@babylonjs/core 7.53.0 → 7.53.1
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/Engines/abstractEngine.js +2 -2
- package/Engines/abstractEngine.js.map +1 -1
- package/FlowGraph/Blocks/Data/Math/flowGraphMathBlocks.js +1 -1
- package/FlowGraph/Blocks/Data/Math/flowGraphMathBlocks.js.map +1 -1
- package/FlowGraph/Blocks/Data/Math/flowGraphMatrixMathBlocks.js +7 -2
- package/FlowGraph/Blocks/Data/Math/flowGraphMatrixMathBlocks.js.map +1 -1
- package/FlowGraph/CustomTypes/flowGraphMatrix.d.ts +1 -0
- package/FlowGraph/CustomTypes/flowGraphMatrix.js +18 -17
- package/FlowGraph/CustomTypes/flowGraphMatrix.js.map +1 -1
- package/FlowGraph/flowGraphDataConnection.d.ts +10 -1
- package/FlowGraph/flowGraphDataConnection.js +23 -13
- package/FlowGraph/flowGraphDataConnection.js.map +1 -1
- package/FlowGraph/flowGraphRichTypes.d.ts +5 -0
- package/FlowGraph/flowGraphRichTypes.js +12 -0
- package/FlowGraph/flowGraphRichTypes.js.map +1 -1
- package/FrameGraph/Node/Blocks/Layers/glowLayerBlock.d.ts +2 -2
- package/FrameGraph/Node/Blocks/Layers/glowLayerBlock.js +6 -6
- package/FrameGraph/Node/Blocks/Layers/glowLayerBlock.js.map +1 -1
- package/FrameGraph/Node/Blocks/Layers/highlightLayerBlock.d.ts +2 -2
- package/FrameGraph/Node/Blocks/Layers/highlightLayerBlock.js +6 -6
- package/FrameGraph/Node/Blocks/Layers/highlightLayerBlock.js.map +1 -1
- package/FrameGraph/Node/Blocks/PostProcesses/anaglyphPostProcessBlock.d.ts +30 -0
- package/FrameGraph/Node/Blocks/PostProcesses/anaglyphPostProcessBlock.js +48 -0
- package/FrameGraph/Node/Blocks/PostProcesses/anaglyphPostProcessBlock.js.map +1 -0
- package/FrameGraph/Node/Blocks/PostProcesses/basePostProcessBlock.d.ts +3 -3
- package/FrameGraph/Node/Blocks/PostProcesses/basePostProcessBlock.js +6 -6
- package/FrameGraph/Node/Blocks/PostProcesses/basePostProcessBlock.js.map +1 -1
- package/FrameGraph/Node/Blocks/PostProcesses/chromaticAberrationPostProcessBlock.d.ts +38 -0
- package/FrameGraph/Node/Blocks/PostProcesses/chromaticAberrationPostProcessBlock.js +88 -0
- package/FrameGraph/Node/Blocks/PostProcesses/chromaticAberrationPostProcessBlock.js.map +1 -0
- package/FrameGraph/Node/Blocks/Rendering/baseObjectRendererBlock.d.ts +2 -2
- package/FrameGraph/Node/Blocks/Rendering/baseObjectRendererBlock.js +6 -6
- package/FrameGraph/Node/Blocks/Rendering/baseObjectRendererBlock.js.map +1 -1
- package/FrameGraph/Node/Blocks/Rendering/utilityLayerRendererBlock.d.ts +2 -2
- package/FrameGraph/Node/Blocks/Rendering/utilityLayerRendererBlock.js +6 -6
- package/FrameGraph/Node/Blocks/Rendering/utilityLayerRendererBlock.js.map +1 -1
- package/FrameGraph/Node/Blocks/Textures/clearBlock.d.ts +2 -2
- package/FrameGraph/Node/Blocks/Textures/clearBlock.js +7 -7
- package/FrameGraph/Node/Blocks/Textures/clearBlock.js.map +1 -1
- package/FrameGraph/Node/Blocks/Textures/copyTextureBlock.d.ts +2 -2
- package/FrameGraph/Node/Blocks/Textures/copyTextureBlock.js +6 -6
- package/FrameGraph/Node/Blocks/Textures/copyTextureBlock.js.map +1 -1
- package/FrameGraph/Node/Blocks/Textures/generateMipmapsBlock.d.ts +2 -2
- package/FrameGraph/Node/Blocks/Textures/generateMipmapsBlock.js +7 -7
- package/FrameGraph/Node/Blocks/Textures/generateMipmapsBlock.js.map +1 -1
- package/FrameGraph/Node/Blocks/index.d.ts +2 -0
- package/FrameGraph/Node/Blocks/index.js +2 -0
- package/FrameGraph/Node/Blocks/index.js.map +1 -1
- package/FrameGraph/Node/nodeRenderGraph.js +2 -2
- package/FrameGraph/Node/nodeRenderGraph.js.map +1 -1
- package/FrameGraph/Tasks/Layers/baseLayerTask.d.ts +3 -3
- package/FrameGraph/Tasks/Layers/baseLayerTask.js +12 -12
- package/FrameGraph/Tasks/Layers/baseLayerTask.js.map +1 -1
- package/FrameGraph/Tasks/PostProcesses/anaglyphTask.d.ts +21 -0
- package/FrameGraph/Tasks/PostProcesses/anaglyphTask.js +27 -0
- package/FrameGraph/Tasks/PostProcesses/anaglyphTask.js.map +1 -0
- package/FrameGraph/Tasks/PostProcesses/bloomTask.d.ts +2 -2
- package/FrameGraph/Tasks/PostProcesses/bloomTask.js +5 -5
- package/FrameGraph/Tasks/PostProcesses/bloomTask.js.map +1 -1
- package/FrameGraph/Tasks/PostProcesses/chromaticAberrationTask.d.ts +17 -0
- package/FrameGraph/Tasks/PostProcesses/chromaticAberrationTask.js +23 -0
- package/FrameGraph/Tasks/PostProcesses/chromaticAberrationTask.js.map +1 -0
- package/FrameGraph/Tasks/PostProcesses/depthOfFieldTask.d.ts +2 -2
- package/FrameGraph/Tasks/PostProcesses/depthOfFieldTask.js +5 -5
- package/FrameGraph/Tasks/PostProcesses/depthOfFieldTask.js.map +1 -1
- package/FrameGraph/Tasks/PostProcesses/postProcessTask.d.ts +2 -2
- package/FrameGraph/Tasks/PostProcesses/postProcessTask.js +1 -1
- package/FrameGraph/Tasks/PostProcesses/postProcessTask.js.map +1 -1
- package/FrameGraph/Tasks/PostProcesses/ssrRenderingPipelineTask.d.ts +2 -2
- package/FrameGraph/Tasks/PostProcesses/ssrRenderingPipelineTask.js +8 -8
- package/FrameGraph/Tasks/PostProcesses/ssrRenderingPipelineTask.js.map +1 -1
- package/FrameGraph/Tasks/Rendering/objectRendererTask.d.ts +3 -3
- package/FrameGraph/Tasks/Rendering/objectRendererTask.js +9 -9
- package/FrameGraph/Tasks/Rendering/objectRendererTask.js.map +1 -1
- package/FrameGraph/Tasks/Rendering/taaObjectRendererTask.js +7 -7
- package/FrameGraph/Tasks/Rendering/taaObjectRendererTask.js.map +1 -1
- package/FrameGraph/Tasks/Rendering/utilityLayerRendererTask.d.ts +3 -3
- package/FrameGraph/Tasks/Rendering/utilityLayerRendererTask.js +3 -3
- package/FrameGraph/Tasks/Rendering/utilityLayerRendererTask.js.map +1 -1
- package/FrameGraph/Tasks/Texture/clearTextureTask.d.ts +3 -3
- package/FrameGraph/Tasks/Texture/clearTextureTask.js +8 -8
- package/FrameGraph/Tasks/Texture/clearTextureTask.js.map +1 -1
- package/FrameGraph/Tasks/Texture/copyToTextureTask.d.ts +3 -3
- package/FrameGraph/Tasks/Texture/copyToTextureTask.js +3 -3
- package/FrameGraph/Tasks/Texture/copyToTextureTask.js.map +1 -1
- package/FrameGraph/Tasks/Texture/generateMipMapsTask.d.ts +2 -2
- package/FrameGraph/Tasks/Texture/generateMipMapsTask.js +5 -5
- package/FrameGraph/Tasks/Texture/generateMipMapsTask.js.map +1 -1
- package/FrameGraph/index.d.ts +2 -0
- package/FrameGraph/index.js +2 -0
- package/FrameGraph/index.js.map +1 -1
- package/Materials/materialDefines.js +1 -1
- package/Materials/materialDefines.js.map +1 -1
- package/Meshes/Builders/shapeBuilder.d.ts +6 -2
- package/Meshes/Builders/shapeBuilder.js.map +1 -1
- package/PostProcesses/anaglyphPostProcess.d.ts +0 -1
- package/PostProcesses/anaglyphPostProcess.js +14 -11
- package/PostProcesses/anaglyphPostProcess.js.map +1 -1
- package/PostProcesses/chromaticAberrationPostProcess.d.ts +15 -8
- package/PostProcesses/chromaticAberrationPostProcess.js +72 -42
- package/PostProcesses/chromaticAberrationPostProcess.js.map +1 -1
- package/PostProcesses/index.d.ts +2 -0
- package/PostProcesses/index.js +2 -0
- package/PostProcesses/index.js.map +1 -1
- package/PostProcesses/thinAnaglyphPostProcess.d.ts +23 -0
- package/PostProcesses/thinAnaglyphPostProcess.js +42 -0
- package/PostProcesses/thinAnaglyphPostProcess.js.map +1 -0
- package/PostProcesses/thinChromaticAberrationPostProcess.d.ts +45 -0
- package/PostProcesses/thinChromaticAberrationPostProcess.js +69 -0
- package/PostProcesses/thinChromaticAberrationPostProcess.js.map +1 -0
- package/package.json +1 -1
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eslint-disable import/no-internal-modules */\r\nimport type {\r\n Observer,\r\n Nullable,\r\n NodeRenderGraphBlock,\r\n NodeRenderGraphTeleportOutBlock,\r\n NodeRenderGraphTeleportInBlock,\r\n AbstractEngine,\r\n INodeRenderGraphCreateOptions,\r\n INodeRenderGraphEditorOptions,\r\n Scene,\r\n WritableObject,\r\n IShadowLight,\r\n} from \"core/index\";\r\nimport { Observable } from \"../../Misc/observable\";\r\nimport { NodeRenderGraphOutputBlock } from \"./Blocks/outputBlock\";\r\nimport { FrameGraph } from \"../frameGraph\";\r\nimport { GetClass } from \"../../Misc/typeStore\";\r\nimport { serialize } from \"../../Misc/decorators\";\r\nimport { SerializationHelper } from \"../../Misc/decorators.serialization\";\r\nimport { Constants } from \"../../Engines/constants\";\r\nimport { WebRequest } from \"../../Misc/webRequest\";\r\nimport { NodeRenderGraphInputBlock } from \"./Blocks/inputBlock\";\r\nimport { Tools } from \"../../Misc/tools\";\r\nimport { Engine } from \"../../Engines/engine\";\r\nimport { NodeRenderGraphBlockConnectionPointTypes } from \"./Types/nodeRenderGraphTypes\";\r\nimport { NodeRenderGraphClearBlock } from \"./Blocks/Textures/clearBlock\";\r\nimport { NodeRenderGraphObjectRendererBlock } from \"./Blocks/Rendering/objectRendererBlock\";\r\nimport { NodeRenderGraphBuildState } from \"./nodeRenderGraphBuildState\";\r\n\r\n// declare NODERENDERGRAPHEDITOR namespace for compilation issue\r\ndeclare let NODERENDERGRAPHEDITOR: any;\r\ndeclare let BABYLON: any;\r\n\r\n/**\r\n * Defines a node render graph\r\n */\r\nexport class NodeRenderGraph {\r\n private static _BuildIdGenerator: number = 0;\r\n\r\n private _buildId: number = NodeRenderGraph._BuildIdGenerator++;\r\n\r\n /** Define the Url to load node editor script */\r\n public static EditorURL = `${Tools._DefaultCdnUrl}/v${Engine.Version}/NodeRenderGraph/babylon.nodeRenderGraph.js`;\r\n\r\n /** Define the Url to load snippets */\r\n public static SnippetUrl = Constants.SnippetUrl;\r\n\r\n // eslint-disable-next-line @typescript-eslint/naming-convention\r\n private BJSNODERENDERGRAPHEDITOR = this._getGlobalNodeRenderGraphEditor();\r\n\r\n /** @returns the inspector from bundle or global */\r\n private _getGlobalNodeRenderGraphEditor(): any {\r\n // UMD Global name detection from Webpack Bundle UMD Name.\r\n if (typeof NODERENDERGRAPHEDITOR !== \"undefined\") {\r\n return NODERENDERGRAPHEDITOR;\r\n }\r\n\r\n // In case of module let's check the global emitted from the editor entry point.\r\n if (typeof BABYLON !== \"undefined\" && typeof BABYLON.NodeRenderGraphEditor !== \"undefined\") {\r\n return BABYLON;\r\n }\r\n\r\n return undefined;\r\n }\r\n\r\n /**\r\n * Gets or sets data used by visual editor\r\n * @see https://nrge.babylonjs.com\r\n */\r\n public editorData: any = null;\r\n\r\n /**\r\n * Gets an array of blocks that needs to be serialized even if they are not yet connected\r\n */\r\n public attachedBlocks: NodeRenderGraphBlock[] = [];\r\n\r\n /**\r\n * Observable raised when the node render graph is built\r\n */\r\n public onBuildObservable = new Observable<NodeRenderGraph>();\r\n\r\n /**\r\n * Observable raised when an error is detected\r\n */\r\n public onBuildErrorObservable = new Observable<string>();\r\n\r\n /** Gets or sets the RenderGraphOutputBlock used to gather the final node render graph data */\r\n public outputBlock: Nullable<NodeRenderGraphOutputBlock> = null;\r\n\r\n /**\r\n * Snippet ID if the graph was created from the snippet server\r\n */\r\n public snippetId: string;\r\n\r\n /**\r\n * The name of the node render graph\r\n */\r\n @serialize()\r\n public name: string;\r\n\r\n /**\r\n * A free comment about the graph\r\n */\r\n @serialize(\"comment\")\r\n public comment: string;\r\n\r\n private readonly _engine: AbstractEngine;\r\n private readonly _scene: Scene;\r\n private readonly _resizeObserver: Nullable<Observer<AbstractEngine>> = null;\r\n private readonly _frameGraph: FrameGraph;\r\n private readonly _options: INodeRenderGraphCreateOptions;\r\n\r\n /**\r\n * Gets the frame graph used by this node render graph\r\n */\r\n public get frameGraph() {\r\n return this._frameGraph;\r\n }\r\n\r\n /**\r\n * Gets the scene used by this node render graph\r\n * @returns the scene used by this node render graph\r\n */\r\n public getScene() {\r\n return this._scene;\r\n }\r\n\r\n /**\r\n * Creates a new node render graph\r\n * @param name defines the name of the node render graph\r\n * @param scene defines the scene to use to execute the graph\r\n * @param options defines the options to use when creating the graph\r\n */\r\n public constructor(name: string, scene: Scene, options?: INodeRenderGraphCreateOptions) {\r\n this.name = name;\r\n this._scene = scene;\r\n this._engine = scene.getEngine();\r\n\r\n options = {\r\n debugTextures: false,\r\n autoConfigure: false,\r\n verbose: false,\r\n rebuildGraphOnEngineResize: true,\r\n autoFillExternalInputs: true,\r\n ...options,\r\n };\r\n\r\n this._options = options;\r\n\r\n this._frameGraph = new FrameGraph(this._scene, options.debugTextures);\r\n\r\n if (options.rebuildGraphOnEngineResize) {\r\n this._resizeObserver = this._engine.onResizeObservable.add(() => {\r\n this.build();\r\n });\r\n }\r\n }\r\n\r\n /**\r\n * Gets the current class name (\"NodeRenderGraph\")\r\n * @returns the class name\r\n */\r\n public getClassName(): string {\r\n return \"NodeRenderGraph\";\r\n }\r\n\r\n /**\r\n * Gets a block by its name\r\n * @param name defines the name of the block to retrieve\r\n * @returns the required block or null if not found\r\n */\r\n public getBlockByName<T extends NodeRenderGraphBlock>(name: string): Nullable<T> {\r\n let result: Nullable<T> = null;\r\n for (const block of this.attachedBlocks) {\r\n if (block.name === name) {\r\n if (!result) {\r\n result = block as T;\r\n } else {\r\n Tools.Warn(\"More than one block was found with the name `\" + name + \"`\");\r\n return result;\r\n }\r\n }\r\n }\r\n\r\n return result;\r\n }\r\n\r\n /**\r\n * Get a block using a predicate\r\n * @param predicate defines the predicate used to find the good candidate\r\n * @returns the required block or null if not found\r\n */\r\n public getBlockByPredicate<T extends NodeRenderGraphBlock>(predicate: (block: NodeRenderGraphBlock) => boolean): Nullable<T> {\r\n for (const block of this.attachedBlocks) {\r\n if (predicate(block)) {\r\n return block as T;\r\n }\r\n }\r\n\r\n return null;\r\n }\r\n\r\n /**\r\n * Get all blocks that match a predicate\r\n * @param predicate defines the predicate used to find the good candidate(s)\r\n * @returns the list of blocks found\r\n */\r\n public getBlocksByPredicate<T extends NodeRenderGraphBlock>(predicate: (block: NodeRenderGraphBlock) => boolean): T[] {\r\n const blocks: T[] = [];\r\n for (const block of this.attachedBlocks) {\r\n if (predicate(block)) {\r\n blocks.push(block as T);\r\n }\r\n }\r\n\r\n return blocks;\r\n }\r\n\r\n /**\r\n * Gets the list of input blocks attached to this material\r\n * @returns an array of InputBlocks\r\n */\r\n public getInputBlocks() {\r\n const blocks: NodeRenderGraphInputBlock[] = [];\r\n for (const block of this.attachedBlocks) {\r\n if (block.isInput) {\r\n blocks.push(block as NodeRenderGraphInputBlock);\r\n }\r\n }\r\n\r\n return blocks;\r\n }\r\n\r\n /**\r\n * Launch the node render graph editor\r\n * @param config Define the configuration of the editor\r\n * @returns a promise fulfilled when the node editor is visible\r\n */\r\n public edit(config?: INodeRenderGraphEditorOptions): Promise<void> {\r\n return new Promise((resolve) => {\r\n this.BJSNODERENDERGRAPHEDITOR = this.BJSNODERENDERGRAPHEDITOR || this._getGlobalNodeRenderGraphEditor();\r\n if (typeof this.BJSNODERENDERGRAPHEDITOR == \"undefined\") {\r\n const editorUrl = config && config.editorURL ? config.editorURL : NodeRenderGraph.EditorURL;\r\n\r\n // Load editor and add it to the DOM\r\n Tools.LoadBabylonScript(editorUrl, () => {\r\n this.BJSNODERENDERGRAPHEDITOR = this.BJSNODERENDERGRAPHEDITOR || this._getGlobalNodeRenderGraphEditor();\r\n this._createNodeEditor(config?.nodeRenderGraphEditorConfig);\r\n resolve();\r\n });\r\n } else {\r\n // Otherwise creates the editor\r\n this._createNodeEditor(config?.nodeRenderGraphEditorConfig);\r\n resolve();\r\n }\r\n });\r\n }\r\n\r\n /**\r\n * Creates the node editor window.\r\n * @param additionalConfig Additional configuration for the FGE\r\n */\r\n private _createNodeEditor(additionalConfig?: any) {\r\n const nodeEditorConfig: any = {\r\n nodeRenderGraph: this,\r\n ...additionalConfig,\r\n };\r\n this.BJSNODERENDERGRAPHEDITOR.NodeRenderGraphEditor.Show(nodeEditorConfig);\r\n }\r\n\r\n /**\r\n * Build the final list of blocks that will be executed by the \"execute\" method\r\n */\r\n public build() {\r\n if (!this.outputBlock) {\r\n throw new Error(\"You must define the outputBlock property before building the node render graph\");\r\n }\r\n\r\n this._initializeBlock(this.outputBlock);\r\n\r\n this._frameGraph.clear();\r\n\r\n const state = new NodeRenderGraphBuildState();\r\n\r\n state.buildId = this._buildId;\r\n state.verbose = this._options.verbose!;\r\n\r\n if (this._options.autoFillExternalInputs) {\r\n this._autoFillExternalInputs();\r\n }\r\n\r\n try {\r\n this.outputBlock.build(state);\r\n\r\n this._frameGraph.build();\r\n } finally {\r\n this._buildId = NodeRenderGraph._BuildIdGenerator++;\r\n\r\n if (state.emitErrors(this.onBuildErrorObservable)) {\r\n this.onBuildObservable.notifyObservers(this);\r\n }\r\n }\r\n }\r\n\r\n private _autoFillExternalInputs() {\r\n const allInputs = this.getInputBlocks();\r\n\r\n const shadowLights: IShadowLight[] = [];\r\n for (const light of this._scene.lights) {\r\n if ((light as IShadowLight).setShadowProjectionMatrix !== undefined) {\r\n shadowLights.push(light as IShadowLight);\r\n }\r\n }\r\n\r\n let cameraIndex = 0;\r\n let lightIndex = 0;\r\n for (const input of allInputs) {\r\n if (!input.isExternal) {\r\n continue;\r\n }\r\n if (!input.isAnAncestorOfType(\"NodeRenderGraphOutputBlock\")) {\r\n continue;\r\n }\r\n if ((input.type & NodeRenderGraphBlockConnectionPointTypes.TextureAllButBackBuffer) !== 0) {\r\n // nothing to do\r\n } else if (input.isCamera()) {\r\n const camera = this._scene.cameras[cameraIndex++] || this._scene.cameras[0];\r\n if (!this._scene.cameraToUseForPointers) {\r\n this._scene.cameraToUseForPointers = camera;\r\n }\r\n\r\n input.value = camera;\r\n } else if (input.isObjectList()) {\r\n input.value = { meshes: this._scene.meshes, particleSystems: this._scene.particleSystems };\r\n } else if (input.isShadowLight()) {\r\n if (lightIndex < shadowLights.length) {\r\n input.value = shadowLights[lightIndex++];\r\n lightIndex = lightIndex % shadowLights.length;\r\n }\r\n }\r\n }\r\n }\r\n\r\n /**\r\n * Returns a promise that resolves when the node render graph is ready to be executed\r\n * This method must be called after the graph has been built (NodeRenderGraph.build called)!\r\n * @param 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 return this._frameGraph.whenReadyAsync(timeStep, maxTimeout);\r\n }\r\n\r\n /**\r\n * Execute the graph (the graph must have been built before!)\r\n */\r\n public execute() {\r\n this._frameGraph.execute();\r\n }\r\n\r\n private _initializeBlock(node: NodeRenderGraphBlock) {\r\n node.initialize();\r\n if (this._options.autoConfigure) {\r\n node.autoConfigure();\r\n }\r\n\r\n if (this.attachedBlocks.indexOf(node) === -1) {\r\n this.attachedBlocks.push(node);\r\n }\r\n\r\n for (const input of node.inputs) {\r\n const connectedPoint = input.connectedPoint;\r\n if (connectedPoint) {\r\n const block = connectedPoint.ownerBlock;\r\n if (block !== node) {\r\n this._initializeBlock(block);\r\n }\r\n }\r\n }\r\n }\r\n\r\n /**\r\n * Clear the current graph\r\n */\r\n public clear() {\r\n this.outputBlock = null;\r\n this.attachedBlocks.length = 0;\r\n }\r\n\r\n /**\r\n * Remove a block from the current graph\r\n * @param block defines the block to remove\r\n */\r\n public removeBlock(block: NodeRenderGraphBlock) {\r\n const attachedBlockIndex = this.attachedBlocks.indexOf(block);\r\n if (attachedBlockIndex > -1) {\r\n this.attachedBlocks.splice(attachedBlockIndex, 1);\r\n }\r\n\r\n if (block === this.outputBlock) {\r\n this.outputBlock = null;\r\n }\r\n }\r\n\r\n /**\r\n * Clear the current graph and load a new one from a serialization object\r\n * @param source defines the JSON representation of the graph\r\n * @param merge defines whether or not the source must be merged or replace the current content\r\n */\r\n public parseSerializedObject(source: any, merge = false) {\r\n if (!merge) {\r\n this.clear();\r\n }\r\n\r\n const map: { [key: number]: NodeRenderGraphBlock } = {};\r\n\r\n // Create blocks\r\n for (const parsedBlock of source.blocks) {\r\n const blockType: typeof NodeRenderGraphBlock = GetClass(parsedBlock.customType);\r\n if (blockType) {\r\n const additionalConstructionParameters = parsedBlock.additionalConstructionParameters;\r\n const block: NodeRenderGraphBlock = additionalConstructionParameters\r\n ? new blockType(\"\", this._frameGraph, this._scene, ...additionalConstructionParameters)\r\n : new blockType(\"\", this._frameGraph, this._scene);\r\n block._deserialize(parsedBlock);\r\n map[parsedBlock.id] = block;\r\n\r\n this.attachedBlocks.push(block);\r\n }\r\n }\r\n\r\n // Reconnect teleportation\r\n for (const block of this.attachedBlocks) {\r\n if (block.isTeleportOut) {\r\n const teleportOut = block as NodeRenderGraphTeleportOutBlock;\r\n const id = teleportOut._tempEntryPointUniqueId;\r\n if (id) {\r\n const source = map[id] as NodeRenderGraphTeleportInBlock;\r\n if (source) {\r\n source.attachToEndpoint(teleportOut);\r\n }\r\n }\r\n }\r\n }\r\n\r\n // Connections - Starts with input blocks only (except if in \"merge\" mode where we scan all blocks)\r\n for (let blockIndex = 0; blockIndex < source.blocks.length; blockIndex++) {\r\n const parsedBlock = source.blocks[blockIndex];\r\n const block = map[parsedBlock.id];\r\n\r\n if (!block) {\r\n continue;\r\n }\r\n\r\n if (block.inputs.length && parsedBlock.inputs.some((i: any) => i.targetConnectionName) && !merge) {\r\n continue;\r\n }\r\n this._restoreConnections(block, source, map);\r\n }\r\n\r\n // Outputs\r\n if (source.outputNodeId) {\r\n this.outputBlock = map[source.outputNodeId] as NodeRenderGraphOutputBlock;\r\n }\r\n\r\n // UI related info\r\n if (source.locations || (source.editorData && source.editorData.locations)) {\r\n const locations: {\r\n blockId: number;\r\n x: number;\r\n y: number;\r\n isCollapsed: boolean;\r\n }[] = source.locations || source.editorData.locations;\r\n\r\n for (const location of locations) {\r\n if (map[location.blockId]) {\r\n location.blockId = map[location.blockId].uniqueId;\r\n }\r\n }\r\n\r\n if (merge && this.editorData && this.editorData.locations) {\r\n locations.concat(this.editorData.locations);\r\n }\r\n\r\n if (source.locations) {\r\n this.editorData = {\r\n locations: locations,\r\n };\r\n } else {\r\n this.editorData = source.editorData;\r\n this.editorData.locations = locations;\r\n }\r\n\r\n const blockMap: number[] = [];\r\n\r\n for (const key in map) {\r\n blockMap[key] = map[key].uniqueId;\r\n }\r\n\r\n this.editorData.map = blockMap;\r\n }\r\n\r\n this.comment = source.comment;\r\n }\r\n\r\n private _restoreConnections(block: NodeRenderGraphBlock, source: any, map: { [key: number]: NodeRenderGraphBlock }) {\r\n for (const outputPoint of block.outputs) {\r\n for (const candidate of source.blocks) {\r\n const target = map[candidate.id];\r\n\r\n if (!target) {\r\n continue;\r\n }\r\n\r\n for (const input of candidate.inputs) {\r\n if (map[input.targetBlockId] === block && input.targetConnectionName === outputPoint.name) {\r\n const inputPoint = target.getInputByName(input.inputName);\r\n if (!inputPoint || inputPoint.isConnected) {\r\n continue;\r\n }\r\n\r\n outputPoint.connectTo(inputPoint, true);\r\n this._restoreConnections(target, source, map);\r\n continue;\r\n }\r\n }\r\n }\r\n }\r\n }\r\n\r\n /**\r\n * Generate a string containing the code declaration required to create an equivalent of this node render graph\r\n * @returns a string\r\n */\r\n public generateCode() {\r\n let alreadyDumped: NodeRenderGraphBlock[] = [];\r\n const blocks: NodeRenderGraphBlock[] = [];\r\n const uniqueNames: string[] = [\"const\", \"var\", \"let\"];\r\n // Gets active blocks\r\n if (this.outputBlock) {\r\n this._gatherBlocks(this.outputBlock, blocks);\r\n }\r\n\r\n // Generate\r\n const options = JSON.stringify(this._options);\r\n let codeString = `let nodeRenderGraph = new BABYLON.NodeRenderGraph(\"${this.name || \"render graph\"}\", scene, ${options});\\n`;\r\n for (const node of blocks) {\r\n if (node.isInput && alreadyDumped.indexOf(node) === -1) {\r\n codeString += node._dumpCode(uniqueNames, alreadyDumped) + \"\\n\";\r\n }\r\n }\r\n\r\n if (this.outputBlock) {\r\n // Connections\r\n alreadyDumped = [];\r\n codeString += \"// Connections\\n\";\r\n codeString += this.outputBlock._dumpCodeForOutputConnections(alreadyDumped);\r\n\r\n // Output nodes\r\n codeString += \"// Output nodes\\n\";\r\n codeString += `nodeRenderGraph.outputBlock = ${this.outputBlock._codeVariableName};\\n`;\r\n codeString += `nodeRenderGraph.build();\\n`;\r\n }\r\n\r\n return codeString;\r\n }\r\n\r\n private _gatherBlocks(rootNode: NodeRenderGraphBlock, list: NodeRenderGraphBlock[]) {\r\n if (list.indexOf(rootNode) !== -1) {\r\n return;\r\n }\r\n list.push(rootNode);\r\n\r\n for (const input of rootNode.inputs) {\r\n const connectedPoint = input.connectedPoint;\r\n if (connectedPoint) {\r\n const block = connectedPoint.ownerBlock;\r\n if (block !== rootNode) {\r\n this._gatherBlocks(block, list);\r\n }\r\n }\r\n }\r\n\r\n // Teleportation\r\n if (rootNode.isTeleportOut) {\r\n const block = rootNode as NodeRenderGraphTeleportOutBlock;\r\n if (block.entryPoint) {\r\n this._gatherBlocks(block.entryPoint, list);\r\n }\r\n }\r\n }\r\n\r\n /**\r\n * Clear the current graph and set it to a default state\r\n */\r\n public setToDefault() {\r\n this.clear();\r\n\r\n this.editorData = null;\r\n\r\n // Source textures\r\n const colorTexture = new NodeRenderGraphInputBlock(\"Color Texture\", this._frameGraph, this._scene, NodeRenderGraphBlockConnectionPointTypes.Texture);\r\n colorTexture.creationOptions.options.samples = 4;\r\n\r\n const depthTexture = new NodeRenderGraphInputBlock(\"Depth Texture\", this._frameGraph, this._scene, NodeRenderGraphBlockConnectionPointTypes.TextureDepthStencilAttachment);\r\n depthTexture.creationOptions.options.samples = 4;\r\n\r\n // Clear texture\r\n const clear = new NodeRenderGraphClearBlock(\"Clear\", this._frameGraph, this._scene);\r\n clear.clearDepth = true;\r\n clear.clearStencil = true;\r\n\r\n colorTexture.output.connectTo(clear.texture);\r\n depthTexture.output.connectTo(clear.depth);\r\n\r\n // Render objects\r\n const camera = new NodeRenderGraphInputBlock(\"Camera\", this._frameGraph, this._scene, NodeRenderGraphBlockConnectionPointTypes.Camera);\r\n const objectList = new NodeRenderGraphInputBlock(\"Object List\", this._frameGraph, this._scene, NodeRenderGraphBlockConnectionPointTypes.ObjectList);\r\n\r\n const mainRendering = new NodeRenderGraphObjectRendererBlock(\"Main Rendering\", this._frameGraph, this._scene);\r\n\r\n camera.output.connectTo(mainRendering.camera);\r\n objectList.output.connectTo(mainRendering.objects);\r\n clear.output.connectTo(mainRendering.destination);\r\n clear.outputDepth.connectTo(mainRendering.depth);\r\n\r\n // Final output\r\n const output = new NodeRenderGraphOutputBlock(\"Output\", this._frameGraph, this._scene);\r\n mainRendering.output.connectTo(output.texture);\r\n\r\n this.outputBlock = output;\r\n }\r\n\r\n /**\r\n * Makes a duplicate of the current node render graph.\r\n * @param name defines the name to use for the new node render graph\r\n * @returns the new node render graph\r\n */\r\n public clone(name: string): NodeRenderGraph {\r\n const serializationObject = this.serialize();\r\n\r\n const clone = SerializationHelper.Clone(() => new NodeRenderGraph(name, this._scene), this);\r\n clone.name = name;\r\n\r\n clone.parseSerializedObject(serializationObject);\r\n clone._buildId = this._buildId;\r\n clone.build();\r\n\r\n return clone;\r\n }\r\n\r\n /**\r\n * Serializes this node render graph in a JSON representation\r\n * @param selectedBlocks defines the list of blocks to save (if null the whole node render graph will be saved)\r\n * @returns the serialized node render graph object\r\n */\r\n public serialize(selectedBlocks?: NodeRenderGraphBlock[]): any {\r\n const serializationObject = selectedBlocks ? {} : SerializationHelper.Serialize(this);\r\n serializationObject.editorData = JSON.parse(JSON.stringify(this.editorData)); // Copy\r\n\r\n let blocks: NodeRenderGraphBlock[] = [];\r\n\r\n if (selectedBlocks) {\r\n blocks = selectedBlocks;\r\n } else {\r\n serializationObject.customType = \"BABYLON.NodeRenderGraph\";\r\n if (this.outputBlock) {\r\n serializationObject.outputNodeId = this.outputBlock.uniqueId;\r\n }\r\n }\r\n\r\n // Blocks\r\n serializationObject.blocks = [];\r\n\r\n for (const block of blocks) {\r\n serializationObject.blocks.push(block.serialize());\r\n }\r\n\r\n if (!selectedBlocks) {\r\n for (const block of this.attachedBlocks) {\r\n if (blocks.indexOf(block) !== -1) {\r\n continue;\r\n }\r\n serializationObject.blocks.push(block.serialize());\r\n }\r\n }\r\n\r\n return serializationObject;\r\n }\r\n\r\n /**\r\n * Disposes the ressources\r\n */\r\n public dispose(): void {\r\n for (const block of this.attachedBlocks) {\r\n block.dispose();\r\n }\r\n\r\n this._frameGraph.dispose();\r\n (this._frameGraph as WritableObject<FrameGraph>) = undefined as any;\r\n\r\n this._engine.onResizeObservable.remove(this._resizeObserver);\r\n (this._resizeObserver as WritableObject<Nullable<Observer<AbstractEngine>>>) = null;\r\n\r\n this.attachedBlocks.length = 0;\r\n this.onBuildObservable.clear();\r\n this.onBuildErrorObservable.clear();\r\n }\r\n\r\n /**\r\n * Creates a new node render graph set to default basic configuration\r\n * @param name defines the name of the node render graph\r\n * @param scene defines the scene to use\r\n * @param nodeRenderGraphOptions defines options to use when creating the node render graph\r\n * @returns a new NodeRenderGraph\r\n */\r\n public static CreateDefault(name: string, scene: Scene, nodeRenderGraphOptions?: INodeRenderGraphCreateOptions): NodeRenderGraph {\r\n const renderGraph = new NodeRenderGraph(name, scene, nodeRenderGraphOptions);\r\n\r\n renderGraph.setToDefault();\r\n renderGraph.build();\r\n\r\n return renderGraph;\r\n }\r\n\r\n /**\r\n * Creates a node render graph from parsed graph data\r\n * @param source defines the JSON representation of the node render graph\r\n * @param scene defines the scene to use\r\n * @param nodeRenderGraphOptions defines options to use when creating the node render\r\n * @param skipBuild defines whether to skip building the node render graph (default is true)\r\n * @returns a new node render graph\r\n */\r\n public static Parse(source: any, scene: Scene, nodeRenderGraphOptions?: INodeRenderGraphCreateOptions, skipBuild: boolean = true): NodeRenderGraph {\r\n const renderGraph = SerializationHelper.Parse(() => new NodeRenderGraph(source.name, scene, nodeRenderGraphOptions), source, null);\r\n\r\n renderGraph.parseSerializedObject(source);\r\n if (!skipBuild) {\r\n renderGraph.build();\r\n }\r\n\r\n return renderGraph;\r\n }\r\n\r\n /**\r\n * Creates a node render graph from a snippet saved by the node render graph editor\r\n * @param snippetId defines the snippet to load\r\n * @param scene defines the scene to use\r\n * @param nodeRenderGraphOptions defines options to use when creating the node render graph\r\n * @param nodeRenderGraph defines a node render graph to update (instead of creating a new one)\r\n * @param skipBuild defines whether to skip building the node render graph (default is true)\r\n * @returns a promise that will resolve to the new node render graph\r\n */\r\n public static ParseFromSnippetAsync(\r\n snippetId: string,\r\n scene: Scene,\r\n nodeRenderGraphOptions?: INodeRenderGraphCreateOptions,\r\n nodeRenderGraph?: NodeRenderGraph,\r\n skipBuild: boolean = true\r\n ): Promise<NodeRenderGraph> {\r\n if (snippetId === \"_BLANK\") {\r\n return Promise.resolve(NodeRenderGraph.CreateDefault(\"blank\", scene, nodeRenderGraphOptions));\r\n }\r\n\r\n return new Promise((resolve, reject) => {\r\n const request = new WebRequest();\r\n request.addEventListener(\"readystatechange\", () => {\r\n if (request.readyState == 4) {\r\n if (request.status == 200) {\r\n const snippet = JSON.parse(JSON.parse(request.responseText).jsonPayload);\r\n const serializationObject = JSON.parse(snippet.nodeRenderGraph);\r\n\r\n if (!nodeRenderGraph) {\r\n nodeRenderGraph = SerializationHelper.Parse(() => new NodeRenderGraph(snippetId, scene, nodeRenderGraphOptions), serializationObject, null);\r\n }\r\n\r\n nodeRenderGraph.parseSerializedObject(serializationObject);\r\n nodeRenderGraph.snippetId = snippetId;\r\n\r\n try {\r\n if (!skipBuild) {\r\n nodeRenderGraph.build();\r\n }\r\n resolve(nodeRenderGraph);\r\n } catch (err) {\r\n reject(err);\r\n }\r\n } else {\r\n reject(\"Unable to load the snippet \" + snippetId);\r\n }\r\n }\r\n });\r\n\r\n request.open(\"GET\", this.SnippetUrl + \"/\" + snippetId.replace(/#/g, \"/\"));\r\n request.send();\r\n });\r\n }\r\n}\r\n"]}
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1
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+
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eslint-disable import/no-internal-modules */\r\nimport type {\r\n Observer,\r\n Nullable,\r\n NodeRenderGraphBlock,\r\n NodeRenderGraphTeleportOutBlock,\r\n NodeRenderGraphTeleportInBlock,\r\n AbstractEngine,\r\n INodeRenderGraphCreateOptions,\r\n INodeRenderGraphEditorOptions,\r\n Scene,\r\n WritableObject,\r\n IShadowLight,\r\n} from \"core/index\";\r\nimport { Observable } from \"../../Misc/observable\";\r\nimport { NodeRenderGraphOutputBlock } from \"./Blocks/outputBlock\";\r\nimport { FrameGraph } from \"../frameGraph\";\r\nimport { GetClass } from \"../../Misc/typeStore\";\r\nimport { serialize } from \"../../Misc/decorators\";\r\nimport { SerializationHelper } from \"../../Misc/decorators.serialization\";\r\nimport { Constants } from \"../../Engines/constants\";\r\nimport { WebRequest } from \"../../Misc/webRequest\";\r\nimport { NodeRenderGraphInputBlock } from \"./Blocks/inputBlock\";\r\nimport { Tools } from \"../../Misc/tools\";\r\nimport { Engine } from \"../../Engines/engine\";\r\nimport { NodeRenderGraphBlockConnectionPointTypes } from \"./Types/nodeRenderGraphTypes\";\r\nimport { NodeRenderGraphClearBlock } from \"./Blocks/Textures/clearBlock\";\r\nimport { NodeRenderGraphObjectRendererBlock } from \"./Blocks/Rendering/objectRendererBlock\";\r\nimport { NodeRenderGraphBuildState } from \"./nodeRenderGraphBuildState\";\r\n\r\n// declare NODERENDERGRAPHEDITOR namespace for compilation issue\r\ndeclare let NODERENDERGRAPHEDITOR: any;\r\ndeclare let BABYLON: any;\r\n\r\n/**\r\n * Defines a node render graph\r\n */\r\nexport class NodeRenderGraph {\r\n private static _BuildIdGenerator: number = 0;\r\n\r\n private _buildId: number = NodeRenderGraph._BuildIdGenerator++;\r\n\r\n /** Define the Url to load node editor script */\r\n public static EditorURL = `${Tools._DefaultCdnUrl}/v${Engine.Version}/NodeRenderGraph/babylon.nodeRenderGraph.js`;\r\n\r\n /** Define the Url to load snippets */\r\n public static SnippetUrl = Constants.SnippetUrl;\r\n\r\n // eslint-disable-next-line @typescript-eslint/naming-convention\r\n private BJSNODERENDERGRAPHEDITOR = this._getGlobalNodeRenderGraphEditor();\r\n\r\n /** @returns the inspector from bundle or global */\r\n private _getGlobalNodeRenderGraphEditor(): any {\r\n // UMD Global name detection from Webpack Bundle UMD Name.\r\n if (typeof NODERENDERGRAPHEDITOR !== \"undefined\") {\r\n return NODERENDERGRAPHEDITOR;\r\n }\r\n\r\n // In case of module let's check the global emitted from the editor entry point.\r\n if (typeof BABYLON !== \"undefined\" && typeof BABYLON.NodeRenderGraphEditor !== \"undefined\") {\r\n return BABYLON;\r\n }\r\n\r\n return undefined;\r\n }\r\n\r\n /**\r\n * Gets or sets data used by visual editor\r\n * @see https://nrge.babylonjs.com\r\n */\r\n public editorData: any = null;\r\n\r\n /**\r\n * Gets an array of blocks that needs to be serialized even if they are not yet connected\r\n */\r\n public attachedBlocks: NodeRenderGraphBlock[] = [];\r\n\r\n /**\r\n * Observable raised when the node render graph is built\r\n */\r\n public onBuildObservable = new Observable<NodeRenderGraph>();\r\n\r\n /**\r\n * Observable raised when an error is detected\r\n */\r\n public onBuildErrorObservable = new Observable<string>();\r\n\r\n /** Gets or sets the RenderGraphOutputBlock used to gather the final node render graph data */\r\n public outputBlock: Nullable<NodeRenderGraphOutputBlock> = null;\r\n\r\n /**\r\n * Snippet ID if the graph was created from the snippet server\r\n */\r\n public snippetId: string;\r\n\r\n /**\r\n * The name of the node render graph\r\n */\r\n @serialize()\r\n public name: string;\r\n\r\n /**\r\n * A free comment about the graph\r\n */\r\n @serialize(\"comment\")\r\n public comment: string;\r\n\r\n private readonly _engine: AbstractEngine;\r\n private readonly _scene: Scene;\r\n private readonly _resizeObserver: Nullable<Observer<AbstractEngine>> = null;\r\n private readonly _frameGraph: FrameGraph;\r\n private readonly _options: INodeRenderGraphCreateOptions;\r\n\r\n /**\r\n * Gets the frame graph used by this node render graph\r\n */\r\n public get frameGraph() {\r\n return this._frameGraph;\r\n }\r\n\r\n /**\r\n * Gets the scene used by this node render graph\r\n * @returns the scene used by this node render graph\r\n */\r\n public getScene() {\r\n return this._scene;\r\n }\r\n\r\n /**\r\n * Creates a new node render graph\r\n * @param name defines the name of the node render graph\r\n * @param scene defines the scene to use to execute the graph\r\n * @param options defines the options to use when creating the graph\r\n */\r\n public constructor(name: string, scene: Scene, options?: INodeRenderGraphCreateOptions) {\r\n this.name = name;\r\n this._scene = scene;\r\n this._engine = scene.getEngine();\r\n\r\n options = {\r\n debugTextures: false,\r\n autoConfigure: false,\r\n verbose: false,\r\n rebuildGraphOnEngineResize: true,\r\n autoFillExternalInputs: true,\r\n ...options,\r\n };\r\n\r\n this._options = options;\r\n\r\n this._frameGraph = new FrameGraph(this._scene, options.debugTextures);\r\n\r\n if (options.rebuildGraphOnEngineResize) {\r\n this._resizeObserver = this._engine.onResizeObservable.add(() => {\r\n this.build();\r\n });\r\n }\r\n }\r\n\r\n /**\r\n * Gets the current class name (\"NodeRenderGraph\")\r\n * @returns the class name\r\n */\r\n public getClassName(): string {\r\n return \"NodeRenderGraph\";\r\n }\r\n\r\n /**\r\n * Gets a block by its name\r\n * @param name defines the name of the block to retrieve\r\n * @returns the required block or null if not found\r\n */\r\n public getBlockByName<T extends NodeRenderGraphBlock>(name: string): Nullable<T> {\r\n let result: Nullable<T> = null;\r\n for (const block of this.attachedBlocks) {\r\n if (block.name === name) {\r\n if (!result) {\r\n result = block as T;\r\n } else {\r\n Tools.Warn(\"More than one block was found with the name `\" + name + \"`\");\r\n return result;\r\n }\r\n }\r\n }\r\n\r\n return result;\r\n }\r\n\r\n /**\r\n * Get a block using a predicate\r\n * @param predicate defines the predicate used to find the good candidate\r\n * @returns the required block or null if not found\r\n */\r\n public getBlockByPredicate<T extends NodeRenderGraphBlock>(predicate: (block: NodeRenderGraphBlock) => boolean): Nullable<T> {\r\n for (const block of this.attachedBlocks) {\r\n if (predicate(block)) {\r\n return block as T;\r\n }\r\n }\r\n\r\n return null;\r\n }\r\n\r\n /**\r\n * Get all blocks that match a predicate\r\n * @param predicate defines the predicate used to find the good candidate(s)\r\n * @returns the list of blocks found\r\n */\r\n public getBlocksByPredicate<T extends NodeRenderGraphBlock>(predicate: (block: NodeRenderGraphBlock) => boolean): T[] {\r\n const blocks: T[] = [];\r\n for (const block of this.attachedBlocks) {\r\n if (predicate(block)) {\r\n blocks.push(block as T);\r\n }\r\n }\r\n\r\n return blocks;\r\n }\r\n\r\n /**\r\n * Gets the list of input blocks attached to this material\r\n * @returns an array of InputBlocks\r\n */\r\n public getInputBlocks() {\r\n const blocks: NodeRenderGraphInputBlock[] = [];\r\n for (const block of this.attachedBlocks) {\r\n if (block.isInput) {\r\n blocks.push(block as NodeRenderGraphInputBlock);\r\n }\r\n }\r\n\r\n return blocks;\r\n }\r\n\r\n /**\r\n * Launch the node render graph editor\r\n * @param config Define the configuration of the editor\r\n * @returns a promise fulfilled when the node editor is visible\r\n */\r\n public edit(config?: INodeRenderGraphEditorOptions): Promise<void> {\r\n return new Promise((resolve) => {\r\n this.BJSNODERENDERGRAPHEDITOR = this.BJSNODERENDERGRAPHEDITOR || this._getGlobalNodeRenderGraphEditor();\r\n if (typeof this.BJSNODERENDERGRAPHEDITOR == \"undefined\") {\r\n const editorUrl = config && config.editorURL ? config.editorURL : NodeRenderGraph.EditorURL;\r\n\r\n // Load editor and add it to the DOM\r\n Tools.LoadBabylonScript(editorUrl, () => {\r\n this.BJSNODERENDERGRAPHEDITOR = this.BJSNODERENDERGRAPHEDITOR || this._getGlobalNodeRenderGraphEditor();\r\n this._createNodeEditor(config?.nodeRenderGraphEditorConfig);\r\n resolve();\r\n });\r\n } else {\r\n // Otherwise creates the editor\r\n this._createNodeEditor(config?.nodeRenderGraphEditorConfig);\r\n resolve();\r\n }\r\n });\r\n }\r\n\r\n /**\r\n * Creates the node editor window.\r\n * @param additionalConfig Additional configuration for the FGE\r\n */\r\n private _createNodeEditor(additionalConfig?: any) {\r\n const nodeEditorConfig: any = {\r\n nodeRenderGraph: this,\r\n ...additionalConfig,\r\n };\r\n this.BJSNODERENDERGRAPHEDITOR.NodeRenderGraphEditor.Show(nodeEditorConfig);\r\n }\r\n\r\n /**\r\n * Build the final list of blocks that will be executed by the \"execute\" method\r\n */\r\n public build() {\r\n if (!this.outputBlock) {\r\n throw new Error(\"You must define the outputBlock property before building the node render graph\");\r\n }\r\n\r\n this._initializeBlock(this.outputBlock);\r\n\r\n this._frameGraph.clear();\r\n\r\n const state = new NodeRenderGraphBuildState();\r\n\r\n state.buildId = this._buildId;\r\n state.verbose = this._options.verbose!;\r\n\r\n if (this._options.autoFillExternalInputs) {\r\n this._autoFillExternalInputs();\r\n }\r\n\r\n try {\r\n this.outputBlock.build(state);\r\n\r\n this._frameGraph.build();\r\n } finally {\r\n this._buildId = NodeRenderGraph._BuildIdGenerator++;\r\n\r\n if (state.emitErrors(this.onBuildErrorObservable)) {\r\n this.onBuildObservable.notifyObservers(this);\r\n }\r\n }\r\n }\r\n\r\n private _autoFillExternalInputs() {\r\n const allInputs = this.getInputBlocks();\r\n\r\n const shadowLights: IShadowLight[] = [];\r\n for (const light of this._scene.lights) {\r\n if ((light as IShadowLight).setShadowProjectionMatrix !== undefined) {\r\n shadowLights.push(light as IShadowLight);\r\n }\r\n }\r\n\r\n let cameraIndex = 0;\r\n let lightIndex = 0;\r\n for (const input of allInputs) {\r\n if (!input.isExternal) {\r\n continue;\r\n }\r\n if (!input.isAnAncestorOfType(\"NodeRenderGraphOutputBlock\")) {\r\n continue;\r\n }\r\n if ((input.type & NodeRenderGraphBlockConnectionPointTypes.TextureAllButBackBuffer) !== 0) {\r\n // nothing to do\r\n } else if (input.isCamera()) {\r\n const camera = this._scene.cameras[cameraIndex++] || this._scene.cameras[0];\r\n if (!this._scene.cameraToUseForPointers) {\r\n this._scene.cameraToUseForPointers = camera;\r\n }\r\n\r\n input.value = camera;\r\n } else if (input.isObjectList()) {\r\n input.value = { meshes: this._scene.meshes, particleSystems: this._scene.particleSystems };\r\n } else if (input.isShadowLight()) {\r\n if (lightIndex < shadowLights.length) {\r\n input.value = shadowLights[lightIndex++];\r\n lightIndex = lightIndex % shadowLights.length;\r\n }\r\n }\r\n }\r\n }\r\n\r\n /**\r\n * Returns a promise that resolves when the node render graph is ready to be executed\r\n * This method must be called after the graph has been built (NodeRenderGraph.build called)!\r\n * @param 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 return this._frameGraph.whenReadyAsync(timeStep, maxTimeout);\r\n }\r\n\r\n /**\r\n * Execute the graph (the graph must have been built before!)\r\n */\r\n public execute() {\r\n this._frameGraph.execute();\r\n }\r\n\r\n private _initializeBlock(node: NodeRenderGraphBlock) {\r\n node.initialize();\r\n if (this._options.autoConfigure) {\r\n node.autoConfigure();\r\n }\r\n\r\n if (this.attachedBlocks.indexOf(node) === -1) {\r\n this.attachedBlocks.push(node);\r\n }\r\n\r\n for (const input of node.inputs) {\r\n const connectedPoint = input.connectedPoint;\r\n if (connectedPoint) {\r\n const block = connectedPoint.ownerBlock;\r\n if (block !== node) {\r\n this._initializeBlock(block);\r\n }\r\n }\r\n }\r\n }\r\n\r\n /**\r\n * Clear the current graph\r\n */\r\n public clear() {\r\n this.outputBlock = null;\r\n this.attachedBlocks.length = 0;\r\n }\r\n\r\n /**\r\n * Remove a block from the current graph\r\n * @param block defines the block to remove\r\n */\r\n public removeBlock(block: NodeRenderGraphBlock) {\r\n const attachedBlockIndex = this.attachedBlocks.indexOf(block);\r\n if (attachedBlockIndex > -1) {\r\n this.attachedBlocks.splice(attachedBlockIndex, 1);\r\n }\r\n\r\n if (block === this.outputBlock) {\r\n this.outputBlock = null;\r\n }\r\n }\r\n\r\n /**\r\n * Clear the current graph and load a new one from a serialization object\r\n * @param source defines the JSON representation of the graph\r\n * @param merge defines whether or not the source must be merged or replace the current content\r\n */\r\n public parseSerializedObject(source: any, merge = false) {\r\n if (!merge) {\r\n this.clear();\r\n }\r\n\r\n const map: { [key: number]: NodeRenderGraphBlock } = {};\r\n\r\n // Create blocks\r\n for (const parsedBlock of source.blocks) {\r\n const blockType: typeof NodeRenderGraphBlock = GetClass(parsedBlock.customType);\r\n if (blockType) {\r\n const additionalConstructionParameters = parsedBlock.additionalConstructionParameters;\r\n const block: NodeRenderGraphBlock = additionalConstructionParameters\r\n ? new blockType(\"\", this._frameGraph, this._scene, ...additionalConstructionParameters)\r\n : new blockType(\"\", this._frameGraph, this._scene);\r\n block._deserialize(parsedBlock);\r\n map[parsedBlock.id] = block;\r\n\r\n this.attachedBlocks.push(block);\r\n }\r\n }\r\n\r\n // Reconnect teleportation\r\n for (const block of this.attachedBlocks) {\r\n if (block.isTeleportOut) {\r\n const teleportOut = block as NodeRenderGraphTeleportOutBlock;\r\n const id = teleportOut._tempEntryPointUniqueId;\r\n if (id) {\r\n const source = map[id] as NodeRenderGraphTeleportInBlock;\r\n if (source) {\r\n source.attachToEndpoint(teleportOut);\r\n }\r\n }\r\n }\r\n }\r\n\r\n // Connections - Starts with input blocks only (except if in \"merge\" mode where we scan all blocks)\r\n for (let blockIndex = 0; blockIndex < source.blocks.length; blockIndex++) {\r\n const parsedBlock = source.blocks[blockIndex];\r\n const block = map[parsedBlock.id];\r\n\r\n if (!block) {\r\n continue;\r\n }\r\n\r\n if (block.inputs.length && parsedBlock.inputs.some((i: any) => i.targetConnectionName) && !merge) {\r\n continue;\r\n }\r\n this._restoreConnections(block, source, map);\r\n }\r\n\r\n // Outputs\r\n if (source.outputNodeId) {\r\n this.outputBlock = map[source.outputNodeId] as NodeRenderGraphOutputBlock;\r\n }\r\n\r\n // UI related info\r\n if (source.locations || (source.editorData && source.editorData.locations)) {\r\n const locations: {\r\n blockId: number;\r\n x: number;\r\n y: number;\r\n isCollapsed: boolean;\r\n }[] = source.locations || source.editorData.locations;\r\n\r\n for (const location of locations) {\r\n if (map[location.blockId]) {\r\n location.blockId = map[location.blockId].uniqueId;\r\n }\r\n }\r\n\r\n if (merge && this.editorData && this.editorData.locations) {\r\n locations.concat(this.editorData.locations);\r\n }\r\n\r\n if (source.locations) {\r\n this.editorData = {\r\n locations: locations,\r\n };\r\n } else {\r\n this.editorData = source.editorData;\r\n this.editorData.locations = locations;\r\n }\r\n\r\n const blockMap: number[] = [];\r\n\r\n for (const key in map) {\r\n blockMap[key] = map[key].uniqueId;\r\n }\r\n\r\n this.editorData.map = blockMap;\r\n }\r\n\r\n this.comment = source.comment;\r\n }\r\n\r\n private _restoreConnections(block: NodeRenderGraphBlock, source: any, map: { [key: number]: NodeRenderGraphBlock }) {\r\n for (const outputPoint of block.outputs) {\r\n for (const candidate of source.blocks) {\r\n const target = map[candidate.id];\r\n\r\n if (!target) {\r\n continue;\r\n }\r\n\r\n for (const input of candidate.inputs) {\r\n if (map[input.targetBlockId] === block && input.targetConnectionName === outputPoint.name) {\r\n const inputPoint = target.getInputByName(input.inputName);\r\n if (!inputPoint || inputPoint.isConnected) {\r\n continue;\r\n }\r\n\r\n outputPoint.connectTo(inputPoint, true);\r\n this._restoreConnections(target, source, map);\r\n continue;\r\n }\r\n }\r\n }\r\n }\r\n }\r\n\r\n /**\r\n * Generate a string containing the code declaration required to create an equivalent of this node render graph\r\n * @returns a string\r\n */\r\n public generateCode() {\r\n let alreadyDumped: NodeRenderGraphBlock[] = [];\r\n const blocks: NodeRenderGraphBlock[] = [];\r\n const uniqueNames: string[] = [\"const\", \"var\", \"let\"];\r\n // Gets active blocks\r\n if (this.outputBlock) {\r\n this._gatherBlocks(this.outputBlock, blocks);\r\n }\r\n\r\n // Generate\r\n const options = JSON.stringify(this._options);\r\n let codeString = `let nodeRenderGraph = new BABYLON.NodeRenderGraph(\"${this.name || \"render graph\"}\", scene, ${options});\\n`;\r\n for (const node of blocks) {\r\n if (node.isInput && alreadyDumped.indexOf(node) === -1) {\r\n codeString += node._dumpCode(uniqueNames, alreadyDumped) + \"\\n\";\r\n }\r\n }\r\n\r\n if (this.outputBlock) {\r\n // Connections\r\n alreadyDumped = [];\r\n codeString += \"// Connections\\n\";\r\n codeString += this.outputBlock._dumpCodeForOutputConnections(alreadyDumped);\r\n\r\n // Output nodes\r\n codeString += \"// Output nodes\\n\";\r\n codeString += `nodeRenderGraph.outputBlock = ${this.outputBlock._codeVariableName};\\n`;\r\n codeString += `nodeRenderGraph.build();\\n`;\r\n }\r\n\r\n return codeString;\r\n }\r\n\r\n private _gatherBlocks(rootNode: NodeRenderGraphBlock, list: NodeRenderGraphBlock[]) {\r\n if (list.indexOf(rootNode) !== -1) {\r\n return;\r\n }\r\n list.push(rootNode);\r\n\r\n for (const input of rootNode.inputs) {\r\n const connectedPoint = input.connectedPoint;\r\n if (connectedPoint) {\r\n const block = connectedPoint.ownerBlock;\r\n if (block !== rootNode) {\r\n this._gatherBlocks(block, list);\r\n }\r\n }\r\n }\r\n\r\n // Teleportation\r\n if (rootNode.isTeleportOut) {\r\n const block = rootNode as NodeRenderGraphTeleportOutBlock;\r\n if (block.entryPoint) {\r\n this._gatherBlocks(block.entryPoint, list);\r\n }\r\n }\r\n }\r\n\r\n /**\r\n * Clear the current graph and set it to a default state\r\n */\r\n public setToDefault() {\r\n this.clear();\r\n\r\n this.editorData = null;\r\n\r\n // Source textures\r\n const colorTexture = new NodeRenderGraphInputBlock(\"Color Texture\", this._frameGraph, this._scene, NodeRenderGraphBlockConnectionPointTypes.Texture);\r\n colorTexture.creationOptions.options.samples = 4;\r\n\r\n const depthTexture = new NodeRenderGraphInputBlock(\"Depth Texture\", this._frameGraph, this._scene, NodeRenderGraphBlockConnectionPointTypes.TextureDepthStencilAttachment);\r\n depthTexture.creationOptions.options.samples = 4;\r\n\r\n // Clear texture\r\n const clear = new NodeRenderGraphClearBlock(\"Clear\", this._frameGraph, this._scene);\r\n clear.clearDepth = true;\r\n clear.clearStencil = true;\r\n\r\n colorTexture.output.connectTo(clear.target);\r\n depthTexture.output.connectTo(clear.depth);\r\n\r\n // Render objects\r\n const camera = new NodeRenderGraphInputBlock(\"Camera\", this._frameGraph, this._scene, NodeRenderGraphBlockConnectionPointTypes.Camera);\r\n const objectList = new NodeRenderGraphInputBlock(\"Object List\", this._frameGraph, this._scene, NodeRenderGraphBlockConnectionPointTypes.ObjectList);\r\n\r\n const mainRendering = new NodeRenderGraphObjectRendererBlock(\"Main Rendering\", this._frameGraph, this._scene);\r\n\r\n camera.output.connectTo(mainRendering.camera);\r\n objectList.output.connectTo(mainRendering.objects);\r\n clear.output.connectTo(mainRendering.target);\r\n clear.outputDepth.connectTo(mainRendering.depth);\r\n\r\n // Final output\r\n const output = new NodeRenderGraphOutputBlock(\"Output\", this._frameGraph, this._scene);\r\n mainRendering.output.connectTo(output.texture);\r\n\r\n this.outputBlock = output;\r\n }\r\n\r\n /**\r\n * Makes a duplicate of the current node render graph.\r\n * @param name defines the name to use for the new node render graph\r\n * @returns the new node render graph\r\n */\r\n public clone(name: string): NodeRenderGraph {\r\n const serializationObject = this.serialize();\r\n\r\n const clone = SerializationHelper.Clone(() => new NodeRenderGraph(name, this._scene), this);\r\n clone.name = name;\r\n\r\n clone.parseSerializedObject(serializationObject);\r\n clone._buildId = this._buildId;\r\n clone.build();\r\n\r\n return clone;\r\n }\r\n\r\n /**\r\n * Serializes this node render graph in a JSON representation\r\n * @param selectedBlocks defines the list of blocks to save (if null the whole node render graph will be saved)\r\n * @returns the serialized node render graph object\r\n */\r\n public serialize(selectedBlocks?: NodeRenderGraphBlock[]): any {\r\n const serializationObject = selectedBlocks ? {} : SerializationHelper.Serialize(this);\r\n serializationObject.editorData = JSON.parse(JSON.stringify(this.editorData)); // Copy\r\n\r\n let blocks: NodeRenderGraphBlock[] = [];\r\n\r\n if (selectedBlocks) {\r\n blocks = selectedBlocks;\r\n } else {\r\n serializationObject.customType = \"BABYLON.NodeRenderGraph\";\r\n if (this.outputBlock) {\r\n serializationObject.outputNodeId = this.outputBlock.uniqueId;\r\n }\r\n }\r\n\r\n // Blocks\r\n serializationObject.blocks = [];\r\n\r\n for (const block of blocks) {\r\n serializationObject.blocks.push(block.serialize());\r\n }\r\n\r\n if (!selectedBlocks) {\r\n for (const block of this.attachedBlocks) {\r\n if (blocks.indexOf(block) !== -1) {\r\n continue;\r\n }\r\n serializationObject.blocks.push(block.serialize());\r\n }\r\n }\r\n\r\n return serializationObject;\r\n }\r\n\r\n /**\r\n * Disposes the ressources\r\n */\r\n public dispose(): void {\r\n for (const block of this.attachedBlocks) {\r\n block.dispose();\r\n }\r\n\r\n this._frameGraph.dispose();\r\n (this._frameGraph as WritableObject<FrameGraph>) = undefined as any;\r\n\r\n this._engine.onResizeObservable.remove(this._resizeObserver);\r\n (this._resizeObserver as WritableObject<Nullable<Observer<AbstractEngine>>>) = null;\r\n\r\n this.attachedBlocks.length = 0;\r\n this.onBuildObservable.clear();\r\n this.onBuildErrorObservable.clear();\r\n }\r\n\r\n /**\r\n * Creates a new node render graph set to default basic configuration\r\n * @param name defines the name of the node render graph\r\n * @param scene defines the scene to use\r\n * @param nodeRenderGraphOptions defines options to use when creating the node render graph\r\n * @returns a new NodeRenderGraph\r\n */\r\n public static CreateDefault(name: string, scene: Scene, nodeRenderGraphOptions?: INodeRenderGraphCreateOptions): NodeRenderGraph {\r\n const renderGraph = new NodeRenderGraph(name, scene, nodeRenderGraphOptions);\r\n\r\n renderGraph.setToDefault();\r\n renderGraph.build();\r\n\r\n return renderGraph;\r\n }\r\n\r\n /**\r\n * Creates a node render graph from parsed graph data\r\n * @param source defines the JSON representation of the node render graph\r\n * @param scene defines the scene to use\r\n * @param nodeRenderGraphOptions defines options to use when creating the node render\r\n * @param skipBuild defines whether to skip building the node render graph (default is true)\r\n * @returns a new node render graph\r\n */\r\n public static Parse(source: any, scene: Scene, nodeRenderGraphOptions?: INodeRenderGraphCreateOptions, skipBuild: boolean = true): NodeRenderGraph {\r\n const renderGraph = SerializationHelper.Parse(() => new NodeRenderGraph(source.name, scene, nodeRenderGraphOptions), source, null);\r\n\r\n renderGraph.parseSerializedObject(source);\r\n if (!skipBuild) {\r\n renderGraph.build();\r\n }\r\n\r\n return renderGraph;\r\n }\r\n\r\n /**\r\n * Creates a node render graph from a snippet saved by the node render graph editor\r\n * @param snippetId defines the snippet to load\r\n * @param scene defines the scene to use\r\n * @param nodeRenderGraphOptions defines options to use when creating the node render graph\r\n * @param nodeRenderGraph defines a node render graph to update (instead of creating a new one)\r\n * @param skipBuild defines whether to skip building the node render graph (default is true)\r\n * @returns a promise that will resolve to the new node render graph\r\n */\r\n public static ParseFromSnippetAsync(\r\n snippetId: string,\r\n scene: Scene,\r\n nodeRenderGraphOptions?: INodeRenderGraphCreateOptions,\r\n nodeRenderGraph?: NodeRenderGraph,\r\n skipBuild: boolean = true\r\n ): Promise<NodeRenderGraph> {\r\n if (snippetId === \"_BLANK\") {\r\n return Promise.resolve(NodeRenderGraph.CreateDefault(\"blank\", scene, nodeRenderGraphOptions));\r\n }\r\n\r\n return new Promise((resolve, reject) => {\r\n const request = new WebRequest();\r\n request.addEventListener(\"readystatechange\", () => {\r\n if (request.readyState == 4) {\r\n if (request.status == 200) {\r\n const snippet = JSON.parse(JSON.parse(request.responseText).jsonPayload);\r\n const serializationObject = JSON.parse(snippet.nodeRenderGraph);\r\n\r\n if (!nodeRenderGraph) {\r\n nodeRenderGraph = SerializationHelper.Parse(() => new NodeRenderGraph(snippetId, scene, nodeRenderGraphOptions), serializationObject, null);\r\n }\r\n\r\n nodeRenderGraph.parseSerializedObject(serializationObject);\r\n nodeRenderGraph.snippetId = snippetId;\r\n\r\n try {\r\n if (!skipBuild) {\r\n nodeRenderGraph.build();\r\n }\r\n resolve(nodeRenderGraph);\r\n } catch (err) {\r\n reject(err);\r\n }\r\n } else {\r\n reject(\"Unable to load the snippet \" + snippetId);\r\n }\r\n }\r\n });\r\n\r\n request.open(\"GET\", this.SnippetUrl + \"/\" + snippetId.replace(/#/g, \"/\"));\r\n request.send();\r\n });\r\n }\r\n}\r\n"]}
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@@ -23,10 +23,10 @@ export declare class FrameGraphBaseLayerTask extends FrameGraphTask {
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private _setRenderTargetDepth;
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private _notifyBlurObservable;
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/**
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* The
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* The target texture to apply the effect layer to.
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* The effect will be blended with the contents of this texture.
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*/
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targetTexture: FrameGraphTextureHandle;
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/**
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* The object renderer task used to render the objects in the texture to which the layer will be applied.
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* This is needed because the layer may have to inject code in the rendering manager used by object renderer task.
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@@ -38,7 +38,7 @@ export declare class FrameGraphBaseLayerTask extends FrameGraphTask {
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*/
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layerTexture?: FrameGraphTextureHandle;
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/**
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* The output texture of the task (same as
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* The output texture of the task (same as targetTexture, but the handle will be different).
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*/
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readonly outputTexture: FrameGraphTextureHandle;
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/**
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@@ -110,17 +110,17 @@ export class FrameGraphBaseLayerTask extends FrameGraphTask {
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this._blurX[i].onTexturesAllocatedObservable.notifyObservers(context);
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this._blurY[i].onTexturesAllocatedObservable.notifyObservers(context);
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}
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context.setTextureSamplingMode(this._blurY[this._blurY.length - 1].
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context.setTextureSamplingMode(this._blurY[this._blurY.length - 1].targetTexture, 2);
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});
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}
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isReady() {
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return this._objectRendererForLayer.isReady() && this.layer.isLayerReady();
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}
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record() {
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if (this.
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|
121
|
-
throw new Error(`${this.constructor.name} "${this.name}":
|
|
120
|
+
if (this.targetTexture === undefined || this.objectRendererTask === undefined) {
|
|
121
|
+
throw new Error(`${this.constructor.name} "${this.name}": targetTexture and objectRendererTask are required`);
|
|
122
122
|
}
|
|
123
|
-
this._frameGraph.textureManager.resolveDanglingHandle(this.outputTexture, this.
|
|
123
|
+
this._frameGraph.textureManager.resolveDanglingHandle(this.outputTexture, this.targetTexture);
|
|
124
124
|
// Uses the layerTexture or creates a color texture to render the layer to
|
|
125
125
|
let textureSize;
|
|
126
126
|
let textureCreationOptions;
|
|
@@ -132,9 +132,9 @@ export class FrameGraphBaseLayerTask extends FrameGraphTask {
|
|
|
132
132
|
textureCreationOptions.size = textureSize;
|
|
133
133
|
}
|
|
134
134
|
else {
|
|
135
|
-
const
|
|
135
|
+
const targetTextureCreationOptions = this._frameGraph.textureManager.getTextureCreationOptions(this.targetTexture);
|
|
136
136
|
const fixedTextureSize = this.layer._options.mainTextureFixedSize ? Math.max(2, this.layer._options.mainTextureFixedSize) : 0;
|
|
137
|
-
textureSize = getDimensionsFromTextureSize(
|
|
137
|
+
textureSize = getDimensionsFromTextureSize(targetTextureCreationOptions.size);
|
|
138
138
|
textureSize.width = fixedTextureSize || Math.floor(textureSize.width * (this.layer._options.mainTextureRatio || 0.1));
|
|
139
139
|
textureSize.height = fixedTextureSize || Math.floor(textureSize.height * (this.layer._options.mainTextureRatio || 0.1));
|
|
140
140
|
textureCreationOptions = {
|
|
@@ -147,7 +147,7 @@ export class FrameGraphBaseLayerTask extends FrameGraphTask {
|
|
|
147
147
|
useSRGBBuffers: [false],
|
|
148
148
|
creationFlags: [0],
|
|
149
149
|
},
|
|
150
|
-
sizeIsPercentage: this.layer._options.mainTextureFixedSize ? false :
|
|
150
|
+
sizeIsPercentage: this.layer._options.mainTextureFixedSize ? false : targetTextureCreationOptions.sizeIsPercentage,
|
|
151
151
|
};
|
|
152
152
|
colorLayerOutput = this._frameGraph.textureManager.createRenderTargetTexture(`${this.name} Color`, textureCreationOptions);
|
|
153
153
|
}
|
|
@@ -161,13 +161,13 @@ export class FrameGraphBaseLayerTask extends FrameGraphTask {
|
|
|
161
161
|
textureDepthCreationOptions.options.formats[0] = 14;
|
|
162
162
|
const depthLayerOutput = this._frameGraph.textureManager.createRenderTargetTexture(`${this.name} Depth`, textureDepthCreationOptions);
|
|
163
163
|
// Clears the textures
|
|
164
|
-
this._clearLayerTextures.
|
|
164
|
+
this._clearLayerTextures.targetTexture = colorLayerOutput;
|
|
165
165
|
this._clearLayerTextures.depthTexture = depthLayerOutput;
|
|
166
166
|
this._clearLayerTextures.color = this.layer.neutralColor;
|
|
167
167
|
this._clearLayerTextures.clearDepth = true;
|
|
168
168
|
const clearTaskPass = this._clearLayerTextures.record();
|
|
169
169
|
// Renders the objects to the layer texture
|
|
170
|
-
this._objectRendererForLayer.
|
|
170
|
+
this._objectRendererForLayer.targetTexture = this._clearLayerTextures.outputTexture;
|
|
171
171
|
this._objectRendererForLayer.depthTexture = this._clearLayerTextures.outputDepthTexture;
|
|
172
172
|
this._objectRendererForLayer.camera = this.objectRendererTask.camera;
|
|
173
173
|
this._objectRendererForLayer.objectList = this.objectRendererTask.objectList;
|
|
@@ -193,12 +193,12 @@ export class FrameGraphBaseLayerTask extends FrameGraphTask {
|
|
|
193
193
|
const blurXTextureHandle = this._frameGraph.textureManager.createRenderTargetTexture(this._blurX[i].name, textureCreationOptions);
|
|
194
194
|
this._blurX[i].sourceTexture = i === 0 ? this._objectRendererForLayer.outputTexture : this._blurY[i - 1].outputTexture;
|
|
195
195
|
this._blurX[i].sourceSamplingMode = 2;
|
|
196
|
-
this._blurX[i].
|
|
196
|
+
this._blurX[i].targetTexture = blurXTextureHandle;
|
|
197
197
|
blurPasses.push(this._blurX[i].record(true));
|
|
198
198
|
const blurYTextureHandle = this._frameGraph.textureManager.createRenderTargetTexture(this._blurY[i].name, textureCreationOptions);
|
|
199
199
|
this._blurY[i].sourceTexture = this._blurX[i].outputTexture;
|
|
200
200
|
this._blurY[i].sourceSamplingMode = 2;
|
|
201
|
-
this._blurY[i].
|
|
201
|
+
this._blurY[i].targetTexture = blurYTextureHandle;
|
|
202
202
|
blurPasses.push(this._blurY[i].record(true));
|
|
203
203
|
textureSize.width = textureSize.width >> 1;
|
|
204
204
|
textureSize.height = textureSize.height >> 1;
|
|
@@ -231,7 +231,7 @@ export class FrameGraphBaseLayerTask extends FrameGraphTask {
|
|
|
231
231
|
this._engine.setStencilBuffer(false);
|
|
232
232
|
}
|
|
233
233
|
});
|
|
234
|
-
// Composes the layer with the
|
|
234
|
+
// Composes the layer with the target texture
|
|
235
235
|
this.layer.bindTexturesForCompose = undefined;
|
|
236
236
|
this._clearAfterRenderingGroupObserver();
|
|
237
237
|
const pass = this._frameGraph.addRenderPass(this.name);
|
|
@@ -1 +1 @@
|
|
|
1
|
-
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type {\r\n FrameGraph,\r\n FrameGraphTextureHandle,\r\n Scene,\r\n FrameGraphTextureCreationOptions,\r\n Effect,\r\n ThinBlurPostProcess,\r\n AbstractEngine,\r\n Nullable,\r\n Observer,\r\n RenderingGroupInfo,\r\n ThinEffectLayer,\r\n FrameGraphRenderPass,\r\n FrameGraphRenderContext,\r\n // eslint-disable-next-line import/no-internal-modules\r\n} from \"core/index\";\r\nimport { FrameGraphTask } from \"../../frameGraphTask\";\r\nimport { FrameGraphObjectRendererTask } from \"../Rendering/objectRendererTask\";\r\nimport { FrameGraphClearTextureTask } from \"../Texture/clearTextureTask\";\r\nimport { FrameGraphBlurTask } from \"../PostProcesses/blurTask\";\r\nimport { Constants } from \"core/Engines/constants\";\r\nimport { FrameGraphTextureManager } from \"../../frameGraphTextureManager\";\r\nimport { getDimensionsFromTextureSize } from \"../../../Materials/Textures/textureCreationOptions\";\r\nimport { FrameGraphPostProcessTask } from \"../PostProcesses/postProcessTask\";\r\nimport { Vector2 } from \"core/Maths/math.vector\";\r\nimport { ThinGlowBlurPostProcess } from \"../../../Layers/thinEffectLayer\";\r\nimport { FrameGraphExecuteTask } from \"../Misc/executeTask\";\r\n\r\nclass FrameGraphGlowBlurTask extends FrameGraphPostProcessTask {\r\n public override readonly postProcess: ThinGlowBlurPostProcess;\r\n\r\n /**\r\n * Constructs a new glow blur task.\r\n * @param name The name of the task.\r\n * @param frameGraph The frame graph this task is associated with.\r\n * @param thinPostProcess The thin post process to use for the glow blur effect. If not provided, a new one will be created.\r\n */\r\n constructor(name: string, frameGraph: FrameGraph, thinPostProcess?: ThinGlowBlurPostProcess) {\r\n super(name, frameGraph, thinPostProcess || new ThinGlowBlurPostProcess(name, frameGraph.engine, new Vector2(1, 0), 1));\r\n }\r\n\r\n public override record(\r\n skipCreationOfDisabledPasses = false,\r\n additionalExecute?: (context: FrameGraphRenderContext) => void,\r\n additionalBindings?: (context: FrameGraphRenderContext) => void\r\n ): FrameGraphRenderPass {\r\n const pass = super.record(skipCreationOfDisabledPasses, additionalExecute, additionalBindings);\r\n\r\n this.postProcess.textureWidth = this._outputWidth;\r\n this.postProcess.textureHeight = this._outputHeight;\r\n\r\n return pass;\r\n }\r\n}\r\n\r\n/**\r\n * @internal\r\n */\r\nexport class FrameGraphBaseLayerTask extends FrameGraphTask {\r\n /**\r\n * The destination texture to apply the effect layer to.\r\n * The effect will be blended with the contents of this texture.\r\n */\r\n public destinationTexture: FrameGraphTextureHandle;\r\n\r\n /**\r\n * The object renderer task used to render the objects in the texture to which the layer will be applied.\r\n * This is needed because the layer may have to inject code in the rendering manager used by object renderer task.\r\n */\r\n public objectRendererTask: FrameGraphObjectRendererTask;\r\n\r\n /**\r\n * The layer texture to render the effect into.\r\n * If not provided, a default texture will be created.\r\n */\r\n public layerTexture?: FrameGraphTextureHandle;\r\n\r\n /**\r\n * The output texture of the task (same as destinationTexture, but the handle will be different).\r\n */\r\n public readonly outputTexture: FrameGraphTextureHandle;\r\n\r\n /**\r\n * The layer object. Use this object to update the layer properties.\r\n */\r\n public readonly layer: ThinEffectLayer;\r\n\r\n /**\r\n * The name of the task.\r\n */\r\n public override get name() {\r\n return this._name;\r\n }\r\n\r\n public override set name(name: string) {\r\n this._name = name;\r\n if (this._blurX) {\r\n for (let i = 0; i < this._blurX.length; i++) {\r\n this._blurX[i].name = `${name} Blur X${i}`;\r\n this._blurY[i].name = `${name} Blur Y${i}`;\r\n }\r\n }\r\n\r\n if (this._clearLayerTextures) {\r\n this._clearLayerTextures.name = name + \" Clear Layer\";\r\n }\r\n\r\n if (this._objectRendererForLayer) {\r\n this._objectRendererForLayer.name = name + \" Render to Layer\";\r\n }\r\n }\r\n\r\n protected readonly _scene: Scene;\r\n protected readonly _engine: AbstractEngine;\r\n protected readonly _clearLayerTextures: FrameGraphClearTextureTask;\r\n protected readonly _objectRendererForLayer: FrameGraphObjectRendererTask;\r\n protected readonly _blurX: Array<FrameGraphBlurTask | FrameGraphGlowBlurTask> = [];\r\n protected readonly _blurY: Array<FrameGraphBlurTask | FrameGraphGlowBlurTask> = [];\r\n private readonly _onBeforeBlurTask: Nullable<FrameGraphExecuteTask> = null;\r\n private readonly _onAfterBlurTask: Nullable<FrameGraphExecuteTask> = null;\r\n private _onBeforeObservableObserver: Nullable<Observer<number>> = null;\r\n private _onAfterObservableObserver: Nullable<Observer<number>> = null;\r\n private _onAfterRenderingGroupObserver: Nullable<Observer<RenderingGroupInfo>> = null;\r\n\r\n /**\r\n * Constructs a new layer task.\r\n * @param name Name of the task.\r\n * @param frameGraph The frame graph this task is associated with.\r\n * @param scene The scene to render the layer in.\r\n * @param layer The layer.\r\n * @param numBlurPasses The number of blur passes applied by the layer.\r\n * @param useCustomBlur If true, the layer will use a custom blur post process instead of the default one.\r\n * @param _setRenderTargetDepth If true, the task will set the render target depth.\r\n * @param _notifyBlurObservable If true, the task will notify before and after blurring occurs.\r\n */\r\n constructor(\r\n name: string,\r\n frameGraph: FrameGraph,\r\n scene: Scene,\r\n layer: ThinEffectLayer,\r\n numBlurPasses: number,\r\n useCustomBlur = false,\r\n private _setRenderTargetDepth = false,\r\n private _notifyBlurObservable = false\r\n ) {\r\n super(name, frameGraph);\r\n\r\n this._scene = scene;\r\n this._engine = scene.getEngine();\r\n\r\n this.layer = layer;\r\n for (let i = 0; i < numBlurPasses; i++) {\r\n if (useCustomBlur) {\r\n this._blurX.push(new FrameGraphGlowBlurTask(`${name} Blur X${i}`, this._frameGraph, this.layer._postProcesses[1 + i * 2 + 0] as ThinGlowBlurPostProcess));\r\n this._blurY.push(new FrameGraphGlowBlurTask(`${name} Blur Y${i}`, this._frameGraph, this.layer._postProcesses[1 + i * 2 + 1] as ThinGlowBlurPostProcess));\r\n } else {\r\n this._blurX.push(new FrameGraphBlurTask(`${name} Blur X${i}`, this._frameGraph, this.layer._postProcesses[i * 2 + 0] as ThinBlurPostProcess));\r\n this._blurY.push(new FrameGraphBlurTask(`${name} Blur Y${i}`, this._frameGraph, this.layer._postProcesses[i * 2 + 1] as ThinBlurPostProcess));\r\n }\r\n }\r\n\r\n this._clearLayerTextures = new FrameGraphClearTextureTask(name + \" Clear Layer\", frameGraph);\r\n this._clearLayerTextures.clearColor = true;\r\n this._clearLayerTextures.clearDepth = true;\r\n\r\n this._objectRendererForLayer = new FrameGraphObjectRendererTask(name + \" Render to Layer\", frameGraph, scene, undefined, this.layer.objectRenderer);\r\n\r\n if (this._notifyBlurObservable) {\r\n this._onBeforeBlurTask = new FrameGraphExecuteTask(name + \" On Before Blur\", frameGraph);\r\n this._onAfterBlurTask = new FrameGraphExecuteTask(name + \" On After Blur\", frameGraph);\r\n\r\n this._onBeforeBlurTask.func = () => {\r\n if (this.layer.onBeforeBlurObservable.hasObservers()) {\r\n this.layer.onBeforeBlurObservable.notifyObservers(this.layer);\r\n }\r\n };\r\n this._onAfterBlurTask.func = () => {\r\n if (this.layer.onAfterBlurObservable.hasObservers()) {\r\n this.layer.onAfterBlurObservable.notifyObservers(this.layer);\r\n }\r\n };\r\n }\r\n\r\n this.outputTexture = this._frameGraph.textureManager.createDanglingHandle();\r\n\r\n this.onTexturesAllocatedObservable.add((context) => {\r\n for (let i = 0; i < this._blurX.length; i++) {\r\n this._blurX[i].onTexturesAllocatedObservable.notifyObservers(context);\r\n this._blurY[i].onTexturesAllocatedObservable.notifyObservers(context);\r\n }\r\n\r\n context.setTextureSamplingMode(this._blurY[this._blurY.length - 1].destinationTexture!, Constants.TEXTURE_BILINEAR_SAMPLINGMODE);\r\n });\r\n }\r\n\r\n public override isReady() {\r\n return this._objectRendererForLayer.isReady() && this.layer.isLayerReady();\r\n }\r\n\r\n public record() {\r\n if (this.destinationTexture === undefined || this.objectRendererTask === undefined) {\r\n throw new Error(`${this.constructor.name} \"${this.name}\": destinationTexture and objectRendererTask are required`);\r\n }\r\n\r\n this._frameGraph.textureManager.resolveDanglingHandle(this.outputTexture, this.destinationTexture);\r\n\r\n // Uses the layerTexture or creates a color texture to render the layer to\r\n let textureSize: {\r\n width: number;\r\n height: number;\r\n };\r\n let textureCreationOptions: FrameGraphTextureCreationOptions;\r\n\r\n let colorLayerOutput: FrameGraphTextureHandle;\r\n\r\n if (this.layerTexture) {\r\n colorLayerOutput = this.layerTexture;\r\n textureCreationOptions = this._frameGraph.textureManager.getTextureCreationOptions(this.layerTexture);\r\n textureSize = getDimensionsFromTextureSize(textureCreationOptions.size);\r\n textureCreationOptions.size = textureSize;\r\n } else {\r\n const destinationTextureCreationOptions = this._frameGraph.textureManager.getTextureCreationOptions(this.destinationTexture);\r\n const fixedTextureSize = this.layer._options.mainTextureFixedSize ? Math.max(2, this.layer._options.mainTextureFixedSize) : 0;\r\n\r\n textureSize = getDimensionsFromTextureSize(destinationTextureCreationOptions.size);\r\n textureSize.width = fixedTextureSize || Math.floor(textureSize.width * (this.layer._options.mainTextureRatio || 0.1));\r\n textureSize.height = fixedTextureSize || Math.floor(textureSize.height * (this.layer._options.mainTextureRatio || 0.1));\r\n\r\n textureCreationOptions = {\r\n size: textureSize,\r\n options: {\r\n createMipMaps: false,\r\n types: [this.layer._options.mainTextureType],\r\n formats: [Constants.TEXTUREFORMAT_RGBA],\r\n samples: 1,\r\n useSRGBBuffers: [false],\r\n creationFlags: [0],\r\n },\r\n sizeIsPercentage: this.layer._options.mainTextureFixedSize ? false : destinationTextureCreationOptions.sizeIsPercentage,\r\n };\r\n colorLayerOutput = this._frameGraph.textureManager.createRenderTargetTexture(`${this.name} Color`, textureCreationOptions);\r\n }\r\n\r\n // Creates a depth texture, used to render objects to the layer\r\n // We don't reuse the depth texture of the objectRendererTask, as the size of the layer texture will generally be different (smaller).\r\n const textureDepthCreationOptions: FrameGraphTextureCreationOptions = {\r\n size: textureSize,\r\n options: FrameGraphTextureManager.CloneTextureOptions(textureCreationOptions.options),\r\n sizeIsPercentage: textureCreationOptions.sizeIsPercentage,\r\n };\r\n\r\n textureDepthCreationOptions.options.formats![0] = Constants.TEXTUREFORMAT_DEPTH32_FLOAT;\r\n\r\n const depthLayerOutput = this._frameGraph.textureManager.createRenderTargetTexture(`${this.name} Depth`, textureDepthCreationOptions);\r\n\r\n // Clears the textures\r\n this._clearLayerTextures.destinationTexture = colorLayerOutput;\r\n this._clearLayerTextures.depthTexture = depthLayerOutput;\r\n this._clearLayerTextures.color = this.layer.neutralColor;\r\n this._clearLayerTextures.clearDepth = true;\r\n\r\n const clearTaskPass = this._clearLayerTextures.record();\r\n\r\n // Renders the objects to the layer texture\r\n this._objectRendererForLayer.destinationTexture = this._clearLayerTextures.outputTexture;\r\n this._objectRendererForLayer.depthTexture = this._clearLayerTextures.outputDepthTexture;\r\n this._objectRendererForLayer.camera = this.objectRendererTask.camera;\r\n this._objectRendererForLayer.objectList = this.objectRendererTask.objectList;\r\n this._objectRendererForLayer.disableShadows = true;\r\n\r\n const objectRendererForLayerTaskPass = this._objectRendererForLayer.record();\r\n\r\n // Blurs the layer color texture\r\n let blurTextureType = 0;\r\n if (this._engine.getCaps().textureHalfFloatRender) {\r\n blurTextureType = Constants.TEXTURETYPE_HALF_FLOAT;\r\n } else {\r\n blurTextureType = Constants.TEXTURETYPE_UNSIGNED_BYTE;\r\n }\r\n\r\n textureCreationOptions.options.types![0] = blurTextureType;\r\n\r\n const blurTextureSizeRatio = (this.layer._options as any).blurTextureSizeRatio !== undefined ? (this.layer._options as any).blurTextureSizeRatio || 0.1 : undefined;\r\n if (blurTextureSizeRatio !== undefined) {\r\n textureSize.width = Math.floor(textureSize.width * blurTextureSizeRatio);\r\n textureSize.height = Math.floor(textureSize.height * blurTextureSizeRatio);\r\n }\r\n\r\n const onBeforeBlurPass = this._onBeforeBlurTask?.record();\r\n\r\n const blurPasses: FrameGraphRenderPass[] = [];\r\n\r\n for (let i = 0; i < this._blurX.length; i++) {\r\n const blurXTextureHandle = this._frameGraph.textureManager.createRenderTargetTexture(this._blurX[i].name, textureCreationOptions);\r\n\r\n this._blurX[i].sourceTexture = i === 0 ? this._objectRendererForLayer.outputTexture : this._blurY[i - 1].outputTexture;\r\n this._blurX[i].sourceSamplingMode = Constants.TEXTURE_BILINEAR_SAMPLINGMODE;\r\n this._blurX[i].destinationTexture = blurXTextureHandle;\r\n blurPasses.push(this._blurX[i].record(true));\r\n\r\n const blurYTextureHandle = this._frameGraph.textureManager.createRenderTargetTexture(this._blurY[i].name, textureCreationOptions);\r\n\r\n this._blurY[i].sourceTexture = this._blurX[i].outputTexture;\r\n this._blurY[i].sourceSamplingMode = Constants.TEXTURE_BILINEAR_SAMPLINGMODE;\r\n this._blurY[i].destinationTexture = blurYTextureHandle;\r\n blurPasses.push(this._blurY[i].record(true));\r\n\r\n textureSize.width = textureSize.width >> 1;\r\n textureSize.height = textureSize.height >> 1;\r\n }\r\n\r\n const onAfterBlurPass = this._onAfterBlurTask?.record();\r\n\r\n // Enables stencil (if stencil is needed) when rendering objects to the main texture\r\n // We also disable the internal passes if the layer should not render\r\n this.objectRendererTask.objectRenderer.onBeforeRenderObservable.remove(this._onBeforeObservableObserver);\r\n this._onBeforeObservableObserver = this.objectRendererTask.objectRenderer.onBeforeRenderObservable.add(() => {\r\n const shouldRender = this.layer.shouldRender();\r\n\r\n clearTaskPass.disabled = !shouldRender;\r\n objectRendererForLayerTaskPass.disabled = !shouldRender;\r\n if (onBeforeBlurPass) {\r\n onBeforeBlurPass.disabled = !shouldRender;\r\n }\r\n for (let i = 0; i < blurPasses.length; i++) {\r\n blurPasses[i].disabled = !shouldRender;\r\n }\r\n if (onAfterBlurPass) {\r\n onAfterBlurPass.disabled = !shouldRender;\r\n }\r\n\r\n if (shouldRender && this.layer.needStencil()) {\r\n this._engine.setStencilBuffer(true);\r\n this._engine.setStencilFunctionReference(1);\r\n }\r\n });\r\n\r\n this.objectRendererTask.objectRenderer.onAfterRenderObservable.remove(this._onAfterObservableObserver);\r\n this._onAfterObservableObserver = this.objectRendererTask.objectRenderer.onAfterRenderObservable.add(() => {\r\n if (this.layer.shouldRender() && this.layer.needStencil()) {\r\n this._engine.setStencilBuffer(false);\r\n }\r\n });\r\n\r\n // Composes the layer with the destination texture\r\n this.layer.bindTexturesForCompose = undefined as any;\r\n\r\n this._clearAfterRenderingGroupObserver();\r\n\r\n const pass = this._frameGraph.addRenderPass(this.name);\r\n\r\n for (let i = 0; i < this._blurY.length; i++) {\r\n pass.addDependencies(this._blurY[i].outputTexture);\r\n }\r\n\r\n pass.setRenderTarget(this.outputTexture);\r\n if (this._setRenderTargetDepth) {\r\n pass.setRenderTargetDepth(this.objectRendererTask.depthTexture);\r\n }\r\n pass.setExecuteFunc((context) => {\r\n if (!this.layer.bindTexturesForCompose) {\r\n this.layer.bindTexturesForCompose = (effect: Effect) => {\r\n for (let i = 0; i < this._blurY.length; i++) {\r\n context.bindTextureHandle(effect, `textureSampler${i > 0 ? i + 1 : \"\"}`, this._blurY[i].outputTexture);\r\n }\r\n };\r\n }\r\n\r\n if (this.layer._options.renderingGroupId !== -1) {\r\n if (!this._onAfterRenderingGroupObserver) {\r\n this._onAfterRenderingGroupObserver = this._scene.onAfterRenderingGroupObservable.add((info) => {\r\n if (\r\n !this.layer.shouldRender() ||\r\n info.renderingGroupId !== this.layer._options.renderingGroupId ||\r\n info.renderingManager !== this.objectRendererTask.objectRenderer._renderingManager\r\n ) {\r\n return;\r\n }\r\n this._objectRendererForLayer.objectList = this.objectRendererTask.objectList;\r\n context.saveDepthStates();\r\n context.setDepthStates(false, false);\r\n context._applyRenderTarget();\r\n this.layer.compose();\r\n context.restoreDepthStates();\r\n });\r\n }\r\n } else {\r\n this._clearAfterRenderingGroupObserver();\r\n if (this.layer.shouldRender()) {\r\n this._objectRendererForLayer.objectList = this.objectRendererTask.objectList; // in case the object list has changed in objectRendererTask\r\n\r\n context.setDepthStates(false, false);\r\n context._applyRenderTarget();\r\n\r\n this.layer.compose();\r\n }\r\n }\r\n });\r\n\r\n const passDisabled = this._frameGraph.addRenderPass(this.name + \"_disabled\", true);\r\n\r\n passDisabled.setRenderTarget(this.outputTexture);\r\n if (this._setRenderTargetDepth) {\r\n passDisabled.setRenderTargetDepth(this.objectRendererTask.depthTexture);\r\n }\r\n passDisabled.setExecuteFunc((_context) => {});\r\n }\r\n\r\n private _clearAfterRenderingGroupObserver() {\r\n this._scene.onAfterRenderingGroupObservable.remove(this._onAfterRenderingGroupObserver);\r\n this._onAfterRenderingGroupObserver = null;\r\n }\r\n\r\n public override dispose(): void {\r\n this._clearAfterRenderingGroupObserver();\r\n this._clearLayerTextures.dispose();\r\n this._objectRendererForLayer.dispose();\r\n this._onBeforeBlurTask?.dispose();\r\n this._onAfterBlurTask?.dispose();\r\n this.layer.dispose();\r\n for (let i = 0; i < this._blurX.length; i++) {\r\n this._blurX[i].dispose();\r\n this._blurY[i].dispose();\r\n }\r\n super.dispose();\r\n }\r\n}\r\n"]}
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+
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type {\r\n FrameGraph,\r\n FrameGraphTextureHandle,\r\n Scene,\r\n FrameGraphTextureCreationOptions,\r\n Effect,\r\n ThinBlurPostProcess,\r\n AbstractEngine,\r\n Nullable,\r\n Observer,\r\n RenderingGroupInfo,\r\n ThinEffectLayer,\r\n FrameGraphRenderPass,\r\n FrameGraphRenderContext,\r\n // eslint-disable-next-line import/no-internal-modules\r\n} from \"core/index\";\r\nimport { FrameGraphTask } from \"../../frameGraphTask\";\r\nimport { FrameGraphObjectRendererTask } from \"../Rendering/objectRendererTask\";\r\nimport { FrameGraphClearTextureTask } from \"../Texture/clearTextureTask\";\r\nimport { FrameGraphBlurTask } from \"../PostProcesses/blurTask\";\r\nimport { Constants } from \"core/Engines/constants\";\r\nimport { FrameGraphTextureManager } from \"../../frameGraphTextureManager\";\r\nimport { getDimensionsFromTextureSize } from \"../../../Materials/Textures/textureCreationOptions\";\r\nimport { FrameGraphPostProcessTask } from \"../PostProcesses/postProcessTask\";\r\nimport { Vector2 } from \"core/Maths/math.vector\";\r\nimport { ThinGlowBlurPostProcess } from \"../../../Layers/thinEffectLayer\";\r\nimport { FrameGraphExecuteTask } from \"../Misc/executeTask\";\r\n\r\nclass FrameGraphGlowBlurTask extends FrameGraphPostProcessTask {\r\n public override readonly postProcess: ThinGlowBlurPostProcess;\r\n\r\n /**\r\n * Constructs a new glow blur task.\r\n * @param name The name of the task.\r\n * @param frameGraph The frame graph this task is associated with.\r\n * @param thinPostProcess The thin post process to use for the glow blur effect. If not provided, a new one will be created.\r\n */\r\n constructor(name: string, frameGraph: FrameGraph, thinPostProcess?: ThinGlowBlurPostProcess) {\r\n super(name, frameGraph, thinPostProcess || new ThinGlowBlurPostProcess(name, frameGraph.engine, new Vector2(1, 0), 1));\r\n }\r\n\r\n public override record(\r\n skipCreationOfDisabledPasses = false,\r\n additionalExecute?: (context: FrameGraphRenderContext) => void,\r\n additionalBindings?: (context: FrameGraphRenderContext) => void\r\n ): FrameGraphRenderPass {\r\n const pass = super.record(skipCreationOfDisabledPasses, additionalExecute, additionalBindings);\r\n\r\n this.postProcess.textureWidth = this._outputWidth;\r\n this.postProcess.textureHeight = this._outputHeight;\r\n\r\n return pass;\r\n }\r\n}\r\n\r\n/**\r\n * @internal\r\n */\r\nexport class FrameGraphBaseLayerTask extends FrameGraphTask {\r\n /**\r\n * The target texture to apply the effect layer to.\r\n * The effect will be blended with the contents of this texture.\r\n */\r\n public targetTexture: FrameGraphTextureHandle;\r\n\r\n /**\r\n * The object renderer task used to render the objects in the texture to which the layer will be applied.\r\n * This is needed because the layer may have to inject code in the rendering manager used by object renderer task.\r\n */\r\n public objectRendererTask: FrameGraphObjectRendererTask;\r\n\r\n /**\r\n * The layer texture to render the effect into.\r\n * If not provided, a default texture will be created.\r\n */\r\n public layerTexture?: FrameGraphTextureHandle;\r\n\r\n /**\r\n * The output texture of the task (same as targetTexture, but the handle will be different).\r\n */\r\n public readonly outputTexture: FrameGraphTextureHandle;\r\n\r\n /**\r\n * The layer object. Use this object to update the layer properties.\r\n */\r\n public readonly layer: ThinEffectLayer;\r\n\r\n /**\r\n * The name of the task.\r\n */\r\n public override get name() {\r\n return this._name;\r\n }\r\n\r\n public override set name(name: string) {\r\n this._name = name;\r\n if (this._blurX) {\r\n for (let i = 0; i < this._blurX.length; i++) {\r\n this._blurX[i].name = `${name} Blur X${i}`;\r\n this._blurY[i].name = `${name} Blur Y${i}`;\r\n }\r\n }\r\n\r\n if (this._clearLayerTextures) {\r\n this._clearLayerTextures.name = name + \" Clear Layer\";\r\n }\r\n\r\n if (this._objectRendererForLayer) {\r\n this._objectRendererForLayer.name = name + \" Render to Layer\";\r\n }\r\n }\r\n\r\n protected readonly _scene: Scene;\r\n protected readonly _engine: AbstractEngine;\r\n protected readonly _clearLayerTextures: FrameGraphClearTextureTask;\r\n protected readonly _objectRendererForLayer: FrameGraphObjectRendererTask;\r\n protected readonly _blurX: Array<FrameGraphBlurTask | FrameGraphGlowBlurTask> = [];\r\n protected readonly _blurY: Array<FrameGraphBlurTask | FrameGraphGlowBlurTask> = [];\r\n private readonly _onBeforeBlurTask: Nullable<FrameGraphExecuteTask> = null;\r\n private readonly _onAfterBlurTask: Nullable<FrameGraphExecuteTask> = null;\r\n private _onBeforeObservableObserver: Nullable<Observer<number>> = null;\r\n private _onAfterObservableObserver: Nullable<Observer<number>> = null;\r\n private _onAfterRenderingGroupObserver: Nullable<Observer<RenderingGroupInfo>> = null;\r\n\r\n /**\r\n * Constructs a new layer task.\r\n * @param name Name of the task.\r\n * @param frameGraph The frame graph this task is associated with.\r\n * @param scene The scene to render the layer in.\r\n * @param layer The layer.\r\n * @param numBlurPasses The number of blur passes applied by the layer.\r\n * @param useCustomBlur If true, the layer will use a custom blur post process instead of the default one.\r\n * @param _setRenderTargetDepth If true, the task will set the render target depth.\r\n * @param _notifyBlurObservable If true, the task will notify before and after blurring occurs.\r\n */\r\n constructor(\r\n name: string,\r\n frameGraph: FrameGraph,\r\n scene: Scene,\r\n layer: ThinEffectLayer,\r\n numBlurPasses: number,\r\n useCustomBlur = false,\r\n private _setRenderTargetDepth = false,\r\n private _notifyBlurObservable = false\r\n ) {\r\n super(name, frameGraph);\r\n\r\n this._scene = scene;\r\n this._engine = scene.getEngine();\r\n\r\n this.layer = layer;\r\n for (let i = 0; i < numBlurPasses; i++) {\r\n if (useCustomBlur) {\r\n this._blurX.push(new FrameGraphGlowBlurTask(`${name} Blur X${i}`, this._frameGraph, this.layer._postProcesses[1 + i * 2 + 0] as ThinGlowBlurPostProcess));\r\n this._blurY.push(new FrameGraphGlowBlurTask(`${name} Blur Y${i}`, this._frameGraph, this.layer._postProcesses[1 + i * 2 + 1] as ThinGlowBlurPostProcess));\r\n } else {\r\n this._blurX.push(new FrameGraphBlurTask(`${name} Blur X${i}`, this._frameGraph, this.layer._postProcesses[i * 2 + 0] as ThinBlurPostProcess));\r\n this._blurY.push(new FrameGraphBlurTask(`${name} Blur Y${i}`, this._frameGraph, this.layer._postProcesses[i * 2 + 1] as ThinBlurPostProcess));\r\n }\r\n }\r\n\r\n this._clearLayerTextures = new FrameGraphClearTextureTask(name + \" Clear Layer\", frameGraph);\r\n this._clearLayerTextures.clearColor = true;\r\n this._clearLayerTextures.clearDepth = true;\r\n\r\n this._objectRendererForLayer = new FrameGraphObjectRendererTask(name + \" Render to Layer\", frameGraph, scene, undefined, this.layer.objectRenderer);\r\n\r\n if (this._notifyBlurObservable) {\r\n this._onBeforeBlurTask = new FrameGraphExecuteTask(name + \" On Before Blur\", frameGraph);\r\n this._onAfterBlurTask = new FrameGraphExecuteTask(name + \" On After Blur\", frameGraph);\r\n\r\n this._onBeforeBlurTask.func = () => {\r\n if (this.layer.onBeforeBlurObservable.hasObservers()) {\r\n this.layer.onBeforeBlurObservable.notifyObservers(this.layer);\r\n }\r\n };\r\n this._onAfterBlurTask.func = () => {\r\n if (this.layer.onAfterBlurObservable.hasObservers()) {\r\n this.layer.onAfterBlurObservable.notifyObservers(this.layer);\r\n }\r\n };\r\n }\r\n\r\n this.outputTexture = this._frameGraph.textureManager.createDanglingHandle();\r\n\r\n this.onTexturesAllocatedObservable.add((context) => {\r\n for (let i = 0; i < this._blurX.length; i++) {\r\n this._blurX[i].onTexturesAllocatedObservable.notifyObservers(context);\r\n this._blurY[i].onTexturesAllocatedObservable.notifyObservers(context);\r\n }\r\n\r\n context.setTextureSamplingMode(this._blurY[this._blurY.length - 1].targetTexture!, Constants.TEXTURE_BILINEAR_SAMPLINGMODE);\r\n });\r\n }\r\n\r\n public override isReady() {\r\n return this._objectRendererForLayer.isReady() && this.layer.isLayerReady();\r\n }\r\n\r\n public record() {\r\n if (this.targetTexture === undefined || this.objectRendererTask === undefined) {\r\n throw new Error(`${this.constructor.name} \"${this.name}\": targetTexture and objectRendererTask are required`);\r\n }\r\n\r\n this._frameGraph.textureManager.resolveDanglingHandle(this.outputTexture, this.targetTexture);\r\n\r\n // Uses the layerTexture or creates a color texture to render the layer to\r\n let textureSize: {\r\n width: number;\r\n height: number;\r\n };\r\n let textureCreationOptions: FrameGraphTextureCreationOptions;\r\n\r\n let colorLayerOutput: FrameGraphTextureHandle;\r\n\r\n if (this.layerTexture) {\r\n colorLayerOutput = this.layerTexture;\r\n textureCreationOptions = this._frameGraph.textureManager.getTextureCreationOptions(this.layerTexture);\r\n textureSize = getDimensionsFromTextureSize(textureCreationOptions.size);\r\n textureCreationOptions.size = textureSize;\r\n } else {\r\n const targetTextureCreationOptions = this._frameGraph.textureManager.getTextureCreationOptions(this.targetTexture);\r\n const fixedTextureSize = this.layer._options.mainTextureFixedSize ? Math.max(2, this.layer._options.mainTextureFixedSize) : 0;\r\n\r\n textureSize = getDimensionsFromTextureSize(targetTextureCreationOptions.size);\r\n textureSize.width = fixedTextureSize || Math.floor(textureSize.width * (this.layer._options.mainTextureRatio || 0.1));\r\n textureSize.height = fixedTextureSize || Math.floor(textureSize.height * (this.layer._options.mainTextureRatio || 0.1));\r\n\r\n textureCreationOptions = {\r\n size: textureSize,\r\n options: {\r\n createMipMaps: false,\r\n types: [this.layer._options.mainTextureType],\r\n formats: [Constants.TEXTUREFORMAT_RGBA],\r\n samples: 1,\r\n useSRGBBuffers: [false],\r\n creationFlags: [0],\r\n },\r\n sizeIsPercentage: this.layer._options.mainTextureFixedSize ? false : targetTextureCreationOptions.sizeIsPercentage,\r\n };\r\n colorLayerOutput = this._frameGraph.textureManager.createRenderTargetTexture(`${this.name} Color`, textureCreationOptions);\r\n }\r\n\r\n // Creates a depth texture, used to render objects to the layer\r\n // We don't reuse the depth texture of the objectRendererTask, as the size of the layer texture will generally be different (smaller).\r\n const textureDepthCreationOptions: FrameGraphTextureCreationOptions = {\r\n size: textureSize,\r\n options: FrameGraphTextureManager.CloneTextureOptions(textureCreationOptions.options),\r\n sizeIsPercentage: textureCreationOptions.sizeIsPercentage,\r\n };\r\n\r\n textureDepthCreationOptions.options.formats![0] = Constants.TEXTUREFORMAT_DEPTH32_FLOAT;\r\n\r\n const depthLayerOutput = this._frameGraph.textureManager.createRenderTargetTexture(`${this.name} Depth`, textureDepthCreationOptions);\r\n\r\n // Clears the textures\r\n this._clearLayerTextures.targetTexture = colorLayerOutput;\r\n this._clearLayerTextures.depthTexture = depthLayerOutput;\r\n this._clearLayerTextures.color = this.layer.neutralColor;\r\n this._clearLayerTextures.clearDepth = true;\r\n\r\n const clearTaskPass = this._clearLayerTextures.record();\r\n\r\n // Renders the objects to the layer texture\r\n this._objectRendererForLayer.targetTexture = this._clearLayerTextures.outputTexture;\r\n this._objectRendererForLayer.depthTexture = this._clearLayerTextures.outputDepthTexture;\r\n this._objectRendererForLayer.camera = this.objectRendererTask.camera;\r\n this._objectRendererForLayer.objectList = this.objectRendererTask.objectList;\r\n this._objectRendererForLayer.disableShadows = true;\r\n\r\n const objectRendererForLayerTaskPass = this._objectRendererForLayer.record();\r\n\r\n // Blurs the layer color texture\r\n let blurTextureType = 0;\r\n if (this._engine.getCaps().textureHalfFloatRender) {\r\n blurTextureType = Constants.TEXTURETYPE_HALF_FLOAT;\r\n } else {\r\n blurTextureType = Constants.TEXTURETYPE_UNSIGNED_BYTE;\r\n }\r\n\r\n textureCreationOptions.options.types![0] = blurTextureType;\r\n\r\n const blurTextureSizeRatio = (this.layer._options as any).blurTextureSizeRatio !== undefined ? (this.layer._options as any).blurTextureSizeRatio || 0.1 : undefined;\r\n if (blurTextureSizeRatio !== undefined) {\r\n textureSize.width = Math.floor(textureSize.width * blurTextureSizeRatio);\r\n textureSize.height = Math.floor(textureSize.height * blurTextureSizeRatio);\r\n }\r\n\r\n const onBeforeBlurPass = this._onBeforeBlurTask?.record();\r\n\r\n const blurPasses: FrameGraphRenderPass[] = [];\r\n\r\n for (let i = 0; i < this._blurX.length; i++) {\r\n const blurXTextureHandle = this._frameGraph.textureManager.createRenderTargetTexture(this._blurX[i].name, textureCreationOptions);\r\n\r\n this._blurX[i].sourceTexture = i === 0 ? this._objectRendererForLayer.outputTexture : this._blurY[i - 1].outputTexture;\r\n this._blurX[i].sourceSamplingMode = Constants.TEXTURE_BILINEAR_SAMPLINGMODE;\r\n this._blurX[i].targetTexture = blurXTextureHandle;\r\n blurPasses.push(this._blurX[i].record(true));\r\n\r\n const blurYTextureHandle = this._frameGraph.textureManager.createRenderTargetTexture(this._blurY[i].name, textureCreationOptions);\r\n\r\n this._blurY[i].sourceTexture = this._blurX[i].outputTexture;\r\n this._blurY[i].sourceSamplingMode = Constants.TEXTURE_BILINEAR_SAMPLINGMODE;\r\n this._blurY[i].targetTexture = blurYTextureHandle;\r\n blurPasses.push(this._blurY[i].record(true));\r\n\r\n textureSize.width = textureSize.width >> 1;\r\n textureSize.height = textureSize.height >> 1;\r\n }\r\n\r\n const onAfterBlurPass = this._onAfterBlurTask?.record();\r\n\r\n // Enables stencil (if stencil is needed) when rendering objects to the main texture\r\n // We also disable the internal passes if the layer should not render\r\n this.objectRendererTask.objectRenderer.onBeforeRenderObservable.remove(this._onBeforeObservableObserver);\r\n this._onBeforeObservableObserver = this.objectRendererTask.objectRenderer.onBeforeRenderObservable.add(() => {\r\n const shouldRender = this.layer.shouldRender();\r\n\r\n clearTaskPass.disabled = !shouldRender;\r\n objectRendererForLayerTaskPass.disabled = !shouldRender;\r\n if (onBeforeBlurPass) {\r\n onBeforeBlurPass.disabled = !shouldRender;\r\n }\r\n for (let i = 0; i < blurPasses.length; i++) {\r\n blurPasses[i].disabled = !shouldRender;\r\n }\r\n if (onAfterBlurPass) {\r\n onAfterBlurPass.disabled = !shouldRender;\r\n }\r\n\r\n if (shouldRender && this.layer.needStencil()) {\r\n this._engine.setStencilBuffer(true);\r\n this._engine.setStencilFunctionReference(1);\r\n }\r\n });\r\n\r\n this.objectRendererTask.objectRenderer.onAfterRenderObservable.remove(this._onAfterObservableObserver);\r\n this._onAfterObservableObserver = this.objectRendererTask.objectRenderer.onAfterRenderObservable.add(() => {\r\n if (this.layer.shouldRender() && this.layer.needStencil()) {\r\n this._engine.setStencilBuffer(false);\r\n }\r\n });\r\n\r\n // Composes the layer with the target texture\r\n this.layer.bindTexturesForCompose = undefined as any;\r\n\r\n this._clearAfterRenderingGroupObserver();\r\n\r\n const pass = this._frameGraph.addRenderPass(this.name);\r\n\r\n for (let i = 0; i < this._blurY.length; i++) {\r\n pass.addDependencies(this._blurY[i].outputTexture);\r\n }\r\n\r\n pass.setRenderTarget(this.outputTexture);\r\n if (this._setRenderTargetDepth) {\r\n pass.setRenderTargetDepth(this.objectRendererTask.depthTexture);\r\n }\r\n pass.setExecuteFunc((context) => {\r\n if (!this.layer.bindTexturesForCompose) {\r\n this.layer.bindTexturesForCompose = (effect: Effect) => {\r\n for (let i = 0; i < this._blurY.length; i++) {\r\n context.bindTextureHandle(effect, `textureSampler${i > 0 ? i + 1 : \"\"}`, this._blurY[i].outputTexture);\r\n }\r\n };\r\n }\r\n\r\n if (this.layer._options.renderingGroupId !== -1) {\r\n if (!this._onAfterRenderingGroupObserver) {\r\n this._onAfterRenderingGroupObserver = this._scene.onAfterRenderingGroupObservable.add((info) => {\r\n if (\r\n !this.layer.shouldRender() ||\r\n info.renderingGroupId !== this.layer._options.renderingGroupId ||\r\n info.renderingManager !== this.objectRendererTask.objectRenderer._renderingManager\r\n ) {\r\n return;\r\n }\r\n this._objectRendererForLayer.objectList = this.objectRendererTask.objectList;\r\n context.saveDepthStates();\r\n context.setDepthStates(false, false);\r\n context._applyRenderTarget();\r\n this.layer.compose();\r\n context.restoreDepthStates();\r\n });\r\n }\r\n } else {\r\n this._clearAfterRenderingGroupObserver();\r\n if (this.layer.shouldRender()) {\r\n this._objectRendererForLayer.objectList = this.objectRendererTask.objectList; // in case the object list has changed in objectRendererTask\r\n\r\n context.setDepthStates(false, false);\r\n context._applyRenderTarget();\r\n\r\n this.layer.compose();\r\n }\r\n }\r\n });\r\n\r\n const passDisabled = this._frameGraph.addRenderPass(this.name + \"_disabled\", true);\r\n\r\n passDisabled.setRenderTarget(this.outputTexture);\r\n if (this._setRenderTargetDepth) {\r\n passDisabled.setRenderTargetDepth(this.objectRendererTask.depthTexture);\r\n }\r\n passDisabled.setExecuteFunc((_context) => {});\r\n }\r\n\r\n private _clearAfterRenderingGroupObserver() {\r\n this._scene.onAfterRenderingGroupObservable.remove(this._onAfterRenderingGroupObserver);\r\n this._onAfterRenderingGroupObserver = null;\r\n }\r\n\r\n public override dispose(): void {\r\n this._clearAfterRenderingGroupObserver();\r\n this._clearLayerTextures.dispose();\r\n this._objectRendererForLayer.dispose();\r\n this._onBeforeBlurTask?.dispose();\r\n this._onAfterBlurTask?.dispose();\r\n this.layer.dispose();\r\n for (let i = 0; i < this._blurX.length; i++) {\r\n this._blurX[i].dispose();\r\n this._blurY[i].dispose();\r\n }\r\n super.dispose();\r\n }\r\n}\r\n"]}
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@@ -0,0 +1,21 @@
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1
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import type { FrameGraph, FrameGraphRenderPass, FrameGraphTextureHandle } from "../../../index.js";
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2
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+
import { ThinAnaglyphPostProcess } from "../../../PostProcesses/thinAnaglyphPostProcess.js";
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import { FrameGraphPostProcessTask } from "./postProcessTask";
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/**
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5
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* Task which applies an anaglyph post process.
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*/
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export declare class FrameGraphAnaglyphTask extends FrameGraphPostProcessTask {
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/**
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* The texture to use as the left texture.
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*/
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leftTexture: FrameGraphTextureHandle;
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readonly postProcess: ThinAnaglyphPostProcess;
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/**
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* Constructs a new anaglyph task.
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* @param name The name of the task.
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* @param frameGraph The frame graph this task is associated with.
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* @param thinPostProcess The thin post process to use for the anaglyph effect. If not provided, a new one will be created.
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*/
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constructor(name: string, frameGraph: FrameGraph, thinPostProcess?: ThinAnaglyphPostProcess);
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record(skipCreationOfDisabledPasses?: boolean): FrameGraphRenderPass;
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}
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1
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import { ThinAnaglyphPostProcess } from "../../../PostProcesses/thinAnaglyphPostProcess.js";
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import { FrameGraphPostProcessTask } from "./postProcessTask.js";
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/**
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* Task which applies an anaglyph post process.
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*/
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export class FrameGraphAnaglyphTask extends FrameGraphPostProcessTask {
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/**
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* Constructs a new anaglyph task.
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* @param name The name of the task.
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* @param frameGraph The frame graph this task is associated with.
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* @param thinPostProcess The thin post process to use for the anaglyph effect. If not provided, a new one will be created.
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*/
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constructor(name, frameGraph, thinPostProcess) {
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super(name, frameGraph, thinPostProcess || new ThinAnaglyphPostProcess(name, frameGraph.engine));
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}
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record(skipCreationOfDisabledPasses = false) {
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if (this.sourceTexture === undefined || this.leftTexture === undefined) {
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throw new Error(`FrameGraphAnaglyphTask "${this.name}": sourceTexture and leftTexture are required`);
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}
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const pass = super.record(skipCreationOfDisabledPasses, undefined, (context) => {
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context.bindTextureHandle(this._postProcessDrawWrapper.effect, "leftSampler", this.leftTexture);
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});
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pass.addDependencies(this.leftTexture);
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return pass;
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}
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}
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//# sourceMappingURL=anaglyphTask.js.map
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{"version":3,"file":"anaglyphTask.js","sourceRoot":"","sources":["../../../../../../dev/core/src/FrameGraph/Tasks/PostProcesses/anaglyphTask.ts"],"names":[],"mappings":"AAEA,OAAO,EAAE,uBAAuB,EAAE,0DAAmD;AACrF,OAAO,EAAE,yBAAyB,EAAE,MAAM,mBAAmB,CAAC;AAE9D;;GAEG;AACH,MAAM,OAAO,sBAAuB,SAAQ,yBAAyB;IAQjE;;;;;OAKG;IACH,YAAY,IAAY,EAAE,UAAsB,EAAE,eAAyC;QACvF,KAAK,CAAC,IAAI,EAAE,UAAU,EAAE,eAAe,IAAI,IAAI,uBAAuB,CAAC,IAAI,EAAE,UAAU,CAAC,MAAM,CAAC,CAAC,CAAC;IACrG,CAAC;IAEe,MAAM,CAAC,4BAA4B,GAAG,KAAK;QACvD,IAAI,IAAI,CAAC,aAAa,KAAK,SAAS,IAAI,IAAI,CAAC,WAAW,KAAK,SAAS,EAAE,CAAC;YACrE,MAAM,IAAI,KAAK,CAAC,2BAA2B,IAAI,CAAC,IAAI,+CAA+C,CAAC,CAAC;QACzG,CAAC;QAED,MAAM,IAAI,GAAG,KAAK,CAAC,MAAM,CAAC,4BAA4B,EAAE,SAAS,EAAE,CAAC,OAAO,EAAE,EAAE;YAC3E,OAAO,CAAC,iBAAiB,CAAC,IAAI,CAAC,uBAAuB,CAAC,MAAO,EAAE,aAAa,EAAE,IAAI,CAAC,WAAW,CAAC,CAAC;QACrG,CAAC,CAAC,CAAC;QAEH,IAAI,CAAC,eAAe,CAAC,IAAI,CAAC,WAAW,CAAC,CAAC;QAEvC,OAAO,IAAI,CAAC;IAChB,CAAC;CACJ","sourcesContent":["// eslint-disable-next-line import/no-internal-modules\r\nimport type { FrameGraph, FrameGraphRenderPass, FrameGraphTextureHandle } from \"core/index\";\r\nimport { ThinAnaglyphPostProcess } from \"core/PostProcesses/thinAnaglyphPostProcess\";\r\nimport { FrameGraphPostProcessTask } from \"./postProcessTask\";\r\n\r\n/**\r\n * Task which applies an anaglyph post process.\r\n */\r\nexport class FrameGraphAnaglyphTask extends FrameGraphPostProcessTask {\r\n /**\r\n * The texture to use as the left texture.\r\n */\r\n public leftTexture: FrameGraphTextureHandle;\r\n\r\n public override readonly postProcess: ThinAnaglyphPostProcess;\r\n\r\n /**\r\n * Constructs a new anaglyph task.\r\n * @param name The name of the task.\r\n * @param frameGraph The frame graph this task is associated with.\r\n * @param thinPostProcess The thin post process to use for the anaglyph effect. If not provided, a new one will be created.\r\n */\r\n constructor(name: string, frameGraph: FrameGraph, thinPostProcess?: ThinAnaglyphPostProcess) {\r\n super(name, frameGraph, thinPostProcess || new ThinAnaglyphPostProcess(name, frameGraph.engine));\r\n }\r\n\r\n public override record(skipCreationOfDisabledPasses = false): FrameGraphRenderPass {\r\n if (this.sourceTexture === undefined || this.leftTexture === undefined) {\r\n throw new Error(`FrameGraphAnaglyphTask \"${this.name}\": sourceTexture and leftTexture are required`);\r\n }\r\n\r\n const pass = super.record(skipCreationOfDisabledPasses, undefined, (context) => {\r\n context.bindTextureHandle(this._postProcessDrawWrapper.effect!, \"leftSampler\", this.leftTexture);\r\n });\r\n\r\n pass.addDependencies(this.leftTexture);\r\n\r\n return pass;\r\n }\r\n}\r\n"]}
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@@ -14,10 +14,10 @@ export declare class FrameGraphBloomTask extends FrameGraphTask {
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*/
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sourceSamplingMode: number;
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/**
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-
* The
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|
+
* The target texture to render the bloom effect to.
|
|
18
18
|
* If not supplied, a texture with the same configuration as the source texture will be created.
|
|
19
19
|
*/
|
|
20
|
-
|
|
20
|
+
targetTexture?: FrameGraphTextureHandle;
|
|
21
21
|
/**
|
|
22
22
|
* The output texture of the bloom effect.
|
|
23
23
|
*/
|