@babylonjs/core 7.39.1 → 7.39.2

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Files changed (159) hide show
  1. package/Cameras/arcRotateCamera.d.ts +1 -1
  2. package/Cameras/arcRotateCamera.js.map +1 -1
  3. package/Debug/directionalLightFrustumViewer.d.ts +2 -1
  4. package/Debug/directionalLightFrustumViewer.js +4 -3
  5. package/Debug/directionalLightFrustumViewer.js.map +1 -1
  6. package/Engines/Extensions/engine.multiRender.js +1 -0
  7. package/Engines/Extensions/engine.multiRender.js.map +1 -1
  8. package/Engines/abstractEngine.js +2 -2
  9. package/Engines/abstractEngine.js.map +1 -1
  10. package/Engines/constants.d.ts +8 -0
  11. package/Engines/constants.js +8 -0
  12. package/Engines/constants.js.map +1 -1
  13. package/FrameGraph/Node/Blocks/PostProcesses/blackAndWhitePostProcessBlock.js +3 -9
  14. package/FrameGraph/Node/Blocks/PostProcesses/blackAndWhitePostProcessBlock.js.map +1 -1
  15. package/FrameGraph/Node/Blocks/PostProcesses/bloomPostProcessBlock.js +3 -9
  16. package/FrameGraph/Node/Blocks/PostProcesses/bloomPostProcessBlock.js.map +1 -1
  17. package/FrameGraph/Node/Blocks/PostProcesses/blurPostProcessBlock.js +3 -9
  18. package/FrameGraph/Node/Blocks/PostProcesses/blurPostProcessBlock.js.map +1 -1
  19. package/FrameGraph/Node/Blocks/PostProcesses/circleOfConfusionPostProcessBlock.js +5 -17
  20. package/FrameGraph/Node/Blocks/PostProcesses/circleOfConfusionPostProcessBlock.js.map +1 -1
  21. package/FrameGraph/Node/Blocks/PostProcesses/depthOfFieldPostProcessBlock.js +5 -17
  22. package/FrameGraph/Node/Blocks/PostProcesses/depthOfFieldPostProcessBlock.js.map +1 -1
  23. package/FrameGraph/Node/Blocks/PostProcesses/extractHighlightsPostProcessBlock.js +3 -9
  24. package/FrameGraph/Node/Blocks/PostProcesses/extractHighlightsPostProcessBlock.js.map +1 -1
  25. package/FrameGraph/Node/Blocks/Rendering/baseObjectRendererBlock.d.ts +6 -1
  26. package/FrameGraph/Node/Blocks/Rendering/baseObjectRendererBlock.js +40 -20
  27. package/FrameGraph/Node/Blocks/Rendering/baseObjectRendererBlock.js.map +1 -1
  28. package/FrameGraph/Node/Blocks/Rendering/baseShadowGeneratorBlock.d.ts +77 -0
  29. package/FrameGraph/Node/Blocks/Rendering/baseShadowGeneratorBlock.js +250 -0
  30. package/FrameGraph/Node/Blocks/Rendering/baseShadowGeneratorBlock.js.map +1 -0
  31. package/FrameGraph/Node/Blocks/Rendering/csmShadowGeneratorBlock.d.ts +57 -0
  32. package/FrameGraph/Node/Blocks/Rendering/csmShadowGeneratorBlock.js +169 -0
  33. package/FrameGraph/Node/Blocks/Rendering/csmShadowGeneratorBlock.js.map +1 -0
  34. package/FrameGraph/Node/Blocks/Rendering/cullObjectsBlock.js +3 -9
  35. package/FrameGraph/Node/Blocks/Rendering/cullObjectsBlock.js.map +1 -1
  36. package/FrameGraph/Node/Blocks/Rendering/geometryRendererBlock.js +4 -13
  37. package/FrameGraph/Node/Blocks/Rendering/geometryRendererBlock.js.map +1 -1
  38. package/FrameGraph/Node/Blocks/Rendering/objectRendererBlock.d.ts +6 -0
  39. package/FrameGraph/Node/Blocks/Rendering/objectRendererBlock.js +27 -0
  40. package/FrameGraph/Node/Blocks/Rendering/objectRendererBlock.js.map +1 -1
  41. package/FrameGraph/Node/Blocks/Rendering/shadowGeneratorBlock.d.ts +19 -0
  42. package/FrameGraph/Node/Blocks/Rendering/shadowGeneratorBlock.js +28 -0
  43. package/FrameGraph/Node/Blocks/Rendering/shadowGeneratorBlock.js.map +1 -0
  44. package/FrameGraph/Node/Blocks/Textures/clearBlock.js +3 -9
  45. package/FrameGraph/Node/Blocks/Textures/clearBlock.js.map +1 -1
  46. package/FrameGraph/Node/Blocks/Textures/copyTextureBlock.js +3 -9
  47. package/FrameGraph/Node/Blocks/Textures/copyTextureBlock.js.map +1 -1
  48. package/FrameGraph/Node/Blocks/Textures/generateMipmapsBlock.js +2 -5
  49. package/FrameGraph/Node/Blocks/Textures/generateMipmapsBlock.js.map +1 -1
  50. package/FrameGraph/Node/Blocks/executeBlock.d.ts +29 -0
  51. package/FrameGraph/Node/Blocks/executeBlock.js +43 -0
  52. package/FrameGraph/Node/Blocks/executeBlock.js.map +1 -0
  53. package/FrameGraph/Node/Blocks/index.d.ts +4 -0
  54. package/FrameGraph/Node/Blocks/index.js +4 -0
  55. package/FrameGraph/Node/Blocks/index.js.map +1 -1
  56. package/FrameGraph/Node/Blocks/inputBlock.d.ts +7 -2
  57. package/FrameGraph/Node/Blocks/inputBlock.js +13 -0
  58. package/FrameGraph/Node/Blocks/inputBlock.js.map +1 -1
  59. package/FrameGraph/Node/Blocks/resourceContainerBlock.d.ts +55 -0
  60. package/FrameGraph/Node/Blocks/resourceContainerBlock.js +97 -0
  61. package/FrameGraph/Node/Blocks/resourceContainerBlock.js.map +1 -0
  62. package/FrameGraph/Node/Types/nodeRenderGraphTypes.d.ts +13 -10
  63. package/FrameGraph/Node/Types/nodeRenderGraphTypes.js +11 -4
  64. package/FrameGraph/Node/Types/nodeRenderGraphTypes.js.map +1 -1
  65. package/FrameGraph/Node/nodeRenderGraph.js +32 -4
  66. package/FrameGraph/Node/nodeRenderGraph.js.map +1 -1
  67. package/FrameGraph/Node/nodeRenderGraphBlock.d.ts +1 -0
  68. package/FrameGraph/Node/nodeRenderGraphBlock.js +11 -0
  69. package/FrameGraph/Node/nodeRenderGraphBlock.js.map +1 -1
  70. package/FrameGraph/Node/nodeRenderGraphBlockConnectionPoint.d.ts +18 -0
  71. package/FrameGraph/Node/nodeRenderGraphBlockConnectionPoint.js +24 -0
  72. package/FrameGraph/Node/nodeRenderGraphBlockConnectionPoint.js.map +1 -1
  73. package/FrameGraph/Passes/cullPass.d.ts +1 -1
  74. package/FrameGraph/Passes/cullPass.js.map +1 -1
  75. package/FrameGraph/Tasks/Misc/executeTask.d.ts +22 -0
  76. package/FrameGraph/Tasks/Misc/executeTask.js +28 -0
  77. package/FrameGraph/Tasks/Misc/executeTask.js.map +1 -0
  78. package/FrameGraph/Tasks/Rendering/csmShadowGeneratorTask.d.ts +72 -0
  79. package/FrameGraph/Tasks/Rendering/csmShadowGeneratorTask.js +183 -0
  80. package/FrameGraph/Tasks/Rendering/csmShadowGeneratorTask.js.map +1 -0
  81. package/FrameGraph/Tasks/Rendering/objectRendererTask.d.ts +16 -5
  82. package/FrameGraph/Tasks/Rendering/objectRendererTask.js +46 -0
  83. package/FrameGraph/Tasks/Rendering/objectRendererTask.js.map +1 -1
  84. package/FrameGraph/Tasks/Rendering/shadowGeneratorTask.d.ts +107 -0
  85. package/FrameGraph/Tasks/Rendering/shadowGeneratorTask.js +264 -0
  86. package/FrameGraph/Tasks/Rendering/shadowGeneratorTask.js.map +1 -0
  87. package/FrameGraph/Tasks/Texture/clearTextureTask.js +7 -0
  88. package/FrameGraph/Tasks/Texture/clearTextureTask.js.map +1 -1
  89. package/FrameGraph/frameGraph.d.ts +9 -0
  90. package/FrameGraph/frameGraph.js +12 -3
  91. package/FrameGraph/frameGraph.js.map +1 -1
  92. package/FrameGraph/frameGraphTextureManager.js +4 -1
  93. package/FrameGraph/frameGraphTextureManager.js.map +1 -1
  94. package/FrameGraph/index.d.ts +5 -0
  95. package/FrameGraph/index.js +5 -0
  96. package/FrameGraph/index.js.map +1 -1
  97. package/Inputs/scene.inputManager.d.ts +1 -1
  98. package/Inputs/scene.inputManager.js +8 -1
  99. package/Inputs/scene.inputManager.js.map +1 -1
  100. package/Lights/Shadows/shadowGenerator.d.ts +1 -1
  101. package/Lights/Shadows/shadowGenerator.js +2 -7
  102. package/Lights/Shadows/shadowGenerator.js.map +1 -1
  103. package/Lights/directionalLight.d.ts +5 -4
  104. package/Lights/directionalLight.js +7 -9
  105. package/Lights/directionalLight.js.map +1 -1
  106. package/Lights/shadowLight.d.ts +4 -4
  107. package/Lights/shadowLight.js +3 -2
  108. package/Lights/shadowLight.js.map +1 -1
  109. package/Lights/spotLight.d.ts +2 -2
  110. package/Lights/spotLight.js +3 -2
  111. package/Lights/spotLight.js.map +1 -1
  112. package/Loading/sceneLoader.d.ts +1 -1
  113. package/Loading/sceneLoader.js.map +1 -1
  114. package/Materials/GreasedLine/greasedLinePluginMaterial.js +1 -1
  115. package/Materials/GreasedLine/greasedLinePluginMaterial.js.map +1 -1
  116. package/Materials/PBR/pbrMetallicRoughnessMaterial.js +18 -6
  117. package/Materials/PBR/pbrMetallicRoughnessMaterial.js.map +1 -1
  118. package/Materials/PBR/pbrSpecularGlossinessMaterial.js +18 -6
  119. package/Materials/PBR/pbrSpecularGlossinessMaterial.js.map +1 -1
  120. package/Materials/Textures/renderTargetTexture.d.ts +2 -0
  121. package/Materials/Textures/renderTargetTexture.js +18 -8
  122. package/Materials/Textures/renderTargetTexture.js.map +1 -1
  123. package/Materials/material.js +3 -1
  124. package/Materials/material.js.map +1 -1
  125. package/Materials/materialPluginBase.d.ts +4 -0
  126. package/Materials/materialPluginBase.js +4 -0
  127. package/Materials/materialPluginBase.js.map +1 -1
  128. package/Maths/math.color.js.map +1 -1
  129. package/Maths/math.vector.js.map +1 -1
  130. package/Meshes/GaussianSplatting/gaussianSplattingMesh.js +1 -1
  131. package/Meshes/GaussianSplatting/gaussianSplattingMesh.js.map +1 -1
  132. package/Meshes/lattice.material.d.ts +3 -8
  133. package/Meshes/lattice.material.js.map +1 -1
  134. package/Misc/copyTextureToTexture.js +1 -1
  135. package/Misc/copyTextureToTexture.js.map +1 -1
  136. package/Misc/filesInput.d.ts +3 -1
  137. package/Misc/filesInput.js +8 -4
  138. package/Misc/filesInput.js.map +1 -1
  139. package/PostProcesses/postProcess.d.ts +2 -2
  140. package/PostProcesses/postProcess.js +4 -4
  141. package/PostProcesses/postProcess.js.map +1 -1
  142. package/PostProcesses/postProcessManager.js +1 -1
  143. package/PostProcesses/postProcessManager.js.map +1 -1
  144. package/Shaders/ShadersInclude/lightsFragmentFunctions.js +1 -1
  145. package/Shaders/ShadersInclude/lightsFragmentFunctions.js.map +1 -1
  146. package/Shaders/default.fragment.js +2 -1
  147. package/Shaders/default.fragment.js.map +1 -1
  148. package/Shaders/default.vertex.js +2 -1
  149. package/Shaders/default.vertex.js.map +1 -1
  150. package/Shaders/pbr.fragment.js +2 -1
  151. package/Shaders/pbr.fragment.js.map +1 -1
  152. package/Shaders/pbr.vertex.js +2 -1
  153. package/Shaders/pbr.vertex.js.map +1 -1
  154. package/XR/webXRCamera.js +3 -0
  155. package/XR/webXRCamera.js.map +1 -1
  156. package/package.json +1 -1
  157. package/scene.d.ts +7 -0
  158. package/scene.js +10 -1
  159. package/scene.js.map +1 -1
@@ -1 +1 @@
1
- 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eslint-disable-next-line import/no-internal-modules\r\nimport type { NodeRenderGraphConnectionPoint, Scene, NodeRenderGraphBuildState, FrameGraphTextureHandle, FrameGraph, Camera } from \"core/index\";\r\nimport { NodeRenderGraphBlock } from \"../../nodeRenderGraphBlock\";\r\nimport { RegisterClass } from \"../../../../Misc/typeStore\";\r\nimport { NodeRenderGraphBlockConnectionPointTypes } from \"../../Types/nodeRenderGraphTypes\";\r\nimport { editableInPropertyPage, PropertyTypeForEdition } from \"../../../../Decorators/nodeDecorator\";\r\nimport { FrameGraphCircleOfConfusionTask } from \"core/FrameGraph/Tasks/PostProcesses/circleOfConfusionTask\";\r\nimport { ThinCircleOfConfusionPostProcess } from \"core/PostProcesses/thinCircleOfConfusionPostProcess\";\r\n\r\n/**\r\n * Block that implements the circle of confusion post process\r\n */\r\nexport class NodeRenderGraphCircleOfConfusionPostProcessBlock extends NodeRenderGraphBlock {\r\n protected override _frameGraphTask: FrameGraphCircleOfConfusionTask;\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 NodeRenderGraphCircleOfConfusionPostProcessBlock\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(\"source\", NodeRenderGraphBlockConnectionPointTypes.Texture);\r\n this.registerInput(\"geomViewDepth\", NodeRenderGraphBlockConnectionPointTypes.TextureViewDepth);\r\n this.registerInput(\"destination\", NodeRenderGraphBlockConnectionPointTypes.Texture, true);\r\n this.registerInput(\"camera\", NodeRenderGraphBlockConnectionPointTypes.Camera);\r\n this.registerOutput(\"output\", NodeRenderGraphBlockConnectionPointTypes.BasedOnInput);\r\n\r\n this.source.addAcceptedConnectionPointTypes(NodeRenderGraphBlockConnectionPointTypes.TextureAllButBackBuffer);\r\n this.destination.addAcceptedConnectionPointTypes(NodeRenderGraphBlockConnectionPointTypes.TextureAll);\r\n this.output._typeConnectionSource = () => {\r\n return this.destination.isConnected ? this.destination : this.source;\r\n };\r\n\r\n this._frameGraphTask = new FrameGraphCircleOfConfusionTask(\r\n this.name,\r\n frameGraph,\r\n new ThinCircleOfConfusionPostProcess(name, scene.getEngine(), { depthNotNormalized: true })\r\n );\r\n }\r\n\r\n /** Sampling mode used to sample from the source texture */\r\n @editableInPropertyPage(\"Source sampling mode\", PropertyTypeForEdition.SamplingMode, \"PROPERTIES\")\r\n public get sourceSamplingMode() {\r\n return this._frameGraphTask.sourceSamplingMode;\r\n }\r\n\r\n public set sourceSamplingMode(value: number) {\r\n this._frameGraphTask.sourceSamplingMode = value;\r\n }\r\n\r\n /** Sampling mode used to sample from the depth texture */\r\n @editableInPropertyPage(\"Depth sampling mode\", PropertyTypeForEdition.SamplingMode, \"PROPERTIES\")\r\n public get depthSamplingMode() {\r\n return this._frameGraphTask.depthSamplingMode;\r\n }\r\n\r\n public set depthSamplingMode(value: number) {\r\n this._frameGraphTask.depthSamplingMode = value;\r\n }\r\n\r\n /** Max lens size in scene units/1000 (eg. millimeter). Standard cameras are 50mm. The diameter of the resulting aperture can be computed by lensSize/fStop. */\r\n @editableInPropertyPage(\"Lens size\", PropertyTypeForEdition.Float, \"PROPERTIES\")\r\n public get lensSize(): number {\r\n return this._frameGraphTask.postProcess.lensSize;\r\n }\r\n\r\n public set lensSize(value: number) {\r\n this._frameGraphTask.postProcess.lensSize = value;\r\n }\r\n\r\n /** F-Stop of the effect's camera. The diameter of the resulting aperture can be computed by lensSize/fStop */\r\n @editableInPropertyPage(\"F-Stop\", PropertyTypeForEdition.Float, \"PROPERTIES\")\r\n public get fStop(): number {\r\n return this._frameGraphTask.postProcess.fStop;\r\n }\r\n\r\n public set fStop(value: number) {\r\n this._frameGraphTask.postProcess.fStop = value;\r\n }\r\n\r\n /** Distance away from the camera to focus on in scene units/1000 (eg. millimeter) */\r\n @editableInPropertyPage(\"Focus distance\", PropertyTypeForEdition.Float, \"PROPERTIES\")\r\n public get focusDistance(): number {\r\n return this._frameGraphTask.postProcess.focusDistance;\r\n }\r\n\r\n public set focusDistance(value: number) {\r\n this._frameGraphTask.postProcess.focusDistance = value;\r\n }\r\n\r\n /** Focal length of the effect's camera in scene units/1000 (eg. millimeter) */\r\n @editableInPropertyPage(\"Focal length\", PropertyTypeForEdition.Float, \"PROPERTIES\")\r\n public get focalLength(): number {\r\n return this._frameGraphTask.postProcess.focalLength;\r\n }\r\n\r\n public set focalLength(value: number) {\r\n this._frameGraphTask.postProcess.focalLength = 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 \"NodeRenderGraphCircleOfConfusionPostProcessBlock\";\r\n }\r\n\r\n /**\r\n * Gets the source input component\r\n */\r\n public get source(): NodeRenderGraphConnectionPoint {\r\n return this._inputs[0];\r\n }\r\n\r\n /**\r\n * Gets the geometry view depth input component\r\n */\r\n public get geomViewDepth(): NodeRenderGraphConnectionPoint {\r\n return this._inputs[1];\r\n }\r\n\r\n /**\r\n * Gets the destination input component\r\n */\r\n public get destination(): NodeRenderGraphConnectionPoint {\r\n return this._inputs[2];\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[3];\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.output.value = this._frameGraphTask.outputTexture;\r\n\r\n const sourceConnectedPoint = this.source.connectedPoint;\r\n if (sourceConnectedPoint) {\r\n this._frameGraphTask.sourceTexture = sourceConnectedPoint.value as FrameGraphTextureHandle;\r\n }\r\n\r\n const geomViewDepthConnectedPoint = this.geomViewDepth.connectedPoint;\r\n if (geomViewDepthConnectedPoint) {\r\n this._frameGraphTask.depthTexture = geomViewDepthConnectedPoint.value as FrameGraphTextureHandle;\r\n }\r\n\r\n const destinationConnectedPoint = this.destination.connectedPoint;\r\n if (destinationConnectedPoint) {\r\n this._frameGraphTask.destinationTexture = destinationConnectedPoint.value as FrameGraphTextureHandle;\r\n }\r\n\r\n const cameraConnectedPoint = this.camera.connectedPoint;\r\n if (cameraConnectedPoint) {\r\n this._frameGraphTask.camera = cameraConnectedPoint.value as Camera;\r\n }\r\n }\r\n\r\n protected override _dumpPropertiesCode() {\r\n const codes: string[] = [];\r\n codes.push(`${this._codeVariableName}.lensSize = ${this.lensSize};`);\r\n codes.push(`${this._codeVariableName}.fStop = ${this.fStop};`);\r\n codes.push(`${this._codeVariableName}.focusDistance = ${this.focusDistance};`);\r\n codes.push(`${this._codeVariableName}.focalLength = ${this.focalLength};`);\r\n codes.push(`${this._codeVariableName}.sourceSamplingMode = ${this.sourceSamplingMode};`);\r\n codes.push(`${this._codeVariableName}.depthSamplingMode = ${this.depthSamplingMode};`);\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.lensSize = this.lensSize;\r\n serializationObject.fStop = this.fStop;\r\n serializationObject.focusDistance = this.focusDistance;\r\n serializationObject.focalLength = this.focalLength;\r\n serializationObject.sourceSamplingMode = this.sourceSamplingMode;\r\n serializationObject.depthSamplingMode = this.depthSamplingMode;\r\n return serializationObject;\r\n }\r\n\r\n public override _deserialize(serializationObject: any) {\r\n super._deserialize(serializationObject);\r\n this.lensSize = serializationObject.lensSize;\r\n this.fStop = serializationObject.fStop;\r\n this.focusDistance = serializationObject.focusDistance;\r\n this.focalLength = serializationObject.focalLength;\r\n this.sourceSamplingMode = serializationObject.sourceSamplingMode;\r\n this.depthSamplingMode = serializationObject.depthSamplingMode;\r\n }\r\n}\r\n\r\nRegisterClass(\"BABYLON.NodeRenderGraphCircleOfConfusionPostProcessBlock\", NodeRenderGraphCircleOfConfusionPostProcessBlock);\r\n"]}
1
+ 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eslint-disable-next-line import/no-internal-modules\r\nimport type { NodeRenderGraphConnectionPoint, Scene, NodeRenderGraphBuildState, FrameGraphTextureHandle, FrameGraph, Camera } from \"core/index\";\r\nimport { NodeRenderGraphBlock } from \"../../nodeRenderGraphBlock\";\r\nimport { RegisterClass } from \"../../../../Misc/typeStore\";\r\nimport { NodeRenderGraphBlockConnectionPointTypes } from \"../../Types/nodeRenderGraphTypes\";\r\nimport { editableInPropertyPage, PropertyTypeForEdition } from \"../../../../Decorators/nodeDecorator\";\r\nimport { FrameGraphCircleOfConfusionTask } from \"core/FrameGraph/Tasks/PostProcesses/circleOfConfusionTask\";\r\nimport { ThinCircleOfConfusionPostProcess } from \"core/PostProcesses/thinCircleOfConfusionPostProcess\";\r\n\r\n/**\r\n * Block that implements the circle of confusion post process\r\n */\r\nexport class NodeRenderGraphCircleOfConfusionPostProcessBlock extends NodeRenderGraphBlock {\r\n protected override _frameGraphTask: FrameGraphCircleOfConfusionTask;\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 NodeRenderGraphCircleOfConfusionPostProcessBlock\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(\"source\", NodeRenderGraphBlockConnectionPointTypes.Texture);\r\n this.registerInput(\"geomViewDepth\", NodeRenderGraphBlockConnectionPointTypes.TextureViewDepth);\r\n this.registerInput(\"destination\", NodeRenderGraphBlockConnectionPointTypes.Texture, true);\r\n this.registerInput(\"camera\", NodeRenderGraphBlockConnectionPointTypes.Camera);\r\n this._addDependenciesInput();\r\n this.registerOutput(\"output\", NodeRenderGraphBlockConnectionPointTypes.BasedOnInput);\r\n\r\n this.source.addAcceptedConnectionPointTypes(NodeRenderGraphBlockConnectionPointTypes.TextureAllButBackBuffer);\r\n this.destination.addAcceptedConnectionPointTypes(NodeRenderGraphBlockConnectionPointTypes.TextureAll);\r\n this.output._typeConnectionSource = () => {\r\n return this.destination.isConnected ? this.destination : this.source;\r\n };\r\n\r\n this._frameGraphTask = new FrameGraphCircleOfConfusionTask(\r\n this.name,\r\n frameGraph,\r\n new ThinCircleOfConfusionPostProcess(name, scene.getEngine(), { depthNotNormalized: true })\r\n );\r\n }\r\n\r\n /** Sampling mode used to sample from the source texture */\r\n @editableInPropertyPage(\"Source sampling mode\", PropertyTypeForEdition.SamplingMode, \"PROPERTIES\")\r\n public get sourceSamplingMode() {\r\n return this._frameGraphTask.sourceSamplingMode;\r\n }\r\n\r\n public set sourceSamplingMode(value: number) {\r\n this._frameGraphTask.sourceSamplingMode = value;\r\n }\r\n\r\n /** Sampling mode used to sample from the depth texture */\r\n @editableInPropertyPage(\"Depth sampling mode\", PropertyTypeForEdition.SamplingMode, \"PROPERTIES\")\r\n public get depthSamplingMode() {\r\n return this._frameGraphTask.depthSamplingMode;\r\n }\r\n\r\n public set depthSamplingMode(value: number) {\r\n this._frameGraphTask.depthSamplingMode = value;\r\n }\r\n\r\n /** Max lens size in scene units/1000 (eg. millimeter). Standard cameras are 50mm. The diameter of the resulting aperture can be computed by lensSize/fStop. */\r\n @editableInPropertyPage(\"Lens size\", PropertyTypeForEdition.Float, \"PROPERTIES\")\r\n public get lensSize(): number {\r\n return this._frameGraphTask.postProcess.lensSize;\r\n }\r\n\r\n public set lensSize(value: number) {\r\n this._frameGraphTask.postProcess.lensSize = value;\r\n }\r\n\r\n /** F-Stop of the effect's camera. The diameter of the resulting aperture can be computed by lensSize/fStop */\r\n @editableInPropertyPage(\"F-Stop\", PropertyTypeForEdition.Float, \"PROPERTIES\")\r\n public get fStop(): number {\r\n return this._frameGraphTask.postProcess.fStop;\r\n }\r\n\r\n public set fStop(value: number) {\r\n this._frameGraphTask.postProcess.fStop = value;\r\n }\r\n\r\n /** Distance away from the camera to focus on in scene units/1000 (eg. millimeter) */\r\n @editableInPropertyPage(\"Focus distance\", PropertyTypeForEdition.Float, \"PROPERTIES\")\r\n public get focusDistance(): number {\r\n return this._frameGraphTask.postProcess.focusDistance;\r\n }\r\n\r\n public set focusDistance(value: number) {\r\n this._frameGraphTask.postProcess.focusDistance = value;\r\n }\r\n\r\n /** Focal length of the effect's camera in scene units/1000 (eg. millimeter) */\r\n @editableInPropertyPage(\"Focal length\", PropertyTypeForEdition.Float, \"PROPERTIES\")\r\n public get focalLength(): number {\r\n return this._frameGraphTask.postProcess.focalLength;\r\n }\r\n\r\n public set focalLength(value: number) {\r\n this._frameGraphTask.postProcess.focalLength = 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 \"NodeRenderGraphCircleOfConfusionPostProcessBlock\";\r\n }\r\n\r\n /**\r\n * Gets the source input component\r\n */\r\n public get source(): NodeRenderGraphConnectionPoint {\r\n return this._inputs[0];\r\n }\r\n\r\n /**\r\n * Gets the geometry view depth input component\r\n */\r\n public get geomViewDepth(): NodeRenderGraphConnectionPoint {\r\n return this._inputs[1];\r\n }\r\n\r\n /**\r\n * Gets the destination input component\r\n */\r\n public get destination(): NodeRenderGraphConnectionPoint {\r\n return this._inputs[2];\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[3];\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.outputTexture;\r\n\r\n this._frameGraphTask.sourceTexture = this.source.connectedPoint?.value as FrameGraphTextureHandle;\r\n this._frameGraphTask.depthTexture = this.geomViewDepth.connectedPoint?.value as FrameGraphTextureHandle;\r\n this._frameGraphTask.destinationTexture = this.destination.connectedPoint?.value as FrameGraphTextureHandle;\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}.lensSize = ${this.lensSize};`);\r\n codes.push(`${this._codeVariableName}.fStop = ${this.fStop};`);\r\n codes.push(`${this._codeVariableName}.focusDistance = ${this.focusDistance};`);\r\n codes.push(`${this._codeVariableName}.focalLength = ${this.focalLength};`);\r\n codes.push(`${this._codeVariableName}.sourceSamplingMode = ${this.sourceSamplingMode};`);\r\n codes.push(`${this._codeVariableName}.depthSamplingMode = ${this.depthSamplingMode};`);\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.lensSize = this.lensSize;\r\n serializationObject.fStop = this.fStop;\r\n serializationObject.focusDistance = this.focusDistance;\r\n serializationObject.focalLength = this.focalLength;\r\n serializationObject.sourceSamplingMode = this.sourceSamplingMode;\r\n serializationObject.depthSamplingMode = this.depthSamplingMode;\r\n return serializationObject;\r\n }\r\n\r\n public override _deserialize(serializationObject: any) {\r\n super._deserialize(serializationObject);\r\n this.lensSize = serializationObject.lensSize;\r\n this.fStop = serializationObject.fStop;\r\n this.focusDistance = serializationObject.focusDistance;\r\n this.focalLength = serializationObject.focalLength;\r\n this.sourceSamplingMode = serializationObject.sourceSamplingMode;\r\n this.depthSamplingMode = serializationObject.depthSamplingMode;\r\n }\r\n}\r\n\r\nRegisterClass(\"BABYLON.NodeRenderGraphCircleOfConfusionPostProcessBlock\", NodeRenderGraphCircleOfConfusionPostProcessBlock);\r\n"]}
@@ -29,6 +29,7 @@ export class NodeRenderGraphDepthOfFieldPostProcessBlock extends NodeRenderGraph
29
29
  this.registerInput("geomViewDepth", NodeRenderGraphBlockConnectionPointTypes.TextureViewDepth);
30
30
  this.registerInput("destination", NodeRenderGraphBlockConnectionPointTypes.Texture, true);
31
31
  this.registerInput("camera", NodeRenderGraphBlockConnectionPointTypes.Camera);
32
+ this._addDependenciesInput();
32
33
  this.registerOutput("output", NodeRenderGraphBlockConnectionPointTypes.BasedOnInput);
33
34
  this.source.addAcceptedConnectionPointTypes(NodeRenderGraphBlockConnectionPointTypes.TextureAllButBackBuffer);
34
35
  this.destination.addAcceptedConnectionPointTypes(NodeRenderGraphBlockConnectionPointTypes.TextureAll);
@@ -149,24 +150,11 @@ export class NodeRenderGraphDepthOfFieldPostProcessBlock extends NodeRenderGraph
149
150
  }
150
151
  _buildBlock(state) {
151
152
  super._buildBlock(state);
152
- this._frameGraphTask.name = this.name;
153
153
  this.output.value = this._frameGraphTask.outputTexture;
154
- const sourceConnectedPoint = this.source.connectedPoint;
155
- if (sourceConnectedPoint) {
156
- this._frameGraphTask.sourceTexture = sourceConnectedPoint.value;
157
- }
158
- const geomViewDepthConnectedPoint = this.geomViewDepth.connectedPoint;
159
- if (geomViewDepthConnectedPoint) {
160
- this._frameGraphTask.depthTexture = geomViewDepthConnectedPoint.value;
161
- }
162
- const destinationConnectedPoint = this.destination.connectedPoint;
163
- if (destinationConnectedPoint) {
164
- this._frameGraphTask.destinationTexture = destinationConnectedPoint.value;
165
- }
166
- const cameraConnectedPoint = this.camera.connectedPoint;
167
- if (cameraConnectedPoint) {
168
- this._frameGraphTask.camera = cameraConnectedPoint.value;
169
- }
154
+ this._frameGraphTask.sourceTexture = this.source.connectedPoint?.value;
155
+ this._frameGraphTask.depthTexture = this.geomViewDepth.connectedPoint?.value;
156
+ this._frameGraphTask.destinationTexture = this.destination.connectedPoint?.value;
157
+ this._frameGraphTask.camera = this.camera.connectedPoint?.value;
170
158
  }
171
159
  _dumpPropertiesCode() {
172
160
  const codes = [];
@@ -1 +1 @@
1
- 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eslint-disable-next-line import/no-internal-modules\r\nimport type { NodeRenderGraphConnectionPoint, Scene, NodeRenderGraphBuildState, FrameGraphTextureHandle, FrameGraph, Camera } from \"core/index\";\r\nimport { NodeRenderGraphBlock } from \"../../nodeRenderGraphBlock\";\r\nimport { RegisterClass } from \"../../../../Misc/typeStore\";\r\nimport { NodeRenderGraphBlockConnectionPointTypes } from \"../../Types/nodeRenderGraphTypes\";\r\nimport { editableInPropertyPage, PropertyTypeForEdition } from \"../../../../Decorators/nodeDecorator\";\r\nimport { FrameGraphDepthOfFieldTask } from \"../../../Tasks/PostProcesses/depthOfFieldTask\";\r\nimport { ThinDepthOfFieldEffectBlurLevel } from \"core/PostProcesses/thinDepthOfFieldEffect\";\r\n\r\n/**\r\n * Block that implements the depth of field post process\r\n */\r\nexport class NodeRenderGraphDepthOfFieldPostProcessBlock extends NodeRenderGraphBlock {\r\n protected override _frameGraphTask: FrameGraphDepthOfFieldTask;\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 NodeRenderGraphDepthOfFieldPostProcessBlock\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 * @param blurLevel The quality of the depth of field effect (default: ThinDepthOfFieldEffectBlurLevel.Low)\r\n * @param hdr If high dynamic range textures should be used (default: false)\r\n */\r\n public constructor(name: string, frameGraph: FrameGraph, scene: Scene, blurLevel: ThinDepthOfFieldEffectBlurLevel = ThinDepthOfFieldEffectBlurLevel.Low, hdr = false) {\r\n super(name, frameGraph, scene);\r\n\r\n this._additionalConstructionParameters = [blurLevel, hdr];\r\n\r\n this.registerInput(\"source\", NodeRenderGraphBlockConnectionPointTypes.Texture);\r\n this.registerInput(\"geomViewDepth\", NodeRenderGraphBlockConnectionPointTypes.TextureViewDepth);\r\n this.registerInput(\"destination\", NodeRenderGraphBlockConnectionPointTypes.Texture, true);\r\n this.registerInput(\"camera\", NodeRenderGraphBlockConnectionPointTypes.Camera);\r\n this.registerOutput(\"output\", NodeRenderGraphBlockConnectionPointTypes.BasedOnInput);\r\n\r\n this.source.addAcceptedConnectionPointTypes(NodeRenderGraphBlockConnectionPointTypes.TextureAllButBackBuffer);\r\n this.destination.addAcceptedConnectionPointTypes(NodeRenderGraphBlockConnectionPointTypes.TextureAll);\r\n this.output._typeConnectionSource = () => {\r\n return this.destination.isConnected ? this.destination : this.source;\r\n };\r\n\r\n this._frameGraphTask = new FrameGraphDepthOfFieldTask(this.name, frameGraph, scene.getEngine(), blurLevel, hdr);\r\n }\r\n\r\n private _createTask(blurLevel: ThinDepthOfFieldEffectBlurLevel, hdr: boolean) {\r\n const sourceSamplingMode = this._frameGraphTask.sourceSamplingMode;\r\n const depthSamplingMode = this._frameGraphTask.depthSamplingMode;\r\n const focalLength = this._frameGraphTask.depthOfField.focalLength;\r\n const fStop = this._frameGraphTask.depthOfField.fStop;\r\n const focusDistance = this._frameGraphTask.depthOfField.focusDistance;\r\n const lensSize = this._frameGraphTask.depthOfField.lensSize;\r\n\r\n this._frameGraphTask.dispose();\r\n\r\n this._frameGraphTask = new FrameGraphDepthOfFieldTask(this.name, this._frameGraph, this._scene.getEngine(), blurLevel, hdr);\r\n this._frameGraphTask.sourceSamplingMode = sourceSamplingMode;\r\n this._frameGraphTask.depthSamplingMode = depthSamplingMode;\r\n this._frameGraphTask.depthOfField.focalLength = focalLength;\r\n this._frameGraphTask.depthOfField.fStop = fStop;\r\n this._frameGraphTask.depthOfField.focusDistance = focusDistance;\r\n this._frameGraphTask.depthOfField.lensSize = lensSize;\r\n\r\n this._additionalConstructionParameters = [blurLevel, hdr];\r\n }\r\n\r\n /** The quality of the blur effect */\r\n @editableInPropertyPage(\"Blur level\", PropertyTypeForEdition.List, \"PROPERTIES\", {\r\n options: [\r\n { label: \"Low\", value: ThinDepthOfFieldEffectBlurLevel.Low },\r\n { label: \"Medium\", value: ThinDepthOfFieldEffectBlurLevel.Medium },\r\n { label: \"High\", value: ThinDepthOfFieldEffectBlurLevel.High },\r\n ],\r\n })\r\n public get blurLevel(): ThinDepthOfFieldEffectBlurLevel {\r\n return this._frameGraphTask.depthOfField.blurLevel;\r\n }\r\n\r\n public set blurLevel(value: ThinDepthOfFieldEffectBlurLevel) {\r\n this._createTask(value, this._frameGraphTask.hdr);\r\n }\r\n\r\n /** If high dynamic range textures should be used */\r\n @editableInPropertyPage(\"HDR\", PropertyTypeForEdition.Boolean, \"PROPERTIES\")\r\n public get hdr(): boolean {\r\n return this._frameGraphTask.hdr;\r\n }\r\n\r\n public set hdr(value: boolean) {\r\n this._createTask(this._frameGraphTask.depthOfField.blurLevel, value);\r\n }\r\n\r\n /** Sampling mode used to sample from the source texture */\r\n @editableInPropertyPage(\"Source sampling mode\", PropertyTypeForEdition.SamplingMode, \"PROPERTIES\")\r\n public get sourceSamplingMode() {\r\n return this._frameGraphTask.sourceSamplingMode;\r\n }\r\n\r\n public set sourceSamplingMode(value: number) {\r\n this._frameGraphTask.sourceSamplingMode = value;\r\n }\r\n\r\n /** Sampling mode used to sample from the depth texture */\r\n @editableInPropertyPage(\"Depth sampling mode\", PropertyTypeForEdition.SamplingMode, \"PROPERTIES\")\r\n public get depthSamplingMode() {\r\n return this._frameGraphTask.depthSamplingMode;\r\n }\r\n\r\n public set depthSamplingMode(value: number) {\r\n this._frameGraphTask.depthSamplingMode = value;\r\n }\r\n\r\n /** The focal the length of the camera used in the effect in scene units/1000 (eg. millimeter). */\r\n @editableInPropertyPage(\"Focal length\", PropertyTypeForEdition.Float, \"PROPERTIES\")\r\n public get focalLength(): number {\r\n return this._frameGraphTask.depthOfField.focalLength;\r\n }\r\n\r\n public set focalLength(value: number) {\r\n this._frameGraphTask.depthOfField.focalLength = value;\r\n }\r\n\r\n /** F-Stop of the effect's camera. The diameter of the resulting aperture can be computed by lensSize/fStop. */\r\n @editableInPropertyPage(\"F-Stop\", PropertyTypeForEdition.Float, \"PROPERTIES\")\r\n public get fStop(): number {\r\n return this._frameGraphTask.depthOfField.fStop;\r\n }\r\n\r\n public set fStop(value: number) {\r\n this._frameGraphTask.depthOfField.fStop = value;\r\n }\r\n\r\n /** Distance away from the camera to focus on in scene units/1000 (eg. millimeter). */\r\n @editableInPropertyPage(\"Focus distance\", PropertyTypeForEdition.Float, \"PROPERTIES\")\r\n public get focusDistance(): number {\r\n return this._frameGraphTask.depthOfField.focusDistance;\r\n }\r\n\r\n public set focusDistance(value: number) {\r\n this._frameGraphTask.depthOfField.focusDistance = value;\r\n }\r\n\r\n /** Max lens size in scene units/1000 (eg. millimeter). Standard cameras are 50mm. The diameter of the resulting aperture can be computed by lensSize/fStop. */\r\n @editableInPropertyPage(\"Lens size\", PropertyTypeForEdition.Float, \"PROPERTIES\")\r\n public get lensSize(): number {\r\n return this._frameGraphTask.depthOfField.lensSize;\r\n }\r\n\r\n public set lensSize(value: number) {\r\n this._frameGraphTask.depthOfField.lensSize = 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 \"NodeRenderGraphDepthOfFieldPostProcessBlock\";\r\n }\r\n\r\n /**\r\n * Gets the source input component\r\n */\r\n public get source(): NodeRenderGraphConnectionPoint {\r\n return this._inputs[0];\r\n }\r\n\r\n /**\r\n * Gets the geometry view depth input component\r\n */\r\n public get geomViewDepth(): NodeRenderGraphConnectionPoint {\r\n return this._inputs[1];\r\n }\r\n\r\n /**\r\n * Gets the destination input component\r\n */\r\n public get destination(): NodeRenderGraphConnectionPoint {\r\n return this._inputs[2];\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[3];\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.output.value = this._frameGraphTask.outputTexture;\r\n\r\n const sourceConnectedPoint = this.source.connectedPoint;\r\n if (sourceConnectedPoint) {\r\n this._frameGraphTask.sourceTexture = sourceConnectedPoint.value as FrameGraphTextureHandle;\r\n }\r\n\r\n const geomViewDepthConnectedPoint = this.geomViewDepth.connectedPoint;\r\n if (geomViewDepthConnectedPoint) {\r\n this._frameGraphTask.depthTexture = geomViewDepthConnectedPoint.value as FrameGraphTextureHandle;\r\n }\r\n\r\n const destinationConnectedPoint = this.destination.connectedPoint;\r\n if (destinationConnectedPoint) {\r\n this._frameGraphTask.destinationTexture = destinationConnectedPoint.value as FrameGraphTextureHandle;\r\n }\r\n\r\n const cameraConnectedPoint = this.camera.connectedPoint;\r\n if (cameraConnectedPoint) {\r\n this._frameGraphTask.camera = cameraConnectedPoint.value as Camera;\r\n }\r\n }\r\n\r\n protected override _dumpPropertiesCode() {\r\n const codes: string[] = [];\r\n codes.push(`${this._codeVariableName}.lensSize = ${this.lensSize};`);\r\n codes.push(`${this._codeVariableName}.fStop = ${this.fStop};`);\r\n codes.push(`${this._codeVariableName}.focusDistance = ${this.focusDistance};`);\r\n codes.push(`${this._codeVariableName}.focalLength = ${this.focalLength};`);\r\n codes.push(`${this._codeVariableName}.sourceSamplingMode = ${this.sourceSamplingMode};`);\r\n codes.push(`${this._codeVariableName}.depthSamplingMode = ${this.depthSamplingMode};`);\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.lensSize = this.lensSize;\r\n serializationObject.fStop = this.fStop;\r\n serializationObject.focusDistance = this.focusDistance;\r\n serializationObject.focalLength = this.focalLength;\r\n serializationObject.sourceSamplingMode = this.sourceSamplingMode;\r\n serializationObject.depthSamplingMode = this.depthSamplingMode;\r\n return serializationObject;\r\n }\r\n\r\n public override _deserialize(serializationObject: any) {\r\n super._deserialize(serializationObject);\r\n this.lensSize = serializationObject.lensSize;\r\n this.fStop = serializationObject.fStop;\r\n this.focusDistance = serializationObject.focusDistance;\r\n this.focalLength = serializationObject.focalLength;\r\n this.sourceSamplingMode = serializationObject.sourceSamplingMode;\r\n this.depthSamplingMode = serializationObject.depthSamplingMode;\r\n }\r\n}\r\n\r\nRegisterClass(\"BABYLON.NodeRenderGraphDepthOfFieldPostProcessBlock\", NodeRenderGraphDepthOfFieldPostProcessBlock);\r\n"]}
1
+ 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eslint-disable-next-line import/no-internal-modules\r\nimport type { NodeRenderGraphConnectionPoint, Scene, NodeRenderGraphBuildState, FrameGraphTextureHandle, FrameGraph, Camera } from \"core/index\";\r\nimport { NodeRenderGraphBlock } from \"../../nodeRenderGraphBlock\";\r\nimport { RegisterClass } from \"../../../../Misc/typeStore\";\r\nimport { NodeRenderGraphBlockConnectionPointTypes } from \"../../Types/nodeRenderGraphTypes\";\r\nimport { editableInPropertyPage, PropertyTypeForEdition } from \"../../../../Decorators/nodeDecorator\";\r\nimport { FrameGraphDepthOfFieldTask } from \"../../../Tasks/PostProcesses/depthOfFieldTask\";\r\nimport { ThinDepthOfFieldEffectBlurLevel } from \"core/PostProcesses/thinDepthOfFieldEffect\";\r\n\r\n/**\r\n * Block that implements the depth of field post process\r\n */\r\nexport class NodeRenderGraphDepthOfFieldPostProcessBlock extends NodeRenderGraphBlock {\r\n protected override _frameGraphTask: FrameGraphDepthOfFieldTask;\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 NodeRenderGraphDepthOfFieldPostProcessBlock\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 * @param blurLevel The quality of the depth of field effect (default: ThinDepthOfFieldEffectBlurLevel.Low)\r\n * @param hdr If high dynamic range textures should be used (default: false)\r\n */\r\n public constructor(name: string, frameGraph: FrameGraph, scene: Scene, blurLevel: ThinDepthOfFieldEffectBlurLevel = ThinDepthOfFieldEffectBlurLevel.Low, hdr = false) {\r\n super(name, frameGraph, scene);\r\n\r\n this._additionalConstructionParameters = [blurLevel, hdr];\r\n\r\n this.registerInput(\"source\", NodeRenderGraphBlockConnectionPointTypes.Texture);\r\n this.registerInput(\"geomViewDepth\", NodeRenderGraphBlockConnectionPointTypes.TextureViewDepth);\r\n this.registerInput(\"destination\", NodeRenderGraphBlockConnectionPointTypes.Texture, true);\r\n this.registerInput(\"camera\", NodeRenderGraphBlockConnectionPointTypes.Camera);\r\n this._addDependenciesInput();\r\n this.registerOutput(\"output\", NodeRenderGraphBlockConnectionPointTypes.BasedOnInput);\r\n\r\n this.source.addAcceptedConnectionPointTypes(NodeRenderGraphBlockConnectionPointTypes.TextureAllButBackBuffer);\r\n this.destination.addAcceptedConnectionPointTypes(NodeRenderGraphBlockConnectionPointTypes.TextureAll);\r\n this.output._typeConnectionSource = () => {\r\n return this.destination.isConnected ? this.destination : this.source;\r\n };\r\n\r\n this._frameGraphTask = new FrameGraphDepthOfFieldTask(this.name, frameGraph, scene.getEngine(), blurLevel, hdr);\r\n }\r\n\r\n private _createTask(blurLevel: ThinDepthOfFieldEffectBlurLevel, hdr: boolean) {\r\n const sourceSamplingMode = this._frameGraphTask.sourceSamplingMode;\r\n const depthSamplingMode = this._frameGraphTask.depthSamplingMode;\r\n const focalLength = this._frameGraphTask.depthOfField.focalLength;\r\n const fStop = this._frameGraphTask.depthOfField.fStop;\r\n const focusDistance = this._frameGraphTask.depthOfField.focusDistance;\r\n const lensSize = this._frameGraphTask.depthOfField.lensSize;\r\n\r\n this._frameGraphTask.dispose();\r\n\r\n this._frameGraphTask = new FrameGraphDepthOfFieldTask(this.name, this._frameGraph, this._scene.getEngine(), blurLevel, hdr);\r\n this._frameGraphTask.sourceSamplingMode = sourceSamplingMode;\r\n this._frameGraphTask.depthSamplingMode = depthSamplingMode;\r\n this._frameGraphTask.depthOfField.focalLength = focalLength;\r\n this._frameGraphTask.depthOfField.fStop = fStop;\r\n this._frameGraphTask.depthOfField.focusDistance = focusDistance;\r\n this._frameGraphTask.depthOfField.lensSize = lensSize;\r\n\r\n this._additionalConstructionParameters = [blurLevel, hdr];\r\n }\r\n\r\n /** The quality of the blur effect */\r\n @editableInPropertyPage(\"Blur level\", PropertyTypeForEdition.List, \"PROPERTIES\", {\r\n options: [\r\n { label: \"Low\", value: ThinDepthOfFieldEffectBlurLevel.Low },\r\n { label: \"Medium\", value: ThinDepthOfFieldEffectBlurLevel.Medium },\r\n { label: \"High\", value: ThinDepthOfFieldEffectBlurLevel.High },\r\n ],\r\n })\r\n public get blurLevel(): ThinDepthOfFieldEffectBlurLevel {\r\n return this._frameGraphTask.depthOfField.blurLevel;\r\n }\r\n\r\n public set blurLevel(value: ThinDepthOfFieldEffectBlurLevel) {\r\n this._createTask(value, this._frameGraphTask.hdr);\r\n }\r\n\r\n /** If high dynamic range textures should be used */\r\n @editableInPropertyPage(\"HDR\", PropertyTypeForEdition.Boolean, \"PROPERTIES\")\r\n public get hdr(): boolean {\r\n return this._frameGraphTask.hdr;\r\n }\r\n\r\n public set hdr(value: boolean) {\r\n this._createTask(this._frameGraphTask.depthOfField.blurLevel, value);\r\n }\r\n\r\n /** Sampling mode used to sample from the source texture */\r\n @editableInPropertyPage(\"Source sampling mode\", PropertyTypeForEdition.SamplingMode, \"PROPERTIES\")\r\n public get sourceSamplingMode() {\r\n return this._frameGraphTask.sourceSamplingMode;\r\n }\r\n\r\n public set sourceSamplingMode(value: number) {\r\n this._frameGraphTask.sourceSamplingMode = value;\r\n }\r\n\r\n /** Sampling mode used to sample from the depth texture */\r\n @editableInPropertyPage(\"Depth sampling mode\", PropertyTypeForEdition.SamplingMode, \"PROPERTIES\")\r\n public get depthSamplingMode() {\r\n return this._frameGraphTask.depthSamplingMode;\r\n }\r\n\r\n public set depthSamplingMode(value: number) {\r\n this._frameGraphTask.depthSamplingMode = value;\r\n }\r\n\r\n /** The focal the length of the camera used in the effect in scene units/1000 (eg. millimeter). */\r\n @editableInPropertyPage(\"Focal length\", PropertyTypeForEdition.Float, \"PROPERTIES\")\r\n public get focalLength(): number {\r\n return this._frameGraphTask.depthOfField.focalLength;\r\n }\r\n\r\n public set focalLength(value: number) {\r\n this._frameGraphTask.depthOfField.focalLength = value;\r\n }\r\n\r\n /** F-Stop of the effect's camera. The diameter of the resulting aperture can be computed by lensSize/fStop. */\r\n @editableInPropertyPage(\"F-Stop\", PropertyTypeForEdition.Float, \"PROPERTIES\")\r\n public get fStop(): number {\r\n return this._frameGraphTask.depthOfField.fStop;\r\n }\r\n\r\n public set fStop(value: number) {\r\n this._frameGraphTask.depthOfField.fStop = value;\r\n }\r\n\r\n /** Distance away from the camera to focus on in scene units/1000 (eg. millimeter). */\r\n @editableInPropertyPage(\"Focus distance\", PropertyTypeForEdition.Float, \"PROPERTIES\")\r\n public get focusDistance(): number {\r\n return this._frameGraphTask.depthOfField.focusDistance;\r\n }\r\n\r\n public set focusDistance(value: number) {\r\n this._frameGraphTask.depthOfField.focusDistance = value;\r\n }\r\n\r\n /** Max lens size in scene units/1000 (eg. millimeter). Standard cameras are 50mm. The diameter of the resulting aperture can be computed by lensSize/fStop. */\r\n @editableInPropertyPage(\"Lens size\", PropertyTypeForEdition.Float, \"PROPERTIES\")\r\n public get lensSize(): number {\r\n return this._frameGraphTask.depthOfField.lensSize;\r\n }\r\n\r\n public set lensSize(value: number) {\r\n this._frameGraphTask.depthOfField.lensSize = 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 \"NodeRenderGraphDepthOfFieldPostProcessBlock\";\r\n }\r\n\r\n /**\r\n * Gets the source input component\r\n */\r\n public get source(): NodeRenderGraphConnectionPoint {\r\n return this._inputs[0];\r\n }\r\n\r\n /**\r\n * Gets the geometry view depth input component\r\n */\r\n public get geomViewDepth(): NodeRenderGraphConnectionPoint {\r\n return this._inputs[1];\r\n }\r\n\r\n /**\r\n * Gets the destination input component\r\n */\r\n public get destination(): NodeRenderGraphConnectionPoint {\r\n return this._inputs[2];\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[3];\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.outputTexture;\r\n\r\n this._frameGraphTask.sourceTexture = this.source.connectedPoint?.value as FrameGraphTextureHandle;\r\n this._frameGraphTask.depthTexture = this.geomViewDepth.connectedPoint?.value as FrameGraphTextureHandle;\r\n this._frameGraphTask.destinationTexture = this.destination.connectedPoint?.value as FrameGraphTextureHandle;\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}.lensSize = ${this.lensSize};`);\r\n codes.push(`${this._codeVariableName}.fStop = ${this.fStop};`);\r\n codes.push(`${this._codeVariableName}.focusDistance = ${this.focusDistance};`);\r\n codes.push(`${this._codeVariableName}.focalLength = ${this.focalLength};`);\r\n codes.push(`${this._codeVariableName}.sourceSamplingMode = ${this.sourceSamplingMode};`);\r\n codes.push(`${this._codeVariableName}.depthSamplingMode = ${this.depthSamplingMode};`);\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.lensSize = this.lensSize;\r\n serializationObject.fStop = this.fStop;\r\n serializationObject.focusDistance = this.focusDistance;\r\n serializationObject.focalLength = this.focalLength;\r\n serializationObject.sourceSamplingMode = this.sourceSamplingMode;\r\n serializationObject.depthSamplingMode = this.depthSamplingMode;\r\n return serializationObject;\r\n }\r\n\r\n public override _deserialize(serializationObject: any) {\r\n super._deserialize(serializationObject);\r\n this.lensSize = serializationObject.lensSize;\r\n this.fStop = serializationObject.fStop;\r\n this.focusDistance = serializationObject.focusDistance;\r\n this.focalLength = serializationObject.focalLength;\r\n this.sourceSamplingMode = serializationObject.sourceSamplingMode;\r\n this.depthSamplingMode = serializationObject.depthSamplingMode;\r\n }\r\n}\r\n\r\nRegisterClass(\"BABYLON.NodeRenderGraphDepthOfFieldPostProcessBlock\", NodeRenderGraphDepthOfFieldPostProcessBlock);\r\n"]}
@@ -25,6 +25,7 @@ export class NodeRenderGraphExtractHighlightsPostProcessBlock extends NodeRender
25
25
  super(name, frameGraph, scene);
26
26
  this.registerInput("source", NodeRenderGraphBlockConnectionPointTypes.Texture);
27
27
  this.registerInput("destination", NodeRenderGraphBlockConnectionPointTypes.Texture, true);
28
+ this._addDependenciesInput();
28
29
  this.registerOutput("output", NodeRenderGraphBlockConnectionPointTypes.BasedOnInput);
29
30
  this.source.addAcceptedConnectionPointTypes(NodeRenderGraphBlockConnectionPointTypes.TextureAllButBackBuffer);
30
31
  this.destination.addAcceptedConnectionPointTypes(NodeRenderGraphBlockConnectionPointTypes.TextureAll);
@@ -74,16 +75,9 @@ export class NodeRenderGraphExtractHighlightsPostProcessBlock extends NodeRender
74
75
  }
75
76
  _buildBlock(state) {
76
77
  super._buildBlock(state);
77
- this._frameGraphTask.name = this.name;
78
78
  this.output.value = this._frameGraphTask.outputTexture; // the value of the output connection point is the "output" texture of the task
79
- const sourceConnectedPoint = this.source.connectedPoint;
80
- if (sourceConnectedPoint) {
81
- this._frameGraphTask.sourceTexture = sourceConnectedPoint.value;
82
- }
83
- const destinationConnectedPoint = this.destination.connectedPoint;
84
- if (destinationConnectedPoint) {
85
- this._frameGraphTask.destinationTexture = destinationConnectedPoint.value;
86
- }
79
+ this._frameGraphTask.sourceTexture = this.source.connectedPoint?.value;
80
+ this._frameGraphTask.destinationTexture = this.destination.connectedPoint?.value;
87
81
  }
88
82
  _dumpPropertiesCode() {
89
83
  const codes = [];
@@ -1 +1 @@
1
- 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eslint-disable-next-line import/no-internal-modules\r\nimport type { NodeRenderGraphConnectionPoint, Scene, NodeRenderGraphBuildState, FrameGraphTextureHandle, FrameGraph } from \"core/index\";\r\nimport { NodeRenderGraphBlock } from \"../../nodeRenderGraphBlock\";\r\nimport { RegisterClass } from \"../../../../Misc/typeStore\";\r\nimport { NodeRenderGraphBlockConnectionPointTypes } from \"../../Types/nodeRenderGraphTypes\";\r\nimport { editableInPropertyPage, PropertyTypeForEdition } from \"../../../../Decorators/nodeDecorator\";\r\nimport { FrameGraphExtractHighlightsTask } from \"core/FrameGraph/Tasks/PostProcesses/extractHighlightsTask\";\r\nimport { ThinExtractHighlightsPostProcess } from \"core/PostProcesses/thinExtractHighlightsPostProcess\";\r\n\r\n/**\r\n * Block that implements the extract highlights post process\r\n */\r\nexport class NodeRenderGraphExtractHighlightsPostProcessBlock extends NodeRenderGraphBlock {\r\n protected override _frameGraphTask: FrameGraphExtractHighlightsTask;\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 ExtractHighlightsPostProcessBlock\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(\"source\", NodeRenderGraphBlockConnectionPointTypes.Texture);\r\n this.registerInput(\"destination\", NodeRenderGraphBlockConnectionPointTypes.Texture, true);\r\n this.registerOutput(\"output\", NodeRenderGraphBlockConnectionPointTypes.BasedOnInput);\r\n\r\n this.source.addAcceptedConnectionPointTypes(NodeRenderGraphBlockConnectionPointTypes.TextureAllButBackBuffer);\r\n this.destination.addAcceptedConnectionPointTypes(NodeRenderGraphBlockConnectionPointTypes.TextureAll);\r\n this.output._typeConnectionSource = () => {\r\n return this.destination.isConnected ? this.destination : this.source;\r\n };\r\n\r\n this._frameGraphTask = new FrameGraphExtractHighlightsTask(this.name, frameGraph, new ThinExtractHighlightsPostProcess(name, scene.getEngine()));\r\n }\r\n\r\n /** Sampling mode used to sample from the source texture */\r\n @editableInPropertyPage(\"Source sampling mode\", PropertyTypeForEdition.SamplingMode, \"PROPERTIES\")\r\n public get sourceSamplingMode() {\r\n return this._frameGraphTask.sourceSamplingMode;\r\n }\r\n\r\n public set sourceSamplingMode(value: number) {\r\n this._frameGraphTask.sourceSamplingMode = value;\r\n }\r\n\r\n /** The luminance threshold, pixels below this value will be set to black. */\r\n @editableInPropertyPage(\"Threshold\", PropertyTypeForEdition.Float, \"PROPERTIES\", { min: 0, max: 1 })\r\n public get threshold(): number {\r\n return this._frameGraphTask.postProcess.threshold;\r\n }\r\n\r\n public set threshold(value: number) {\r\n this._frameGraphTask.postProcess.threshold = 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 \"NodeRenderGraphExtractHighlightsPostProcessBlock\";\r\n }\r\n\r\n /**\r\n * Gets the source input component\r\n */\r\n public get source(): NodeRenderGraphConnectionPoint {\r\n return this._inputs[0];\r\n }\r\n\r\n /**\r\n * Gets the destination input component\r\n */\r\n public get destination(): 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._frameGraphTask.name = this.name;\r\n\r\n this.output.value = this._frameGraphTask.outputTexture; // the value of the output connection point is the \"output\" texture of the task\r\n\r\n const sourceConnectedPoint = this.source.connectedPoint;\r\n if (sourceConnectedPoint) {\r\n this._frameGraphTask.sourceTexture = sourceConnectedPoint.value as FrameGraphTextureHandle;\r\n }\r\n\r\n const destinationConnectedPoint = this.destination.connectedPoint;\r\n if (destinationConnectedPoint) {\r\n this._frameGraphTask.destinationTexture = destinationConnectedPoint.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}.threshold = ${this.threshold};`);\r\n codes.push(`${this._codeVariableName}.sourceSamplingMode = ${this.sourceSamplingMode};`);\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.threshold = this.threshold;\r\n serializationObject.sourceSamplingMode = this.sourceSamplingMode;\r\n return serializationObject;\r\n }\r\n\r\n public override _deserialize(serializationObject: any) {\r\n super._deserialize(serializationObject);\r\n this.threshold = serializationObject.threshold;\r\n this.sourceSamplingMode = serializationObject.sourceSamplingMode;\r\n }\r\n}\r\n\r\nRegisterClass(\"BABYLON.NodeRenderGraphExtractHighlightsPostProcessBlock\", NodeRenderGraphExtractHighlightsPostProcessBlock);\r\n"]}
1
+ 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eslint-disable-next-line import/no-internal-modules\r\nimport type { NodeRenderGraphConnectionPoint, Scene, NodeRenderGraphBuildState, FrameGraphTextureHandle, FrameGraph } from \"core/index\";\r\nimport { NodeRenderGraphBlock } from \"../../nodeRenderGraphBlock\";\r\nimport { RegisterClass } from \"../../../../Misc/typeStore\";\r\nimport { NodeRenderGraphBlockConnectionPointTypes } from \"../../Types/nodeRenderGraphTypes\";\r\nimport { editableInPropertyPage, PropertyTypeForEdition } from \"../../../../Decorators/nodeDecorator\";\r\nimport { FrameGraphExtractHighlightsTask } from \"core/FrameGraph/Tasks/PostProcesses/extractHighlightsTask\";\r\nimport { ThinExtractHighlightsPostProcess } from \"core/PostProcesses/thinExtractHighlightsPostProcess\";\r\n\r\n/**\r\n * Block that implements the extract highlights post process\r\n */\r\nexport class NodeRenderGraphExtractHighlightsPostProcessBlock extends NodeRenderGraphBlock {\r\n protected override _frameGraphTask: FrameGraphExtractHighlightsTask;\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 ExtractHighlightsPostProcessBlock\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(\"source\", NodeRenderGraphBlockConnectionPointTypes.Texture);\r\n this.registerInput(\"destination\", NodeRenderGraphBlockConnectionPointTypes.Texture, true);\r\n this._addDependenciesInput();\r\n this.registerOutput(\"output\", NodeRenderGraphBlockConnectionPointTypes.BasedOnInput);\r\n\r\n this.source.addAcceptedConnectionPointTypes(NodeRenderGraphBlockConnectionPointTypes.TextureAllButBackBuffer);\r\n this.destination.addAcceptedConnectionPointTypes(NodeRenderGraphBlockConnectionPointTypes.TextureAll);\r\n this.output._typeConnectionSource = () => {\r\n return this.destination.isConnected ? this.destination : this.source;\r\n };\r\n\r\n this._frameGraphTask = new FrameGraphExtractHighlightsTask(this.name, frameGraph, new ThinExtractHighlightsPostProcess(name, scene.getEngine()));\r\n }\r\n\r\n /** Sampling mode used to sample from the source texture */\r\n @editableInPropertyPage(\"Source sampling mode\", PropertyTypeForEdition.SamplingMode, \"PROPERTIES\")\r\n public get sourceSamplingMode() {\r\n return this._frameGraphTask.sourceSamplingMode;\r\n }\r\n\r\n public set sourceSamplingMode(value: number) {\r\n this._frameGraphTask.sourceSamplingMode = value;\r\n }\r\n\r\n /** The luminance threshold, pixels below this value will be set to black. */\r\n @editableInPropertyPage(\"Threshold\", PropertyTypeForEdition.Float, \"PROPERTIES\", { min: 0, max: 1 })\r\n public get threshold(): number {\r\n return this._frameGraphTask.postProcess.threshold;\r\n }\r\n\r\n public set threshold(value: number) {\r\n this._frameGraphTask.postProcess.threshold = 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 \"NodeRenderGraphExtractHighlightsPostProcessBlock\";\r\n }\r\n\r\n /**\r\n * Gets the source input component\r\n */\r\n public get source(): NodeRenderGraphConnectionPoint {\r\n return this._inputs[0];\r\n }\r\n\r\n /**\r\n * Gets the destination input component\r\n */\r\n public get destination(): 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.outputTexture; // the value of the output connection point is the \"output\" texture of the task\r\n\r\n this._frameGraphTask.sourceTexture = this.source.connectedPoint?.value as FrameGraphTextureHandle;\r\n this._frameGraphTask.destinationTexture = this.destination.connectedPoint?.value as FrameGraphTextureHandle;\r\n }\r\n\r\n protected override _dumpPropertiesCode() {\r\n const codes: string[] = [];\r\n codes.push(`${this._codeVariableName}.threshold = ${this.threshold};`);\r\n codes.push(`${this._codeVariableName}.sourceSamplingMode = ${this.sourceSamplingMode};`);\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.threshold = this.threshold;\r\n serializationObject.sourceSamplingMode = this.sourceSamplingMode;\r\n return serializationObject;\r\n }\r\n\r\n public override _deserialize(serializationObject: any) {\r\n super._deserialize(serializationObject);\r\n this.threshold = serializationObject.threshold;\r\n this.sourceSamplingMode = serializationObject.sourceSamplingMode;\r\n }\r\n}\r\n\r\nRegisterClass(\"BABYLON.NodeRenderGraphExtractHighlightsPostProcessBlock\", NodeRenderGraphExtractHighlightsPostProcessBlock);\r\n"]}
@@ -1,5 +1,6 @@
1
- import type { NodeRenderGraphConnectionPoint, Scene, NodeRenderGraphBuildState, FrameGraph, FrameGraphObjectRendererTask } from "../../../../index.js";
1
+ import type { Scene, NodeRenderGraphBuildState, FrameGraph, FrameGraphObjectRendererTask } from "../../../../index.js";
2
2
  import { NodeRenderGraphBlock } from "../../nodeRenderGraphBlock";
3
+ import { NodeRenderGraphConnectionPoint } from "../../nodeRenderGraphBlockConnectionPoint";
3
4
  /**
4
5
  * @internal
5
6
  */
@@ -47,6 +48,10 @@ export declare class NodeRenderGraphBaseObjectRendererBlock extends NodeRenderGr
47
48
  * Gets the dependencies input component
48
49
  */
49
50
  get dependencies(): NodeRenderGraphConnectionPoint;
51
+ /**
52
+ * Gets the shadowGenerators input component
53
+ */
54
+ get shadowGenerators(): NodeRenderGraphConnectionPoint;
50
55
  /**
51
56
  * Gets the output component
52
57
  */
@@ -2,6 +2,7 @@ import { __decorate } from "../../../../tslib.es6.js";
2
2
  import { NodeRenderGraphBlock } from "../../nodeRenderGraphBlock.js";
3
3
  import { NodeRenderGraphBlockConnectionPointTypes } from "../../Types/nodeRenderGraphTypes.js";
4
4
  import { editableInPropertyPage } from "../../../../Decorators/nodeDecorator.js";
5
+ import { NodeRenderGraphConnectionPoint } from "../../nodeRenderGraphBlockConnectionPoint.js";
5
6
  /**
6
7
  * @internal
7
8
  */
@@ -24,12 +25,13 @@ export class NodeRenderGraphBaseObjectRendererBlock extends NodeRenderGraphBlock
24
25
  this.registerInput("depth", NodeRenderGraphBlockConnectionPointTypes.TextureBackBufferDepthStencilAttachment, true);
25
26
  this.registerInput("camera", NodeRenderGraphBlockConnectionPointTypes.Camera);
26
27
  this.registerInput("objects", NodeRenderGraphBlockConnectionPointTypes.ObjectList);
27
- this.registerInput("dependencies", NodeRenderGraphBlockConnectionPointTypes.Texture, true);
28
+ this._addDependenciesInput();
29
+ this.registerInput("shadowGenerators", NodeRenderGraphBlockConnectionPointTypes.ShadowGenerator, true);
28
30
  this.registerOutput("output", NodeRenderGraphBlockConnectionPointTypes.BasedOnInput);
29
31
  this.registerOutput("outputDepth", NodeRenderGraphBlockConnectionPointTypes.BasedOnInput);
30
32
  this.destination.addAcceptedConnectionPointTypes(NodeRenderGraphBlockConnectionPointTypes.TextureAllButBackBufferDepthStencil);
31
33
  this.depth.addAcceptedConnectionPointTypes(NodeRenderGraphBlockConnectionPointTypes.TextureDepthStencilAttachment);
32
- this.dependencies.addAcceptedConnectionPointTypes(NodeRenderGraphBlockConnectionPointTypes.TextureAllButBackBuffer);
34
+ this.shadowGenerators.addAcceptedConnectionPointTypes(NodeRenderGraphBlockConnectionPointTypes.ResourceContainer);
33
35
  this.output._typeConnectionSource = this.destination;
34
36
  this.outputDepth._typeConnectionSource = this.depth;
35
37
  }
@@ -84,6 +86,12 @@ export class NodeRenderGraphBaseObjectRendererBlock extends NodeRenderGraphBlock
84
86
  get dependencies() {
85
87
  return this._inputs[4];
86
88
  }
89
+ /**
90
+ * Gets the shadowGenerators input component
91
+ */
92
+ get shadowGenerators() {
93
+ return this._inputs[5];
94
+ }
87
95
  /**
88
96
  * Gets the output component
89
97
  */
@@ -98,29 +106,41 @@ export class NodeRenderGraphBaseObjectRendererBlock extends NodeRenderGraphBlock
98
106
  }
99
107
  _buildBlock(state) {
100
108
  super._buildBlock(state);
101
- this._frameGraphTask.name = this.name;
102
109
  this.output.value = this._frameGraphTask.outputTexture; // the value of the output connection point is the "output" texture of the task
103
110
  this.outputDepth.value = this._frameGraphTask.outputDepthTexture; // the value of the outputDepth connection point is the "outputDepth" texture of the task
104
- const destinationConnectedPoint = this.destination.connectedPoint;
105
- if (destinationConnectedPoint) {
106
- this._frameGraphTask.destinationTexture = destinationConnectedPoint.value;
107
- }
108
- const depthConnectedPoint = this.depth.connectedPoint;
109
- if (depthConnectedPoint) {
110
- this._frameGraphTask.depthTexture = depthConnectedPoint.value;
111
- }
112
- const cameraConnectedPoint = this.camera.connectedPoint;
113
- if (cameraConnectedPoint) {
114
- this._frameGraphTask.camera = cameraConnectedPoint.value;
115
- }
116
- const objectsConnectedPoint = this.objects.connectedPoint;
117
- if (objectsConnectedPoint) {
118
- this._frameGraphTask.objectList = objectsConnectedPoint.value;
119
- }
111
+ this._frameGraphTask.destinationTexture = this.destination.connectedPoint?.value;
112
+ this._frameGraphTask.depthTexture = this.depth.connectedPoint?.value;
113
+ this._frameGraphTask.camera = this.camera.connectedPoint?.value;
114
+ this._frameGraphTask.objectList = this.objects.connectedPoint?.value;
120
115
  this._frameGraphTask.dependencies = [];
121
116
  const dependenciesConnectedPoint = this.dependencies.connectedPoint;
122
117
  if (dependenciesConnectedPoint) {
123
- this._frameGraphTask.dependencies[0] = dependenciesConnectedPoint.value;
118
+ if (dependenciesConnectedPoint.type === NodeRenderGraphBlockConnectionPointTypes.ResourceContainer) {
119
+ const container = dependenciesConnectedPoint.ownerBlock;
120
+ container.inputs.forEach((input) => {
121
+ if (input.connectedPoint && input.connectedPoint.value !== undefined && NodeRenderGraphConnectionPoint.IsTextureHandle(input.connectedPoint.value)) {
122
+ this._frameGraphTask.dependencies.push(input.connectedPoint.value);
123
+ }
124
+ });
125
+ }
126
+ else if (NodeRenderGraphConnectionPoint.IsTextureHandle(dependenciesConnectedPoint.value)) {
127
+ this._frameGraphTask.dependencies[0] = dependenciesConnectedPoint.value;
128
+ }
129
+ }
130
+ this._frameGraphTask.shadowGenerators = [];
131
+ const shadowGeneratorsConnectedPoint = this.shadowGenerators.connectedPoint;
132
+ if (shadowGeneratorsConnectedPoint) {
133
+ if (shadowGeneratorsConnectedPoint.type === NodeRenderGraphBlockConnectionPointTypes.ResourceContainer) {
134
+ const container = shadowGeneratorsConnectedPoint.ownerBlock;
135
+ container.inputs.forEach((input) => {
136
+ if (input.connectedPoint && input.connectedPoint.value !== undefined && NodeRenderGraphConnectionPoint.IsShadowGenerator(input.connectedPoint.value)) {
137
+ this._frameGraphTask.shadowGenerators.push(input.connectedPoint.value);
138
+ }
139
+ });
140
+ }
141
+ else if (NodeRenderGraphConnectionPoint.IsShadowGenerator(shadowGeneratorsConnectedPoint.value)) {
142
+ this._frameGraphTask.shadowGenerators[0] = shadowGeneratorsConnectedPoint.value;
143
+ }
124
144
  }
125
145
  }
126
146
  _dumpPropertiesCode() {
@@ -1 +1 @@
1
- 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type {\r\n NodeRenderGraphConnectionPoint,\r\n Scene,\r\n NodeRenderGraphBuildState,\r\n FrameGraph,\r\n FrameGraphTextureHandle,\r\n FrameGraphObjectList,\r\n Camera,\r\n FrameGraphObjectRendererTask,\r\n // eslint-disable-next-line import/no-internal-modules\r\n} from \"core/index\";\r\nimport { NodeRenderGraphBlock } from \"../../nodeRenderGraphBlock\";\r\nimport { NodeRenderGraphBlockConnectionPointTypes } from \"../../Types/nodeRenderGraphTypes\";\r\nimport { editableInPropertyPage, PropertyTypeForEdition } from \"../../../../Decorators/nodeDecorator\";\r\n\r\n/**\r\n * @internal\r\n */\r\nexport class NodeRenderGraphBaseObjectRendererBlock extends NodeRenderGraphBlock {\r\n protected override _frameGraphTask: FrameGraphObjectRendererTask;\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 NodeRenderGraphBaseObjectRendererBlock\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(\"destination\", NodeRenderGraphBlockConnectionPointTypes.Texture);\r\n this.registerInput(\"depth\", NodeRenderGraphBlockConnectionPointTypes.TextureBackBufferDepthStencilAttachment, true);\r\n this.registerInput(\"camera\", NodeRenderGraphBlockConnectionPointTypes.Camera);\r\n this.registerInput(\"objects\", NodeRenderGraphBlockConnectionPointTypes.ObjectList);\r\n this.registerInput(\"dependencies\", NodeRenderGraphBlockConnectionPointTypes.Texture, true);\r\n\r\n this.registerOutput(\"output\", NodeRenderGraphBlockConnectionPointTypes.BasedOnInput);\r\n this.registerOutput(\"outputDepth\", NodeRenderGraphBlockConnectionPointTypes.BasedOnInput);\r\n\r\n this.destination.addAcceptedConnectionPointTypes(NodeRenderGraphBlockConnectionPointTypes.TextureAllButBackBufferDepthStencil);\r\n this.depth.addAcceptedConnectionPointTypes(NodeRenderGraphBlockConnectionPointTypes.TextureDepthStencilAttachment);\r\n this.dependencies.addAcceptedConnectionPointTypes(NodeRenderGraphBlockConnectionPointTypes.TextureAllButBackBuffer);\r\n\r\n this.output._typeConnectionSource = this.destination;\r\n this.outputDepth._typeConnectionSource = this.depth;\r\n }\r\n\r\n /** Indicates if depth testing must be enabled or disabled */\r\n @editableInPropertyPage(\"Depth test\", PropertyTypeForEdition.Boolean, \"PROPERTIES\")\r\n public get depthTest() {\r\n return this._frameGraphTask.depthTest;\r\n }\r\n\r\n public set depthTest(value: boolean) {\r\n this._frameGraphTask.depthTest = value;\r\n }\r\n\r\n /** Indicates if depth writing must be enabled or disabled */\r\n @editableInPropertyPage(\"Depth write\", PropertyTypeForEdition.Boolean, \"PROPERTIES\")\r\n public get depthWrite() {\r\n return this._frameGraphTask.depthWrite;\r\n }\r\n\r\n public set depthWrite(value: boolean) {\r\n this._frameGraphTask.depthWrite = 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 \"NodeRenderGraphBaseObjectRendererBlock\";\r\n }\r\n\r\n /**\r\n * Gets the destination texture input component\r\n */\r\n public get destination(): NodeRenderGraphConnectionPoint {\r\n return this._inputs[0];\r\n }\r\n\r\n /**\r\n * Gets the depth texture input component\r\n */\r\n public get depth(): NodeRenderGraphConnectionPoint {\r\n return this._inputs[1];\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 /**\r\n * Gets the objects input component\r\n */\r\n public get objects(): NodeRenderGraphConnectionPoint {\r\n return this._inputs[3];\r\n }\r\n\r\n /**\r\n * Gets the dependencies input component\r\n */\r\n public get dependencies(): NodeRenderGraphConnectionPoint {\r\n return this._inputs[4];\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 /**\r\n * Gets the output depth component\r\n */\r\n public get outputDepth(): 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.name = this.name;\r\n\r\n this.output.value = this._frameGraphTask.outputTexture; // the value of the output connection point is the \"output\" texture of the task\r\n\r\n this.outputDepth.value = this._frameGraphTask.outputDepthTexture; // the value of the outputDepth connection point is the \"outputDepth\" texture of the task\r\n\r\n const destinationConnectedPoint = this.destination.connectedPoint;\r\n if (destinationConnectedPoint) {\r\n this._frameGraphTask.destinationTexture = destinationConnectedPoint.value as FrameGraphTextureHandle;\r\n }\r\n\r\n const depthConnectedPoint = this.depth.connectedPoint;\r\n if (depthConnectedPoint) {\r\n this._frameGraphTask.depthTexture = depthConnectedPoint.value as FrameGraphTextureHandle;\r\n }\r\n\r\n const cameraConnectedPoint = this.camera.connectedPoint;\r\n if (cameraConnectedPoint) {\r\n this._frameGraphTask.camera = cameraConnectedPoint.value as Camera;\r\n }\r\n\r\n const objectsConnectedPoint = this.objects.connectedPoint;\r\n if (objectsConnectedPoint) {\r\n this._frameGraphTask.objectList = objectsConnectedPoint.value as FrameGraphObjectList;\r\n }\r\n\r\n this._frameGraphTask.dependencies = [];\r\n\r\n const dependenciesConnectedPoint = this.dependencies.connectedPoint;\r\n if (dependenciesConnectedPoint) {\r\n this._frameGraphTask.dependencies[0] = dependenciesConnectedPoint.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}.depthTest = ${this.depthTest};`);\r\n codes.push(`${this._codeVariableName}.depthWrite = ${this.depthWrite};`);\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.depthTest = this.depthTest;\r\n serializationObject.depthWrite = this.depthWrite;\r\n return serializationObject;\r\n }\r\n\r\n public override _deserialize(serializationObject: any) {\r\n super._deserialize(serializationObject);\r\n this.depthTest = serializationObject.depthTest;\r\n this.depthWrite = serializationObject.depthWrite;\r\n }\r\n}\r\n"]}
1
+ 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type {\r\n Scene,\r\n NodeRenderGraphBuildState,\r\n FrameGraph,\r\n FrameGraphTextureHandle,\r\n FrameGraphObjectList,\r\n Camera,\r\n FrameGraphObjectRendererTask,\r\n NodeRenderGraphResourceContainerBlock,\r\n FrameGraphShadowGeneratorTask,\r\n // eslint-disable-next-line import/no-internal-modules\r\n} from \"core/index\";\r\nimport { NodeRenderGraphBlock } from \"../../nodeRenderGraphBlock\";\r\nimport { NodeRenderGraphBlockConnectionPointTypes } from \"../../Types/nodeRenderGraphTypes\";\r\nimport { editableInPropertyPage, PropertyTypeForEdition } from \"../../../../Decorators/nodeDecorator\";\r\nimport { NodeRenderGraphConnectionPoint } from \"../../nodeRenderGraphBlockConnectionPoint\";\r\n\r\n/**\r\n * @internal\r\n */\r\nexport class NodeRenderGraphBaseObjectRendererBlock extends NodeRenderGraphBlock {\r\n protected override _frameGraphTask: FrameGraphObjectRendererTask;\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 NodeRenderGraphBaseObjectRendererBlock\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(\"destination\", NodeRenderGraphBlockConnectionPointTypes.Texture);\r\n this.registerInput(\"depth\", NodeRenderGraphBlockConnectionPointTypes.TextureBackBufferDepthStencilAttachment, true);\r\n this.registerInput(\"camera\", NodeRenderGraphBlockConnectionPointTypes.Camera);\r\n this.registerInput(\"objects\", NodeRenderGraphBlockConnectionPointTypes.ObjectList);\r\n this._addDependenciesInput();\r\n this.registerInput(\"shadowGenerators\", NodeRenderGraphBlockConnectionPointTypes.ShadowGenerator, true);\r\n\r\n this.registerOutput(\"output\", NodeRenderGraphBlockConnectionPointTypes.BasedOnInput);\r\n this.registerOutput(\"outputDepth\", NodeRenderGraphBlockConnectionPointTypes.BasedOnInput);\r\n\r\n this.destination.addAcceptedConnectionPointTypes(NodeRenderGraphBlockConnectionPointTypes.TextureAllButBackBufferDepthStencil);\r\n this.depth.addAcceptedConnectionPointTypes(NodeRenderGraphBlockConnectionPointTypes.TextureDepthStencilAttachment);\r\n this.shadowGenerators.addAcceptedConnectionPointTypes(NodeRenderGraphBlockConnectionPointTypes.ResourceContainer);\r\n\r\n this.output._typeConnectionSource = this.destination;\r\n this.outputDepth._typeConnectionSource = this.depth;\r\n }\r\n\r\n /** Indicates if depth testing must be enabled or disabled */\r\n @editableInPropertyPage(\"Depth test\", PropertyTypeForEdition.Boolean, \"PROPERTIES\")\r\n public get depthTest() {\r\n return this._frameGraphTask.depthTest;\r\n }\r\n\r\n public set depthTest(value: boolean) {\r\n this._frameGraphTask.depthTest = value;\r\n }\r\n\r\n /** Indicates if depth writing must be enabled or disabled */\r\n @editableInPropertyPage(\"Depth write\", PropertyTypeForEdition.Boolean, \"PROPERTIES\")\r\n public get depthWrite() {\r\n return this._frameGraphTask.depthWrite;\r\n }\r\n\r\n public set depthWrite(value: boolean) {\r\n this._frameGraphTask.depthWrite = 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 \"NodeRenderGraphBaseObjectRendererBlock\";\r\n }\r\n\r\n /**\r\n * Gets the destination texture input component\r\n */\r\n public get destination(): NodeRenderGraphConnectionPoint {\r\n return this._inputs[0];\r\n }\r\n\r\n /**\r\n * Gets the depth texture input component\r\n */\r\n public get depth(): NodeRenderGraphConnectionPoint {\r\n return this._inputs[1];\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 /**\r\n * Gets the objects input component\r\n */\r\n public get objects(): NodeRenderGraphConnectionPoint {\r\n return this._inputs[3];\r\n }\r\n\r\n /**\r\n * Gets the dependencies input component\r\n */\r\n public get dependencies(): NodeRenderGraphConnectionPoint {\r\n return this._inputs[4];\r\n }\r\n\r\n /**\r\n * Gets the shadowGenerators input component\r\n */\r\n public get shadowGenerators(): NodeRenderGraphConnectionPoint {\r\n return this._inputs[5];\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 /**\r\n * Gets the output depth component\r\n */\r\n public get outputDepth(): 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.output.value = this._frameGraphTask.outputTexture; // the value of the output connection point is the \"output\" texture of the task\r\n\r\n this.outputDepth.value = this._frameGraphTask.outputDepthTexture; // the value of the outputDepth connection point is the \"outputDepth\" texture of the task\r\n\r\n this._frameGraphTask.destinationTexture = this.destination.connectedPoint?.value as FrameGraphTextureHandle;\r\n this._frameGraphTask.depthTexture = this.depth.connectedPoint?.value as FrameGraphTextureHandle;\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 this._frameGraphTask.dependencies = [];\r\n\r\n const dependenciesConnectedPoint = this.dependencies.connectedPoint;\r\n if (dependenciesConnectedPoint) {\r\n if (dependenciesConnectedPoint.type === NodeRenderGraphBlockConnectionPointTypes.ResourceContainer) {\r\n const container = dependenciesConnectedPoint.ownerBlock as NodeRenderGraphResourceContainerBlock;\r\n container.inputs.forEach((input) => {\r\n if (input.connectedPoint && input.connectedPoint.value !== undefined && NodeRenderGraphConnectionPoint.IsTextureHandle(input.connectedPoint.value)) {\r\n this._frameGraphTask.dependencies!.push(input.connectedPoint.value as FrameGraphTextureHandle);\r\n }\r\n });\r\n } else if (NodeRenderGraphConnectionPoint.IsTextureHandle(dependenciesConnectedPoint.value)) {\r\n this._frameGraphTask.dependencies[0] = dependenciesConnectedPoint.value as FrameGraphTextureHandle;\r\n }\r\n }\r\n\r\n this._frameGraphTask.shadowGenerators = [];\r\n\r\n const shadowGeneratorsConnectedPoint = this.shadowGenerators.connectedPoint;\r\n if (shadowGeneratorsConnectedPoint) {\r\n if (shadowGeneratorsConnectedPoint.type === NodeRenderGraphBlockConnectionPointTypes.ResourceContainer) {\r\n const container = shadowGeneratorsConnectedPoint.ownerBlock as NodeRenderGraphResourceContainerBlock;\r\n container.inputs.forEach((input) => {\r\n if (input.connectedPoint && input.connectedPoint.value !== undefined && NodeRenderGraphConnectionPoint.IsShadowGenerator(input.connectedPoint.value)) {\r\n this._frameGraphTask.shadowGenerators!.push(input.connectedPoint.value as FrameGraphShadowGeneratorTask);\r\n }\r\n });\r\n } else if (NodeRenderGraphConnectionPoint.IsShadowGenerator(shadowGeneratorsConnectedPoint.value)) {\r\n this._frameGraphTask.shadowGenerators[0] = shadowGeneratorsConnectedPoint.value as FrameGraphShadowGeneratorTask;\r\n }\r\n }\r\n }\r\n\r\n protected override _dumpPropertiesCode() {\r\n const codes: string[] = [];\r\n codes.push(`${this._codeVariableName}.depthTest = ${this.depthTest};`);\r\n codes.push(`${this._codeVariableName}.depthWrite = ${this.depthWrite};`);\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.depthTest = this.depthTest;\r\n serializationObject.depthWrite = this.depthWrite;\r\n return serializationObject;\r\n }\r\n\r\n public override _deserialize(serializationObject: any) {\r\n super._deserialize(serializationObject);\r\n this.depthTest = serializationObject.depthTest;\r\n this.depthWrite = serializationObject.depthWrite;\r\n }\r\n}\r\n"]}
@@ -0,0 +1,77 @@
1
+ import type { NodeRenderGraphConnectionPoint, Scene, NodeRenderGraphBuildState, FrameGraph, FrameGraphShadowGeneratorTask } from "../../../../index.js";
2
+ import { NodeRenderGraphBlock } from "../../nodeRenderGraphBlock";
3
+ /**
4
+ * @internal
5
+ */
6
+ export declare class NodeRenderGraphBaseShadowGeneratorBlock extends NodeRenderGraphBlock {
7
+ protected _frameGraphTask: FrameGraphShadowGeneratorTask;
8
+ /**
9
+ * Gets the frame graph task associated with this block
10
+ */
11
+ get task(): FrameGraphShadowGeneratorTask;
12
+ /**
13
+ * Create a new NodeRenderGraphBaseShadowGeneratorBlock
14
+ * @param name defines the block name
15
+ * @param frameGraph defines the hosting frame graph
16
+ * @param scene defines the hosting scene
17
+ */
18
+ constructor(name: string, frameGraph: FrameGraph, scene: Scene);
19
+ /** Sets the size of the shadow texture */
20
+ get mapSize(): number;
21
+ set mapSize(value: number);
22
+ /** Sets the texture type to float (by default, half float is used if supported) */
23
+ get useFloat32TextureType(): boolean;
24
+ set useFloat32TextureType(value: boolean);
25
+ /** Sets the texture type to Red */
26
+ get useRedTextureFormat(): boolean;
27
+ set useRedTextureFormat(value: boolean);
28
+ /** Sets the bias */
29
+ get bias(): number;
30
+ set bias(value: number);
31
+ /** Sets the normal bias */
32
+ get normalBias(): number;
33
+ set normalBias(value: number);
34
+ /** Sets the darkness of the shadows */
35
+ get darkness(): number;
36
+ set darkness(value: number);
37
+ /** Sets the filter method */
38
+ get filter(): number;
39
+ set filter(value: number);
40
+ /** Sets the filter quality (for PCF and PCSS) */
41
+ get filteringQuality(): number;
42
+ set filteringQuality(value: number);
43
+ /** Gets or sets the ability to have transparent shadow */
44
+ get transparencyShadow(): boolean;
45
+ set transparencyShadow(value: boolean);
46
+ /** Enables or disables shadows with varying strength based on the transparency */
47
+ get enableSoftTransparentShadow(): boolean;
48
+ set enableSoftTransparentShadow(value: boolean);
49
+ /** If this is true, use the opacity texture's alpha channel for transparent shadows instead of the diffuse one */
50
+ get useOpacityTextureForTransparentShadow(): boolean;
51
+ set useOpacityTextureForTransparentShadow(value: boolean);
52
+ /**
53
+ * Gets the current class name
54
+ * @returns the class name
55
+ */
56
+ getClassName(): string;
57
+ /**
58
+ * Gets the light input component
59
+ */
60
+ get light(): NodeRenderGraphConnectionPoint;
61
+ /**
62
+ * Gets the objects input component
63
+ */
64
+ get objects(): NodeRenderGraphConnectionPoint;
65
+ /**
66
+ * Gets the shadow generator component
67
+ */
68
+ get generator(): NodeRenderGraphConnectionPoint;
69
+ /**
70
+ * Gets the output texture component
71
+ */
72
+ get output(): NodeRenderGraphConnectionPoint;
73
+ protected _buildBlock(state: NodeRenderGraphBuildState): void;
74
+ protected _dumpPropertiesCode(): string;
75
+ serialize(): any;
76
+ _deserialize(serializationObject: any): void;
77
+ }