@babylonjs/core 8.13.1 → 8.14.1
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/AudioV2/abstractAudio/index.js +1 -1
- package/AudioV2/abstractAudio/index.js.map +1 -1
- package/AudioV2/audioUtils.js +12 -3
- package/AudioV2/audioUtils.js.map +1 -1
- package/AudioV2/index.js +1 -1
- package/AudioV2/index.js.map +1 -1
- package/Behaviors/index.js +1 -1
- package/Behaviors/index.js.map +1 -1
- package/Cameras/index.js +1 -1
- package/Cameras/index.js.map +1 -1
- package/Culling/index.js +1 -1
- package/Culling/index.js.map +1 -1
- package/Debug/skeletonViewer.d.ts +1 -1
- package/Debug/skeletonViewer.js.map +1 -1
- package/Engines/Processors/Expressions/index.js +1 -1
- package/Engines/Processors/Expressions/index.js.map +1 -1
- package/Engines/Processors/index.js +1 -1
- package/Engines/Processors/index.js.map +1 -1
- package/Engines/abstractEngine.js +2 -2
- package/Engines/abstractEngine.js.map +1 -1
- package/Engines/engine.d.ts +1 -1
- package/Engines/index.js +1 -1
- package/Engines/index.js.map +1 -1
- package/FlowGraph/Blocks/Data/index.js +3 -3
- package/FlowGraph/Blocks/Data/index.js.map +1 -1
- package/FlowGraph/Blocks/Execution/index.js +2 -2
- package/FlowGraph/Blocks/Execution/index.js.map +1 -1
- package/FlowGraph/Blocks/index.js +1 -1
- package/FlowGraph/Blocks/index.js.map +1 -1
- package/FlowGraph/index.js +2 -2
- package/FlowGraph/index.js.map +1 -1
- package/FrameGraph/Node/Blocks/Layers/glowLayerBlock.js.map +1 -1
- package/FrameGraph/Node/Blocks/Layers/highlightLayerBlock.js.map +1 -1
- package/FrameGraph/Node/Blocks/PostProcesses/anaglyphPostProcessBlock.js.map +1 -1
- package/FrameGraph/Node/Blocks/PostProcesses/basePostProcessBlock.js.map +1 -1
- package/FrameGraph/Node/Blocks/PostProcesses/blackAndWhitePostProcessBlock.js.map +1 -1
- package/FrameGraph/Node/Blocks/PostProcesses/bloomPostProcessBlock.js.map +1 -1
- package/FrameGraph/Node/Blocks/PostProcesses/blurPostProcessBlock.js.map +1 -1
- package/FrameGraph/Node/Blocks/PostProcesses/chromaticAberrationPostProcessBlock.js.map +1 -1
- package/FrameGraph/Node/Blocks/PostProcesses/circleOfConfusionPostProcessBlock.js.map +1 -1
- package/FrameGraph/Node/Blocks/PostProcesses/depthOfFieldPostProcessBlock.js.map +1 -1
- package/FrameGraph/Node/Blocks/PostProcesses/extractHighlightsPostProcessBlock.js.map +1 -1
- package/FrameGraph/Node/Blocks/PostProcesses/fxaaPostProcessBlock.js.map +1 -1
- package/FrameGraph/Node/Blocks/PostProcesses/grainPostProcessBlock.js.map +1 -1
- package/FrameGraph/Node/Blocks/PostProcesses/imageProcessingPostProcessBlock.js.map +1 -1
- package/FrameGraph/Node/Blocks/PostProcesses/motionBlurPostProcessBlock.js.map +1 -1
- package/FrameGraph/Node/Blocks/PostProcesses/passPostProcessBlock.js.map +1 -1
- package/FrameGraph/Node/Blocks/PostProcesses/ssrPostProcessBlock.js.map +1 -1
- package/FrameGraph/Node/Blocks/Rendering/baseObjectRendererBlock.js.map +1 -1
- package/FrameGraph/Node/Blocks/Rendering/baseShadowGeneratorBlock.js.map +1 -1
- package/FrameGraph/Node/Blocks/Rendering/csmShadowGeneratorBlock.js.map +1 -1
- package/FrameGraph/Node/Blocks/Rendering/geometryRendererBlock.js.map +1 -1
- package/FrameGraph/Node/Blocks/Rendering/objectRendererBlock.js.map +1 -1
- package/FrameGraph/Node/Blocks/Rendering/shadowGeneratorBlock.js.map +1 -1
- package/FrameGraph/Node/Blocks/Rendering/taaObjectRendererBlock.js.map +1 -1
- package/FrameGraph/Node/Blocks/Rendering/utilityLayerRendererBlock.js.map +1 -1
- package/FrameGraph/Node/Blocks/Teleport/teleportInBlock.js.map +1 -1
- package/FrameGraph/Node/Blocks/Teleport/teleportOutBlock.js.map +1 -1
- package/FrameGraph/Node/Blocks/Textures/clearBlock.js.map +1 -1
- package/FrameGraph/Node/Blocks/Textures/copyTextureBlock.js.map +1 -1
- package/FrameGraph/Node/Blocks/Textures/generateMipmapsBlock.js.map +1 -1
- package/FrameGraph/Node/Blocks/cullObjectsBlock.js.map +1 -1
- package/FrameGraph/Node/Blocks/elbowBlock.js.map +1 -1
- package/FrameGraph/Node/Blocks/executeBlock.js.map +1 -1
- package/FrameGraph/Node/Blocks/inputBlock.js.map +1 -1
- package/FrameGraph/Node/Blocks/outputBlock.js.map +1 -1
- package/FrameGraph/Node/Blocks/resourceContainerBlock.js.map +1 -1
- package/FrameGraph/Node/Types/nodeRenderGraphTypes.js.map +1 -1
- package/FrameGraph/Node/nodeRenderGraph.js.map +1 -1
- package/FrameGraph/Node/nodeRenderGraphBlock.js.map +1 -1
- package/FrameGraph/Node/nodeRenderGraphBlockConnectionPoint.js.map +1 -1
- package/FrameGraph/Node/nodeRenderGraphBuildState.js.map +1 -1
- package/FrameGraph/Node/nodeRenderGraphConnectionPointCustomObject.js.map +1 -1
- package/FrameGraph/Passes/cullPass.js.map +1 -1
- package/FrameGraph/Passes/pass.js.map +1 -1
- package/FrameGraph/Passes/renderPass.js.map +1 -1
- package/FrameGraph/Tasks/Layers/baseLayerTask.js.map +1 -1
- package/FrameGraph/Tasks/Layers/glowLayerTask.js.map +1 -1
- package/FrameGraph/Tasks/Layers/highlightLayerTask.js.map +1 -1
- package/FrameGraph/Tasks/Misc/cullObjectsTask.js.map +1 -1
- package/FrameGraph/Tasks/Misc/executeTask.js.map +1 -1
- package/FrameGraph/Tasks/PostProcesses/anaglyphTask.js.map +1 -1
- package/FrameGraph/Tasks/PostProcesses/bloomMergeTask.js.map +1 -1
- package/FrameGraph/Tasks/PostProcesses/bloomTask.js.map +1 -1
- package/FrameGraph/Tasks/PostProcesses/blurTask.js.map +1 -1
- package/FrameGraph/Tasks/PostProcesses/chromaticAberrationTask.js.map +1 -1
- package/FrameGraph/Tasks/PostProcesses/circleOfConfusionTask.js.map +1 -1
- package/FrameGraph/Tasks/PostProcesses/depthOfFieldBlurTask.js.map +1 -1
- package/FrameGraph/Tasks/PostProcesses/depthOfFieldMergeTask.js.map +1 -1
- package/FrameGraph/Tasks/PostProcesses/depthOfFieldTask.js.map +1 -1
- package/FrameGraph/Tasks/PostProcesses/extractHighlightsTask.js.map +1 -1
- package/FrameGraph/Tasks/PostProcesses/fxaaTask.js.map +1 -1
- package/FrameGraph/Tasks/PostProcesses/imageProcessingTask.js.map +1 -1
- package/FrameGraph/Tasks/PostProcesses/motionBlurTask.js.map +1 -1
- package/FrameGraph/Tasks/PostProcesses/postProcessTask.js.map +1 -1
- package/FrameGraph/Tasks/PostProcesses/ssrBlurTask.js.map +1 -1
- package/FrameGraph/Tasks/PostProcesses/ssrRenderingPipelineTask.js.map +1 -1
- package/FrameGraph/Tasks/PostProcesses/ssrTask.js.map +1 -1
- package/FrameGraph/Tasks/Rendering/csmShadowGeneratorTask.js.map +1 -1
- package/FrameGraph/Tasks/Rendering/geometryRendererTask.js.map +1 -1
- package/FrameGraph/Tasks/Rendering/objectRendererTask.js.map +1 -1
- package/FrameGraph/Tasks/Rendering/shadowGeneratorTask.js.map +1 -1
- package/FrameGraph/Tasks/Rendering/taaObjectRendererTask.js.map +1 -1
- package/FrameGraph/Tasks/Rendering/utilityLayerRendererTask.js.map +1 -1
- package/FrameGraph/Tasks/Texture/clearTextureTask.js.map +1 -1
- package/FrameGraph/Tasks/Texture/copyToBackbufferColorTask.js.map +1 -1
- package/FrameGraph/Tasks/Texture/copyToTextureTask.js.map +1 -1
- package/FrameGraph/Tasks/Texture/generateMipMapsTask.js.map +1 -1
- package/FrameGraph/frameGraph.js.map +1 -1
- package/FrameGraph/frameGraphContext.js.map +1 -1
- package/FrameGraph/frameGraphObjectList.js.map +1 -1
- package/FrameGraph/frameGraphRenderContext.js.map +1 -1
- package/FrameGraph/frameGraphRenderTarget.js.map +1 -1
- package/FrameGraph/frameGraphTask.js.map +1 -1
- package/FrameGraph/frameGraphTextureManager.js.map +1 -1
- package/FrameGraph/frameGraphTypes.js.map +1 -1
- package/FrameGraph/index.js +1 -1
- package/FrameGraph/index.js.map +1 -1
- package/Layers/thinHighlightLayer.js.map +1 -1
- package/Legacy/legacy.js +1 -1
- package/Legacy/legacy.js.map +1 -1
- package/Lights/index.js +1 -1
- package/Lights/index.js.map +1 -1
- package/Loading/index.js +1 -1
- package/Loading/index.js.map +1 -1
- package/Materials/Node/Blocks/index.js +1 -1
- package/Materials/Node/Blocks/index.js.map +1 -1
- package/Materials/Node/index.js +1 -1
- package/Materials/Node/index.js.map +1 -1
- package/Materials/Textures/Loaders/index.js +1 -1
- package/Materials/Textures/Loaders/index.js.map +1 -1
- package/Materials/Textures/index.js +1 -1
- package/Materials/Textures/index.js.map +1 -1
- package/Materials/index.js +1 -1
- package/Materials/index.js.map +1 -1
- package/Materials/materialHelper.geometryrendering.js.map +1 -1
- package/Maths/index.js +1 -1
- package/Maths/index.js.map +1 -1
- package/Meshes/abstractMesh.hotSpot.js.map +1 -1
- package/Meshes/index.js +1 -1
- package/Meshes/index.js.map +1 -1
- package/Meshes/linesMesh.d.ts +7 -0
- package/Meshes/linesMesh.js +13 -0
- package/Meshes/linesMesh.js.map +1 -1
- package/Misc/index.js +1 -1
- package/Misc/index.js.map +1 -1
- package/Misc/pressureObserverWrapper.js +4 -1
- package/Misc/pressureObserverWrapper.js.map +1 -1
- package/Misc/snapshotRenderingHelper.js.map +1 -1
- package/Misc/thinMinMaxReducer.js.map +1 -1
- package/Navigation/index.js +1 -1
- package/Navigation/index.js.map +1 -1
- package/Particles/IParticleSystem.js.map +1 -1
- package/Particles/Node/Blocks/index.d.ts +0 -1
- package/Particles/Node/Blocks/index.js +1 -2
- package/Particles/Node/Blocks/index.js.map +1 -1
- package/Particles/Node/Blocks/particleGradientBlock.d.ts +3 -0
- package/Particles/Node/Blocks/particleGradientBlock.js +20 -4
- package/Particles/Node/Blocks/particleGradientBlock.js.map +1 -1
- package/Particles/Node/Blocks/particleRandomBlock.js +1 -1
- package/Particles/Node/Blocks/particleRandomBlock.js.map +1 -1
- package/Particles/Node/index.js +1 -1
- package/Particles/Node/index.js.map +1 -1
- package/Particles/Node/nodeParticleSystemSet.d.ts +2 -2
- package/Particles/Node/nodeParticleSystemSet.js +2 -2
- package/Particles/Node/nodeParticleSystemSet.js.map +1 -1
- package/Particles/baseParticleSystem.js.map +1 -1
- package/Particles/gpuParticleSystem.js +5 -0
- package/Particles/gpuParticleSystem.js.map +1 -1
- package/Particles/index.js +1 -1
- package/Particles/index.js.map +1 -1
- package/Particles/thinParticleSystem.js.map +1 -1
- package/Physics/index.js +1 -1
- package/Physics/index.js.map +1 -1
- package/Physics/v1/index.js +1 -1
- package/Physics/v1/index.js.map +1 -1
- package/Physics/v2/index.js +2 -2
- package/Physics/v2/index.js.map +1 -1
- package/PostProcesses/RenderPipeline/Pipelines/thinSSRRenderingPipeline.js.map +1 -1
- package/PostProcesses/RenderPipeline/index.js +1 -1
- package/PostProcesses/RenderPipeline/index.js.map +1 -1
- package/PostProcesses/index.js +1 -1
- package/PostProcesses/index.js.map +1 -1
- package/PostProcesses/thinAnaglyphPostProcess.js.map +1 -1
- package/PostProcesses/thinBlackAndWhitePostProcess.js.map +1 -1
- package/PostProcesses/thinBloomEffect.js.map +1 -1
- package/PostProcesses/thinBloomMergePostProcess.js.map +1 -1
- package/PostProcesses/thinBlurPostProcess.js.map +1 -1
- package/PostProcesses/thinChromaticAberrationPostProcess.js.map +1 -1
- package/PostProcesses/thinCircleOfConfusionPostProcess.js.map +1 -1
- package/PostProcesses/thinDepthOfFieldBlurPostProcess.js.map +1 -1
- package/PostProcesses/thinDepthOfFieldMergePostProcess.js.map +1 -1
- package/PostProcesses/thinExtractHighlightsPostProcess.js.map +1 -1
- package/PostProcesses/thinFXAAPostProcess.js.map +1 -1
- package/PostProcesses/thinGrainPostProcess.js.map +1 -1
- package/PostProcesses/thinImageProcessingPostProcess.js.map +1 -1
- package/PostProcesses/thinMotionBlurPostProcess.js.map +1 -1
- package/PostProcesses/thinPassPostProcess.js.map +1 -1
- package/PostProcesses/thinSSRBlurCombinerPostProcess.js.map +1 -1
- package/PostProcesses/thinSSRBlurPostProcess.js.map +1 -1
- package/PostProcesses/thinSSRPostProcess.js.map +1 -1
- package/PostProcesses/thinTAAPostProcess.js.map +1 -1
- package/Rendering/IBLShadows/iblShadowsPluginMaterial.js +1 -4
- package/Rendering/IBLShadows/iblShadowsPluginMaterial.js.map +1 -1
- package/Rendering/index.js +1 -1
- package/Rendering/index.js.map +1 -1
- package/Rendering/objectRenderer.js.map +1 -1
- package/XR/index.js +1 -1
- package/XR/index.js.map +1 -1
- package/index.js +1 -1
- package/index.js.map +1 -1
- package/package.json +1 -1
- package/Particles/Node/Blocks/randomRangeBlock.d.ts +0 -45
- package/Particles/Node/Blocks/randomRangeBlock.js +0 -151
- package/Particles/Node/Blocks/randomRangeBlock.js.map +0 -1
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eslint-disable import/no-internal-modules */\r\nimport type { Scene, AbstractEngine, FrameGraphTask, Nullable, NodeRenderGraph } from \"core/index\";\r\nimport { FrameGraphPass } from \"./Passes/pass\";\r\nimport { FrameGraphRenderPass } from \"./Passes/renderPass\";\r\nimport { FrameGraphCullPass } from \"./Passes/cullPass\";\r\nimport { FrameGraphRenderContext } from \"./frameGraphRenderContext\";\r\nimport { FrameGraphContext } from \"./frameGraphContext\";\r\nimport { FrameGraphTextureManager } from \"./frameGraphTextureManager\";\r\nimport { Observable } from \"core/Misc/observable\";\r\nimport { _RetryWithInterval } from \"core/Misc/timingTools\";\r\nimport { Logger } from \"core/Misc/logger\";\r\n\r\nimport \"core/Engines/Extensions/engine.multiRender\";\r\nimport \"core/Engines/WebGPU/Extensions/engine.multiRender\";\r\n\r\nenum FrameGraphPassType {\r\n Normal = 0,\r\n Render = 1,\r\n Cull = 2,\r\n}\r\n\r\n/**\r\n * Class used to implement a frame graph\r\n * @experimental\r\n */\r\nexport class FrameGraph {\r\n /**\r\n * Gets the texture manager used by the frame graph\r\n */\r\n public readonly textureManager: FrameGraphTextureManager;\r\n\r\n private readonly _engine: AbstractEngine;\r\n private readonly _scene: Scene;\r\n private readonly _tasks: FrameGraphTask[] = [];\r\n private readonly _passContext: FrameGraphContext;\r\n private readonly _renderContext: FrameGraphRenderContext;\r\n private _currentProcessedTask: FrameGraphTask | null = null;\r\n private _whenReadyAsyncCancel: Nullable<() => void> = null;\r\n\r\n /**\r\n * Name of the frame graph\r\n */\r\n public name = \"Frame Graph\";\r\n\r\n /**\r\n * Gets or sets a boolean indicating that texture allocation should be optimized (that is, reuse existing textures when possible to limit GPU memory usage) (default: true)\r\n */\r\n public optimizeTextureAllocation = true;\r\n\r\n /**\r\n * Observable raised when the node render graph is built\r\n */\r\n public onBuildObservable = new Observable<FrameGraph>();\r\n\r\n /**\r\n * Gets the engine used by the frame graph\r\n */\r\n public get engine() {\r\n return this._engine;\r\n }\r\n\r\n /**\r\n * Gets the scene used by the frame graph\r\n */\r\n public get scene() {\r\n return this._scene;\r\n }\r\n\r\n /**\r\n * Gets the list of tasks in the frame graph\r\n */\r\n public get tasks() {\r\n return this._tasks;\r\n }\r\n\r\n /**\r\n * Gets the node render graph linked to the frame graph (if any)\r\n * @returns the linked node render graph or null if none\r\n */\r\n public getLinkedNodeRenderGraph(): Nullable<NodeRenderGraph> {\r\n return this._linkedNodeRenderGraph;\r\n }\r\n\r\n /**\r\n * Constructs the frame graph\r\n * @param scene defines the scene the frame graph is associated with\r\n * @param debugTextures defines a boolean indicating that textures created by the frame graph should be visible in the inspector (default is false)\r\n * @param _linkedNodeRenderGraph defines the linked node render graph (if any)\r\n */\r\n constructor(\r\n scene: Scene,\r\n debugTextures = false,\r\n private readonly _linkedNodeRenderGraph: Nullable<NodeRenderGraph> = null\r\n ) {\r\n this._scene = scene;\r\n this._engine = scene.getEngine();\r\n this.textureManager = new FrameGraphTextureManager(this._engine, debugTextures, scene);\r\n this._passContext = new FrameGraphContext(this._engine, this.textureManager, scene);\r\n this._renderContext = new FrameGraphRenderContext(this._engine, this.textureManager, scene);\r\n\r\n this._scene.frameGraphs.push(this);\r\n }\r\n\r\n /**\r\n * Gets the class name of the frame graph\r\n * @returns the class name\r\n */\r\n public getClassName() {\r\n return \"FrameGraph\";\r\n }\r\n\r\n /**\r\n * Gets a task by name\r\n * @param name Name of the task to get\r\n * @returns The task or undefined if not found\r\n */\r\n public getTaskByName<T extends FrameGraphTask>(name: string): T | undefined {\r\n return this._tasks.find((t) => t.name === name) as T;\r\n }\r\n\r\n /**\r\n * Adds a task to the frame graph\r\n * @param task Task to add\r\n */\r\n public addTask(task: FrameGraphTask): void {\r\n if (this._currentProcessedTask !== null) {\r\n throw new Error(`FrameGraph.addTask: Can't add the task \"${task.name}\" while another task is currently building (task: ${this._currentProcessedTask.name}).`);\r\n }\r\n\r\n this._tasks.push(task);\r\n }\r\n\r\n /**\r\n * Adds a pass to a task. This method can only be called during a Task.record execution.\r\n * @param name The name of the pass\r\n * @param whenTaskDisabled If true, the pass will be added to the list of passes to execute when the task is disabled (default is false)\r\n * @returns The render pass created\r\n */\r\n public addPass(name: string, whenTaskDisabled = false): FrameGraphPass<FrameGraphContext> {\r\n return this._addPass(name, FrameGraphPassType.Normal, whenTaskDisabled) as FrameGraphPass<FrameGraphContext>;\r\n }\r\n\r\n /**\r\n * Adds a render pass to a task. This method can only be called during a Task.record execution.\r\n * @param name The name of the pass\r\n * @param whenTaskDisabled If true, the pass will be added to the list of passes to execute when the task is disabled (default is false)\r\n * @returns The render pass created\r\n */\r\n public addRenderPass(name: string, whenTaskDisabled = false): FrameGraphRenderPass {\r\n return this._addPass(name, FrameGraphPassType.Render, whenTaskDisabled) as FrameGraphRenderPass;\r\n }\r\n\r\n /**\r\n * Adds a cull pass to a task. This method can only be called during a Task.record execution.\r\n * @param name The name of the pass\r\n * @param whenTaskDisabled If true, the pass will be added to the list of passes to execute when the task is disabled (default is false)\r\n * @returns The cull pass created\r\n */\r\n public addCullPass(name: string, whenTaskDisabled = false): FrameGraphCullPass {\r\n return this._addPass(name, FrameGraphPassType.Cull, whenTaskDisabled) as FrameGraphCullPass;\r\n }\r\n\r\n private _addPass(name: string, passType: FrameGraphPassType, whenTaskDisabled = false): FrameGraphPass<FrameGraphContext> | FrameGraphRenderPass {\r\n if (!this._currentProcessedTask) {\r\n throw new Error(\"FrameGraph: A pass must be created during a Task.record execution only.\");\r\n }\r\n\r\n let pass: FrameGraphPass<FrameGraphContext> | FrameGraphRenderPass;\r\n\r\n switch (passType) {\r\n case FrameGraphPassType.Render:\r\n pass = new FrameGraphRenderPass(name, this._currentProcessedTask, this._renderContext, this._engine);\r\n break;\r\n case FrameGraphPassType.Cull:\r\n pass = new FrameGraphCullPass(name, this._currentProcessedTask, this._passContext, this._engine);\r\n break;\r\n default:\r\n pass = new FrameGraphPass(name, this._currentProcessedTask, this._passContext);\r\n break;\r\n }\r\n\r\n this._currentProcessedTask._addPass(pass, whenTaskDisabled);\r\n\r\n return pass;\r\n }\r\n\r\n /**\r\n * Builds the frame graph.\r\n * This method should be called after all tasks have been added to the frame graph (FrameGraph.addTask) and before the graph is executed (FrameGraph.execute).\r\n */\r\n public build(): void {\r\n this.textureManager._releaseTextures(false);\r\n\r\n try {\r\n for (const task of this._tasks) {\r\n task._reset();\r\n\r\n this._currentProcessedTask = task;\r\n this.textureManager._isRecordingTask = true;\r\n\r\n task.record();\r\n\r\n this.textureManager._isRecordingTask = false;\r\n this._currentProcessedTask = null;\r\n }\r\n\r\n this.textureManager._allocateTextures(this.optimizeTextureAllocation ? this._tasks : undefined);\r\n\r\n for (const task of this._tasks) {\r\n task._checkTask();\r\n }\r\n\r\n for (const task of this._tasks) {\r\n task.onTexturesAllocatedObservable.notifyObservers(this._renderContext);\r\n }\r\n\r\n this.onBuildObservable.notifyObservers(this);\r\n } catch (e) {\r\n this._tasks.length = 0;\r\n this._currentProcessedTask = null;\r\n this.textureManager._isRecordingTask = false;\r\n throw e;\r\n }\r\n }\r\n\r\n /**\r\n * Returns a promise that resolves when the frame graph is ready to be executed\r\n * This method must be called after the graph has been built (FrameGraph.build called)!\r\n * @param timeStep Time step in ms between retries (default is 16)\r\n * @param maxTimeout Maximum time in ms to wait for the graph to be ready (default is 30000)\r\n * @returns The promise that resolves when the graph is ready\r\n */\r\n public async whenReadyAsync(timeStep = 16, maxTimeout = 30000): Promise<void> {\r\n let firstNotReadyTask: FrameGraphTask | null = null;\r\n return await new Promise((resolve) => {\r\n this._whenReadyAsyncCancel = _RetryWithInterval(\r\n () => {\r\n let ready = this._renderContext._isReady();\r\n for (const task of this._tasks) {\r\n const taskIsReady = task.isReady();\r\n if (!taskIsReady && !firstNotReadyTask) {\r\n firstNotReadyTask = task;\r\n }\r\n ready &&= taskIsReady;\r\n }\r\n return ready;\r\n },\r\n () => {\r\n this._whenReadyAsyncCancel = null;\r\n resolve();\r\n },\r\n (err, isTimeout) => {\r\n this._whenReadyAsyncCancel = null;\r\n if (!isTimeout) {\r\n Logger.Error(\"FrameGraph: An unexpected error occurred while waiting for the frame graph to be ready.\");\r\n if (err) {\r\n Logger.Error(err);\r\n if (err.stack) {\r\n Logger.Error(err.stack);\r\n }\r\n }\r\n } else {\r\n Logger.Error(\r\n `FrameGraph: Timeout while waiting for the frame graph to be ready.${firstNotReadyTask ? ` First task not ready: ${firstNotReadyTask.name}` : \"\"}`\r\n );\r\n if (err) {\r\n Logger.Error(err);\r\n }\r\n }\r\n },\r\n timeStep,\r\n maxTimeout\r\n );\r\n });\r\n }\r\n\r\n /**\r\n * Executes the frame graph.\r\n */\r\n public execute(): void {\r\n this._renderContext.bindRenderTarget();\r\n\r\n this.textureManager._updateHistoryTextures();\r\n\r\n for (const task of this._tasks) {\r\n const passes = task._getPasses();\r\n\r\n for (const pass of passes) {\r\n pass._execute();\r\n }\r\n }\r\n }\r\n\r\n /**\r\n * Clears the frame graph (remove the tasks and release the textures).\r\n * The frame graph can be built again after this method is called.\r\n */\r\n public clear(): void {\r\n this._whenReadyAsyncCancel?.();\r\n this._whenReadyAsyncCancel = null;\r\n\r\n for (const task of this._tasks) {\r\n task._reset();\r\n }\r\n\r\n this._tasks.length = 0;\r\n this.textureManager._releaseTextures();\r\n this._currentProcessedTask = null;\r\n }\r\n\r\n /**\r\n * Disposes the frame graph\r\n */\r\n public dispose(): void {\r\n this._whenReadyAsyncCancel?.();\r\n this._whenReadyAsyncCancel = null;\r\n this.clear();\r\n this.textureManager._dispose();\r\n this._renderContext._dispose();\r\n\r\n const index = this._scene.frameGraphs.indexOf(this);\r\n if (index !== -1) {\r\n this._scene.frameGraphs.splice(index, 1);\r\n }\r\n }\r\n}\r\n"]}
|
|
1
|
+
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type { Scene, AbstractEngine, FrameGraphTask, Nullable, NodeRenderGraph } from \"core/index\";\r\nimport { FrameGraphPass } from \"./Passes/pass\";\r\nimport { FrameGraphRenderPass } from \"./Passes/renderPass\";\r\nimport { FrameGraphCullPass } from \"./Passes/cullPass\";\r\nimport { FrameGraphRenderContext } from \"./frameGraphRenderContext\";\r\nimport { FrameGraphContext } from \"./frameGraphContext\";\r\nimport { FrameGraphTextureManager } from \"./frameGraphTextureManager\";\r\nimport { Observable } from \"core/Misc/observable\";\r\nimport { _RetryWithInterval } from \"core/Misc/timingTools\";\r\nimport { Logger } from \"core/Misc/logger\";\r\n\r\nimport \"core/Engines/Extensions/engine.multiRender\";\r\nimport \"core/Engines/WebGPU/Extensions/engine.multiRender\";\r\n\r\nenum FrameGraphPassType {\r\n Normal = 0,\r\n Render = 1,\r\n Cull = 2,\r\n}\r\n\r\n/**\r\n * Class used to implement a frame graph\r\n * @experimental\r\n */\r\nexport class FrameGraph {\r\n /**\r\n * Gets the texture manager used by the frame graph\r\n */\r\n public readonly textureManager: FrameGraphTextureManager;\r\n\r\n private readonly _engine: AbstractEngine;\r\n private readonly _scene: Scene;\r\n private readonly _tasks: FrameGraphTask[] = [];\r\n private readonly _passContext: FrameGraphContext;\r\n private readonly _renderContext: FrameGraphRenderContext;\r\n private _currentProcessedTask: FrameGraphTask | null = null;\r\n private _whenReadyAsyncCancel: Nullable<() => void> = null;\r\n\r\n /**\r\n * Name of the frame graph\r\n */\r\n public name = \"Frame Graph\";\r\n\r\n /**\r\n * Gets or sets a boolean indicating that texture allocation should be optimized (that is, reuse existing textures when possible to limit GPU memory usage) (default: true)\r\n */\r\n public optimizeTextureAllocation = true;\r\n\r\n /**\r\n * Observable raised when the node render graph is built\r\n */\r\n public onBuildObservable = new Observable<FrameGraph>();\r\n\r\n /**\r\n * Gets the engine used by the frame graph\r\n */\r\n public get engine() {\r\n return this._engine;\r\n }\r\n\r\n /**\r\n * Gets the scene used by the frame graph\r\n */\r\n public get scene() {\r\n return this._scene;\r\n }\r\n\r\n /**\r\n * Gets the list of tasks in the frame graph\r\n */\r\n public get tasks() {\r\n return this._tasks;\r\n }\r\n\r\n /**\r\n * Gets the node render graph linked to the frame graph (if any)\r\n * @returns the linked node render graph or null if none\r\n */\r\n public getLinkedNodeRenderGraph(): Nullable<NodeRenderGraph> {\r\n return this._linkedNodeRenderGraph;\r\n }\r\n\r\n /**\r\n * Constructs the frame graph\r\n * @param scene defines the scene the frame graph is associated with\r\n * @param debugTextures defines a boolean indicating that textures created by the frame graph should be visible in the inspector (default is false)\r\n * @param _linkedNodeRenderGraph defines the linked node render graph (if any)\r\n */\r\n constructor(\r\n scene: Scene,\r\n debugTextures = false,\r\n private readonly _linkedNodeRenderGraph: Nullable<NodeRenderGraph> = null\r\n ) {\r\n this._scene = scene;\r\n this._engine = scene.getEngine();\r\n this.textureManager = new FrameGraphTextureManager(this._engine, debugTextures, scene);\r\n this._passContext = new FrameGraphContext(this._engine, this.textureManager, scene);\r\n this._renderContext = new FrameGraphRenderContext(this._engine, this.textureManager, scene);\r\n\r\n this._scene.frameGraphs.push(this);\r\n }\r\n\r\n /**\r\n * Gets the class name of the frame graph\r\n * @returns the class name\r\n */\r\n public getClassName() {\r\n return \"FrameGraph\";\r\n }\r\n\r\n /**\r\n * Gets a task by name\r\n * @param name Name of the task to get\r\n * @returns The task or undefined if not found\r\n */\r\n public getTaskByName<T extends FrameGraphTask>(name: string): T | undefined {\r\n return this._tasks.find((t) => t.name === name) as T;\r\n }\r\n\r\n /**\r\n * Adds a task to the frame graph\r\n * @param task Task to add\r\n */\r\n public addTask(task: FrameGraphTask): void {\r\n if (this._currentProcessedTask !== null) {\r\n throw new Error(`FrameGraph.addTask: Can't add the task \"${task.name}\" while another task is currently building (task: ${this._currentProcessedTask.name}).`);\r\n }\r\n\r\n this._tasks.push(task);\r\n }\r\n\r\n /**\r\n * Adds a pass to a task. This method can only be called during a Task.record execution.\r\n * @param name The name of the pass\r\n * @param whenTaskDisabled If true, the pass will be added to the list of passes to execute when the task is disabled (default is false)\r\n * @returns The render pass created\r\n */\r\n public addPass(name: string, whenTaskDisabled = false): FrameGraphPass<FrameGraphContext> {\r\n return this._addPass(name, FrameGraphPassType.Normal, whenTaskDisabled) as FrameGraphPass<FrameGraphContext>;\r\n }\r\n\r\n /**\r\n * Adds a render pass to a task. This method can only be called during a Task.record execution.\r\n * @param name The name of the pass\r\n * @param whenTaskDisabled If true, the pass will be added to the list of passes to execute when the task is disabled (default is false)\r\n * @returns The render pass created\r\n */\r\n public addRenderPass(name: string, whenTaskDisabled = false): FrameGraphRenderPass {\r\n return this._addPass(name, FrameGraphPassType.Render, whenTaskDisabled) as FrameGraphRenderPass;\r\n }\r\n\r\n /**\r\n * Adds a cull pass to a task. This method can only be called during a Task.record execution.\r\n * @param name The name of the pass\r\n * @param whenTaskDisabled If true, the pass will be added to the list of passes to execute when the task is disabled (default is false)\r\n * @returns The cull pass created\r\n */\r\n public addCullPass(name: string, whenTaskDisabled = false): FrameGraphCullPass {\r\n return this._addPass(name, FrameGraphPassType.Cull, whenTaskDisabled) as FrameGraphCullPass;\r\n }\r\n\r\n private _addPass(name: string, passType: FrameGraphPassType, whenTaskDisabled = false): FrameGraphPass<FrameGraphContext> | FrameGraphRenderPass {\r\n if (!this._currentProcessedTask) {\r\n throw new Error(\"FrameGraph: A pass must be created during a Task.record execution only.\");\r\n }\r\n\r\n let pass: FrameGraphPass<FrameGraphContext> | FrameGraphRenderPass;\r\n\r\n switch (passType) {\r\n case FrameGraphPassType.Render:\r\n pass = new FrameGraphRenderPass(name, this._currentProcessedTask, this._renderContext, this._engine);\r\n break;\r\n case FrameGraphPassType.Cull:\r\n pass = new FrameGraphCullPass(name, this._currentProcessedTask, this._passContext, this._engine);\r\n break;\r\n default:\r\n pass = new FrameGraphPass(name, this._currentProcessedTask, this._passContext);\r\n break;\r\n }\r\n\r\n this._currentProcessedTask._addPass(pass, whenTaskDisabled);\r\n\r\n return pass;\r\n }\r\n\r\n /**\r\n * Builds the frame graph.\r\n * This method should be called after all tasks have been added to the frame graph (FrameGraph.addTask) and before the graph is executed (FrameGraph.execute).\r\n */\r\n public build(): void {\r\n this.textureManager._releaseTextures(false);\r\n\r\n try {\r\n for (const task of this._tasks) {\r\n task._reset();\r\n\r\n this._currentProcessedTask = task;\r\n this.textureManager._isRecordingTask = true;\r\n\r\n task.record();\r\n\r\n this.textureManager._isRecordingTask = false;\r\n this._currentProcessedTask = null;\r\n }\r\n\r\n this.textureManager._allocateTextures(this.optimizeTextureAllocation ? this._tasks : undefined);\r\n\r\n for (const task of this._tasks) {\r\n task._checkTask();\r\n }\r\n\r\n for (const task of this._tasks) {\r\n task.onTexturesAllocatedObservable.notifyObservers(this._renderContext);\r\n }\r\n\r\n this.onBuildObservable.notifyObservers(this);\r\n } catch (e) {\r\n this._tasks.length = 0;\r\n this._currentProcessedTask = null;\r\n this.textureManager._isRecordingTask = false;\r\n throw e;\r\n }\r\n }\r\n\r\n /**\r\n * Returns a promise that resolves when the frame graph is ready to be executed\r\n * This method must be called after the graph has been built (FrameGraph.build called)!\r\n * @param timeStep Time step in ms between retries (default is 16)\r\n * @param maxTimeout Maximum time in ms to wait for the graph to be ready (default is 30000)\r\n * @returns The promise that resolves when the graph is ready\r\n */\r\n public async whenReadyAsync(timeStep = 16, maxTimeout = 30000): Promise<void> {\r\n let firstNotReadyTask: FrameGraphTask | null = null;\r\n return await new Promise((resolve) => {\r\n this._whenReadyAsyncCancel = _RetryWithInterval(\r\n () => {\r\n let ready = this._renderContext._isReady();\r\n for (const task of this._tasks) {\r\n const taskIsReady = task.isReady();\r\n if (!taskIsReady && !firstNotReadyTask) {\r\n firstNotReadyTask = task;\r\n }\r\n ready &&= taskIsReady;\r\n }\r\n return ready;\r\n },\r\n () => {\r\n this._whenReadyAsyncCancel = null;\r\n resolve();\r\n },\r\n (err, isTimeout) => {\r\n this._whenReadyAsyncCancel = null;\r\n if (!isTimeout) {\r\n Logger.Error(\"FrameGraph: An unexpected error occurred while waiting for the frame graph to be ready.\");\r\n if (err) {\r\n Logger.Error(err);\r\n if (err.stack) {\r\n Logger.Error(err.stack);\r\n }\r\n }\r\n } else {\r\n Logger.Error(\r\n `FrameGraph: Timeout while waiting for the frame graph to be ready.${firstNotReadyTask ? ` First task not ready: ${firstNotReadyTask.name}` : \"\"}`\r\n );\r\n if (err) {\r\n Logger.Error(err);\r\n }\r\n }\r\n },\r\n timeStep,\r\n maxTimeout\r\n );\r\n });\r\n }\r\n\r\n /**\r\n * Executes the frame graph.\r\n */\r\n public execute(): void {\r\n this._renderContext.bindRenderTarget();\r\n\r\n this.textureManager._updateHistoryTextures();\r\n\r\n for (const task of this._tasks) {\r\n const passes = task._getPasses();\r\n\r\n for (const pass of passes) {\r\n pass._execute();\r\n }\r\n }\r\n }\r\n\r\n /**\r\n * Clears the frame graph (remove the tasks and release the textures).\r\n * The frame graph can be built again after this method is called.\r\n */\r\n public clear(): void {\r\n this._whenReadyAsyncCancel?.();\r\n this._whenReadyAsyncCancel = null;\r\n\r\n for (const task of this._tasks) {\r\n task._reset();\r\n }\r\n\r\n this._tasks.length = 0;\r\n this.textureManager._releaseTextures();\r\n this._currentProcessedTask = null;\r\n }\r\n\r\n /**\r\n * Disposes the frame graph\r\n */\r\n public dispose(): void {\r\n this._whenReadyAsyncCancel?.();\r\n this._whenReadyAsyncCancel = null;\r\n this.clear();\r\n this.textureManager._dispose();\r\n this._renderContext._dispose();\r\n\r\n const index = this._scene.frameGraphs.indexOf(this);\r\n if (index !== -1) {\r\n this._scene.frameGraphs.splice(index, 1);\r\n }\r\n }\r\n}\r\n"]}
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{"version":3,"file":"frameGraphContext.js","sourceRoot":"","sources":["../../../../dev/core/src/FrameGraph/frameGraphContext.ts"],"names":[],"mappings":"
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{"version":3,"file":"frameGraphObjectList.js","sourceRoot":"","sources":["../../../../dev/core/src/FrameGraph/frameGraphObjectList.ts"],"names":[],"mappings":"
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{"version":3,"file":"frameGraphObjectList.js","sourceRoot":"","sources":["../../../../dev/core/src/FrameGraph/frameGraphObjectList.ts"],"names":[],"mappings":"AAEA;;;GAGG;AACH,MAAM,OAAO,oBAAoB;CAUhC","sourcesContent":["import type { Nullable, AbstractMesh, IParticleSystem } from \"core/index\";\r\n\r\n/**\r\n * Structure used by the frame graph to reference objects.\r\n * @experimental\r\n */\r\nexport class FrameGraphObjectList {\r\n /**\r\n * The meshes in the object list.\r\n */\r\n meshes: Nullable<AbstractMesh[]>;\r\n /**\r\n * The particle systems in the object list.\r\n */\r\n particleSystems: Nullable<IParticleSystem[]>;\r\n // todo: sprites?\r\n}\r\n"]}
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type {\r\n Nullable,\r\n AbstractEngine,\r\n DrawWrapper,\r\n IColor4Like,\r\n Layer,\r\n FrameGraphTextureHandle,\r\n Effect,\r\n FrameGraphTextureManager,\r\n ObjectRenderer,\r\n Scene,\r\n FrameGraphRenderTarget,\r\n InternalTexture,\r\n UtilityLayerRenderer,\r\n // eslint-disable-next-line import/no-internal-modules\r\n} from \"core/index\";\r\nimport { Constants } from \"../Engines/constants\";\r\nimport { EffectRenderer } from \"../Materials/effectRenderer\";\r\nimport { CopyTextureToTexture } from \"../Misc/copyTextureToTexture\";\r\nimport { FrameGraphContext } from \"./frameGraphContext\";\r\n\r\n/**\r\n * Frame graph context used render passes.\r\n * @experimental\r\n */\r\nexport class FrameGraphRenderContext extends FrameGraphContext {\r\n private readonly _effectRenderer: EffectRenderer;\r\n private _currentRenderTarget: FrameGraphRenderTarget | undefined;\r\n private _debugMessageWhenTargetBound: string | undefined;\r\n private _debugMessageHasBeenPushed = false;\r\n private _renderTargetIsBound = true;\r\n private readonly _copyTexture: CopyTextureToTexture;\r\n private _depthTest: boolean;\r\n private _depthWrite: boolean;\r\n\r\n private static _IsObjectRenderer(value: Layer | ObjectRenderer | UtilityLayerRenderer): value is ObjectRenderer {\r\n return (value as ObjectRenderer).initRender !== undefined;\r\n }\r\n\r\n /** @internal */\r\n constructor(engine: AbstractEngine, textureManager: FrameGraphTextureManager, scene: Scene) {\r\n super(engine, textureManager, scene);\r\n this._effectRenderer = new EffectRenderer(this._engine);\r\n this._copyTexture = new CopyTextureToTexture(this._engine);\r\n }\r\n\r\n /**\r\n * Checks whether a texture handle points to the backbuffer's color or depth texture\r\n * @param handle The handle to check\r\n * @returns True if the handle points to the backbuffer's color or depth texture, otherwise false\r\n */\r\n public isBackbuffer(handle: FrameGraphTextureHandle): boolean {\r\n return this._textureManager.isBackbuffer(handle);\r\n }\r\n\r\n /**\r\n * Checks whether a texture handle points to the backbuffer's color texture\r\n * @param handle The handle to check\r\n * @returns True if the handle points to the backbuffer's color texture, otherwise false\r\n */\r\n public isBackbufferColor(handle: FrameGraphTextureHandle): boolean {\r\n return this._textureManager.isBackbufferColor(handle);\r\n }\r\n\r\n /**\r\n * Checks whether a texture handle points to the backbuffer's depth texture\r\n * @param handle The handle to check\r\n * @returns True if the handle points to the backbuffer's depth texture, otherwise false\r\n */\r\n public isBackbufferDepthStencil(handle: FrameGraphTextureHandle): boolean {\r\n return this._textureManager.isBackbufferDepthStencil(handle);\r\n }\r\n\r\n /**\r\n * Creates a (frame graph) render target wrapper\r\n * Note that renderTargets or renderTargetDepth can be undefined, but not both at the same time!\r\n * @param name Name of the render target wrapper\r\n * @param renderTargets Render target handles (textures) to use\r\n * @param renderTargetDepth Render target depth handle (texture) to use\r\n * @returns The created render target wrapper\r\n */\r\n public createRenderTarget(\r\n name: string,\r\n renderTargets?: FrameGraphTextureHandle | FrameGraphTextureHandle[],\r\n renderTargetDepth?: FrameGraphTextureHandle\r\n ): FrameGraphRenderTarget {\r\n return this._textureManager.createRenderTarget(name, renderTargets, renderTargetDepth);\r\n }\r\n\r\n /**\r\n * Clears the current render buffer or the current render target (if any is set up)\r\n * @param color Defines the color to use\r\n * @param backBuffer Defines if the back buffer must be cleared\r\n * @param depth Defines if the depth buffer must be cleared\r\n * @param stencil Defines if the stencil buffer must be cleared\r\n */\r\n public clear(color: Nullable<IColor4Like>, backBuffer: boolean, depth: boolean, stencil?: boolean): void {\r\n this._applyRenderTarget();\r\n this._engine.clear(color, backBuffer, depth, stencil);\r\n }\r\n\r\n /**\r\n * Clears the color attachments of the current render target\r\n * @param color Defines the color to use\r\n * @param attachments The attachments to clear\r\n */\r\n public clearColorAttachments(color: Nullable<IColor4Like>, attachments: number[]): void {\r\n this._applyRenderTarget();\r\n this._engine.bindAttachments(attachments);\r\n this._engine.clear(color, true, false, false);\r\n }\r\n\r\n /**\r\n * Binds the attachments to the current render target\r\n * @param attachments The attachments to bind\r\n */\r\n public bindAttachments(attachments: number[]): void {\r\n this._applyRenderTarget();\r\n this._engine.bindAttachments(attachments);\r\n }\r\n\r\n /**\r\n * Generates mipmaps for the current render target\r\n */\r\n public generateMipMaps(): void {\r\n if (this._currentRenderTarget?.renderTargetWrapper === undefined) {\r\n return;\r\n }\r\n\r\n if (this._renderTargetIsBound && this._engine._currentRenderTarget) {\r\n // we can't generate the mipmaps if the render target is bound\r\n this._flushDebugMessages();\r\n this._engine.unBindFramebuffer(this._engine._currentRenderTarget);\r\n this._renderTargetIsBound = false;\r\n }\r\n\r\n const textures = this._currentRenderTarget.renderTargetWrapper.textures;\r\n if (textures) {\r\n for (const texture of textures) {\r\n this._engine.generateMipmaps(texture);\r\n }\r\n }\r\n }\r\n\r\n /**\r\n * Sets the texture sampling mode for a given texture handle\r\n * @param handle Handle of the texture to set the sampling mode for\r\n * @param samplingMode Sampling mode to set\r\n */\r\n public setTextureSamplingMode(handle: FrameGraphTextureHandle, samplingMode: number): void {\r\n const internalTexture = this._textureManager.getTextureFromHandle(handle);\r\n if (internalTexture && internalTexture.samplingMode !== samplingMode) {\r\n this._engine.updateTextureSamplingMode(samplingMode, internalTexture);\r\n }\r\n }\r\n\r\n /**\r\n * Binds a texture handle to a given effect (resolves the handle to a texture and binds it to the effect)\r\n * @param effect The effect to bind the texture to\r\n * @param name The name of the texture in the effect\r\n * @param handle The handle of the texture to bind\r\n */\r\n public bindTextureHandle(effect: Effect, name: string, handle: FrameGraphTextureHandle): void {\r\n let texture: Nullable<InternalTexture>;\r\n\r\n const historyEntry = this._textureManager._historyTextures.get(handle);\r\n if (historyEntry) {\r\n texture = historyEntry.textures[historyEntry.index]; // texture we write to in this frame\r\n if (\r\n this._currentRenderTarget !== undefined &&\r\n this._currentRenderTarget.renderTargetWrapper !== undefined &&\r\n this._currentRenderTarget.renderTargetWrapper.textures!.includes(texture!)\r\n ) {\r\n // If the current render target renders to the history write texture, we bind the read texture instead\r\n texture = historyEntry.textures[historyEntry.index ^ 1];\r\n }\r\n } else {\r\n texture = this._textureManager._textures.get(handle)!.texture;\r\n }\r\n\r\n effect._bindTexture(name, texture);\r\n }\r\n\r\n /**\r\n * Saves the current depth states (depth testing and depth writing)\r\n */\r\n public saveDepthStates(): void {\r\n this._depthTest = this._engine.getDepthBuffer();\r\n this._depthWrite = this._engine.getDepthWrite();\r\n }\r\n\r\n /**\r\n * Restores the depth states saved by saveDepthStates\r\n */\r\n public restoreDepthStates(): void {\r\n this._engine.setDepthBuffer(this._depthTest);\r\n this._engine.setDepthWrite(this._depthWrite);\r\n }\r\n\r\n /**\r\n * Sets the depth states for the current render target\r\n * @param depthTest If true, depth testing is enabled\r\n * @param depthWrite If true, depth writing is enabled\r\n */\r\n public setDepthStates(depthTest: boolean, depthWrite: boolean): void {\r\n this._engine.setDepthBuffer(depthTest);\r\n this._engine.setDepthWrite(depthWrite);\r\n }\r\n\r\n /**\r\n * Applies a full-screen effect to the current render target\r\n * @param drawWrapper The draw wrapper containing the effect to apply\r\n * @param customBindings The custom bindings to use when applying the effect (optional)\r\n * @returns True if the effect was applied, otherwise false (effect not ready)\r\n */\r\n public applyFullScreenEffect(drawWrapper: DrawWrapper, customBindings?: () => void): boolean {\r\n if (!drawWrapper.effect?.isReady()) {\r\n return false;\r\n }\r\n\r\n this._applyRenderTarget();\r\n\r\n const engineDepthMask = this._engine.getDepthWrite(); // for some reasons, depthWrite is not restored by EffectRenderer.restoreStates\r\n\r\n this._effectRenderer.saveStates();\r\n this._effectRenderer.setViewport();\r\n\r\n this._engine.enableEffect(drawWrapper);\r\n this._engine.setState(false);\r\n this._engine.setDepthBuffer(false);\r\n this._engine.setDepthWrite(false);\r\n\r\n this._effectRenderer.bindBuffers(drawWrapper.effect);\r\n customBindings?.();\r\n this._effectRenderer.draw();\r\n this._effectRenderer.restoreStates();\r\n this._engine.setDepthWrite(engineDepthMask);\r\n this._engine.setAlphaMode(Constants.ALPHA_DISABLE);\r\n\r\n return true;\r\n }\r\n\r\n /**\r\n * Copies a texture to the current render target\r\n * @param sourceTexture The source texture to copy from\r\n * @param forceCopyToBackbuffer If true, the copy will be done to the back buffer regardless of the current render target\r\n */\r\n public copyTexture(sourceTexture: FrameGraphTextureHandle, forceCopyToBackbuffer = false): void {\r\n if (forceCopyToBackbuffer) {\r\n this.bindRenderTarget();\r\n }\r\n this._applyRenderTarget();\r\n this._copyTexture.copy(this._textureManager.getTextureFromHandle(sourceTexture)!);\r\n }\r\n\r\n /**\r\n * Renders a RenderTargetTexture or a layer\r\n * @param object The RenderTargetTexture/Layer to render\r\n * @param viewportWidth The width of the viewport (optional for Layer, but mandatory for ObjectRenderer)\r\n * @param viewportHeight The height of the viewport (optional for Layer, but mandatory for ObjectRenderer)\r\n */\r\n public render(object: Layer | ObjectRenderer | UtilityLayerRenderer, viewportWidth?: number, viewportHeight?: number): void {\r\n if (FrameGraphRenderContext._IsObjectRenderer(object)) {\r\n if (object.shouldRender()) {\r\n this._scene.incrementRenderId();\r\n this._scene.resetCachedMaterial();\r\n\r\n this._applyRenderTarget();\r\n\r\n object.prepareRenderList();\r\n\r\n object.initRender(viewportWidth!, viewportHeight!);\r\n\r\n object.render();\r\n\r\n object.finishRender();\r\n }\r\n } else {\r\n this._applyRenderTarget();\r\n object.render();\r\n }\r\n }\r\n\r\n /**\r\n * Binds a render target texture so that upcoming draw calls will render to it\r\n * Note: it is a lazy operation, so the render target will only be bound when needed. This way, it is possible to call\r\n * this method several times with different render targets without incurring the cost of binding if no draw calls are made\r\n * @param renderTarget The handle of the render target texture to bind (default: undefined, meaning \"back buffer\"). Pass an array for MRT rendering.\r\n * @param debugMessage Optional debug message to display when the render target is bound (visible in PIX, for example)\r\n */\r\n public bindRenderTarget(renderTarget?: FrameGraphRenderTarget, debugMessage?: string) {\r\n if (\r\n (renderTarget?.renderTargetWrapper === undefined && this._currentRenderTarget === undefined) ||\r\n (renderTarget && this._currentRenderTarget && renderTarget.equals(this._currentRenderTarget))\r\n ) {\r\n this._flushDebugMessages();\r\n if (debugMessage !== undefined) {\r\n this._engine._debugPushGroup?.(debugMessage, 2);\r\n this._debugMessageWhenTargetBound = undefined;\r\n this._debugMessageHasBeenPushed = true;\r\n }\r\n return;\r\n }\r\n this._currentRenderTarget = renderTarget?.renderTargetWrapper === undefined ? undefined : renderTarget;\r\n this._debugMessageWhenTargetBound = debugMessage;\r\n this._renderTargetIsBound = false;\r\n }\r\n\r\n /** @internal */\r\n public _flushDebugMessages() {\r\n if (this._debugMessageHasBeenPushed) {\r\n this._engine._debugPopGroup?.(2);\r\n this._debugMessageHasBeenPushed = false;\r\n }\r\n }\r\n\r\n /** @internal */\r\n public _applyRenderTarget() {\r\n if (this._renderTargetIsBound) {\r\n return;\r\n }\r\n\r\n this._flushDebugMessages();\r\n\r\n const renderTargetWrapper = this._currentRenderTarget?.renderTargetWrapper;\r\n\r\n if (renderTargetWrapper === undefined) {\r\n this._engine.restoreDefaultFramebuffer();\r\n } else {\r\n if (this._engine._currentRenderTarget) {\r\n this._engine.unBindFramebuffer(this._engine._currentRenderTarget);\r\n }\r\n this._engine.bindFramebuffer(renderTargetWrapper);\r\n }\r\n\r\n if (this._debugMessageWhenTargetBound !== undefined) {\r\n this._engine._debugPushGroup?.(this._debugMessageWhenTargetBound, 2);\r\n this._debugMessageWhenTargetBound = undefined;\r\n this._debugMessageHasBeenPushed = true;\r\n }\r\n\r\n this._renderTargetIsBound = true;\r\n }\r\n\r\n /** @internal */\r\n public _isReady(): boolean {\r\n return this._copyTexture.isReady();\r\n }\r\n\r\n /** @internal */\r\n public _dispose() {\r\n this._effectRenderer.dispose();\r\n this._copyTexture.dispose();\r\n }\r\n}\r\n"]}
|
|
1
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+
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type {\r\n Nullable,\r\n AbstractEngine,\r\n DrawWrapper,\r\n IColor4Like,\r\n Layer,\r\n FrameGraphTextureHandle,\r\n Effect,\r\n FrameGraphTextureManager,\r\n ObjectRenderer,\r\n Scene,\r\n FrameGraphRenderTarget,\r\n InternalTexture,\r\n UtilityLayerRenderer,\r\n} from \"core/index\";\r\nimport { Constants } from \"../Engines/constants\";\r\nimport { EffectRenderer } from \"../Materials/effectRenderer\";\r\nimport { CopyTextureToTexture } from \"../Misc/copyTextureToTexture\";\r\nimport { FrameGraphContext } from \"./frameGraphContext\";\r\n\r\n/**\r\n * Frame graph context used render passes.\r\n * @experimental\r\n */\r\nexport class FrameGraphRenderContext extends FrameGraphContext {\r\n private readonly _effectRenderer: EffectRenderer;\r\n private _currentRenderTarget: FrameGraphRenderTarget | undefined;\r\n private _debugMessageWhenTargetBound: string | undefined;\r\n private _debugMessageHasBeenPushed = false;\r\n private _renderTargetIsBound = true;\r\n private readonly _copyTexture: CopyTextureToTexture;\r\n private _depthTest: boolean;\r\n private _depthWrite: boolean;\r\n\r\n private static _IsObjectRenderer(value: Layer | ObjectRenderer | UtilityLayerRenderer): value is ObjectRenderer {\r\n return (value as ObjectRenderer).initRender !== undefined;\r\n }\r\n\r\n /** @internal */\r\n constructor(engine: AbstractEngine, textureManager: FrameGraphTextureManager, scene: Scene) {\r\n super(engine, textureManager, scene);\r\n this._effectRenderer = new EffectRenderer(this._engine);\r\n this._copyTexture = new CopyTextureToTexture(this._engine);\r\n }\r\n\r\n /**\r\n * Checks whether a texture handle points to the backbuffer's color or depth texture\r\n * @param handle The handle to check\r\n * @returns True if the handle points to the backbuffer's color or depth texture, otherwise false\r\n */\r\n public isBackbuffer(handle: FrameGraphTextureHandle): boolean {\r\n return this._textureManager.isBackbuffer(handle);\r\n }\r\n\r\n /**\r\n * Checks whether a texture handle points to the backbuffer's color texture\r\n * @param handle The handle to check\r\n * @returns True if the handle points to the backbuffer's color texture, otherwise false\r\n */\r\n public isBackbufferColor(handle: FrameGraphTextureHandle): boolean {\r\n return this._textureManager.isBackbufferColor(handle);\r\n }\r\n\r\n /**\r\n * Checks whether a texture handle points to the backbuffer's depth texture\r\n * @param handle The handle to check\r\n * @returns True if the handle points to the backbuffer's depth texture, otherwise false\r\n */\r\n public isBackbufferDepthStencil(handle: FrameGraphTextureHandle): boolean {\r\n return this._textureManager.isBackbufferDepthStencil(handle);\r\n }\r\n\r\n /**\r\n * Creates a (frame graph) render target wrapper\r\n * Note that renderTargets or renderTargetDepth can be undefined, but not both at the same time!\r\n * @param name Name of the render target wrapper\r\n * @param renderTargets Render target handles (textures) to use\r\n * @param renderTargetDepth Render target depth handle (texture) to use\r\n * @returns The created render target wrapper\r\n */\r\n public createRenderTarget(\r\n name: string,\r\n renderTargets?: FrameGraphTextureHandle | FrameGraphTextureHandle[],\r\n renderTargetDepth?: FrameGraphTextureHandle\r\n ): FrameGraphRenderTarget {\r\n return this._textureManager.createRenderTarget(name, renderTargets, renderTargetDepth);\r\n }\r\n\r\n /**\r\n * Clears the current render buffer or the current render target (if any is set up)\r\n * @param color Defines the color to use\r\n * @param backBuffer Defines if the back buffer must be cleared\r\n * @param depth Defines if the depth buffer must be cleared\r\n * @param stencil Defines if the stencil buffer must be cleared\r\n */\r\n public clear(color: Nullable<IColor4Like>, backBuffer: boolean, depth: boolean, stencil?: boolean): void {\r\n this._applyRenderTarget();\r\n this._engine.clear(color, backBuffer, depth, stencil);\r\n }\r\n\r\n /**\r\n * Clears the color attachments of the current render target\r\n * @param color Defines the color to use\r\n * @param attachments The attachments to clear\r\n */\r\n public clearColorAttachments(color: Nullable<IColor4Like>, attachments: number[]): void {\r\n this._applyRenderTarget();\r\n this._engine.bindAttachments(attachments);\r\n this._engine.clear(color, true, false, false);\r\n }\r\n\r\n /**\r\n * Binds the attachments to the current render target\r\n * @param attachments The attachments to bind\r\n */\r\n public bindAttachments(attachments: number[]): void {\r\n this._applyRenderTarget();\r\n this._engine.bindAttachments(attachments);\r\n }\r\n\r\n /**\r\n * Generates mipmaps for the current render target\r\n */\r\n public generateMipMaps(): void {\r\n if (this._currentRenderTarget?.renderTargetWrapper === undefined) {\r\n return;\r\n }\r\n\r\n if (this._renderTargetIsBound && this._engine._currentRenderTarget) {\r\n // we can't generate the mipmaps if the render target is bound\r\n this._flushDebugMessages();\r\n this._engine.unBindFramebuffer(this._engine._currentRenderTarget);\r\n this._renderTargetIsBound = false;\r\n }\r\n\r\n const textures = this._currentRenderTarget.renderTargetWrapper.textures;\r\n if (textures) {\r\n for (const texture of textures) {\r\n this._engine.generateMipmaps(texture);\r\n }\r\n }\r\n }\r\n\r\n /**\r\n * Sets the texture sampling mode for a given texture handle\r\n * @param handle Handle of the texture to set the sampling mode for\r\n * @param samplingMode Sampling mode to set\r\n */\r\n public setTextureSamplingMode(handle: FrameGraphTextureHandle, samplingMode: number): void {\r\n const internalTexture = this._textureManager.getTextureFromHandle(handle);\r\n if (internalTexture && internalTexture.samplingMode !== samplingMode) {\r\n this._engine.updateTextureSamplingMode(samplingMode, internalTexture);\r\n }\r\n }\r\n\r\n /**\r\n * Binds a texture handle to a given effect (resolves the handle to a texture and binds it to the effect)\r\n * @param effect The effect to bind the texture to\r\n * @param name The name of the texture in the effect\r\n * @param handle The handle of the texture to bind\r\n */\r\n public bindTextureHandle(effect: Effect, name: string, handle: FrameGraphTextureHandle): void {\r\n let texture: Nullable<InternalTexture>;\r\n\r\n const historyEntry = this._textureManager._historyTextures.get(handle);\r\n if (historyEntry) {\r\n texture = historyEntry.textures[historyEntry.index]; // texture we write to in this frame\r\n if (\r\n this._currentRenderTarget !== undefined &&\r\n this._currentRenderTarget.renderTargetWrapper !== undefined &&\r\n this._currentRenderTarget.renderTargetWrapper.textures!.includes(texture!)\r\n ) {\r\n // If the current render target renders to the history write texture, we bind the read texture instead\r\n texture = historyEntry.textures[historyEntry.index ^ 1];\r\n }\r\n } else {\r\n texture = this._textureManager._textures.get(handle)!.texture;\r\n }\r\n\r\n effect._bindTexture(name, texture);\r\n }\r\n\r\n /**\r\n * Saves the current depth states (depth testing and depth writing)\r\n */\r\n public saveDepthStates(): void {\r\n this._depthTest = this._engine.getDepthBuffer();\r\n this._depthWrite = this._engine.getDepthWrite();\r\n }\r\n\r\n /**\r\n * Restores the depth states saved by saveDepthStates\r\n */\r\n public restoreDepthStates(): void {\r\n this._engine.setDepthBuffer(this._depthTest);\r\n this._engine.setDepthWrite(this._depthWrite);\r\n }\r\n\r\n /**\r\n * Sets the depth states for the current render target\r\n * @param depthTest If true, depth testing is enabled\r\n * @param depthWrite If true, depth writing is enabled\r\n */\r\n public setDepthStates(depthTest: boolean, depthWrite: boolean): void {\r\n this._engine.setDepthBuffer(depthTest);\r\n this._engine.setDepthWrite(depthWrite);\r\n }\r\n\r\n /**\r\n * Applies a full-screen effect to the current render target\r\n * @param drawWrapper The draw wrapper containing the effect to apply\r\n * @param customBindings The custom bindings to use when applying the effect (optional)\r\n * @returns True if the effect was applied, otherwise false (effect not ready)\r\n */\r\n public applyFullScreenEffect(drawWrapper: DrawWrapper, customBindings?: () => void): boolean {\r\n if (!drawWrapper.effect?.isReady()) {\r\n return false;\r\n }\r\n\r\n this._applyRenderTarget();\r\n\r\n const engineDepthMask = this._engine.getDepthWrite(); // for some reasons, depthWrite is not restored by EffectRenderer.restoreStates\r\n\r\n this._effectRenderer.saveStates();\r\n this._effectRenderer.setViewport();\r\n\r\n this._engine.enableEffect(drawWrapper);\r\n this._engine.setState(false);\r\n this._engine.setDepthBuffer(false);\r\n this._engine.setDepthWrite(false);\r\n\r\n this._effectRenderer.bindBuffers(drawWrapper.effect);\r\n customBindings?.();\r\n this._effectRenderer.draw();\r\n this._effectRenderer.restoreStates();\r\n this._engine.setDepthWrite(engineDepthMask);\r\n this._engine.setAlphaMode(Constants.ALPHA_DISABLE);\r\n\r\n return true;\r\n }\r\n\r\n /**\r\n * Copies a texture to the current render target\r\n * @param sourceTexture The source texture to copy from\r\n * @param forceCopyToBackbuffer If true, the copy will be done to the back buffer regardless of the current render target\r\n */\r\n public copyTexture(sourceTexture: FrameGraphTextureHandle, forceCopyToBackbuffer = false): void {\r\n if (forceCopyToBackbuffer) {\r\n this.bindRenderTarget();\r\n }\r\n this._applyRenderTarget();\r\n this._copyTexture.copy(this._textureManager.getTextureFromHandle(sourceTexture)!);\r\n }\r\n\r\n /**\r\n * Renders a RenderTargetTexture or a layer\r\n * @param object The RenderTargetTexture/Layer to render\r\n * @param viewportWidth The width of the viewport (optional for Layer, but mandatory for ObjectRenderer)\r\n * @param viewportHeight The height of the viewport (optional for Layer, but mandatory for ObjectRenderer)\r\n */\r\n public render(object: Layer | ObjectRenderer | UtilityLayerRenderer, viewportWidth?: number, viewportHeight?: number): void {\r\n if (FrameGraphRenderContext._IsObjectRenderer(object)) {\r\n if (object.shouldRender()) {\r\n this._scene.incrementRenderId();\r\n this._scene.resetCachedMaterial();\r\n\r\n this._applyRenderTarget();\r\n\r\n object.prepareRenderList();\r\n\r\n object.initRender(viewportWidth!, viewportHeight!);\r\n\r\n object.render();\r\n\r\n object.finishRender();\r\n }\r\n } else {\r\n this._applyRenderTarget();\r\n object.render();\r\n }\r\n }\r\n\r\n /**\r\n * Binds a render target texture so that upcoming draw calls will render to it\r\n * Note: it is a lazy operation, so the render target will only be bound when needed. This way, it is possible to call\r\n * this method several times with different render targets without incurring the cost of binding if no draw calls are made\r\n * @param renderTarget The handle of the render target texture to bind (default: undefined, meaning \"back buffer\"). Pass an array for MRT rendering.\r\n * @param debugMessage Optional debug message to display when the render target is bound (visible in PIX, for example)\r\n */\r\n public bindRenderTarget(renderTarget?: FrameGraphRenderTarget, debugMessage?: string) {\r\n if (\r\n (renderTarget?.renderTargetWrapper === undefined && this._currentRenderTarget === undefined) ||\r\n (renderTarget && this._currentRenderTarget && renderTarget.equals(this._currentRenderTarget))\r\n ) {\r\n this._flushDebugMessages();\r\n if (debugMessage !== undefined) {\r\n this._engine._debugPushGroup?.(debugMessage, 2);\r\n this._debugMessageWhenTargetBound = undefined;\r\n this._debugMessageHasBeenPushed = true;\r\n }\r\n return;\r\n }\r\n this._currentRenderTarget = renderTarget?.renderTargetWrapper === undefined ? undefined : renderTarget;\r\n this._debugMessageWhenTargetBound = debugMessage;\r\n this._renderTargetIsBound = false;\r\n }\r\n\r\n /** @internal */\r\n public _flushDebugMessages() {\r\n if (this._debugMessageHasBeenPushed) {\r\n this._engine._debugPopGroup?.(2);\r\n this._debugMessageHasBeenPushed = false;\r\n }\r\n }\r\n\r\n /** @internal */\r\n public _applyRenderTarget() {\r\n if (this._renderTargetIsBound) {\r\n return;\r\n }\r\n\r\n this._flushDebugMessages();\r\n\r\n const renderTargetWrapper = this._currentRenderTarget?.renderTargetWrapper;\r\n\r\n if (renderTargetWrapper === undefined) {\r\n this._engine.restoreDefaultFramebuffer();\r\n } else {\r\n if (this._engine._currentRenderTarget) {\r\n this._engine.unBindFramebuffer(this._engine._currentRenderTarget);\r\n }\r\n this._engine.bindFramebuffer(renderTargetWrapper);\r\n }\r\n\r\n if (this._debugMessageWhenTargetBound !== undefined) {\r\n this._engine._debugPushGroup?.(this._debugMessageWhenTargetBound, 2);\r\n this._debugMessageWhenTargetBound = undefined;\r\n this._debugMessageHasBeenPushed = true;\r\n }\r\n\r\n this._renderTargetIsBound = true;\r\n }\r\n\r\n /** @internal */\r\n public _isReady(): boolean {\r\n return this._copyTexture.isReady();\r\n }\r\n\r\n /** @internal */\r\n public _dispose() {\r\n this._effectRenderer.dispose();\r\n this._copyTexture.dispose();\r\n }\r\n}\r\n"]}
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{"version":3,"file":"frameGraphRenderTarget.js","sourceRoot":"","sources":["../../../../dev/core/src/FrameGraph/frameGraphRenderTarget.ts"],"names":[],"mappings":"
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undefined : Array.isArray(renderTargets) ? renderTargets : [renderTargets];\r\n this._renderTargetDepth = renderTargetDepth;\r\n }\r\n\r\n public get renderTargetWrapper() {\r\n if (this._isBackBuffer) {\r\n return undefined;\r\n }\r\n\r\n if (!this._renderTargetWrapper) {\r\n const engine = this._textureManager.engine;\r\n\r\n // _renderTargets and _renderTargetDepth cannot both be undefined\r\n const textureHandle = this._renderTargets === undefined ? this._renderTargetDepth! : this._renderTargets[0];\r\n\r\n if (this._textureManager.isBackbuffer(textureHandle)) {\r\n this._isBackBuffer = true;\r\n return undefined;\r\n }\r\n\r\n const textureDescription = this._textureManager.getTextureDescription(textureHandle);\r\n\r\n const creationOptionsForTexture: IMultiRenderTargetOptions = {\r\n textureCount: this._renderTargets?.length ?? 0,\r\n generateDepthBuffer: false,\r\n label: this.name,\r\n samples: textureDescription.options.samples ?? 1,\r\n dontCreateTextures: true,\r\n };\r\n\r\n this._renderTargetWrapper = engine.createMultipleRenderTarget(textureDescription.size, creationOptionsForTexture, true);\r\n\r\n for (let i = 0; i < creationOptionsForTexture.textureCount!; i++) {\r\n const handle = this._renderTargets![i];\r\n const texture = this._textureManager.getTextureFromHandle(handle);\r\n\r\n if (!texture) {\r\n throw new Error(\r\n `FrameGraphRenderTarget.renderTargetWrapper: Failed to get texture from handle. handle: ${handle}, name: ${this.name}, index: ${i}, renderTargets: ${this._renderTargets}`\r\n );\r\n }\r\n\r\n this._renderTargetWrapper.setTexture(texture, i, false);\r\n }\r\n\r\n if (this._renderTargetDepth !== undefined) {\r\n this._renderTargetWrapper.setDepthStencilTexture(this._textureManager.getTextureFromHandle(this._renderTargetDepth), false);\r\n }\r\n }\r\n\r\n return this._renderTargetWrapper;\r\n }\r\n\r\n public equals(other: FrameGraphRenderTarget): boolean {\r\n const src = this._renderTargets;\r\n const dst = other._renderTargets;\r\n\r\n if (src !== undefined && dst !== undefined) {\r\n if (src.length !== dst.length) {\r\n return false;\r\n }\r\n\r\n for (let i = 0; i < src.length; i++) {\r\n if (src[i] !== dst[i]) {\r\n return false;\r\n }\r\n }\r\n } else if ((src === undefined && dst !== undefined) || (src !== undefined && dst === undefined)) {\r\n return false;\r\n }\r\n\r\n return this._renderTargetDepth === other._renderTargetDepth;\r\n }\r\n}\r\n"]}
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eslint-disable-next-line import/no-internal-modules\r\nimport type { FrameGraph, FrameGraphObjectList, IFrameGraphPass, Nullable, FrameGraphTextureHandle, InternalTexture, FrameGraphRenderContext } from \"core/index\";\r\nimport { FrameGraphCullPass } from \"./Passes/cullPass\";\r\nimport { FrameGraphRenderPass } from \"./Passes/renderPass\";\r\nimport { Observable } from \"core/Misc/observable\";\r\n\r\n/**\r\n * Represents a task in a frame graph.\r\n * @experimental\r\n */\r\nexport abstract class FrameGraphTask {\r\n protected readonly _frameGraph: FrameGraph;\r\n\r\n private readonly _passes: IFrameGraphPass[] = [];\r\n private readonly _passesDisabled: IFrameGraphPass[] = [];\r\n\r\n // Note: must be a getter/setter even if there's no specific processing, otherwise inherited classes can't make it a getter/setter!\r\n // Same thing for the disabled property\r\n protected _name: string;\r\n\r\n /**\r\n * The name of the task.\r\n */\r\n public get name() {\r\n return this._name;\r\n }\r\n\r\n public set name(value: string) {\r\n this._name = value;\r\n }\r\n\r\n protected _disabled = false;\r\n\r\n /**\r\n * Whether the task is disabled.\r\n */\r\n public get disabled() {\r\n return this._disabled;\r\n }\r\n\r\n public set disabled(value: boolean) {\r\n this._disabled = value;\r\n }\r\n\r\n /**\r\n * Gets the render passes of the task.\r\n */\r\n public get passes() {\r\n return this._passes;\r\n }\r\n\r\n /**\r\n * Gets the disabled render passes of the task.\r\n */\r\n public get passesDisabled() {\r\n return this._passesDisabled;\r\n }\r\n\r\n /**\r\n * The (texture) dependencies of the task (optional).\r\n */\r\n public dependencies?: Set<FrameGraphTextureHandle>;\r\n\r\n /**\r\n * Records the task in the frame graph. Use this function to add content (render passes, ...) to the task.\r\n */\r\n public abstract record(): void;\r\n\r\n /**\r\n * An observable that is triggered after the textures have been allocated.\r\n */\r\n public onTexturesAllocatedObservable: Observable<FrameGraphRenderContext> = new Observable();\r\n\r\n /**\r\n * Checks if the task is ready to be executed.\r\n * @returns True if the task is ready to be executed, else false.\r\n */\r\n public isReady(): boolean {\r\n return true;\r\n }\r\n\r\n /**\r\n * Disposes of the task.\r\n */\r\n public dispose() {\r\n this._reset();\r\n this.onTexturesAllocatedObservable.clear();\r\n }\r\n\r\n /**\r\n * Constructs a new frame graph task.\r\n * @param name The name of the task.\r\n * @param frameGraph The frame graph this task is associated with.\r\n */\r\n constructor(name: string, frameGraph: FrameGraph) {\r\n this.name = name;\r\n this._frameGraph = frameGraph;\r\n this._reset();\r\n }\r\n\r\n /** @internal */\r\n public _reset() {\r\n this._passes.length = 0;\r\n this._passesDisabled.length = 0;\r\n }\r\n\r\n /** @internal */\r\n public _addPass(pass: IFrameGraphPass, disabled: boolean) {\r\n if (disabled) {\r\n this._passesDisabled.push(pass);\r\n } else {\r\n this._passes.push(pass);\r\n }\r\n }\r\n\r\n /** @internal */\r\n public _checkTask() {\r\n let outputTexture: Nullable<Nullable<InternalTexture>[]> = null;\r\n let outputDepthTexture: Nullable<InternalTexture> = null;\r\n let outputObjectList: FrameGraphObjectList | undefined;\r\n\r\n for (const pass of this._passes) {\r\n const errMsg = pass._isValid();\r\n if (errMsg) {\r\n throw new Error(`Pass \"${pass.name}\" is not valid. ${errMsg}`);\r\n }\r\n if (FrameGraphRenderPass.IsRenderPass(pass)) {\r\n const handles = Array.isArray(pass.renderTarget) ? pass.renderTarget : [pass.renderTarget];\r\n outputTexture = [];\r\n for (const handle of handles) {\r\n if (handle !== undefined) {\r\n outputTexture.push(this._frameGraph.textureManager.getTextureFromHandle(handle));\r\n }\r\n }\r\n outputDepthTexture = pass.renderTargetDepth !== undefined ? this._frameGraph.textureManager.getTextureFromHandle(pass.renderTargetDepth) : null;\r\n } else if (FrameGraphCullPass.IsCullPass(pass)) {\r\n outputObjectList = pass.objectList;\r\n }\r\n }\r\n\r\n let disabledOutputTexture: Nullable<Nullable<InternalTexture>[]> = null;\r\n let disabledOutputTextureHandle: (FrameGraphTextureHandle | undefined)[] = [];\r\n let disabledOutputDepthTexture: Nullable<InternalTexture> = null;\r\n let disabledOutputObjectList: FrameGraphObjectList | undefined;\r\n\r\n for (const pass of this._passesDisabled) {\r\n const errMsg = pass._isValid();\r\n if (errMsg) {\r\n throw new Error(`Pass \"${pass.name}\" is not valid. ${errMsg}`);\r\n }\r\n if (FrameGraphRenderPass.IsRenderPass(pass)) {\r\n const handles = Array.isArray(pass.renderTarget) ? pass.renderTarget : [pass.renderTarget];\r\n disabledOutputTexture = [];\r\n for (const handle of handles) {\r\n if (handle !== undefined) {\r\n disabledOutputTexture.push(this._frameGraph.textureManager.getTextureFromHandle(handle));\r\n }\r\n }\r\n disabledOutputTextureHandle = handles;\r\n disabledOutputDepthTexture = pass.renderTargetDepth !== undefined ? this._frameGraph.textureManager.getTextureFromHandle(pass.renderTargetDepth) : null;\r\n } else if (FrameGraphCullPass.IsCullPass(pass)) {\r\n disabledOutputObjectList = pass.objectList;\r\n }\r\n }\r\n\r\n if (this._passesDisabled.length > 0) {\r\n if (!this._checkSameRenderTarget(outputTexture, disabledOutputTexture)) {\r\n let ok = true;\r\n for (const handle of disabledOutputTextureHandle) {\r\n if (handle !== undefined && !this._frameGraph.textureManager.isHistoryTexture(handle)) {\r\n ok = false;\r\n break;\r\n }\r\n }\r\n if (!ok) {\r\n throw new Error(`The output texture of the task \"${this.name}\" is different when it is enabled or disabled.`);\r\n }\r\n }\r\n if (outputDepthTexture !== disabledOutputDepthTexture) {\r\n throw new Error(`The output depth texture of the task \"${this.name}\" is different when it is enabled or disabled.`);\r\n }\r\n if (outputObjectList !== disabledOutputObjectList) {\r\n throw new Error(`The output object list of the task \"${this.name}\" is different when it is enabled or disabled.`);\r\n }\r\n }\r\n }\r\n\r\n /** @internal */\r\n public _getPasses(): IFrameGraphPass[] {\r\n return this.disabled && this._passesDisabled.length > 0 ? this._passesDisabled : this._passes;\r\n }\r\n\r\n private _checkSameRenderTarget(src: Nullable<Nullable<InternalTexture>[]>, dst: Nullable<Nullable<InternalTexture>[]>) {\r\n if (src === null || dst === null) {\r\n return src === dst;\r\n }\r\n\r\n if (src.length !== dst.length) {\r\n return false;\r\n }\r\n\r\n for (let i = 0; i < src.length; i++) {\r\n if (src[i] !== dst[i]) {\r\n return false;\r\n }\r\n }\r\n\r\n return true;\r\n }\r\n}\r\n"]}
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type { FrameGraph, FrameGraphObjectList, IFrameGraphPass, Nullable, FrameGraphTextureHandle, InternalTexture, FrameGraphRenderContext } from \"core/index\";\r\nimport { FrameGraphCullPass } from \"./Passes/cullPass\";\r\nimport { FrameGraphRenderPass } from \"./Passes/renderPass\";\r\nimport { Observable } from \"core/Misc/observable\";\r\n\r\n/**\r\n * Represents a task in a frame graph.\r\n * @experimental\r\n */\r\nexport abstract class FrameGraphTask {\r\n protected readonly _frameGraph: FrameGraph;\r\n\r\n private readonly _passes: IFrameGraphPass[] = [];\r\n private readonly _passesDisabled: IFrameGraphPass[] = [];\r\n\r\n // Note: must be a getter/setter even if there's no specific processing, otherwise inherited classes can't make it a getter/setter!\r\n // Same thing for the disabled property\r\n protected _name: string;\r\n\r\n /**\r\n * The name of the task.\r\n */\r\n public get name() {\r\n return this._name;\r\n }\r\n\r\n public set name(value: string) {\r\n this._name = value;\r\n }\r\n\r\n protected _disabled = false;\r\n\r\n /**\r\n * Whether the task is disabled.\r\n */\r\n public get disabled() {\r\n return this._disabled;\r\n }\r\n\r\n public set disabled(value: boolean) {\r\n this._disabled = value;\r\n }\r\n\r\n /**\r\n * Gets the render passes of the task.\r\n */\r\n public get passes() {\r\n return this._passes;\r\n }\r\n\r\n /**\r\n * Gets the disabled render passes of the task.\r\n */\r\n public get passesDisabled() {\r\n return this._passesDisabled;\r\n }\r\n\r\n /**\r\n * The (texture) dependencies of the task (optional).\r\n */\r\n public dependencies?: Set<FrameGraphTextureHandle>;\r\n\r\n /**\r\n * Records the task in the frame graph. Use this function to add content (render passes, ...) to the task.\r\n */\r\n public abstract record(): void;\r\n\r\n /**\r\n * An observable that is triggered after the textures have been allocated.\r\n */\r\n public onTexturesAllocatedObservable: Observable<FrameGraphRenderContext> = new Observable();\r\n\r\n /**\r\n * Checks if the task is ready to be executed.\r\n * @returns True if the task is ready to be executed, else false.\r\n */\r\n public isReady(): boolean {\r\n return true;\r\n }\r\n\r\n /**\r\n * Disposes of the task.\r\n */\r\n public dispose() {\r\n this._reset();\r\n this.onTexturesAllocatedObservable.clear();\r\n }\r\n\r\n /**\r\n * Constructs a new frame graph task.\r\n * @param name The name of the task.\r\n * @param frameGraph The frame graph this task is associated with.\r\n */\r\n constructor(name: string, frameGraph: FrameGraph) {\r\n this.name = name;\r\n this._frameGraph = frameGraph;\r\n this._reset();\r\n }\r\n\r\n /** @internal */\r\n public _reset() {\r\n this._passes.length = 0;\r\n this._passesDisabled.length = 0;\r\n }\r\n\r\n /** @internal */\r\n public _addPass(pass: IFrameGraphPass, disabled: boolean) {\r\n if (disabled) {\r\n this._passesDisabled.push(pass);\r\n } else {\r\n this._passes.push(pass);\r\n }\r\n }\r\n\r\n /** @internal */\r\n public _checkTask() {\r\n let outputTexture: Nullable<Nullable<InternalTexture>[]> = null;\r\n let outputDepthTexture: Nullable<InternalTexture> = null;\r\n let outputObjectList: FrameGraphObjectList | undefined;\r\n\r\n for (const pass of this._passes) {\r\n const errMsg = pass._isValid();\r\n if (errMsg) {\r\n throw new Error(`Pass \"${pass.name}\" is not valid. ${errMsg}`);\r\n }\r\n if (FrameGraphRenderPass.IsRenderPass(pass)) {\r\n const handles = Array.isArray(pass.renderTarget) ? pass.renderTarget : [pass.renderTarget];\r\n outputTexture = [];\r\n for (const handle of handles) {\r\n if (handle !== undefined) {\r\n outputTexture.push(this._frameGraph.textureManager.getTextureFromHandle(handle));\r\n }\r\n }\r\n outputDepthTexture = pass.renderTargetDepth !== undefined ? this._frameGraph.textureManager.getTextureFromHandle(pass.renderTargetDepth) : null;\r\n } else if (FrameGraphCullPass.IsCullPass(pass)) {\r\n outputObjectList = pass.objectList;\r\n }\r\n }\r\n\r\n let disabledOutputTexture: Nullable<Nullable<InternalTexture>[]> = null;\r\n let disabledOutputTextureHandle: (FrameGraphTextureHandle | undefined)[] = [];\r\n let disabledOutputDepthTexture: Nullable<InternalTexture> = null;\r\n let disabledOutputObjectList: FrameGraphObjectList | undefined;\r\n\r\n for (const pass of this._passesDisabled) {\r\n const errMsg = pass._isValid();\r\n if (errMsg) {\r\n throw new Error(`Pass \"${pass.name}\" is not valid. ${errMsg}`);\r\n }\r\n if (FrameGraphRenderPass.IsRenderPass(pass)) {\r\n const handles = Array.isArray(pass.renderTarget) ? pass.renderTarget : [pass.renderTarget];\r\n disabledOutputTexture = [];\r\n for (const handle of handles) {\r\n if (handle !== undefined) {\r\n disabledOutputTexture.push(this._frameGraph.textureManager.getTextureFromHandle(handle));\r\n }\r\n }\r\n disabledOutputTextureHandle = handles;\r\n disabledOutputDepthTexture = pass.renderTargetDepth !== undefined ? this._frameGraph.textureManager.getTextureFromHandle(pass.renderTargetDepth) : null;\r\n } else if (FrameGraphCullPass.IsCullPass(pass)) {\r\n disabledOutputObjectList = pass.objectList;\r\n }\r\n }\r\n\r\n if (this._passesDisabled.length > 0) {\r\n if (!this._checkSameRenderTarget(outputTexture, disabledOutputTexture)) {\r\n let ok = true;\r\n for (const handle of disabledOutputTextureHandle) {\r\n if (handle !== undefined && !this._frameGraph.textureManager.isHistoryTexture(handle)) {\r\n ok = false;\r\n break;\r\n }\r\n }\r\n if (!ok) {\r\n throw new Error(`The output texture of the task \"${this.name}\" is different when it is enabled or disabled.`);\r\n }\r\n }\r\n if (outputDepthTexture !== disabledOutputDepthTexture) {\r\n throw new Error(`The output depth texture of the task \"${this.name}\" is different when it is enabled or disabled.`);\r\n }\r\n if (outputObjectList !== disabledOutputObjectList) {\r\n throw new Error(`The output object list of the task \"${this.name}\" is different when it is enabled or disabled.`);\r\n }\r\n }\r\n }\r\n\r\n /** @internal */\r\n public _getPasses(): IFrameGraphPass[] {\r\n return this.disabled && this._passesDisabled.length > 0 ? this._passesDisabled : this._passes;\r\n }\r\n\r\n private _checkSameRenderTarget(src: Nullable<Nullable<InternalTexture>[]>, dst: Nullable<Nullable<InternalTexture>[]>) {\r\n if (src === null || dst === null) {\r\n return src === dst;\r\n }\r\n\r\n if (src.length !== dst.length) {\r\n return false;\r\n }\r\n\r\n for (let i = 0; i < src.length; i++) {\r\n if (src[i] !== dst[i]) {\r\n return false;\r\n }\r\n }\r\n\r\n return true;\r\n }\r\n}\r\n"]}
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