@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.
Files changed (215) hide show
  1. package/AudioV2/abstractAudio/index.js +1 -1
  2. package/AudioV2/abstractAudio/index.js.map +1 -1
  3. package/AudioV2/audioUtils.js +12 -3
  4. package/AudioV2/audioUtils.js.map +1 -1
  5. package/AudioV2/index.js +1 -1
  6. package/AudioV2/index.js.map +1 -1
  7. package/Behaviors/index.js +1 -1
  8. package/Behaviors/index.js.map +1 -1
  9. package/Cameras/index.js +1 -1
  10. package/Cameras/index.js.map +1 -1
  11. package/Culling/index.js +1 -1
  12. package/Culling/index.js.map +1 -1
  13. package/Debug/skeletonViewer.d.ts +1 -1
  14. package/Debug/skeletonViewer.js.map +1 -1
  15. package/Engines/Processors/Expressions/index.js +1 -1
  16. package/Engines/Processors/Expressions/index.js.map +1 -1
  17. package/Engines/Processors/index.js +1 -1
  18. package/Engines/Processors/index.js.map +1 -1
  19. package/Engines/abstractEngine.js +2 -2
  20. package/Engines/abstractEngine.js.map +1 -1
  21. package/Engines/engine.d.ts +1 -1
  22. package/Engines/index.js +1 -1
  23. package/Engines/index.js.map +1 -1
  24. package/FlowGraph/Blocks/Data/index.js +3 -3
  25. package/FlowGraph/Blocks/Data/index.js.map +1 -1
  26. package/FlowGraph/Blocks/Execution/index.js +2 -2
  27. package/FlowGraph/Blocks/Execution/index.js.map +1 -1
  28. package/FlowGraph/Blocks/index.js +1 -1
  29. package/FlowGraph/Blocks/index.js.map +1 -1
  30. package/FlowGraph/index.js +2 -2
  31. package/FlowGraph/index.js.map +1 -1
  32. package/FrameGraph/Node/Blocks/Layers/glowLayerBlock.js.map +1 -1
  33. package/FrameGraph/Node/Blocks/Layers/highlightLayerBlock.js.map +1 -1
  34. package/FrameGraph/Node/Blocks/PostProcesses/anaglyphPostProcessBlock.js.map +1 -1
  35. package/FrameGraph/Node/Blocks/PostProcesses/basePostProcessBlock.js.map +1 -1
  36. package/FrameGraph/Node/Blocks/PostProcesses/blackAndWhitePostProcessBlock.js.map +1 -1
  37. package/FrameGraph/Node/Blocks/PostProcesses/bloomPostProcessBlock.js.map +1 -1
  38. package/FrameGraph/Node/Blocks/PostProcesses/blurPostProcessBlock.js.map +1 -1
  39. package/FrameGraph/Node/Blocks/PostProcesses/chromaticAberrationPostProcessBlock.js.map +1 -1
  40. package/FrameGraph/Node/Blocks/PostProcesses/circleOfConfusionPostProcessBlock.js.map +1 -1
  41. package/FrameGraph/Node/Blocks/PostProcesses/depthOfFieldPostProcessBlock.js.map +1 -1
  42. package/FrameGraph/Node/Blocks/PostProcesses/extractHighlightsPostProcessBlock.js.map +1 -1
  43. package/FrameGraph/Node/Blocks/PostProcesses/fxaaPostProcessBlock.js.map +1 -1
  44. package/FrameGraph/Node/Blocks/PostProcesses/grainPostProcessBlock.js.map +1 -1
  45. package/FrameGraph/Node/Blocks/PostProcesses/imageProcessingPostProcessBlock.js.map +1 -1
  46. package/FrameGraph/Node/Blocks/PostProcesses/motionBlurPostProcessBlock.js.map +1 -1
  47. package/FrameGraph/Node/Blocks/PostProcesses/passPostProcessBlock.js.map +1 -1
  48. package/FrameGraph/Node/Blocks/PostProcesses/ssrPostProcessBlock.js.map +1 -1
  49. package/FrameGraph/Node/Blocks/Rendering/baseObjectRendererBlock.js.map +1 -1
  50. package/FrameGraph/Node/Blocks/Rendering/baseShadowGeneratorBlock.js.map +1 -1
  51. package/FrameGraph/Node/Blocks/Rendering/csmShadowGeneratorBlock.js.map +1 -1
  52. package/FrameGraph/Node/Blocks/Rendering/geometryRendererBlock.js.map +1 -1
  53. package/FrameGraph/Node/Blocks/Rendering/objectRendererBlock.js.map +1 -1
  54. package/FrameGraph/Node/Blocks/Rendering/shadowGeneratorBlock.js.map +1 -1
  55. package/FrameGraph/Node/Blocks/Rendering/taaObjectRendererBlock.js.map +1 -1
  56. package/FrameGraph/Node/Blocks/Rendering/utilityLayerRendererBlock.js.map +1 -1
  57. package/FrameGraph/Node/Blocks/Teleport/teleportInBlock.js.map +1 -1
  58. package/FrameGraph/Node/Blocks/Teleport/teleportOutBlock.js.map +1 -1
  59. package/FrameGraph/Node/Blocks/Textures/clearBlock.js.map +1 -1
  60. package/FrameGraph/Node/Blocks/Textures/copyTextureBlock.js.map +1 -1
  61. package/FrameGraph/Node/Blocks/Textures/generateMipmapsBlock.js.map +1 -1
  62. package/FrameGraph/Node/Blocks/cullObjectsBlock.js.map +1 -1
  63. package/FrameGraph/Node/Blocks/elbowBlock.js.map +1 -1
  64. package/FrameGraph/Node/Blocks/executeBlock.js.map +1 -1
  65. package/FrameGraph/Node/Blocks/inputBlock.js.map +1 -1
  66. package/FrameGraph/Node/Blocks/outputBlock.js.map +1 -1
  67. package/FrameGraph/Node/Blocks/resourceContainerBlock.js.map +1 -1
  68. package/FrameGraph/Node/Types/nodeRenderGraphTypes.js.map +1 -1
  69. package/FrameGraph/Node/nodeRenderGraph.js.map +1 -1
  70. package/FrameGraph/Node/nodeRenderGraphBlock.js.map +1 -1
  71. package/FrameGraph/Node/nodeRenderGraphBlockConnectionPoint.js.map +1 -1
  72. package/FrameGraph/Node/nodeRenderGraphBuildState.js.map +1 -1
  73. package/FrameGraph/Node/nodeRenderGraphConnectionPointCustomObject.js.map +1 -1
  74. package/FrameGraph/Passes/cullPass.js.map +1 -1
  75. package/FrameGraph/Passes/pass.js.map +1 -1
  76. package/FrameGraph/Passes/renderPass.js.map +1 -1
  77. package/FrameGraph/Tasks/Layers/baseLayerTask.js.map +1 -1
  78. package/FrameGraph/Tasks/Layers/glowLayerTask.js.map +1 -1
  79. package/FrameGraph/Tasks/Layers/highlightLayerTask.js.map +1 -1
  80. package/FrameGraph/Tasks/Misc/cullObjectsTask.js.map +1 -1
  81. package/FrameGraph/Tasks/Misc/executeTask.js.map +1 -1
  82. package/FrameGraph/Tasks/PostProcesses/anaglyphTask.js.map +1 -1
  83. package/FrameGraph/Tasks/PostProcesses/bloomMergeTask.js.map +1 -1
  84. package/FrameGraph/Tasks/PostProcesses/bloomTask.js.map +1 -1
  85. package/FrameGraph/Tasks/PostProcesses/blurTask.js.map +1 -1
  86. package/FrameGraph/Tasks/PostProcesses/chromaticAberrationTask.js.map +1 -1
  87. package/FrameGraph/Tasks/PostProcesses/circleOfConfusionTask.js.map +1 -1
  88. package/FrameGraph/Tasks/PostProcesses/depthOfFieldBlurTask.js.map +1 -1
  89. package/FrameGraph/Tasks/PostProcesses/depthOfFieldMergeTask.js.map +1 -1
  90. package/FrameGraph/Tasks/PostProcesses/depthOfFieldTask.js.map +1 -1
  91. package/FrameGraph/Tasks/PostProcesses/extractHighlightsTask.js.map +1 -1
  92. package/FrameGraph/Tasks/PostProcesses/fxaaTask.js.map +1 -1
  93. package/FrameGraph/Tasks/PostProcesses/imageProcessingTask.js.map +1 -1
  94. package/FrameGraph/Tasks/PostProcesses/motionBlurTask.js.map +1 -1
  95. package/FrameGraph/Tasks/PostProcesses/postProcessTask.js.map +1 -1
  96. package/FrameGraph/Tasks/PostProcesses/ssrBlurTask.js.map +1 -1
  97. package/FrameGraph/Tasks/PostProcesses/ssrRenderingPipelineTask.js.map +1 -1
  98. package/FrameGraph/Tasks/PostProcesses/ssrTask.js.map +1 -1
  99. package/FrameGraph/Tasks/Rendering/csmShadowGeneratorTask.js.map +1 -1
  100. package/FrameGraph/Tasks/Rendering/geometryRendererTask.js.map +1 -1
  101. package/FrameGraph/Tasks/Rendering/objectRendererTask.js.map +1 -1
  102. package/FrameGraph/Tasks/Rendering/shadowGeneratorTask.js.map +1 -1
  103. package/FrameGraph/Tasks/Rendering/taaObjectRendererTask.js.map +1 -1
  104. package/FrameGraph/Tasks/Rendering/utilityLayerRendererTask.js.map +1 -1
  105. package/FrameGraph/Tasks/Texture/clearTextureTask.js.map +1 -1
  106. package/FrameGraph/Tasks/Texture/copyToBackbufferColorTask.js.map +1 -1
  107. package/FrameGraph/Tasks/Texture/copyToTextureTask.js.map +1 -1
  108. package/FrameGraph/Tasks/Texture/generateMipMapsTask.js.map +1 -1
  109. package/FrameGraph/frameGraph.js.map +1 -1
  110. package/FrameGraph/frameGraphContext.js.map +1 -1
  111. package/FrameGraph/frameGraphObjectList.js.map +1 -1
  112. package/FrameGraph/frameGraphRenderContext.js.map +1 -1
  113. package/FrameGraph/frameGraphRenderTarget.js.map +1 -1
  114. package/FrameGraph/frameGraphTask.js.map +1 -1
  115. package/FrameGraph/frameGraphTextureManager.js.map +1 -1
  116. package/FrameGraph/frameGraphTypes.js.map +1 -1
  117. package/FrameGraph/index.js +1 -1
  118. package/FrameGraph/index.js.map +1 -1
  119. package/Layers/thinHighlightLayer.js.map +1 -1
  120. package/Legacy/legacy.js +1 -1
  121. package/Legacy/legacy.js.map +1 -1
  122. package/Lights/index.js +1 -1
  123. package/Lights/index.js.map +1 -1
  124. package/Loading/index.js +1 -1
  125. package/Loading/index.js.map +1 -1
  126. package/Materials/Node/Blocks/index.js +1 -1
  127. package/Materials/Node/Blocks/index.js.map +1 -1
  128. package/Materials/Node/index.js +1 -1
  129. package/Materials/Node/index.js.map +1 -1
  130. package/Materials/Textures/Loaders/index.js +1 -1
  131. package/Materials/Textures/Loaders/index.js.map +1 -1
  132. package/Materials/Textures/index.js +1 -1
  133. package/Materials/Textures/index.js.map +1 -1
  134. package/Materials/index.js +1 -1
  135. package/Materials/index.js.map +1 -1
  136. package/Materials/materialHelper.geometryrendering.js.map +1 -1
  137. package/Maths/index.js +1 -1
  138. package/Maths/index.js.map +1 -1
  139. package/Meshes/abstractMesh.hotSpot.js.map +1 -1
  140. package/Meshes/index.js +1 -1
  141. package/Meshes/index.js.map +1 -1
  142. package/Meshes/linesMesh.d.ts +7 -0
  143. package/Meshes/linesMesh.js +13 -0
  144. package/Meshes/linesMesh.js.map +1 -1
  145. package/Misc/index.js +1 -1
  146. package/Misc/index.js.map +1 -1
  147. package/Misc/pressureObserverWrapper.js +4 -1
  148. package/Misc/pressureObserverWrapper.js.map +1 -1
  149. package/Misc/snapshotRenderingHelper.js.map +1 -1
  150. package/Misc/thinMinMaxReducer.js.map +1 -1
  151. package/Navigation/index.js +1 -1
  152. package/Navigation/index.js.map +1 -1
  153. package/Particles/IParticleSystem.js.map +1 -1
  154. package/Particles/Node/Blocks/index.d.ts +0 -1
  155. package/Particles/Node/Blocks/index.js +1 -2
  156. package/Particles/Node/Blocks/index.js.map +1 -1
  157. package/Particles/Node/Blocks/particleGradientBlock.d.ts +3 -0
  158. package/Particles/Node/Blocks/particleGradientBlock.js +20 -4
  159. package/Particles/Node/Blocks/particleGradientBlock.js.map +1 -1
  160. package/Particles/Node/Blocks/particleRandomBlock.js +1 -1
  161. package/Particles/Node/Blocks/particleRandomBlock.js.map +1 -1
  162. package/Particles/Node/index.js +1 -1
  163. package/Particles/Node/index.js.map +1 -1
  164. package/Particles/Node/nodeParticleSystemSet.d.ts +2 -2
  165. package/Particles/Node/nodeParticleSystemSet.js +2 -2
  166. package/Particles/Node/nodeParticleSystemSet.js.map +1 -1
  167. package/Particles/baseParticleSystem.js.map +1 -1
  168. package/Particles/gpuParticleSystem.js +5 -0
  169. package/Particles/gpuParticleSystem.js.map +1 -1
  170. package/Particles/index.js +1 -1
  171. package/Particles/index.js.map +1 -1
  172. package/Particles/thinParticleSystem.js.map +1 -1
  173. package/Physics/index.js +1 -1
  174. package/Physics/index.js.map +1 -1
  175. package/Physics/v1/index.js +1 -1
  176. package/Physics/v1/index.js.map +1 -1
  177. package/Physics/v2/index.js +2 -2
  178. package/Physics/v2/index.js.map +1 -1
  179. package/PostProcesses/RenderPipeline/Pipelines/thinSSRRenderingPipeline.js.map +1 -1
  180. package/PostProcesses/RenderPipeline/index.js +1 -1
  181. package/PostProcesses/RenderPipeline/index.js.map +1 -1
  182. package/PostProcesses/index.js +1 -1
  183. package/PostProcesses/index.js.map +1 -1
  184. package/PostProcesses/thinAnaglyphPostProcess.js.map +1 -1
  185. package/PostProcesses/thinBlackAndWhitePostProcess.js.map +1 -1
  186. package/PostProcesses/thinBloomEffect.js.map +1 -1
  187. package/PostProcesses/thinBloomMergePostProcess.js.map +1 -1
  188. package/PostProcesses/thinBlurPostProcess.js.map +1 -1
  189. package/PostProcesses/thinChromaticAberrationPostProcess.js.map +1 -1
  190. package/PostProcesses/thinCircleOfConfusionPostProcess.js.map +1 -1
  191. package/PostProcesses/thinDepthOfFieldBlurPostProcess.js.map +1 -1
  192. package/PostProcesses/thinDepthOfFieldMergePostProcess.js.map +1 -1
  193. package/PostProcesses/thinExtractHighlightsPostProcess.js.map +1 -1
  194. package/PostProcesses/thinFXAAPostProcess.js.map +1 -1
  195. package/PostProcesses/thinGrainPostProcess.js.map +1 -1
  196. package/PostProcesses/thinImageProcessingPostProcess.js.map +1 -1
  197. package/PostProcesses/thinMotionBlurPostProcess.js.map +1 -1
  198. package/PostProcesses/thinPassPostProcess.js.map +1 -1
  199. package/PostProcesses/thinSSRBlurCombinerPostProcess.js.map +1 -1
  200. package/PostProcesses/thinSSRBlurPostProcess.js.map +1 -1
  201. package/PostProcesses/thinSSRPostProcess.js.map +1 -1
  202. package/PostProcesses/thinTAAPostProcess.js.map +1 -1
  203. package/Rendering/IBLShadows/iblShadowsPluginMaterial.js +1 -4
  204. package/Rendering/IBLShadows/iblShadowsPluginMaterial.js.map +1 -1
  205. package/Rendering/index.js +1 -1
  206. package/Rendering/index.js.map +1 -1
  207. package/Rendering/objectRenderer.js.map +1 -1
  208. package/XR/index.js +1 -1
  209. package/XR/index.js.map +1 -1
  210. package/index.js +1 -1
  211. package/index.js.map +1 -1
  212. package/package.json +1 -1
  213. package/Particles/Node/Blocks/randomRangeBlock.d.ts +0 -45
  214. package/Particles/Node/Blocks/randomRangeBlock.js +0 -151
  215. package/Particles/Node/Blocks/randomRangeBlock.js.map +0 -1
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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\n// eslint-disable-next-line @typescript-eslint/naming-convention\r\ndeclare let NODERENDERGRAPHEDITOR: any;\r\n// eslint-disable-next-line @typescript-eslint/naming-convention\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, this);\r\n this._frameGraph.name = name;\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 // eslint-disable-next-line @typescript-eslint/naming-convention\r\n public async edit(config?: INodeRenderGraphEditorOptions): Promise<void> {\r\n return await 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 // eslint-disable-next-line @typescript-eslint/promise-function-async, no-restricted-syntax\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 resources\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 // eslint-disable-next-line @typescript-eslint/promise-function-async, no-restricted-syntax\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 // eslint-disable-next-line @typescript-eslint/prefer-promise-reject-errors\r\n reject(err);\r\n }\r\n } else {\r\n // eslint-disable-next-line @typescript-eslint/prefer-promise-reject-errors\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"]}
1
+ 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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\n// eslint-disable-next-line @typescript-eslint/naming-convention\r\ndeclare let NODERENDERGRAPHEDITOR: any;\r\n// eslint-disable-next-line @typescript-eslint/naming-convention\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, this);\r\n this._frameGraph.name = name;\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 // eslint-disable-next-line @typescript-eslint/naming-convention\r\n public async edit(config?: INodeRenderGraphEditorOptions): Promise<void> {\r\n return await 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 // eslint-disable-next-line @typescript-eslint/promise-function-async, no-restricted-syntax\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 resources\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 // eslint-disable-next-line @typescript-eslint/promise-function-async, no-restricted-syntax\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 // eslint-disable-next-line @typescript-eslint/prefer-promise-reject-errors\r\n reject(err);\r\n }\r\n } else {\r\n // eslint-disable-next-line @typescript-eslint/prefer-promise-reject-errors\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"]}
@@ -1 +1 @@
1
- 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type {\r\n NodeRenderGraphBuildState,\r\n Nullable,\r\n NodeRenderGraphInputBlock,\r\n AbstractEngine,\r\n Scene,\r\n FrameGraphTask,\r\n FrameGraph,\r\n NodeRenderGraphResourceContainerBlock,\r\n FrameGraphTextureHandle,\r\n // eslint-disable-next-line import/no-internal-modules\r\n} from \"core/index\";\r\nimport { GetClass } from \"../../Misc/typeStore\";\r\nimport { serialize } from \"../../Misc/decorators\";\r\nimport { UniqueIdGenerator } from \"../../Misc/uniqueIdGenerator\";\r\nimport { NodeRenderGraphBlockConnectionPointTypes, NodeRenderGraphConnectionPointDirection } from \"./Types/nodeRenderGraphTypes\";\r\nimport { Observable } from \"../../Misc/observable\";\r\nimport { Logger } from \"../../Misc/logger\";\r\nimport { NodeRenderGraphConnectionPoint } from \"./nodeRenderGraphBlockConnectionPoint\";\r\n\r\n/**\r\n * Defines a block that can be used inside a node render graph\r\n */\r\nexport class NodeRenderGraphBlock {\r\n private _name = \"\";\r\n private _buildId: number;\r\n protected _isInput = false;\r\n protected _isTeleportOut = false;\r\n protected _isTeleportIn = false;\r\n protected _isDebug = false;\r\n protected _isUnique = false;\r\n protected _scene: Scene;\r\n protected _engine: AbstractEngine;\r\n protected _frameGraph: FrameGraph;\r\n protected _frameGraphTask?: FrameGraphTask;\r\n\r\n /**\r\n * Gets or sets the disable flag of the task associated with this block\r\n */\r\n public get disabled() {\r\n return !!this._frameGraphTask?.disabled;\r\n }\r\n\r\n public set disabled(value: boolean) {\r\n if (this._frameGraphTask) {\r\n this._frameGraphTask.disabled = value;\r\n }\r\n }\r\n\r\n /**\r\n * Gets the frame graph task associated with this block\r\n */\r\n public get task() {\r\n return this._frameGraphTask;\r\n }\r\n\r\n /**\r\n * Gets an observable raised when the block is built\r\n */\r\n public onBuildObservable = new Observable<NodeRenderGraphBlock>();\r\n\r\n /** @internal */\r\n public _inputs = new Array<NodeRenderGraphConnectionPoint>();\r\n\r\n /** @internal */\r\n public _outputs = new Array<NodeRenderGraphConnectionPoint>();\r\n\r\n /** @internal */\r\n public _codeVariableName = \"\";\r\n\r\n /** @internal */\r\n public _additionalConstructionParameters: Nullable<unknown[]> = null;\r\n\r\n /**\r\n * Gets the list of input points\r\n */\r\n public get inputs(): NodeRenderGraphConnectionPoint[] {\r\n return this._inputs;\r\n }\r\n\r\n /** Gets the list of output points */\r\n public get outputs(): NodeRenderGraphConnectionPoint[] {\r\n return this._outputs;\r\n }\r\n\r\n /**\r\n * Gets or sets the unique id of the node\r\n */\r\n public uniqueId: number;\r\n\r\n /**\r\n * Gets or set the name of the block\r\n */\r\n public get name(): string {\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 /**\r\n * Gets a boolean indicating if this block is an input\r\n */\r\n public get isInput(): boolean {\r\n return this._isInput;\r\n }\r\n\r\n /**\r\n * Gets a boolean indicating if this block is a teleport out\r\n */\r\n public get isTeleportOut(): boolean {\r\n return this._isTeleportOut;\r\n }\r\n\r\n /**\r\n * Gets a boolean indicating if this block is a teleport in\r\n */\r\n public get isTeleportIn(): boolean {\r\n return this._isTeleportIn;\r\n }\r\n\r\n /**\r\n * Gets a boolean indicating if this block is a debug block\r\n */\r\n public get isDebug(): boolean {\r\n return this._isDebug;\r\n }\r\n\r\n /**\r\n * Gets a boolean indicating that this block can only be used once per node render graph\r\n */\r\n public get isUnique() {\r\n return this._isUnique;\r\n }\r\n\r\n /**\r\n * A free comment about the block\r\n */\r\n @serialize(\"comment\")\r\n public comments: string;\r\n\r\n /** Gets or sets a boolean indicating that this input can be edited from a collapsed frame */\r\n public visibleOnFrame = false;\r\n\r\n /**\r\n * Gets the current class name e.g. \"NodeRenderGraphBlock\"\r\n * @returns the class name\r\n */\r\n public getClassName() {\r\n return \"NodeRenderGraphBlock\";\r\n }\r\n\r\n protected _inputRename(name: string) {\r\n return name;\r\n }\r\n\r\n protected _outputRename(name: string) {\r\n return name;\r\n }\r\n\r\n /**\r\n * Checks if the current block is an ancestor of a given block\r\n * @param block defines the potential descendant block to check\r\n * @returns true if block is a descendant\r\n */\r\n public isAnAncestorOf(block: NodeRenderGraphBlock): boolean {\r\n for (const output of this._outputs) {\r\n if (!output.hasEndpoints) {\r\n continue;\r\n }\r\n\r\n for (const endpoint of output.endpoints) {\r\n if (endpoint.ownerBlock === block) {\r\n return true;\r\n }\r\n\r\n if (endpoint.ownerBlock.isAnAncestorOf(block)) {\r\n return true;\r\n }\r\n }\r\n }\r\n return false;\r\n }\r\n\r\n /**\r\n * Checks if the current block is an ancestor of a given type\r\n * @param type defines the potential type to check\r\n * @returns true if block is a descendant\r\n */\r\n public isAnAncestorOfType(type: string): boolean {\r\n if (this.getClassName() === type) {\r\n return true;\r\n }\r\n\r\n for (const output of this._outputs) {\r\n if (!output.hasEndpoints) {\r\n continue;\r\n }\r\n\r\n for (const endpoint of output.endpoints) {\r\n if (endpoint.ownerBlock.isAnAncestorOfType(type)) {\r\n return true;\r\n }\r\n }\r\n }\r\n\r\n return false;\r\n }\r\n\r\n /**\r\n * Get the first descendant using a predicate\r\n * @param predicate defines the predicate to check\r\n * @returns descendant or null if none found\r\n */\r\n public getDescendantOfPredicate(predicate: (block: NodeRenderGraphBlock) => boolean): Nullable<NodeRenderGraphBlock> {\r\n if (predicate(this)) {\r\n return this;\r\n }\r\n\r\n for (const output of this._outputs) {\r\n if (!output.hasEndpoints) {\r\n continue;\r\n }\r\n\r\n for (const endpoint of output.endpoints) {\r\n const descendant = endpoint.ownerBlock.getDescendantOfPredicate(predicate);\r\n if (descendant) {\r\n return descendant;\r\n }\r\n }\r\n }\r\n\r\n return null;\r\n }\r\n\r\n /**\r\n * Creates a new NodeRenderGraphBlock\r\n * @param name defines the block name\r\n * @param frameGraph defines the hosting frame graph\r\n * @param scene defines the hosting scene\r\n * @param _additionalConstructionParameters defines additional parameters to pass to the block constructor\r\n */\r\n public constructor(name: string, frameGraph: FrameGraph, scene: Scene, ..._additionalConstructionParameters: unknown[]) {\r\n this._name = name;\r\n this._frameGraph = frameGraph;\r\n this._scene = scene;\r\n this._engine = scene.getEngine();\r\n this.uniqueId = UniqueIdGenerator.UniqueId;\r\n }\r\n\r\n /**\r\n * Register a new input. Must be called inside a block constructor\r\n * @param name defines the connection point name\r\n * @param type defines the connection point type\r\n * @param isOptional defines a boolean indicating that this input can be omitted\r\n * @param point an already created connection point. If not provided, create a new one\r\n * @returns the current block\r\n */\r\n public registerInput(name: string, type: NodeRenderGraphBlockConnectionPointTypes, isOptional: boolean = false, point?: NodeRenderGraphConnectionPoint) {\r\n point = point ?? new NodeRenderGraphConnectionPoint(name, this, NodeRenderGraphConnectionPointDirection.Input);\r\n point.type = type;\r\n point.isOptional = isOptional;\r\n\r\n this._inputs.push(point);\r\n\r\n return this;\r\n }\r\n\r\n /**\r\n * Register a new output. Must be called inside a block constructor\r\n * @param name defines the connection point name\r\n * @param type defines the connection point type\r\n * @param point an already created connection point. If not provided, create a new one\r\n * @returns the current block\r\n */\r\n public registerOutput(name: string, type: NodeRenderGraphBlockConnectionPointTypes, point?: NodeRenderGraphConnectionPoint) {\r\n point = point ?? new NodeRenderGraphConnectionPoint(name, this, NodeRenderGraphConnectionPointDirection.Output);\r\n point.type = type;\r\n\r\n this._outputs.push(point);\r\n\r\n return this;\r\n }\r\n\r\n protected _addDependenciesInput(additionalAllowedTypes = 0) {\r\n this.registerInput(\"dependencies\", NodeRenderGraphBlockConnectionPointTypes.AutoDetect, true);\r\n\r\n const dependencies = this.getInputByName(\"dependencies\")!;\r\n\r\n dependencies.addExcludedConnectionPointFromAllowedTypes(\r\n NodeRenderGraphBlockConnectionPointTypes.TextureAllButBackBuffer |\r\n NodeRenderGraphBlockConnectionPointTypes.ResourceContainer |\r\n NodeRenderGraphBlockConnectionPointTypes.ShadowGenerator |\r\n additionalAllowedTypes\r\n );\r\n\r\n return dependencies;\r\n }\r\n\r\n protected _buildBlock(_state: NodeRenderGraphBuildState) {\r\n // Empty. Must be defined by child nodes\r\n }\r\n\r\n protected _customBuildStep(_state: NodeRenderGraphBuildState): void {\r\n // Must be implemented by children\r\n }\r\n\r\n protected _propagateInputValueToOutput(inputConnectionPoint: NodeRenderGraphConnectionPoint, outputConnectionPoint: NodeRenderGraphConnectionPoint) {\r\n if (inputConnectionPoint.connectedPoint) {\r\n outputConnectionPoint.value = inputConnectionPoint.connectedPoint.value;\r\n }\r\n }\r\n\r\n /**\r\n * Build the current node and generate the vertex data\r\n * @param state defines the current generation state\r\n * @returns true if already built\r\n */\r\n public build(state: NodeRenderGraphBuildState): boolean {\r\n if (this._buildId === state.buildId) {\r\n return true;\r\n }\r\n\r\n this._buildId = state.buildId;\r\n\r\n // Check if \"parent\" blocks are compiled\r\n for (const input of this._inputs) {\r\n if (!input.connectedPoint) {\r\n if (!input.isOptional) {\r\n // Emit a warning\r\n state._notConnectedNonOptionalInputs.push(input);\r\n }\r\n continue;\r\n }\r\n\r\n const block = input.connectedPoint.ownerBlock;\r\n if (block && block !== this) {\r\n block.build(state);\r\n }\r\n }\r\n\r\n this._customBuildStep(state);\r\n\r\n // Logs\r\n if (state.verbose) {\r\n Logger.Log(`Building ${this.name} [${this.getClassName()}]`);\r\n }\r\n\r\n if (this._frameGraphTask) {\r\n this._frameGraphTask.name = this.name;\r\n }\r\n\r\n this._buildBlock(state);\r\n\r\n if (this._frameGraphTask) {\r\n this._frameGraphTask.dependencies = undefined;\r\n\r\n const dependenciesConnectedPoint = this.getInputByName(\"dependencies\")?.connectedPoint;\r\n if (dependenciesConnectedPoint) {\r\n if (dependenciesConnectedPoint.type === NodeRenderGraphBlockConnectionPointTypes.ResourceContainer) {\r\n const container = dependenciesConnectedPoint.ownerBlock as NodeRenderGraphResourceContainerBlock;\r\n for (let i = 0; i < container.inputs.length; i++) {\r\n const input = container.inputs[i];\r\n if (input.connectedPoint && input.connectedPoint.value !== undefined && NodeRenderGraphConnectionPoint.IsTextureHandle(input.connectedPoint.value)) {\r\n this._frameGraphTask.dependencies = this._frameGraphTask.dependencies || new Set();\r\n this._frameGraphTask.dependencies.add(input.connectedPoint.value as FrameGraphTextureHandle);\r\n }\r\n }\r\n } else if (NodeRenderGraphConnectionPoint.IsTextureHandle(dependenciesConnectedPoint.value)) {\r\n this._frameGraphTask.dependencies = this._frameGraphTask.dependencies || new Set();\r\n this._frameGraphTask.dependencies.add(dependenciesConnectedPoint.value as FrameGraphTextureHandle);\r\n }\r\n }\r\n this._frameGraph.addTask(this._frameGraphTask);\r\n }\r\n\r\n this.onBuildObservable.notifyObservers(this);\r\n\r\n return false;\r\n }\r\n\r\n protected _linkConnectionTypes(inputIndex0: number, inputIndex1: number, looseCoupling = false) {\r\n if (looseCoupling) {\r\n this._inputs[inputIndex1]._acceptedConnectionPointType = this._inputs[inputIndex0];\r\n } else {\r\n this._inputs[inputIndex0]._linkedConnectionSource = this._inputs[inputIndex1];\r\n this._inputs[inputIndex0]._isMainLinkSource = true;\r\n }\r\n\r\n this._inputs[inputIndex1]._linkedConnectionSource = this._inputs[inputIndex0];\r\n }\r\n\r\n /**\r\n * Initialize the block and prepare the context for build\r\n */\r\n public initialize() {\r\n // Do nothing\r\n }\r\n\r\n /**\r\n * Lets the block try to connect some inputs automatically\r\n */\r\n public autoConfigure() {\r\n // Do nothing\r\n }\r\n\r\n /**\r\n * Find an input by its name\r\n * @param name defines the name of the input to look for\r\n * @returns the input or null if not found\r\n */\r\n public getInputByName(name: string) {\r\n const filter = this._inputs.filter((e) => e.name === name);\r\n\r\n if (filter.length) {\r\n return filter[0];\r\n }\r\n\r\n return null;\r\n }\r\n\r\n /**\r\n * Find an output by its name\r\n * @param name defines the name of the output to look for\r\n * @returns the output or null if not found\r\n */\r\n public getOutputByName(name: string) {\r\n const filter = this._outputs.filter((e) => e.name === name);\r\n\r\n if (filter.length) {\r\n return filter[0];\r\n }\r\n\r\n return null;\r\n }\r\n\r\n /**\r\n * Serializes this block in a JSON representation\r\n * @returns the serialized block object\r\n */\r\n public serialize(): any {\r\n const serializationObject: any = {};\r\n\r\n serializationObject.customType = \"BABYLON.\" + this.getClassName();\r\n serializationObject.id = this.uniqueId;\r\n serializationObject.name = this.name;\r\n serializationObject.visibleOnFrame = this.visibleOnFrame;\r\n serializationObject.disabled = this.disabled;\r\n if (this._additionalConstructionParameters) {\r\n serializationObject.additionalConstructionParameters = this._additionalConstructionParameters;\r\n }\r\n\r\n serializationObject.inputs = [];\r\n serializationObject.outputs = [];\r\n\r\n for (const input of this.inputs) {\r\n serializationObject.inputs.push(input.serialize());\r\n }\r\n\r\n for (const output of this.outputs) {\r\n serializationObject.outputs.push(output.serialize(false));\r\n }\r\n\r\n return serializationObject;\r\n }\r\n /**\r\n * @internal\r\n */\r\n public _deserialize(serializationObject: any) {\r\n this._name = serializationObject.name;\r\n this.comments = serializationObject.comments;\r\n this.visibleOnFrame = serializationObject.visibleOnFrame;\r\n this.disabled = serializationObject.disabled;\r\n\r\n this._deserializePortDisplayNamesAndExposedOnFrame(serializationObject);\r\n }\r\n\r\n private _deserializePortDisplayNamesAndExposedOnFrame(serializationObject: any) {\r\n const serializedInputs = serializationObject.inputs;\r\n const serializedOutputs = serializationObject.outputs;\r\n\r\n if (serializedInputs) {\r\n for (const port of serializedInputs) {\r\n const input = this.inputs.find((i) => i.name === port.name);\r\n if (!input) {\r\n continue;\r\n }\r\n if (port.displayName) {\r\n input.displayName = port.displayName;\r\n }\r\n if (port.isExposedOnFrame) {\r\n input.isExposedOnFrame = port.isExposedOnFrame;\r\n input.exposedPortPosition = port.exposedPortPosition;\r\n }\r\n }\r\n }\r\n\r\n if (serializedOutputs) {\r\n for (let i = 0; i < serializedOutputs.length; i++) {\r\n const port = serializedOutputs[i];\r\n if (port.displayName) {\r\n this.outputs[i].displayName = port.displayName;\r\n }\r\n if (port.isExposedOnFrame) {\r\n this.outputs[i].isExposedOnFrame = port.isExposedOnFrame;\r\n this.outputs[i].exposedPortPosition = port.exposedPortPosition;\r\n }\r\n }\r\n }\r\n }\r\n\r\n protected _dumpPropertiesCode() {\r\n const variableName = this._codeVariableName;\r\n return `${variableName}.visibleOnFrame = ${this.visibleOnFrame};\\n${variableName}.disabled = ${this.disabled};\\n`;\r\n }\r\n\r\n /**\r\n * @internal\r\n */\r\n public _dumpCodeForOutputConnections(alreadyDumped: NodeRenderGraphBlock[]) {\r\n let codeString = \"\";\r\n\r\n if (alreadyDumped.indexOf(this) !== -1) {\r\n return codeString;\r\n }\r\n\r\n alreadyDumped.push(this);\r\n\r\n for (const input of this.inputs) {\r\n if (!input.isConnected) {\r\n continue;\r\n }\r\n\r\n const connectedOutput = input.connectedPoint!;\r\n const connectedBlock = connectedOutput.ownerBlock;\r\n\r\n codeString += connectedBlock._dumpCodeForOutputConnections(alreadyDumped);\r\n codeString += `${connectedBlock._codeVariableName}.${connectedBlock._outputRename(connectedOutput.name)}.connectTo(${this._codeVariableName}.${this._inputRename(\r\n input.name\r\n )});\\n`;\r\n }\r\n\r\n return codeString;\r\n }\r\n\r\n /**\r\n * @internal\r\n */\r\n public _dumpCode(uniqueNames: string[], alreadyDumped: NodeRenderGraphBlock[]) {\r\n alreadyDumped.push(this);\r\n\r\n // Get unique name\r\n const nameAsVariableName = this.name.replace(/[^A-Za-z_]+/g, \"\");\r\n this._codeVariableName = nameAsVariableName || `${this.getClassName()}_${this.uniqueId}`;\r\n\r\n if (uniqueNames.indexOf(this._codeVariableName) !== -1) {\r\n let index = 0;\r\n do {\r\n index++;\r\n this._codeVariableName = nameAsVariableName + index;\r\n } while (uniqueNames.indexOf(this._codeVariableName) !== -1);\r\n }\r\n\r\n uniqueNames.push(this._codeVariableName);\r\n\r\n // Declaration\r\n let codeString = `\\n// ${this.getClassName()}\\n`;\r\n if (this.comments) {\r\n codeString += `// ${this.comments}\\n`;\r\n }\r\n const className = this.getClassName();\r\n if (className === \"NodeRenderGraphInputBlock\") {\r\n const block = this as unknown as NodeRenderGraphInputBlock;\r\n const blockType = block.type;\r\n\r\n codeString += `var ${this._codeVariableName} = new BABYLON.NodeRenderGraphInputBlock(\"${this.name}\", nodeRenderGraph.frameGraph, scene, BABYLON.NodeRenderGraphBlockConnectionPointTypes.${NodeRenderGraphBlockConnectionPointTypes[blockType]});\\n`;\r\n } else {\r\n if (this._additionalConstructionParameters) {\r\n codeString += `var ${this._codeVariableName} = new BABYLON.${className}(\"${this.name}\", nodeRenderGraph.frameGraph, scene, ...${JSON.stringify(this._additionalConstructionParameters)});\\n`;\r\n } else {\r\n codeString += `var ${this._codeVariableName} = new BABYLON.${className}(\"${this.name}\", nodeRenderGraph.frameGraph, scene);\\n`;\r\n }\r\n }\r\n\r\n // Properties\r\n codeString += this._dumpPropertiesCode() + \"\\n\";\r\n\r\n // Inputs\r\n for (const input of this.inputs) {\r\n if (!input.isConnected) {\r\n continue;\r\n }\r\n\r\n const connectedOutput = input.connectedPoint!;\r\n const connectedBlock = connectedOutput.ownerBlock;\r\n\r\n if (alreadyDumped.indexOf(connectedBlock) === -1) {\r\n codeString += connectedBlock._dumpCode(uniqueNames, alreadyDumped);\r\n }\r\n }\r\n\r\n // Outputs\r\n for (const output of this.outputs) {\r\n if (!output.hasEndpoints) {\r\n continue;\r\n }\r\n\r\n for (const endpoint of output.endpoints) {\r\n const connectedBlock = endpoint.ownerBlock;\r\n if (connectedBlock && alreadyDumped.indexOf(connectedBlock) === -1) {\r\n codeString += connectedBlock._dumpCode(uniqueNames, alreadyDumped);\r\n }\r\n }\r\n }\r\n\r\n return codeString;\r\n }\r\n\r\n /**\r\n * Clone the current block to a new identical block\r\n * @returns a copy of the current block\r\n */\r\n public clone() {\r\n const serializationObject = this.serialize();\r\n const blockType: typeof NodeRenderGraphBlock = GetClass(serializationObject.customType);\r\n\r\n if (blockType) {\r\n const additionalConstructionParameters = serializationObject.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(serializationObject);\r\n return block;\r\n }\r\n\r\n return null;\r\n }\r\n\r\n /**\r\n * Release resources\r\n */\r\n public dispose() {\r\n for (const input of this.inputs) {\r\n input.dispose();\r\n }\r\n\r\n for (const output of this.outputs) {\r\n output.dispose();\r\n }\r\n\r\n this._frameGraphTask?.dispose();\r\n this._frameGraphTask = undefined as any;\r\n\r\n this.onBuildObservable.clear();\r\n }\r\n}\r\n"]}
1
+ 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type {\r\n NodeRenderGraphBuildState,\r\n Nullable,\r\n NodeRenderGraphInputBlock,\r\n AbstractEngine,\r\n Scene,\r\n FrameGraphTask,\r\n FrameGraph,\r\n NodeRenderGraphResourceContainerBlock,\r\n FrameGraphTextureHandle,\r\n} from \"core/index\";\r\nimport { GetClass } from \"../../Misc/typeStore\";\r\nimport { serialize } from \"../../Misc/decorators\";\r\nimport { UniqueIdGenerator } from \"../../Misc/uniqueIdGenerator\";\r\nimport { NodeRenderGraphBlockConnectionPointTypes, NodeRenderGraphConnectionPointDirection } from \"./Types/nodeRenderGraphTypes\";\r\nimport { Observable } from \"../../Misc/observable\";\r\nimport { Logger } from \"../../Misc/logger\";\r\nimport { NodeRenderGraphConnectionPoint } from \"./nodeRenderGraphBlockConnectionPoint\";\r\n\r\n/**\r\n * Defines a block that can be used inside a node render graph\r\n */\r\nexport class NodeRenderGraphBlock {\r\n private _name = \"\";\r\n private _buildId: number;\r\n protected _isInput = false;\r\n protected _isTeleportOut = false;\r\n protected _isTeleportIn = false;\r\n protected _isDebug = false;\r\n protected _isUnique = false;\r\n protected _scene: Scene;\r\n protected _engine: AbstractEngine;\r\n protected _frameGraph: FrameGraph;\r\n protected _frameGraphTask?: FrameGraphTask;\r\n\r\n /**\r\n * Gets or sets the disable flag of the task associated with this block\r\n */\r\n public get disabled() {\r\n return !!this._frameGraphTask?.disabled;\r\n }\r\n\r\n public set disabled(value: boolean) {\r\n if (this._frameGraphTask) {\r\n this._frameGraphTask.disabled = value;\r\n }\r\n }\r\n\r\n /**\r\n * Gets the frame graph task associated with this block\r\n */\r\n public get task() {\r\n return this._frameGraphTask;\r\n }\r\n\r\n /**\r\n * Gets an observable raised when the block is built\r\n */\r\n public onBuildObservable = new Observable<NodeRenderGraphBlock>();\r\n\r\n /** @internal */\r\n public _inputs = new Array<NodeRenderGraphConnectionPoint>();\r\n\r\n /** @internal */\r\n public _outputs = new Array<NodeRenderGraphConnectionPoint>();\r\n\r\n /** @internal */\r\n public _codeVariableName = \"\";\r\n\r\n /** @internal */\r\n public _additionalConstructionParameters: Nullable<unknown[]> = null;\r\n\r\n /**\r\n * Gets the list of input points\r\n */\r\n public get inputs(): NodeRenderGraphConnectionPoint[] {\r\n return this._inputs;\r\n }\r\n\r\n /** Gets the list of output points */\r\n public get outputs(): NodeRenderGraphConnectionPoint[] {\r\n return this._outputs;\r\n }\r\n\r\n /**\r\n * Gets or sets the unique id of the node\r\n */\r\n public uniqueId: number;\r\n\r\n /**\r\n * Gets or set the name of the block\r\n */\r\n public get name(): string {\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 /**\r\n * Gets a boolean indicating if this block is an input\r\n */\r\n public get isInput(): boolean {\r\n return this._isInput;\r\n }\r\n\r\n /**\r\n * Gets a boolean indicating if this block is a teleport out\r\n */\r\n public get isTeleportOut(): boolean {\r\n return this._isTeleportOut;\r\n }\r\n\r\n /**\r\n * Gets a boolean indicating if this block is a teleport in\r\n */\r\n public get isTeleportIn(): boolean {\r\n return this._isTeleportIn;\r\n }\r\n\r\n /**\r\n * Gets a boolean indicating if this block is a debug block\r\n */\r\n public get isDebug(): boolean {\r\n return this._isDebug;\r\n }\r\n\r\n /**\r\n * Gets a boolean indicating that this block can only be used once per node render graph\r\n */\r\n public get isUnique() {\r\n return this._isUnique;\r\n }\r\n\r\n /**\r\n * A free comment about the block\r\n */\r\n @serialize(\"comment\")\r\n public comments: string;\r\n\r\n /** Gets or sets a boolean indicating that this input can be edited from a collapsed frame */\r\n public visibleOnFrame = false;\r\n\r\n /**\r\n * Gets the current class name e.g. \"NodeRenderGraphBlock\"\r\n * @returns the class name\r\n */\r\n public getClassName() {\r\n return \"NodeRenderGraphBlock\";\r\n }\r\n\r\n protected _inputRename(name: string) {\r\n return name;\r\n }\r\n\r\n protected _outputRename(name: string) {\r\n return name;\r\n }\r\n\r\n /**\r\n * Checks if the current block is an ancestor of a given block\r\n * @param block defines the potential descendant block to check\r\n * @returns true if block is a descendant\r\n */\r\n public isAnAncestorOf(block: NodeRenderGraphBlock): boolean {\r\n for (const output of this._outputs) {\r\n if (!output.hasEndpoints) {\r\n continue;\r\n }\r\n\r\n for (const endpoint of output.endpoints) {\r\n if (endpoint.ownerBlock === block) {\r\n return true;\r\n }\r\n\r\n if (endpoint.ownerBlock.isAnAncestorOf(block)) {\r\n return true;\r\n }\r\n }\r\n }\r\n return false;\r\n }\r\n\r\n /**\r\n * Checks if the current block is an ancestor of a given type\r\n * @param type defines the potential type to check\r\n * @returns true if block is a descendant\r\n */\r\n public isAnAncestorOfType(type: string): boolean {\r\n if (this.getClassName() === type) {\r\n return true;\r\n }\r\n\r\n for (const output of this._outputs) {\r\n if (!output.hasEndpoints) {\r\n continue;\r\n }\r\n\r\n for (const endpoint of output.endpoints) {\r\n if (endpoint.ownerBlock.isAnAncestorOfType(type)) {\r\n return true;\r\n }\r\n }\r\n }\r\n\r\n return false;\r\n }\r\n\r\n /**\r\n * Get the first descendant using a predicate\r\n * @param predicate defines the predicate to check\r\n * @returns descendant or null if none found\r\n */\r\n public getDescendantOfPredicate(predicate: (block: NodeRenderGraphBlock) => boolean): Nullable<NodeRenderGraphBlock> {\r\n if (predicate(this)) {\r\n return this;\r\n }\r\n\r\n for (const output of this._outputs) {\r\n if (!output.hasEndpoints) {\r\n continue;\r\n }\r\n\r\n for (const endpoint of output.endpoints) {\r\n const descendant = endpoint.ownerBlock.getDescendantOfPredicate(predicate);\r\n if (descendant) {\r\n return descendant;\r\n }\r\n }\r\n }\r\n\r\n return null;\r\n }\r\n\r\n /**\r\n * Creates a new NodeRenderGraphBlock\r\n * @param name defines the block name\r\n * @param frameGraph defines the hosting frame graph\r\n * @param scene defines the hosting scene\r\n * @param _additionalConstructionParameters defines additional parameters to pass to the block constructor\r\n */\r\n public constructor(name: string, frameGraph: FrameGraph, scene: Scene, ..._additionalConstructionParameters: unknown[]) {\r\n this._name = name;\r\n this._frameGraph = frameGraph;\r\n this._scene = scene;\r\n this._engine = scene.getEngine();\r\n this.uniqueId = UniqueIdGenerator.UniqueId;\r\n }\r\n\r\n /**\r\n * Register a new input. Must be called inside a block constructor\r\n * @param name defines the connection point name\r\n * @param type defines the connection point type\r\n * @param isOptional defines a boolean indicating that this input can be omitted\r\n * @param point an already created connection point. If not provided, create a new one\r\n * @returns the current block\r\n */\r\n public registerInput(name: string, type: NodeRenderGraphBlockConnectionPointTypes, isOptional: boolean = false, point?: NodeRenderGraphConnectionPoint) {\r\n point = point ?? new NodeRenderGraphConnectionPoint(name, this, NodeRenderGraphConnectionPointDirection.Input);\r\n point.type = type;\r\n point.isOptional = isOptional;\r\n\r\n this._inputs.push(point);\r\n\r\n return this;\r\n }\r\n\r\n /**\r\n * Register a new output. Must be called inside a block constructor\r\n * @param name defines the connection point name\r\n * @param type defines the connection point type\r\n * @param point an already created connection point. If not provided, create a new one\r\n * @returns the current block\r\n */\r\n public registerOutput(name: string, type: NodeRenderGraphBlockConnectionPointTypes, point?: NodeRenderGraphConnectionPoint) {\r\n point = point ?? new NodeRenderGraphConnectionPoint(name, this, NodeRenderGraphConnectionPointDirection.Output);\r\n point.type = type;\r\n\r\n this._outputs.push(point);\r\n\r\n return this;\r\n }\r\n\r\n protected _addDependenciesInput(additionalAllowedTypes = 0) {\r\n this.registerInput(\"dependencies\", NodeRenderGraphBlockConnectionPointTypes.AutoDetect, true);\r\n\r\n const dependencies = this.getInputByName(\"dependencies\")!;\r\n\r\n dependencies.addExcludedConnectionPointFromAllowedTypes(\r\n NodeRenderGraphBlockConnectionPointTypes.TextureAllButBackBuffer |\r\n NodeRenderGraphBlockConnectionPointTypes.ResourceContainer |\r\n NodeRenderGraphBlockConnectionPointTypes.ShadowGenerator |\r\n additionalAllowedTypes\r\n );\r\n\r\n return dependencies;\r\n }\r\n\r\n protected _buildBlock(_state: NodeRenderGraphBuildState) {\r\n // Empty. Must be defined by child nodes\r\n }\r\n\r\n protected _customBuildStep(_state: NodeRenderGraphBuildState): void {\r\n // Must be implemented by children\r\n }\r\n\r\n protected _propagateInputValueToOutput(inputConnectionPoint: NodeRenderGraphConnectionPoint, outputConnectionPoint: NodeRenderGraphConnectionPoint) {\r\n if (inputConnectionPoint.connectedPoint) {\r\n outputConnectionPoint.value = inputConnectionPoint.connectedPoint.value;\r\n }\r\n }\r\n\r\n /**\r\n * Build the current node and generate the vertex data\r\n * @param state defines the current generation state\r\n * @returns true if already built\r\n */\r\n public build(state: NodeRenderGraphBuildState): boolean {\r\n if (this._buildId === state.buildId) {\r\n return true;\r\n }\r\n\r\n this._buildId = state.buildId;\r\n\r\n // Check if \"parent\" blocks are compiled\r\n for (const input of this._inputs) {\r\n if (!input.connectedPoint) {\r\n if (!input.isOptional) {\r\n // Emit a warning\r\n state._notConnectedNonOptionalInputs.push(input);\r\n }\r\n continue;\r\n }\r\n\r\n const block = input.connectedPoint.ownerBlock;\r\n if (block && block !== this) {\r\n block.build(state);\r\n }\r\n }\r\n\r\n this._customBuildStep(state);\r\n\r\n // Logs\r\n if (state.verbose) {\r\n Logger.Log(`Building ${this.name} [${this.getClassName()}]`);\r\n }\r\n\r\n if (this._frameGraphTask) {\r\n this._frameGraphTask.name = this.name;\r\n }\r\n\r\n this._buildBlock(state);\r\n\r\n if (this._frameGraphTask) {\r\n this._frameGraphTask.dependencies = undefined;\r\n\r\n const dependenciesConnectedPoint = this.getInputByName(\"dependencies\")?.connectedPoint;\r\n if (dependenciesConnectedPoint) {\r\n if (dependenciesConnectedPoint.type === NodeRenderGraphBlockConnectionPointTypes.ResourceContainer) {\r\n const container = dependenciesConnectedPoint.ownerBlock as NodeRenderGraphResourceContainerBlock;\r\n for (let i = 0; i < container.inputs.length; i++) {\r\n const input = container.inputs[i];\r\n if (input.connectedPoint && input.connectedPoint.value !== undefined && NodeRenderGraphConnectionPoint.IsTextureHandle(input.connectedPoint.value)) {\r\n this._frameGraphTask.dependencies = this._frameGraphTask.dependencies || new Set();\r\n this._frameGraphTask.dependencies.add(input.connectedPoint.value as FrameGraphTextureHandle);\r\n }\r\n }\r\n } else if (NodeRenderGraphConnectionPoint.IsTextureHandle(dependenciesConnectedPoint.value)) {\r\n this._frameGraphTask.dependencies = this._frameGraphTask.dependencies || new Set();\r\n this._frameGraphTask.dependencies.add(dependenciesConnectedPoint.value as FrameGraphTextureHandle);\r\n }\r\n }\r\n this._frameGraph.addTask(this._frameGraphTask);\r\n }\r\n\r\n this.onBuildObservable.notifyObservers(this);\r\n\r\n return false;\r\n }\r\n\r\n protected _linkConnectionTypes(inputIndex0: number, inputIndex1: number, looseCoupling = false) {\r\n if (looseCoupling) {\r\n this._inputs[inputIndex1]._acceptedConnectionPointType = this._inputs[inputIndex0];\r\n } else {\r\n this._inputs[inputIndex0]._linkedConnectionSource = this._inputs[inputIndex1];\r\n this._inputs[inputIndex0]._isMainLinkSource = true;\r\n }\r\n\r\n this._inputs[inputIndex1]._linkedConnectionSource = this._inputs[inputIndex0];\r\n }\r\n\r\n /**\r\n * Initialize the block and prepare the context for build\r\n */\r\n public initialize() {\r\n // Do nothing\r\n }\r\n\r\n /**\r\n * Lets the block try to connect some inputs automatically\r\n */\r\n public autoConfigure() {\r\n // Do nothing\r\n }\r\n\r\n /**\r\n * Find an input by its name\r\n * @param name defines the name of the input to look for\r\n * @returns the input or null if not found\r\n */\r\n public getInputByName(name: string) {\r\n const filter = this._inputs.filter((e) => e.name === name);\r\n\r\n if (filter.length) {\r\n return filter[0];\r\n }\r\n\r\n return null;\r\n }\r\n\r\n /**\r\n * Find an output by its name\r\n * @param name defines the name of the output to look for\r\n * @returns the output or null if not found\r\n */\r\n public getOutputByName(name: string) {\r\n const filter = this._outputs.filter((e) => e.name === name);\r\n\r\n if (filter.length) {\r\n return filter[0];\r\n }\r\n\r\n return null;\r\n }\r\n\r\n /**\r\n * Serializes this block in a JSON representation\r\n * @returns the serialized block object\r\n */\r\n public serialize(): any {\r\n const serializationObject: any = {};\r\n\r\n serializationObject.customType = \"BABYLON.\" + this.getClassName();\r\n serializationObject.id = this.uniqueId;\r\n serializationObject.name = this.name;\r\n serializationObject.visibleOnFrame = this.visibleOnFrame;\r\n serializationObject.disabled = this.disabled;\r\n if (this._additionalConstructionParameters) {\r\n serializationObject.additionalConstructionParameters = this._additionalConstructionParameters;\r\n }\r\n\r\n serializationObject.inputs = [];\r\n serializationObject.outputs = [];\r\n\r\n for (const input of this.inputs) {\r\n serializationObject.inputs.push(input.serialize());\r\n }\r\n\r\n for (const output of this.outputs) {\r\n serializationObject.outputs.push(output.serialize(false));\r\n }\r\n\r\n return serializationObject;\r\n }\r\n /**\r\n * @internal\r\n */\r\n public _deserialize(serializationObject: any) {\r\n this._name = serializationObject.name;\r\n this.comments = serializationObject.comments;\r\n this.visibleOnFrame = serializationObject.visibleOnFrame;\r\n this.disabled = serializationObject.disabled;\r\n\r\n this._deserializePortDisplayNamesAndExposedOnFrame(serializationObject);\r\n }\r\n\r\n private _deserializePortDisplayNamesAndExposedOnFrame(serializationObject: any) {\r\n const serializedInputs = serializationObject.inputs;\r\n const serializedOutputs = serializationObject.outputs;\r\n\r\n if (serializedInputs) {\r\n for (const port of serializedInputs) {\r\n const input = this.inputs.find((i) => i.name === port.name);\r\n if (!input) {\r\n continue;\r\n }\r\n if (port.displayName) {\r\n input.displayName = port.displayName;\r\n }\r\n if (port.isExposedOnFrame) {\r\n input.isExposedOnFrame = port.isExposedOnFrame;\r\n input.exposedPortPosition = port.exposedPortPosition;\r\n }\r\n }\r\n }\r\n\r\n if (serializedOutputs) {\r\n for (let i = 0; i < serializedOutputs.length; i++) {\r\n const port = serializedOutputs[i];\r\n if (port.displayName) {\r\n this.outputs[i].displayName = port.displayName;\r\n }\r\n if (port.isExposedOnFrame) {\r\n this.outputs[i].isExposedOnFrame = port.isExposedOnFrame;\r\n this.outputs[i].exposedPortPosition = port.exposedPortPosition;\r\n }\r\n }\r\n }\r\n }\r\n\r\n protected _dumpPropertiesCode() {\r\n const variableName = this._codeVariableName;\r\n return `${variableName}.visibleOnFrame = ${this.visibleOnFrame};\\n${variableName}.disabled = ${this.disabled};\\n`;\r\n }\r\n\r\n /**\r\n * @internal\r\n */\r\n public _dumpCodeForOutputConnections(alreadyDumped: NodeRenderGraphBlock[]) {\r\n let codeString = \"\";\r\n\r\n if (alreadyDumped.indexOf(this) !== -1) {\r\n return codeString;\r\n }\r\n\r\n alreadyDumped.push(this);\r\n\r\n for (const input of this.inputs) {\r\n if (!input.isConnected) {\r\n continue;\r\n }\r\n\r\n const connectedOutput = input.connectedPoint!;\r\n const connectedBlock = connectedOutput.ownerBlock;\r\n\r\n codeString += connectedBlock._dumpCodeForOutputConnections(alreadyDumped);\r\n codeString += `${connectedBlock._codeVariableName}.${connectedBlock._outputRename(connectedOutput.name)}.connectTo(${this._codeVariableName}.${this._inputRename(\r\n input.name\r\n )});\\n`;\r\n }\r\n\r\n return codeString;\r\n }\r\n\r\n /**\r\n * @internal\r\n */\r\n public _dumpCode(uniqueNames: string[], alreadyDumped: NodeRenderGraphBlock[]) {\r\n alreadyDumped.push(this);\r\n\r\n // Get unique name\r\n const nameAsVariableName = this.name.replace(/[^A-Za-z_]+/g, \"\");\r\n this._codeVariableName = nameAsVariableName || `${this.getClassName()}_${this.uniqueId}`;\r\n\r\n if (uniqueNames.indexOf(this._codeVariableName) !== -1) {\r\n let index = 0;\r\n do {\r\n index++;\r\n this._codeVariableName = nameAsVariableName + index;\r\n } while (uniqueNames.indexOf(this._codeVariableName) !== -1);\r\n }\r\n\r\n uniqueNames.push(this._codeVariableName);\r\n\r\n // Declaration\r\n let codeString = `\\n// ${this.getClassName()}\\n`;\r\n if (this.comments) {\r\n codeString += `// ${this.comments}\\n`;\r\n }\r\n const className = this.getClassName();\r\n if (className === \"NodeRenderGraphInputBlock\") {\r\n const block = this as unknown as NodeRenderGraphInputBlock;\r\n const blockType = block.type;\r\n\r\n codeString += `var ${this._codeVariableName} = new BABYLON.NodeRenderGraphInputBlock(\"${this.name}\", nodeRenderGraph.frameGraph, scene, BABYLON.NodeRenderGraphBlockConnectionPointTypes.${NodeRenderGraphBlockConnectionPointTypes[blockType]});\\n`;\r\n } else {\r\n if (this._additionalConstructionParameters) {\r\n codeString += `var ${this._codeVariableName} = new BABYLON.${className}(\"${this.name}\", nodeRenderGraph.frameGraph, scene, ...${JSON.stringify(this._additionalConstructionParameters)});\\n`;\r\n } else {\r\n codeString += `var ${this._codeVariableName} = new BABYLON.${className}(\"${this.name}\", nodeRenderGraph.frameGraph, scene);\\n`;\r\n }\r\n }\r\n\r\n // Properties\r\n codeString += this._dumpPropertiesCode() + \"\\n\";\r\n\r\n // Inputs\r\n for (const input of this.inputs) {\r\n if (!input.isConnected) {\r\n continue;\r\n }\r\n\r\n const connectedOutput = input.connectedPoint!;\r\n const connectedBlock = connectedOutput.ownerBlock;\r\n\r\n if (alreadyDumped.indexOf(connectedBlock) === -1) {\r\n codeString += connectedBlock._dumpCode(uniqueNames, alreadyDumped);\r\n }\r\n }\r\n\r\n // Outputs\r\n for (const output of this.outputs) {\r\n if (!output.hasEndpoints) {\r\n continue;\r\n }\r\n\r\n for (const endpoint of output.endpoints) {\r\n const connectedBlock = endpoint.ownerBlock;\r\n if (connectedBlock && alreadyDumped.indexOf(connectedBlock) === -1) {\r\n codeString += connectedBlock._dumpCode(uniqueNames, alreadyDumped);\r\n }\r\n }\r\n }\r\n\r\n return codeString;\r\n }\r\n\r\n /**\r\n * Clone the current block to a new identical block\r\n * @returns a copy of the current block\r\n */\r\n public clone() {\r\n const serializationObject = this.serialize();\r\n const blockType: typeof NodeRenderGraphBlock = GetClass(serializationObject.customType);\r\n\r\n if (blockType) {\r\n const additionalConstructionParameters = serializationObject.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(serializationObject);\r\n return block;\r\n }\r\n\r\n return null;\r\n }\r\n\r\n /**\r\n * Release resources\r\n */\r\n public dispose() {\r\n for (const input of this.inputs) {\r\n input.dispose();\r\n }\r\n\r\n for (const output of this.outputs) {\r\n output.dispose();\r\n }\r\n\r\n this._frameGraphTask?.dispose();\r\n this._frameGraphTask = undefined as any;\r\n\r\n this.onBuildObservable.clear();\r\n }\r\n}\r\n"]}
@@ -1 +1 @@
1
- {"version":3,"file":"nodeRenderGraphBlockConnectionPoint.js","sourceRoot":"","sources":["../../../../../dev/core/src/FrameGraph/Node/nodeRenderGraphBlockConnectionPoint.ts"],"names":[],"mappings":"AASA,OAAO,EAAE,UAAU,EAAE,MAAM,uBAAuB,CAAC;AACnD,OAAO,EAAE,wCAAwC,EAA8F,MAAM,8BAA8B,CAAC;AAEpL;;GAEG;AACH,MAAM,OAAO,8BAA8B;IAuBvC,sCAAsC;IACtC,IAAW,SAAS;QAChB,OAAO,IAAI,CAAC,UAAU,CAAC;IAC3B,CAAC;IAED;;;;OAIG;IACI,MAAM,CAAC,eAAe,CAAC,KAA+D;QACzF,OAAO,KAAK,KAAK,SAAS,IAAI,MAAM,CAAC,QAAQ,CAAC,KAAK,CAAC,CAAC;IACzD,CAAC;IAED;;;;OAIG;IACI,MAAM,CAAC,iBAAiB,CAAC,KAA+D;QAC3F,OAAO,KAAK,KAAK,SAAS,IAAK,KAAuC,CAAC,OAAO,KAAK,SAAS,CAAC;IACjG,CAAC;IAED;;;;OAIG;IACI,MAAM,CAAC,aAAa,CAAC,KAA+D;QACvF,OAAO,KAAK,KAAK,SAAS,IAAK,KAAsB,CAAC,yBAAyB,KAAK,SAAS,CAAC;IAClG,CAAC;IAwCD;;OAEG;IACH,IAAW,IAAI;QACX,IAAI,IAAI,CAAC,KAAK,KAAK,wCAAwC,CAAC,UAAU,EAAE,CAAC;YACrE,IAAI,IAAI,CAAC,WAAW,CAAC,OAAO,EAAE,CAAC;gBAC3B,OAAQ,IAAI,CAAC,WAAyC,CAAC,IAAI,CAAC;YAChE,CAAC;YAED,IAAI,IAAI,CAAC,eAAe,EAAE,CAAC;gBACvB,OAAO,IAAI,CAAC,eAAe,CAAC,IAAI,CAAC;YACrC,CAAC;YAED,IAAI,IAAI,CAAC,uBAAuB,EAAE,CAAC;gBAC/B,IAAI,IAAI,CAAC,uBAAuB,CAAC,WAAW,EAAE,CAAC;oBAC3C,OAAO,IAAI,CAAC,uBAAuB,CAAC,IAAI,CAAC;gBAC7C,CAAC;gBACD,IAAI,IAAI,CAAC,uBAAuB,CAAC,2BAA2B,EAAE,CAAC;oBAC3D,OAAO,IAAI,CAAC,uBAAuB,CAAC,2BAA2B,CAAC;gBACpE,CAAC;YACL,CAAC;YAED,IAAI,IAAI,CAAC,2BAA2B,EAAE,CAAC;gBACnC,OAAO,IAAI,CAAC,2BAA2B,CAAC;YAC5C,CAAC;QACL,CAAC;QAED,IAAI,IAAI,CAAC,KAAK,KAAK,wCAAwC,CAAC,YAAY,EAAE,CAAC;YACvE,IAAI,IAAI,CAAC,qBAAqB,EAAE,CAAC;gBAC7B,MAAM,oBAAoB,GAAG,OAAO,IAAI,CAAC,qBAAqB,KAAK,UAAU,CAAC,CAAC,CAAC,IAAI,CAAC,qBAAqB,EAAE,CAAC,CAAC,CAAC,IAAI,CAAC,qBAAqB,CAAC;gBAC1I,IAAI,CAAC,oBAAoB,CAAC,WAAW,EAAE,CAAC;oBACpC,OAAO,IAAI,CAAC,2BAA2B,IAAI,oBAAoB,CAAC,IAAI,CAAC;gBACzE,CAAC;gBACD,OAAO,oBAAoB,CAAC,eAAgB,CAAC,IAAI,CAAC;YACtD,CAAC;iBAAM,IAAI,IAAI,CAAC,2BAA2B,EAAE,CAAC;gBAC1C,OAAO,IAAI,CAAC,2BAA2B,CAAC;YAC5C,CAAC;QACL,CAAC;QAED,OAAO,IAAI,CAAC,KAAK,CAAC;IACtB,CAAC;IAED,IAAW,IAAI,CAAC,KAA+C;QAC3D,IAAI,CAAC,KAAK,GAAG,KAAK,CAAC;IACvB,CAAC;IAiBD;;OAEG;IACH,IAAW,WAAW;QAClB,OAAO,IAAI,CAAC,cAAc,KAAK,IAAI,IAAI,IAAI,CAAC,YAAY,CAAC;IAC7D,CAAC;IAED,oDAAoD;IACpD,IAAW,cAAc;QACrB,OAAO,IAAI,CAAC,eAAe,CAAC;IAChC,CAAC;IAED,oDAAoD;IACpD,IAAW,UAAU;QACjB,OAAO,IAAI,CAAC,WAAW,CAAC;IAC5B,CAAC;IAED,4EAA4E;IAC5E,IAAW,WAAW;QAClB,IAAI,CAAC,IAAI,CAAC,eAAe,EAAE,CAAC;YACxB,OAAO,IAAI,CAAC;QAChB,CAAC;QAED,OAAO,IAAI,CAAC,eAAe,CAAC,UAAU,CAAC;IAC3C,CAAC;IAED,2EAA2E;IAC3E,IAAW,eAAe;QACtB,IAAI,IAAI,CAAC,UAAU,CAAC,MAAM,KAAK,CAAC,EAAE,CAAC;YAC/B,OAAO,EAAE,CAAC;QACd,CAAC;QAED,OAAO,IAAI,CAAC,UAAU,CAAC,GAAG,CAAC,CAAC,CAAC,EAAE,EAAE,CAAC,CAAC,CAAC,UAAU,CAAC,CAAC;IACpD,CAAC;IAED,2CAA2C;IAC3C,IAAW,SAAS;QAChB,OAAO,IAAI,CAAC,UAAU,CAAC;IAC3B,CAAC;IAED,wFAAwF;IACxF,IAAW,YAAY;QACnB,OAAO,IAAI,CAAC,UAAU,IAAI,IAAI,CAAC,UAAU,CAAC,MAAM,GAAG,CAAC,CAAC;IACzD,CAAC;IAED,kFAAkF;IAClF,IAAW,SAAS;QAChB,IAAI,IAAI,CAAC,uBAAuB,IAAI,CAAC,IAAI,CAAC,iBAAiB,IAAI,IAAI,CAAC,uBAAuB,CAAC,WAAW,EAAE,CAAC;YACtG,OAAO,IAAI,CAAC,IAAI,CAAC;QACrB,CAAC;QACD,OAAO,IAAI,CAAC,KAAK,CAAC;IACtB,CAAC;IAED;;;;OAIG;IACI,sBAAsB;QACzB,OAAO,IAAI,CAAC;IAChB,CAAC;IAED;;;;;OAKG;IACH,YAAmB,IAAY,EAAE,UAAgC,EAAE,SAAkD;QA5N7G,oBAAe,GAA6C,IAAI,CAAC;QAEzE,gBAAgB;QACT,iCAA4B,GAA6C,IAAI,CAAC;QAE7E,eAAU,GAAG,IAAI,KAAK,EAAkC,CAAC;QAEzD,UAAK,GAAG,wCAAwC,CAAC,SAAS,CAAC;QAEnE,gBAAgB;QACT,4BAAuB,GAA6C,IAAI,CAAC;QAEhF,gBAAgB;QACT,sBAAiB,GAAG,KAAK,CAAC;QAEjC,gBAAgB;QACT,0BAAqB,GAAsF,IAAI,CAAC;QAEvH,gBAAgB;QACT,gCAA2B,GAAuD,IAAI,CAAC;QAuC9F,yGAAyG;QAClG,gCAA2B,GAAY,KAAK,CAAC;QAEpD;;WAEG;QACI,iCAA4B,GAA+C,EAAE,CAAC;QAErF;;WAEG;QACI,iCAA4B,GAA+C,EAAE,CAAC;QAErF;;WAEG;QACI,2BAAsB,GAAG,IAAI,UAAU,EAAkC,CAAC;QAEjF;;WAEG;QACI,8BAAyB,GAAG,IAAI,UAAU,EAAkC,CAAC;QAEpF;;WAEG;QACI,qBAAgB,GAAY,KAAK,CAAC;QAEzC;;WAEG;QACI,wBAAmB,GAAW,CAAC,CAAC,CAAC;QAoIpC,IAAI,CAAC,WAAW,GAAG,UAAU,CAAC;QAC9B,IAAI,CAAC,IAAI,GAAG,IAAI,CAAC;QACjB,IAAI,CAAC,UAAU,GAAG,SAAS,CAAC;IAChC,CAAC;IAED;;;OAGG;IACI,YAAY;QACf,OAAO,gCAAgC,CAAC;IAC5C,CAAC;IAED;;;;OAIG;IACI,YAAY,CAAC,eAA+C;QAC/D,OAAO,IAAI,CAAC,uBAAuB,CAAC,eAAe,CAAC,yEAAiE,CAAC;IAC1H,CAAC;IAED;;;;OAIG;IACI,uBAAuB,CAAC,eAA+C;QAC1E,MAAM,UAAU,GAAG,IAAI,CAAC,WAAW,CAAC;QACpC,MAAM,UAAU,GAAG,eAAe,CAAC,UAAU,CAAC;QAE9C,IAAI,IAAI,CAAC,IAAI,KAAK,eAAe,CAAC,IAAI,IAAI,eAAe,CAAC,SAAS,KAAK,wCAAwC,CAAC,UAAU,EAAE,CAAC;YAC1H,iBAAiB;YACjB,IAAI,eAAe,CAAC,4BAA4B,IAAI,eAAe,CAAC,4BAA4B,CAAC,OAAO,CAAC,IAAI,CAAC,IAAI,CAAC,KAAK,CAAC,CAAC,EAAE,CAAC;gBACzH,4EAAoE;YACxE,CAAC;iBAAM,CAAC;gBACJ,kFAA0E;YAC9E,CAAC;QACL,CAAC;QAED,WAAW;QACX,IAAI,eAAe,CAAC,4BAA4B,IAAI,eAAe,CAAC,4BAA4B,CAAC,OAAO,CAAC,IAAI,CAAC,IAAI,CAAC,KAAK,CAAC,CAAC,EAAE,CAAC;YACzH,kFAA0E;QAC9E,CAAC;QAED,kBAAkB;QAClB,IAAI,WAAW,GAAG,UAAU,CAAC;QAC7B,IAAI,WAAW,GAAG,UAAU,CAAC;QAC7B,IAAI,IAAI,CAAC,SAAS,0DAAkD,EAAE,CAAC;YACnE,WAAW,GAAG,UAAU,CAAC;YACzB,WAAW,GAAG,UAAU,CAAC;QAC7B,CAAC;QAED,IAAI,WAAW,CAAC,cAAc,CAAC,WAAW,CAAC,EAAE,CAAC;YAC1C,gFAAwE;QAC5E,CAAC;QAED,4EAAoE;IACxE,CAAC;IAED;;;;;OAKG;IACI,SAAS,CAAC,eAA+C,EAAE,iBAAiB,GAAG,KAAK;QACvF,IAAI,CAAC,iBAAiB,IAAI,CAAC,IAAI,CAAC,YAAY,CAAC,eAAe,CAAC,EAAE,CAAC;YAC5D,4CAA4C;YAC5C,MAAM,iDAAiD,IAAI,CAAC,UAAU,CAAC,IAAI,KAAK,IAAI,CAAC,IAAI,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type {\r\n Nullable,\r\n NodeRenderGraphBlock,\r\n NodeRenderGraphBlockConnectionPointValueType,\r\n NodeRenderGraphInputBlock,\r\n IShadowLight,\r\n FrameGraphShadowGeneratorTask,\r\n // eslint-disable-next-line import/no-internal-modules\r\n} from \"core/index\";\r\nimport { Observable } from \"../../Misc/observable\";\r\nimport { NodeRenderGraphBlockConnectionPointTypes, NodeRenderGraphConnectionPointCompatibilityStates, NodeRenderGraphConnectionPointDirection } from \"./Types/nodeRenderGraphTypes\";\r\n\r\n/**\r\n * Defines a connection point for a block\r\n */\r\nexport class NodeRenderGraphConnectionPoint {\r\n private readonly _ownerBlock: NodeRenderGraphBlock;\r\n private _connectedPoint: Nullable<NodeRenderGraphConnectionPoint> = null;\r\n\r\n /** @internal */\r\n public _acceptedConnectionPointType: Nullable<NodeRenderGraphConnectionPoint> = null;\r\n\r\n private _endpoints = new Array<NodeRenderGraphConnectionPoint>();\r\n private readonly _direction: NodeRenderGraphConnectionPointDirection;\r\n private _type = NodeRenderGraphBlockConnectionPointTypes.Undefined;\r\n\r\n /** @internal */\r\n public _linkedConnectionSource: Nullable<NodeRenderGraphConnectionPoint> = null;\r\n\r\n /** @internal */\r\n public _isMainLinkSource = false;\r\n\r\n /** @internal */\r\n public _typeConnectionSource: Nullable<NodeRenderGraphConnectionPoint | (() => NodeRenderGraphConnectionPoint)> = null;\r\n\r\n /** @internal */\r\n public _defaultConnectionPointType: Nullable<NodeRenderGraphBlockConnectionPointTypes> = null;\r\n\r\n /** Gets the direction of the point */\r\n public get direction() {\r\n return this._direction;\r\n }\r\n\r\n /**\r\n * Checks if the value is a texture handle\r\n * @param value The value to check\r\n * @returns True if the value is a texture handle\r\n */\r\n public static IsTextureHandle(value: NodeRenderGraphBlockConnectionPointValueType | undefined): boolean {\r\n return value !== undefined && Number.isFinite(value);\r\n }\r\n\r\n /**\r\n * Checks if the value is a shadow generator task\r\n * @param value The value to check\r\n * @returns True if the value is a shadow generator\r\n */\r\n public static IsShadowGenerator(value: NodeRenderGraphBlockConnectionPointValueType | undefined): boolean {\r\n return value !== undefined && (value as FrameGraphShadowGeneratorTask).mapSize !== undefined;\r\n }\r\n\r\n /**\r\n * Checks if the value is a shadow light\r\n * @param value The value to check\r\n * @returns True if the value is a shadow light\r\n */\r\n public static IsShadowLight(value: NodeRenderGraphBlockConnectionPointValueType | undefined): boolean {\r\n return value !== undefined && (value as IShadowLight).setShadowProjectionMatrix !== undefined;\r\n }\r\n\r\n /**\r\n * The value stored in this connection point\r\n */\r\n public value: NodeRenderGraphBlockConnectionPointValueType | undefined;\r\n\r\n /** Indicates that this connection point needs dual validation before being connected to another point */\r\n public needDualDirectionValidation: boolean = false;\r\n\r\n /**\r\n * Gets or sets the additional types supported by this connection point\r\n */\r\n public acceptedConnectionPointTypes: NodeRenderGraphBlockConnectionPointTypes[] = [];\r\n\r\n /**\r\n * Gets or sets the additional types excluded by this connection point\r\n */\r\n public excludedConnectionPointTypes: NodeRenderGraphBlockConnectionPointTypes[] = [];\r\n\r\n /**\r\n * Observable triggered when this point is connected\r\n */\r\n public onConnectionObservable = new Observable<NodeRenderGraphConnectionPoint>();\r\n\r\n /**\r\n * Observable triggered when this point is disconnected\r\n */\r\n public onDisconnectionObservable = new Observable<NodeRenderGraphConnectionPoint>();\r\n\r\n /**\r\n * Gets or sets a boolean indicating that this connection point is exposed on a frame\r\n */\r\n public isExposedOnFrame: boolean = false;\r\n\r\n /**\r\n * Gets or sets number indicating the position that the port is exposed to on a frame\r\n */\r\n public exposedPortPosition: number = -1;\r\n\r\n /**\r\n * Gets or sets the connection point type (default is Undefined)\r\n */\r\n public get type(): NodeRenderGraphBlockConnectionPointTypes {\r\n if (this._type === NodeRenderGraphBlockConnectionPointTypes.AutoDetect) {\r\n if (this._ownerBlock.isInput) {\r\n return (this._ownerBlock as NodeRenderGraphInputBlock).type;\r\n }\r\n\r\n if (this._connectedPoint) {\r\n return this._connectedPoint.type;\r\n }\r\n\r\n if (this._linkedConnectionSource) {\r\n if (this._linkedConnectionSource.isConnected) {\r\n return this._linkedConnectionSource.type;\r\n }\r\n if (this._linkedConnectionSource._defaultConnectionPointType) {\r\n return this._linkedConnectionSource._defaultConnectionPointType;\r\n }\r\n }\r\n\r\n if (this._defaultConnectionPointType) {\r\n return this._defaultConnectionPointType;\r\n }\r\n }\r\n\r\n if (this._type === NodeRenderGraphBlockConnectionPointTypes.BasedOnInput) {\r\n if (this._typeConnectionSource) {\r\n const typeConnectionSource = typeof this._typeConnectionSource === \"function\" ? this._typeConnectionSource() : this._typeConnectionSource;\r\n if (!typeConnectionSource.isConnected) {\r\n return this._defaultConnectionPointType ?? typeConnectionSource.type;\r\n }\r\n return typeConnectionSource._connectedPoint!.type;\r\n } else if (this._defaultConnectionPointType) {\r\n return this._defaultConnectionPointType;\r\n }\r\n }\r\n\r\n return this._type;\r\n }\r\n\r\n public set type(value: NodeRenderGraphBlockConnectionPointTypes) {\r\n this._type = value;\r\n }\r\n\r\n /**\r\n * Gets or sets the connection point name\r\n */\r\n public name: string;\r\n\r\n /**\r\n * Gets or sets the connection point display name\r\n */\r\n public displayName: string;\r\n\r\n /**\r\n * Gets or sets a boolean indicating that this connection point can be omitted\r\n */\r\n public isOptional: boolean;\r\n\r\n /**\r\n * Gets a boolean indicating that the current point is connected to another NodeRenderGraphBlock\r\n */\r\n public get isConnected(): boolean {\r\n return this.connectedPoint !== null || this.hasEndpoints;\r\n }\r\n\r\n /** Get the other side of the connection (if any) */\r\n public get connectedPoint(): Nullable<NodeRenderGraphConnectionPoint> {\r\n return this._connectedPoint;\r\n }\r\n\r\n /** Get the block that owns this connection point */\r\n public get ownerBlock(): NodeRenderGraphBlock {\r\n return this._ownerBlock;\r\n }\r\n\r\n /** Get the block connected on the other side of this connection (if any) */\r\n public get sourceBlock(): Nullable<NodeRenderGraphBlock> {\r\n if (!this._connectedPoint) {\r\n return null;\r\n }\r\n\r\n return this._connectedPoint.ownerBlock;\r\n }\r\n\r\n /** Get the block connected on the endpoints of this connection (if any) */\r\n public get connectedBlocks(): Array<NodeRenderGraphBlock> {\r\n if (this._endpoints.length === 0) {\r\n return [];\r\n }\r\n\r\n return this._endpoints.map((e) => e.ownerBlock);\r\n }\r\n\r\n /** Gets the list of connected endpoints */\r\n public get endpoints() {\r\n return this._endpoints;\r\n }\r\n\r\n /** Gets a boolean indicating if that output point is connected to at least one input */\r\n public get hasEndpoints(): boolean {\r\n return this._endpoints && this._endpoints.length > 0;\r\n }\r\n\r\n /** Get the inner type (ie AutoDetect for instance instead of the inferred one) */\r\n public get innerType() {\r\n if (this._linkedConnectionSource && !this._isMainLinkSource && this._linkedConnectionSource.isConnected) {\r\n return this.type;\r\n }\r\n return this._type;\r\n }\r\n\r\n /**\r\n * Creates a block suitable to be used as an input for this input point.\r\n * If null is returned, a block based on the point type will be created.\r\n * @returns The returned string parameter is the name of the output point of NodeRenderGraphBlock (first parameter of the returned array) that can be connected to the input\r\n */\r\n public createCustomInputBlock(): Nullable<[NodeRenderGraphBlock, string]> {\r\n return null;\r\n }\r\n\r\n /**\r\n * Creates a new connection point\r\n * @param name defines the connection point name\r\n * @param ownerBlock defines the block hosting this connection point\r\n * @param direction defines the direction of the connection point\r\n */\r\n public constructor(name: string, ownerBlock: NodeRenderGraphBlock, direction: NodeRenderGraphConnectionPointDirection) {\r\n this._ownerBlock = ownerBlock;\r\n this.name = name;\r\n this._direction = direction;\r\n }\r\n\r\n /**\r\n * Gets the current class name e.g. \"NodeRenderGraphConnectionPoint\"\r\n * @returns the class name\r\n */\r\n public getClassName(): string {\r\n return \"NodeRenderGraphConnectionPoint\";\r\n }\r\n\r\n /**\r\n * Gets a boolean indicating if the current point can be connected to another point\r\n * @param connectionPoint defines the other connection point\r\n * @returns a boolean\r\n */\r\n public canConnectTo(connectionPoint: NodeRenderGraphConnectionPoint) {\r\n return this.checkCompatibilityState(connectionPoint) === NodeRenderGraphConnectionPointCompatibilityStates.Compatible;\r\n }\r\n\r\n /**\r\n * Gets a number indicating if the current point can be connected to another point\r\n * @param connectionPoint defines the other connection point\r\n * @returns a number defining the compatibility state\r\n */\r\n public checkCompatibilityState(connectionPoint: NodeRenderGraphConnectionPoint): NodeRenderGraphConnectionPointCompatibilityStates {\r\n const ownerBlock = this._ownerBlock;\r\n const otherBlock = connectionPoint.ownerBlock;\r\n\r\n if (this.type !== connectionPoint.type && connectionPoint.innerType !== NodeRenderGraphBlockConnectionPointTypes.AutoDetect) {\r\n // Accepted types\r\n if (connectionPoint.acceptedConnectionPointTypes && connectionPoint.acceptedConnectionPointTypes.indexOf(this.type) !== -1) {\r\n return NodeRenderGraphConnectionPointCompatibilityStates.Compatible;\r\n } else {\r\n return NodeRenderGraphConnectionPointCompatibilityStates.TypeIncompatible;\r\n }\r\n }\r\n\r\n // Excluded\r\n if (connectionPoint.excludedConnectionPointTypes && connectionPoint.excludedConnectionPointTypes.indexOf(this.type) !== -1) {\r\n return NodeRenderGraphConnectionPointCompatibilityStates.TypeIncompatible;\r\n }\r\n\r\n // Check hierarchy\r\n let targetBlock = otherBlock;\r\n let sourceBlock = ownerBlock;\r\n if (this.direction === NodeRenderGraphConnectionPointDirection.Input) {\r\n targetBlock = ownerBlock;\r\n sourceBlock = otherBlock;\r\n }\r\n\r\n if (targetBlock.isAnAncestorOf(sourceBlock)) {\r\n return NodeRenderGraphConnectionPointCompatibilityStates.HierarchyIssue;\r\n }\r\n\r\n return NodeRenderGraphConnectionPointCompatibilityStates.Compatible;\r\n }\r\n\r\n /**\r\n * Connect this point to another connection point\r\n * @param connectionPoint defines the other connection point\r\n * @param ignoreConstraints defines if the system will ignore connection type constraints (default is false)\r\n * @returns the current connection point\r\n */\r\n public connectTo(connectionPoint: NodeRenderGraphConnectionPoint, ignoreConstraints = false): NodeRenderGraphConnectionPoint {\r\n if (!ignoreConstraints && !this.canConnectTo(connectionPoint)) {\r\n // eslint-disable-next-line no-throw-literal\r\n throw `Cannot connect these two connectors. source: \"${this.ownerBlock.name}\".${this.name}, target: \"${connectionPoint.ownerBlock.name}\".${connectionPoint.name}`;\r\n }\r\n\r\n this._endpoints.push(connectionPoint);\r\n connectionPoint._connectedPoint = this;\r\n\r\n this.onConnectionObservable.notifyObservers(connectionPoint);\r\n connectionPoint.onConnectionObservable.notifyObservers(this);\r\n\r\n return this;\r\n }\r\n\r\n /**\r\n * Disconnect this point from one of his endpoint\r\n * @param endpoint defines the other connection point\r\n * @returns the current connection point\r\n */\r\n public disconnectFrom(endpoint: NodeRenderGraphConnectionPoint): NodeRenderGraphConnectionPoint {\r\n const index = this._endpoints.indexOf(endpoint);\r\n\r\n if (index === -1) {\r\n return this;\r\n }\r\n\r\n this._endpoints.splice(index, 1);\r\n endpoint._connectedPoint = null;\r\n\r\n this.onDisconnectionObservable.notifyObservers(endpoint);\r\n endpoint.onDisconnectionObservable.notifyObservers(this);\r\n\r\n return this;\r\n }\r\n\r\n /**\r\n * Fills the list of excluded connection point types with all types other than those passed in the parameter\r\n * @param mask Types (ORed values of NodeRenderGraphBlockConnectionPointTypes) that are allowed, and thus will not be pushed to the excluded list\r\n */\r\n public addExcludedConnectionPointFromAllowedTypes(mask: number): void {\r\n let bitmask = 0;\r\n let val = 2 ** bitmask;\r\n // Note: don't use 1 << bitmask instead of 2 ** bitmask, as it will cause an infinite loop because 1 << 31 is negative!\r\n while (val < NodeRenderGraphBlockConnectionPointTypes.All) {\r\n if (!(mask & val)) {\r\n this.excludedConnectionPointTypes.push(val);\r\n }\r\n bitmask++;\r\n val = 2 ** bitmask;\r\n }\r\n }\r\n\r\n /**\r\n * Adds accepted connection point types\r\n * @param mask Types (ORed values of NodeRenderGraphBlockConnectionPointTypes) that are allowed to connect to this point\r\n */\r\n public addAcceptedConnectionPointTypes(mask: number): void {\r\n let bitmask = 0;\r\n let val = 2 ** bitmask;\r\n // Note: don't use 1 << bitmask instead of 2 ** bitmask, as it will cause an infinite loop because 1 << 31 is negative!\r\n while (val < NodeRenderGraphBlockConnectionPointTypes.All) {\r\n if (mask & val && this.acceptedConnectionPointTypes.indexOf(val) === -1) {\r\n this.acceptedConnectionPointTypes.push(val);\r\n }\r\n bitmask++;\r\n val = 2 ** bitmask;\r\n }\r\n }\r\n\r\n /**\r\n * Serializes this point in a JSON representation\r\n * @param isInput defines if the connection point is an input (default is true)\r\n * @returns the serialized point object\r\n */\r\n public serialize(isInput = true): any {\r\n const serializationObject: any = {};\r\n\r\n serializationObject.name = this.name;\r\n serializationObject.displayName = this.displayName;\r\n\r\n if (isInput && this.connectedPoint) {\r\n serializationObject.inputName = this.name;\r\n serializationObject.targetBlockId = this.connectedPoint.ownerBlock.uniqueId;\r\n serializationObject.targetConnectionName = this.connectedPoint.name;\r\n serializationObject.isExposedOnFrame = true;\r\n serializationObject.exposedPortPosition = this.exposedPortPosition;\r\n }\r\n\r\n if (this.isExposedOnFrame || this.exposedPortPosition >= 0) {\r\n serializationObject.isExposedOnFrame = true;\r\n serializationObject.exposedPortPosition = this.exposedPortPosition;\r\n }\r\n\r\n return serializationObject;\r\n }\r\n\r\n /**\r\n * Release resources\r\n */\r\n public dispose() {\r\n this.onConnectionObservable.clear();\r\n this.onDisconnectionObservable.clear();\r\n }\r\n}\r\n"]}
1
+ 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type {\r\n Nullable,\r\n NodeRenderGraphBlock,\r\n NodeRenderGraphBlockConnectionPointValueType,\r\n NodeRenderGraphInputBlock,\r\n IShadowLight,\r\n FrameGraphShadowGeneratorTask,\r\n} from \"core/index\";\r\nimport { Observable } from \"../../Misc/observable\";\r\nimport { NodeRenderGraphBlockConnectionPointTypes, NodeRenderGraphConnectionPointCompatibilityStates, NodeRenderGraphConnectionPointDirection } from \"./Types/nodeRenderGraphTypes\";\r\n\r\n/**\r\n * Defines a connection point for a block\r\n */\r\nexport class NodeRenderGraphConnectionPoint {\r\n private readonly _ownerBlock: NodeRenderGraphBlock;\r\n private _connectedPoint: Nullable<NodeRenderGraphConnectionPoint> = null;\r\n\r\n /** @internal */\r\n public _acceptedConnectionPointType: Nullable<NodeRenderGraphConnectionPoint> = null;\r\n\r\n private _endpoints = new Array<NodeRenderGraphConnectionPoint>();\r\n private readonly _direction: NodeRenderGraphConnectionPointDirection;\r\n private _type = NodeRenderGraphBlockConnectionPointTypes.Undefined;\r\n\r\n /** @internal */\r\n public _linkedConnectionSource: Nullable<NodeRenderGraphConnectionPoint> = null;\r\n\r\n /** @internal */\r\n public _isMainLinkSource = false;\r\n\r\n /** @internal */\r\n public _typeConnectionSource: Nullable<NodeRenderGraphConnectionPoint | (() => NodeRenderGraphConnectionPoint)> = null;\r\n\r\n /** @internal */\r\n public _defaultConnectionPointType: Nullable<NodeRenderGraphBlockConnectionPointTypes> = null;\r\n\r\n /** Gets the direction of the point */\r\n public get direction() {\r\n return this._direction;\r\n }\r\n\r\n /**\r\n * Checks if the value is a texture handle\r\n * @param value The value to check\r\n * @returns True if the value is a texture handle\r\n */\r\n public static IsTextureHandle(value: NodeRenderGraphBlockConnectionPointValueType | undefined): boolean {\r\n return value !== undefined && Number.isFinite(value);\r\n }\r\n\r\n /**\r\n * Checks if the value is a shadow generator task\r\n * @param value The value to check\r\n * @returns True if the value is a shadow generator\r\n */\r\n public static IsShadowGenerator(value: NodeRenderGraphBlockConnectionPointValueType | undefined): boolean {\r\n return value !== undefined && (value as FrameGraphShadowGeneratorTask).mapSize !== undefined;\r\n }\r\n\r\n /**\r\n * Checks if the value is a shadow light\r\n * @param value The value to check\r\n * @returns True if the value is a shadow light\r\n */\r\n public static IsShadowLight(value: NodeRenderGraphBlockConnectionPointValueType | undefined): boolean {\r\n return value !== undefined && (value as IShadowLight).setShadowProjectionMatrix !== undefined;\r\n }\r\n\r\n /**\r\n * The value stored in this connection point\r\n */\r\n public value: NodeRenderGraphBlockConnectionPointValueType | undefined;\r\n\r\n /** Indicates that this connection point needs dual validation before being connected to another point */\r\n public needDualDirectionValidation: boolean = false;\r\n\r\n /**\r\n * Gets or sets the additional types supported by this connection point\r\n */\r\n public acceptedConnectionPointTypes: NodeRenderGraphBlockConnectionPointTypes[] = [];\r\n\r\n /**\r\n * Gets or sets the additional types excluded by this connection point\r\n */\r\n public excludedConnectionPointTypes: NodeRenderGraphBlockConnectionPointTypes[] = [];\r\n\r\n /**\r\n * Observable triggered when this point is connected\r\n */\r\n public onConnectionObservable = new Observable<NodeRenderGraphConnectionPoint>();\r\n\r\n /**\r\n * Observable triggered when this point is disconnected\r\n */\r\n public onDisconnectionObservable = new Observable<NodeRenderGraphConnectionPoint>();\r\n\r\n /**\r\n * Gets or sets a boolean indicating that this connection point is exposed on a frame\r\n */\r\n public isExposedOnFrame: boolean = false;\r\n\r\n /**\r\n * Gets or sets number indicating the position that the port is exposed to on a frame\r\n */\r\n public exposedPortPosition: number = -1;\r\n\r\n /**\r\n * Gets or sets the connection point type (default is Undefined)\r\n */\r\n public get type(): NodeRenderGraphBlockConnectionPointTypes {\r\n if (this._type === NodeRenderGraphBlockConnectionPointTypes.AutoDetect) {\r\n if (this._ownerBlock.isInput) {\r\n return (this._ownerBlock as NodeRenderGraphInputBlock).type;\r\n }\r\n\r\n if (this._connectedPoint) {\r\n return this._connectedPoint.type;\r\n }\r\n\r\n if (this._linkedConnectionSource) {\r\n if (this._linkedConnectionSource.isConnected) {\r\n return this._linkedConnectionSource.type;\r\n }\r\n if (this._linkedConnectionSource._defaultConnectionPointType) {\r\n return this._linkedConnectionSource._defaultConnectionPointType;\r\n }\r\n }\r\n\r\n if (this._defaultConnectionPointType) {\r\n return this._defaultConnectionPointType;\r\n }\r\n }\r\n\r\n if (this._type === NodeRenderGraphBlockConnectionPointTypes.BasedOnInput) {\r\n if (this._typeConnectionSource) {\r\n const typeConnectionSource = typeof this._typeConnectionSource === \"function\" ? this._typeConnectionSource() : this._typeConnectionSource;\r\n if (!typeConnectionSource.isConnected) {\r\n return this._defaultConnectionPointType ?? typeConnectionSource.type;\r\n }\r\n return typeConnectionSource._connectedPoint!.type;\r\n } else if (this._defaultConnectionPointType) {\r\n return this._defaultConnectionPointType;\r\n }\r\n }\r\n\r\n return this._type;\r\n }\r\n\r\n public set type(value: NodeRenderGraphBlockConnectionPointTypes) {\r\n this._type = value;\r\n }\r\n\r\n /**\r\n * Gets or sets the connection point name\r\n */\r\n public name: string;\r\n\r\n /**\r\n * Gets or sets the connection point display name\r\n */\r\n public displayName: string;\r\n\r\n /**\r\n * Gets or sets a boolean indicating that this connection point can be omitted\r\n */\r\n public isOptional: boolean;\r\n\r\n /**\r\n * Gets a boolean indicating that the current point is connected to another NodeRenderGraphBlock\r\n */\r\n public get isConnected(): boolean {\r\n return this.connectedPoint !== null || this.hasEndpoints;\r\n }\r\n\r\n /** Get the other side of the connection (if any) */\r\n public get connectedPoint(): Nullable<NodeRenderGraphConnectionPoint> {\r\n return this._connectedPoint;\r\n }\r\n\r\n /** Get the block that owns this connection point */\r\n public get ownerBlock(): NodeRenderGraphBlock {\r\n return this._ownerBlock;\r\n }\r\n\r\n /** Get the block connected on the other side of this connection (if any) */\r\n public get sourceBlock(): Nullable<NodeRenderGraphBlock> {\r\n if (!this._connectedPoint) {\r\n return null;\r\n }\r\n\r\n return this._connectedPoint.ownerBlock;\r\n }\r\n\r\n /** Get the block connected on the endpoints of this connection (if any) */\r\n public get connectedBlocks(): Array<NodeRenderGraphBlock> {\r\n if (this._endpoints.length === 0) {\r\n return [];\r\n }\r\n\r\n return this._endpoints.map((e) => e.ownerBlock);\r\n }\r\n\r\n /** Gets the list of connected endpoints */\r\n public get endpoints() {\r\n return this._endpoints;\r\n }\r\n\r\n /** Gets a boolean indicating if that output point is connected to at least one input */\r\n public get hasEndpoints(): boolean {\r\n return this._endpoints && this._endpoints.length > 0;\r\n }\r\n\r\n /** Get the inner type (ie AutoDetect for instance instead of the inferred one) */\r\n public get innerType() {\r\n if (this._linkedConnectionSource && !this._isMainLinkSource && this._linkedConnectionSource.isConnected) {\r\n return this.type;\r\n }\r\n return this._type;\r\n }\r\n\r\n /**\r\n * Creates a block suitable to be used as an input for this input point.\r\n * If null is returned, a block based on the point type will be created.\r\n * @returns The returned string parameter is the name of the output point of NodeRenderGraphBlock (first parameter of the returned array) that can be connected to the input\r\n */\r\n public createCustomInputBlock(): Nullable<[NodeRenderGraphBlock, string]> {\r\n return null;\r\n }\r\n\r\n /**\r\n * Creates a new connection point\r\n * @param name defines the connection point name\r\n * @param ownerBlock defines the block hosting this connection point\r\n * @param direction defines the direction of the connection point\r\n */\r\n public constructor(name: string, ownerBlock: NodeRenderGraphBlock, direction: NodeRenderGraphConnectionPointDirection) {\r\n this._ownerBlock = ownerBlock;\r\n this.name = name;\r\n this._direction = direction;\r\n }\r\n\r\n /**\r\n * Gets the current class name e.g. \"NodeRenderGraphConnectionPoint\"\r\n * @returns the class name\r\n */\r\n public getClassName(): string {\r\n return \"NodeRenderGraphConnectionPoint\";\r\n }\r\n\r\n /**\r\n * Gets a boolean indicating if the current point can be connected to another point\r\n * @param connectionPoint defines the other connection point\r\n * @returns a boolean\r\n */\r\n public canConnectTo(connectionPoint: NodeRenderGraphConnectionPoint) {\r\n return this.checkCompatibilityState(connectionPoint) === NodeRenderGraphConnectionPointCompatibilityStates.Compatible;\r\n }\r\n\r\n /**\r\n * Gets a number indicating if the current point can be connected to another point\r\n * @param connectionPoint defines the other connection point\r\n * @returns a number defining the compatibility state\r\n */\r\n public checkCompatibilityState(connectionPoint: NodeRenderGraphConnectionPoint): NodeRenderGraphConnectionPointCompatibilityStates {\r\n const ownerBlock = this._ownerBlock;\r\n const otherBlock = connectionPoint.ownerBlock;\r\n\r\n if (this.type !== connectionPoint.type && connectionPoint.innerType !== NodeRenderGraphBlockConnectionPointTypes.AutoDetect) {\r\n // Accepted types\r\n if (connectionPoint.acceptedConnectionPointTypes && connectionPoint.acceptedConnectionPointTypes.indexOf(this.type) !== -1) {\r\n return NodeRenderGraphConnectionPointCompatibilityStates.Compatible;\r\n } else {\r\n return NodeRenderGraphConnectionPointCompatibilityStates.TypeIncompatible;\r\n }\r\n }\r\n\r\n // Excluded\r\n if (connectionPoint.excludedConnectionPointTypes && connectionPoint.excludedConnectionPointTypes.indexOf(this.type) !== -1) {\r\n return NodeRenderGraphConnectionPointCompatibilityStates.TypeIncompatible;\r\n }\r\n\r\n // Check hierarchy\r\n let targetBlock = otherBlock;\r\n let sourceBlock = ownerBlock;\r\n if (this.direction === NodeRenderGraphConnectionPointDirection.Input) {\r\n targetBlock = ownerBlock;\r\n sourceBlock = otherBlock;\r\n }\r\n\r\n if (targetBlock.isAnAncestorOf(sourceBlock)) {\r\n return NodeRenderGraphConnectionPointCompatibilityStates.HierarchyIssue;\r\n }\r\n\r\n return NodeRenderGraphConnectionPointCompatibilityStates.Compatible;\r\n }\r\n\r\n /**\r\n * Connect this point to another connection point\r\n * @param connectionPoint defines the other connection point\r\n * @param ignoreConstraints defines if the system will ignore connection type constraints (default is false)\r\n * @returns the current connection point\r\n */\r\n public connectTo(connectionPoint: NodeRenderGraphConnectionPoint, ignoreConstraints = false): NodeRenderGraphConnectionPoint {\r\n if (!ignoreConstraints && !this.canConnectTo(connectionPoint)) {\r\n // eslint-disable-next-line no-throw-literal\r\n throw `Cannot connect these two connectors. source: \"${this.ownerBlock.name}\".${this.name}, target: \"${connectionPoint.ownerBlock.name}\".${connectionPoint.name}`;\r\n }\r\n\r\n this._endpoints.push(connectionPoint);\r\n connectionPoint._connectedPoint = this;\r\n\r\n this.onConnectionObservable.notifyObservers(connectionPoint);\r\n connectionPoint.onConnectionObservable.notifyObservers(this);\r\n\r\n return this;\r\n }\r\n\r\n /**\r\n * Disconnect this point from one of his endpoint\r\n * @param endpoint defines the other connection point\r\n * @returns the current connection point\r\n */\r\n public disconnectFrom(endpoint: NodeRenderGraphConnectionPoint): NodeRenderGraphConnectionPoint {\r\n const index = this._endpoints.indexOf(endpoint);\r\n\r\n if (index === -1) {\r\n return this;\r\n }\r\n\r\n this._endpoints.splice(index, 1);\r\n endpoint._connectedPoint = null;\r\n\r\n this.onDisconnectionObservable.notifyObservers(endpoint);\r\n endpoint.onDisconnectionObservable.notifyObservers(this);\r\n\r\n return this;\r\n }\r\n\r\n /**\r\n * Fills the list of excluded connection point types with all types other than those passed in the parameter\r\n * @param mask Types (ORed values of NodeRenderGraphBlockConnectionPointTypes) that are allowed, and thus will not be pushed to the excluded list\r\n */\r\n public addExcludedConnectionPointFromAllowedTypes(mask: number): void {\r\n let bitmask = 0;\r\n let val = 2 ** bitmask;\r\n // Note: don't use 1 << bitmask instead of 2 ** bitmask, as it will cause an infinite loop because 1 << 31 is negative!\r\n while (val < NodeRenderGraphBlockConnectionPointTypes.All) {\r\n if (!(mask & val)) {\r\n this.excludedConnectionPointTypes.push(val);\r\n }\r\n bitmask++;\r\n val = 2 ** bitmask;\r\n }\r\n }\r\n\r\n /**\r\n * Adds accepted connection point types\r\n * @param mask Types (ORed values of NodeRenderGraphBlockConnectionPointTypes) that are allowed to connect to this point\r\n */\r\n public addAcceptedConnectionPointTypes(mask: number): void {\r\n let bitmask = 0;\r\n let val = 2 ** bitmask;\r\n // Note: don't use 1 << bitmask instead of 2 ** bitmask, as it will cause an infinite loop because 1 << 31 is negative!\r\n while (val < NodeRenderGraphBlockConnectionPointTypes.All) {\r\n if (mask & val && this.acceptedConnectionPointTypes.indexOf(val) === -1) {\r\n this.acceptedConnectionPointTypes.push(val);\r\n }\r\n bitmask++;\r\n val = 2 ** bitmask;\r\n }\r\n }\r\n\r\n /**\r\n * Serializes this point in a JSON representation\r\n * @param isInput defines if the connection point is an input (default is true)\r\n * @returns the serialized point object\r\n */\r\n public serialize(isInput = true): any {\r\n const serializationObject: any = {};\r\n\r\n serializationObject.name = this.name;\r\n serializationObject.displayName = this.displayName;\r\n\r\n if (isInput && this.connectedPoint) {\r\n serializationObject.inputName = this.name;\r\n serializationObject.targetBlockId = this.connectedPoint.ownerBlock.uniqueId;\r\n serializationObject.targetConnectionName = this.connectedPoint.name;\r\n serializationObject.isExposedOnFrame = true;\r\n serializationObject.exposedPortPosition = this.exposedPortPosition;\r\n }\r\n\r\n if (this.isExposedOnFrame || this.exposedPortPosition >= 0) {\r\n serializationObject.isExposedOnFrame = true;\r\n serializationObject.exposedPortPosition = this.exposedPortPosition;\r\n }\r\n\r\n return serializationObject;\r\n }\r\n\r\n /**\r\n * Release resources\r\n */\r\n public dispose() {\r\n this.onConnectionObservable.clear();\r\n this.onDisconnectionObservable.clear();\r\n }\r\n}\r\n"]}
@@ -1 +1 @@
1
- {"version":3,"file":"nodeRenderGraphBuildState.js","sourceRoot":"","sources":["../../../../../dev/core/src/FrameGraph/Node/nodeRenderGraphBuildState.ts"],"names":[],"mappings":"AAEA,OAAO,EAAE,MAAM,EAAE,MAAM,mBAAmB,CAAC;AAE3C;;GAEG;AACH,MAAM,OAAO,yBAAyB;IAAtC;QAII,gEAAgE;QACzD,YAAO,GAAG,KAAK,CAAC;QAEvB;;;WAGG;QACI,mCAA8B,GAAqC,EAAE,CAAC;IAwBjF,CAAC;IAtBG;;;;OAIG;IACI,UAAU,CAAC,kBAAgD,IAAI;QAClE,IAAI,YAAY,GAAG,EAAE,CAAC;QACtB,KAAK,MAAM,iBAAiB,IAAI,IAAI,CAAC,8BAA8B,EAAE,CAAC;YAClE,YAAY,IAAI,UAAU,iBAAiB,CAAC,IAAI,iBAC5C,iBAAiB,CAAC,UAAU,CAAC,IACjC,KAAK,iBAAiB,CAAC,UAAU,CAAC,YAAY,EAAE,2CAA2C,CAAC;QAChG,CAAC;QACD,IAAI,YAAY,EAAE,CAAC;YACf,IAAI,eAAe,EAAE,CAAC;gBAClB,eAAe,CAAC,eAAe,CAAC,YAAY,CAAC,CAAC;YAClD,CAAC;YACD,MAAM,CAAC,KAAK,CAAC,sCAAsC,GAAG,YAAY,CAAC,CAAC;YAEpE,OAAO,KAAK,CAAC;QACjB,CAAC;QACD,OAAO,IAAI,CAAC;IAChB,CAAC;CACJ","sourcesContent":["// eslint-disable-next-line import/no-internal-modules\r\nimport type { Nullable, NodeRenderGraphConnectionPoint, Observable } from \"core/index\";\r\nimport { Logger } from \"../../Misc/logger\";\r\n\r\n/**\r\n * Class used to store node based render graph build state\r\n */\r\nexport class NodeRenderGraphBuildState {\r\n /** Gets or sets the build identifier */\r\n public buildId: number;\r\n\r\n /** Gets or sets a boolean indicating that verbose mode is on */\r\n public verbose = false;\r\n\r\n /**\r\n * Gets or sets the list of non connected mandatory inputs\r\n * @internal\r\n */\r\n public _notConnectedNonOptionalInputs: NodeRenderGraphConnectionPoint[] = [];\r\n\r\n /**\r\n * Emits console errors and exceptions if there is a failing check\r\n * @param errorObservable defines an Observable to send the error message\r\n * @returns true if all checks pass\r\n */\r\n public emitErrors(errorObservable: Nullable<Observable<string>> = null): boolean {\r\n let errorMessage = \"\";\r\n for (const notConnectedInput of this._notConnectedNonOptionalInputs) {\r\n errorMessage += `input \"${notConnectedInput.name}\" from block \"${\r\n notConnectedInput.ownerBlock.name\r\n }\"[${notConnectedInput.ownerBlock.getClassName()}] is not connected and is not optional.\\n`;\r\n }\r\n if (errorMessage) {\r\n if (errorObservable) {\r\n errorObservable.notifyObservers(errorMessage);\r\n }\r\n Logger.Error(\"Build of node render graph failed:\\n\" + errorMessage);\r\n\r\n return false;\r\n }\r\n return true;\r\n }\r\n}\r\n"]}
1
+ {"version":3,"file":"nodeRenderGraphBuildState.js","sourceRoot":"","sources":["../../../../../dev/core/src/FrameGraph/Node/nodeRenderGraphBuildState.ts"],"names":[],"mappings":"AACA,OAAO,EAAE,MAAM,EAAE,MAAM,mBAAmB,CAAC;AAE3C;;GAEG;AACH,MAAM,OAAO,yBAAyB;IAAtC;QAII,gEAAgE;QACzD,YAAO,GAAG,KAAK,CAAC;QAEvB;;;WAGG;QACI,mCAA8B,GAAqC,EAAE,CAAC;IAwBjF,CAAC;IAtBG;;;;OAIG;IACI,UAAU,CAAC,kBAAgD,IAAI;QAClE,IAAI,YAAY,GAAG,EAAE,CAAC;QACtB,KAAK,MAAM,iBAAiB,IAAI,IAAI,CAAC,8BAA8B,EAAE,CAAC;YAClE,YAAY,IAAI,UAAU,iBAAiB,CAAC,IAAI,iBAC5C,iBAAiB,CAAC,UAAU,CAAC,IACjC,KAAK,iBAAiB,CAAC,UAAU,CAAC,YAAY,EAAE,2CAA2C,CAAC;QAChG,CAAC;QACD,IAAI,YAAY,EAAE,CAAC;YACf,IAAI,eAAe,EAAE,CAAC;gBAClB,eAAe,CAAC,eAAe,CAAC,YAAY,CAAC,CAAC;YAClD,CAAC;YACD,MAAM,CAAC,KAAK,CAAC,sCAAsC,GAAG,YAAY,CAAC,CAAC;YAEpE,OAAO,KAAK,CAAC;QACjB,CAAC;QACD,OAAO,IAAI,CAAC;IAChB,CAAC;CACJ","sourcesContent":["import type { Nullable, NodeRenderGraphConnectionPoint, Observable } from \"core/index\";\r\nimport { Logger } from \"../../Misc/logger\";\r\n\r\n/**\r\n * Class used to store node based render graph build state\r\n */\r\nexport class NodeRenderGraphBuildState {\r\n /** Gets or sets the build identifier */\r\n public buildId: number;\r\n\r\n /** Gets or sets a boolean indicating that verbose mode is on */\r\n public verbose = false;\r\n\r\n /**\r\n * Gets or sets the list of non connected mandatory inputs\r\n * @internal\r\n */\r\n public _notConnectedNonOptionalInputs: NodeRenderGraphConnectionPoint[] = [];\r\n\r\n /**\r\n * Emits console errors and exceptions if there is a failing check\r\n * @param errorObservable defines an Observable to send the error message\r\n * @returns true if all checks pass\r\n */\r\n public emitErrors(errorObservable: Nullable<Observable<string>> = null): boolean {\r\n let errorMessage = \"\";\r\n for (const notConnectedInput of this._notConnectedNonOptionalInputs) {\r\n errorMessage += `input \"${notConnectedInput.name}\" from block \"${\r\n notConnectedInput.ownerBlock.name\r\n }\"[${notConnectedInput.ownerBlock.getClassName()}] is not connected and is not optional.\\n`;\r\n }\r\n if (errorMessage) {\r\n if (errorObservable) {\r\n errorObservable.notifyObservers(errorMessage);\r\n }\r\n Logger.Error(\"Build of node render graph failed:\\n\" + errorMessage);\r\n\r\n return false;\r\n }\r\n return true;\r\n }\r\n}\r\n"]}
@@ -1 +1 @@
1
- {"version":3,"file":"nodeRenderGraphConnectionPointCustomObject.js","sourceRoot":"","sources":["../../../../../dev/core/src/FrameGraph/Node/nodeRenderGraphConnectionPointCustomObject.ts"],"names":[],"mappings":"AAEA,OAAO,EAAE,8BAA8B,EAAE,MAAM,uCAAuC,CAAC;AAGvF;;GAEG;AACH,MAAM,OAAO,0CAA2E,SAAQ,8BAA8B;IAC1H;;;;;;;OAOG;IACH,YACI,IAAY,EACZ,UAAgC,EAChC,SAAkD;IAClD,YAAY;IACL,UAAqC,EACpC,UAAkB;QAE1B,KAAK,CAAC,IAAI,EAAE,UAAU,EAAE,SAAS,CAAC,CAAC;QAH5B,eAAU,GAAV,UAAU,CAA2B;QACpC,eAAU,GAAV,UAAU,CAAQ;QAI1B,IAAI,CAAC,2BAA2B,GAAG,IAAI,CAAC;IAC5C,CAAC;IAEe,uBAAuB,CAAC,eAA+C;QACnF,OAAO,eAAe,YAAY,0CAA0C,IAAI,eAAe,CAAC,UAAU,KAAK,IAAI,CAAC,UAAU;YAC1H,CAAC;YACD,CAAC,2EAAmE,CAAC;IAC7E,CAAC;IAEe,sBAAsB;QAClC,OAAO,CAAC,IAAI,IAAI,CAAC,UAAU,CAAC,IAAI,CAAC,UAAU,CAAC,EAAE,IAAI,CAAC,IAAI,CAAC,CAAC;IAC7D,CAAC;CACJ","sourcesContent":["// eslint-disable-next-line import/no-internal-modules\r\nimport type { NodeRenderGraphConnectionPointDirection, NodeRenderGraphBlock, Nullable } from \"core/index\";\r\nimport { NodeRenderGraphConnectionPoint } from \"./nodeRenderGraphBlockConnectionPoint\";\r\nimport { NodeRenderGraphConnectionPointCompatibilityStates } from \"./Types/nodeRenderGraphTypes\";\r\n\r\n/**\r\n * Defines a connection point to be used for points with a custom object type\r\n */\r\nexport class NodeRenderGraphConnectionPointCustomObject<T extends NodeRenderGraphBlock> extends NodeRenderGraphConnectionPoint {\r\n /**\r\n * Creates a new connection point\r\n * @param name defines the connection point name\r\n * @param ownerBlock defines the block hosting this connection point\r\n * @param direction defines the direction of the connection point\r\n * @param _blockType\r\n * @param _blockName\r\n */\r\n public constructor(\r\n name: string,\r\n ownerBlock: NodeRenderGraphBlock,\r\n direction: NodeRenderGraphConnectionPointDirection,\r\n // @internal\r\n public _blockType: new (...args: any[]) => T,\r\n private _blockName: string\r\n ) {\r\n super(name, ownerBlock, direction);\r\n\r\n this.needDualDirectionValidation = true;\r\n }\r\n\r\n public override checkCompatibilityState(connectionPoint: NodeRenderGraphConnectionPoint): NodeRenderGraphConnectionPointCompatibilityStates {\r\n return connectionPoint instanceof NodeRenderGraphConnectionPointCustomObject && connectionPoint._blockName === this._blockName\r\n ? NodeRenderGraphConnectionPointCompatibilityStates.Compatible\r\n : NodeRenderGraphConnectionPointCompatibilityStates.TypeIncompatible;\r\n }\r\n\r\n public override createCustomInputBlock(): Nullable<[NodeRenderGraphBlock, string]> {\r\n return [new this._blockType(this._blockName), this.name];\r\n }\r\n}\r\n"]}
1
+ {"version":3,"file":"nodeRenderGraphConnectionPointCustomObject.js","sourceRoot":"","sources":["../../../../../dev/core/src/FrameGraph/Node/nodeRenderGraphConnectionPointCustomObject.ts"],"names":[],"mappings":"AACA,OAAO,EAAE,8BAA8B,EAAE,MAAM,uCAAuC,CAAC;AAGvF;;GAEG;AACH,MAAM,OAAO,0CAA2E,SAAQ,8BAA8B;IAC1H;;;;;;;OAOG;IACH,YACI,IAAY,EACZ,UAAgC,EAChC,SAAkD;IAClD,YAAY;IACL,UAAqC,EACpC,UAAkB;QAE1B,KAAK,CAAC,IAAI,EAAE,UAAU,EAAE,SAAS,CAAC,CAAC;QAH5B,eAAU,GAAV,UAAU,CAA2B;QACpC,eAAU,GAAV,UAAU,CAAQ;QAI1B,IAAI,CAAC,2BAA2B,GAAG,IAAI,CAAC;IAC5C,CAAC;IAEe,uBAAuB,CAAC,eAA+C;QACnF,OAAO,eAAe,YAAY,0CAA0C,IAAI,eAAe,CAAC,UAAU,KAAK,IAAI,CAAC,UAAU;YAC1H,CAAC;YACD,CAAC,2EAAmE,CAAC;IAC7E,CAAC;IAEe,sBAAsB;QAClC,OAAO,CAAC,IAAI,IAAI,CAAC,UAAU,CAAC,IAAI,CAAC,UAAU,CAAC,EAAE,IAAI,CAAC,IAAI,CAAC,CAAC;IAC7D,CAAC;CACJ","sourcesContent":["import type { NodeRenderGraphConnectionPointDirection, NodeRenderGraphBlock, Nullable } from \"core/index\";\r\nimport { NodeRenderGraphConnectionPoint } from \"./nodeRenderGraphBlockConnectionPoint\";\r\nimport { NodeRenderGraphConnectionPointCompatibilityStates } from \"./Types/nodeRenderGraphTypes\";\r\n\r\n/**\r\n * Defines a connection point to be used for points with a custom object type\r\n */\r\nexport class NodeRenderGraphConnectionPointCustomObject<T extends NodeRenderGraphBlock> extends NodeRenderGraphConnectionPoint {\r\n /**\r\n * Creates a new connection point\r\n * @param name defines the connection point name\r\n * @param ownerBlock defines the block hosting this connection point\r\n * @param direction defines the direction of the connection point\r\n * @param _blockType\r\n * @param _blockName\r\n */\r\n public constructor(\r\n name: string,\r\n ownerBlock: NodeRenderGraphBlock,\r\n direction: NodeRenderGraphConnectionPointDirection,\r\n // @internal\r\n public _blockType: new (...args: any[]) => T,\r\n private _blockName: string\r\n ) {\r\n super(name, ownerBlock, direction);\r\n\r\n this.needDualDirectionValidation = true;\r\n }\r\n\r\n public override checkCompatibilityState(connectionPoint: NodeRenderGraphConnectionPoint): NodeRenderGraphConnectionPointCompatibilityStates {\r\n return connectionPoint instanceof NodeRenderGraphConnectionPointCustomObject && connectionPoint._blockName === this._blockName\r\n ? NodeRenderGraphConnectionPointCompatibilityStates.Compatible\r\n : NodeRenderGraphConnectionPointCompatibilityStates.TypeIncompatible;\r\n }\r\n\r\n public override createCustomInputBlock(): Nullable<[NodeRenderGraphBlock, string]> {\r\n return [new this._blockType(this._blockName), this.name];\r\n }\r\n}\r\n"]}
@@ -1 +1 @@
1
- {"version":3,"file":"cullPass.js","sourceRoot":"","sources":["../../../../../dev/core/src/FrameGraph/Passes/cullPass.ts"],"names":[],"mappings":"AAEA,OAAO,EAAE,cAAc,EAAE,MAAM,QAAQ,CAAC;AAExC;;GAEG;AACH,MAAM,OAAO,kBAAmB,SAAQ,cAAiC;IAIrE;;;;OAIG;IACI,MAAM,CAAC,UAAU,CAAC,IAAqB;QAC1C,OAAQ,IAA2B,CAAC,aAAa,KAAK,SAAS,CAAC;IACpE,CAAC;IAED;;OAEG;IACH,IAAW,UAAU;QACjB,OAAO,IAAI,CAAC,WAAW,CAAC;IAC5B,CAAC;IAED;;;OAGG;IACI,aAAa,CAAC,UAAgC;QACjD,IAAI,CAAC,WAAW,GAAG,UAAU,CAAC;IAClC,CAAC;IAED,gBAAgB;IAChB,YAAY,IAAY,EAAE,UAA0B,EAAE,OAA0B,EAAE,MAAsB;QACpG,KAAK,CAAC,IAAI,EAAE,UAAU,EAAE,OAAO,CAAC,CAAC;QACjC,IAAI,CAAC,OAAO,GAAG,MAAM,CAAC;IAC1B,CAAC;IAED,gBAAgB;IACA,QAAQ;QACpB,MAAM,MAAM,GAAG,KAAK,CAAC,QAAQ,EAAE,CAAC;QAChC,OAAO,MAAM,CAAC,CAAC,CAAC,MAAM,CAAC,CAAC,CAAC,IAAI,CAAC,WAAW,KAAK,SAAS,CAAC,CAAC,CAAC,IAAI,CAAC,CAAC,CAAC,uDAAuD,CAAC;IAC7H,CAAC;CACJ","sourcesContent":["// eslint-disable-next-line import/no-internal-modules\r\nimport type { Nullable, AbstractEngine, IFrameGraphPass, FrameGraphContext, FrameGraphObjectList, FrameGraphTask } from \"core/index\";\r\nimport { FrameGraphPass } from \"./pass\";\r\n\r\n/**\r\n * Cull pass used to filter objects that are not visible.\r\n */\r\nexport class FrameGraphCullPass extends FrameGraphPass<FrameGraphContext> {\r\n protected readonly _engine: AbstractEngine;\r\n protected _objectList: FrameGraphObjectList;\r\n\r\n /**\r\n * Checks if a pass is a cull pass.\r\n * @param pass The pass to check.\r\n * @returns True if the pass is a cull pass, else false.\r\n */\r\n public static IsCullPass(pass: IFrameGraphPass): pass is FrameGraphCullPass {\r\n return (pass as FrameGraphCullPass).setObjectList !== undefined;\r\n }\r\n\r\n /**\r\n * Gets the object list used by the cull pass.\r\n */\r\n public get objectList(): FrameGraphObjectList {\r\n return this._objectList;\r\n }\r\n\r\n /**\r\n * Sets the object list to use for culling.\r\n * @param objectList The object list to use for culling.\r\n */\r\n public setObjectList(objectList: FrameGraphObjectList) {\r\n this._objectList = objectList;\r\n }\r\n\r\n /** @internal */\r\n constructor(name: string, parentTask: FrameGraphTask, context: FrameGraphContext, engine: AbstractEngine) {\r\n super(name, parentTask, context);\r\n this._engine = engine;\r\n }\r\n\r\n /** @internal */\r\n public override _isValid(): Nullable<string> {\r\n const errMsg = super._isValid();\r\n return errMsg ? errMsg : this._objectList !== undefined ? null : \"Object list is not set (call setObjectList to set it)\";\r\n }\r\n}\r\n"]}
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+ {"version":3,"file":"cullPass.js","sourceRoot":"","sources":["../../../../../dev/core/src/FrameGraph/Passes/cullPass.ts"],"names":[],"mappings":"AACA,OAAO,EAAE,cAAc,EAAE,MAAM,QAAQ,CAAC;AAExC;;GAEG;AACH,MAAM,OAAO,kBAAmB,SAAQ,cAAiC;IAIrE;;;;OAIG;IACI,MAAM,CAAC,UAAU,CAAC,IAAqB;QAC1C,OAAQ,IAA2B,CAAC,aAAa,KAAK,SAAS,CAAC;IACpE,CAAC;IAED;;OAEG;IACH,IAAW,UAAU;QACjB,OAAO,IAAI,CAAC,WAAW,CAAC;IAC5B,CAAC;IAED;;;OAGG;IACI,aAAa,CAAC,UAAgC;QACjD,IAAI,CAAC,WAAW,GAAG,UAAU,CAAC;IAClC,CAAC;IAED,gBAAgB;IAChB,YAAY,IAAY,EAAE,UAA0B,EAAE,OAA0B,EAAE,MAAsB;QACpG,KAAK,CAAC,IAAI,EAAE,UAAU,EAAE,OAAO,CAAC,CAAC;QACjC,IAAI,CAAC,OAAO,GAAG,MAAM,CAAC;IAC1B,CAAC;IAED,gBAAgB;IACA,QAAQ;QACpB,MAAM,MAAM,GAAG,KAAK,CAAC,QAAQ,EAAE,CAAC;QAChC,OAAO,MAAM,CAAC,CAAC,CAAC,MAAM,CAAC,CAAC,CAAC,IAAI,CAAC,WAAW,KAAK,SAAS,CAAC,CAAC,CAAC,IAAI,CAAC,CAAC,CAAC,uDAAuD,CAAC;IAC7H,CAAC;CACJ","sourcesContent":["import type { Nullable, AbstractEngine, IFrameGraphPass, FrameGraphContext, FrameGraphObjectList, FrameGraphTask } from \"core/index\";\r\nimport { FrameGraphPass } from \"./pass\";\r\n\r\n/**\r\n * Cull pass used to filter objects that are not visible.\r\n */\r\nexport class FrameGraphCullPass extends FrameGraphPass<FrameGraphContext> {\r\n protected readonly _engine: AbstractEngine;\r\n protected _objectList: FrameGraphObjectList;\r\n\r\n /**\r\n * Checks if a pass is a cull pass.\r\n * @param pass The pass to check.\r\n * @returns True if the pass is a cull pass, else false.\r\n */\r\n public static IsCullPass(pass: IFrameGraphPass): pass is FrameGraphCullPass {\r\n return (pass as FrameGraphCullPass).setObjectList !== undefined;\r\n }\r\n\r\n /**\r\n * Gets the object list used by the cull pass.\r\n */\r\n public get objectList(): FrameGraphObjectList {\r\n return this._objectList;\r\n }\r\n\r\n /**\r\n * Sets the object list to use for culling.\r\n * @param objectList The object list to use for culling.\r\n */\r\n public setObjectList(objectList: FrameGraphObjectList) {\r\n this._objectList = objectList;\r\n }\r\n\r\n /** @internal */\r\n constructor(name: string, parentTask: FrameGraphTask, context: FrameGraphContext, engine: AbstractEngine) {\r\n super(name, parentTask, context);\r\n this._engine = engine;\r\n }\r\n\r\n /** @internal */\r\n public override _isValid(): Nullable<string> {\r\n const errMsg = super._isValid();\r\n return errMsg ? errMsg : this._objectList !== undefined ? null : \"Object list is not set (call setObjectList to set it)\";\r\n }\r\n}\r\n"]}