType = ${this.useFloat32TextureType};`);
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codes.push(`${this._codeVariableName}.useRedTextureFormat = ${this.useRedTextureFormat};`);
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codes.push(`${this._codeVariableName}.bias = ${this.bias};`);
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codes.push(`${this._codeVariableName}.normalBias = ${this.normalBias};`);
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codes.push(`${this._codeVariableName}.darkness = ${this.darkness};`);
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codes.push(`${this._codeVariableName}.filter = ${this.filter};`);
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codes.push(`${this._codeVariableName}.filteringQuality = ${this.filteringQuality};`);
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codes.push(`${this._codeVariableName}.transparencyShadow = ${this.transparencyShadow};`);
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codes.push(`${this._codeVariableName}.enableSoftTransparentShadow = ${this.enableSoftTransparentShadow};`);
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codes.push(`${this._codeVariableName}.useOpacityTextureForTransparentShadow = ${this.useOpacityTextureForTransparentShadow};`);
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return super._dumpPropertiesCode() + codes.join("\n");
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}
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serialize() {
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const serializationObject = super.serialize();
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serializationObject.mapSize = this.mapSize;
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serializationObject.useFloat32TextureType = this.useFloat32TextureType;
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serializationObject.useRedTextureFormat = this.useRedTextureFormat;
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serializationObject.bias = this.bias;
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serializationObject.normalBias = this.normalBias;
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serializationObject.darkness = this.darkness;
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serializationObject.filter = this.filter;
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serializationObject.filteringQuality = this.filteringQuality;
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serializationObject.transparencyShadow = this.transparencyShadow;
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serializationObject.enableSoftTransparentShadow = this.enableSoftTransparentShadow;
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serializationObject.useOpacityTextureForTransparentShadow = this.useOpacityTextureForTransparentShadow;
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return serializationObject;
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}
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_deserialize(serializationObject) {
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176
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+
super._deserialize(serializationObject);
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177
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this.mapSize = serializationObject.mapSize;
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this.useFloat32TextureType = serializationObject.useFloat32TextureType;
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|
+
this.useRedTextureFormat = serializationObject.useRedTextureFormat;
|
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|
+
this.bias = serializationObject.bias;
|
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|
+
this.normalBias = serializationObject.normalBias;
|
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182
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this.darkness = serializationObject.darkness;
|
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|
+
this.filter = serializationObject.filter;
|
|
184
|
+
this.filteringQuality = serializationObject.filteringQuality;
|
|
185
|
+
this.transparencyShadow = serializationObject.transparencyShadow;
|
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186
|
+
this.enableSoftTransparentShadow = serializationObject.enableSoftTransparentShadow;
|
|
187
|
+
this.useOpacityTextureForTransparentShadow = serializationObject.useOpacityTextureForTransparentShadow;
|
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+
}
|
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}
|
|
190
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__decorate([
|
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+
editableInPropertyPage("Map size", 4 /* PropertyTypeForEdition.List */, "PROPERTIES", {
|
|
192
|
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options: [
|
|
193
|
+
{ label: "128", value: 128 },
|
|
194
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+
{ label: "256", value: 256 },
|
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195
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{ label: "512", value: 512 },
|
|
196
|
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{ label: "1024", value: 1024 },
|
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{ label: "2048", value: 2048 },
|
|
198
|
+
{ label: "4096", value: 4096 },
|
|
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|
+
{ label: "8192", value: 8192 },
|
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200
|
+
],
|
|
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|
+
})
|
|
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|
+
], NodeRenderGraphBaseShadowGeneratorBlock.prototype, "mapSize", null);
|
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+
__decorate([
|
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|
+
editableInPropertyPage("Use 32 bits float texture type", 0 /* PropertyTypeForEdition.Boolean */, "PROPERTIES")
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|
205
|
+
], NodeRenderGraphBaseShadowGeneratorBlock.prototype, "useFloat32TextureType", null);
|
|
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|
+
__decorate([
|
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|
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editableInPropertyPage("Use red texture format", 0 /* PropertyTypeForEdition.Boolean */, "PROPERTIES")
|
|
208
|
+
], NodeRenderGraphBaseShadowGeneratorBlock.prototype, "useRedTextureFormat", null);
|
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+
__decorate([
|
|
210
|
+
editableInPropertyPage("Bias", 1 /* PropertyTypeForEdition.Float */, "PROPERTIES", { min: 0, max: 1 })
|
|
211
|
+
], NodeRenderGraphBaseShadowGeneratorBlock.prototype, "bias", null);
|
|
212
|
+
__decorate([
|
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213
|
+
editableInPropertyPage("Normal bias", 1 /* PropertyTypeForEdition.Float */, "PROPERTIES", { min: 0, max: 1 })
|
|
214
|
+
], NodeRenderGraphBaseShadowGeneratorBlock.prototype, "normalBias", null);
|
|
215
|
+
__decorate([
|
|
216
|
+
editableInPropertyPage("Darkness", 1 /* PropertyTypeForEdition.Float */, "PROPERTIES", { min: 0, max: 1 })
|
|
217
|
+
], NodeRenderGraphBaseShadowGeneratorBlock.prototype, "darkness", null);
|
|
218
|
+
__decorate([
|
|
219
|
+
editableInPropertyPage("Filter", 4 /* PropertyTypeForEdition.List */, "PROPERTIES", {
|
|
220
|
+
options: [
|
|
221
|
+
{ label: "None", value: ShadowGenerator.FILTER_NONE },
|
|
222
|
+
{ label: "Exponential", value: ShadowGenerator.FILTER_EXPONENTIALSHADOWMAP },
|
|
223
|
+
{ label: "Poisson Sampling", value: ShadowGenerator.FILTER_POISSONSAMPLING },
|
|
224
|
+
{ label: "Blur exponential", value: ShadowGenerator.FILTER_BLUREXPONENTIALSHADOWMAP },
|
|
225
|
+
{ label: "Close exponential", value: ShadowGenerator.FILTER_CLOSEEXPONENTIALSHADOWMAP },
|
|
226
|
+
{ label: "Blur close exponential", value: ShadowGenerator.FILTER_BLURCLOSEEXPONENTIALSHADOWMAP },
|
|
227
|
+
{ label: "PCF", value: ShadowGenerator.FILTER_PCF },
|
|
228
|
+
{ label: "PCSS", value: ShadowGenerator.FILTER_PCSS },
|
|
229
|
+
],
|
|
230
|
+
})
|
|
231
|
+
], NodeRenderGraphBaseShadowGeneratorBlock.prototype, "filter", null);
|
|
232
|
+
__decorate([
|
|
233
|
+
editableInPropertyPage("Filter quality", 4 /* PropertyTypeForEdition.List */, "PROPERTIES", {
|
|
234
|
+
options: [
|
|
235
|
+
{ label: "Low", value: ShadowGenerator.QUALITY_LOW },
|
|
236
|
+
{ label: "Medium", value: ShadowGenerator.QUALITY_MEDIUM },
|
|
237
|
+
{ label: "High", value: ShadowGenerator.QUALITY_HIGH },
|
|
238
|
+
],
|
|
239
|
+
})
|
|
240
|
+
], NodeRenderGraphBaseShadowGeneratorBlock.prototype, "filteringQuality", null);
|
|
241
|
+
__decorate([
|
|
242
|
+
editableInPropertyPage("Transparency shadow", 0 /* PropertyTypeForEdition.Boolean */, "PROPERTIES")
|
|
243
|
+
], NodeRenderGraphBaseShadowGeneratorBlock.prototype, "transparencyShadow", null);
|
|
244
|
+
__decorate([
|
|
245
|
+
editableInPropertyPage("Enable soft transparent shadows", 0 /* PropertyTypeForEdition.Boolean */, "PROPERTIES")
|
|
246
|
+
], NodeRenderGraphBaseShadowGeneratorBlock.prototype, "enableSoftTransparentShadow", null);
|
|
247
|
+
__decorate([
|
|
248
|
+
editableInPropertyPage("Use opacity texture for transparent shadows", 0 /* PropertyTypeForEdition.Boolean */, "PROPERTIES")
|
|
249
|
+
], NodeRenderGraphBaseShadowGeneratorBlock.prototype, "useOpacityTextureForTransparentShadow", null);
|
|
250
|
+
//# sourceMappingURL=baseShadowGeneratorBlock.js.map
|
|
@@ -0,0 +1 @@
|
|
|
1
|
+
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eslint-disable-next-line import/no-internal-modules\r\nimport type { NodeRenderGraphConnectionPoint, Scene, NodeRenderGraphBuildState, FrameGraph, IShadowLight, FrameGraphObjectList, FrameGraphShadowGeneratorTask } from \"core/index\";\r\nimport { NodeRenderGraphBlock } from \"../../nodeRenderGraphBlock\";\r\nimport { NodeRenderGraphBlockConnectionPointTypes } from \"../../Types/nodeRenderGraphTypes\";\r\nimport { editableInPropertyPage, PropertyTypeForEdition } from \"../../../../Decorators/nodeDecorator\";\r\nimport { ShadowGenerator } from \"../../../../Lights/Shadows/shadowGenerator\";\r\n\r\n/**\r\n * @internal\r\n */\r\nexport class NodeRenderGraphBaseShadowGeneratorBlock extends NodeRenderGraphBlock {\r\n protected override _frameGraphTask: FrameGraphShadowGeneratorTask;\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 NodeRenderGraphBaseShadowGeneratorBlock\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(\"light\", NodeRenderGraphBlockConnectionPointTypes.ShadowLight);\r\n this.registerInput(\"objects\", NodeRenderGraphBlockConnectionPointTypes.ObjectList);\r\n\r\n this.registerOutput(\"generator\", NodeRenderGraphBlockConnectionPointTypes.ShadowGenerator);\r\n this.registerOutput(\"output\", NodeRenderGraphBlockConnectionPointTypes.Texture);\r\n }\r\n\r\n /** Sets the size of the shadow texture */\r\n @editableInPropertyPage(\"Map size\", PropertyTypeForEdition.List, \"PROPERTIES\", {\r\n options: [\r\n { label: \"128\", value: 128 },\r\n { label: \"256\", value: 256 },\r\n { label: \"512\", value: 512 },\r\n { label: \"1024\", value: 1024 },\r\n { label: \"2048\", value: 2048 },\r\n { label: \"4096\", value: 4096 },\r\n { label: \"8192\", value: 8192 },\r\n ],\r\n })\r\n public get mapSize() {\r\n return this._frameGraphTask.mapSize;\r\n }\r\n\r\n public set mapSize(value: number) {\r\n this._frameGraphTask.mapSize = value;\r\n }\r\n\r\n /** Sets the texture type to float (by default, half float is used if supported) */\r\n @editableInPropertyPage(\"Use 32 bits float texture type\", PropertyTypeForEdition.Boolean, \"PROPERTIES\")\r\n public get useFloat32TextureType() {\r\n return this._frameGraphTask.useFloat32TextureType;\r\n }\r\n\r\n public set useFloat32TextureType(value: boolean) {\r\n this._frameGraphTask.useFloat32TextureType = value;\r\n }\r\n\r\n /** Sets the texture type to Red */\r\n @editableInPropertyPage(\"Use red texture format\", PropertyTypeForEdition.Boolean, \"PROPERTIES\")\r\n public get useRedTextureFormat() {\r\n return this._frameGraphTask.useRedTextureFormat;\r\n }\r\n\r\n public set useRedTextureFormat(value: boolean) {\r\n this._frameGraphTask.useRedTextureFormat = value;\r\n }\r\n\r\n /** Sets the bias */\r\n @editableInPropertyPage(\"Bias\", PropertyTypeForEdition.Float, \"PROPERTIES\", { min: 0, max: 1 })\r\n public get bias() {\r\n return this._frameGraphTask.bias;\r\n }\r\n\r\n public set bias(value: number) {\r\n this._frameGraphTask.bias = value;\r\n }\r\n\r\n /** Sets the normal bias */\r\n @editableInPropertyPage(\"Normal bias\", PropertyTypeForEdition.Float, \"PROPERTIES\", { min: 0, max: 1 })\r\n public get normalBias() {\r\n return this._frameGraphTask.normalBias;\r\n }\r\n\r\n public set normalBias(value: number) {\r\n this._frameGraphTask.normalBias = value;\r\n }\r\n\r\n /** Sets the darkness of the shadows */\r\n @editableInPropertyPage(\"Darkness\", PropertyTypeForEdition.Float, \"PROPERTIES\", { min: 0, max: 1 })\r\n public get darkness() {\r\n return this._frameGraphTask.darkness;\r\n }\r\n\r\n public set darkness(value: number) {\r\n this._frameGraphTask.darkness = value;\r\n }\r\n\r\n /** Sets the filter method */\r\n @editableInPropertyPage(\"Filter\", PropertyTypeForEdition.List, \"PROPERTIES\", {\r\n options: [\r\n { label: \"None\", value: ShadowGenerator.FILTER_NONE },\r\n { label: \"Exponential\", value: ShadowGenerator.FILTER_EXPONENTIALSHADOWMAP },\r\n { label: \"Poisson Sampling\", value: ShadowGenerator.FILTER_POISSONSAMPLING },\r\n { label: \"Blur exponential\", value: ShadowGenerator.FILTER_BLUREXPONENTIALSHADOWMAP },\r\n { label: \"Close exponential\", value: ShadowGenerator.FILTER_CLOSEEXPONENTIALSHADOWMAP },\r\n { label: \"Blur close exponential\", value: ShadowGenerator.FILTER_BLURCLOSEEXPONENTIALSHADOWMAP },\r\n { label: \"PCF\", value: ShadowGenerator.FILTER_PCF },\r\n { label: \"PCSS\", value: ShadowGenerator.FILTER_PCSS },\r\n ],\r\n })\r\n public get filter() {\r\n return this._frameGraphTask.filter;\r\n }\r\n\r\n public set filter(value: number) {\r\n this._frameGraphTask.filter = value;\r\n }\r\n\r\n /** Sets the filter quality (for PCF and PCSS) */\r\n @editableInPropertyPage(\"Filter quality\", PropertyTypeForEdition.List, \"PROPERTIES\", {\r\n options: [\r\n { label: \"Low\", value: ShadowGenerator.QUALITY_LOW },\r\n { label: \"Medium\", value: ShadowGenerator.QUALITY_MEDIUM },\r\n { label: \"High\", value: ShadowGenerator.QUALITY_HIGH },\r\n ],\r\n })\r\n public get filteringQuality() {\r\n return this._frameGraphTask.filteringQuality;\r\n }\r\n\r\n public set filteringQuality(value: number) {\r\n this._frameGraphTask.filteringQuality = value;\r\n }\r\n\r\n /** Gets or sets the ability to have transparent shadow */\r\n @editableInPropertyPage(\"Transparency shadow\", PropertyTypeForEdition.Boolean, \"PROPERTIES\")\r\n public get transparencyShadow() {\r\n return this._frameGraphTask.transparencyShadow;\r\n }\r\n\r\n public set transparencyShadow(value: boolean) {\r\n this._frameGraphTask.transparencyShadow = value;\r\n }\r\n\r\n /** Enables or disables shadows with varying strength based on the transparency */\r\n @editableInPropertyPage(\"Enable soft transparent shadows\", PropertyTypeForEdition.Boolean, \"PROPERTIES\")\r\n public get enableSoftTransparentShadow() {\r\n return this._frameGraphTask.enableSoftTransparentShadow;\r\n }\r\n\r\n public set enableSoftTransparentShadow(value: boolean) {\r\n this._frameGraphTask.enableSoftTransparentShadow = value;\r\n }\r\n\r\n /** If this is true, use the opacity texture's alpha channel for transparent shadows instead of the diffuse one */\r\n @editableInPropertyPage(\"Use opacity texture for transparent shadows\", PropertyTypeForEdition.Boolean, \"PROPERTIES\")\r\n public get useOpacityTextureForTransparentShadow() {\r\n return this._frameGraphTask.useOpacityTextureForTransparentShadow;\r\n }\r\n\r\n public set useOpacityTextureForTransparentShadow(value: boolean) {\r\n this._frameGraphTask.useOpacityTextureForTransparentShadow = 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 \"NodeRenderGraphBaseShadowGeneratorBlock\";\r\n }\r\n\r\n /**\r\n * Gets the light input component\r\n */\r\n public get light(): NodeRenderGraphConnectionPoint {\r\n return this._inputs[0];\r\n }\r\n\r\n /**\r\n * Gets the objects input component\r\n */\r\n public get objects(): NodeRenderGraphConnectionPoint {\r\n return this._inputs[1];\r\n }\r\n\r\n /**\r\n * Gets the shadow generator component\r\n */\r\n public get generator(): NodeRenderGraphConnectionPoint {\r\n return this._outputs[0];\r\n }\r\n\r\n /**\r\n * Gets the output texture component\r\n */\r\n public get output(): NodeRenderGraphConnectionPoint {\r\n return this._outputs[1];\r\n }\r\n\r\n protected override _buildBlock(state: NodeRenderGraphBuildState) {\r\n super._buildBlock(state);\r\n\r\n this._frameGraphTask.light = this.light.connectedPoint?.value as IShadowLight;\r\n this._frameGraphTask.objectList = this.objects.connectedPoint?.value as FrameGraphObjectList;\r\n\r\n // Important: the shadow generator object is created by the task when we set the light, that's why we must set generator.value after setting the light!\r\n this.generator.value = this._frameGraphTask;\r\n this.output.value = this._frameGraphTask.outputTexture;\r\n }\r\n\r\n protected override _dumpPropertiesCode() {\r\n const codes: string[] = [];\r\n codes.push(`${this._codeVariableName}.mapSize = ${this.mapSize};`);\r\n codes.push(`${this._codeVariableName}.useFloat32TextureType = ${this.useFloat32TextureType};`);\r\n codes.push(`${this._codeVariableName}.useRedTextureFormat = ${this.useRedTextureFormat};`);\r\n codes.push(`${this._codeVariableName}.bias = ${this.bias};`);\r\n codes.push(`${this._codeVariableName}.normalBias = ${this.normalBias};`);\r\n codes.push(`${this._codeVariableName}.darkness = ${this.darkness};`);\r\n codes.push(`${this._codeVariableName}.filter = ${this.filter};`);\r\n codes.push(`${this._codeVariableName}.filteringQuality = ${this.filteringQuality};`);\r\n codes.push(`${this._codeVariableName}.transparencyShadow = ${this.transparencyShadow};`);\r\n codes.push(`${this._codeVariableName}.enableSoftTransparentShadow = ${this.enableSoftTransparentShadow};`);\r\n codes.push(`${this._codeVariableName}.useOpacityTextureForTransparentShadow = ${this.useOpacityTextureForTransparentShadow};`);\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.mapSize = this.mapSize;\r\n serializationObject.useFloat32TextureType = this.useFloat32TextureType;\r\n serializationObject.useRedTextureFormat = this.useRedTextureFormat;\r\n serializationObject.bias = this.bias;\r\n serializationObject.normalBias = this.normalBias;\r\n serializationObject.darkness = this.darkness;\r\n serializationObject.filter = this.filter;\r\n serializationObject.filteringQuality = this.filteringQuality;\r\n serializationObject.transparencyShadow = this.transparencyShadow;\r\n serializationObject.enableSoftTransparentShadow = this.enableSoftTransparentShadow;\r\n serializationObject.useOpacityTextureForTransparentShadow = this.useOpacityTextureForTransparentShadow;\r\n return serializationObject;\r\n }\r\n\r\n public override _deserialize(serializationObject: any) {\r\n super._deserialize(serializationObject);\r\n this.mapSize = serializationObject.mapSize;\r\n this.useFloat32TextureType = serializationObject.useFloat32TextureType;\r\n this.useRedTextureFormat = serializationObject.useRedTextureFormat;\r\n this.bias = serializationObject.bias;\r\n this.normalBias = serializationObject.normalBias;\r\n this.darkness = serializationObject.darkness;\r\n this.filter = serializationObject.filter;\r\n this.filteringQuality = serializationObject.filteringQuality;\r\n this.transparencyShadow = serializationObject.transparencyShadow;\r\n this.enableSoftTransparentShadow = serializationObject.enableSoftTransparentShadow;\r\n this.useOpacityTextureForTransparentShadow = serializationObject.useOpacityTextureForTransparentShadow;\r\n }\r\n}\r\n"]}
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import type { Scene, FrameGraph, NodeRenderGraphConnectionPoint, NodeRenderGraphBuildState } from "../../../../index.js";
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import { NodeRenderGraphBaseShadowGeneratorBlock } from "./baseShadowGeneratorBlock";
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import { FrameGraphCascadedShadowGeneratorTask } from "../../../Tasks/Rendering/csmShadowGeneratorTask";
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/**
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* Block that generates shadows through a shadow generator
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*/
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export declare class NodeRenderGraphCascadedShadowGeneratorBlock extends NodeRenderGraphBaseShadowGeneratorBlock {
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protected _frameGraphTask: FrameGraphCascadedShadowGeneratorTask;
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/**
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* Gets the frame graph task associated with this block
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*/
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get task(): FrameGraphCascadedShadowGeneratorTask;
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/**
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* Create a new NodeRenderGraphCascadedShadowGeneratorBlock
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* @param name defines the block name
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* @param frameGraph defines the hosting frame graph
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* @param scene defines the hosting scene
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*/
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constructor(name: string, frameGraph: FrameGraph, scene: Scene);
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/** Sets the number of cascades */
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get numCascades(): number;
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set numCascades(value: number);
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/** Gets or sets a value indicating whether the shadow generator should display the cascades. */
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get debug(): boolean;
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set debug(value: boolean);
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/** Gets or sets a value indicating whether the shadow generator should stabilize the cascades. */
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get stabilizeCascades(): boolean;
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set stabilizeCascades(value: boolean);
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/** Gets or sets the lambda parameter of the shadow generator. */
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get lambda(): number;
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set lambda(value: number);
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/** Gets or sets the cascade blend percentage. */
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get cascadeBlendPercentage(): number;
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set cascadeBlendPercentage(value: number);
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/** Gets or sets a value indicating whether the shadow generator should use depth clamping. */
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get depthClamp(): boolean;
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set depthClamp(value: boolean);
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/** Gets or sets a value indicating whether the shadow generator should automatically calculate the depth bounds. */
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get autoCalcDepthBounds(): boolean;
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set autoCalcDepthBounds(value: boolean);
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/** Gets or sets the maximum shadow Z value. */
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get shadowMaxZ(): number;
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set shadowMaxZ(value: number);
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/**
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* Gets the current class name
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* @returns the class name
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*/
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getClassName(): string;
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/**
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* Gets the camera input component
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*/
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get camera(): NodeRenderGraphConnectionPoint;
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protected _buildBlock(state: NodeRenderGraphBuildState): void;
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protected _dumpPropertiesCode(): string;
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serialize(): any;
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_deserialize(serializationObject: any): void;
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}
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import { __decorate } from "../../../../tslib.es6.js";
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import { NodeRenderGraphBaseShadowGeneratorBlock } from "./baseShadowGeneratorBlock.js";
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import { RegisterClass } from "../../../../Misc/typeStore.js";
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import { editableInPropertyPage } from "../../../../Decorators/nodeDecorator.js";
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import { FrameGraphCascadedShadowGeneratorTask } from "../../../Tasks/Rendering/csmShadowGeneratorTask.js";
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import { NodeRenderGraphBlockConnectionPointTypes } from "../../Types/nodeRenderGraphTypes.js";
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/**
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* Block that generates shadows through a shadow generator
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*/
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export class NodeRenderGraphCascadedShadowGeneratorBlock extends NodeRenderGraphBaseShadowGeneratorBlock {
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/**
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* Gets the frame graph task associated with this block
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*/
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get task() {
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return this._frameGraphTask;
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}
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/**
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* Create a new NodeRenderGraphCascadedShadowGeneratorBlock
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* @param name defines the block name
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* @param frameGraph defines the hosting frame graph
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* @param scene defines the hosting scene
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*/
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constructor(name, frameGraph, scene) {
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super(name, frameGraph, scene);
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this.registerInput("camera", NodeRenderGraphBlockConnectionPointTypes.Camera);
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this._addDependenciesInput();
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this._frameGraphTask = new FrameGraphCascadedShadowGeneratorTask(this.name, frameGraph, scene);
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}
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/** Sets the number of cascades */
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get numCascades() {
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return this._frameGraphTask.numCascades;
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}
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set numCascades(value) {
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this._frameGraphTask.numCascades = value;
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}
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/** Gets or sets a value indicating whether the shadow generator should display the cascades. */
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get debug() {
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return this._frameGraphTask.debug;
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}
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set debug(value) {
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this._frameGraphTask.debug = value;
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}
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/** Gets or sets a value indicating whether the shadow generator should stabilize the cascades. */
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get stabilizeCascades() {
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return this._frameGraphTask.stabilizeCascades;
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46
|
+
}
|
|
47
|
+
set stabilizeCascades(value) {
|
|
48
|
+
this._frameGraphTask.stabilizeCascades = value;
|
|
49
|
+
}
|
|
50
|
+
/** Gets or sets the lambda parameter of the shadow generator. */
|
|
51
|
+
get lambda() {
|
|
52
|
+
return this._frameGraphTask.lambda;
|
|
53
|
+
}
|
|
54
|
+
set lambda(value) {
|
|
55
|
+
this._frameGraphTask.lambda = value;
|
|
56
|
+
}
|
|
57
|
+
/** Gets or sets the cascade blend percentage. */
|
|
58
|
+
get cascadeBlendPercentage() {
|
|
59
|
+
return this._frameGraphTask.cascadeBlendPercentage;
|
|
60
|
+
}
|
|
61
|
+
set cascadeBlendPercentage(value) {
|
|
62
|
+
this._frameGraphTask.cascadeBlendPercentage = value;
|
|
63
|
+
}
|
|
64
|
+
/** Gets or sets a value indicating whether the shadow generator should use depth clamping. */
|
|
65
|
+
get depthClamp() {
|
|
66
|
+
return this._frameGraphTask.depthClamp;
|
|
67
|
+
}
|
|
68
|
+
set depthClamp(value) {
|
|
69
|
+
this._frameGraphTask.depthClamp = value;
|
|
70
|
+
}
|
|
71
|
+
/** Gets or sets a value indicating whether the shadow generator should automatically calculate the depth bounds. */
|
|
72
|
+
get autoCalcDepthBounds() {
|
|
73
|
+
return this._frameGraphTask.autoCalcDepthBounds;
|
|
74
|
+
}
|
|
75
|
+
set autoCalcDepthBounds(value) {
|
|
76
|
+
this._frameGraphTask.autoCalcDepthBounds = value;
|
|
77
|
+
}
|
|
78
|
+
/** Gets or sets the maximum shadow Z value. */
|
|
79
|
+
get shadowMaxZ() {
|
|
80
|
+
return this._frameGraphTask.shadowMaxZ;
|
|
81
|
+
}
|
|
82
|
+
set shadowMaxZ(value) {
|
|
83
|
+
this._frameGraphTask.shadowMaxZ = value;
|
|
84
|
+
}
|
|
85
|
+
/**
|
|
86
|
+
* Gets the current class name
|
|
87
|
+
* @returns the class name
|
|
88
|
+
*/
|
|
89
|
+
getClassName() {
|
|
90
|
+
return "NodeRenderGraphCascadedShadowGeneratorBlock";
|
|
91
|
+
}
|
|
92
|
+
/**
|
|
93
|
+
* Gets the camera input component
|
|
94
|
+
*/
|
|
95
|
+
get camera() {
|
|
96
|
+
return this._inputs[2];
|
|
97
|
+
}
|
|
98
|
+
_buildBlock(state) {
|
|
99
|
+
super._buildBlock(state);
|
|
100
|
+
this._frameGraphTask.camera = this.camera.connectedPoint?.value;
|
|
101
|
+
}
|
|
102
|
+
_dumpPropertiesCode() {
|
|
103
|
+
const codes = [];
|
|
104
|
+
codes.push(`${this._codeVariableName}.numCascades = ${this.numCascades};`);
|
|
105
|
+
codes.push(`${this._codeVariableName}.debug = ${this.debug};`);
|
|
106
|
+
codes.push(`${this._codeVariableName}.stabilizeCascades = ${this.stabilizeCascades};`);
|
|
107
|
+
codes.push(`${this._codeVariableName}.lambda = ${this.lambda};`);
|
|
108
|
+
codes.push(`${this._codeVariableName}.cascadeBlendPercentage = ${this.cascadeBlendPercentage};`);
|
|
109
|
+
codes.push(`${this._codeVariableName}.depthClamp = ${this.depthClamp};`);
|
|
110
|
+
codes.push(`${this._codeVariableName}.autoCalcDepthBounds = ${this.autoCalcDepthBounds};`);
|
|
111
|
+
codes.push(`${this._codeVariableName}.shadowMaxZ = ${this.shadowMaxZ};`);
|
|
112
|
+
return super._dumpPropertiesCode() + codes.join("\n");
|
|
113
|
+
}
|
|
114
|
+
serialize() {
|
|
115
|
+
const serializationObject = super.serialize();
|
|
116
|
+
serializationObject.numCascades = this.numCascades;
|
|
117
|
+
serializationObject.debug = this.debug;
|
|
118
|
+
serializationObject.stabilizeCascades = this.stabilizeCascades;
|
|
119
|
+
serializationObject.lambda = this.lambda;
|
|
120
|
+
serializationObject.cascadeBlendPercentage = this.cascadeBlendPercentage;
|
|
121
|
+
serializationObject.depthClamp = this.depthClamp;
|
|
122
|
+
serializationObject.autoCalcDepthBounds = this.autoCalcDepthBounds;
|
|
123
|
+
serializationObject.shadowMaxZ = this.shadowMaxZ;
|
|
124
|
+
return serializationObject;
|
|
125
|
+
}
|
|
126
|
+
_deserialize(serializationObject) {
|
|
127
|
+
super._deserialize(serializationObject);
|
|
128
|
+
this.numCascades = serializationObject.numCascades;
|
|
129
|
+
this.debug = serializationObject.debug;
|
|
130
|
+
this.stabilizeCascades = serializationObject.stabilizeCascades;
|
|
131
|
+
this.lambda = serializationObject.lambda;
|
|
132
|
+
this.cascadeBlendPercentage = serializationObject.cascadeBlendPercentage;
|
|
133
|
+
this.depthClamp = serializationObject.depthClamp;
|
|
134
|
+
this.autoCalcDepthBounds = serializationObject.autoCalcDepthBounds;
|
|
135
|
+
this.shadowMaxZ = serializationObject.shadowMaxZ;
|
|
136
|
+
}
|
|
137
|
+
}
|
|
138
|
+
__decorate([
|
|
139
|
+
editableInPropertyPage("Number of cascades", 4 /* PropertyTypeForEdition.List */, "CSM PROPERTIES", {
|
|
140
|
+
options: [
|
|
141
|
+
{ label: "2", value: 2 },
|
|
142
|
+
{ label: "3", value: 3 },
|
|
143
|
+
{ label: "4", value: 4 },
|
|
144
|
+
],
|
|
145
|
+
})
|
|
146
|
+
], NodeRenderGraphCascadedShadowGeneratorBlock.prototype, "numCascades", null);
|
|
147
|
+
__decorate([
|
|
148
|
+
editableInPropertyPage("Debug mode", 0 /* PropertyTypeForEdition.Boolean */, "CSM PROPERTIES")
|
|
149
|
+
], NodeRenderGraphCascadedShadowGeneratorBlock.prototype, "debug", null);
|
|
150
|
+
__decorate([
|
|
151
|
+
editableInPropertyPage("Stabilize cascades", 0 /* PropertyTypeForEdition.Boolean */, "CSM PROPERTIES")
|
|
152
|
+
], NodeRenderGraphCascadedShadowGeneratorBlock.prototype, "stabilizeCascades", null);
|
|
153
|
+
__decorate([
|
|
154
|
+
editableInPropertyPage("Lambda", 1 /* PropertyTypeForEdition.Float */, "CSM PROPERTIES", { min: 0, max: 1 })
|
|
155
|
+
], NodeRenderGraphCascadedShadowGeneratorBlock.prototype, "lambda", null);
|
|
156
|
+
__decorate([
|
|
157
|
+
editableInPropertyPage("Cascade blend", 1 /* PropertyTypeForEdition.Float */, "CSM PROPERTIES", { min: 0, max: 1 })
|
|
158
|
+
], NodeRenderGraphCascadedShadowGeneratorBlock.prototype, "cascadeBlendPercentage", null);
|
|
159
|
+
__decorate([
|
|
160
|
+
editableInPropertyPage("Depth clamp", 0 /* PropertyTypeForEdition.Boolean */, "CSM PROPERTIES")
|
|
161
|
+
], NodeRenderGraphCascadedShadowGeneratorBlock.prototype, "depthClamp", null);
|
|
162
|
+
__decorate([
|
|
163
|
+
editableInPropertyPage("Auto-Calc depth bounds", 0 /* PropertyTypeForEdition.Boolean */, "CSM PROPERTIES")
|
|
164
|
+
], NodeRenderGraphCascadedShadowGeneratorBlock.prototype, "autoCalcDepthBounds", null);
|
|
165
|
+
__decorate([
|
|
166
|
+
editableInPropertyPage("Shadow maxZ", 1 /* PropertyTypeForEdition.Float */, "CSM PROPERTIES")
|
|
167
|
+
], NodeRenderGraphCascadedShadowGeneratorBlock.prototype, "shadowMaxZ", null);
|
|
168
|
+
RegisterClass("BABYLON.NodeRenderGraphCascadedShadowGeneratorBlock", NodeRenderGraphCascadedShadowGeneratorBlock);
|
|
169
|
+
//# sourceMappingURL=csmShadowGeneratorBlock.js.map
|
|
@@ -0,0 +1 @@
|
|
|
1
|
+
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eslint-disable-next-line import/no-internal-modules\r\nimport type { Scene, FrameGraph, NodeRenderGraphConnectionPoint, NodeRenderGraphBuildState, Camera } from \"core/index\";\r\nimport { NodeRenderGraphBaseShadowGeneratorBlock } from \"./baseShadowGeneratorBlock\";\r\nimport { RegisterClass } from \"../../../../Misc/typeStore\";\r\nimport { editableInPropertyPage, PropertyTypeForEdition } from \"../../../../Decorators/nodeDecorator\";\r\nimport { FrameGraphCascadedShadowGeneratorTask } from \"../../../Tasks/Rendering/csmShadowGeneratorTask\";\r\nimport { NodeRenderGraphBlockConnectionPointTypes } from \"../../Types/nodeRenderGraphTypes\";\r\n\r\n/**\r\n * Block that generates shadows through a shadow generator\r\n */\r\nexport class NodeRenderGraphCascadedShadowGeneratorBlock extends NodeRenderGraphBaseShadowGeneratorBlock {\r\n protected override _frameGraphTask: FrameGraphCascadedShadowGeneratorTask;\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 NodeRenderGraphCascadedShadowGeneratorBlock\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(\"camera\", NodeRenderGraphBlockConnectionPointTypes.Camera);\r\n this._addDependenciesInput();\r\n\r\n this._frameGraphTask = new FrameGraphCascadedShadowGeneratorTask(this.name, frameGraph, scene);\r\n }\r\n\r\n /** Sets the number of cascades */\r\n @editableInPropertyPage(\"Number of cascades\", PropertyTypeForEdition.List, \"CSM PROPERTIES\", {\r\n options: [\r\n { label: \"2\", value: 2 },\r\n { label: \"3\", value: 3 },\r\n { label: \"4\", value: 4 },\r\n ],\r\n })\r\n public get numCascades() {\r\n return this._frameGraphTask.numCascades;\r\n }\r\n\r\n public set numCascades(value: number) {\r\n this._frameGraphTask.numCascades = value;\r\n }\r\n\r\n /** Gets or sets a value indicating whether the shadow generator should display the cascades. */\r\n @editableInPropertyPage(\"Debug mode\", PropertyTypeForEdition.Boolean, \"CSM PROPERTIES\")\r\n public get debug() {\r\n return this._frameGraphTask.debug;\r\n }\r\n\r\n public set debug(value: boolean) {\r\n this._frameGraphTask.debug = value;\r\n }\r\n\r\n /** Gets or sets a value indicating whether the shadow generator should stabilize the cascades. */\r\n @editableInPropertyPage(\"Stabilize cascades\", PropertyTypeForEdition.Boolean, \"CSM PROPERTIES\")\r\n public get stabilizeCascades() {\r\n return this._frameGraphTask.stabilizeCascades;\r\n }\r\n\r\n public set stabilizeCascades(value: boolean) {\r\n this._frameGraphTask.stabilizeCascades = value;\r\n }\r\n\r\n /** Gets or sets the lambda parameter of the shadow generator. */\r\n @editableInPropertyPage(\"Lambda\", PropertyTypeForEdition.Float, \"CSM PROPERTIES\", { min: 0, max: 1 })\r\n public get lambda() {\r\n return this._frameGraphTask.lambda;\r\n }\r\n\r\n public set lambda(value: number) {\r\n this._frameGraphTask.lambda = value;\r\n }\r\n\r\n /** Gets or sets the cascade blend percentage. */\r\n @editableInPropertyPage(\"Cascade blend\", PropertyTypeForEdition.Float, \"CSM PROPERTIES\", { min: 0, max: 1 })\r\n public get cascadeBlendPercentage() {\r\n return this._frameGraphTask.cascadeBlendPercentage;\r\n }\r\n\r\n public set cascadeBlendPercentage(value: number) {\r\n this._frameGraphTask.cascadeBlendPercentage = value;\r\n }\r\n\r\n /** Gets or sets a value indicating whether the shadow generator should use depth clamping. */\r\n @editableInPropertyPage(\"Depth clamp\", PropertyTypeForEdition.Boolean, \"CSM PROPERTIES\")\r\n public get depthClamp() {\r\n return this._frameGraphTask.depthClamp;\r\n }\r\n\r\n public set depthClamp(value: boolean) {\r\n this._frameGraphTask.depthClamp = value;\r\n }\r\n\r\n /** Gets or sets a value indicating whether the shadow generator should automatically calculate the depth bounds. */\r\n @editableInPropertyPage(\"Auto-Calc depth bounds\", PropertyTypeForEdition.Boolean, \"CSM PROPERTIES\")\r\n public get autoCalcDepthBounds() {\r\n return this._frameGraphTask.autoCalcDepthBounds;\r\n }\r\n\r\n public set autoCalcDepthBounds(value: boolean) {\r\n this._frameGraphTask.autoCalcDepthBounds = value;\r\n }\r\n\r\n /** Gets or sets the maximum shadow Z value. */\r\n @editableInPropertyPage(\"Shadow maxZ\", PropertyTypeForEdition.Float, \"CSM PROPERTIES\")\r\n public get shadowMaxZ() {\r\n return this._frameGraphTask.shadowMaxZ;\r\n }\r\n\r\n public set shadowMaxZ(value: number) {\r\n this._frameGraphTask.shadowMaxZ = 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 \"NodeRenderGraphCascadedShadowGeneratorBlock\";\r\n }\r\n\r\n /**\r\n * Gets the camera input component\r\n */\r\n public get camera(): NodeRenderGraphConnectionPoint {\r\n return this._inputs[2];\r\n }\r\n\r\n protected override _buildBlock(state: NodeRenderGraphBuildState) {\r\n super._buildBlock(state);\r\n\r\n this._frameGraphTask.camera = this.camera.connectedPoint?.value as Camera;\r\n }\r\n\r\n protected override _dumpPropertiesCode() {\r\n const codes: string[] = [];\r\n codes.push(`${this._codeVariableName}.numCascades = ${this.numCascades};`);\r\n codes.push(`${this._codeVariableName}.debug = ${this.debug};`);\r\n codes.push(`${this._codeVariableName}.stabilizeCascades = ${this.stabilizeCascades};`);\r\n codes.push(`${this._codeVariableName}.lambda = ${this.lambda};`);\r\n codes.push(`${this._codeVariableName}.cascadeBlendPercentage = ${this.cascadeBlendPercentage};`);\r\n codes.push(`${this._codeVariableName}.depthClamp = ${this.depthClamp};`);\r\n codes.push(`${this._codeVariableName}.autoCalcDepthBounds = ${this.autoCalcDepthBounds};`);\r\n codes.push(`${this._codeVariableName}.shadowMaxZ = ${this.shadowMaxZ};`);\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.numCascades = this.numCascades;\r\n serializationObject.debug = this.debug;\r\n serializationObject.stabilizeCascades = this.stabilizeCascades;\r\n serializationObject.lambda = this.lambda;\r\n serializationObject.cascadeBlendPercentage = this.cascadeBlendPercentage;\r\n serializationObject.depthClamp = this.depthClamp;\r\n serializationObject.autoCalcDepthBounds = this.autoCalcDepthBounds;\r\n serializationObject.shadowMaxZ = this.shadowMaxZ;\r\n return serializationObject;\r\n }\r\n\r\n public override _deserialize(serializationObject: any) {\r\n super._deserialize(serializationObject);\r\n this.numCascades = serializationObject.numCascades;\r\n this.debug = serializationObject.debug;\r\n this.stabilizeCascades = serializationObject.stabilizeCascades;\r\n this.lambda = serializationObject.lambda;\r\n this.cascadeBlendPercentage = serializationObject.cascadeBlendPercentage;\r\n this.depthClamp = serializationObject.depthClamp;\r\n this.autoCalcDepthBounds = serializationObject.autoCalcDepthBounds;\r\n this.shadowMaxZ = serializationObject.shadowMaxZ;\r\n }\r\n}\r\n\r\nRegisterClass(\"BABYLON.NodeRenderGraphCascadedShadowGeneratorBlock\", NodeRenderGraphCascadedShadowGeneratorBlock);\r\n"]}
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@@ -22,6 +22,7 @@ export class NodeRenderGraphCullObjectsBlock extends NodeRenderGraphBlock {
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super(name, frameGraph, scene);
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this.registerInput("camera", NodeRenderGraphBlockConnectionPointTypes.Camera);
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this.registerInput("objects", NodeRenderGraphBlockConnectionPointTypes.ObjectList);
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this._addDependenciesInput();
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this.registerOutput("output", NodeRenderGraphBlockConnectionPointTypes.ObjectList);
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this._frameGraphTask = new FrameGraphCullObjectsTask(this.name, frameGraph, scene);
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}
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@@ -52,16 +53,9 @@ export class NodeRenderGraphCullObjectsBlock extends NodeRenderGraphBlock {
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}
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_buildBlock(state) {
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super._buildBlock(state);
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this._frameGraphTask.name = this.name;
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this.output.value = this._frameGraphTask.outputObjectList;
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this._frameGraphTask.camera = cameraConnectedPoint.value;
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}
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const objectsConnectedPoint = this.objects.connectedPoint;
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if (objectsConnectedPoint) {
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this._frameGraphTask.objectList = objectsConnectedPoint.value;
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}
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this._frameGraphTask.camera = this.camera.connectedPoint?.value;
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this._frameGraphTask.objectList = this.objects.connectedPoint?.value;
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}
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_dumpPropertiesCode() {
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const codes = [];
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@@ -1 +1 @@
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-
{"version":3,"file":"cullObjectsBlock.js","sourceRoot":"","sources":["../../../../../../../dev/core/src/FrameGraph/Node/Blocks/Rendering/cullObjectsBlock.ts"],"names":[],"mappings":"AAEA,OAAO,EAAE,oBAAoB,EAAE,MAAM,4BAA4B,CAAC;AAClE,OAAO,EAAE,aAAa,EAAE,MAAM,4BAA4B,CAAC;AAC3D,OAAO,EAAE,wCAAwC,EAAE,MAAM,kCAAkC,CAAC;AAC5F,OAAO,EAAE,yBAAyB,EAAE,MAAM,0CAA0C,CAAC;AAIrF;;GAEG;AACH,MAAM,OAAO,+BAAgC,SAAQ,oBAAoB;IAGrE;;OAEG;IACH,IAAoB,IAAI;QACpB,OAAO,IAAI,CAAC,eAAe,CAAC;IAChC,CAAC;IAED;;;;;OAKG;IACH,YAAmB,IAAY,EAAE,UAAsB,EAAE,KAAY;QACjE,KAAK,CAAC,IAAI,EAAE,UAAU,EAAE,KAAK,CAAC,CAAC;QAE/B,IAAI,CAAC,aAAa,CAAC,QAAQ,EAAE,wCAAwC,CAAC,MAAM,CAAC,CAAC;QAC9E,IAAI,CAAC,aAAa,CAAC,SAAS,EAAE,wCAAwC,CAAC,UAAU,CAAC,CAAC;
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1
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+
{"version":3,"file":"cullObjectsBlock.js","sourceRoot":"","sources":["../../../../../../../dev/core/src/FrameGraph/Node/Blocks/Rendering/cullObjectsBlock.ts"],"names":[],"mappings":"AAEA,OAAO,EAAE,oBAAoB,EAAE,MAAM,4BAA4B,CAAC;AAClE,OAAO,EAAE,aAAa,EAAE,MAAM,4BAA4B,CAAC;AAC3D,OAAO,EAAE,wCAAwC,EAAE,MAAM,kCAAkC,CAAC;AAC5F,OAAO,EAAE,yBAAyB,EAAE,MAAM,0CAA0C,CAAC;AAIrF;;GAEG;AACH,MAAM,OAAO,+BAAgC,SAAQ,oBAAoB;IAGrE;;OAEG;IACH,IAAoB,IAAI;QACpB,OAAO,IAAI,CAAC,eAAe,CAAC;IAChC,CAAC;IAED;;;;;OAKG;IACH,YAAmB,IAAY,EAAE,UAAsB,EAAE,KAAY;QACjE,KAAK,CAAC,IAAI,EAAE,UAAU,EAAE,KAAK,CAAC,CAAC;QAE/B,IAAI,CAAC,aAAa,CAAC,QAAQ,EAAE,wCAAwC,CAAC,MAAM,CAAC,CAAC;QAC9E,IAAI,CAAC,aAAa,CAAC,SAAS,EAAE,wCAAwC,CAAC,UAAU,CAAC,CAAC;QACnF,IAAI,CAAC,qBAAqB,EAAE,CAAC;QAE7B,IAAI,CAAC,cAAc,CAAC,QAAQ,EAAE,wCAAwC,CAAC,UAAU,CAAC,CAAC;QAEnF,IAAI,CAAC,eAAe,GAAG,IAAI,yBAAyB,CAAC,IAAI,CAAC,IAAI,EAAE,UAAU,EAAE,KAAK,CAAC,CAAC;IACvF,CAAC;IAED;;;OAGG;IACa,YAAY;QACxB,OAAO,iCAAiC,CAAC;IAC7C,CAAC;IAED;;OAEG;IACH,IAAW,MAAM;QACb,OAAO,IAAI,CAAC,OAAO,CAAC,CAAC,CAAC,CAAC;IAC3B,CAAC;IAED;;OAEG;IACH,IAAW,OAAO;QACd,OAAO,IAAI,CAAC,OAAO,CAAC,CAAC,CAAC,CAAC;IAC3B,CAAC;IAED;;OAEG;IACH,IAAW,MAAM;QACb,OAAO,IAAI,CAAC,QAAQ,CAAC,CAAC,CAAC,CAAC;IAC5B,CAAC;IAEkB,WAAW,CAAC,KAAgC;QAC3D,KAAK,CAAC,WAAW,CAAC,KAAK,CAAC,CAAC;QAEzB,IAAI,CAAC,MAAM,CAAC,KAAK,GAAG,IAAI,CAAC,eAAe,CAAC,gBAAgB,CAAC;QAE1D,IAAI,CAAC,eAAe,CAAC,MAAM,GAAG,IAAI,CAAC,MAAM,CAAC,cAAc,EAAE,KAAe,CAAC;QAC1E,IAAI,CAAC,eAAe,CAAC,UAAU,GAAG,IAAI,CAAC,OAAO,CAAC,cAAc,EAAE,KAA6B,CAAC;IACjG,CAAC;IAEkB,mBAAmB;QAClC,MAAM,KAAK,GAAa,EAAE,CAAC;QAC3B,OAAO,KAAK,CAAC,mBAAmB,EAAE,GAAG,KAAK,CAAC,IAAI,CAAC,IAAI,CAAC,CAAC;IAC1D,CAAC;IAEe,SAAS;QACrB,MAAM,mBAAmB,GAAG,KAAK,CAAC,SAAS,EAAE,CAAC;QAC9C,OAAO,mBAAmB,CAAC;IAC/B,CAAC;IAEe,YAAY,CAAC,mBAAwB;QACjD,KAAK,CAAC,YAAY,CAAC,mBAAmB,CAAC,CAAC;IAC5C,CAAC;CACJ;AAED,aAAa,CAAC,yCAAyC,EAAE,+BAA+B,CAAC,CAAC","sourcesContent":["// eslint-disable-next-line import/no-internal-modules\r\nimport type { NodeRenderGraphConnectionPoint, Scene, NodeRenderGraphBuildState, FrameGraph } from \"core/index\";\r\nimport { NodeRenderGraphBlock } from \"../../nodeRenderGraphBlock\";\r\nimport { RegisterClass } from \"../../../../Misc/typeStore\";\r\nimport { NodeRenderGraphBlockConnectionPointTypes } from \"../../Types/nodeRenderGraphTypes\";\r\nimport { FrameGraphCullObjectsTask } from \"../../../Tasks/Rendering/cullObjectsTask\";\r\nimport type { Camera } from \"../../../../Cameras/camera\";\r\nimport type { FrameGraphObjectList } from \"core/FrameGraph/frameGraphObjectList\";\r\n\r\n/**\r\n * Block that culls a list of objects\r\n */\r\nexport class NodeRenderGraphCullObjectsBlock extends NodeRenderGraphBlock {\r\n protected override _frameGraphTask: FrameGraphCullObjectsTask;\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 NodeRenderGraphCullObjectsBlock\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(\"camera\", NodeRenderGraphBlockConnectionPointTypes.Camera);\r\n this.registerInput(\"objects\", NodeRenderGraphBlockConnectionPointTypes.ObjectList);\r\n this._addDependenciesInput();\r\n\r\n this.registerOutput(\"output\", NodeRenderGraphBlockConnectionPointTypes.ObjectList);\r\n\r\n this._frameGraphTask = new FrameGraphCullObjectsTask(this.name, frameGraph, scene);\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 \"NodeRenderGraphCullObjectsBlock\";\r\n }\r\n\r\n /**\r\n * Gets the camera input component\r\n */\r\n public get camera(): NodeRenderGraphConnectionPoint {\r\n return this._inputs[0];\r\n }\r\n\r\n /**\r\n * Gets the objects input component\r\n */\r\n public get objects(): NodeRenderGraphConnectionPoint {\r\n return this._inputs[1];\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.output.value = this._frameGraphTask.outputObjectList;\r\n\r\n this._frameGraphTask.camera = this.camera.connectedPoint?.value as Camera;\r\n this._frameGraphTask.objectList = this.objects.connectedPoint?.value as FrameGraphObjectList;\r\n }\r\n\r\n protected override _dumpPropertiesCode() {\r\n const codes: string[] = [];\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 return serializationObject;\r\n }\r\n\r\n public override _deserialize(serializationObject: any) {\r\n super._deserialize(serializationObject);\r\n }\r\n}\r\n\r\nRegisterClass(\"BABYLON.NodeRenderGraphCullObjectsBlock\", NodeRenderGraphCullObjectsBlock);\r\n"]}
|