@babylonjs/core 7.48.3 → 7.50.0
This diff represents the content of publicly available package versions that have been released to one of the supported registries. The information contained in this diff is provided for informational purposes only and reflects changes between package versions as they appear in their respective public registries.
- package/Animations/animatable.core.d.ts +1 -0
- package/Animations/animatable.core.js +3 -1
- package/Animations/animatable.core.js.map +1 -1
- package/Behaviors/Cameras/framingBehavior.js +3 -0
- package/Behaviors/Cameras/framingBehavior.js.map +1 -1
- package/Behaviors/Meshes/baseSixDofDragBehavior.js +10 -9
- package/Behaviors/Meshes/baseSixDofDragBehavior.js.map +1 -1
- package/Buffers/bufferUtils.d.ts +9 -10
- package/Buffers/bufferUtils.js +16 -0
- package/Buffers/bufferUtils.js.map +1 -1
- package/Culling/Helper/transformFeedbackBoundingHelper.js +2 -1
- package/Culling/Helper/transformFeedbackBoundingHelper.js.map +1 -1
- package/Engines/WebGPU/webgpuBufferManager.js +23 -22
- package/Engines/WebGPU/webgpuBufferManager.js.map +1 -1
- package/Engines/WebGPU/webgpuCacheSampler.js +12 -3
- package/Engines/WebGPU/webgpuCacheSampler.js.map +1 -1
- package/Engines/abstractEngine.js +2 -2
- package/Engines/abstractEngine.js.map +1 -1
- package/FrameGraph/Node/Blocks/Rendering/utilityLayerRendererBlock.d.ts +43 -0
- package/FrameGraph/Node/Blocks/Rendering/utilityLayerRendererBlock.js +83 -0
- package/FrameGraph/Node/Blocks/Rendering/utilityLayerRendererBlock.js.map +1 -0
- package/FrameGraph/Node/Blocks/index.d.ts +1 -0
- package/FrameGraph/Node/Blocks/index.js +1 -0
- package/FrameGraph/Node/Blocks/index.js.map +1 -1
- package/FrameGraph/Tasks/Rendering/utilityLayerRendererTask.d.ts +35 -0
- package/FrameGraph/Tasks/Rendering/utilityLayerRendererTask.js +40 -0
- package/FrameGraph/Tasks/Rendering/utilityLayerRendererTask.js.map +1 -0
- package/FrameGraph/frameGraph.d.ts +4 -0
- package/FrameGraph/frameGraph.js +6 -0
- package/FrameGraph/frameGraph.js.map +1 -1
- package/FrameGraph/frameGraphRenderContext.d.ts +2 -2
- package/FrameGraph/frameGraphRenderContext.js.map +1 -1
- package/FrameGraph/index.d.ts +1 -0
- package/FrameGraph/index.js +1 -0
- package/FrameGraph/index.js.map +1 -1
- package/Inputs/scene.inputManager.js +4 -4
- package/Inputs/scene.inputManager.js.map +1 -1
- package/Layers/thinEffectLayer.js +3 -1
- package/Layers/thinEffectLayer.js.map +1 -1
- package/Lights/Shadows/shadowGenerator.js +3 -1
- package/Lights/Shadows/shadowGenerator.js.map +1 -1
- package/Materials/GreasedLine/greasedLinePluginMaterialShadersGLSL.js +9 -20
- package/Materials/GreasedLine/greasedLinePluginMaterialShadersGLSL.js.map +1 -1
- package/Materials/GreasedLine/greasedLinePluginMaterialShadersWGSL.js +8 -19
- package/Materials/GreasedLine/greasedLinePluginMaterialShadersWGSL.js.map +1 -1
- package/Materials/Node/Blocks/Fragment/prePassOutputBlock.d.ts +8 -0
- package/Materials/Node/Blocks/Fragment/prePassOutputBlock.js +36 -0
- package/Materials/Node/Blocks/Fragment/prePassOutputBlock.js.map +1 -1
- package/Materials/Node/Blocks/PBR/pbrMetallicRoughnessBlock.js +6 -3
- package/Materials/Node/Blocks/PBR/pbrMetallicRoughnessBlock.js.map +1 -1
- package/Materials/Node/Blocks/Vertex/morphTargetsBlock.d.ts +8 -0
- package/Materials/Node/Blocks/Vertex/morphTargetsBlock.js +48 -0
- package/Materials/Node/Blocks/Vertex/morphTargetsBlock.js.map +1 -1
- package/Materials/Node/nodeMaterial.d.ts +2 -0
- package/Materials/Node/nodeMaterial.js +14 -0
- package/Materials/Node/nodeMaterial.js.map +1 -1
- package/Materials/PBR/pbrBaseMaterial.d.ts +2 -0
- package/Materials/PBR/pbrBaseMaterial.js +2 -0
- package/Materials/PBR/pbrBaseMaterial.js.map +1 -1
- package/Materials/materialHelper.functions.d.ts +2 -1
- package/Materials/materialHelper.functions.js +17 -1
- package/Materials/materialHelper.functions.js.map +1 -1
- package/Materials/shaderMaterial.js +3 -1
- package/Materials/shaderMaterial.js.map +1 -1
- package/Materials/standardMaterial.d.ts +2 -0
- package/Materials/standardMaterial.js +2 -0
- package/Materials/standardMaterial.js.map +1 -1
- package/Meshes/Compression/dracoCompressionWorker.js.map +1 -1
- package/Meshes/Node/Blocks/Instances/instantiateOnFacesBlock.d.ts +4 -0
- package/Meshes/Node/Blocks/Instances/instantiateOnFacesBlock.js +11 -2
- package/Meshes/Node/Blocks/Instances/instantiateOnFacesBlock.js.map +1 -1
- package/Meshes/Node/Blocks/Instances/instantiateOnVerticesBlock.d.ts +4 -0
- package/Meshes/Node/Blocks/Instances/instantiateOnVerticesBlock.js +11 -2
- package/Meshes/Node/Blocks/Instances/instantiateOnVerticesBlock.js.map +1 -1
- package/Meshes/Node/Blocks/Instances/instantiateOnVolumeBlock.d.ts +4 -0
- package/Meshes/Node/Blocks/Instances/instantiateOnVolumeBlock.js +11 -2
- package/Meshes/Node/Blocks/Instances/instantiateOnVolumeBlock.js.map +1 -1
- package/Meshes/Node/Blocks/Sources/pointListBlock.d.ts +35 -0
- package/Meshes/Node/Blocks/Sources/pointListBlock.js +76 -0
- package/Meshes/Node/Blocks/Sources/pointListBlock.js.map +1 -0
- package/Meshes/Node/Blocks/computeNormalsBlock.js +3 -0
- package/Meshes/Node/Blocks/computeNormalsBlock.js.map +1 -1
- package/Meshes/Node/index.d.ts +1 -0
- package/Meshes/Node/index.js +1 -0
- package/Meshes/Node/index.js.map +1 -1
- package/Meshes/abstractMesh.hotSpot.d.ts +4 -4
- package/Meshes/abstractMesh.hotSpot.js +7 -10
- package/Meshes/abstractMesh.hotSpot.js.map +1 -1
- package/Meshes/abstractMesh.js +6 -0
- package/Meshes/abstractMesh.js.map +1 -1
- package/Meshes/csg2.js +15 -2
- package/Meshes/csg2.js.map +1 -1
- package/Meshes/mesh.d.ts +52 -1
- package/Meshes/mesh.js +60 -21
- package/Meshes/mesh.js.map +1 -1
- package/Misc/screenshotTools.js +3 -0
- package/Misc/screenshotTools.js.map +1 -1
- package/Misc/snapshotRenderingHelper.d.ts +3 -1
- package/Misc/snapshotRenderingHelper.js +27 -5
- package/Misc/snapshotRenderingHelper.js.map +1 -1
- package/Morph/morphTarget.d.ts +12 -0
- package/Morph/morphTarget.js +35 -1
- package/Morph/morphTarget.js.map +1 -1
- package/Morph/morphTargetManager.d.ts +13 -0
- package/Morph/morphTargetManager.js +30 -1
- package/Morph/morphTargetManager.js.map +1 -1
- package/PostProcesses/volumetricLightScatteringPostProcess.js +3 -1
- package/PostProcesses/volumetricLightScatteringPostProcess.js.map +1 -1
- package/Rendering/GlobalIllumination/giRSMManager.js +2 -2
- package/Rendering/GlobalIllumination/giRSMManager.js.map +1 -1
- package/Rendering/depthRenderer.js +3 -1
- package/Rendering/depthRenderer.js.map +1 -1
- package/Rendering/geometryBufferRenderer.js +3 -1
- package/Rendering/geometryBufferRenderer.js.map +1 -1
- package/Rendering/outlineRenderer.js +3 -1
- package/Rendering/outlineRenderer.js.map +1 -1
- package/Rendering/utilityLayerRenderer.d.ts +3 -1
- package/Rendering/utilityLayerRenderer.js +16 -7
- package/Rendering/utilityLayerRenderer.js.map +1 -1
- package/Shaders/ShadersInclude/morphTargetsVertex.js +9 -0
- package/Shaders/ShadersInclude/morphTargetsVertex.js.map +1 -1
- package/Shaders/ShadersInclude/morphTargetsVertexGlobalDeclaration.js +3 -0
- package/Shaders/ShadersInclude/morphTargetsVertexGlobalDeclaration.js.map +1 -1
- package/Shaders/ShadersInclude/vertexColorMixing.js +2 -2
- package/Shaders/ShadersInclude/vertexColorMixing.js.map +1 -1
- package/Shaders/background.vertex.js +1 -1
- package/Shaders/background.vertex.js.map +1 -1
- package/Shaders/color.vertex.js +3 -0
- package/Shaders/color.vertex.js.map +1 -1
- package/Shaders/default.vertex.js +3 -0
- package/Shaders/default.vertex.js.map +1 -1
- package/Shaders/greasedLine.vertex.js +1 -2
- package/Shaders/greasedLine.vertex.js.map +1 -1
- package/Shaders/pbr.vertex.js +3 -0
- package/Shaders/pbr.vertex.js.map +1 -1
- package/ShadersWGSL/ShadersInclude/morphTargetsVertex.js +6 -0
- package/ShadersWGSL/ShadersInclude/morphTargetsVertex.js.map +1 -1
- package/ShadersWGSL/ShadersInclude/morphTargetsVertexGlobalDeclaration.js +3 -0
- package/ShadersWGSL/ShadersInclude/morphTargetsVertexGlobalDeclaration.js.map +1 -1
- package/ShadersWGSL/boundingInfo.compute.js +3 -0
- package/ShadersWGSL/boundingInfo.compute.js.map +1 -1
- package/ShadersWGSL/color.vertex.js +3 -0
- package/ShadersWGSL/color.vertex.js.map +1 -1
- package/ShadersWGSL/default.vertex.js +3 -0
- package/ShadersWGSL/default.vertex.js.map +1 -1
- package/ShadersWGSL/greasedLine.vertex.js +2 -3
- package/ShadersWGSL/greasedLine.vertex.js.map +1 -1
- package/ShadersWGSL/pbr.vertex.js +3 -0
- package/ShadersWGSL/pbr.vertex.js.map +1 -1
- package/ShadersWGSL/screenSpaceReflection2.fragment.js +1 -0
- package/ShadersWGSL/screenSpaceReflection2.fragment.js.map +1 -1
- package/XR/features/WebXRControllerPointerSelection.js +1 -0
- package/XR/features/WebXRControllerPointerSelection.js.map +1 -1
- package/package.json +1 -1
- package/scene.d.ts +2 -0
- package/scene.js +13 -9
- package/scene.js.map +1 -1
- package/types.d.ts +22 -0
- package/types.js.map +1 -1
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import type { NodeRenderGraphConnectionPoint, Scene, FrameGraph, NodeRenderGraphBuildState } from "../../../../index.js";
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import { NodeRenderGraphBlock } from "../../nodeRenderGraphBlock";
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import { FrameGraphUtilityLayerRendererTask } from "../../../Tasks/Rendering/utilityLayerRendererTask";
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/**
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* Block used to render an utility layer in the frame graph
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*/
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export declare class NodeRenderGraphUtilityLayerRendererBlock extends NodeRenderGraphBlock {
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protected _frameGraphTask: FrameGraphUtilityLayerRendererTask;
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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(): FrameGraphUtilityLayerRendererTask;
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/**
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* Creates a new NodeRenderGraphUtilityLayerRendererBlock
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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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* @param handleEvents If the utility layer should handle events.
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*/
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constructor(name: string, frameGraph: FrameGraph, scene: Scene, handleEvents?: boolean);
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private _createTask;
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/** If the utility layer should handle events */
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get handleEvents(): boolean;
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set handleEvents(value: boolean);
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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 destination input component
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*/
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get destination(): NodeRenderGraphConnectionPoint;
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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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/**
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* Gets the output component
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*/
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get output(): NodeRenderGraphConnectionPoint;
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protected _buildBlock(state: NodeRenderGraphBuildState): void;
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}
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import { __decorate } from "../../../../tslib.es6.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 { NodeRenderGraphBlockConnectionPointTypes } from "../../Types/nodeRenderGraphTypes.js";
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import { NodeRenderGraphBlock } from "../../nodeRenderGraphBlock.js";
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import { FrameGraphUtilityLayerRendererTask } from "../../../Tasks/Rendering/utilityLayerRendererTask.js";
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/**
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* Block used to render an utility layer in the frame graph
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*/
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export class NodeRenderGraphUtilityLayerRendererBlock 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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* Creates a new NodeRenderGraphUtilityLayerRendererBlock
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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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* @param handleEvents If the utility layer should handle events.
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*/
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constructor(name, frameGraph, scene, handleEvents = true) {
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super(name, frameGraph, scene);
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this._additionalConstructionParameters = [handleEvents];
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this.registerInput("destination", NodeRenderGraphBlockConnectionPointTypes.Texture);
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this.registerInput("camera", NodeRenderGraphBlockConnectionPointTypes.Camera);
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this._addDependenciesInput();
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this.registerOutput("output", NodeRenderGraphBlockConnectionPointTypes.BasedOnInput);
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this.destination.addAcceptedConnectionPointTypes(NodeRenderGraphBlockConnectionPointTypes.TextureAll);
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this.output._typeConnectionSource = this.destination;
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this._frameGraphTask = new FrameGraphUtilityLayerRendererTask(name, frameGraph, scene, handleEvents);
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}
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_createTask(handleEvents) {
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this._frameGraphTask.dispose();
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this._frameGraphTask = new FrameGraphUtilityLayerRendererTask(this.name, this._frameGraph, this._scene, handleEvents);
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this._additionalConstructionParameters = [handleEvents];
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}
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/** If the utility layer should handle events */
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get handleEvents() {
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return this._frameGraphTask.layer.handleEvents;
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}
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set handleEvents(value) {
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this._createTask(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 "NodeRenderGraphUtilityLayerRendererBlock";
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}
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/**
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* Gets the destination input component
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*/
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get destination() {
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return this._inputs[0];
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}
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/**
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* Gets the camera input component
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*/
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get camera() {
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return this._inputs[1];
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}
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/**
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* Gets the output component
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*/
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get output() {
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return this._outputs[0];
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}
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_buildBlock(state) {
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super._buildBlock(state);
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this.output.value = this._frameGraphTask.outputTexture;
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this._frameGraphTask.destinationTexture = this.destination.connectedPoint?.value;
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this._frameGraphTask.camera = this.camera.connectedPoint?.value;
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}
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}
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__decorate([
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editableInPropertyPage("Handle events", 0 /* PropertyTypeForEdition.Boolean */, "PROPERTIES")
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], NodeRenderGraphUtilityLayerRendererBlock.prototype, "handleEvents", null);
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RegisterClass("BABYLON.NodeRenderGraphUtilityLayerRendererBlock", NodeRenderGraphUtilityLayerRendererBlock);
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//# sourceMappingURL=utilityLayerRendererBlock.js.map
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{"version":3,"file":"utilityLayerRendererBlock.js","sourceRoot":"","sources":["../../../../../../../dev/core/src/FrameGraph/Node/Blocks/Rendering/utilityLayerRendererBlock.ts"],"names":[],"mappings":";AAEA,OAAO,EAAE,aAAa,EAAE,MAAM,4BAA4B,CAAC;AAC3D,OAAO,EAAE,sBAAsB,EAA0B,MAAM,sCAAsC,CAAC;AACtG,OAAO,EAAE,wCAAwC,EAAE,MAAM,kCAAkC,CAAC;AAC5F,OAAO,EAAE,oBAAoB,EAAE,MAAM,4BAA4B,CAAC;AAClE,OAAO,EAAE,kCAAkC,EAAE,MAAM,mDAAmD,CAAC;AAEvG;;GAEG;AACH,MAAM,OAAO,wCAAyC,SAAQ,oBAAoB;IAG9E;;OAEG;IACH,IAAoB,IAAI;QACpB,OAAO,IAAI,CAAC,eAAe,CAAC;IAChC,CAAC;IAED;;;;;;OAMG;IACH,YAAmB,IAAY,EAAE,UAAsB,EAAE,KAAY,EAAE,YAAY,GAAG,IAAI;QACtF,KAAK,CAAC,IAAI,EAAE,UAAU,EAAE,KAAK,CAAC,CAAC;QAE/B,IAAI,CAAC,iCAAiC,GAAG,CAAC,YAAY,CAAC,CAAC;QAExD,IAAI,CAAC,aAAa,CAAC,aAAa,EAAE,wCAAwC,CAAC,OAAO,CAAC,CAAC;QACpF,IAAI,CAAC,aAAa,CAAC,QAAQ,EAAE,wCAAwC,CAAC,MAAM,CAAC,CAAC;QAC9E,IAAI,CAAC,qBAAqB,EAAE,CAAC;QAC7B,IAAI,CAAC,cAAc,CAAC,QAAQ,EAAE,wCAAwC,CAAC,YAAY,CAAC,CAAC;QAErF,IAAI,CAAC,WAAW,CAAC,+BAA+B,CAAC,wCAAwC,CAAC,UAAU,CAAC,CAAC;QACtG,IAAI,CAAC,MAAM,CAAC,qBAAqB,GAAG,IAAI,CAAC,WAAW,CAAC;QAErD,IAAI,CAAC,eAAe,GAAG,IAAI,kCAAkC,CAAC,IAAI,EAAE,UAAU,EAAE,KAAK,EAAE,YAAY,CAAC,CAAC;IACzG,CAAC;IAEO,WAAW,CAAC,YAAqB;QACrC,IAAI,CAAC,eAAe,CAAC,OAAO,EAAE,CAAC;QAE/B,IAAI,CAAC,eAAe,GAAG,IAAI,kCAAkC,CAAC,IAAI,CAAC,IAAI,EAAE,IAAI,CAAC,WAAW,EAAE,IAAI,CAAC,MAAM,EAAE,YAAY,CAAC,CAAC;QAEtH,IAAI,CAAC,iCAAiC,GAAG,CAAC,YAAY,CAAC,CAAC;IAC5D,CAAC;IAED,gDAAgD;IAEhD,IAAW,YAAY;QACnB,OAAO,IAAI,CAAC,eAAe,CAAC,KAAK,CAAC,YAAY,CAAC;IACnD,CAAC;IAED,IAAW,YAAY,CAAC,KAAc;QAClC,IAAI,CAAC,WAAW,CAAC,KAAK,CAAC,CAAC;IAC5B,CAAC;IAED;;;OAGG;IACa,YAAY;QACxB,OAAO,0CAA0C,CAAC;IACtD,CAAC;IAED;;OAEG;IACH,IAAW,WAAW;QAClB,OAAO,IAAI,CAAC,OAAO,CAAC,CAAC,CAAC,CAAC;IAC3B,CAAC;IAED;;OAEG;IACH,IAAW,MAAM;QACb,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,aAAa,CAAC;QAEvD,IAAI,CAAC,eAAe,CAAC,kBAAkB,GAAG,IAAI,CAAC,WAAW,CAAC,cAAc,EAAE,KAAgC,CAAC;QAC5G,IAAI,CAAC,eAAe,CAAC,MAAM,GAAG,IAAI,CAAC,MAAM,CAAC,cAAc,EAAE,KAAe,CAAC;IAC9E,CAAC;CACJ;AA7CG;IADC,sBAAsB,CAAC,eAAe,0CAAkC,YAAY,CAAC;4EAGrF;AA6CL,aAAa,CAAC,kDAAkD,EAAE,wCAAwC,CAAC,CAAC","sourcesContent":["// eslint-disable-next-line import/no-internal-modules\r\nimport type { NodeRenderGraphConnectionPoint, Scene, FrameGraph, NodeRenderGraphBuildState, FrameGraphTextureHandle, Camera } from \"core/index\";\r\nimport { RegisterClass } from \"../../../../Misc/typeStore\";\r\nimport { editableInPropertyPage, PropertyTypeForEdition } from \"../../../../Decorators/nodeDecorator\";\r\nimport { NodeRenderGraphBlockConnectionPointTypes } from \"../../Types/nodeRenderGraphTypes\";\r\nimport { NodeRenderGraphBlock } from \"../../nodeRenderGraphBlock\";\r\nimport { FrameGraphUtilityLayerRendererTask } from \"../../../Tasks/Rendering/utilityLayerRendererTask\";\r\n\r\n/**\r\n * Block used to render an utility layer in the frame graph\r\n */\r\nexport class NodeRenderGraphUtilityLayerRendererBlock extends NodeRenderGraphBlock {\r\n protected override _frameGraphTask: FrameGraphUtilityLayerRendererTask;\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 * Creates a new NodeRenderGraphUtilityLayerRendererBlock\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 handleEvents If the utility layer should handle events.\r\n */\r\n public constructor(name: string, frameGraph: FrameGraph, scene: Scene, handleEvents = true) {\r\n super(name, frameGraph, scene);\r\n\r\n this._additionalConstructionParameters = [handleEvents];\r\n\r\n this.registerInput(\"destination\", NodeRenderGraphBlockConnectionPointTypes.Texture);\r\n this.registerInput(\"camera\", NodeRenderGraphBlockConnectionPointTypes.Camera);\r\n this._addDependenciesInput();\r\n this.registerOutput(\"output\", NodeRenderGraphBlockConnectionPointTypes.BasedOnInput);\r\n\r\n this.destination.addAcceptedConnectionPointTypes(NodeRenderGraphBlockConnectionPointTypes.TextureAll);\r\n this.output._typeConnectionSource = this.destination;\r\n\r\n this._frameGraphTask = new FrameGraphUtilityLayerRendererTask(name, frameGraph, scene, handleEvents);\r\n }\r\n\r\n private _createTask(handleEvents: boolean) {\r\n this._frameGraphTask.dispose();\r\n\r\n this._frameGraphTask = new FrameGraphUtilityLayerRendererTask(this.name, this._frameGraph, this._scene, handleEvents);\r\n\r\n this._additionalConstructionParameters = [handleEvents];\r\n }\r\n\r\n /** If the utility layer should handle events */\r\n @editableInPropertyPage(\"Handle events\", PropertyTypeForEdition.Boolean, \"PROPERTIES\")\r\n public get handleEvents() {\r\n return this._frameGraphTask.layer.handleEvents;\r\n }\r\n\r\n public set handleEvents(value: boolean) {\r\n this._createTask(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 \"NodeRenderGraphUtilityLayerRendererBlock\";\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[0];\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[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;\r\n\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\r\nRegisterClass(\"BABYLON.NodeRenderGraphUtilityLayerRendererBlock\", NodeRenderGraphUtilityLayerRendererBlock);\r\n"]}
|
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@@ -18,6 +18,7 @@ export * from "./Rendering/geometryRendererBlock";
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export * from "./Rendering/objectRendererBlock";
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export * from "./Rendering/shadowGeneratorBlock";
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export * from "./Rendering/taaObjectRendererBlock";
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export * from "./Rendering/utilityLayerRendererBlock";
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export * from "./Teleport/teleportInBlock";
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export * from "./Teleport/teleportOutBlock";
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export * from "./Textures/clearBlock";
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@@ -18,6 +18,7 @@ export * from "./Rendering/geometryRendererBlock.js";
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export * from "./Rendering/objectRendererBlock.js";
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export * from "./Rendering/shadowGeneratorBlock.js";
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export * from "./Rendering/taaObjectRendererBlock.js";
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+
export * from "./Rendering/utilityLayerRendererBlock.js";
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export * from "./Teleport/teleportInBlock.js";
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export * from "./Teleport/teleportOutBlock.js";
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export * from "./Textures/clearBlock.js";
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@@ -1 +1 @@
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1
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-
{"version":3,"file":"index.js","sourceRoot":"","sources":["../../../../../../dev/core/src/FrameGraph/Node/Blocks/index.ts"],"names":[],"mappings":"AAAA,cAAc,cAAc,CAAC;AAC7B,cAAc,gBAAgB,CAAC;AAC/B,cAAc,cAAc,CAAC;AAC7B,cAAc,eAAe,CAAC;AAC9B,cAAc,0BAA0B,CAAC;AAEzC,cAAc,yBAAyB,CAAC;AACxC,cAAc,8BAA8B,CAAC;AAE7C,cAAc,+CAA+C,CAAC;AAC9D,cAAc,uCAAuC,CAAC;AACtD,cAAc,sCAAsC,CAAC;AACrD,cAAc,mDAAmD,CAAC;AAClE,cAAc,8CAA8C,CAAC;AAC7D,cAAc,mDAAmD,CAAC;AAClE,cAAc,sCAAsC,CAAC;AAErD,cAAc,qCAAqC,CAAC;AACpD,cAAc,8BAA8B,CAAC;AAC7C,cAAc,mCAAmC,CAAC;AAClD,cAAc,iCAAiC,CAAC;AAChD,cAAc,kCAAkC,CAAC;AACjD,cAAc,oCAAoC,CAAC;
|
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1
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+
{"version":3,"file":"index.js","sourceRoot":"","sources":["../../../../../../dev/core/src/FrameGraph/Node/Blocks/index.ts"],"names":[],"mappings":"AAAA,cAAc,cAAc,CAAC;AAC7B,cAAc,gBAAgB,CAAC;AAC/B,cAAc,cAAc,CAAC;AAC7B,cAAc,eAAe,CAAC;AAC9B,cAAc,0BAA0B,CAAC;AAEzC,cAAc,yBAAyB,CAAC;AACxC,cAAc,8BAA8B,CAAC;AAE7C,cAAc,+CAA+C,CAAC;AAC9D,cAAc,uCAAuC,CAAC;AACtD,cAAc,sCAAsC,CAAC;AACrD,cAAc,mDAAmD,CAAC;AAClE,cAAc,8CAA8C,CAAC;AAC7D,cAAc,mDAAmD,CAAC;AAClE,cAAc,sCAAsC,CAAC;AAErD,cAAc,qCAAqC,CAAC;AACpD,cAAc,8BAA8B,CAAC;AAC7C,cAAc,mCAAmC,CAAC;AAClD,cAAc,iCAAiC,CAAC;AAChD,cAAc,kCAAkC,CAAC;AACjD,cAAc,oCAAoC,CAAC;AACnD,cAAc,uCAAuC,CAAC;AAEtD,cAAc,4BAA4B,CAAC;AAC3C,cAAc,6BAA6B,CAAC;AAE5C,cAAc,uBAAuB,CAAC;AACtC,cAAc,6BAA6B,CAAC;AAC5C,cAAc,iCAAiC,CAAC","sourcesContent":["export * from \"./elbowBlock\";\r\nexport * from \"./executeBlock\";\r\nexport * from \"./inputBlock\";\r\nexport * from \"./outputBlock\";\r\nexport * from \"./resourceContainerBlock\";\r\n\r\nexport * from \"./Layers/glowLayerBlock\";\r\nexport * from \"./Layers/highlightLayerBlock\";\r\n\r\nexport * from \"./PostProcesses/blackAndWhitePostProcessBlock\";\r\nexport * from \"./PostProcesses/bloomPostProcessBlock\";\r\nexport * from \"./PostProcesses/blurPostProcessBlock\";\r\nexport * from \"./PostProcesses/circleOfConfusionPostProcessBlock\";\r\nexport * from \"./PostProcesses/depthOfFieldPostProcessBlock\";\r\nexport * from \"./PostProcesses/extractHighlightsPostProcessBlock\";\r\nexport * from \"./PostProcesses/passPostProcessBlock\";\r\n\r\nexport * from \"./Rendering/csmShadowGeneratorBlock\";\r\nexport * from \"./Rendering/cullObjectsBlock\";\r\nexport * from \"./Rendering/geometryRendererBlock\";\r\nexport * from \"./Rendering/objectRendererBlock\";\r\nexport * from \"./Rendering/shadowGeneratorBlock\";\r\nexport * from \"./Rendering/taaObjectRendererBlock\";\r\nexport * from \"./Rendering/utilityLayerRendererBlock\";\r\n\r\nexport * from \"./Teleport/teleportInBlock\";\r\nexport * from \"./Teleport/teleportOutBlock\";\r\n\r\nexport * from \"./Textures/clearBlock\";\r\nexport * from \"./Textures/copyTextureBlock\";\r\nexport * from \"./Textures/generateMipmapsBlock\";\r\n"]}
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@@ -0,0 +1,35 @@
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import type { Camera, FrameGraph, FrameGraphTextureHandle, Scene } from "../../../index.js";
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import { FrameGraphTask } from "../../frameGraphTask";
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import { UtilityLayerRenderer } from "../../../Rendering/utilityLayerRenderer.js";
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/**
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* Task used to render an utility layer.
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*/
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export declare class FrameGraphUtilityLayerRendererTask extends FrameGraphTask {
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/**
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* The destination texture of the task.
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*/
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destinationTexture: FrameGraphTextureHandle;
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/**
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* The camera used to render the utility layer.
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*/
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camera: Camera;
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/**
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* The output texture of the task.
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* This is the same texture as the destination texture, but the handles are different!
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*/
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readonly outputTexture: FrameGraphTextureHandle;
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/**
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* The utility layer renderer.
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*/
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readonly layer: UtilityLayerRenderer;
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/**
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* Creates a new utility layer renderer task.
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* @param name The name of the task.
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* @param frameGraph The frame graph the task belongs to.
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* @param scene The scene the task belongs to.
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* @param handleEvents If the utility layer should handle events.
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*/
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constructor(name: string, frameGraph: FrameGraph, scene: Scene, handleEvents?: boolean);
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record(): void;
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dispose(): void;
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}
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@@ -0,0 +1,40 @@
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import { FrameGraphTask } from "../../frameGraphTask.js";
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import { UtilityLayerRenderer } from "../../../Rendering/utilityLayerRenderer.js";
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/**
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* Task used to render an utility layer.
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*/
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export class FrameGraphUtilityLayerRendererTask extends FrameGraphTask {
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/**
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* Creates a new utility layer renderer task.
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* @param name The name of the task.
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* @param frameGraph The frame graph the task belongs to.
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* @param scene The scene the task belongs to.
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* @param handleEvents If the utility layer should handle events.
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*/
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constructor(name, frameGraph, scene, handleEvents = true) {
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super(name, frameGraph);
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this.layer = new UtilityLayerRenderer(scene, handleEvents, true);
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this.layer.utilityLayerScene._useCurrentFrameBuffer = true;
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this.outputTexture = this._frameGraph.textureManager.createDanglingHandle();
|
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}
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record() {
|
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if (!this.destinationTexture || !this.camera) {
|
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+
throw new Error("FrameGraphUtilityLayerRendererTask: destinationTexture and camera are required");
|
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}
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this._frameGraph.textureManager.resolveDanglingHandle(this.outputTexture, this.destinationTexture);
|
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+
const pass = this._frameGraph.addRenderPass(this.name);
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+
pass.setRenderTarget(this.outputTexture);
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+
pass.setExecuteFunc((context) => {
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this.layer.setRenderCamera(this.camera);
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context.render(this.layer);
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});
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const passDisabled = this._frameGraph.addRenderPass(this.name + "_disabled", true);
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passDisabled.setRenderTarget(this.outputTexture);
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passDisabled.setExecuteFunc((_context) => { });
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}
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+
dispose() {
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+
this.layer.dispose();
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super.dispose();
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}
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}
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//# sourceMappingURL=utilityLayerRendererTask.js.map
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|
+
{"version":3,"file":"utilityLayerRendererTask.js","sourceRoot":"","sources":["../../../../../../dev/core/src/FrameGraph/Tasks/Rendering/utilityLayerRendererTask.ts"],"names":[],"mappings":"AAEA,OAAO,EAAE,cAAc,EAAE,MAAM,sBAAsB,CAAC;AACtD,OAAO,EAAE,oBAAoB,EAAE,mDAA4C;AAE3E;;GAEG;AACH,MAAM,OAAO,kCAAmC,SAAQ,cAAc;IAsBlE;;;;;;OAMG;IACH,YAAY,IAAY,EAAE,UAAsB,EAAE,KAAY,EAAE,YAAY,GAAG,IAAI;QAC/E,KAAK,CAAC,IAAI,EAAE,UAAU,CAAC,CAAC;QAExB,IAAI,CAAC,KAAK,GAAG,IAAI,oBAAoB,CAAC,KAAK,EAAE,YAAY,EAAE,IAAI,CAAC,CAAC;QACjE,IAAI,CAAC,KAAK,CAAC,iBAAiB,CAAC,sBAAsB,GAAG,IAAI,CAAC;QAE3D,IAAI,CAAC,aAAa,GAAG,IAAI,CAAC,WAAW,CAAC,cAAc,CAAC,oBAAoB,EAAE,CAAC;IAChF,CAAC;IAEM,MAAM;QACT,IAAI,CAAC,IAAI,CAAC,kBAAkB,IAAI,CAAC,IAAI,CAAC,MAAM,EAAE,CAAC;YAC3C,MAAM,IAAI,KAAK,CAAC,gFAAgF,CAAC,CAAC;QACtG,CAAC;QAED,IAAI,CAAC,WAAW,CAAC,cAAc,CAAC,qBAAqB,CAAC,IAAI,CAAC,aAAa,EAAE,IAAI,CAAC,kBAAkB,CAAC,CAAC;QAEnG,MAAM,IAAI,GAAG,IAAI,CAAC,WAAW,CAAC,aAAa,CAAC,IAAI,CAAC,IAAI,CAAC,CAAC;QAEvD,IAAI,CAAC,eAAe,CAAC,IAAI,CAAC,aAAa,CAAC,CAAC;QACzC,IAAI,CAAC,cAAc,CAAC,CAAC,OAAO,EAAE,EAAE;YAC5B,IAAI,CAAC,KAAK,CAAC,eAAe,CAAC,IAAI,CAAC,MAAM,CAAC,CAAC;YAExC,OAAO,CAAC,MAAM,CAAC,IAAI,CAAC,KAAK,CAAC,CAAC;QAC/B,CAAC,CAAC,CAAC;QAEH,MAAM,YAAY,GAAG,IAAI,CAAC,WAAW,CAAC,aAAa,CAAC,IAAI,CAAC,IAAI,GAAG,WAAW,EAAE,IAAI,CAAC,CAAC;QAEnF,YAAY,CAAC,eAAe,CAAC,IAAI,CAAC,aAAa,CAAC,CAAC;QACjD,YAAY,CAAC,cAAc,CAAC,CAAC,QAAQ,EAAE,EAAE,GAAE,CAAC,CAAC,CAAC;IAClD,CAAC;IAEe,OAAO;QACnB,IAAI,CAAC,KAAK,CAAC,OAAO,EAAE,CAAC;QACrB,KAAK,CAAC,OAAO,EAAE,CAAC;IACpB,CAAC;CACJ","sourcesContent":["// eslint-disable-next-line import/no-internal-modules\r\nimport type { Camera, FrameGraph, FrameGraphTextureHandle, Scene } from \"core/index\";\r\nimport { FrameGraphTask } from \"../../frameGraphTask\";\r\nimport { UtilityLayerRenderer } from \"core/Rendering/utilityLayerRenderer\";\r\n\r\n/**\r\n * Task used to render an utility layer.\r\n */\r\nexport class FrameGraphUtilityLayerRendererTask extends FrameGraphTask {\r\n /**\r\n * The destination texture of the task.\r\n */\r\n public destinationTexture: FrameGraphTextureHandle;\r\n\r\n /**\r\n * The camera used to render the utility layer.\r\n */\r\n public camera: Camera;\r\n\r\n /**\r\n * The output texture of the task.\r\n * This is the same texture as the destination texture, but the handles are different!\r\n */\r\n public readonly outputTexture: FrameGraphTextureHandle;\r\n\r\n /**\r\n * The utility layer renderer.\r\n */\r\n public readonly layer: UtilityLayerRenderer;\r\n\r\n /**\r\n * Creates a new utility layer renderer task.\r\n * @param name The name of the task.\r\n * @param frameGraph The frame graph the task belongs to.\r\n * @param scene The scene the task belongs to.\r\n * @param handleEvents If the utility layer should handle events.\r\n */\r\n constructor(name: string, frameGraph: FrameGraph, scene: Scene, handleEvents = true) {\r\n super(name, frameGraph);\r\n\r\n this.layer = new UtilityLayerRenderer(scene, handleEvents, true);\r\n this.layer.utilityLayerScene._useCurrentFrameBuffer = true;\r\n\r\n this.outputTexture = this._frameGraph.textureManager.createDanglingHandle();\r\n }\r\n\r\n public record(): void {\r\n if (!this.destinationTexture || !this.camera) {\r\n throw new Error(\"FrameGraphUtilityLayerRendererTask: destinationTexture and camera are required\");\r\n }\r\n\r\n this._frameGraph.textureManager.resolveDanglingHandle(this.outputTexture, this.destinationTexture);\r\n\r\n const pass = this._frameGraph.addRenderPass(this.name);\r\n\r\n pass.setRenderTarget(this.outputTexture);\r\n pass.setExecuteFunc((context) => {\r\n this.layer.setRenderCamera(this.camera);\r\n\r\n context.render(this.layer);\r\n });\r\n\r\n const passDisabled = this._frameGraph.addRenderPass(this.name + \"_disabled\", true);\r\n\r\n passDisabled.setRenderTarget(this.outputTexture);\r\n passDisabled.setExecuteFunc((_context) => {});\r\n }\r\n\r\n public override dispose(): void {\r\n this.layer.dispose();\r\n super.dispose();\r\n }\r\n}\r\n"]}
|
|
@@ -32,6 +32,10 @@ export declare class FrameGraph {
|
|
|
32
32
|
* Gets the engine used by the frame graph
|
|
33
33
|
*/
|
|
34
34
|
get engine(): AbstractEngine;
|
|
35
|
+
/**
|
|
36
|
+
* Gets the list of tasks in the frame graph
|
|
37
|
+
*/
|
|
38
|
+
get tasks(): FrameGraphTask[];
|
|
35
39
|
/**
|
|
36
40
|
* Constructs the frame graph
|
|
37
41
|
* @param engine defines the hosting engine
|
package/FrameGraph/frameGraph.js
CHANGED
|
@@ -24,6 +24,12 @@ export class FrameGraph {
|
|
|
24
24
|
get engine() {
|
|
25
25
|
return this._engine;
|
|
26
26
|
}
|
|
27
|
+
/**
|
|
28
|
+
* Gets the list of tasks in the frame graph
|
|
29
|
+
*/
|
|
30
|
+
get tasks() {
|
|
31
|
+
return this._tasks;
|
|
32
|
+
}
|
|
27
33
|
/**
|
|
28
34
|
* Constructs the frame graph
|
|
29
35
|
* @param engine defines the hosting engine
|
|
@@ -1 +1 @@
|
|
|
1
|
-
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eslint-disable import/no-internal-modules */\r\nimport type { Scene, AbstractEngine, FrameGraphTask, Nullable } from \"core/index\";\r\nimport { FrameGraphPass } from \"./Passes/pass\";\r\nimport { FrameGraphRenderPass } from \"./Passes/renderPass\";\r\nimport { FrameGraphCullPass } from \"./Passes/cullPass\";\r\nimport { FrameGraphRenderContext } from \"./frameGraphRenderContext\";\r\nimport { FrameGraphContext } from \"./frameGraphContext\";\r\nimport { FrameGraphTextureManager } from \"./frameGraphTextureManager\";\r\nimport { Observable } from \"core/Misc/observable\";\r\nimport { _retryWithInterval } from \"core/Misc/timingTools\";\r\nimport { Logger } from \"core/Misc/logger\";\r\n\r\nenum FrameGraphPassType {\r\n Normal = 0,\r\n Render = 1,\r\n Cull = 2,\r\n}\r\n\r\n/**\r\n * Class used to implement a frame graph\r\n * @experimental\r\n */\r\nexport class FrameGraph {\r\n /**\r\n * Gets the texture manager used by the frame graph\r\n */\r\n public readonly textureManager: FrameGraphTextureManager;\r\n\r\n private readonly _engine: AbstractEngine;\r\n private readonly _tasks: FrameGraphTask[] = [];\r\n private readonly _passContext: FrameGraphContext;\r\n private readonly _renderContext: FrameGraphRenderContext;\r\n private _currentProcessedTask: FrameGraphTask | null = null;\r\n private _whenReadyAsyncCancel: Nullable<() => void> = null;\r\n\r\n /**\r\n * Gets or sets a boolean indicating that texture allocation should be optimized (that is, reuse existing textures when possible to limit GPU memory usage) (default: true)\r\n */\r\n public optimizeTextureAllocation = true;\r\n\r\n /**\r\n * Observable raised when the node render graph is built\r\n */\r\n public onBuildObservable = new Observable<FrameGraph>();\r\n\r\n /**\r\n * Gets the engine used by the frame graph\r\n */\r\n public get engine() {\r\n return this._engine;\r\n }\r\n\r\n /**\r\n * Constructs the frame graph\r\n * @param engine defines the hosting engine\r\n * @param debugTextures defines a boolean indicating that textures created by the frame graph should be visible in the inspector\r\n * @param scene defines the scene the frame graph is associated with\r\n */\r\n constructor(engine: AbstractEngine, debugTextures = false, scene: Scene) {\r\n this._engine = engine;\r\n this.textureManager = new FrameGraphTextureManager(this._engine, debugTextures, scene);\r\n this._passContext = new FrameGraphContext();\r\n this._renderContext = new FrameGraphRenderContext(this._engine, this.textureManager, scene);\r\n }\r\n\r\n /**\r\n * Gets a task by name\r\n * @param name Name of the task to get\r\n * @returns The task or undefined if not found\r\n */\r\n public getTaskByName<T extends FrameGraphTask>(name: string): T | undefined {\r\n return this._tasks.find((t) => t.name === name) as T;\r\n }\r\n\r\n /**\r\n * Adds a task to the frame graph\r\n * @param task Task to add\r\n */\r\n public addTask(task: FrameGraphTask): void {\r\n if (this._currentProcessedTask !== null) {\r\n throw new Error(`FrameGraph.addTask: Can't add the task \"${task.name}\" while another task is currently building (task: ${this._currentProcessedTask.name}).`);\r\n }\r\n\r\n this._tasks.push(task);\r\n }\r\n\r\n /**\r\n * Adds a pass to a task. This method can only be called during a Task.record execution.\r\n * @param name The name of the pass\r\n * @param whenTaskDisabled If true, the pass will be added to the list of passes to execute when the task is disabled (default is false)\r\n * @returns The render pass created\r\n */\r\n public addPass(name: string, whenTaskDisabled = false): FrameGraphPass<FrameGraphContext> {\r\n return this._addPass(name, FrameGraphPassType.Normal, whenTaskDisabled) as FrameGraphPass<FrameGraphContext>;\r\n }\r\n\r\n /**\r\n * Adds a render pass to a task. This method can only be called during a Task.record execution.\r\n * @param name The name of the pass\r\n * @param whenTaskDisabled If true, the pass will be added to the list of passes to execute when the task is disabled (default is false)\r\n * @returns The render pass created\r\n */\r\n public addRenderPass(name: string, whenTaskDisabled = false): FrameGraphRenderPass {\r\n return this._addPass(name, FrameGraphPassType.Render, whenTaskDisabled) as FrameGraphRenderPass;\r\n }\r\n\r\n /**\r\n * Adds a cull pass to a task. This method can only be called during a Task.record execution.\r\n * @param name The name of the pass\r\n * @param whenTaskDisabled If true, the pass will be added to the list of passes to execute when the task is disabled (default is false)\r\n * @returns The cull pass created\r\n */\r\n public addCullPass(name: string, whenTaskDisabled = false): FrameGraphCullPass {\r\n return this._addPass(name, FrameGraphPassType.Cull, whenTaskDisabled) as FrameGraphCullPass;\r\n }\r\n\r\n private _addPass(name: string, passType: FrameGraphPassType, whenTaskDisabled = false): FrameGraphPass<FrameGraphContext> | FrameGraphRenderPass {\r\n if (!this._currentProcessedTask) {\r\n throw new Error(\"FrameGraph: A pass must be created during a Task.record execution only.\");\r\n }\r\n\r\n let pass: FrameGraphPass<FrameGraphContext> | FrameGraphRenderPass;\r\n\r\n switch (passType) {\r\n case FrameGraphPassType.Render:\r\n pass = new FrameGraphRenderPass(name, this._currentProcessedTask, this._renderContext, this._engine);\r\n break;\r\n case FrameGraphPassType.Cull:\r\n pass = new FrameGraphCullPass(name, this._currentProcessedTask, this._passContext, this._engine);\r\n break;\r\n default:\r\n pass = new FrameGraphPass(name, this._currentProcessedTask, this._passContext);\r\n break;\r\n }\r\n\r\n this._currentProcessedTask._addPass(pass, whenTaskDisabled);\r\n\r\n return pass;\r\n }\r\n\r\n /**\r\n * Builds the frame graph.\r\n * This method should be called after all tasks have been added to the frame graph (FrameGraph.addTask) and before the graph is executed (FrameGraph.execute).\r\n */\r\n public build(): void {\r\n this.textureManager._releaseTextures(false);\r\n\r\n try {\r\n for (const task of this._tasks) {\r\n task._reset();\r\n\r\n this._currentProcessedTask = task;\r\n this.textureManager._isRecordingTask = true;\r\n\r\n task.record();\r\n\r\n this.textureManager._isRecordingTask = false;\r\n this._currentProcessedTask = null;\r\n }\r\n\r\n this.textureManager._allocateTextures(this.optimizeTextureAllocation ? this._tasks : undefined);\r\n\r\n for (const task of this._tasks) {\r\n task._checkTask();\r\n }\r\n\r\n for (const task of this._tasks) {\r\n task.onTexturesAllocatedObservable.notifyObservers(this._renderContext);\r\n }\r\n\r\n this.onBuildObservable.notifyObservers(this);\r\n } catch (e) {\r\n this._tasks.length = 0;\r\n this._currentProcessedTask = null;\r\n this.textureManager._isRecordingTask = false;\r\n throw e;\r\n }\r\n }\r\n\r\n /**\r\n * Returns a promise that resolves when the frame graph is ready to be executed\r\n * This method must be called after the graph has been built (FrameGraph.build called)!\r\n * @param timeStep Time step in ms between retries (default is 16)\r\n * @param maxTimeout Maximum time in ms to wait for the graph to be ready (default is 30000)\r\n * @returns The promise that resolves when the graph is ready\r\n */\r\n public whenReadyAsync(timeStep = 16, maxTimeout = 30000): Promise<void> {\r\n let firstNotReadyTask: FrameGraphTask | null = null;\r\n return new Promise((resolve) => {\r\n this._whenReadyAsyncCancel = _retryWithInterval(\r\n () => {\r\n let ready = this._renderContext._isReady();\r\n for (const task of this._tasks) {\r\n const taskIsReady = task.isReady();\r\n if (!taskIsReady && !firstNotReadyTask) {\r\n firstNotReadyTask = task;\r\n }\r\n ready &&= taskIsReady;\r\n }\r\n return ready;\r\n },\r\n () => {\r\n this._whenReadyAsyncCancel = null;\r\n resolve();\r\n },\r\n (err, isTimeout) => {\r\n this._whenReadyAsyncCancel = null;\r\n if (!isTimeout) {\r\n Logger.Error(\"FrameGraph: An unexpected error occurred while waiting for the frame graph to be ready.\");\r\n if (err) {\r\n Logger.Error(err);\r\n if (err.stack) {\r\n Logger.Error(err.stack);\r\n }\r\n }\r\n } else {\r\n Logger.Error(\r\n `FrameGraph: Timeout while waiting for the frame graph to be ready.${firstNotReadyTask ? ` First task not ready: ${firstNotReadyTask.name}` : \"\"}`\r\n );\r\n if (err) {\r\n Logger.Error(err);\r\n }\r\n }\r\n },\r\n timeStep,\r\n maxTimeout\r\n );\r\n });\r\n }\r\n\r\n /**\r\n * Executes the frame graph.\r\n */\r\n public execute(): void {\r\n this._renderContext.bindRenderTarget();\r\n\r\n this.textureManager._updateHistoryTextures();\r\n\r\n for (const task of this._tasks) {\r\n const passes = task._getPasses();\r\n\r\n for (const pass of passes) {\r\n pass._execute();\r\n }\r\n }\r\n }\r\n\r\n /**\r\n * Clears the frame graph (remove the tasks and release the textures).\r\n * The frame graph can be built again after this method is called.\r\n */\r\n public clear(): void {\r\n this._whenReadyAsyncCancel?.();\r\n this._whenReadyAsyncCancel = null;\r\n\r\n for (const task of this._tasks) {\r\n task._reset();\r\n }\r\n\r\n this._tasks.length = 0;\r\n this.textureManager._releaseTextures();\r\n this._currentProcessedTask = null;\r\n }\r\n\r\n /**\r\n * Disposes the frame graph\r\n */\r\n public dispose(): void {\r\n this._whenReadyAsyncCancel?.();\r\n this._whenReadyAsyncCancel = null;\r\n this.clear();\r\n this.textureManager._dispose();\r\n this._renderContext._dispose();\r\n }\r\n}\r\n"]}
|
|
1
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+
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eslint-disable import/no-internal-modules */\r\nimport type { Scene, AbstractEngine, FrameGraphTask, Nullable } from \"core/index\";\r\nimport { FrameGraphPass } from \"./Passes/pass\";\r\nimport { FrameGraphRenderPass } from \"./Passes/renderPass\";\r\nimport { FrameGraphCullPass } from \"./Passes/cullPass\";\r\nimport { FrameGraphRenderContext } from \"./frameGraphRenderContext\";\r\nimport { FrameGraphContext } from \"./frameGraphContext\";\r\nimport { FrameGraphTextureManager } from \"./frameGraphTextureManager\";\r\nimport { Observable } from \"core/Misc/observable\";\r\nimport { _retryWithInterval } from \"core/Misc/timingTools\";\r\nimport { Logger } from \"core/Misc/logger\";\r\n\r\nenum FrameGraphPassType {\r\n Normal = 0,\r\n Render = 1,\r\n Cull = 2,\r\n}\r\n\r\n/**\r\n * Class used to implement a frame graph\r\n * @experimental\r\n */\r\nexport class FrameGraph {\r\n /**\r\n * Gets the texture manager used by the frame graph\r\n */\r\n public readonly textureManager: FrameGraphTextureManager;\r\n\r\n private readonly _engine: AbstractEngine;\r\n private readonly _tasks: FrameGraphTask[] = [];\r\n private readonly _passContext: FrameGraphContext;\r\n private readonly _renderContext: FrameGraphRenderContext;\r\n private _currentProcessedTask: FrameGraphTask | null = null;\r\n private _whenReadyAsyncCancel: Nullable<() => void> = null;\r\n\r\n /**\r\n * Gets or sets a boolean indicating that texture allocation should be optimized (that is, reuse existing textures when possible to limit GPU memory usage) (default: true)\r\n */\r\n public optimizeTextureAllocation = true;\r\n\r\n /**\r\n * Observable raised when the node render graph is built\r\n */\r\n public onBuildObservable = new Observable<FrameGraph>();\r\n\r\n /**\r\n * Gets the engine used by the frame graph\r\n */\r\n public get engine() {\r\n return this._engine;\r\n }\r\n\r\n /**\r\n * Gets the list of tasks in the frame graph\r\n */\r\n public get tasks() {\r\n return this._tasks;\r\n }\r\n\r\n /**\r\n * Constructs the frame graph\r\n * @param engine defines the hosting engine\r\n * @param debugTextures defines a boolean indicating that textures created by the frame graph should be visible in the inspector\r\n * @param scene defines the scene the frame graph is associated with\r\n */\r\n constructor(engine: AbstractEngine, debugTextures = false, scene: Scene) {\r\n this._engine = engine;\r\n this.textureManager = new FrameGraphTextureManager(this._engine, debugTextures, scene);\r\n this._passContext = new FrameGraphContext();\r\n this._renderContext = new FrameGraphRenderContext(this._engine, this.textureManager, scene);\r\n }\r\n\r\n /**\r\n * Gets a task by name\r\n * @param name Name of the task to get\r\n * @returns The task or undefined if not found\r\n */\r\n public getTaskByName<T extends FrameGraphTask>(name: string): T | undefined {\r\n return this._tasks.find((t) => t.name === name) as T;\r\n }\r\n\r\n /**\r\n * Adds a task to the frame graph\r\n * @param task Task to add\r\n */\r\n public addTask(task: FrameGraphTask): void {\r\n if (this._currentProcessedTask !== null) {\r\n throw new Error(`FrameGraph.addTask: Can't add the task \"${task.name}\" while another task is currently building (task: ${this._currentProcessedTask.name}).`);\r\n }\r\n\r\n this._tasks.push(task);\r\n }\r\n\r\n /**\r\n * Adds a pass to a task. This method can only be called during a Task.record execution.\r\n * @param name The name of the pass\r\n * @param whenTaskDisabled If true, the pass will be added to the list of passes to execute when the task is disabled (default is false)\r\n * @returns The render pass created\r\n */\r\n public addPass(name: string, whenTaskDisabled = false): FrameGraphPass<FrameGraphContext> {\r\n return this._addPass(name, FrameGraphPassType.Normal, whenTaskDisabled) as FrameGraphPass<FrameGraphContext>;\r\n }\r\n\r\n /**\r\n * Adds a render pass to a task. This method can only be called during a Task.record execution.\r\n * @param name The name of the pass\r\n * @param whenTaskDisabled If true, the pass will be added to the list of passes to execute when the task is disabled (default is false)\r\n * @returns The render pass created\r\n */\r\n public addRenderPass(name: string, whenTaskDisabled = false): FrameGraphRenderPass {\r\n return this._addPass(name, FrameGraphPassType.Render, whenTaskDisabled) as FrameGraphRenderPass;\r\n }\r\n\r\n /**\r\n * Adds a cull pass to a task. This method can only be called during a Task.record execution.\r\n * @param name The name of the pass\r\n * @param whenTaskDisabled If true, the pass will be added to the list of passes to execute when the task is disabled (default is false)\r\n * @returns The cull pass created\r\n */\r\n public addCullPass(name: string, whenTaskDisabled = false): FrameGraphCullPass {\r\n return this._addPass(name, FrameGraphPassType.Cull, whenTaskDisabled) as FrameGraphCullPass;\r\n }\r\n\r\n private _addPass(name: string, passType: FrameGraphPassType, whenTaskDisabled = false): FrameGraphPass<FrameGraphContext> | FrameGraphRenderPass {\r\n if (!this._currentProcessedTask) {\r\n throw new Error(\"FrameGraph: A pass must be created during a Task.record execution only.\");\r\n }\r\n\r\n let pass: FrameGraphPass<FrameGraphContext> | FrameGraphRenderPass;\r\n\r\n switch (passType) {\r\n case FrameGraphPassType.Render:\r\n pass = new FrameGraphRenderPass(name, this._currentProcessedTask, this._renderContext, this._engine);\r\n break;\r\n case FrameGraphPassType.Cull:\r\n pass = new FrameGraphCullPass(name, this._currentProcessedTask, this._passContext, this._engine);\r\n break;\r\n default:\r\n pass = new FrameGraphPass(name, this._currentProcessedTask, this._passContext);\r\n break;\r\n }\r\n\r\n this._currentProcessedTask._addPass(pass, whenTaskDisabled);\r\n\r\n return pass;\r\n }\r\n\r\n /**\r\n * Builds the frame graph.\r\n * This method should be called after all tasks have been added to the frame graph (FrameGraph.addTask) and before the graph is executed (FrameGraph.execute).\r\n */\r\n public build(): void {\r\n this.textureManager._releaseTextures(false);\r\n\r\n try {\r\n for (const task of this._tasks) {\r\n task._reset();\r\n\r\n this._currentProcessedTask = task;\r\n this.textureManager._isRecordingTask = true;\r\n\r\n task.record();\r\n\r\n this.textureManager._isRecordingTask = false;\r\n this._currentProcessedTask = null;\r\n }\r\n\r\n this.textureManager._allocateTextures(this.optimizeTextureAllocation ? this._tasks : undefined);\r\n\r\n for (const task of this._tasks) {\r\n task._checkTask();\r\n }\r\n\r\n for (const task of this._tasks) {\r\n task.onTexturesAllocatedObservable.notifyObservers(this._renderContext);\r\n }\r\n\r\n this.onBuildObservable.notifyObservers(this);\r\n } catch (e) {\r\n this._tasks.length = 0;\r\n this._currentProcessedTask = null;\r\n this.textureManager._isRecordingTask = false;\r\n throw e;\r\n }\r\n }\r\n\r\n /**\r\n * Returns a promise that resolves when the frame graph is ready to be executed\r\n * This method must be called after the graph has been built (FrameGraph.build called)!\r\n * @param timeStep Time step in ms between retries (default is 16)\r\n * @param maxTimeout Maximum time in ms to wait for the graph to be ready (default is 30000)\r\n * @returns The promise that resolves when the graph is ready\r\n */\r\n public whenReadyAsync(timeStep = 16, maxTimeout = 30000): Promise<void> {\r\n let firstNotReadyTask: FrameGraphTask | null = null;\r\n return new Promise((resolve) => {\r\n this._whenReadyAsyncCancel = _retryWithInterval(\r\n () => {\r\n let ready = this._renderContext._isReady();\r\n for (const task of this._tasks) {\r\n const taskIsReady = task.isReady();\r\n if (!taskIsReady && !firstNotReadyTask) {\r\n firstNotReadyTask = task;\r\n }\r\n ready &&= taskIsReady;\r\n }\r\n return ready;\r\n },\r\n () => {\r\n this._whenReadyAsyncCancel = null;\r\n resolve();\r\n },\r\n (err, isTimeout) => {\r\n this._whenReadyAsyncCancel = null;\r\n if (!isTimeout) {\r\n Logger.Error(\"FrameGraph: An unexpected error occurred while waiting for the frame graph to be ready.\");\r\n if (err) {\r\n Logger.Error(err);\r\n if (err.stack) {\r\n Logger.Error(err.stack);\r\n }\r\n }\r\n } else {\r\n Logger.Error(\r\n `FrameGraph: Timeout while waiting for the frame graph to be ready.${firstNotReadyTask ? ` First task not ready: ${firstNotReadyTask.name}` : \"\"}`\r\n );\r\n if (err) {\r\n Logger.Error(err);\r\n }\r\n }\r\n },\r\n timeStep,\r\n maxTimeout\r\n );\r\n });\r\n }\r\n\r\n /**\r\n * Executes the frame graph.\r\n */\r\n public execute(): void {\r\n this._renderContext.bindRenderTarget();\r\n\r\n this.textureManager._updateHistoryTextures();\r\n\r\n for (const task of this._tasks) {\r\n const passes = task._getPasses();\r\n\r\n for (const pass of passes) {\r\n pass._execute();\r\n }\r\n }\r\n }\r\n\r\n /**\r\n * Clears the frame graph (remove the tasks and release the textures).\r\n * The frame graph can be built again after this method is called.\r\n */\r\n public clear(): void {\r\n this._whenReadyAsyncCancel?.();\r\n this._whenReadyAsyncCancel = null;\r\n\r\n for (const task of this._tasks) {\r\n task._reset();\r\n }\r\n\r\n this._tasks.length = 0;\r\n this.textureManager._releaseTextures();\r\n this._currentProcessedTask = null;\r\n }\r\n\r\n /**\r\n * Disposes the frame graph\r\n */\r\n public dispose(): void {\r\n this._whenReadyAsyncCancel?.();\r\n this._whenReadyAsyncCancel = null;\r\n this.clear();\r\n this.textureManager._dispose();\r\n this._renderContext._dispose();\r\n }\r\n}\r\n"]}
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@@ -1,4 +1,4 @@
|
|
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1
|
-
import type { Nullable, AbstractEngine, DrawWrapper, IColor4Like, Layer, FrameGraphTextureHandle, Effect, FrameGraphTextureManager, ObjectRenderer, Scene, FrameGraphRenderTarget } from "../index.js";
|
|
1
|
+
import type { Nullable, AbstractEngine, DrawWrapper, IColor4Like, Layer, FrameGraphTextureHandle, Effect, FrameGraphTextureManager, ObjectRenderer, Scene, FrameGraphRenderTarget, UtilityLayerRenderer } from "../index.js";
|
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2
2
|
import { FrameGraphContext } from "./frameGraphContext";
|
|
3
3
|
/**
|
|
4
4
|
* Frame graph context used render passes.
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@@ -115,7 +115,7 @@ export declare class FrameGraphRenderContext extends FrameGraphContext {
|
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|
115
115
|
* @param viewportWidth The width of the viewport (optional for Layer, but mandatory for ObjectRenderer)
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116
116
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* @param viewportHeight The height of the viewport (optional for Layer, but mandatory for ObjectRenderer)
|
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117
117
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*/
|
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118
|
-
render(object: Layer | ObjectRenderer, viewportWidth?: number, viewportHeight?: number): void;
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118
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+
render(object: Layer | ObjectRenderer | UtilityLayerRenderer, viewportWidth?: number, viewportHeight?: number): void;
|
|
119
119
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/**
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120
120
|
* Binds a render target texture so that upcoming draw calls will render to it
|
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121
121
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* Note: it is a lazy operation, so the render target will only be bound when needed. This way, it is possible to call
|
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@@ -1 +1 @@
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1
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-
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type {\r\n Nullable,\r\n AbstractEngine,\r\n DrawWrapper,\r\n IColor4Like,\r\n Layer,\r\n FrameGraphTextureHandle,\r\n Effect,\r\n FrameGraphTextureManager,\r\n ObjectRenderer,\r\n Scene,\r\n FrameGraphRenderTarget,\r\n InternalTexture,\r\n // eslint-disable-next-line import/no-internal-modules\r\n} from \"core/index\";\r\nimport { Constants } from \"../Engines/constants\";\r\nimport { EffectRenderer } from \"../Materials/effectRenderer\";\r\nimport { CopyTextureToTexture } from \"../Misc/copyTextureToTexture\";\r\nimport { FrameGraphContext } from \"./frameGraphContext\";\r\n\r\n/**\r\n * Frame graph context used render passes.\r\n * @experimental\r\n */\r\nexport class FrameGraphRenderContext extends FrameGraphContext {\r\n private readonly _effectRenderer: EffectRenderer;\r\n private _currentRenderTarget: FrameGraphRenderTarget | undefined;\r\n private _debugMessageWhenTargetBound: string | undefined;\r\n private _debugMessageHasBeenPushed = false;\r\n private _renderTargetIsBound = true;\r\n private readonly _copyTexture: CopyTextureToTexture;\r\n private _depthTest: boolean;\r\n private _depthWrite: boolean;\r\n\r\n private static _IsObjectRenderer(value: Layer | ObjectRenderer): value is ObjectRenderer {\r\n return (value as ObjectRenderer).initRender !== undefined;\r\n }\r\n\r\n /** @internal */\r\n constructor(\r\n private readonly _engine: AbstractEngine,\r\n private readonly _textureManager: FrameGraphTextureManager,\r\n private readonly _scene: Scene\r\n ) {\r\n super();\r\n this._effectRenderer = new EffectRenderer(this._engine);\r\n this._copyTexture = new CopyTextureToTexture(this._engine);\r\n }\r\n\r\n /**\r\n * Checks whether a texture handle points to the backbuffer's color or depth texture\r\n * @param handle The handle to check\r\n * @returns True if the handle points to the backbuffer's color or depth texture, otherwise false\r\n */\r\n public isBackbuffer(handle: FrameGraphTextureHandle): boolean {\r\n return this._textureManager.isBackbuffer(handle);\r\n }\r\n\r\n /**\r\n * Checks whether a texture handle points to the backbuffer's color texture\r\n * @param handle The handle to check\r\n * @returns True if the handle points to the backbuffer's color texture, otherwise false\r\n */\r\n public isBackbufferColor(handle: FrameGraphTextureHandle): boolean {\r\n return this._textureManager.isBackbufferColor(handle);\r\n }\r\n\r\n /**\r\n * Checks whether a texture handle points to the backbuffer's depth texture\r\n * @param handle The handle to check\r\n * @returns True if the handle points to the backbuffer's depth texture, otherwise false\r\n */\r\n public isBackbufferDepthStencil(handle: FrameGraphTextureHandle): boolean {\r\n return this._textureManager.isBackbufferDepthStencil(handle);\r\n }\r\n\r\n /**\r\n * Creates a (frame graph) render target wrapper\r\n * Note that renderTargets or renderTargetDepth can be undefined, but not both at the same time!\r\n * @param name Name of the render target wrapper\r\n * @param renderTargets Render target handles (textures) to use\r\n * @param renderTargetDepth Render target depth handle (texture) to use\r\n * @returns The created render target wrapper\r\n */\r\n public createRenderTarget(\r\n name: string,\r\n renderTargets?: FrameGraphTextureHandle | FrameGraphTextureHandle[],\r\n renderTargetDepth?: FrameGraphTextureHandle\r\n ): FrameGraphRenderTarget {\r\n return this._textureManager.createRenderTarget(name, renderTargets, renderTargetDepth);\r\n }\r\n\r\n /**\r\n * Clears the current render buffer or the current render target (if any is set up)\r\n * @param color Defines the color to use\r\n * @param backBuffer Defines if the back buffer must be cleared\r\n * @param depth Defines if the depth buffer must be cleared\r\n * @param stencil Defines if the stencil buffer must be cleared\r\n */\r\n public clear(color: Nullable<IColor4Like>, backBuffer: boolean, depth: boolean, stencil?: boolean): void {\r\n this._applyRenderTarget();\r\n this._engine.clear(color, backBuffer, depth, stencil);\r\n }\r\n\r\n /**\r\n * Clears the color attachments of the current render target\r\n * @param color Defines the color to use\r\n * @param attachments The attachments to clear\r\n */\r\n public clearColorAttachments(color: Nullable<IColor4Like>, attachments: number[]): void {\r\n this._applyRenderTarget();\r\n this._engine.bindAttachments(attachments);\r\n this._engine.clear(color, true, false, false);\r\n }\r\n\r\n /**\r\n * Binds the attachments to the current render target\r\n * @param attachments The attachments to bind\r\n */\r\n public bindAttachments(attachments: number[]): void {\r\n this._applyRenderTarget();\r\n this._engine.bindAttachments(attachments);\r\n }\r\n\r\n /**\r\n * Generates mipmaps for the current render target\r\n */\r\n public generateMipMaps(): void {\r\n if (this._currentRenderTarget?.renderTargetWrapper === undefined) {\r\n return;\r\n }\r\n\r\n if (this._renderTargetIsBound && this._engine._currentRenderTarget) {\r\n // we can't generate the mipmaps if the render target is bound\r\n this._flushDebugMessages();\r\n this._engine.unBindFramebuffer(this._engine._currentRenderTarget);\r\n this._renderTargetIsBound = false;\r\n }\r\n\r\n const textures = this._currentRenderTarget.renderTargetWrapper.textures;\r\n if (textures) {\r\n for (const texture of textures) {\r\n this._engine.generateMipmaps(texture);\r\n }\r\n }\r\n }\r\n\r\n /**\r\n * Sets the texture sampling mode for a given texture handle\r\n * @param handle Handle of the texture to set the sampling mode for\r\n * @param samplingMode Sampling mode to set\r\n */\r\n public setTextureSamplingMode(handle: FrameGraphTextureHandle, samplingMode: number): void {\r\n const internalTexture = this._textureManager.getTextureFromHandle(handle);\r\n if (internalTexture && internalTexture.samplingMode !== samplingMode) {\r\n this._engine.updateTextureSamplingMode(samplingMode, internalTexture);\r\n }\r\n }\r\n\r\n /**\r\n * Binds a texture handle to a given effect (resolves the handle to a texture and binds it to the effect)\r\n * @param effect The effect to bind the texture to\r\n * @param name The name of the texture in the effect\r\n * @param handle The handle of the texture to bind\r\n */\r\n public bindTextureHandle(effect: Effect, name: string, handle: FrameGraphTextureHandle): void {\r\n let texture: Nullable<InternalTexture>;\r\n\r\n const historyEntry = this._textureManager._historyTextures.get(handle);\r\n if (historyEntry) {\r\n texture = historyEntry.textures[historyEntry.index]; // texture we write to in this frame\r\n if (\r\n this._currentRenderTarget !== undefined &&\r\n this._currentRenderTarget.renderTargetWrapper !== undefined &&\r\n this._currentRenderTarget.renderTargetWrapper.textures!.includes(texture!)\r\n ) {\r\n // If the current render target renders to the history write texture, we bind the read texture instead\r\n texture = historyEntry.textures[historyEntry.index ^ 1];\r\n }\r\n } else {\r\n texture = this._textureManager._textures.get(handle)!.texture;\r\n }\r\n\r\n effect._bindTexture(name, texture);\r\n }\r\n\r\n /**\r\n * Saves the current depth states (depth testing and depth writing)\r\n */\r\n public saveDepthStates(): void {\r\n this._depthTest = this._engine.getDepthBuffer();\r\n this._depthWrite = this._engine.getDepthWrite();\r\n }\r\n\r\n /**\r\n * Restores the depth states saved by saveDepthStates\r\n */\r\n public restoreDepthStates(): void {\r\n this._engine.setDepthBuffer(this._depthTest);\r\n this._engine.setDepthWrite(this._depthWrite);\r\n }\r\n\r\n /**\r\n * Sets the depth states for the current render target\r\n * @param depthTest If true, depth testing is enabled\r\n * @param depthWrite If true, depth writing is enabled\r\n */\r\n public setDepthStates(depthTest: boolean, depthWrite: boolean): void {\r\n this._engine.setDepthBuffer(depthTest);\r\n this._engine.setDepthWrite(depthWrite);\r\n }\r\n\r\n /**\r\n * Applies a full-screen effect to the current render target\r\n * @param drawWrapper The draw wrapper containing the effect to apply\r\n * @param customBindings The custom bindings to use when applying the effect (optional)\r\n * @returns True if the effect was applied, otherwise false (effect not ready)\r\n */\r\n public applyFullScreenEffect(drawWrapper: DrawWrapper, customBindings?: () => void): boolean {\r\n if (!drawWrapper.effect?.isReady()) {\r\n return false;\r\n }\r\n\r\n this._applyRenderTarget();\r\n\r\n const engineDepthMask = this._engine.getDepthWrite(); // for some reasons, depthWrite is not restored by EffectRenderer.restoreStates\r\n\r\n this._effectRenderer.saveStates();\r\n this._effectRenderer.setViewport();\r\n\r\n this._engine.enableEffect(drawWrapper);\r\n this._engine.setState(false);\r\n this._engine.setDepthBuffer(false);\r\n this._engine.setDepthWrite(false);\r\n\r\n this._effectRenderer.bindBuffers(drawWrapper.effect);\r\n customBindings?.();\r\n this._effectRenderer.draw();\r\n this._effectRenderer.restoreStates();\r\n this._engine.setDepthWrite(engineDepthMask);\r\n this._engine.setAlphaMode(Constants.ALPHA_DISABLE);\r\n\r\n return true;\r\n }\r\n\r\n /**\r\n * Copies a texture to the current render target\r\n * @param sourceTexture The source texture to copy from\r\n * @param forceCopyToBackbuffer If true, the copy will be done to the back buffer regardless of the current render target\r\n */\r\n public copyTexture(sourceTexture: FrameGraphTextureHandle, forceCopyToBackbuffer = false): void {\r\n if (forceCopyToBackbuffer) {\r\n this.bindRenderTarget();\r\n }\r\n this._applyRenderTarget();\r\n this._copyTexture.copy(this._textureManager.getTextureFromHandle(sourceTexture)!);\r\n }\r\n\r\n /**\r\n * Renders a RenderTargetTexture or a layer\r\n * @param object The RenderTargetTexture/Layer to render\r\n * @param viewportWidth The width of the viewport (optional for Layer, but mandatory for ObjectRenderer)\r\n * @param viewportHeight The height of the viewport (optional for Layer, but mandatory for ObjectRenderer)\r\n */\r\n public render(object: Layer | ObjectRenderer, viewportWidth?: number, viewportHeight?: number): void {\r\n if (FrameGraphRenderContext._IsObjectRenderer(object)) {\r\n if (object.shouldRender()) {\r\n this._scene.incrementRenderId();\r\n this._scene.resetCachedMaterial();\r\n\r\n this._applyRenderTarget();\r\n\r\n object.prepareRenderList();\r\n\r\n object.initRender(viewportWidth!, viewportHeight!);\r\n\r\n object.render();\r\n\r\n object.finishRender();\r\n }\r\n } else {\r\n this._applyRenderTarget();\r\n object.render();\r\n }\r\n }\r\n\r\n /**\r\n * Binds a render target texture so that upcoming draw calls will render to it\r\n * Note: it is a lazy operation, so the render target will only be bound when needed. This way, it is possible to call\r\n * this method several times with different render targets without incurring the cost of binding if no draw calls are made\r\n * @param renderTarget The handle of the render target texture to bind (default: undefined, meaning \"back buffer\"). Pass an array for MRT rendering.\r\n * @param debugMessage Optional debug message to display when the render target is bound (visible in PIX, for example)\r\n */\r\n public bindRenderTarget(renderTarget?: FrameGraphRenderTarget, debugMessage?: string) {\r\n if (\r\n (renderTarget?.renderTargetWrapper === undefined && this._currentRenderTarget === undefined) ||\r\n (renderTarget && this._currentRenderTarget && renderTarget.equals(this._currentRenderTarget))\r\n ) {\r\n this._flushDebugMessages();\r\n if (debugMessage !== undefined) {\r\n this._engine._debugPushGroup?.(debugMessage, 2);\r\n this._debugMessageWhenTargetBound = undefined;\r\n this._debugMessageHasBeenPushed = true;\r\n }\r\n return;\r\n }\r\n this._currentRenderTarget = renderTarget?.renderTargetWrapper === undefined ? undefined : renderTarget;\r\n this._debugMessageWhenTargetBound = debugMessage;\r\n this._renderTargetIsBound = false;\r\n }\r\n\r\n /** @internal */\r\n public _flushDebugMessages() {\r\n if (this._debugMessageHasBeenPushed) {\r\n this._engine._debugPopGroup?.(2);\r\n this._debugMessageHasBeenPushed = false;\r\n }\r\n }\r\n\r\n /** @internal */\r\n public _applyRenderTarget() {\r\n if (this._renderTargetIsBound) {\r\n return;\r\n }\r\n\r\n this._flushDebugMessages();\r\n\r\n const renderTargetWrapper = this._currentRenderTarget?.renderTargetWrapper;\r\n\r\n if (renderTargetWrapper === undefined) {\r\n this._engine.restoreDefaultFramebuffer();\r\n } else {\r\n if (this._engine._currentRenderTarget) {\r\n this._engine.unBindFramebuffer(this._engine._currentRenderTarget);\r\n }\r\n this._engine.bindFramebuffer(renderTargetWrapper);\r\n }\r\n\r\n if (this._debugMessageWhenTargetBound !== undefined) {\r\n this._engine._debugPushGroup?.(this._debugMessageWhenTargetBound, 2);\r\n this._debugMessageWhenTargetBound = undefined;\r\n this._debugMessageHasBeenPushed = true;\r\n }\r\n\r\n this._renderTargetIsBound = true;\r\n }\r\n\r\n /** @internal */\r\n public _isReady(): boolean {\r\n return this._copyTexture.isReady();\r\n }\r\n\r\n /** @internal */\r\n public _dispose() {\r\n this._effectRenderer.dispose();\r\n this._copyTexture.dispose();\r\n }\r\n}\r\n"]}
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+
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type {\r\n Nullable,\r\n AbstractEngine,\r\n DrawWrapper,\r\n IColor4Like,\r\n Layer,\r\n FrameGraphTextureHandle,\r\n Effect,\r\n FrameGraphTextureManager,\r\n ObjectRenderer,\r\n Scene,\r\n FrameGraphRenderTarget,\r\n InternalTexture,\r\n UtilityLayerRenderer,\r\n // eslint-disable-next-line import/no-internal-modules\r\n} from \"core/index\";\r\nimport { Constants } from \"../Engines/constants\";\r\nimport { EffectRenderer } from \"../Materials/effectRenderer\";\r\nimport { CopyTextureToTexture } from \"../Misc/copyTextureToTexture\";\r\nimport { FrameGraphContext } from \"./frameGraphContext\";\r\n\r\n/**\r\n * Frame graph context used render passes.\r\n * @experimental\r\n */\r\nexport class FrameGraphRenderContext extends FrameGraphContext {\r\n private readonly _effectRenderer: EffectRenderer;\r\n private _currentRenderTarget: FrameGraphRenderTarget | undefined;\r\n private _debugMessageWhenTargetBound: string | undefined;\r\n private _debugMessageHasBeenPushed = false;\r\n private _renderTargetIsBound = true;\r\n private readonly _copyTexture: CopyTextureToTexture;\r\n private _depthTest: boolean;\r\n private _depthWrite: boolean;\r\n\r\n private static _IsObjectRenderer(value: Layer | ObjectRenderer | UtilityLayerRenderer): value is ObjectRenderer {\r\n return (value as ObjectRenderer).initRender !== undefined;\r\n }\r\n\r\n /** @internal */\r\n constructor(\r\n private readonly _engine: AbstractEngine,\r\n private readonly _textureManager: FrameGraphTextureManager,\r\n private readonly _scene: Scene\r\n ) {\r\n super();\r\n this._effectRenderer = new EffectRenderer(this._engine);\r\n this._copyTexture = new CopyTextureToTexture(this._engine);\r\n }\r\n\r\n /**\r\n * Checks whether a texture handle points to the backbuffer's color or depth texture\r\n * @param handle The handle to check\r\n * @returns True if the handle points to the backbuffer's color or depth texture, otherwise false\r\n */\r\n public isBackbuffer(handle: FrameGraphTextureHandle): boolean {\r\n return this._textureManager.isBackbuffer(handle);\r\n }\r\n\r\n /**\r\n * Checks whether a texture handle points to the backbuffer's color texture\r\n * @param handle The handle to check\r\n * @returns True if the handle points to the backbuffer's color texture, otherwise false\r\n */\r\n public isBackbufferColor(handle: FrameGraphTextureHandle): boolean {\r\n return this._textureManager.isBackbufferColor(handle);\r\n }\r\n\r\n /**\r\n * Checks whether a texture handle points to the backbuffer's depth texture\r\n * @param handle The handle to check\r\n * @returns True if the handle points to the backbuffer's depth texture, otherwise false\r\n */\r\n public isBackbufferDepthStencil(handle: FrameGraphTextureHandle): boolean {\r\n return this._textureManager.isBackbufferDepthStencil(handle);\r\n }\r\n\r\n /**\r\n * Creates a (frame graph) render target wrapper\r\n * Note that renderTargets or renderTargetDepth can be undefined, but not both at the same time!\r\n * @param name Name of the render target wrapper\r\n * @param renderTargets Render target handles (textures) to use\r\n * @param renderTargetDepth Render target depth handle (texture) to use\r\n * @returns The created render target wrapper\r\n */\r\n public createRenderTarget(\r\n name: string,\r\n renderTargets?: FrameGraphTextureHandle | FrameGraphTextureHandle[],\r\n renderTargetDepth?: FrameGraphTextureHandle\r\n ): FrameGraphRenderTarget {\r\n return this._textureManager.createRenderTarget(name, renderTargets, renderTargetDepth);\r\n }\r\n\r\n /**\r\n * Clears the current render buffer or the current render target (if any is set up)\r\n * @param color Defines the color to use\r\n * @param backBuffer Defines if the back buffer must be cleared\r\n * @param depth Defines if the depth buffer must be cleared\r\n * @param stencil Defines if the stencil buffer must be cleared\r\n */\r\n public clear(color: Nullable<IColor4Like>, backBuffer: boolean, depth: boolean, stencil?: boolean): void {\r\n this._applyRenderTarget();\r\n this._engine.clear(color, backBuffer, depth, stencil);\r\n }\r\n\r\n /**\r\n * Clears the color attachments of the current render target\r\n * @param color Defines the color to use\r\n * @param attachments The attachments to clear\r\n */\r\n public clearColorAttachments(color: Nullable<IColor4Like>, attachments: number[]): void {\r\n this._applyRenderTarget();\r\n this._engine.bindAttachments(attachments);\r\n this._engine.clear(color, true, false, false);\r\n }\r\n\r\n /**\r\n * Binds the attachments to the current render target\r\n * @param attachments The attachments to bind\r\n */\r\n public bindAttachments(attachments: number[]): void {\r\n this._applyRenderTarget();\r\n this._engine.bindAttachments(attachments);\r\n }\r\n\r\n /**\r\n * Generates mipmaps for the current render target\r\n */\r\n public generateMipMaps(): void {\r\n if (this._currentRenderTarget?.renderTargetWrapper === undefined) {\r\n return;\r\n }\r\n\r\n if (this._renderTargetIsBound && this._engine._currentRenderTarget) {\r\n // we can't generate the mipmaps if the render target is bound\r\n this._flushDebugMessages();\r\n this._engine.unBindFramebuffer(this._engine._currentRenderTarget);\r\n this._renderTargetIsBound = false;\r\n }\r\n\r\n const textures = this._currentRenderTarget.renderTargetWrapper.textures;\r\n if (textures) {\r\n for (const texture of textures) {\r\n this._engine.generateMipmaps(texture);\r\n }\r\n }\r\n }\r\n\r\n /**\r\n * Sets the texture sampling mode for a given texture handle\r\n * @param handle Handle of the texture to set the sampling mode for\r\n * @param samplingMode Sampling mode to set\r\n */\r\n public setTextureSamplingMode(handle: FrameGraphTextureHandle, samplingMode: number): void {\r\n const internalTexture = this._textureManager.getTextureFromHandle(handle);\r\n if (internalTexture && internalTexture.samplingMode !== samplingMode) {\r\n this._engine.updateTextureSamplingMode(samplingMode, internalTexture);\r\n }\r\n }\r\n\r\n /**\r\n * Binds a texture handle to a given effect (resolves the handle to a texture and binds it to the effect)\r\n * @param effect The effect to bind the texture to\r\n * @param name The name of the texture in the effect\r\n * @param handle The handle of the texture to bind\r\n */\r\n public bindTextureHandle(effect: Effect, name: string, handle: FrameGraphTextureHandle): void {\r\n let texture: Nullable<InternalTexture>;\r\n\r\n const historyEntry = this._textureManager._historyTextures.get(handle);\r\n if (historyEntry) {\r\n texture = historyEntry.textures[historyEntry.index]; // texture we write to in this frame\r\n if (\r\n this._currentRenderTarget !== undefined &&\r\n this._currentRenderTarget.renderTargetWrapper !== undefined &&\r\n this._currentRenderTarget.renderTargetWrapper.textures!.includes(texture!)\r\n ) {\r\n // If the current render target renders to the history write texture, we bind the read texture instead\r\n texture = historyEntry.textures[historyEntry.index ^ 1];\r\n }\r\n } else {\r\n texture = this._textureManager._textures.get(handle)!.texture;\r\n }\r\n\r\n effect._bindTexture(name, texture);\r\n }\r\n\r\n /**\r\n * Saves the current depth states (depth testing and depth writing)\r\n */\r\n public saveDepthStates(): void {\r\n this._depthTest = this._engine.getDepthBuffer();\r\n this._depthWrite = this._engine.getDepthWrite();\r\n }\r\n\r\n /**\r\n * Restores the depth states saved by saveDepthStates\r\n */\r\n public restoreDepthStates(): void {\r\n this._engine.setDepthBuffer(this._depthTest);\r\n this._engine.setDepthWrite(this._depthWrite);\r\n }\r\n\r\n /**\r\n * Sets the depth states for the current render target\r\n * @param depthTest If true, depth testing is enabled\r\n * @param depthWrite If true, depth writing is enabled\r\n */\r\n public setDepthStates(depthTest: boolean, depthWrite: boolean): void {\r\n this._engine.setDepthBuffer(depthTest);\r\n this._engine.setDepthWrite(depthWrite);\r\n }\r\n\r\n /**\r\n * Applies a full-screen effect to the current render target\r\n * @param drawWrapper The draw wrapper containing the effect to apply\r\n * @param customBindings The custom bindings to use when applying the effect (optional)\r\n * @returns True if the effect was applied, otherwise false (effect not ready)\r\n */\r\n public applyFullScreenEffect(drawWrapper: DrawWrapper, customBindings?: () => void): boolean {\r\n if (!drawWrapper.effect?.isReady()) {\r\n return false;\r\n }\r\n\r\n this._applyRenderTarget();\r\n\r\n const engineDepthMask = this._engine.getDepthWrite(); // for some reasons, depthWrite is not restored by EffectRenderer.restoreStates\r\n\r\n this._effectRenderer.saveStates();\r\n this._effectRenderer.setViewport();\r\n\r\n this._engine.enableEffect(drawWrapper);\r\n this._engine.setState(false);\r\n this._engine.setDepthBuffer(false);\r\n this._engine.setDepthWrite(false);\r\n\r\n this._effectRenderer.bindBuffers(drawWrapper.effect);\r\n customBindings?.();\r\n this._effectRenderer.draw();\r\n this._effectRenderer.restoreStates();\r\n this._engine.setDepthWrite(engineDepthMask);\r\n this._engine.setAlphaMode(Constants.ALPHA_DISABLE);\r\n\r\n return true;\r\n }\r\n\r\n /**\r\n * Copies a texture to the current render target\r\n * @param sourceTexture The source texture to copy from\r\n * @param forceCopyToBackbuffer If true, the copy will be done to the back buffer regardless of the current render target\r\n */\r\n public copyTexture(sourceTexture: FrameGraphTextureHandle, forceCopyToBackbuffer = false): void {\r\n if (forceCopyToBackbuffer) {\r\n this.bindRenderTarget();\r\n }\r\n this._applyRenderTarget();\r\n this._copyTexture.copy(this._textureManager.getTextureFromHandle(sourceTexture)!);\r\n }\r\n\r\n /**\r\n * Renders a RenderTargetTexture or a layer\r\n * @param object The RenderTargetTexture/Layer to render\r\n * @param viewportWidth The width of the viewport (optional for Layer, but mandatory for ObjectRenderer)\r\n * @param viewportHeight The height of the viewport (optional for Layer, but mandatory for ObjectRenderer)\r\n */\r\n public render(object: Layer | ObjectRenderer | UtilityLayerRenderer, viewportWidth?: number, viewportHeight?: number): void {\r\n if (FrameGraphRenderContext._IsObjectRenderer(object)) {\r\n if (object.shouldRender()) {\r\n this._scene.incrementRenderId();\r\n this._scene.resetCachedMaterial();\r\n\r\n this._applyRenderTarget();\r\n\r\n object.prepareRenderList();\r\n\r\n object.initRender(viewportWidth!, viewportHeight!);\r\n\r\n object.render();\r\n\r\n object.finishRender();\r\n }\r\n } else {\r\n this._applyRenderTarget();\r\n object.render();\r\n }\r\n }\r\n\r\n /**\r\n * Binds a render target texture so that upcoming draw calls will render to it\r\n * Note: it is a lazy operation, so the render target will only be bound when needed. This way, it is possible to call\r\n * this method several times with different render targets without incurring the cost of binding if no draw calls are made\r\n * @param renderTarget The handle of the render target texture to bind (default: undefined, meaning \"back buffer\"). Pass an array for MRT rendering.\r\n * @param debugMessage Optional debug message to display when the render target is bound (visible in PIX, for example)\r\n */\r\n public bindRenderTarget(renderTarget?: FrameGraphRenderTarget, debugMessage?: string) {\r\n if (\r\n (renderTarget?.renderTargetWrapper === undefined && this._currentRenderTarget === undefined) ||\r\n (renderTarget && this._currentRenderTarget && renderTarget.equals(this._currentRenderTarget))\r\n ) {\r\n this._flushDebugMessages();\r\n if (debugMessage !== undefined) {\r\n this._engine._debugPushGroup?.(debugMessage, 2);\r\n this._debugMessageWhenTargetBound = undefined;\r\n this._debugMessageHasBeenPushed = true;\r\n }\r\n return;\r\n }\r\n this._currentRenderTarget = renderTarget?.renderTargetWrapper === undefined ? undefined : renderTarget;\r\n this._debugMessageWhenTargetBound = debugMessage;\r\n this._renderTargetIsBound = false;\r\n }\r\n\r\n /** @internal */\r\n public _flushDebugMessages() {\r\n if (this._debugMessageHasBeenPushed) {\r\n this._engine._debugPopGroup?.(2);\r\n this._debugMessageHasBeenPushed = false;\r\n }\r\n }\r\n\r\n /** @internal */\r\n public _applyRenderTarget() {\r\n if (this._renderTargetIsBound) {\r\n return;\r\n }\r\n\r\n this._flushDebugMessages();\r\n\r\n const renderTargetWrapper = this._currentRenderTarget?.renderTargetWrapper;\r\n\r\n if (renderTargetWrapper === undefined) {\r\n this._engine.restoreDefaultFramebuffer();\r\n } else {\r\n if (this._engine._currentRenderTarget) {\r\n this._engine.unBindFramebuffer(this._engine._currentRenderTarget);\r\n }\r\n this._engine.bindFramebuffer(renderTargetWrapper);\r\n }\r\n\r\n if (this._debugMessageWhenTargetBound !== undefined) {\r\n this._engine._debugPushGroup?.(this._debugMessageWhenTargetBound, 2);\r\n this._debugMessageWhenTargetBound = undefined;\r\n this._debugMessageHasBeenPushed = true;\r\n }\r\n\r\n this._renderTargetIsBound = true;\r\n }\r\n\r\n /** @internal */\r\n public _isReady(): boolean {\r\n return this._copyTexture.isReady();\r\n }\r\n\r\n /** @internal */\r\n public _dispose() {\r\n this._effectRenderer.dispose();\r\n this._copyTexture.dispose();\r\n }\r\n}\r\n"]}
|
package/FrameGraph/index.d.ts
CHANGED
|
@@ -28,6 +28,7 @@ export * from "./Tasks/Rendering/geometryRendererTask";
|
|
|
28
28
|
export * from "./Tasks/Rendering/objectRendererTask";
|
|
29
29
|
export * from "./Tasks/Rendering/shadowGeneratorTask";
|
|
30
30
|
export * from "./Tasks/Rendering/taaObjectRendererTask";
|
|
31
|
+
export * from "./Tasks/Rendering/utilityLayerRendererTask";
|
|
31
32
|
export * from "./frameGraph";
|
|
32
33
|
export * from "./frameGraphContext";
|
|
33
34
|
export * from "./frameGraphObjectList";
|
package/FrameGraph/index.js
CHANGED
|
@@ -29,6 +29,7 @@ export * from "./Tasks/Rendering/geometryRendererTask.js";
|
|
|
29
29
|
export * from "./Tasks/Rendering/objectRendererTask.js";
|
|
30
30
|
export * from "./Tasks/Rendering/shadowGeneratorTask.js";
|
|
31
31
|
export * from "./Tasks/Rendering/taaObjectRendererTask.js";
|
|
32
|
+
export * from "./Tasks/Rendering/utilityLayerRendererTask.js";
|
|
32
33
|
export * from "./frameGraph.js";
|
|
33
34
|
export * from "./frameGraphContext.js";
|
|
34
35
|
export * from "./frameGraphObjectList.js";
|
package/FrameGraph/index.js.map
CHANGED
|
@@ -1 +1 @@
|
|
|
1
|
-
{"version":3,"file":"index.js","sourceRoot":"","sources":["../../../../dev/core/src/FrameGraph/index.ts"],"names":[],"mappings":"AAAA,+CAA+C;AAC/C,cAAc,wBAAwB,CAAC;AACvC,cAAc,6BAA6B,CAAC;AAC5C,cAAc,4CAA4C,CAAC;AAC3D,cAAc,kCAAkC,CAAC;AACjD,cAAc,mCAAmC,CAAC;AAClD,cAAc,qBAAqB,CAAC;AAEpC,cAAc,mBAAmB,CAAC;AAClC,cAAc,eAAe,CAAC;AAC9B,cAAc,qBAAqB,CAAC;AAEpC,cAAc,8BAA8B,CAAC;AAC7C,cAAc,mCAAmC,CAAC;AAElD,cAAc,0BAA0B,CAAC;AAEzC,cAAc,yCAAyC,CAAC;AACxD,cAAc,iCAAiC,CAAC;AAChD,cAAc,gCAAgC,CAAC;AAC/C,cAAc,6CAA6C,CAAC;AAC5D,cAAc,wCAAwC,CAAC;AACvD,cAAc,6CAA6C,CAAC;AAC5D,cAAc,gCAAgC,CAAC;AAC/C,cAAc,uCAAuC,CAAC;AAEtD,cAAc,kCAAkC,CAAC;AACjD,cAAc,2CAA2C,CAAC;AAC1D,cAAc,mCAAmC,CAAC;AAClD,cAAc,qCAAqC,CAAC;AAEpD,cAAc,0CAA0C,CAAC;AACzD,cAAc,mCAAmC,CAAC;AAClD,cAAc,wCAAwC,CAAC;AACvD,cAAc,sCAAsC,CAAC;AACrD,cAAc,uCAAuC,CAAC;AACtD,cAAc,yCAAyC,CAAC;
|
|
1
|
+
{"version":3,"file":"index.js","sourceRoot":"","sources":["../../../../dev/core/src/FrameGraph/index.ts"],"names":[],"mappings":"AAAA,+CAA+C;AAC/C,cAAc,wBAAwB,CAAC;AACvC,cAAc,6BAA6B,CAAC;AAC5C,cAAc,4CAA4C,CAAC;AAC3D,cAAc,kCAAkC,CAAC;AACjD,cAAc,mCAAmC,CAAC;AAClD,cAAc,qBAAqB,CAAC;AAEpC,cAAc,mBAAmB,CAAC;AAClC,cAAc,eAAe,CAAC;AAC9B,cAAc,qBAAqB,CAAC;AAEpC,cAAc,8BAA8B,CAAC;AAC7C,cAAc,mCAAmC,CAAC;AAElD,cAAc,0BAA0B,CAAC;AAEzC,cAAc,yCAAyC,CAAC;AACxD,cAAc,iCAAiC,CAAC;AAChD,cAAc,gCAAgC,CAAC;AAC/C,cAAc,6CAA6C,CAAC;AAC5D,cAAc,wCAAwC,CAAC;AACvD,cAAc,6CAA6C,CAAC;AAC5D,cAAc,gCAAgC,CAAC;AAC/C,cAAc,uCAAuC,CAAC;AAEtD,cAAc,kCAAkC,CAAC;AACjD,cAAc,2CAA2C,CAAC;AAC1D,cAAc,mCAAmC,CAAC;AAClD,cAAc,qCAAqC,CAAC;AAEpD,cAAc,0CAA0C,CAAC;AACzD,cAAc,mCAAmC,CAAC;AAClD,cAAc,wCAAwC,CAAC;AACvD,cAAc,sCAAsC,CAAC;AACrD,cAAc,uCAAuC,CAAC;AACtD,cAAc,yCAAyC,CAAC;AACxD,cAAc,4CAA4C,CAAC;AAE3D,cAAc,cAAc,CAAC;AAC7B,cAAc,qBAAqB,CAAC;AACpC,cAAc,wBAAwB,CAAC;AACvC,cAAc,2BAA2B,CAAC;AAC1C,cAAc,0BAA0B,CAAC;AACzC,cAAc,kBAAkB,CAAC;AACjC,cAAc,4BAA4B,CAAC;AAC3C,cAAc,mBAAmB,CAAC","sourcesContent":["/* eslint-disable import/no-internal-modules */\r\nexport * from \"./Node/nodeRenderGraph\";\r\nexport * from \"./Node/nodeRenderGraphBlock\";\r\nexport * from \"./Node/nodeRenderGraphBlockConnectionPoint\";\r\nexport * from \"./Node/nodeRenderGraphBuildState\";\r\nexport * from \"./Node/Types/nodeRenderGraphTypes\";\r\nexport * from \"./Node/Blocks/index\";\r\n\r\nexport * from \"./Passes/cullPass\";\r\nexport * from \"./Passes/pass\";\r\nexport * from \"./Passes/renderPass\";\r\n\r\nexport * from \"./Tasks/Layers/glowLayerTask\";\r\nexport * from \"./Tasks/Layers/highlightLayerTask\";\r\n\r\nexport * from \"./Tasks/Misc/executeTask\";\r\n\r\nexport * from \"./Tasks/PostProcesses/blackAndWhiteTask\";\r\nexport * from \"./Tasks/PostProcesses/bloomTask\";\r\nexport * from \"./Tasks/PostProcesses/blurTask\";\r\nexport * from \"./Tasks/PostProcesses/circleOfConfusionTask\";\r\nexport * from \"./Tasks/PostProcesses/depthOfFieldTask\";\r\nexport * from \"./Tasks/PostProcesses/extractHighlightsTask\";\r\nexport * from \"./Tasks/PostProcesses/passTask\";\r\nexport * from \"./Tasks/PostProcesses/postProcessTask\";\r\n\r\nexport * from \"./Tasks/Texture/clearTextureTask\";\r\nexport * from \"./Tasks/Texture/copyToBackbufferColorTask\";\r\nexport * from \"./Tasks/Texture/copyToTextureTask\";\r\nexport * from \"./Tasks/Texture/generateMipMapsTask\";\r\n\r\nexport * from \"./Tasks/Rendering/csmShadowGeneratorTask\";\r\nexport * from \"./Tasks/Rendering/cullObjectsTask\";\r\nexport * from \"./Tasks/Rendering/geometryRendererTask\";\r\nexport * from \"./Tasks/Rendering/objectRendererTask\";\r\nexport * from \"./Tasks/Rendering/shadowGeneratorTask\";\r\nexport * from \"./Tasks/Rendering/taaObjectRendererTask\";\r\nexport * from \"./Tasks/Rendering/utilityLayerRendererTask\";\r\n\r\nexport * from \"./frameGraph\";\r\nexport * from \"./frameGraphContext\";\r\nexport * from \"./frameGraphObjectList\";\r\nexport * from \"./frameGraphRenderContext\";\r\nexport * from \"./frameGraphRenderTarget\";\r\nexport * from \"./frameGraphTask\";\r\nexport * from \"./frameGraphTextureManager\";\r\nexport * from \"./frameGraphTypes\";\r\n"]}
|
|
@@ -278,16 +278,16 @@ export class InputManager {
|
|
|
278
278
|
const actionManager = pickResult.pickedMesh._getActionManagerForTrigger();
|
|
279
279
|
if (actionManager) {
|
|
280
280
|
if (actionManager.hasPickTriggers) {
|
|
281
|
-
actionManager.processTrigger(5, ActionEvent
|
|
281
|
+
actionManager.processTrigger(5, new ActionEvent(pickResult.pickedMesh, scene.pointerX, scene.pointerY, pickResult.pickedMesh, evt, pickResult));
|
|
282
282
|
switch (evt.button) {
|
|
283
283
|
case 0:
|
|
284
|
-
actionManager.processTrigger(2, ActionEvent
|
|
284
|
+
actionManager.processTrigger(2, new ActionEvent(pickResult.pickedMesh, scene.pointerX, scene.pointerY, pickResult.pickedMesh, evt, pickResult));
|
|
285
285
|
break;
|
|
286
286
|
case 1:
|
|
287
|
-
actionManager.processTrigger(4, ActionEvent
|
|
287
|
+
actionManager.processTrigger(4, new ActionEvent(pickResult.pickedMesh, scene.pointerX, scene.pointerY, pickResult.pickedMesh, evt, pickResult));
|
|
288
288
|
break;
|
|
289
289
|
case 2:
|
|
290
|
-
actionManager.processTrigger(3, ActionEvent
|
|
290
|
+
actionManager.processTrigger(3, new ActionEvent(pickResult.pickedMesh, scene.pointerX, scene.pointerY, pickResult.pickedMesh, evt, pickResult));
|
|
291
291
|
break;
|
|
292
292
|
}
|
|
293
293
|
}
|