@babylonjs/core 8.15.1 → 8.16.1
This diff represents the content of publicly available package versions that have been released to one of the supported registries. The information contained in this diff is provided for informational purposes only and reflects changes between package versions as they appear in their respective public registries.
- package/Animations/animationGroup.d.ts +13 -1
- package/Animations/animationGroup.js +16 -3
- package/Animations/animationGroup.js.map +1 -1
- package/AudioV2/webAudio/components/webAudioParameterComponent.d.ts +8 -0
- package/AudioV2/webAudio/components/webAudioParameterComponent.js +36 -3
- package/AudioV2/webAudio/components/webAudioParameterComponent.js.map +1 -1
- package/AudioV2/webAudio/subNodes/spatialWebAudioSubNode.js +10 -0
- package/AudioV2/webAudio/subNodes/spatialWebAudioSubNode.js.map +1 -1
- package/AudioV2/webAudio/subProperties/spatialWebAudioListener.js +11 -0
- package/AudioV2/webAudio/subProperties/spatialWebAudioListener.js.map +1 -1
- package/AudioV2/webAudio/webAudioEngine.d.ts +7 -0
- package/AudioV2/webAudio/webAudioEngine.js +45 -0
- package/AudioV2/webAudio/webAudioEngine.js.map +1 -1
- package/Behaviors/Cameras/framingBehavior.js +3 -3
- package/Behaviors/Cameras/framingBehavior.js.map +1 -1
- package/Debug/directionalLightFrustumViewer.d.ts +6 -0
- package/Debug/directionalLightFrustumViewer.js +39 -1
- package/Debug/directionalLightFrustumViewer.js.map +1 -1
- package/Engines/AbstractEngine/abstractEngine.alpha.d.ts +2 -1
- package/Engines/AbstractEngine/abstractEngine.alpha.js +9 -9
- package/Engines/AbstractEngine/abstractEngine.alpha.js.map +1 -1
- package/Engines/AbstractEngine/abstractEngine.states.d.ts +4 -104
- package/Engines/AbstractEngine/abstractEngine.states.js +4 -70
- package/Engines/AbstractEngine/abstractEngine.states.js.map +1 -1
- package/Engines/AbstractEngine/abstractEngine.stencil.d.ts +147 -0
- package/Engines/AbstractEngine/abstractEngine.stencil.js +93 -0
- package/Engines/AbstractEngine/abstractEngine.stencil.js.map +1 -0
- package/Engines/AbstractEngine/index.d.ts +1 -0
- package/Engines/AbstractEngine/index.js +1 -0
- package/Engines/AbstractEngine/index.js.map +1 -1
- package/Engines/Extensions/engine.alpha.d.ts +2 -1
- package/Engines/Extensions/engine.alpha.js +7 -78
- package/Engines/Extensions/engine.alpha.js.map +1 -1
- package/Engines/WebGL/webGL2ShaderProcessors.js +8 -1
- package/Engines/WebGL/webGL2ShaderProcessors.js.map +1 -1
- package/Engines/WebGPU/Extensions/engine.alpha.d.ts +2 -1
- package/Engines/WebGPU/Extensions/engine.alpha.js +12 -82
- package/Engines/WebGPU/Extensions/engine.alpha.js.map +1 -1
- package/Engines/WebGPU/webgpuCacheRenderPipeline.d.ts +12 -5
- package/Engines/WebGPU/webgpuCacheRenderPipeline.js +139 -72
- package/Engines/WebGPU/webgpuCacheRenderPipeline.js.map +1 -1
- package/Engines/WebGPU/webgpuShaderProcessorsWGSL.js +13 -1
- package/Engines/WebGPU/webgpuShaderProcessorsWGSL.js.map +1 -1
- package/Engines/WebGPU/webgpuStencilStateComposer.d.ts +8 -0
- package/Engines/WebGPU/webgpuStencilStateComposer.js +40 -0
- package/Engines/WebGPU/webgpuStencilStateComposer.js.map +1 -1
- package/Engines/abstractEngine.d.ts +7 -3
- package/Engines/abstractEngine.js +12 -5
- package/Engines/abstractEngine.js.map +1 -1
- package/Engines/constants.d.ts +30 -28
- package/Engines/constants.js +30 -28
- package/Engines/constants.js.map +1 -1
- package/Engines/engine.d.ts +10 -0
- package/Engines/engine.js +1 -0
- package/Engines/engine.js.map +1 -1
- package/Engines/engineCapabilities.d.ts +4 -0
- package/Engines/engineCapabilities.js.map +1 -1
- package/Engines/nativeEngine.d.ts +2 -1
- package/Engines/nativeEngine.js +6 -3
- package/Engines/nativeEngine.js.map +1 -1
- package/Engines/nullEngine.d.ts +2 -1
- package/Engines/nullEngine.js +7 -4
- package/Engines/nullEngine.js.map +1 -1
- package/Engines/thinEngine.js +16 -3
- package/Engines/thinEngine.js.map +1 -1
- package/Engines/webgpuEngine.d.ts +1 -0
- package/Engines/webgpuEngine.js +6 -4
- package/Engines/webgpuEngine.js.map +1 -1
- package/FrameGraph/Tasks/PostProcesses/passTask.d.ts +1 -1
- package/FrameGraph/Tasks/PostProcesses/passTask.js.map +1 -1
- package/FrameGraph/Tasks/Rendering/objectRendererTask.d.ts +8 -1
- package/FrameGraph/Tasks/Rendering/objectRendererTask.js +14 -6
- package/FrameGraph/Tasks/Rendering/objectRendererTask.js.map +1 -1
- package/FrameGraph/Tasks/Rendering/shadowGeneratorTask.js +3 -0
- package/FrameGraph/Tasks/Rendering/shadowGeneratorTask.js.map +1 -1
- package/FrameGraph/Tasks/Rendering/taaObjectRendererTask.js +6 -5
- package/FrameGraph/Tasks/Rendering/taaObjectRendererTask.js.map +1 -1
- package/FrameGraph/Tasks/Texture/clearTextureTask.d.ts +1 -1
- package/FrameGraph/Tasks/Texture/clearTextureTask.js +7 -5
- package/FrameGraph/Tasks/Texture/clearTextureTask.js.map +1 -1
- package/FrameGraph/frameGraph.d.ts +10 -0
- package/FrameGraph/frameGraph.js +15 -5
- package/FrameGraph/frameGraph.js.map +1 -1
- package/FrameGraph/frameGraphContext.d.ts +16 -0
- package/FrameGraph/frameGraphContext.js +23 -0
- package/FrameGraph/frameGraphContext.js.map +1 -1
- package/FrameGraph/frameGraphRenderContext.d.ts +9 -16
- package/FrameGraph/frameGraphRenderContext.js +15 -23
- package/FrameGraph/frameGraphRenderContext.js.map +1 -1
- package/FrameGraph/frameGraphUtils.d.ts +52 -0
- package/FrameGraph/frameGraphUtils.js +99 -0
- package/FrameGraph/frameGraphUtils.js.map +1 -0
- package/FrameGraph/index.d.ts +1 -0
- package/FrameGraph/index.js +1 -0
- package/FrameGraph/index.js.map +1 -1
- package/Loading/Plugins/babylonFileLoader.js +35 -2
- package/Loading/Plugins/babylonFileLoader.js.map +1 -1
- package/Materials/material.d.ts +32 -12
- package/Materials/material.js +49 -17
- package/Materials/material.js.map +1 -1
- package/Materials/materialStencilState.d.ts +24 -0
- package/Materials/materialStencilState.js +53 -1
- package/Materials/materialStencilState.js.map +1 -1
- package/Meshes/geometry.js +1 -1
- package/Meshes/geometry.js.map +1 -1
- package/Meshes/instancedMesh.d.ts +5 -0
- package/Meshes/instancedMesh.js +3 -3
- package/Meshes/instancedMesh.js.map +1 -1
- package/Meshes/mesh.d.ts +28 -5
- package/Meshes/mesh.js +127 -57
- package/Meshes/mesh.js.map +1 -1
- package/Meshes/thinInstanceMesh.js +4 -0
- package/Meshes/thinInstanceMesh.js.map +1 -1
- package/Misc/snapshotRenderingHelper.js +2 -1
- package/Misc/snapshotRenderingHelper.js.map +1 -1
- package/Particles/IParticleSystem.d.ts +4 -0
- package/Particles/IParticleSystem.js.map +1 -1
- package/PostProcesses/RenderPipeline/Pipelines/taaRenderingPipeline.d.ts +1 -0
- package/PostProcesses/RenderPipeline/Pipelines/taaRenderingPipeline.js +32 -10
- package/PostProcesses/RenderPipeline/Pipelines/taaRenderingPipeline.js.map +1 -1
- package/PostProcesses/RenderPipeline/postProcessRenderPipeline.d.ts +4 -0
- package/PostProcesses/RenderPipeline/postProcessRenderPipeline.js +5 -0
- package/PostProcesses/RenderPipeline/postProcessRenderPipeline.js.map +1 -1
- package/PostProcesses/RenderPipeline/postProcessRenderPipelineManager.d.ts +12 -3
- package/PostProcesses/RenderPipeline/postProcessRenderPipelineManager.js +22 -1
- package/PostProcesses/RenderPipeline/postProcessRenderPipelineManager.js.map +1 -1
- package/PostProcesses/thinPassPostProcess.js +7 -3
- package/PostProcesses/thinPassPostProcess.js.map +1 -1
- package/Rendering/edgesRenderer.js +3 -2
- package/Rendering/edgesRenderer.js.map +1 -1
- package/Rendering/geometryBufferRenderer.js +1 -1
- package/Rendering/geometryBufferRenderer.js.map +1 -1
- package/Rendering/outlineRenderer.js +1 -1
- package/Rendering/outlineRenderer.js.map +1 -1
- package/Shaders/lod.fragment.js +2 -3
- package/Shaders/lod.fragment.js.map +1 -1
- package/ShadersWGSL/lod.fragment.js +2 -2
- package/ShadersWGSL/lod.fragment.js.map +1 -1
- package/Sprites/spriteManager.d.ts +1 -1
- package/Sprites/spriteManager.js.map +1 -1
- package/States/IStencilState.d.ts +6 -2
- package/States/IStencilState.js.map +1 -1
- package/States/alphaCullingState.d.ts +7 -5
- package/States/alphaCullingState.js +144 -33
- package/States/alphaCullingState.js.map +1 -1
- package/States/stencilState.d.ts +12 -0
- package/States/stencilState.js +29 -1
- package/States/stencilState.js.map +1 -1
- package/States/stencilStateComposer.d.ts +12 -0
- package/States/stencilStateComposer.js +48 -2
- package/States/stencilStateComposer.js.map +1 -1
- package/assetContainer.js +29 -8
- package/assetContainer.js.map +1 -1
- package/package.json +1 -1
- package/scene.d.ts +37 -1
- package/scene.js +56 -0
- package/scene.js.map +1 -1
|
@@ -1,4 +1,4 @@
|
|
|
1
|
-
import type { FrameGraph } from "
|
|
1
|
+
import type { FrameGraph } from "../../../index.js";
|
|
2
2
|
import { FrameGraphPostProcessTask } from "./postProcessTask.js";
|
|
3
3
|
import { ThinPassCubePostProcess, ThinPassPostProcess } from "../../../PostProcesses/thinPassPostProcess.js";
|
|
4
4
|
/**
|
|
@@ -1 +1 @@
|
|
|
1
|
-
{"version":3,"file":"passTask.js","sourceRoot":"","sources":["../../../../../../dev/core/src/FrameGraph/Tasks/PostProcesses/passTask.ts"],"names":[],"mappings":"
|
|
1
|
+
{"version":3,"file":"passTask.js","sourceRoot":"","sources":["../../../../../../dev/core/src/FrameGraph/Tasks/PostProcesses/passTask.ts"],"names":[],"mappings":"AAEA,OAAO,EAAE,yBAAyB,EAAE,MAAM,mBAAmB,CAAC;AAC9D,OAAO,EAAE,uBAAuB,EAAE,mBAAmB,EAAE,sDAA+C;AAEtG;;GAEG;AACH,MAAM,OAAO,kBAAmB,SAAQ,yBAAyB;IAG7D;;;;;OAKG;IACH,YAAY,IAAY,EAAE,UAAsB,EAAE,eAAqC;QACnF,KAAK,CAAC,IAAI,EAAE,UAAU,EAAE,eAAe,IAAI,IAAI,mBAAmB,CAAC,IAAI,EAAE,UAAU,CAAC,MAAM,CAAC,CAAC,CAAC;IACjG,CAAC;CACJ;AAED;;GAEG;AACH,MAAM,OAAO,sBAAuB,SAAQ,yBAAyB;IAGjE;;;;;OAKG;IACH,YAAY,IAAY,EAAE,UAAsB,EAAE,eAAyC;QACvF,KAAK,CAAC,IAAI,EAAE,UAAU,EAAE,eAAe,IAAI,IAAI,uBAAuB,CAAC,IAAI,EAAE,UAAU,CAAC,MAAM,CAAC,CAAC,CAAC;IACrG,CAAC;CACJ","sourcesContent":["// eslint-disable-next-line import/no-internal-modules\r\nimport type { FrameGraph } from \"core/index\";\r\nimport { FrameGraphPostProcessTask } from \"./postProcessTask\";\r\nimport { ThinPassCubePostProcess, ThinPassPostProcess } from \"core/PostProcesses/thinPassPostProcess\";\r\n\r\n/**\r\n * Task which applies a pass post process.\r\n */\r\nexport class FrameGraphPassTask extends FrameGraphPostProcessTask {\r\n public override readonly postProcess: ThinPassPostProcess;\r\n\r\n /**\r\n * Constructs a new pass task.\r\n * @param name The name of the task.\r\n * @param frameGraph The frame graph this task is associated with.\r\n * @param thinPostProcess The thin post process to use for the pass effect. If not provided, a new one will be created.\r\n */\r\n constructor(name: string, frameGraph: FrameGraph, thinPostProcess?: ThinPassPostProcess) {\r\n super(name, frameGraph, thinPostProcess || new ThinPassPostProcess(name, frameGraph.engine));\r\n }\r\n}\r\n\r\n/**\r\n * Task which applies a pass cube post process.\r\n */\r\nexport class FrameGraphPassCubeTask extends FrameGraphPostProcessTask {\r\n public override readonly postProcess: ThinPassCubePostProcess;\r\n\r\n /**\r\n * Constructs a new pass cube task.\r\n * @param name The name of the task.\r\n * @param frameGraph The frame graph this task is associated with.\r\n * @param thinPostProcess The thin post process to use for the pass cube effect. If not provided, a new one will be created.\r\n */\r\n constructor(name: string, frameGraph: FrameGraph, thinPostProcess?: ThinPassCubePostProcess) {\r\n super(name, frameGraph, thinPostProcess || new ThinPassCubePostProcess(name, frameGraph.engine));\r\n }\r\n}\r\n"]}
|
|
@@ -8,7 +8,7 @@ export declare class FrameGraphObjectRendererTask extends FrameGraphTask {
|
|
|
8
8
|
/**
|
|
9
9
|
* The target texture where the objects will be rendered.
|
|
10
10
|
*/
|
|
11
|
-
targetTexture: FrameGraphTextureHandle;
|
|
11
|
+
targetTexture: FrameGraphTextureHandle | FrameGraphTextureHandle[];
|
|
12
12
|
/**
|
|
13
13
|
* The depth attachment texture where the objects will be rendered (optional).
|
|
14
14
|
*/
|
|
@@ -44,6 +44,13 @@ export declare class FrameGraphObjectRendererTask extends FrameGraphTask {
|
|
|
44
44
|
* false means that the default image processing configuration will be applied (the one from the scene)
|
|
45
45
|
*/
|
|
46
46
|
disableImageProcessing: boolean;
|
|
47
|
+
/**
|
|
48
|
+
* Sets this property to true if this task is the main object renderer of the frame graph.
|
|
49
|
+
* It will help to locate the main object renderer in the frame graph when multiple object renderers are used.
|
|
50
|
+
* This is useful for the inspector to know which object renderer to use for additional rendering features like wireframe rendering or frustum light debugging.
|
|
51
|
+
* It is also used to determine the main camera used by the frame graph: this is the camera used by the main object renderer.
|
|
52
|
+
*/
|
|
53
|
+
isMainObjectRenderer: boolean;
|
|
47
54
|
/**
|
|
48
55
|
* The output texture.
|
|
49
56
|
* This texture will point to the same texture than the targetTexture property if it is set.
|
|
@@ -62,6 +62,13 @@ export class FrameGraphObjectRendererTask extends FrameGraphTask {
|
|
|
62
62
|
* false means that the default image processing configuration will be applied (the one from the scene)
|
|
63
63
|
*/
|
|
64
64
|
this.disableImageProcessing = false;
|
|
65
|
+
/**
|
|
66
|
+
* Sets this property to true if this task is the main object renderer of the frame graph.
|
|
67
|
+
* It will help to locate the main object renderer in the frame graph when multiple object renderers are used.
|
|
68
|
+
* This is useful for the inspector to know which object renderer to use for additional rendering features like wireframe rendering or frustum light debugging.
|
|
69
|
+
* It is also used to determine the main camera used by the frame graph: this is the camera used by the main object renderer.
|
|
70
|
+
*/
|
|
71
|
+
this.isMainObjectRenderer = false;
|
|
65
72
|
this._onBeforeRenderObservable = null;
|
|
66
73
|
this._onAfterRenderObservable = null;
|
|
67
74
|
this._externalObjectRenderer = false;
|
|
@@ -90,13 +97,14 @@ export class FrameGraphObjectRendererTask extends FrameGraphTask {
|
|
|
90
97
|
this._renderer.renderList = this.objectList.meshes;
|
|
91
98
|
this._renderer.particleSystemList = this.objectList.particleSystems;
|
|
92
99
|
this._renderer.disableImageProcessing = this.disableImageProcessing;
|
|
93
|
-
const
|
|
100
|
+
const targetTextures = Array.isArray(this.targetTexture) ? this.targetTexture : [this.targetTexture];
|
|
101
|
+
const outputTextureDescription = this._frameGraph.textureManager.getTextureDescription(targetTextures[0]);
|
|
94
102
|
let depthEnabled = false;
|
|
95
103
|
if (this.depthTexture !== undefined) {
|
|
96
|
-
if (this.depthTexture === backbufferDepthStencilTextureHandle &&
|
|
104
|
+
if (this.depthTexture === backbufferDepthStencilTextureHandle && (targetTextures[0] !== backbufferColorTextureHandle || targetTextures.length > 1)) {
|
|
97
105
|
throw new Error(`FrameGraphObjectRendererTask ${this.name}: the back buffer color texture is the only color texture allowed when the depth is the back buffer depth/stencil`);
|
|
98
106
|
}
|
|
99
|
-
if (this.depthTexture !== backbufferDepthStencilTextureHandle &&
|
|
107
|
+
if (this.depthTexture !== backbufferDepthStencilTextureHandle && targetTextures[0] === backbufferColorTextureHandle) {
|
|
100
108
|
throw new Error(`FrameGraphObjectRendererTask ${this.name}: the back buffer depth/stencil texture is the only depth texture allowed when the target is the back buffer color`);
|
|
101
109
|
}
|
|
102
110
|
const depthTextureDescription = this._frameGraph.textureManager.getTextureDescription(this.depthTexture);
|
|
@@ -105,7 +113,7 @@ export class FrameGraphObjectRendererTask extends FrameGraphTask {
|
|
|
105
113
|
}
|
|
106
114
|
depthEnabled = true;
|
|
107
115
|
}
|
|
108
|
-
this._frameGraph.textureManager.resolveDanglingHandle(this.outputTexture,
|
|
116
|
+
this._frameGraph.textureManager.resolveDanglingHandle(this.outputTexture, targetTextures[0]);
|
|
109
117
|
if (this.depthTexture !== undefined) {
|
|
110
118
|
this._frameGraph.textureManager.resolveDanglingHandle(this.outputDepthTexture, this.depthTexture);
|
|
111
119
|
}
|
|
@@ -113,7 +121,7 @@ export class FrameGraphObjectRendererTask extends FrameGraphTask {
|
|
|
113
121
|
this._textureHeight = outputTextureDescription.size.height;
|
|
114
122
|
this._setLightsForShadow();
|
|
115
123
|
const pass = this._frameGraph.addRenderPass(this.name);
|
|
116
|
-
pass.setRenderTarget(
|
|
124
|
+
pass.setRenderTarget(targetTextures);
|
|
117
125
|
pass.setRenderTargetDepth(this.depthTexture);
|
|
118
126
|
pass.setExecuteFunc((context) => {
|
|
119
127
|
this._renderer.renderList = this.objectList.meshes;
|
|
@@ -125,7 +133,7 @@ export class FrameGraphObjectRendererTask extends FrameGraphTask {
|
|
|
125
133
|
});
|
|
126
134
|
if (!skipCreationOfDisabledPasses) {
|
|
127
135
|
const passDisabled = this._frameGraph.addRenderPass(this.name + "_disabled", true);
|
|
128
|
-
passDisabled.setRenderTarget(
|
|
136
|
+
passDisabled.setRenderTarget(targetTextures);
|
|
129
137
|
passDisabled.setRenderTargetDepth(this.depthTexture);
|
|
130
138
|
passDisabled.setExecuteFunc((_context) => { });
|
|
131
139
|
}
|
|
@@ -1 +1 @@
|
|
|
1
|
-
{"version":3,"file":"objectRendererTask.js","sourceRoot":"","sources":["../../../../../../dev/core/src/FrameGraph/Tasks/Rendering/objectRendererTask.ts"],"names":[],"mappings":"AAcA,OAAO,EAAE,4BAA4B,EAAE,mCAAmC,EAAE,MAAM,uBAAuB,CAAC;AAC1G,OAAO,EAAE,cAAc,EAAE,MAAM,sBAAsB,CAAC;AACtD,OAAO,EAAE,cAAc,EAAE,MAAM,mCAAmC,CAAC;AACnE,OAAO,EAAE,qCAAqC,EAAE,MAAM,0BAA0B,CAAC;AAEjF;;GAEG;AACH,MAAM,OAAO,4BAA6B,SAAQ,cAAc;IAkB5D;;OAEG;IACH,IAAW,MAAM;QACb,OAAO,IAAI,CAAC,OAAO,CAAC;IACxB,CAAC;IAED,IAAW,MAAM,CAAC,MAAc;QAC5B,IAAI,CAAC,OAAO,GAAG,MAAM,CAAC;QACtB,IAAI,CAAC,SAAS,CAAC,YAAY,GAAG,IAAI,CAAC,MAAM,CAAC;IAC9C,CAAC;IA0CD;;OAEG;IACH,IAAW,cAAc;QACrB,OAAO,IAAI,CAAC,SAAS,CAAC;IAC1B,CAAC;IAED,IAAoB,IAAI;QACpB,OAAO,IAAI,CAAC,KAAK,CAAC;IACtB,CAAC;IAED,IAAoB,IAAI,CAAC,KAAa;QAClC,IAAI,CAAC,KAAK,GAAG,KAAK,CAAC;QACnB,IAAI,IAAI,CAAC,SAAS,EAAE,CAAC;YACjB,IAAI,CAAC,SAAS,CAAC,IAAI,GAAG,KAAK,CAAC;QAChC,CAAC;IACL,CAAC;IAUD;;;;;;;OAOG;IACH,YAAY,IAAY,EAAE,UAAsB,EAAE,KAAY,EAAE,OAA+B,EAAE,sBAAuC;QACpI,KAAK,CAAC,IAAI,EAAE,UAAU,CAAC,CAAC;QA9F5B;;WAEG;QACI,qBAAgB,GAAqC,EAAE,CAAC;QAqB/D;;WAEG;QACI,cAAS,GAAG,IAAI,CAAC;QAExB;;WAEG;QACI,eAAU,GAAG,IAAI,CAAC;QAEzB;;WAEG;QACI,mBAAc,GAAG,KAAK,CAAC;QAE9B;;;WAGG;QACI,2BAAsB,GAAG,KAAK,CAAC;QAsC5B,8BAAyB,GAA+B,IAAI,CAAC;QAC7D,6BAAwB,GAA+B,IAAI,CAAC;QAC5D,4BAAuB,GAAG,KAAK,CAAC;QAatC,IAAI,CAAC,MAAM,GAAG,KAAK,CAAC;QACpB,IAAI,CAAC,uBAAuB,GAAG,CAAC,CAAC,sBAAsB,CAAC;QACxD,IAAI,CAAC,SAAS,GAAG,sBAAsB,IAAI,IAAI,cAAc,CAAC,IAAI,EAAE,KAAK,EAAE,OAAO,CAAC,CAAC;QACpF,IAAI,CAAC,IAAI,GAAG,IAAI,CAAC;QAEjB,IAAI,CAAC,IAAI,CAAC,uBAAuB,EAAE,CAAC;YAChC,IAAI,CAAC,SAAS,CAAC,wCAAwC,CAAC,GAAG,CAAC,GAAG,EAAE;gBAC7D,IAAI,CAAC,IAAI,CAAC,SAAS,CAAC,OAAO,CAAC,sBAAsB,EAAE,CAAC;oBACjD,KAAK,CAAC,qBAAqB,CAAC,IAAI,CAAC,CAAC;gBACtC,CAAC;YACL,CAAC,CAAC,CAAC;QACP,CAAC;QAED,IAAI,CAAC,aAAa,GAAG,IAAI,CAAC,WAAW,CAAC,cAAc,CAAC,oBAAoB,EAAE,CAAC;QAC5E,IAAI,CAAC,kBAAkB,GAAG,IAAI,CAAC,WAAW,CAAC,cAAc,CAAC,oBAAoB,EAAE,CAAC;IACrF,CAAC;IAEe,OAAO;QACnB,OAAO,IAAI,CAAC,SAAS,CAAC,mBAAmB,CAAC,IAAI,CAAC,aAAa,EAAE,IAAI,CAAC,cAAc,CAAC,CAAC;IACvF,CAAC;IAEM,MAAM,CAAC,4BAA4B,GAAG,KAAK,EAAE,iBAA8D;QAC9G,IAAI,IAAI,CAAC,aAAa,KAAK,SAAS,IAAI,IAAI,CAAC,UAAU,KAAK,SAAS,EAAE,CAAC;YACpE,MAAM,IAAI,KAAK,CAAC,gCAAgC,IAAI,CAAC,IAAI,6CAA6C,CAAC,CAAC;QAC5G,CAAC;QAED,+GAA+G;QAC/G,IAAI,CAAC,SAAS,CAAC,UAAU,GAAG,IAAI,CAAC,UAAU,CAAC,MAAM,CAAC;QACnD,IAAI,CAAC,SAAS,CAAC,kBAAkB,GAAG,IAAI,CAAC,UAAU,CAAC,eAAe,CAAC;QACpE,IAAI,CAAC,SAAS,CAAC,sBAAsB,GAAG,IAAI,CAAC,sBAAsB,CAAC;QAEpE,MAAM,wBAAwB,GAAG,IAAI,CAAC,WAAW,CAAC,cAAc,CAAC,qBAAqB,CAAC,IAAI,CAAC,aAAa,CAAC,CAAC;QAE3G,IAAI,YAAY,GAAG,KAAK,CAAC;QAEzB,IAAI,IAAI,CAAC,YAAY,KAAK,SAAS,EAAE,CAAC;YAClC,IAAI,IAAI,CAAC,YAAY,KAAK,mCAAmC,IAAI,IAAI,CAAC,aAAa,KAAK,4BAA4B,EAAE,CAAC;gBACnH,MAAM,IAAI,KAAK,CACX,gCAAgC,IAAI,CAAC,IAAI,mHAAmH,CAC/J,CAAC;YACN,CAAC;YACD,IAAI,IAAI,CAAC,YAAY,KAAK,mCAAmC,IAAI,IAAI,CAAC,aAAa,KAAK,4BAA4B,EAAE,CAAC;gBACnH,MAAM,IAAI,KAAK,CACX,gCAAgC,IAAI,CAAC,IAAI,oHAAoH,CAChK,CAAC;YACN,CAAC;YAED,MAAM,uBAAuB,GAAG,IAAI,CAAC,WAAW,CAAC,cAAc,CAAC,qBAAqB,CAAC,IAAI,CAAC,YAAY,CAAC,CAAC;YACzG,IAAI,uBAAuB,CAAC,OAAO,CAAC,OAAO,KAAK,wBAAwB,CAAC,OAAO,CAAC,OAAO,EAAE,CAAC;gBACvF,MAAM,IAAI,KAAK,CAAC,gCAAgC,IAAI,CAAC,IAAI,iFAAiF,CAAC,CAAC;YAChJ,CAAC;YAED,YAAY,GAAG,IAAI,CAAC;QACxB,CAAC;QAED,IAAI,CAAC,WAAW,CAAC,cAAc,CAAC,qBAAqB,CAAC,IAAI,CAAC,aAAa,EAAE,IAAI,CAAC,aAAa,CAAC,CAAC;QAC9F,IAAI,IAAI,CAAC,YAAY,KAAK,SAAS,EAAE,CAAC;YAClC,IAAI,CAAC,WAAW,CAAC,cAAc,CAAC,qBAAqB,CAAC,IAAI,CAAC,kBAAkB,EAAE,IAAI,CAAC,YAAY,CAAC,CAAC;QACtG,CAAC;QAED,IAAI,CAAC,aAAa,GAAG,wBAAwB,CAAC,IAAI,CAAC,KAAK,CAAC;QACzD,IAAI,CAAC,cAAc,GAAG,wBAAwB,CAAC,IAAI,CAAC,MAAM,CAAC;QAE3D,IAAI,CAAC,mBAAmB,EAAE,CAAC;QAE3B,MAAM,IAAI,GAAG,IAAI,CAAC,WAAW,CAAC,aAAa,CAAC,IAAI,CAAC,IAAI,CAAC,CAAC;QAEvD,IAAI,CAAC,eAAe,CAAC,IAAI,CAAC,aAAa,CAAC,CAAC;QACzC,IAAI,CAAC,oBAAoB,CAAC,IAAI,CAAC,YAAY,CAAC,CAAC;QAC7C,IAAI,CAAC,cAAc,CAAC,CAAC,OAAO,EAAE,EAAE;YAC5B,IAAI,CAAC,SAAS,CAAC,UAAU,GAAG,IAAI,CAAC,UAAU,CAAC,MAAM,CAAC;YACnD,IAAI,CAAC,SAAS,CAAC,kBAAkB,GAAG,IAAI,CAAC,UAAU,CAAC,eAAe,CAAC;YACpE,IAAI,CAAC,SAAS,CAAC,sBAAsB,GAAG,IAAI,CAAC,sBAAsB,CAAC;YAEpE,OAAO,CAAC,cAAc,CAAC,IAAI,CAAC,SAAS,IAAI,YAAY,EAAE,IAAI,CAAC,UAAU,IAAI,YAAY,CAAC,CAAC;YACxF,OAAO,CAAC,MAAM,CAAC,IAAI,CAAC,SAAS,EAAE,IAAI,CAAC,aAAa,EAAE,IAAI,CAAC,cAAc,CAAC,CAAC;YAExE,iBAAiB,EAAE,CAAC,OAAO,CAAC,CAAC;QACjC,CAAC,CAAC,CAAC;QAEH,IAAI,CAAC,4BAA4B,EAAE,CAAC;YAChC,MAAM,YAAY,GAAG,IAAI,CAAC,WAAW,CAAC,aAAa,CAAC,IAAI,CAAC,IAAI,GAAG,WAAW,EAAE,IAAI,CAAC,CAAC;YAEnF,YAAY,CAAC,eAAe,CAAC,IAAI,CAAC,aAAa,CAAC,CAAC;YACjD,YAAY,CAAC,oBAAoB,CAAC,IAAI,CAAC,YAAY,CAAC,CAAC;YACrD,YAAY,CAAC,cAAc,CAAC,CAAC,QAAQ,EAAE,EAAE,GAAE,CAAC,CAAC,CAAC;QAClD,CAAC;QAED,OAAO,IAAI,CAAC;IAChB,CAAC;IAEe,OAAO;QACnB,IAAI,CAAC,SAAS,CAAC,wBAAwB,CAAC,MAAM,CAAC,IAAI,CAAC,yBAAyB,CAAC,CAAC;QAC/E,IAAI,CAAC,SAAS,CAAC,uBAAuB,CAAC,MAAM,CAAC,IAAI,CAAC,wBAAwB,CAAC,CAAC;QAC7E,IAAI,CAAC,IAAI,CAAC,uBAAuB,EAAE,CAAC;YAChC,IAAI,CAAC,SAAS,CAAC,OAAO,EAAE,CAAC;QAC7B,CAAC;QACD,KAAK,CAAC,OAAO,EAAE,CAAC;IACpB,CAAC;IAES,mBAAmB;QACzB,MAAM,eAAe,GAAe,IAAI,GAAG,EAAE,CAAC;QAC9C,MAAM,aAAa,GAAwB,IAAI,GAAG,EAAE,CAAC;QAErD,IAAI,IAAI,CAAC,gBAAgB,EAAE,CAAC;YACxB,KAAK,MAAM,mBAAmB,IAAI,IAAI,CAAC,gBAAgB,EAAE,CAAC;gBACtD,MAAM,eAAe,GAAG,mBAAmB,CAAC,eAAe,CAAC;gBAC5D,MAAM,KAAK,GAAG,eAAe,CAAC,QAAQ,EAAE,CAAC;gBACzC,IAAI,KAAK,CAAC,SAAS,EAAE,IAAI,KAAK,CAAC,aAAa,EAAE,CAAC;oBAC3C,eAAe,CAAC,GAAG,CAAC,KAAK,CAAC,CAAC;oBAC3B,IAAI,qCAAqC,CAAC,yBAAyB,CAAC,mBAAmB,CAAC,EAAE,CAAC;wBACvF,KAAK,CAAC,iBAAkB,CAAC,GAAG,CAAC,mBAAmB,CAAC,MAAM,EAAE,eAAe,CAAC,CAAC;oBAC9E,CAAC;yBAAM,CAAC;wBACJ,KAAK,CAAC,iBAAkB,CAAC,GAAG,CAAC,IAAI,EAAE,eAAe,CAAC,CAAC;oBACxD,CAAC;gBACL,CAAC;YACL,CAAC;QACL,CAAC;QAED,IAAI,CAAC,SAAS,CAAC,wBAAwB,CAAC,MAAM,CAAC,IAAI,CAAC,yBAAyB,CAAC,CAAC;QAC/E,IAAI,CAAC,yBAAyB,GAAG,IAAI,CAAC,SAAS,CAAC,wBAAwB,CAAC,GAAG,CAAC,GAAG,EAAE;YAC9E,KAAK,IAAI,CAAC,GAAG,CAAC,EAAE,CAAC,GAAG,IAAI,CAAC,MAAM,CAAC,MAAM,CAAC,MAAM,EAAE,CAAC,EAAE,EAAE,CAAC;gBACjD,MAAM,KAAK,GAAG,IAAI,CAAC,MAAM,CAAC,MAAM,CAAC,CAAC,CAAC,CAAC;gBACpC,aAAa,CAAC,GAAG,CAAC,KAAK,EAAE,KAAK,CAAC,aAAa,CAAC,CAAC;gBAC9C,KAAK,CAAC,aAAa,GAAG,CAAC,IAAI,CAAC,cAAc,IAAI,eAAe,CAAC,GAAG,CAAC,KAAK,CAAC,CAAC;YAC7E,CAAC;QACL,CAAC,CAAC,CAAC;QAEH,IAAI,CAAC,SAAS,CAAC,uBAAuB,CAAC,MAAM,CAAC,IAAI,CAAC,wBAAwB,CAAC,CAAC;QAC7E,IAAI,CAAC,wBAAwB,GAAG,IAAI,CAAC,SAAS,CAAC,uBAAuB,CAAC,GAAG,CAAC,GAAG,EAAE;YAC5E,KAAK,IAAI,CAAC,GAAG,CAAC,EAAE,CAAC,GAAG,IAAI,CAAC,MAAM,CAAC,MAAM,CAAC,MAAM,EAAE,CAAC,EAAE,EAAE,CAAC;gBACjD,MAAM,KAAK,GAAG,IAAI,CAAC,MAAM,CAAC,MAAM,CAAC,CAAC,CAAC,CAAC;gBACpC,KAAK,CAAC,aAAa,GAAG,aAAa,CAAC,GAAG,CAAC,KAAK,CAAE,CAAC;YACpD,CAAC;QACL,CAAC,CAAC,CAAC;IACP,CAAC;CACJ","sourcesContent":["import type {\r\n FrameGraph,\r\n FrameGraphTextureHandle,\r\n Scene,\r\n Camera,\r\n FrameGraphObjectList,\r\n FrameGraphRenderContext,\r\n ObjectRendererOptions,\r\n Light,\r\n Nullable,\r\n Observer,\r\n FrameGraphShadowGeneratorTask,\r\n FrameGraphRenderPass,\r\n} from \"core/index\";\r\nimport { backbufferColorTextureHandle, backbufferDepthStencilTextureHandle } from \"../../frameGraphTypes\";\r\nimport { FrameGraphTask } from \"../../frameGraphTask\";\r\nimport { ObjectRenderer } from \"../../../Rendering/objectRenderer\";\r\nimport { FrameGraphCascadedShadowGeneratorTask } from \"./csmShadowGeneratorTask\";\r\n\r\n/**\r\n * Task used to render objects to a texture.\r\n */\r\nexport class FrameGraphObjectRendererTask extends FrameGraphTask {\r\n /**\r\n * The target texture where the objects will be rendered.\r\n */\r\n public targetTexture: FrameGraphTextureHandle;\r\n\r\n /**\r\n * The depth attachment texture where the objects will be rendered (optional).\r\n */\r\n public depthTexture?: FrameGraphTextureHandle;\r\n\r\n /**\r\n * The shadow generators used to render the objects (optional).\r\n */\r\n public shadowGenerators?: FrameGraphShadowGeneratorTask[] = [];\r\n\r\n private _camera: Camera;\r\n\r\n /**\r\n * Gets or sets the camera used to render the objects.\r\n */\r\n public get camera() {\r\n return this._camera;\r\n }\r\n\r\n public set camera(camera: Camera) {\r\n this._camera = camera;\r\n this._renderer.activeCamera = this.camera;\r\n }\r\n\r\n /**\r\n * The list of objects to render.\r\n */\r\n public objectList: FrameGraphObjectList;\r\n\r\n /**\r\n * If depth testing should be enabled (default is true).\r\n */\r\n public depthTest = true;\r\n\r\n /**\r\n * If depth writing should be enabled (default is true).\r\n */\r\n public depthWrite = true;\r\n\r\n /**\r\n * If shadows should be disabled (default is false).\r\n */\r\n public disableShadows = false;\r\n\r\n /**\r\n * If image processing should be disabled (default is false).\r\n * false means that the default image processing configuration will be applied (the one from the scene)\r\n */\r\n public disableImageProcessing = false;\r\n\r\n /**\r\n * The output texture.\r\n * This texture will point to the same texture than the targetTexture property if it is set.\r\n * Note, however, that the handle itself will be different!\r\n */\r\n public readonly outputTexture: FrameGraphTextureHandle;\r\n\r\n /**\r\n * The output depth attachment texture.\r\n * This texture will point to the same texture than the depthTexture property if it is set.\r\n * Note, however, that the handle itself will be different!\r\n */\r\n public readonly outputDepthTexture: FrameGraphTextureHandle;\r\n\r\n /**\r\n * The object renderer used to render the objects.\r\n */\r\n public get objectRenderer() {\r\n return this._renderer;\r\n }\r\n\r\n public override get name() {\r\n return this._name;\r\n }\r\n\r\n public override set name(value: string) {\r\n this._name = value;\r\n if (this._renderer) {\r\n this._renderer.name = value;\r\n }\r\n }\r\n\r\n protected readonly _scene: Scene;\r\n protected readonly _renderer: ObjectRenderer;\r\n protected _textureWidth: number;\r\n protected _textureHeight: number;\r\n protected _onBeforeRenderObservable: Nullable<Observer<number>> = null;\r\n protected _onAfterRenderObservable: Nullable<Observer<number>> = null;\r\n protected _externalObjectRenderer = false;\r\n\r\n /**\r\n * Constructs a new object renderer task.\r\n * @param name The name of the task.\r\n * @param frameGraph The frame graph the task belongs to.\r\n * @param scene The scene the frame graph is associated with.\r\n * @param options The options of the object renderer.\r\n * @param existingObjectRenderer An existing object renderer to use (optional). If provided, the options parameter will be ignored.\r\n */\r\n constructor(name: string, frameGraph: FrameGraph, scene: Scene, options?: ObjectRendererOptions, existingObjectRenderer?: ObjectRenderer) {\r\n super(name, frameGraph);\r\n\r\n this._scene = scene;\r\n this._externalObjectRenderer = !!existingObjectRenderer;\r\n this._renderer = existingObjectRenderer ?? new ObjectRenderer(name, scene, options);\r\n this.name = name;\r\n\r\n if (!this._externalObjectRenderer) {\r\n this._renderer.onBeforeRenderingManagerRenderObservable.add(() => {\r\n if (!this._renderer.options.doNotChangeAspectRatio) {\r\n scene.updateTransformMatrix(true);\r\n }\r\n });\r\n }\r\n\r\n this.outputTexture = this._frameGraph.textureManager.createDanglingHandle();\r\n this.outputDepthTexture = this._frameGraph.textureManager.createDanglingHandle();\r\n }\r\n\r\n public override isReady() {\r\n return this._renderer.isReadyForRendering(this._textureWidth, this._textureHeight);\r\n }\r\n\r\n public record(skipCreationOfDisabledPasses = false, additionalExecute?: (context: FrameGraphRenderContext) => void): FrameGraphRenderPass {\r\n if (this.targetTexture === undefined || this.objectList === undefined) {\r\n throw new Error(`FrameGraphObjectRendererTask ${this.name}: targetTexture and objectList are required`);\r\n }\r\n\r\n // Make sure the renderList / particleSystemList are set when FrameGraphObjectRendererTask.isReady() is called!\r\n this._renderer.renderList = this.objectList.meshes;\r\n this._renderer.particleSystemList = this.objectList.particleSystems;\r\n this._renderer.disableImageProcessing = this.disableImageProcessing;\r\n\r\n const outputTextureDescription = this._frameGraph.textureManager.getTextureDescription(this.targetTexture);\r\n\r\n let depthEnabled = false;\r\n\r\n if (this.depthTexture !== undefined) {\r\n if (this.depthTexture === backbufferDepthStencilTextureHandle && this.targetTexture !== backbufferColorTextureHandle) {\r\n throw new Error(\r\n `FrameGraphObjectRendererTask ${this.name}: the back buffer color texture is the only color texture allowed when the depth is the back buffer depth/stencil`\r\n );\r\n }\r\n if (this.depthTexture !== backbufferDepthStencilTextureHandle && this.targetTexture === backbufferColorTextureHandle) {\r\n throw new Error(\r\n `FrameGraphObjectRendererTask ${this.name}: the back buffer depth/stencil texture is the only depth texture allowed when the target is the back buffer color`\r\n );\r\n }\r\n\r\n const depthTextureDescription = this._frameGraph.textureManager.getTextureDescription(this.depthTexture);\r\n if (depthTextureDescription.options.samples !== outputTextureDescription.options.samples) {\r\n throw new Error(`FrameGraphObjectRendererTask ${this.name}: the depth texture and the output texture must have the same number of samples`);\r\n }\r\n\r\n depthEnabled = true;\r\n }\r\n\r\n this._frameGraph.textureManager.resolveDanglingHandle(this.outputTexture, this.targetTexture);\r\n if (this.depthTexture !== undefined) {\r\n this._frameGraph.textureManager.resolveDanglingHandle(this.outputDepthTexture, this.depthTexture);\r\n }\r\n\r\n this._textureWidth = outputTextureDescription.size.width;\r\n this._textureHeight = outputTextureDescription.size.height;\r\n\r\n this._setLightsForShadow();\r\n\r\n const pass = this._frameGraph.addRenderPass(this.name);\r\n\r\n pass.setRenderTarget(this.targetTexture);\r\n pass.setRenderTargetDepth(this.depthTexture);\r\n pass.setExecuteFunc((context) => {\r\n this._renderer.renderList = this.objectList.meshes;\r\n this._renderer.particleSystemList = this.objectList.particleSystems;\r\n this._renderer.disableImageProcessing = this.disableImageProcessing;\r\n\r\n context.setDepthStates(this.depthTest && depthEnabled, this.depthWrite && depthEnabled);\r\n context.render(this._renderer, this._textureWidth, this._textureHeight);\r\n\r\n additionalExecute?.(context);\r\n });\r\n\r\n if (!skipCreationOfDisabledPasses) {\r\n const passDisabled = this._frameGraph.addRenderPass(this.name + \"_disabled\", true);\r\n\r\n passDisabled.setRenderTarget(this.targetTexture);\r\n passDisabled.setRenderTargetDepth(this.depthTexture);\r\n passDisabled.setExecuteFunc((_context) => {});\r\n }\r\n\r\n return pass;\r\n }\r\n\r\n public override dispose(): void {\r\n this._renderer.onBeforeRenderObservable.remove(this._onBeforeRenderObservable);\r\n this._renderer.onAfterRenderObservable.remove(this._onAfterRenderObservable);\r\n if (!this._externalObjectRenderer) {\r\n this._renderer.dispose();\r\n }\r\n super.dispose();\r\n }\r\n\r\n protected _setLightsForShadow() {\r\n const lightsForShadow: Set<Light> = new Set();\r\n const shadowEnabled: Map<Light, boolean> = new Map();\r\n\r\n if (this.shadowGenerators) {\r\n for (const shadowGeneratorTask of this.shadowGenerators) {\r\n const shadowGenerator = shadowGeneratorTask.shadowGenerator;\r\n const light = shadowGenerator.getLight();\r\n if (light.isEnabled() && light.shadowEnabled) {\r\n lightsForShadow.add(light);\r\n if (FrameGraphCascadedShadowGeneratorTask.IsCascadedShadowGenerator(shadowGeneratorTask)) {\r\n light._shadowGenerators!.set(shadowGeneratorTask.camera, shadowGenerator);\r\n } else {\r\n light._shadowGenerators!.set(null, shadowGenerator);\r\n }\r\n }\r\n }\r\n }\r\n\r\n this._renderer.onBeforeRenderObservable.remove(this._onBeforeRenderObservable);\r\n this._onBeforeRenderObservable = this._renderer.onBeforeRenderObservable.add(() => {\r\n for (let i = 0; i < this._scene.lights.length; i++) {\r\n const light = this._scene.lights[i];\r\n shadowEnabled.set(light, light.shadowEnabled);\r\n light.shadowEnabled = !this.disableShadows && lightsForShadow.has(light);\r\n }\r\n });\r\n\r\n this._renderer.onAfterRenderObservable.remove(this._onAfterRenderObservable);\r\n this._onAfterRenderObservable = this._renderer.onAfterRenderObservable.add(() => {\r\n for (let i = 0; i < this._scene.lights.length; i++) {\r\n const light = this._scene.lights[i];\r\n light.shadowEnabled = shadowEnabled.get(light)!;\r\n }\r\n });\r\n }\r\n}\r\n"]}
|
|
1
|
+
{"version":3,"file":"objectRendererTask.js","sourceRoot":"","sources":["../../../../../../dev/core/src/FrameGraph/Tasks/Rendering/objectRendererTask.ts"],"names":[],"mappings":"AAcA,OAAO,EAAE,4BAA4B,EAAE,mCAAmC,EAAE,MAAM,uBAAuB,CAAC;AAC1G,OAAO,EAAE,cAAc,EAAE,MAAM,sBAAsB,CAAC;AACtD,OAAO,EAAE,cAAc,EAAE,MAAM,mCAAmC,CAAC;AACnE,OAAO,EAAE,qCAAqC,EAAE,MAAM,0BAA0B,CAAC;AAEjF;;GAEG;AACH,MAAM,OAAO,4BAA6B,SAAQ,cAAc;IAkB5D;;OAEG;IACH,IAAW,MAAM;QACb,OAAO,IAAI,CAAC,OAAO,CAAC;IACxB,CAAC;IAED,IAAW,MAAM,CAAC,MAAc;QAC5B,IAAI,CAAC,OAAO,GAAG,MAAM,CAAC;QACtB,IAAI,CAAC,SAAS,CAAC,YAAY,GAAG,IAAI,CAAC,MAAM,CAAC;IAC9C,CAAC;IAkDD;;OAEG;IACH,IAAW,cAAc;QACrB,OAAO,IAAI,CAAC,SAAS,CAAC;IAC1B,CAAC;IAED,IAAoB,IAAI;QACpB,OAAO,IAAI,CAAC,KAAK,CAAC;IACtB,CAAC;IAED,IAAoB,IAAI,CAAC,KAAa;QAClC,IAAI,CAAC,KAAK,GAAG,KAAK,CAAC;QACnB,IAAI,IAAI,CAAC,SAAS,EAAE,CAAC;YACjB,IAAI,CAAC,SAAS,CAAC,IAAI,GAAG,KAAK,CAAC;QAChC,CAAC;IACL,CAAC;IAUD;;;;;;;OAOG;IACH,YAAY,IAAY,EAAE,UAAsB,EAAE,KAAY,EAAE,OAA+B,EAAE,sBAAuC;QACpI,KAAK,CAAC,IAAI,EAAE,UAAU,CAAC,CAAC;QAtG5B;;WAEG;QACI,qBAAgB,GAAqC,EAAE,CAAC;QAqB/D;;WAEG;QACI,cAAS,GAAG,IAAI,CAAC;QAExB;;WAEG;QACI,eAAU,GAAG,IAAI,CAAC;QAEzB;;WAEG;QACI,mBAAc,GAAG,KAAK,CAAC;QAE9B;;;WAGG;QACI,2BAAsB,GAAG,KAAK,CAAC;QAEtC;;;;;WAKG;QACI,yBAAoB,GAAG,KAAK,CAAC;QAsC1B,8BAAyB,GAA+B,IAAI,CAAC;QAC7D,6BAAwB,GAA+B,IAAI,CAAC;QAC5D,4BAAuB,GAAG,KAAK,CAAC;QAatC,IAAI,CAAC,MAAM,GAAG,KAAK,CAAC;QACpB,IAAI,CAAC,uBAAuB,GAAG,CAAC,CAAC,sBAAsB,CAAC;QACxD,IAAI,CAAC,SAAS,GAAG,sBAAsB,IAAI,IAAI,cAAc,CAAC,IAAI,EAAE,KAAK,EAAE,OAAO,CAAC,CAAC;QACpF,IAAI,CAAC,IAAI,GAAG,IAAI,CAAC;QAEjB,IAAI,CAAC,IAAI,CAAC,uBAAuB,EAAE,CAAC;YAChC,IAAI,CAAC,SAAS,CAAC,wCAAwC,CAAC,GAAG,CAAC,GAAG,EAAE;gBAC7D,IAAI,CAAC,IAAI,CAAC,SAAS,CAAC,OAAO,CAAC,sBAAsB,EAAE,CAAC;oBACjD,KAAK,CAAC,qBAAqB,CAAC,IAAI,CAAC,CAAC;gBACtC,CAAC;YACL,CAAC,CAAC,CAAC;QACP,CAAC;QAED,IAAI,CAAC,aAAa,GAAG,IAAI,CAAC,WAAW,CAAC,cAAc,CAAC,oBAAoB,EAAE,CAAC;QAC5E,IAAI,CAAC,kBAAkB,GAAG,IAAI,CAAC,WAAW,CAAC,cAAc,CAAC,oBAAoB,EAAE,CAAC;IACrF,CAAC;IAEe,OAAO;QACnB,OAAO,IAAI,CAAC,SAAS,CAAC,mBAAmB,CAAC,IAAI,CAAC,aAAa,EAAE,IAAI,CAAC,cAAc,CAAC,CAAC;IACvF,CAAC;IAEM,MAAM,CAAC,4BAA4B,GAAG,KAAK,EAAE,iBAA8D;QAC9G,IAAI,IAAI,CAAC,aAAa,KAAK,SAAS,IAAI,IAAI,CAAC,UAAU,KAAK,SAAS,EAAE,CAAC;YACpE,MAAM,IAAI,KAAK,CAAC,gCAAgC,IAAI,CAAC,IAAI,6CAA6C,CAAC,CAAC;QAC5G,CAAC;QAED,+GAA+G;QAC/G,IAAI,CAAC,SAAS,CAAC,UAAU,GAAG,IAAI,CAAC,UAAU,CAAC,MAAM,CAAC;QACnD,IAAI,CAAC,SAAS,CAAC,kBAAkB,GAAG,IAAI,CAAC,UAAU,CAAC,eAAe,CAAC;QACpE,IAAI,CAAC,SAAS,CAAC,sBAAsB,GAAG,IAAI,CAAC,sBAAsB,CAAC;QAEpE,MAAM,cAAc,GAAG,KAAK,CAAC,OAAO,CAAC,IAAI,CAAC,aAAa,CAAC,CAAC,CAAC,CAAC,IAAI,CAAC,aAAa,CAAC,CAAC,CAAC,CAAC,IAAI,CAAC,aAAa,CAAC,CAAC;QAErG,MAAM,wBAAwB,GAAG,IAAI,CAAC,WAAW,CAAC,cAAc,CAAC,qBAAqB,CAAC,cAAc,CAAC,CAAC,CAAC,CAAC,CAAC;QAE1G,IAAI,YAAY,GAAG,KAAK,CAAC;QAEzB,IAAI,IAAI,CAAC,YAAY,KAAK,SAAS,EAAE,CAAC;YAClC,IAAI,IAAI,CAAC,YAAY,KAAK,mCAAmC,IAAI,CAAC,cAAc,CAAC,CAAC,CAAC,KAAK,4BAA4B,IAAI,cAAc,CAAC,MAAM,GAAG,CAAC,CAAC,EAAE,CAAC;gBACjJ,MAAM,IAAI,KAAK,CACX,gCAAgC,IAAI,CAAC,IAAI,mHAAmH,CAC/J,CAAC;YACN,CAAC;YACD,IAAI,IAAI,CAAC,YAAY,KAAK,mCAAmC,IAAI,cAAc,CAAC,CAAC,CAAC,KAAK,4BAA4B,EAAE,CAAC;gBAClH,MAAM,IAAI,KAAK,CACX,gCAAgC,IAAI,CAAC,IAAI,oHAAoH,CAChK,CAAC;YACN,CAAC;YAED,MAAM,uBAAuB,GAAG,IAAI,CAAC,WAAW,CAAC,cAAc,CAAC,qBAAqB,CAAC,IAAI,CAAC,YAAY,CAAC,CAAC;YACzG,IAAI,uBAAuB,CAAC,OAAO,CAAC,OAAO,KAAK,wBAAwB,CAAC,OAAO,CAAC,OAAO,EAAE,CAAC;gBACvF,MAAM,IAAI,KAAK,CAAC,gCAAgC,IAAI,CAAC,IAAI,iFAAiF,CAAC,CAAC;YAChJ,CAAC;YAED,YAAY,GAAG,IAAI,CAAC;QACxB,CAAC;QAED,IAAI,CAAC,WAAW,CAAC,cAAc,CAAC,qBAAqB,CAAC,IAAI,CAAC,aAAa,EAAE,cAAc,CAAC,CAAC,CAAC,CAAC,CAAC;QAC7F,IAAI,IAAI,CAAC,YAAY,KAAK,SAAS,EAAE,CAAC;YAClC,IAAI,CAAC,WAAW,CAAC,cAAc,CAAC,qBAAqB,CAAC,IAAI,CAAC,kBAAkB,EAAE,IAAI,CAAC,YAAY,CAAC,CAAC;QACtG,CAAC;QAED,IAAI,CAAC,aAAa,GAAG,wBAAwB,CAAC,IAAI,CAAC,KAAK,CAAC;QACzD,IAAI,CAAC,cAAc,GAAG,wBAAwB,CAAC,IAAI,CAAC,MAAM,CAAC;QAE3D,IAAI,CAAC,mBAAmB,EAAE,CAAC;QAE3B,MAAM,IAAI,GAAG,IAAI,CAAC,WAAW,CAAC,aAAa,CAAC,IAAI,CAAC,IAAI,CAAC,CAAC;QAEvD,IAAI,CAAC,eAAe,CAAC,cAAc,CAAC,CAAC;QACrC,IAAI,CAAC,oBAAoB,CAAC,IAAI,CAAC,YAAY,CAAC,CAAC;QAC7C,IAAI,CAAC,cAAc,CAAC,CAAC,OAAO,EAAE,EAAE;YAC5B,IAAI,CAAC,SAAS,CAAC,UAAU,GAAG,IAAI,CAAC,UAAU,CAAC,MAAM,CAAC;YACnD,IAAI,CAAC,SAAS,CAAC,kBAAkB,GAAG,IAAI,CAAC,UAAU,CAAC,eAAe,CAAC;YACpE,IAAI,CAAC,SAAS,CAAC,sBAAsB,GAAG,IAAI,CAAC,sBAAsB,CAAC;YAEpE,OAAO,CAAC,cAAc,CAAC,IAAI,CAAC,SAAS,IAAI,YAAY,EAAE,IAAI,CAAC,UAAU,IAAI,YAAY,CAAC,CAAC;YACxF,OAAO,CAAC,MAAM,CAAC,IAAI,CAAC,SAAS,EAAE,IAAI,CAAC,aAAa,EAAE,IAAI,CAAC,cAAc,CAAC,CAAC;YAExE,iBAAiB,EAAE,CAAC,OAAO,CAAC,CAAC;QACjC,CAAC,CAAC,CAAC;QAEH,IAAI,CAAC,4BAA4B,EAAE,CAAC;YAChC,MAAM,YAAY,GAAG,IAAI,CAAC,WAAW,CAAC,aAAa,CAAC,IAAI,CAAC,IAAI,GAAG,WAAW,EAAE,IAAI,CAAC,CAAC;YAEnF,YAAY,CAAC,eAAe,CAAC,cAAc,CAAC,CAAC;YAC7C,YAAY,CAAC,oBAAoB,CAAC,IAAI,CAAC,YAAY,CAAC,CAAC;YACrD,YAAY,CAAC,cAAc,CAAC,CAAC,QAAQ,EAAE,EAAE,GAAE,CAAC,CAAC,CAAC;QAClD,CAAC;QAED,OAAO,IAAI,CAAC;IAChB,CAAC;IAEe,OAAO;QACnB,IAAI,CAAC,SAAS,CAAC,wBAAwB,CAAC,MAAM,CAAC,IAAI,CAAC,yBAAyB,CAAC,CAAC;QAC/E,IAAI,CAAC,SAAS,CAAC,uBAAuB,CAAC,MAAM,CAAC,IAAI,CAAC,wBAAwB,CAAC,CAAC;QAC7E,IAAI,CAAC,IAAI,CAAC,uBAAuB,EAAE,CAAC;YAChC,IAAI,CAAC,SAAS,CAAC,OAAO,EAAE,CAAC;QAC7B,CAAC;QACD,KAAK,CAAC,OAAO,EAAE,CAAC;IACpB,CAAC;IAES,mBAAmB;QACzB,MAAM,eAAe,GAAe,IAAI,GAAG,EAAE,CAAC;QAC9C,MAAM,aAAa,GAAwB,IAAI,GAAG,EAAE,CAAC;QAErD,IAAI,IAAI,CAAC,gBAAgB,EAAE,CAAC;YACxB,KAAK,MAAM,mBAAmB,IAAI,IAAI,CAAC,gBAAgB,EAAE,CAAC;gBACtD,MAAM,eAAe,GAAG,mBAAmB,CAAC,eAAe,CAAC;gBAC5D,MAAM,KAAK,GAAG,eAAe,CAAC,QAAQ,EAAE,CAAC;gBACzC,IAAI,KAAK,CAAC,SAAS,EAAE,IAAI,KAAK,CAAC,aAAa,EAAE,CAAC;oBAC3C,eAAe,CAAC,GAAG,CAAC,KAAK,CAAC,CAAC;oBAC3B,IAAI,qCAAqC,CAAC,yBAAyB,CAAC,mBAAmB,CAAC,EAAE,CAAC;wBACvF,KAAK,CAAC,iBAAkB,CAAC,GAAG,CAAC,mBAAmB,CAAC,MAAM,EAAE,eAAe,CAAC,CAAC;oBAC9E,CAAC;yBAAM,CAAC;wBACJ,KAAK,CAAC,iBAAkB,CAAC,GAAG,CAAC,IAAI,EAAE,eAAe,CAAC,CAAC;oBACxD,CAAC;gBACL,CAAC;YACL,CAAC;QACL,CAAC;QAED,IAAI,CAAC,SAAS,CAAC,wBAAwB,CAAC,MAAM,CAAC,IAAI,CAAC,yBAAyB,CAAC,CAAC;QAC/E,IAAI,CAAC,yBAAyB,GAAG,IAAI,CAAC,SAAS,CAAC,wBAAwB,CAAC,GAAG,CAAC,GAAG,EAAE;YAC9E,KAAK,IAAI,CAAC,GAAG,CAAC,EAAE,CAAC,GAAG,IAAI,CAAC,MAAM,CAAC,MAAM,CAAC,MAAM,EAAE,CAAC,EAAE,EAAE,CAAC;gBACjD,MAAM,KAAK,GAAG,IAAI,CAAC,MAAM,CAAC,MAAM,CAAC,CAAC,CAAC,CAAC;gBACpC,aAAa,CAAC,GAAG,CAAC,KAAK,EAAE,KAAK,CAAC,aAAa,CAAC,CAAC;gBAC9C,KAAK,CAAC,aAAa,GAAG,CAAC,IAAI,CAAC,cAAc,IAAI,eAAe,CAAC,GAAG,CAAC,KAAK,CAAC,CAAC;YAC7E,CAAC;QACL,CAAC,CAAC,CAAC;QAEH,IAAI,CAAC,SAAS,CAAC,uBAAuB,CAAC,MAAM,CAAC,IAAI,CAAC,wBAAwB,CAAC,CAAC;QAC7E,IAAI,CAAC,wBAAwB,GAAG,IAAI,CAAC,SAAS,CAAC,uBAAuB,CAAC,GAAG,CAAC,GAAG,EAAE;YAC5E,KAAK,IAAI,CAAC,GAAG,CAAC,EAAE,CAAC,GAAG,IAAI,CAAC,MAAM,CAAC,MAAM,CAAC,MAAM,EAAE,CAAC,EAAE,EAAE,CAAC;gBACjD,MAAM,KAAK,GAAG,IAAI,CAAC,MAAM,CAAC,MAAM,CAAC,CAAC,CAAC,CAAC;gBACpC,KAAK,CAAC,aAAa,GAAG,aAAa,CAAC,GAAG,CAAC,KAAK,CAAE,CAAC;YACpD,CAAC;QACL,CAAC,CAAC,CAAC;IACP,CAAC;CACJ","sourcesContent":["import type {\r\n FrameGraph,\r\n FrameGraphTextureHandle,\r\n Scene,\r\n Camera,\r\n FrameGraphObjectList,\r\n FrameGraphRenderContext,\r\n ObjectRendererOptions,\r\n Light,\r\n Nullable,\r\n Observer,\r\n FrameGraphShadowGeneratorTask,\r\n FrameGraphRenderPass,\r\n} from \"core/index\";\r\nimport { backbufferColorTextureHandle, backbufferDepthStencilTextureHandle } from \"../../frameGraphTypes\";\r\nimport { FrameGraphTask } from \"../../frameGraphTask\";\r\nimport { ObjectRenderer } from \"../../../Rendering/objectRenderer\";\r\nimport { FrameGraphCascadedShadowGeneratorTask } from \"./csmShadowGeneratorTask\";\r\n\r\n/**\r\n * Task used to render objects to a texture.\r\n */\r\nexport class FrameGraphObjectRendererTask extends FrameGraphTask {\r\n /**\r\n * The target texture where the objects will be rendered.\r\n */\r\n public targetTexture: FrameGraphTextureHandle | FrameGraphTextureHandle[];\r\n\r\n /**\r\n * The depth attachment texture where the objects will be rendered (optional).\r\n */\r\n public depthTexture?: FrameGraphTextureHandle;\r\n\r\n /**\r\n * The shadow generators used to render the objects (optional).\r\n */\r\n public shadowGenerators?: FrameGraphShadowGeneratorTask[] = [];\r\n\r\n private _camera: Camera;\r\n\r\n /**\r\n * Gets or sets the camera used to render the objects.\r\n */\r\n public get camera() {\r\n return this._camera;\r\n }\r\n\r\n public set camera(camera: Camera) {\r\n this._camera = camera;\r\n this._renderer.activeCamera = this.camera;\r\n }\r\n\r\n /**\r\n * The list of objects to render.\r\n */\r\n public objectList: FrameGraphObjectList;\r\n\r\n /**\r\n * If depth testing should be enabled (default is true).\r\n */\r\n public depthTest = true;\r\n\r\n /**\r\n * If depth writing should be enabled (default is true).\r\n */\r\n public depthWrite = true;\r\n\r\n /**\r\n * If shadows should be disabled (default is false).\r\n */\r\n public disableShadows = false;\r\n\r\n /**\r\n * If image processing should be disabled (default is false).\r\n * false means that the default image processing configuration will be applied (the one from the scene)\r\n */\r\n public disableImageProcessing = false;\r\n\r\n /**\r\n * Sets this property to true if this task is the main object renderer of the frame graph.\r\n * It will help to locate the main object renderer in the frame graph when multiple object renderers are used.\r\n * This is useful for the inspector to know which object renderer to use for additional rendering features like wireframe rendering or frustum light debugging.\r\n * It is also used to determine the main camera used by the frame graph: this is the camera used by the main object renderer.\r\n */\r\n public isMainObjectRenderer = false;\r\n\r\n /**\r\n * The output texture.\r\n * This texture will point to the same texture than the targetTexture property if it is set.\r\n * Note, however, that the handle itself will be different!\r\n */\r\n public readonly outputTexture: FrameGraphTextureHandle;\r\n\r\n /**\r\n * The output depth attachment texture.\r\n * This texture will point to the same texture than the depthTexture property if it is set.\r\n * Note, however, that the handle itself will be different!\r\n */\r\n public readonly outputDepthTexture: FrameGraphTextureHandle;\r\n\r\n /**\r\n * The object renderer used to render the objects.\r\n */\r\n public get objectRenderer() {\r\n return this._renderer;\r\n }\r\n\r\n public override get name() {\r\n return this._name;\r\n }\r\n\r\n public override set name(value: string) {\r\n this._name = value;\r\n if (this._renderer) {\r\n this._renderer.name = value;\r\n }\r\n }\r\n\r\n protected readonly _scene: Scene;\r\n protected readonly _renderer: ObjectRenderer;\r\n protected _textureWidth: number;\r\n protected _textureHeight: number;\r\n protected _onBeforeRenderObservable: Nullable<Observer<number>> = null;\r\n protected _onAfterRenderObservable: Nullable<Observer<number>> = null;\r\n protected _externalObjectRenderer = false;\r\n\r\n /**\r\n * Constructs a new object renderer task.\r\n * @param name The name of the task.\r\n * @param frameGraph The frame graph the task belongs to.\r\n * @param scene The scene the frame graph is associated with.\r\n * @param options The options of the object renderer.\r\n * @param existingObjectRenderer An existing object renderer to use (optional). If provided, the options parameter will be ignored.\r\n */\r\n constructor(name: string, frameGraph: FrameGraph, scene: Scene, options?: ObjectRendererOptions, existingObjectRenderer?: ObjectRenderer) {\r\n super(name, frameGraph);\r\n\r\n this._scene = scene;\r\n this._externalObjectRenderer = !!existingObjectRenderer;\r\n this._renderer = existingObjectRenderer ?? new ObjectRenderer(name, scene, options);\r\n this.name = name;\r\n\r\n if (!this._externalObjectRenderer) {\r\n this._renderer.onBeforeRenderingManagerRenderObservable.add(() => {\r\n if (!this._renderer.options.doNotChangeAspectRatio) {\r\n scene.updateTransformMatrix(true);\r\n }\r\n });\r\n }\r\n\r\n this.outputTexture = this._frameGraph.textureManager.createDanglingHandle();\r\n this.outputDepthTexture = this._frameGraph.textureManager.createDanglingHandle();\r\n }\r\n\r\n public override isReady() {\r\n return this._renderer.isReadyForRendering(this._textureWidth, this._textureHeight);\r\n }\r\n\r\n public record(skipCreationOfDisabledPasses = false, additionalExecute?: (context: FrameGraphRenderContext) => void): FrameGraphRenderPass {\r\n if (this.targetTexture === undefined || this.objectList === undefined) {\r\n throw new Error(`FrameGraphObjectRendererTask ${this.name}: targetTexture and objectList are required`);\r\n }\r\n\r\n // Make sure the renderList / particleSystemList are set when FrameGraphObjectRendererTask.isReady() is called!\r\n this._renderer.renderList = this.objectList.meshes;\r\n this._renderer.particleSystemList = this.objectList.particleSystems;\r\n this._renderer.disableImageProcessing = this.disableImageProcessing;\r\n\r\n const targetTextures = Array.isArray(this.targetTexture) ? this.targetTexture : [this.targetTexture];\r\n\r\n const outputTextureDescription = this._frameGraph.textureManager.getTextureDescription(targetTextures[0]);\r\n\r\n let depthEnabled = false;\r\n\r\n if (this.depthTexture !== undefined) {\r\n if (this.depthTexture === backbufferDepthStencilTextureHandle && (targetTextures[0] !== backbufferColorTextureHandle || targetTextures.length > 1)) {\r\n throw new Error(\r\n `FrameGraphObjectRendererTask ${this.name}: the back buffer color texture is the only color texture allowed when the depth is the back buffer depth/stencil`\r\n );\r\n }\r\n if (this.depthTexture !== backbufferDepthStencilTextureHandle && targetTextures[0] === backbufferColorTextureHandle) {\r\n throw new Error(\r\n `FrameGraphObjectRendererTask ${this.name}: the back buffer depth/stencil texture is the only depth texture allowed when the target is the back buffer color`\r\n );\r\n }\r\n\r\n const depthTextureDescription = this._frameGraph.textureManager.getTextureDescription(this.depthTexture);\r\n if (depthTextureDescription.options.samples !== outputTextureDescription.options.samples) {\r\n throw new Error(`FrameGraphObjectRendererTask ${this.name}: the depth texture and the output texture must have the same number of samples`);\r\n }\r\n\r\n depthEnabled = true;\r\n }\r\n\r\n this._frameGraph.textureManager.resolveDanglingHandle(this.outputTexture, targetTextures[0]);\r\n if (this.depthTexture !== undefined) {\r\n this._frameGraph.textureManager.resolveDanglingHandle(this.outputDepthTexture, this.depthTexture);\r\n }\r\n\r\n this._textureWidth = outputTextureDescription.size.width;\r\n this._textureHeight = outputTextureDescription.size.height;\r\n\r\n this._setLightsForShadow();\r\n\r\n const pass = this._frameGraph.addRenderPass(this.name);\r\n\r\n pass.setRenderTarget(targetTextures);\r\n pass.setRenderTargetDepth(this.depthTexture);\r\n pass.setExecuteFunc((context) => {\r\n this._renderer.renderList = this.objectList.meshes;\r\n this._renderer.particleSystemList = this.objectList.particleSystems;\r\n this._renderer.disableImageProcessing = this.disableImageProcessing;\r\n\r\n context.setDepthStates(this.depthTest && depthEnabled, this.depthWrite && depthEnabled);\r\n context.render(this._renderer, this._textureWidth, this._textureHeight);\r\n\r\n additionalExecute?.(context);\r\n });\r\n\r\n if (!skipCreationOfDisabledPasses) {\r\n const passDisabled = this._frameGraph.addRenderPass(this.name + \"_disabled\", true);\r\n\r\n passDisabled.setRenderTarget(targetTextures);\r\n passDisabled.setRenderTargetDepth(this.depthTexture);\r\n passDisabled.setExecuteFunc((_context) => {});\r\n }\r\n\r\n return pass;\r\n }\r\n\r\n public override dispose(): void {\r\n this._renderer.onBeforeRenderObservable.remove(this._onBeforeRenderObservable);\r\n this._renderer.onAfterRenderObservable.remove(this._onAfterRenderObservable);\r\n if (!this._externalObjectRenderer) {\r\n this._renderer.dispose();\r\n }\r\n super.dispose();\r\n }\r\n\r\n protected _setLightsForShadow() {\r\n const lightsForShadow: Set<Light> = new Set();\r\n const shadowEnabled: Map<Light, boolean> = new Map();\r\n\r\n if (this.shadowGenerators) {\r\n for (const shadowGeneratorTask of this.shadowGenerators) {\r\n const shadowGenerator = shadowGeneratorTask.shadowGenerator;\r\n const light = shadowGenerator.getLight();\r\n if (light.isEnabled() && light.shadowEnabled) {\r\n lightsForShadow.add(light);\r\n if (FrameGraphCascadedShadowGeneratorTask.IsCascadedShadowGenerator(shadowGeneratorTask)) {\r\n light._shadowGenerators!.set(shadowGeneratorTask.camera, shadowGenerator);\r\n } else {\r\n light._shadowGenerators!.set(null, shadowGenerator);\r\n }\r\n }\r\n }\r\n }\r\n\r\n this._renderer.onBeforeRenderObservable.remove(this._onBeforeRenderObservable);\r\n this._onBeforeRenderObservable = this._renderer.onBeforeRenderObservable.add(() => {\r\n for (let i = 0; i < this._scene.lights.length; i++) {\r\n const light = this._scene.lights[i];\r\n shadowEnabled.set(light, light.shadowEnabled);\r\n light.shadowEnabled = !this.disableShadows && lightsForShadow.has(light);\r\n }\r\n });\r\n\r\n this._renderer.onAfterRenderObservable.remove(this._onAfterRenderObservable);\r\n this._onAfterRenderObservable = this._renderer.onAfterRenderObservable.add(() => {\r\n for (let i = 0; i < this._scene.lights.length; i++) {\r\n const light = this._scene.lights[i];\r\n light.shadowEnabled = shadowEnabled.get(light)!;\r\n }\r\n });\r\n }\r\n}\r\n"]}
|
|
@@ -254,7 +254,10 @@ export class FrameGraphShadowGeneratorTask extends FrameGraphTask {
|
|
|
254
254
|
const shadowMap = this._shadowGenerator.getShadowMap();
|
|
255
255
|
shadowMap.renderList = this.objectList.meshes;
|
|
256
256
|
shadowMap.particleSystemList = this.objectList.particleSystems;
|
|
257
|
+
context.saveDepthStates();
|
|
258
|
+
context.setDepthStates(true, true);
|
|
257
259
|
context.renderUnmanaged(shadowMap);
|
|
260
|
+
context.restoreDepthStates();
|
|
258
261
|
});
|
|
259
262
|
const passDisabled = this._frameGraph.addPass(this.name + "_disabled", true);
|
|
260
263
|
passDisabled.setExecuteFunc((_context) => { });
|
|
@@ -1 +1 @@
|
|
|
1
|
-
{"version":3,"file":"shadowGeneratorTask.js","sourceRoot":"","sources":["../../../../../../dev/core/src/FrameGraph/Tasks/Rendering/shadowGeneratorTask.ts"],"names":[],"mappings":"AACA,OAAO,EAAE,cAAc,EAAE,MAAM,sBAAsB,CAAC;AACtD,OAAO,EAAE,eAAe,EAAE,MAAM,yCAAyC,CAAC;AAE1E;;GAEG;AACH,MAAM,OAAO,6BAA8B,SAAQ,cAAc;IAO7D;;OAEG;IACH,IAAW,KAAK;QACZ,OAAO,IAAI,CAAC,MAAM,CAAC;IACvB,CAAC;IAED,IAAW,KAAK,CAAC,KAAmB;QAChC,IAAI,KAAK,KAAK,IAAI,CAAC,MAAM,EAAE,CAAC;YACxB,OAAO;QACX,CAAC;QAED,IAAI,CAAC,MAAM,GAAG,KAAK,CAAC;QACpB,IAAI,CAAC,qBAAqB,EAAE,CAAC;IACjC,CAAC;IAGD;;OAEG;IACH,IAAW,MAAM;QACb,OAAO,IAAI,CAAC,OAAO,CAAC;IACxB,CAAC;IAED,IAAW,MAAM,CAAC,MAAc;QAC5B,IAAI,CAAC,OAAO,GAAG,MAAM,CAAC;QACtB,IAAI,CAAC,qBAAqB,EAAE,CAAC;IACjC,CAAC;IAGD;;OAEG;IACH,IAAW,OAAO;QACd,OAAO,IAAI,CAAC,QAAQ,CAAC;IACzB,CAAC;IAED,IAAW,OAAO,CAAC,KAAa;QAC5B,IAAI,KAAK,KAAK,IAAI,CAAC,QAAQ,EAAE,CAAC;YAC1B,OAAO;QACX,CAAC;QAED,IAAI,CAAC,QAAQ,GAAG,KAAK,CAAC;QACtB,IAAI,CAAC,qBAAqB,EAAE,CAAC;IACjC,CAAC;IAGD;;OAEG;IACH,IAAW,qBAAqB;QAC5B,OAAO,IAAI,CAAC,sBAAsB,CAAC;IACvC,CAAC;IAED,IAAW,qBAAqB,CAAC,KAAc;QAC3C,IAAI,KAAK,KAAK,IAAI,CAAC,sBAAsB,EAAE,CAAC;YACxC,OAAO;QACX,CAAC;QAED,IAAI,CAAC,sBAAsB,GAAG,KAAK,CAAC;QACpC,IAAI,CAAC,qBAAqB,EAAE,CAAC;IACjC,CAAC;IAGD;;OAEG;IACH,IAAW,mBAAmB;QAC1B,OAAO,IAAI,CAAC,oBAAoB,CAAC;IACrC,CAAC;IAED,IAAW,mBAAmB,CAAC,KAAc;QACzC,IAAI,KAAK,KAAK,IAAI,CAAC,oBAAoB,EAAE,CAAC;YACtC,OAAO;QACX,CAAC;QAED,IAAI,CAAC,oBAAoB,GAAG,KAAK,CAAC;QAClC,IAAI,CAAC,qBAAqB,EAAE,CAAC;IACjC,CAAC;IAGD;;OAEG;IACH,IAAW,IAAI;QACX,OAAO,IAAI,CAAC,KAAK,CAAC;IACtB,CAAC;IAED,IAAW,IAAI,CAAC,KAAa;QACzB,IAAI,KAAK,KAAK,IAAI,CAAC,KAAK,EAAE,CAAC;YACvB,OAAO;QACX,CAAC;QAED,IAAI,CAAC,KAAK,GAAG,KAAK,CAAC;QACnB,IAAI,IAAI,CAAC,gBAAgB,EAAE,CAAC;YACxB,IAAI,CAAC,gBAAgB,CAAC,IAAI,GAAG,KAAK,CAAC;QACvC,CAAC;IACL,CAAC;IAGD;;OAEG;IACH,IAAW,UAAU;QACjB,OAAO,IAAI,CAAC,WAAW,CAAC;IAC5B,CAAC;IAED,IAAW,UAAU,CAAC,KAAa;QAC/B,IAAI,KAAK,KAAK,IAAI,CAAC,WAAW,EAAE,CAAC;YAC7B,OAAO;QACX,CAAC;QAED,IAAI,CAAC,WAAW,GAAG,KAAK,CAAC;QACzB,IAAI,IAAI,CAAC,gBAAgB,EAAE,CAAC;YACxB,IAAI,CAAC,gBAAgB,CAAC,UAAU,GAAG,KAAK,CAAC;QAC7C,CAAC;IACL,CAAC;IAGD;;OAEG;IACH,IAAW,QAAQ;QACf,OAAO,IAAI,CAAC,SAAS,CAAC;IAC1B,CAAC;IAED,IAAW,QAAQ,CAAC,KAAa;QAC7B,IAAI,KAAK,KAAK,IAAI,CAAC,SAAS,EAAE,CAAC;YAC3B,OAAO;QACX,CAAC;QAED,IAAI,CAAC,SAAS,GAAG,KAAK,CAAC;QACvB,IAAI,IAAI,CAAC,gBAAgB,EAAE,CAAC;YACxB,IAAI,CAAC,gBAAgB,CAAC,QAAQ,GAAG,KAAK,CAAC;QAC3C,CAAC;IACL,CAAC;IAGD;;OAEG;IACH,IAAW,kBAAkB;QACzB,OAAO,IAAI,CAAC,mBAAmB,CAAC;IACpC,CAAC;IAED,IAAW,kBAAkB,CAAC,KAAc;QACxC,IAAI,KAAK,KAAK,IAAI,CAAC,mBAAmB,EAAE,CAAC;YACrC,OAAO;QACX,CAAC;QAED,IAAI,CAAC,mBAAmB,GAAG,KAAK,CAAC;QACjC,IAAI,IAAI,CAAC,gBAAgB,EAAE,CAAC;YACxB,IAAI,CAAC,gBAAgB,CAAC,kBAAkB,GAAG,KAAK,CAAC;QACrD,CAAC;IACL,CAAC;IAGD;;OAEG;IACH,IAAW,2BAA2B;QAClC,OAAO,IAAI,CAAC,4BAA4B,CAAC;IAC7C,CAAC;IAED,IAAW,2BAA2B,CAAC,KAAc;QACjD,IAAI,KAAK,KAAK,IAAI,CAAC,4BAA4B,EAAE,CAAC;YAC9C,OAAO;QACX,CAAC;QAED,IAAI,CAAC,4BAA4B,GAAG,KAAK,CAAC;QAC1C,IAAI,IAAI,CAAC,gBAAgB,EAAE,CAAC;YACxB,IAAI,CAAC,gBAAgB,CAAC,2BAA2B,GAAG,KAAK,CAAC;QAC9D,CAAC;IACL,CAAC;IAGD;;OAEG;IACH,IAAW,qCAAqC;QAC5C,OAAO,IAAI,CAAC,sCAAsC,CAAC;IACvD,CAAC;IAED,IAAW,qCAAqC,CAAC,KAAc;QAC3D,IAAI,KAAK,KAAK,IAAI,CAAC,sCAAsC,EAAE,CAAC;YACxD,OAAO;QACX,CAAC;QAED,IAAI,CAAC,sCAAsC,GAAG,KAAK,CAAC;QACpD,IAAI,IAAI,CAAC,gBAAgB,EAAE,CAAC;YACxB,IAAI,CAAC,gBAAgB,CAAC,qCAAqC,GAAG,KAAK,CAAC;QACxE,CAAC;IACL,CAAC;IAGD;;OAEG;IACH,IAAW,MAAM;QACb,OAAO,IAAI,CAAC,OAAO,CAAC;IACxB,CAAC;IAED,IAAW,MAAM,CAAC,KAAa;QAC3B,IAAI,KAAK,KAAK,IAAI,CAAC,OAAO,EAAE,CAAC;YACzB,OAAO;QACX,CAAC;QAED,IAAI,CAAC,OAAO,GAAG,KAAK,CAAC;QACrB,IAAI,IAAI,CAAC,gBAAgB,EAAE,CAAC;YACxB,IAAI,CAAC,gBAAgB,CAAC,MAAM,GAAG,KAAK,CAAC;QACzC,CAAC;IACL,CAAC;IAGD;;OAEG;IACH,IAAW,gBAAgB;QACvB,OAAO,IAAI,CAAC,iBAAiB,CAAC;IAClC,CAAC;IAED,IAAW,gBAAgB,CAAC,KAAa;QACrC,IAAI,KAAK,KAAK,IAAI,CAAC,iBAAiB,EAAE,CAAC;YACnC,OAAO;QACX,CAAC;QAED,IAAI,CAAC,iBAAiB,GAAG,KAAK,CAAC;QAC/B,IAAI,IAAI,CAAC,gBAAgB,EAAE,CAAC;YACxB,IAAI,CAAC,gBAAgB,CAAC,gBAAgB,GAAG,KAAK,CAAC;QACnD,CAAC;IACL,CAAC;IAcS,sBAAsB;QAC5B,IAAI,CAAC,gBAAgB,GAAG,IAAI,eAAe,CAAC,IAAI,CAAC,QAAQ,EAAE,IAAI,CAAC,MAAM,EAAE,IAAI,CAAC,sBAAsB,EAAE,SAAS,EAAE,IAAI,CAAC,oBAAoB,CAAC,CAAC;IAC/I,CAAC;IAES,qBAAqB;QAC3B,IAAI,CAAC,gBAAgB,EAAE,OAAO,EAAE,CAAC;QACjC,IAAI,CAAC,gBAAgB,GAAG,SAAS,CAAC;QAClC,IAAI,IAAI,CAAC,MAAM,KAAK,SAAS,EAAE,CAAC;YAC5B,IAAI,CAAC,sBAAsB,EAAE,CAAC;YAC9B,MAAM,eAAe,GAAG,IAAI,CAAC,gBAA+C,CAAC;YAC7E,IAAI,eAAe,KAAK,SAAS,EAAE,CAAC;gBAChC,OAAO;YACX,CAAC;YACD,eAAe,CAAC,IAAI,GAAG,IAAI,CAAC,KAAK,CAAC;YAClC,eAAe,CAAC,UAAU,GAAG,IAAI,CAAC,WAAW,CAAC;YAC9C,eAAe,CAAC,QAAQ,GAAG,IAAI,CAAC,SAAS,CAAC;YAC1C,eAAe,CAAC,kBAAkB,GAAG,IAAI,CAAC,mBAAmB,CAAC;YAC9D,eAAe,CAAC,2BAA2B,GAAG,IAAI,CAAC,4BAA4B,CAAC;YAChF,eAAe,CAAC,qCAAqC,GAAG,IAAI,CAAC,sCAAsC,CAAC;YACpG,eAAe,CAAC,MAAM,GAAG,IAAI,CAAC,OAAO,CAAC;YACtC,eAAe,CAAC,gBAAgB,GAAG,IAAI,CAAC,iBAAiB,CAAC;YAE1D,MAAM,SAAS,GAAG,eAAe,CAAC,YAAY,EAAG,CAAC;YAClD,SAAS,CAAC,oBAAoB,GAAG,IAAI,CAAC;YACtC,SAAS,CAAC,YAAY,GAAG,IAAI,CAAC,OAAO,CAAC;YAErC,IAAI,CAAC,eAA+D,GAAG,eAAe,CAAC;QAC5F,CAAC;IACL,CAAC;IAEe,OAAO;QACnB,OAAO,CAAC,CAAC,IAAI,CAAC,gBAAgB,IAAI,CAAC,CAAC,IAAI,CAAC,gBAAgB,CAAC,YAAY,EAAE,EAAE,mBAAmB,EAAE,CAAC;IACpG,CAAC;IAED;;;;;OAKG;IACH,YAAY,IAAY,EAAE,UAAsB,EAAE,MAAa;QAC3D,KAAK,CAAC,IAAI,EAAE,UAAU,CAAC,CAAC;QAhQpB,aAAQ,GAAG,IAAI,CAAC;QAiBhB,2BAAsB,GAAG,KAAK,CAAC;QAiB/B,yBAAoB,GAAG,IAAI,CAAC;QAiB5B,UAAK,GAAG,IAAI,CAAC;QAmBb,gBAAW,GAAG,CAAC,CAAC;QAmBhB,cAAS,GAAG,CAAC,CAAC;QAmBd,wBAAmB,GAAG,KAAK,CAAC;QAmB5B,iCAA4B,GAAG,KAAK,CAAC;QAmBrC,2CAAsC,GAAG,KAAK,CAAC;QAmB/C,YAAO,GAAG,eAAe,CAAC,UAAU,CAAC;QAmBrC,sBAAiB,GAAG,eAAe,CAAC,YAAY,CAAC;QA0ErD,IAAI,CAAC,aAAa,GAAG,IAAI,CAAC,WAAW,CAAC,cAAc,CAAC,oBAAoB,EAAE,CAAC;IAChF,CAAC;IAEM,MAAM;QACT,IAAI,IAAI,CAAC,KAAK,KAAK,SAAS,IAAI,IAAI,CAAC,UAAU,KAAK,SAAS,IAAI,IAAI,CAAC,MAAM,KAAK,SAAS,EAAE,CAAC;YACzF,MAAM,IAAI,KAAK,CAAC,iCAAiC,IAAI,CAAC,IAAI,6CAA6C,CAAC,CAAC;QAC7G,CAAC;QAED,gHAAgH;QAChH,MAAM,SAAS,GAAG,IAAI,CAAC,gBAAiB,CAAC,YAAY,EAAG,CAAC;QAEzD,SAAS,CAAC,UAAU,GAAG,IAAI,CAAC,UAAU,CAAC,MAAM,CAAC;QAC9C,SAAS,CAAC,kBAAkB,GAAG,IAAI,CAAC,UAAU,CAAC,eAAe,CAAC;QAE/D,MAAM,mBAAmB,GAAG,IAAI,CAAC,WAAW,CAAC,cAAc,CAAC,aAAa,CAAC,GAAG,IAAI,CAAC,IAAI,YAAY,EAAE,IAAI,CAAC,gBAAiB,CAAC,YAAY,EAAG,CAAC,kBAAkB,EAAG,CAAC,CAAC;QAElK,IAAI,CAAC,WAAW,CAAC,cAAc,CAAC,qBAAqB,CAAC,IAAI,CAAC,aAAa,EAAE,mBAAmB,CAAC,CAAC;QAE/F,MAAM,IAAI,GAAG,IAAI,CAAC,WAAW,CAAC,OAAO,CAAC,IAAI,CAAC,IAAI,CAAC,CAAC;QAEjD,IAAI,CAAC,cAAc,CAAC,CAAC,OAAO,EAAE,EAAE;YAC5B,IAAI,CAAC,IAAI,CAAC,KAAK,CAAC,SAAS,EAAE,IAAI,CAAC,IAAI,CAAC,KAAK,CAAC,aAAa,EAAE,CAAC;gBACvD,OAAO;YACX,CAAC;YAED,MAAM,SAAS,GAAG,IAAI,CAAC,gBAAiB,CAAC,YAAY,EAAG,CAAC;YAEzD,SAAS,CAAC,UAAU,GAAG,IAAI,CAAC,UAAU,CAAC,MAAM,CAAC;YAC9C,SAAS,CAAC,kBAAkB,GAAG,IAAI,CAAC,UAAU,CAAC,eAAe,CAAC;YAE/D,OAAO,CAAC,eAAe,CAAC,SAAS,CAAC,CAAC;QACvC,CAAC,CAAC,CAAC;QAEH,MAAM,YAAY,GAAG,IAAI,CAAC,WAAW,CAAC,OAAO,CAAC,IAAI,CAAC,IAAI,GAAG,WAAW,EAAE,IAAI,CAAC,CAAC;QAE7E,YAAY,CAAC,cAAc,CAAC,CAAC,QAAQ,EAAE,EAAE,GAAE,CAAC,CAAC,CAAC;IAClD,CAAC;IAEe,OAAO;QACnB,IAAI,CAAC,gBAAgB,EAAE,OAAO,EAAE,CAAC;QACjC,IAAI,CAAC,gBAAgB,GAAG,SAAS,CAAC;IACtC,CAAC;CACJ","sourcesContent":["import type { Scene, FrameGraph, FrameGraphObjectList, IShadowLight, WritableObject, FrameGraphTextureHandle, Camera } from \"core/index\";\r\nimport { FrameGraphTask } from \"../../frameGraphTask\";\r\nimport { ShadowGenerator } from \"../../../Lights/Shadows/shadowGenerator\";\r\n\r\n/**\r\n * Task used to generate shadows from a list of objects.\r\n */\r\nexport class FrameGraphShadowGeneratorTask extends FrameGraphTask {\r\n /**\r\n * The object list that generates shadows.\r\n */\r\n public objectList: FrameGraphObjectList;\r\n\r\n private _light: IShadowLight;\r\n /**\r\n * The light to generate shadows from.\r\n */\r\n public get light(): IShadowLight {\r\n return this._light;\r\n }\r\n\r\n public set light(value: IShadowLight) {\r\n if (value === this._light) {\r\n return;\r\n }\r\n\r\n this._light = value;\r\n this._setupShadowGenerator();\r\n }\r\n\r\n private _camera: Camera;\r\n /**\r\n * Gets or sets the camera used to generate the shadow generator.\r\n */\r\n public get camera() {\r\n return this._camera;\r\n }\r\n\r\n public set camera(camera: Camera) {\r\n this._camera = camera;\r\n this._setupShadowGenerator();\r\n }\r\n\r\n private _mapSize = 1024;\r\n /**\r\n * The size of the shadow map.\r\n */\r\n public get mapSize() {\r\n return this._mapSize;\r\n }\r\n\r\n public set mapSize(value: number) {\r\n if (value === this._mapSize) {\r\n return;\r\n }\r\n\r\n this._mapSize = value;\r\n this._setupShadowGenerator();\r\n }\r\n\r\n private _useFloat32TextureType = false;\r\n /**\r\n * If true, the shadow map will use a 32 bits float texture type (else, 16 bits float is used if supported).\r\n */\r\n public get useFloat32TextureType() {\r\n return this._useFloat32TextureType;\r\n }\r\n\r\n public set useFloat32TextureType(value: boolean) {\r\n if (value === this._useFloat32TextureType) {\r\n return;\r\n }\r\n\r\n this._useFloat32TextureType = value;\r\n this._setupShadowGenerator();\r\n }\r\n\r\n private _useRedTextureFormat = true;\r\n /**\r\n * If true, the shadow map will use a red texture format (else, a RGBA format is used).\r\n */\r\n public get useRedTextureFormat() {\r\n return this._useRedTextureFormat;\r\n }\r\n\r\n public set useRedTextureFormat(value: boolean) {\r\n if (value === this._useRedTextureFormat) {\r\n return;\r\n }\r\n\r\n this._useRedTextureFormat = value;\r\n this._setupShadowGenerator();\r\n }\r\n\r\n private _bias = 0.01;\r\n /**\r\n * The bias to apply to the shadow map.\r\n */\r\n public get bias() {\r\n return this._bias;\r\n }\r\n\r\n public set bias(value: number) {\r\n if (value === this._bias) {\r\n return;\r\n }\r\n\r\n this._bias = value;\r\n if (this._shadowGenerator) {\r\n this._shadowGenerator.bias = value;\r\n }\r\n }\r\n\r\n private _normalBias = 0;\r\n /**\r\n * The normal bias to apply to the shadow map.\r\n */\r\n public get normalBias() {\r\n return this._normalBias;\r\n }\r\n\r\n public set normalBias(value: number) {\r\n if (value === this._normalBias) {\r\n return;\r\n }\r\n\r\n this._normalBias = value;\r\n if (this._shadowGenerator) {\r\n this._shadowGenerator.normalBias = value;\r\n }\r\n }\r\n\r\n private _darkness = 0;\r\n /**\r\n * The darkness of the shadows.\r\n */\r\n public get darkness() {\r\n return this._darkness;\r\n }\r\n\r\n public set darkness(value: number) {\r\n if (value === this._darkness) {\r\n return;\r\n }\r\n\r\n this._darkness = value;\r\n if (this._shadowGenerator) {\r\n this._shadowGenerator.darkness = value;\r\n }\r\n }\r\n\r\n private _transparencyShadow = false;\r\n /**\r\n * Gets or sets the ability to have transparent shadow\r\n */\r\n public get transparencyShadow() {\r\n return this._transparencyShadow;\r\n }\r\n\r\n public set transparencyShadow(value: boolean) {\r\n if (value === this._transparencyShadow) {\r\n return;\r\n }\r\n\r\n this._transparencyShadow = value;\r\n if (this._shadowGenerator) {\r\n this._shadowGenerator.transparencyShadow = value;\r\n }\r\n }\r\n\r\n private _enableSoftTransparentShadow = false;\r\n /**\r\n * Enables or disables shadows with varying strength based on the transparency\r\n */\r\n public get enableSoftTransparentShadow() {\r\n return this._enableSoftTransparentShadow;\r\n }\r\n\r\n public set enableSoftTransparentShadow(value: boolean) {\r\n if (value === this._enableSoftTransparentShadow) {\r\n return;\r\n }\r\n\r\n this._enableSoftTransparentShadow = value;\r\n if (this._shadowGenerator) {\r\n this._shadowGenerator.enableSoftTransparentShadow = value;\r\n }\r\n }\r\n\r\n private _useOpacityTextureForTransparentShadow = false;\r\n /**\r\n * If this is true, use the opacity texture's alpha channel for transparent shadows instead of the diffuse one\r\n */\r\n public get useOpacityTextureForTransparentShadow() {\r\n return this._useOpacityTextureForTransparentShadow;\r\n }\r\n\r\n public set useOpacityTextureForTransparentShadow(value: boolean) {\r\n if (value === this._useOpacityTextureForTransparentShadow) {\r\n return;\r\n }\r\n\r\n this._useOpacityTextureForTransparentShadow = value;\r\n if (this._shadowGenerator) {\r\n this._shadowGenerator.useOpacityTextureForTransparentShadow = value;\r\n }\r\n }\r\n\r\n private _filter = ShadowGenerator.FILTER_PCF;\r\n /**\r\n * The filter to apply to the shadow map.\r\n */\r\n public get filter() {\r\n return this._filter;\r\n }\r\n\r\n public set filter(value: number) {\r\n if (value === this._filter) {\r\n return;\r\n }\r\n\r\n this._filter = value;\r\n if (this._shadowGenerator) {\r\n this._shadowGenerator.filter = value;\r\n }\r\n }\r\n\r\n private _filteringQuality = ShadowGenerator.QUALITY_HIGH;\r\n /**\r\n * The filtering quality to apply to the filter.\r\n */\r\n public get filteringQuality() {\r\n return this._filteringQuality;\r\n }\r\n\r\n public set filteringQuality(value: number) {\r\n if (value === this._filteringQuality) {\r\n return;\r\n }\r\n\r\n this._filteringQuality = value;\r\n if (this._shadowGenerator) {\r\n this._shadowGenerator.filteringQuality = value;\r\n }\r\n }\r\n\r\n /**\r\n * The shadow generator.\r\n */\r\n public readonly shadowGenerator: ShadowGenerator;\r\n\r\n /**\r\n * The shadow map texture.\r\n */\r\n public readonly outputTexture: FrameGraphTextureHandle;\r\n\r\n protected _shadowGenerator: ShadowGenerator | undefined;\r\n\r\n protected _createShadowGenerator() {\r\n this._shadowGenerator = new ShadowGenerator(this._mapSize, this._light, this._useFloat32TextureType, undefined, this._useRedTextureFormat);\r\n }\r\n\r\n protected _setupShadowGenerator() {\r\n this._shadowGenerator?.dispose();\r\n this._shadowGenerator = undefined;\r\n if (this._light !== undefined) {\r\n this._createShadowGenerator();\r\n const shadowGenerator = this._shadowGenerator as ShadowGenerator | undefined;\r\n if (shadowGenerator === undefined) {\r\n return;\r\n }\r\n shadowGenerator.bias = this._bias;\r\n shadowGenerator.normalBias = this._normalBias;\r\n shadowGenerator.darkness = this._darkness;\r\n shadowGenerator.transparencyShadow = this._transparencyShadow;\r\n shadowGenerator.enableSoftTransparentShadow = this._enableSoftTransparentShadow;\r\n shadowGenerator.useOpacityTextureForTransparentShadow = this._useOpacityTextureForTransparentShadow;\r\n shadowGenerator.filter = this._filter;\r\n shadowGenerator.filteringQuality = this._filteringQuality;\r\n\r\n const shadowMap = shadowGenerator.getShadowMap()!;\r\n shadowMap._disableEngineStages = true;\r\n shadowMap.cameraForLOD = this._camera;\r\n\r\n (this.shadowGenerator as WritableObject<ShadowGenerator | undefined>) = shadowGenerator;\r\n }\r\n }\r\n\r\n public override isReady(): boolean {\r\n return !!this._shadowGenerator && !!this._shadowGenerator.getShadowMap()?.isReadyForRendering();\r\n }\r\n\r\n /**\r\n * Creates a new shadow generator task.\r\n * @param name The name of the task.\r\n * @param frameGraph The frame graph the task belongs to.\r\n * @param _scene The scene to create the shadow generator for.\r\n */\r\n constructor(name: string, frameGraph: FrameGraph, _scene: Scene) {\r\n super(name, frameGraph);\r\n\r\n this.outputTexture = this._frameGraph.textureManager.createDanglingHandle();\r\n }\r\n\r\n public record() {\r\n if (this.light === undefined || this.objectList === undefined || this.camera === undefined) {\r\n throw new Error(`FrameGraphShadowGeneratorTask ${this.name}: light, objectList and camera are required`);\r\n }\r\n\r\n // Make sure the renderList / particleSystemList are set when FrameGraphShadowGeneratorTask.isReady() is called!\r\n const shadowMap = this._shadowGenerator!.getShadowMap()!;\r\n\r\n shadowMap.renderList = this.objectList.meshes;\r\n shadowMap.particleSystemList = this.objectList.particleSystems;\r\n\r\n const shadowTextureHandle = this._frameGraph.textureManager.importTexture(`${this.name} shadowmap`, this._shadowGenerator!.getShadowMap()!.getInternalTexture()!);\r\n\r\n this._frameGraph.textureManager.resolveDanglingHandle(this.outputTexture, shadowTextureHandle);\r\n\r\n const pass = this._frameGraph.addPass(this.name);\r\n\r\n pass.setExecuteFunc((context) => {\r\n if (!this.light.isEnabled() || !this.light.shadowEnabled) {\r\n return;\r\n }\r\n\r\n const shadowMap = this._shadowGenerator!.getShadowMap()!;\r\n\r\n shadowMap.renderList = this.objectList.meshes;\r\n shadowMap.particleSystemList = this.objectList.particleSystems;\r\n\r\n context.renderUnmanaged(shadowMap);\r\n });\r\n\r\n const passDisabled = this._frameGraph.addPass(this.name + \"_disabled\", true);\r\n\r\n passDisabled.setExecuteFunc((_context) => {});\r\n }\r\n\r\n public override dispose() {\r\n this._shadowGenerator?.dispose();\r\n this._shadowGenerator = undefined;\r\n }\r\n}\r\n"]}
|
|
1
|
+
{"version":3,"file":"shadowGeneratorTask.js","sourceRoot":"","sources":["../../../../../../dev/core/src/FrameGraph/Tasks/Rendering/shadowGeneratorTask.ts"],"names":[],"mappings":"AACA,OAAO,EAAE,cAAc,EAAE,MAAM,sBAAsB,CAAC;AACtD,OAAO,EAAE,eAAe,EAAE,MAAM,yCAAyC,CAAC;AAE1E;;GAEG;AACH,MAAM,OAAO,6BAA8B,SAAQ,cAAc;IAO7D;;OAEG;IACH,IAAW,KAAK;QACZ,OAAO,IAAI,CAAC,MAAM,CAAC;IACvB,CAAC;IAED,IAAW,KAAK,CAAC,KAAmB;QAChC,IAAI,KAAK,KAAK,IAAI,CAAC,MAAM,EAAE,CAAC;YACxB,OAAO;QACX,CAAC;QAED,IAAI,CAAC,MAAM,GAAG,KAAK,CAAC;QACpB,IAAI,CAAC,qBAAqB,EAAE,CAAC;IACjC,CAAC;IAGD;;OAEG;IACH,IAAW,MAAM;QACb,OAAO,IAAI,CAAC,OAAO,CAAC;IACxB,CAAC;IAED,IAAW,MAAM,CAAC,MAAc;QAC5B,IAAI,CAAC,OAAO,GAAG,MAAM,CAAC;QACtB,IAAI,CAAC,qBAAqB,EAAE,CAAC;IACjC,CAAC;IAGD;;OAEG;IACH,IAAW,OAAO;QACd,OAAO,IAAI,CAAC,QAAQ,CAAC;IACzB,CAAC;IAED,IAAW,OAAO,CAAC,KAAa;QAC5B,IAAI,KAAK,KAAK,IAAI,CAAC,QAAQ,EAAE,CAAC;YAC1B,OAAO;QACX,CAAC;QAED,IAAI,CAAC,QAAQ,GAAG,KAAK,CAAC;QACtB,IAAI,CAAC,qBAAqB,EAAE,CAAC;IACjC,CAAC;IAGD;;OAEG;IACH,IAAW,qBAAqB;QAC5B,OAAO,IAAI,CAAC,sBAAsB,CAAC;IACvC,CAAC;IAED,IAAW,qBAAqB,CAAC,KAAc;QAC3C,IAAI,KAAK,KAAK,IAAI,CAAC,sBAAsB,EAAE,CAAC;YACxC,OAAO;QACX,CAAC;QAED,IAAI,CAAC,sBAAsB,GAAG,KAAK,CAAC;QACpC,IAAI,CAAC,qBAAqB,EAAE,CAAC;IACjC,CAAC;IAGD;;OAEG;IACH,IAAW,mBAAmB;QAC1B,OAAO,IAAI,CAAC,oBAAoB,CAAC;IACrC,CAAC;IAED,IAAW,mBAAmB,CAAC,KAAc;QACzC,IAAI,KAAK,KAAK,IAAI,CAAC,oBAAoB,EAAE,CAAC;YACtC,OAAO;QACX,CAAC;QAED,IAAI,CAAC,oBAAoB,GAAG,KAAK,CAAC;QAClC,IAAI,CAAC,qBAAqB,EAAE,CAAC;IACjC,CAAC;IAGD;;OAEG;IACH,IAAW,IAAI;QACX,OAAO,IAAI,CAAC,KAAK,CAAC;IACtB,CAAC;IAED,IAAW,IAAI,CAAC,KAAa;QACzB,IAAI,KAAK,KAAK,IAAI,CAAC,KAAK,EAAE,CAAC;YACvB,OAAO;QACX,CAAC;QAED,IAAI,CAAC,KAAK,GAAG,KAAK,CAAC;QACnB,IAAI,IAAI,CAAC,gBAAgB,EAAE,CAAC;YACxB,IAAI,CAAC,gBAAgB,CAAC,IAAI,GAAG,KAAK,CAAC;QACvC,CAAC;IACL,CAAC;IAGD;;OAEG;IACH,IAAW,UAAU;QACjB,OAAO,IAAI,CAAC,WAAW,CAAC;IAC5B,CAAC;IAED,IAAW,UAAU,CAAC,KAAa;QAC/B,IAAI,KAAK,KAAK,IAAI,CAAC,WAAW,EAAE,CAAC;YAC7B,OAAO;QACX,CAAC;QAED,IAAI,CAAC,WAAW,GAAG,KAAK,CAAC;QACzB,IAAI,IAAI,CAAC,gBAAgB,EAAE,CAAC;YACxB,IAAI,CAAC,gBAAgB,CAAC,UAAU,GAAG,KAAK,CAAC;QAC7C,CAAC;IACL,CAAC;IAGD;;OAEG;IACH,IAAW,QAAQ;QACf,OAAO,IAAI,CAAC,SAAS,CAAC;IAC1B,CAAC;IAED,IAAW,QAAQ,CAAC,KAAa;QAC7B,IAAI,KAAK,KAAK,IAAI,CAAC,SAAS,EAAE,CAAC;YAC3B,OAAO;QACX,CAAC;QAED,IAAI,CAAC,SAAS,GAAG,KAAK,CAAC;QACvB,IAAI,IAAI,CAAC,gBAAgB,EAAE,CAAC;YACxB,IAAI,CAAC,gBAAgB,CAAC,QAAQ,GAAG,KAAK,CAAC;QAC3C,CAAC;IACL,CAAC;IAGD;;OAEG;IACH,IAAW,kBAAkB;QACzB,OAAO,IAAI,CAAC,mBAAmB,CAAC;IACpC,CAAC;IAED,IAAW,kBAAkB,CAAC,KAAc;QACxC,IAAI,KAAK,KAAK,IAAI,CAAC,mBAAmB,EAAE,CAAC;YACrC,OAAO;QACX,CAAC;QAED,IAAI,CAAC,mBAAmB,GAAG,KAAK,CAAC;QACjC,IAAI,IAAI,CAAC,gBAAgB,EAAE,CAAC;YACxB,IAAI,CAAC,gBAAgB,CAAC,kBAAkB,GAAG,KAAK,CAAC;QACrD,CAAC;IACL,CAAC;IAGD;;OAEG;IACH,IAAW,2BAA2B;QAClC,OAAO,IAAI,CAAC,4BAA4B,CAAC;IAC7C,CAAC;IAED,IAAW,2BAA2B,CAAC,KAAc;QACjD,IAAI,KAAK,KAAK,IAAI,CAAC,4BAA4B,EAAE,CAAC;YAC9C,OAAO;QACX,CAAC;QAED,IAAI,CAAC,4BAA4B,GAAG,KAAK,CAAC;QAC1C,IAAI,IAAI,CAAC,gBAAgB,EAAE,CAAC;YACxB,IAAI,CAAC,gBAAgB,CAAC,2BAA2B,GAAG,KAAK,CAAC;QAC9D,CAAC;IACL,CAAC;IAGD;;OAEG;IACH,IAAW,qCAAqC;QAC5C,OAAO,IAAI,CAAC,sCAAsC,CAAC;IACvD,CAAC;IAED,IAAW,qCAAqC,CAAC,KAAc;QAC3D,IAAI,KAAK,KAAK,IAAI,CAAC,sCAAsC,EAAE,CAAC;YACxD,OAAO;QACX,CAAC;QAED,IAAI,CAAC,sCAAsC,GAAG,KAAK,CAAC;QACpD,IAAI,IAAI,CAAC,gBAAgB,EAAE,CAAC;YACxB,IAAI,CAAC,gBAAgB,CAAC,qCAAqC,GAAG,KAAK,CAAC;QACxE,CAAC;IACL,CAAC;IAGD;;OAEG;IACH,IAAW,MAAM;QACb,OAAO,IAAI,CAAC,OAAO,CAAC;IACxB,CAAC;IAED,IAAW,MAAM,CAAC,KAAa;QAC3B,IAAI,KAAK,KAAK,IAAI,CAAC,OAAO,EAAE,CAAC;YACzB,OAAO;QACX,CAAC;QAED,IAAI,CAAC,OAAO,GAAG,KAAK,CAAC;QACrB,IAAI,IAAI,CAAC,gBAAgB,EAAE,CAAC;YACxB,IAAI,CAAC,gBAAgB,CAAC,MAAM,GAAG,KAAK,CAAC;QACzC,CAAC;IACL,CAAC;IAGD;;OAEG;IACH,IAAW,gBAAgB;QACvB,OAAO,IAAI,CAAC,iBAAiB,CAAC;IAClC,CAAC;IAED,IAAW,gBAAgB,CAAC,KAAa;QACrC,IAAI,KAAK,KAAK,IAAI,CAAC,iBAAiB,EAAE,CAAC;YACnC,OAAO;QACX,CAAC;QAED,IAAI,CAAC,iBAAiB,GAAG,KAAK,CAAC;QAC/B,IAAI,IAAI,CAAC,gBAAgB,EAAE,CAAC;YACxB,IAAI,CAAC,gBAAgB,CAAC,gBAAgB,GAAG,KAAK,CAAC;QACnD,CAAC;IACL,CAAC;IAcS,sBAAsB;QAC5B,IAAI,CAAC,gBAAgB,GAAG,IAAI,eAAe,CAAC,IAAI,CAAC,QAAQ,EAAE,IAAI,CAAC,MAAM,EAAE,IAAI,CAAC,sBAAsB,EAAE,SAAS,EAAE,IAAI,CAAC,oBAAoB,CAAC,CAAC;IAC/I,CAAC;IAES,qBAAqB;QAC3B,IAAI,CAAC,gBAAgB,EAAE,OAAO,EAAE,CAAC;QACjC,IAAI,CAAC,gBAAgB,GAAG,SAAS,CAAC;QAClC,IAAI,IAAI,CAAC,MAAM,KAAK,SAAS,EAAE,CAAC;YAC5B,IAAI,CAAC,sBAAsB,EAAE,CAAC;YAC9B,MAAM,eAAe,GAAG,IAAI,CAAC,gBAA+C,CAAC;YAC7E,IAAI,eAAe,KAAK,SAAS,EAAE,CAAC;gBAChC,OAAO;YACX,CAAC;YACD,eAAe,CAAC,IAAI,GAAG,IAAI,CAAC,KAAK,CAAC;YAClC,eAAe,CAAC,UAAU,GAAG,IAAI,CAAC,WAAW,CAAC;YAC9C,eAAe,CAAC,QAAQ,GAAG,IAAI,CAAC,SAAS,CAAC;YAC1C,eAAe,CAAC,kBAAkB,GAAG,IAAI,CAAC,mBAAmB,CAAC;YAC9D,eAAe,CAAC,2BAA2B,GAAG,IAAI,CAAC,4BAA4B,CAAC;YAChF,eAAe,CAAC,qCAAqC,GAAG,IAAI,CAAC,sCAAsC,CAAC;YACpG,eAAe,CAAC,MAAM,GAAG,IAAI,CAAC,OAAO,CAAC;YACtC,eAAe,CAAC,gBAAgB,GAAG,IAAI,CAAC,iBAAiB,CAAC;YAE1D,MAAM,SAAS,GAAG,eAAe,CAAC,YAAY,EAAG,CAAC;YAClD,SAAS,CAAC,oBAAoB,GAAG,IAAI,CAAC;YACtC,SAAS,CAAC,YAAY,GAAG,IAAI,CAAC,OAAO,CAAC;YAErC,IAAI,CAAC,eAA+D,GAAG,eAAe,CAAC;QAC5F,CAAC;IACL,CAAC;IAEe,OAAO;QACnB,OAAO,CAAC,CAAC,IAAI,CAAC,gBAAgB,IAAI,CAAC,CAAC,IAAI,CAAC,gBAAgB,CAAC,YAAY,EAAE,EAAE,mBAAmB,EAAE,CAAC;IACpG,CAAC;IAED;;;;;OAKG;IACH,YAAY,IAAY,EAAE,UAAsB,EAAE,MAAa;QAC3D,KAAK,CAAC,IAAI,EAAE,UAAU,CAAC,CAAC;QAhQpB,aAAQ,GAAG,IAAI,CAAC;QAiBhB,2BAAsB,GAAG,KAAK,CAAC;QAiB/B,yBAAoB,GAAG,IAAI,CAAC;QAiB5B,UAAK,GAAG,IAAI,CAAC;QAmBb,gBAAW,GAAG,CAAC,CAAC;QAmBhB,cAAS,GAAG,CAAC,CAAC;QAmBd,wBAAmB,GAAG,KAAK,CAAC;QAmB5B,iCAA4B,GAAG,KAAK,CAAC;QAmBrC,2CAAsC,GAAG,KAAK,CAAC;QAmB/C,YAAO,GAAG,eAAe,CAAC,UAAU,CAAC;QAmBrC,sBAAiB,GAAG,eAAe,CAAC,YAAY,CAAC;QA0ErD,IAAI,CAAC,aAAa,GAAG,IAAI,CAAC,WAAW,CAAC,cAAc,CAAC,oBAAoB,EAAE,CAAC;IAChF,CAAC;IAEM,MAAM;QACT,IAAI,IAAI,CAAC,KAAK,KAAK,SAAS,IAAI,IAAI,CAAC,UAAU,KAAK,SAAS,IAAI,IAAI,CAAC,MAAM,KAAK,SAAS,EAAE,CAAC;YACzF,MAAM,IAAI,KAAK,CAAC,iCAAiC,IAAI,CAAC,IAAI,6CAA6C,CAAC,CAAC;QAC7G,CAAC;QAED,gHAAgH;QAChH,MAAM,SAAS,GAAG,IAAI,CAAC,gBAAiB,CAAC,YAAY,EAAG,CAAC;QAEzD,SAAS,CAAC,UAAU,GAAG,IAAI,CAAC,UAAU,CAAC,MAAM,CAAC;QAC9C,SAAS,CAAC,kBAAkB,GAAG,IAAI,CAAC,UAAU,CAAC,eAAe,CAAC;QAE/D,MAAM,mBAAmB,GAAG,IAAI,CAAC,WAAW,CAAC,cAAc,CAAC,aAAa,CAAC,GAAG,IAAI,CAAC,IAAI,YAAY,EAAE,IAAI,CAAC,gBAAiB,CAAC,YAAY,EAAG,CAAC,kBAAkB,EAAG,CAAC,CAAC;QAElK,IAAI,CAAC,WAAW,CAAC,cAAc,CAAC,qBAAqB,CAAC,IAAI,CAAC,aAAa,EAAE,mBAAmB,CAAC,CAAC;QAE/F,MAAM,IAAI,GAAG,IAAI,CAAC,WAAW,CAAC,OAAO,CAAC,IAAI,CAAC,IAAI,CAAC,CAAC;QAEjD,IAAI,CAAC,cAAc,CAAC,CAAC,OAAO,EAAE,EAAE;YAC5B,IAAI,CAAC,IAAI,CAAC,KAAK,CAAC,SAAS,EAAE,IAAI,CAAC,IAAI,CAAC,KAAK,CAAC,aAAa,EAAE,CAAC;gBACvD,OAAO;YACX,CAAC;YAED,MAAM,SAAS,GAAG,IAAI,CAAC,gBAAiB,CAAC,YAAY,EAAG,CAAC;YAEzD,SAAS,CAAC,UAAU,GAAG,IAAI,CAAC,UAAU,CAAC,MAAM,CAAC;YAC9C,SAAS,CAAC,kBAAkB,GAAG,IAAI,CAAC,UAAU,CAAC,eAAe,CAAC;YAE/D,OAAO,CAAC,eAAe,EAAE,CAAC;YAC1B,OAAO,CAAC,cAAc,CAAC,IAAI,EAAE,IAAI,CAAC,CAAC;YAEnC,OAAO,CAAC,eAAe,CAAC,SAAS,CAAC,CAAC;YAEnC,OAAO,CAAC,kBAAkB,EAAE,CAAC;QACjC,CAAC,CAAC,CAAC;QAEH,MAAM,YAAY,GAAG,IAAI,CAAC,WAAW,CAAC,OAAO,CAAC,IAAI,CAAC,IAAI,GAAG,WAAW,EAAE,IAAI,CAAC,CAAC;QAE7E,YAAY,CAAC,cAAc,CAAC,CAAC,QAAQ,EAAE,EAAE,GAAE,CAAC,CAAC,CAAC;IAClD,CAAC;IAEe,OAAO;QACnB,IAAI,CAAC,gBAAgB,EAAE,OAAO,EAAE,CAAC;QACjC,IAAI,CAAC,gBAAgB,GAAG,SAAS,CAAC;IACtC,CAAC;CACJ","sourcesContent":["import type { Scene, FrameGraph, FrameGraphObjectList, IShadowLight, WritableObject, FrameGraphTextureHandle, Camera } from \"core/index\";\r\nimport { FrameGraphTask } from \"../../frameGraphTask\";\r\nimport { ShadowGenerator } from \"../../../Lights/Shadows/shadowGenerator\";\r\n\r\n/**\r\n * Task used to generate shadows from a list of objects.\r\n */\r\nexport class FrameGraphShadowGeneratorTask extends FrameGraphTask {\r\n /**\r\n * The object list that generates shadows.\r\n */\r\n public objectList: FrameGraphObjectList;\r\n\r\n private _light: IShadowLight;\r\n /**\r\n * The light to generate shadows from.\r\n */\r\n public get light(): IShadowLight {\r\n return this._light;\r\n }\r\n\r\n public set light(value: IShadowLight) {\r\n if (value === this._light) {\r\n return;\r\n }\r\n\r\n this._light = value;\r\n this._setupShadowGenerator();\r\n }\r\n\r\n private _camera: Camera;\r\n /**\r\n * Gets or sets the camera used to generate the shadow generator.\r\n */\r\n public get camera() {\r\n return this._camera;\r\n }\r\n\r\n public set camera(camera: Camera) {\r\n this._camera = camera;\r\n this._setupShadowGenerator();\r\n }\r\n\r\n private _mapSize = 1024;\r\n /**\r\n * The size of the shadow map.\r\n */\r\n public get mapSize() {\r\n return this._mapSize;\r\n }\r\n\r\n public set mapSize(value: number) {\r\n if (value === this._mapSize) {\r\n return;\r\n }\r\n\r\n this._mapSize = value;\r\n this._setupShadowGenerator();\r\n }\r\n\r\n private _useFloat32TextureType = false;\r\n /**\r\n * If true, the shadow map will use a 32 bits float texture type (else, 16 bits float is used if supported).\r\n */\r\n public get useFloat32TextureType() {\r\n return this._useFloat32TextureType;\r\n }\r\n\r\n public set useFloat32TextureType(value: boolean) {\r\n if (value === this._useFloat32TextureType) {\r\n return;\r\n }\r\n\r\n this._useFloat32TextureType = value;\r\n this._setupShadowGenerator();\r\n }\r\n\r\n private _useRedTextureFormat = true;\r\n /**\r\n * If true, the shadow map will use a red texture format (else, a RGBA format is used).\r\n */\r\n public get useRedTextureFormat() {\r\n return this._useRedTextureFormat;\r\n }\r\n\r\n public set useRedTextureFormat(value: boolean) {\r\n if (value === this._useRedTextureFormat) {\r\n return;\r\n }\r\n\r\n this._useRedTextureFormat = value;\r\n this._setupShadowGenerator();\r\n }\r\n\r\n private _bias = 0.01;\r\n /**\r\n * The bias to apply to the shadow map.\r\n */\r\n public get bias() {\r\n return this._bias;\r\n }\r\n\r\n public set bias(value: number) {\r\n if (value === this._bias) {\r\n return;\r\n }\r\n\r\n this._bias = value;\r\n if (this._shadowGenerator) {\r\n this._shadowGenerator.bias = value;\r\n }\r\n }\r\n\r\n private _normalBias = 0;\r\n /**\r\n * The normal bias to apply to the shadow map.\r\n */\r\n public get normalBias() {\r\n return this._normalBias;\r\n }\r\n\r\n public set normalBias(value: number) {\r\n if (value === this._normalBias) {\r\n return;\r\n }\r\n\r\n this._normalBias = value;\r\n if (this._shadowGenerator) {\r\n this._shadowGenerator.normalBias = value;\r\n }\r\n }\r\n\r\n private _darkness = 0;\r\n /**\r\n * The darkness of the shadows.\r\n */\r\n public get darkness() {\r\n return this._darkness;\r\n }\r\n\r\n public set darkness(value: number) {\r\n if (value === this._darkness) {\r\n return;\r\n }\r\n\r\n this._darkness = value;\r\n if (this._shadowGenerator) {\r\n this._shadowGenerator.darkness = value;\r\n }\r\n }\r\n\r\n private _transparencyShadow = false;\r\n /**\r\n * Gets or sets the ability to have transparent shadow\r\n */\r\n public get transparencyShadow() {\r\n return this._transparencyShadow;\r\n }\r\n\r\n public set transparencyShadow(value: boolean) {\r\n if (value === this._transparencyShadow) {\r\n return;\r\n }\r\n\r\n this._transparencyShadow = value;\r\n if (this._shadowGenerator) {\r\n this._shadowGenerator.transparencyShadow = value;\r\n }\r\n }\r\n\r\n private _enableSoftTransparentShadow = false;\r\n /**\r\n * Enables or disables shadows with varying strength based on the transparency\r\n */\r\n public get enableSoftTransparentShadow() {\r\n return this._enableSoftTransparentShadow;\r\n }\r\n\r\n public set enableSoftTransparentShadow(value: boolean) {\r\n if (value === this._enableSoftTransparentShadow) {\r\n return;\r\n }\r\n\r\n this._enableSoftTransparentShadow = value;\r\n if (this._shadowGenerator) {\r\n this._shadowGenerator.enableSoftTransparentShadow = value;\r\n }\r\n }\r\n\r\n private _useOpacityTextureForTransparentShadow = false;\r\n /**\r\n * If this is true, use the opacity texture's alpha channel for transparent shadows instead of the diffuse one\r\n */\r\n public get useOpacityTextureForTransparentShadow() {\r\n return this._useOpacityTextureForTransparentShadow;\r\n }\r\n\r\n public set useOpacityTextureForTransparentShadow(value: boolean) {\r\n if (value === this._useOpacityTextureForTransparentShadow) {\r\n return;\r\n }\r\n\r\n this._useOpacityTextureForTransparentShadow = value;\r\n if (this._shadowGenerator) {\r\n this._shadowGenerator.useOpacityTextureForTransparentShadow = value;\r\n }\r\n }\r\n\r\n private _filter = ShadowGenerator.FILTER_PCF;\r\n /**\r\n * The filter to apply to the shadow map.\r\n */\r\n public get filter() {\r\n return this._filter;\r\n }\r\n\r\n public set filter(value: number) {\r\n if (value === this._filter) {\r\n return;\r\n }\r\n\r\n this._filter = value;\r\n if (this._shadowGenerator) {\r\n this._shadowGenerator.filter = value;\r\n }\r\n }\r\n\r\n private _filteringQuality = ShadowGenerator.QUALITY_HIGH;\r\n /**\r\n * The filtering quality to apply to the filter.\r\n */\r\n public get filteringQuality() {\r\n return this._filteringQuality;\r\n }\r\n\r\n public set filteringQuality(value: number) {\r\n if (value === this._filteringQuality) {\r\n return;\r\n }\r\n\r\n this._filteringQuality = value;\r\n if (this._shadowGenerator) {\r\n this._shadowGenerator.filteringQuality = value;\r\n }\r\n }\r\n\r\n /**\r\n * The shadow generator.\r\n */\r\n public readonly shadowGenerator: ShadowGenerator;\r\n\r\n /**\r\n * The shadow map texture.\r\n */\r\n public readonly outputTexture: FrameGraphTextureHandle;\r\n\r\n protected _shadowGenerator: ShadowGenerator | undefined;\r\n\r\n protected _createShadowGenerator() {\r\n this._shadowGenerator = new ShadowGenerator(this._mapSize, this._light, this._useFloat32TextureType, undefined, this._useRedTextureFormat);\r\n }\r\n\r\n protected _setupShadowGenerator() {\r\n this._shadowGenerator?.dispose();\r\n this._shadowGenerator = undefined;\r\n if (this._light !== undefined) {\r\n this._createShadowGenerator();\r\n const shadowGenerator = this._shadowGenerator as ShadowGenerator | undefined;\r\n if (shadowGenerator === undefined) {\r\n return;\r\n }\r\n shadowGenerator.bias = this._bias;\r\n shadowGenerator.normalBias = this._normalBias;\r\n shadowGenerator.darkness = this._darkness;\r\n shadowGenerator.transparencyShadow = this._transparencyShadow;\r\n shadowGenerator.enableSoftTransparentShadow = this._enableSoftTransparentShadow;\r\n shadowGenerator.useOpacityTextureForTransparentShadow = this._useOpacityTextureForTransparentShadow;\r\n shadowGenerator.filter = this._filter;\r\n shadowGenerator.filteringQuality = this._filteringQuality;\r\n\r\n const shadowMap = shadowGenerator.getShadowMap()!;\r\n shadowMap._disableEngineStages = true;\r\n shadowMap.cameraForLOD = this._camera;\r\n\r\n (this.shadowGenerator as WritableObject<ShadowGenerator | undefined>) = shadowGenerator;\r\n }\r\n }\r\n\r\n public override isReady(): boolean {\r\n return !!this._shadowGenerator && !!this._shadowGenerator.getShadowMap()?.isReadyForRendering();\r\n }\r\n\r\n /**\r\n * Creates a new shadow generator task.\r\n * @param name The name of the task.\r\n * @param frameGraph The frame graph the task belongs to.\r\n * @param _scene The scene to create the shadow generator for.\r\n */\r\n constructor(name: string, frameGraph: FrameGraph, _scene: Scene) {\r\n super(name, frameGraph);\r\n\r\n this.outputTexture = this._frameGraph.textureManager.createDanglingHandle();\r\n }\r\n\r\n public record() {\r\n if (this.light === undefined || this.objectList === undefined || this.camera === undefined) {\r\n throw new Error(`FrameGraphShadowGeneratorTask ${this.name}: light, objectList and camera are required`);\r\n }\r\n\r\n // Make sure the renderList / particleSystemList are set when FrameGraphShadowGeneratorTask.isReady() is called!\r\n const shadowMap = this._shadowGenerator!.getShadowMap()!;\r\n\r\n shadowMap.renderList = this.objectList.meshes;\r\n shadowMap.particleSystemList = this.objectList.particleSystems;\r\n\r\n const shadowTextureHandle = this._frameGraph.textureManager.importTexture(`${this.name} shadowmap`, this._shadowGenerator!.getShadowMap()!.getInternalTexture()!);\r\n\r\n this._frameGraph.textureManager.resolveDanglingHandle(this.outputTexture, shadowTextureHandle);\r\n\r\n const pass = this._frameGraph.addPass(this.name);\r\n\r\n pass.setExecuteFunc((context) => {\r\n if (!this.light.isEnabled() || !this.light.shadowEnabled) {\r\n return;\r\n }\r\n\r\n const shadowMap = this._shadowGenerator!.getShadowMap()!;\r\n\r\n shadowMap.renderList = this.objectList.meshes;\r\n shadowMap.particleSystemList = this.objectList.particleSystems;\r\n\r\n context.saveDepthStates();\r\n context.setDepthStates(true, true);\r\n\r\n context.renderUnmanaged(shadowMap);\r\n\r\n context.restoreDepthStates();\r\n });\r\n\r\n const passDisabled = this._frameGraph.addPass(this.name + \"_disabled\", true);\r\n\r\n passDisabled.setExecuteFunc((_context) => {});\r\n }\r\n\r\n public override dispose() {\r\n this._shadowGenerator?.dispose();\r\n this._shadowGenerator = undefined;\r\n }\r\n}\r\n"]}
|
|
@@ -22,13 +22,14 @@ export class FrameGraphTAAObjectRendererTask extends FrameGraphObjectRendererTas
|
|
|
22
22
|
if (this.targetTexture === undefined || this.objectList === undefined) {
|
|
23
23
|
throw new Error(`FrameGraphTAAObjectRendererTask ${this.name}: destinationTexture and objectList are required`);
|
|
24
24
|
}
|
|
25
|
-
|
|
25
|
+
const targetTextures = Array.isArray(this.targetTexture) ? this.targetTexture : [this.targetTexture];
|
|
26
|
+
if (targetTextures[0] === backbufferColorTextureHandle || this.depthTexture === backbufferDepthStencilTextureHandle) {
|
|
26
27
|
throw new Error(`FrameGraphTAAObjectRendererTask ${this.name}: the back buffer color/depth textures are not allowed. Use regular textures instead.`);
|
|
27
28
|
}
|
|
28
29
|
// Make sure the renderList / particleSystemList are set when FrameGraphObjectRendererTask.isReady() is called!
|
|
29
30
|
this._renderer.renderList = this.objectList.meshes;
|
|
30
31
|
this._renderer.particleSystemList = this.objectList.particleSystems;
|
|
31
|
-
const outputTextureDescription = this._frameGraph.textureManager.getTextureDescription(
|
|
32
|
+
const outputTextureDescription = this._frameGraph.textureManager.getTextureDescription(targetTextures[0]);
|
|
32
33
|
let depthEnabled = false;
|
|
33
34
|
if (this.depthTexture !== undefined) {
|
|
34
35
|
const depthTextureDescription = this._frameGraph.textureManager.getTextureDescription(this.depthTexture);
|
|
@@ -85,19 +86,19 @@ export class FrameGraphTAAObjectRendererTask extends FrameGraphObjectRendererTas
|
|
|
85
86
|
if (!this.postProcess.disabled) {
|
|
86
87
|
context.applyFullScreenEffect(this._postProcessDrawWrapper, () => {
|
|
87
88
|
this.postProcess.bind();
|
|
88
|
-
context.bindTextureHandle(this._postProcessDrawWrapper.effect, "textureSampler",
|
|
89
|
+
context.bindTextureHandle(this._postProcessDrawWrapper.effect, "textureSampler", targetTextures[0]);
|
|
89
90
|
context.bindTextureHandle(this._postProcessDrawWrapper.effect, "historySampler", pingPongHandle);
|
|
90
91
|
});
|
|
91
92
|
}
|
|
92
93
|
else {
|
|
93
|
-
context.copyTexture(
|
|
94
|
+
context.copyTexture(targetTextures[0]);
|
|
94
95
|
}
|
|
95
96
|
});
|
|
96
97
|
const passDisabled = this._frameGraph.addRenderPass(this.name + "_disabled", true);
|
|
97
98
|
passDisabled.setRenderTarget(this.outputTexture);
|
|
98
99
|
passDisabled.setRenderTargetDepth(this.depthTexture);
|
|
99
100
|
passDisabled.setExecuteFunc((context) => {
|
|
100
|
-
context.copyTexture(
|
|
101
|
+
context.copyTexture(targetTextures[0]);
|
|
101
102
|
});
|
|
102
103
|
return pass;
|
|
103
104
|
}
|
|
@@ -1 +1 @@
|
|
|
1
|
-
{"version":3,"file":"taaObjectRendererTask.js","sourceRoot":"","sources":["../../../../../../dev/core/src/FrameGraph/Tasks/Rendering/taaObjectRendererTask.ts"],"names":[],"mappings":"AACA,OAAO,EAAE,4BAA4B,EAAE,mCAAmC,EAAE,MAAM,uBAAuB,CAAC;AAC1G,OAAO,EAAE,4BAA4B,EAAE,MAAM,sBAAsB,CAAC;AACpE,OAAO,EAAE,kBAAkB,EAAE,qDAA8C;AAC3E,OAAO,EAAE,SAAS,EAAE,sCAA+B;AAEnD;;GAEG;AACH,MAAM,OAAO,+BAAgC,SAAQ,4BAA4B;IAQ7E;;;;;;OAMG;IACH,YAAY,IAAY,EAAE,UAAsB,EAAE,KAAY,EAAE,OAA+B;QAC3F,KAAK,CAAC,IAAI,EAAE,UAAU,EAAE,KAAK,EAAE,OAAO,CAAC,CAAC;QAExC,IAAI,CAAC,WAAW,GAAG,IAAI,kBAAkB,CAAC,GAAG,IAAI,eAAe,EAAE,KAAK,CAAC,SAAS,EAAE,CAAC,CAAC;QACrF,IAAI,CAAC,uBAAuB,GAAG,IAAI,CAAC,WAAW,CAAC,WAAW,CAAC;IAChE,CAAC;IAEe,MAAM;QAClB,IAAI,IAAI,CAAC,aAAa,KAAK,SAAS,IAAI,IAAI,CAAC,UAAU,KAAK,SAAS,EAAE,CAAC;YACpE,MAAM,IAAI,KAAK,CAAC,mCAAmC,IAAI,CAAC,IAAI,kDAAkD,CAAC,CAAC;QACpH,CAAC;QAED,IAAI,IAAI,CAAC,aAAa,KAAK,4BAA4B,IAAI,IAAI,CAAC,YAAY,KAAK,mCAAmC,EAAE,CAAC;YACnH,MAAM,IAAI,KAAK,CAAC,mCAAmC,IAAI,CAAC,IAAI,uFAAuF,CAAC,CAAC;QACzJ,CAAC;QAED,+GAA+G;QAC/G,IAAI,CAAC,SAAS,CAAC,UAAU,GAAG,IAAI,CAAC,UAAU,CAAC,MAAM,CAAC;QACnD,IAAI,CAAC,SAAS,CAAC,kBAAkB,GAAG,IAAI,CAAC,UAAU,CAAC,eAAe,CAAC;QAEpE,MAAM,wBAAwB,GAAG,IAAI,CAAC,WAAW,CAAC,cAAc,CAAC,qBAAqB,CAAC,IAAI,CAAC,aAAa,CAAC,CAAC;QAE3G,IAAI,YAAY,GAAG,KAAK,CAAC;QAEzB,IAAI,IAAI,CAAC,YAAY,KAAK,SAAS,EAAE,CAAC;YAClC,MAAM,uBAAuB,GAAG,IAAI,CAAC,WAAW,CAAC,cAAc,CAAC,qBAAqB,CAAC,IAAI,CAAC,YAAY,CAAC,CAAC;YACzG,IAAI,uBAAuB,CAAC,OAAO,CAAC,OAAO,KAAK,wBAAwB,CAAC,OAAO,CAAC,OAAO,EAAE,CAAC;gBACvF,MAAM,IAAI,KAAK,CAAC,mCAAmC,IAAI,CAAC,IAAI,iFAAiF,CAAC,CAAC;YACnJ,CAAC;YAED,YAAY,GAAG,IAAI,CAAC;QACxB,CAAC;QAED,IAAI,CAAC,WAAW,CAAC,MAAM,GAAG,IAAI,CAAC,MAAM,CAAC;QACtC,IAAI,CAAC,WAAW,CAAC,YAAY,GAAG,wBAAwB,CAAC,IAAI,CAAC,KAAK,CAAC;QACpE,IAAI,CAAC,WAAW,CAAC,aAAa,GAAG,wBAAwB,CAAC,IAAI,CAAC,MAAM,CAAC;QAEtE,MAAM,sBAAsB,GAAqC;YAC7D,IAAI,EAAE,wBAAwB,CAAC,IAAI;YACnC,OAAO,EAAE;gBACL,aAAa,EAAE,wBAAwB,CAAC,OAAO,CAAC,aAAa;gBAC7D,KAAK,EAAE,CAAC,SAAS,CAAC,sBAAsB,CAAC;gBACzC,OAAO,EAAE,CAAC,SAAS,CAAC,kBAAkB,CAAC;gBACvC,OAAO,EAAE,CAAC;gBACV,cAAc,EAAE,CAAC,KAAK,CAAC;gBACvB,aAAa,EAAE,CAAC,CAAC,CAAC;gBAClB,MAAM,EAAE,CAAC,EAAE,CAAC;aACf;YACD,gBAAgB,EAAE,KAAK;YACvB,gBAAgB,EAAE,IAAI;SACzB,CAAC;QAEF,MAAM,cAAc,GAAG,IAAI,CAAC,WAAW,CAAC,cAAc,CAAC,yBAAyB,CAAC,GAAG,IAAI,CAAC,IAAI,UAAU,EAAE,sBAAsB,CAAC,CAAC;QAEjI,IAAI,CAAC,WAAW,CAAC,cAAc,CAAC,qBAAqB,CAAC,IAAI,CAAC,aAAa,EAAE,cAAc,CAAC,CAAC;QAC1F,IAAI,IAAI,CAAC,YAAY,KAAK,SAAS,EAAE,CAAC;YAClC,IAAI,CAAC,WAAW,CAAC,cAAc,CAAC,qBAAqB,CAAC,IAAI,CAAC,kBAAkB,EAAE,IAAI,CAAC,YAAY,CAAC,CAAC;QACtG,CAAC;QAED,IAAI,CAAC,aAAa,GAAG,wBAAwB,CAAC,IAAI,CAAC,KAAK,CAAC;QACzD,IAAI,CAAC,cAAc,GAAG,wBAAwB,CAAC,IAAI,CAAC,MAAM,CAAC;QAE3D,IAAI,2BAA+D,CAAC;QAEpE,IAAI,CAAC,mBAAmB,EAAE,CAAC;QAE3B,MAAM,IAAI,GAAG,IAAI,CAAC,WAAW,CAAC,aAAa,CAAC,IAAI,CAAC,IAAI,CAAC,CAAC;QAEvD,IAAI,CAAC,eAAe,CAAC,IAAI,CAAC,aAAa,CAAC,CAAC;QACzC,IAAI,CAAC,oBAAoB,CAAC,IAAI,CAAC,YAAY,CAAC,CAAC;QAC7C,IAAI,CAAC,cAAc,CAAC,CAAC,OAAO,EAAE,EAAE;YAC5B,IAAI,CAAC,SAAS,CAAC,UAAU,GAAG,IAAI,CAAC,UAAU,CAAC,MAAM,CAAC;YACnD,IAAI,CAAC,SAAS,CAAC,kBAAkB,GAAG,IAAI,CAAC,UAAU,CAAC,eAAe,CAAC;YACpE,IAAI,CAAC,SAAS,CAAC,sBAAsB,GAAG,IAAI,CAAC,sBAAsB,CAAC;YAEpE,IAAI,CAAC,WAAW,CAAC,sBAAsB,EAAE,CAAC;YAE1C,OAAO,CAAC,cAAc,CAAC,IAAI,CAAC,SAAS,IAAI,YAAY,EAAE,IAAI,CAAC,UAAU,IAAI,YAAY,CAAC,CAAC;YAExF,0IAA0I;YAC1I,qIAAqI;YACrI,IAAI,CAAC,IAAI,CAAC,WAAW,CAAC,QAAQ,EAAE,CAAC;gBAC7B,IAAI,CAAC,MAAM,CAAC,YAAY,GAAG,IAAI,CAAC,MAAM,CAAC;gBACvC,IAAI,CAAC,MAAM,CAAC,kBAAkB,CAAC,IAAI,CAAC,MAAM,CAAC,aAAa,EAAE,EAAE,IAAI,CAAC,MAAM,CAAC,mBAAmB,EAAE,CAAC,CAAC;YACnG,CAAC;YAED,OAAO,CAAC,MAAM,CAAC,IAAI,CAAC,SAAS,EAAE,IAAI,CAAC,aAAa,EAAE,IAAI,CAAC,cAAc,CAAC,CAAC;YAExE,IAAI,CAAC,MAAM,CAAC,YAAY,GAAG,IAAI,CAAC;YAEhC,2BAA2B,GAAG,2BAA2B,IAAI,OAAO,CAAC,kBAAkB,CAAC,GAAG,IAAI,CAAC,IAAI,YAAY,EAAE,cAAc,CAAC,CAAC;YAElI,OAAO,CAAC,gBAAgB,CAAC,2BAA2B,EAAE,8CAA8C,CAAC,CAAC;YAEtG,IAAI,CAAC,IAAI,CAAC,WAAW,CAAC,QAAQ,EAAE,CAAC;gBAC7B,OAAO,CAAC,qBAAqB,CAAC,IAAI,CAAC,uBAAuB,EAAE,GAAG,EAAE;oBAC7D,IAAI,CAAC,WAAW,CAAC,IAAI,EAAE,CAAC;oBACxB,OAAO,CAAC,iBAAiB,CAAC,IAAI,CAAC,uBAAuB,CAAC,MAAO,EAAE,gBAAgB,EAAE,IAAI,CAAC,aAAa,CAAC,CAAC;oBACtG,OAAO,CAAC,iBAAiB,CAAC,IAAI,CAAC,uBAAuB,CAAC,MAAO,EAAE,gBAAgB,EAAE,cAAc,CAAC,CAAC;gBACtG,CAAC,CAAC,CAAC;YACP,CAAC;iBAAM,CAAC;gBACJ,OAAO,CAAC,WAAW,CAAC,IAAI,CAAC,aAAa,CAAC,CAAC;YAC5C,CAAC;QACL,CAAC,CAAC,CAAC;QAEH,MAAM,YAAY,GAAG,IAAI,CAAC,WAAW,CAAC,aAAa,CAAC,IAAI,CAAC,IAAI,GAAG,WAAW,EAAE,IAAI,CAAC,CAAC;QAEnF,YAAY,CAAC,eAAe,CAAC,IAAI,CAAC,aAAa,CAAC,CAAC;QACjD,YAAY,CAAC,oBAAoB,CAAC,IAAI,CAAC,YAAY,CAAC,CAAC;QACrD,YAAY,CAAC,cAAc,CAAC,CAAC,OAAO,EAAE,EAAE;YACpC,OAAO,CAAC,WAAW,CAAC,IAAI,CAAC,aAAa,CAAC,CAAC;QAC5C,CAAC,CAAC,CAAC;QAEH,OAAO,IAAI,CAAC;IAChB,CAAC;CACJ","sourcesContent":["import type { FrameGraph, Scene, DrawWrapper, FrameGraphTextureCreationOptions, ObjectRendererOptions, FrameGraphRenderTarget, FrameGraphRenderPass } from \"core/index\";\r\nimport { backbufferColorTextureHandle, backbufferDepthStencilTextureHandle } from \"../../frameGraphTypes\";\r\nimport { FrameGraphObjectRendererTask } from \"./objectRendererTask\";\r\nimport { ThinTAAPostProcess } from \"core/PostProcesses/thinTAAPostProcess\";\r\nimport { Constants } from \"core/Engines/constants\";\r\n\r\n/**\r\n * Task used to render objects to a texture with Temporal Anti-Aliasing (TAA).\r\n */\r\nexport class FrameGraphTAAObjectRendererTask extends FrameGraphObjectRendererTask {\r\n /**\r\n * The TAA post process.\r\n */\r\n public readonly postProcess: ThinTAAPostProcess;\r\n\r\n protected readonly _postProcessDrawWrapper: DrawWrapper;\r\n\r\n /**\r\n * Constructs a new TAA object renderer task.\r\n * @param name The name of the task\r\n * @param frameGraph The frame graph the task belongs to.\r\n * @param scene The scene the frame graph is associated with.\r\n * @param options The options of the object renderer.\r\n */\r\n constructor(name: string, frameGraph: FrameGraph, scene: Scene, options?: ObjectRendererOptions) {\r\n super(name, frameGraph, scene, options);\r\n\r\n this.postProcess = new ThinTAAPostProcess(`${name} post-process`, scene.getEngine());\r\n this._postProcessDrawWrapper = this.postProcess.drawWrapper;\r\n }\r\n\r\n public override record(): FrameGraphRenderPass {\r\n if (this.targetTexture === undefined || this.objectList === undefined) {\r\n throw new Error(`FrameGraphTAAObjectRendererTask ${this.name}: destinationTexture and objectList are required`);\r\n }\r\n\r\n if (this.targetTexture === backbufferColorTextureHandle || this.depthTexture === backbufferDepthStencilTextureHandle) {\r\n throw new Error(`FrameGraphTAAObjectRendererTask ${this.name}: the back buffer color/depth textures are not allowed. Use regular textures instead.`);\r\n }\r\n\r\n // Make sure the renderList / particleSystemList are set when FrameGraphObjectRendererTask.isReady() is called!\r\n this._renderer.renderList = this.objectList.meshes;\r\n this._renderer.particleSystemList = this.objectList.particleSystems;\r\n\r\n const outputTextureDescription = this._frameGraph.textureManager.getTextureDescription(this.targetTexture);\r\n\r\n let depthEnabled = false;\r\n\r\n if (this.depthTexture !== undefined) {\r\n const depthTextureDescription = this._frameGraph.textureManager.getTextureDescription(this.depthTexture);\r\n if (depthTextureDescription.options.samples !== outputTextureDescription.options.samples) {\r\n throw new Error(`FrameGraphTAAObjectRendererTask ${this.name}: the depth texture and the output texture must have the same number of samples`);\r\n }\r\n\r\n depthEnabled = true;\r\n }\r\n\r\n this.postProcess.camera = this.camera;\r\n this.postProcess.textureWidth = outputTextureDescription.size.width;\r\n this.postProcess.textureHeight = outputTextureDescription.size.height;\r\n\r\n const textureCreationOptions: FrameGraphTextureCreationOptions = {\r\n size: outputTextureDescription.size,\r\n options: {\r\n createMipMaps: outputTextureDescription.options.createMipMaps,\r\n types: [Constants.TEXTURETYPE_HALF_FLOAT],\r\n formats: [Constants.TEXTUREFORMAT_RGBA],\r\n samples: 1,\r\n useSRGBBuffers: [false],\r\n creationFlags: [0],\r\n labels: [\"\"],\r\n },\r\n sizeIsPercentage: false,\r\n isHistoryTexture: true,\r\n };\r\n\r\n const pingPongHandle = this._frameGraph.textureManager.createRenderTargetTexture(`${this.name} history`, textureCreationOptions);\r\n\r\n this._frameGraph.textureManager.resolveDanglingHandle(this.outputTexture, pingPongHandle);\r\n if (this.depthTexture !== undefined) {\r\n this._frameGraph.textureManager.resolveDanglingHandle(this.outputDepthTexture, this.depthTexture);\r\n }\r\n\r\n this._textureWidth = outputTextureDescription.size.width;\r\n this._textureHeight = outputTextureDescription.size.height;\r\n\r\n let pingPongRenderTargetWrapper: FrameGraphRenderTarget | undefined;\r\n\r\n this._setLightsForShadow();\r\n\r\n const pass = this._frameGraph.addRenderPass(this.name);\r\n\r\n pass.setRenderTarget(this.targetTexture);\r\n pass.setRenderTargetDepth(this.depthTexture);\r\n pass.setExecuteFunc((context) => {\r\n this._renderer.renderList = this.objectList.meshes;\r\n this._renderer.particleSystemList = this.objectList.particleSystems;\r\n this._renderer.disableImageProcessing = this.disableImageProcessing;\r\n\r\n this.postProcess.updateProjectionMatrix();\r\n\r\n context.setDepthStates(this.depthTest && depthEnabled, this.depthWrite && depthEnabled);\r\n\r\n // We define the active camera and transformation matrices ourselves, otherwise this will be done by calling context.render, in which case\r\n // getProjectionMatrix will be called with a \"true\" parameter, forcing recalculation of the projection matrix and losing our changes.\r\n if (!this.postProcess.disabled) {\r\n this._scene.activeCamera = this.camera;\r\n this._scene.setTransformMatrix(this.camera.getViewMatrix(), this.camera.getProjectionMatrix());\r\n }\r\n\r\n context.render(this._renderer, this._textureWidth, this._textureHeight);\r\n\r\n this._scene.activeCamera = null;\r\n\r\n pingPongRenderTargetWrapper = pingPongRenderTargetWrapper || context.createRenderTarget(`${this.name} ping/pong`, pingPongHandle);\r\n\r\n context.bindRenderTarget(pingPongRenderTargetWrapper, \"frame graph - TAA merge with history texture\");\r\n\r\n if (!this.postProcess.disabled) {\r\n context.applyFullScreenEffect(this._postProcessDrawWrapper, () => {\r\n this.postProcess.bind();\r\n context.bindTextureHandle(this._postProcessDrawWrapper.effect!, \"textureSampler\", this.targetTexture);\r\n context.bindTextureHandle(this._postProcessDrawWrapper.effect!, \"historySampler\", pingPongHandle);\r\n });\r\n } else {\r\n context.copyTexture(this.targetTexture);\r\n }\r\n });\r\n\r\n const passDisabled = this._frameGraph.addRenderPass(this.name + \"_disabled\", true);\r\n\r\n passDisabled.setRenderTarget(this.outputTexture);\r\n passDisabled.setRenderTargetDepth(this.depthTexture);\r\n passDisabled.setExecuteFunc((context) => {\r\n context.copyTexture(this.targetTexture);\r\n });\r\n\r\n return pass;\r\n }\r\n}\r\n"]}
|
|
1
|
+
{"version":3,"file":"taaObjectRendererTask.js","sourceRoot":"","sources":["../../../../../../dev/core/src/FrameGraph/Tasks/Rendering/taaObjectRendererTask.ts"],"names":[],"mappings":"AACA,OAAO,EAAE,4BAA4B,EAAE,mCAAmC,EAAE,MAAM,uBAAuB,CAAC;AAC1G,OAAO,EAAE,4BAA4B,EAAE,MAAM,sBAAsB,CAAC;AACpE,OAAO,EAAE,kBAAkB,EAAE,qDAA8C;AAC3E,OAAO,EAAE,SAAS,EAAE,sCAA+B;AAEnD;;GAEG;AACH,MAAM,OAAO,+BAAgC,SAAQ,4BAA4B;IAQ7E;;;;;;OAMG;IACH,YAAY,IAAY,EAAE,UAAsB,EAAE,KAAY,EAAE,OAA+B;QAC3F,KAAK,CAAC,IAAI,EAAE,UAAU,EAAE,KAAK,EAAE,OAAO,CAAC,CAAC;QAExC,IAAI,CAAC,WAAW,GAAG,IAAI,kBAAkB,CAAC,GAAG,IAAI,eAAe,EAAE,KAAK,CAAC,SAAS,EAAE,CAAC,CAAC;QACrF,IAAI,CAAC,uBAAuB,GAAG,IAAI,CAAC,WAAW,CAAC,WAAW,CAAC;IAChE,CAAC;IAEe,MAAM;QAClB,IAAI,IAAI,CAAC,aAAa,KAAK,SAAS,IAAI,IAAI,CAAC,UAAU,KAAK,SAAS,EAAE,CAAC;YACpE,MAAM,IAAI,KAAK,CAAC,mCAAmC,IAAI,CAAC,IAAI,kDAAkD,CAAC,CAAC;QACpH,CAAC;QAED,MAAM,cAAc,GAAG,KAAK,CAAC,OAAO,CAAC,IAAI,CAAC,aAAa,CAAC,CAAC,CAAC,CAAC,IAAI,CAAC,aAAa,CAAC,CAAC,CAAC,CAAC,IAAI,CAAC,aAAa,CAAC,CAAC;QAErG,IAAI,cAAc,CAAC,CAAC,CAAC,KAAK,4BAA4B,IAAI,IAAI,CAAC,YAAY,KAAK,mCAAmC,EAAE,CAAC;YAClH,MAAM,IAAI,KAAK,CAAC,mCAAmC,IAAI,CAAC,IAAI,uFAAuF,CAAC,CAAC;QACzJ,CAAC;QAED,+GAA+G;QAC/G,IAAI,CAAC,SAAS,CAAC,UAAU,GAAG,IAAI,CAAC,UAAU,CAAC,MAAM,CAAC;QACnD,IAAI,CAAC,SAAS,CAAC,kBAAkB,GAAG,IAAI,CAAC,UAAU,CAAC,eAAe,CAAC;QAEpE,MAAM,wBAAwB,GAAG,IAAI,CAAC,WAAW,CAAC,cAAc,CAAC,qBAAqB,CAAC,cAAc,CAAC,CAAC,CAAC,CAAC,CAAC;QAE1G,IAAI,YAAY,GAAG,KAAK,CAAC;QAEzB,IAAI,IAAI,CAAC,YAAY,KAAK,SAAS,EAAE,CAAC;YAClC,MAAM,uBAAuB,GAAG,IAAI,CAAC,WAAW,CAAC,cAAc,CAAC,qBAAqB,CAAC,IAAI,CAAC,YAAY,CAAC,CAAC;YACzG,IAAI,uBAAuB,CAAC,OAAO,CAAC,OAAO,KAAK,wBAAwB,CAAC,OAAO,CAAC,OAAO,EAAE,CAAC;gBACvF,MAAM,IAAI,KAAK,CAAC,mCAAmC,IAAI,CAAC,IAAI,iFAAiF,CAAC,CAAC;YACnJ,CAAC;YAED,YAAY,GAAG,IAAI,CAAC;QACxB,CAAC;QAED,IAAI,CAAC,WAAW,CAAC,MAAM,GAAG,IAAI,CAAC,MAAM,CAAC;QACtC,IAAI,CAAC,WAAW,CAAC,YAAY,GAAG,wBAAwB,CAAC,IAAI,CAAC,KAAK,CAAC;QACpE,IAAI,CAAC,WAAW,CAAC,aAAa,GAAG,wBAAwB,CAAC,IAAI,CAAC,MAAM,CAAC;QAEtE,MAAM,sBAAsB,GAAqC;YAC7D,IAAI,EAAE,wBAAwB,CAAC,IAAI;YACnC,OAAO,EAAE;gBACL,aAAa,EAAE,wBAAwB,CAAC,OAAO,CAAC,aAAa;gBAC7D,KAAK,EAAE,CAAC,SAAS,CAAC,sBAAsB,CAAC;gBACzC,OAAO,EAAE,CAAC,SAAS,CAAC,kBAAkB,CAAC;gBACvC,OAAO,EAAE,CAAC;gBACV,cAAc,EAAE,CAAC,KAAK,CAAC;gBACvB,aAAa,EAAE,CAAC,CAAC,CAAC;gBAClB,MAAM,EAAE,CAAC,EAAE,CAAC;aACf;YACD,gBAAgB,EAAE,KAAK;YACvB,gBAAgB,EAAE,IAAI;SACzB,CAAC;QAEF,MAAM,cAAc,GAAG,IAAI,CAAC,WAAW,CAAC,cAAc,CAAC,yBAAyB,CAAC,GAAG,IAAI,CAAC,IAAI,UAAU,EAAE,sBAAsB,CAAC,CAAC;QAEjI,IAAI,CAAC,WAAW,CAAC,cAAc,CAAC,qBAAqB,CAAC,IAAI,CAAC,aAAa,EAAE,cAAc,CAAC,CAAC;QAC1F,IAAI,IAAI,CAAC,YAAY,KAAK,SAAS,EAAE,CAAC;YAClC,IAAI,CAAC,WAAW,CAAC,cAAc,CAAC,qBAAqB,CAAC,IAAI,CAAC,kBAAkB,EAAE,IAAI,CAAC,YAAY,CAAC,CAAC;QACtG,CAAC;QAED,IAAI,CAAC,aAAa,GAAG,wBAAwB,CAAC,IAAI,CAAC,KAAK,CAAC;QACzD,IAAI,CAAC,cAAc,GAAG,wBAAwB,CAAC,IAAI,CAAC,MAAM,CAAC;QAE3D,IAAI,2BAA+D,CAAC;QAEpE,IAAI,CAAC,mBAAmB,EAAE,CAAC;QAE3B,MAAM,IAAI,GAAG,IAAI,CAAC,WAAW,CAAC,aAAa,CAAC,IAAI,CAAC,IAAI,CAAC,CAAC;QAEvD,IAAI,CAAC,eAAe,CAAC,IAAI,CAAC,aAAa,CAAC,CAAC;QACzC,IAAI,CAAC,oBAAoB,CAAC,IAAI,CAAC,YAAY,CAAC,CAAC;QAC7C,IAAI,CAAC,cAAc,CAAC,CAAC,OAAO,EAAE,EAAE;YAC5B,IAAI,CAAC,SAAS,CAAC,UAAU,GAAG,IAAI,CAAC,UAAU,CAAC,MAAM,CAAC;YACnD,IAAI,CAAC,SAAS,CAAC,kBAAkB,GAAG,IAAI,CAAC,UAAU,CAAC,eAAe,CAAC;YACpE,IAAI,CAAC,SAAS,CAAC,sBAAsB,GAAG,IAAI,CAAC,sBAAsB,CAAC;YAEpE,IAAI,CAAC,WAAW,CAAC,sBAAsB,EAAE,CAAC;YAE1C,OAAO,CAAC,cAAc,CAAC,IAAI,CAAC,SAAS,IAAI,YAAY,EAAE,IAAI,CAAC,UAAU,IAAI,YAAY,CAAC,CAAC;YAExF,0IAA0I;YAC1I,qIAAqI;YACrI,IAAI,CAAC,IAAI,CAAC,WAAW,CAAC,QAAQ,EAAE,CAAC;gBAC7B,IAAI,CAAC,MAAM,CAAC,YAAY,GAAG,IAAI,CAAC,MAAM,CAAC;gBACvC,IAAI,CAAC,MAAM,CAAC,kBAAkB,CAAC,IAAI,CAAC,MAAM,CAAC,aAAa,EAAE,EAAE,IAAI,CAAC,MAAM,CAAC,mBAAmB,EAAE,CAAC,CAAC;YACnG,CAAC;YAED,OAAO,CAAC,MAAM,CAAC,IAAI,CAAC,SAAS,EAAE,IAAI,CAAC,aAAa,EAAE,IAAI,CAAC,cAAc,CAAC,CAAC;YAExE,IAAI,CAAC,MAAM,CAAC,YAAY,GAAG,IAAI,CAAC;YAEhC,2BAA2B,GAAG,2BAA2B,IAAI,OAAO,CAAC,kBAAkB,CAAC,GAAG,IAAI,CAAC,IAAI,YAAY,EAAE,cAAc,CAAC,CAAC;YAElI,OAAO,CAAC,gBAAgB,CAAC,2BAA2B,EAAE,8CAA8C,CAAC,CAAC;YAEtG,IAAI,CAAC,IAAI,CAAC,WAAW,CAAC,QAAQ,EAAE,CAAC;gBAC7B,OAAO,CAAC,qBAAqB,CAAC,IAAI,CAAC,uBAAuB,EAAE,GAAG,EAAE;oBAC7D,IAAI,CAAC,WAAW,CAAC,IAAI,EAAE,CAAC;oBACxB,OAAO,CAAC,iBAAiB,CAAC,IAAI,CAAC,uBAAuB,CAAC,MAAO,EAAE,gBAAgB,EAAE,cAAc,CAAC,CAAC,CAAC,CAAC,CAAC;oBACrG,OAAO,CAAC,iBAAiB,CAAC,IAAI,CAAC,uBAAuB,CAAC,MAAO,EAAE,gBAAgB,EAAE,cAAc,CAAC,CAAC;gBACtG,CAAC,CAAC,CAAC;YACP,CAAC;iBAAM,CAAC;gBACJ,OAAO,CAAC,WAAW,CAAC,cAAc,CAAC,CAAC,CAAC,CAAC,CAAC;YAC3C,CAAC;QACL,CAAC,CAAC,CAAC;QAEH,MAAM,YAAY,GAAG,IAAI,CAAC,WAAW,CAAC,aAAa,CAAC,IAAI,CAAC,IAAI,GAAG,WAAW,EAAE,IAAI,CAAC,CAAC;QAEnF,YAAY,CAAC,eAAe,CAAC,IAAI,CAAC,aAAa,CAAC,CAAC;QACjD,YAAY,CAAC,oBAAoB,CAAC,IAAI,CAAC,YAAY,CAAC,CAAC;QACrD,YAAY,CAAC,cAAc,CAAC,CAAC,OAAO,EAAE,EAAE;YACpC,OAAO,CAAC,WAAW,CAAC,cAAc,CAAC,CAAC,CAAC,CAAC,CAAC;QAC3C,CAAC,CAAC,CAAC;QAEH,OAAO,IAAI,CAAC;IAChB,CAAC;CACJ","sourcesContent":["import type { FrameGraph, Scene, DrawWrapper, FrameGraphTextureCreationOptions, ObjectRendererOptions, FrameGraphRenderTarget, FrameGraphRenderPass } from \"core/index\";\r\nimport { backbufferColorTextureHandle, backbufferDepthStencilTextureHandle } from \"../../frameGraphTypes\";\r\nimport { FrameGraphObjectRendererTask } from \"./objectRendererTask\";\r\nimport { ThinTAAPostProcess } from \"core/PostProcesses/thinTAAPostProcess\";\r\nimport { Constants } from \"core/Engines/constants\";\r\n\r\n/**\r\n * Task used to render objects to a texture with Temporal Anti-Aliasing (TAA).\r\n */\r\nexport class FrameGraphTAAObjectRendererTask extends FrameGraphObjectRendererTask {\r\n /**\r\n * The TAA post process.\r\n */\r\n public readonly postProcess: ThinTAAPostProcess;\r\n\r\n protected readonly _postProcessDrawWrapper: DrawWrapper;\r\n\r\n /**\r\n * Constructs a new TAA object renderer task.\r\n * @param name The name of the task\r\n * @param frameGraph The frame graph the task belongs to.\r\n * @param scene The scene the frame graph is associated with.\r\n * @param options The options of the object renderer.\r\n */\r\n constructor(name: string, frameGraph: FrameGraph, scene: Scene, options?: ObjectRendererOptions) {\r\n super(name, frameGraph, scene, options);\r\n\r\n this.postProcess = new ThinTAAPostProcess(`${name} post-process`, scene.getEngine());\r\n this._postProcessDrawWrapper = this.postProcess.drawWrapper;\r\n }\r\n\r\n public override record(): FrameGraphRenderPass {\r\n if (this.targetTexture === undefined || this.objectList === undefined) {\r\n throw new Error(`FrameGraphTAAObjectRendererTask ${this.name}: destinationTexture and objectList are required`);\r\n }\r\n\r\n const targetTextures = Array.isArray(this.targetTexture) ? this.targetTexture : [this.targetTexture];\r\n\r\n if (targetTextures[0] === backbufferColorTextureHandle || this.depthTexture === backbufferDepthStencilTextureHandle) {\r\n throw new Error(`FrameGraphTAAObjectRendererTask ${this.name}: the back buffer color/depth textures are not allowed. Use regular textures instead.`);\r\n }\r\n\r\n // Make sure the renderList / particleSystemList are set when FrameGraphObjectRendererTask.isReady() is called!\r\n this._renderer.renderList = this.objectList.meshes;\r\n this._renderer.particleSystemList = this.objectList.particleSystems;\r\n\r\n const outputTextureDescription = this._frameGraph.textureManager.getTextureDescription(targetTextures[0]);\r\n\r\n let depthEnabled = false;\r\n\r\n if (this.depthTexture !== undefined) {\r\n const depthTextureDescription = this._frameGraph.textureManager.getTextureDescription(this.depthTexture);\r\n if (depthTextureDescription.options.samples !== outputTextureDescription.options.samples) {\r\n throw new Error(`FrameGraphTAAObjectRendererTask ${this.name}: the depth texture and the output texture must have the same number of samples`);\r\n }\r\n\r\n depthEnabled = true;\r\n }\r\n\r\n this.postProcess.camera = this.camera;\r\n this.postProcess.textureWidth = outputTextureDescription.size.width;\r\n this.postProcess.textureHeight = outputTextureDescription.size.height;\r\n\r\n const textureCreationOptions: FrameGraphTextureCreationOptions = {\r\n size: outputTextureDescription.size,\r\n options: {\r\n createMipMaps: outputTextureDescription.options.createMipMaps,\r\n types: [Constants.TEXTURETYPE_HALF_FLOAT],\r\n formats: [Constants.TEXTUREFORMAT_RGBA],\r\n samples: 1,\r\n useSRGBBuffers: [false],\r\n creationFlags: [0],\r\n labels: [\"\"],\r\n },\r\n sizeIsPercentage: false,\r\n isHistoryTexture: true,\r\n };\r\n\r\n const pingPongHandle = this._frameGraph.textureManager.createRenderTargetTexture(`${this.name} history`, textureCreationOptions);\r\n\r\n this._frameGraph.textureManager.resolveDanglingHandle(this.outputTexture, pingPongHandle);\r\n if (this.depthTexture !== undefined) {\r\n this._frameGraph.textureManager.resolveDanglingHandle(this.outputDepthTexture, this.depthTexture);\r\n }\r\n\r\n this._textureWidth = outputTextureDescription.size.width;\r\n this._textureHeight = outputTextureDescription.size.height;\r\n\r\n let pingPongRenderTargetWrapper: FrameGraphRenderTarget | undefined;\r\n\r\n this._setLightsForShadow();\r\n\r\n const pass = this._frameGraph.addRenderPass(this.name);\r\n\r\n pass.setRenderTarget(this.targetTexture);\r\n pass.setRenderTargetDepth(this.depthTexture);\r\n pass.setExecuteFunc((context) => {\r\n this._renderer.renderList = this.objectList.meshes;\r\n this._renderer.particleSystemList = this.objectList.particleSystems;\r\n this._renderer.disableImageProcessing = this.disableImageProcessing;\r\n\r\n this.postProcess.updateProjectionMatrix();\r\n\r\n context.setDepthStates(this.depthTest && depthEnabled, this.depthWrite && depthEnabled);\r\n\r\n // We define the active camera and transformation matrices ourselves, otherwise this will be done by calling context.render, in which case\r\n // getProjectionMatrix will be called with a \"true\" parameter, forcing recalculation of the projection matrix and losing our changes.\r\n if (!this.postProcess.disabled) {\r\n this._scene.activeCamera = this.camera;\r\n this._scene.setTransformMatrix(this.camera.getViewMatrix(), this.camera.getProjectionMatrix());\r\n }\r\n\r\n context.render(this._renderer, this._textureWidth, this._textureHeight);\r\n\r\n this._scene.activeCamera = null;\r\n\r\n pingPongRenderTargetWrapper = pingPongRenderTargetWrapper || context.createRenderTarget(`${this.name} ping/pong`, pingPongHandle);\r\n\r\n context.bindRenderTarget(pingPongRenderTargetWrapper, \"frame graph - TAA merge with history texture\");\r\n\r\n if (!this.postProcess.disabled) {\r\n context.applyFullScreenEffect(this._postProcessDrawWrapper, () => {\r\n this.postProcess.bind();\r\n context.bindTextureHandle(this._postProcessDrawWrapper.effect!, \"textureSampler\", targetTextures[0]);\r\n context.bindTextureHandle(this._postProcessDrawWrapper.effect!, \"historySampler\", pingPongHandle);\r\n });\r\n } else {\r\n context.copyTexture(targetTextures[0]);\r\n }\r\n });\r\n\r\n const passDisabled = this._frameGraph.addRenderPass(this.name + \"_disabled\", true);\r\n\r\n passDisabled.setRenderTarget(this.outputTexture);\r\n passDisabled.setRenderTargetDepth(this.depthTexture);\r\n passDisabled.setExecuteFunc((context) => {\r\n context.copyTexture(targetTextures[0]);\r\n });\r\n\r\n return pass;\r\n }\r\n}\r\n"]}
|
|
@@ -28,7 +28,7 @@ export declare class FrameGraphClearTextureTask extends FrameGraphTask {
|
|
|
28
28
|
/**
|
|
29
29
|
* The color texture to clear.
|
|
30
30
|
*/
|
|
31
|
-
targetTexture?: FrameGraphTextureHandle;
|
|
31
|
+
targetTexture?: FrameGraphTextureHandle | FrameGraphTextureHandle[];
|
|
32
32
|
/**
|
|
33
33
|
* The depth attachment texture to clear.
|
|
34
34
|
*/
|
|
@@ -38,11 +38,12 @@ export class FrameGraphClearTextureTask extends FrameGraphTask {
|
|
|
38
38
|
if (this.targetTexture === undefined && this.depthTexture === undefined) {
|
|
39
39
|
throw new Error(`FrameGraphClearTextureTask ${this.name}: targetTexture and depthTexture can't both be undefined.`);
|
|
40
40
|
}
|
|
41
|
+
const targetTextures = this.targetTexture !== undefined ? (Array.isArray(this.targetTexture) ? this.targetTexture : [this.targetTexture]) : undefined;
|
|
41
42
|
let textureSamples = 0;
|
|
42
43
|
let depthSamples = 0;
|
|
43
44
|
if (this.targetTexture !== undefined) {
|
|
44
|
-
textureSamples = this._frameGraph.textureManager.getTextureDescription(
|
|
45
|
-
this._frameGraph.textureManager.resolveDanglingHandle(this.outputTexture,
|
|
45
|
+
textureSamples = this._frameGraph.textureManager.getTextureDescription(targetTextures[0]).options.samples || 1;
|
|
46
|
+
this._frameGraph.textureManager.resolveDanglingHandle(this.outputTexture, targetTextures[0]);
|
|
46
47
|
}
|
|
47
48
|
if (this.depthTexture !== undefined) {
|
|
48
49
|
depthSamples = this._frameGraph.textureManager.getTextureDescription(this.depthTexture).options.samples || 1;
|
|
@@ -51,19 +52,20 @@ export class FrameGraphClearTextureTask extends FrameGraphTask {
|
|
|
51
52
|
if (textureSamples !== depthSamples && textureSamples !== 0 && depthSamples !== 0) {
|
|
52
53
|
throw new Error(`FrameGraphClearTextureTask ${this.name}: the depth texture and the target texture must have the same number of samples.`);
|
|
53
54
|
}
|
|
55
|
+
const attachments = this._frameGraph.engine.buildTextureLayout(targetTextures ? Array(targetTextures.length).fill(true) : []);
|
|
54
56
|
const color = TmpColors.Color4[0];
|
|
55
57
|
const pass = this._frameGraph.addRenderPass(this.name);
|
|
56
|
-
pass.setRenderTarget(
|
|
58
|
+
pass.setRenderTarget(targetTextures);
|
|
57
59
|
pass.setRenderTargetDepth(this.depthTexture);
|
|
58
60
|
pass.setExecuteFunc((context) => {
|
|
59
61
|
color.copyFrom(this.color);
|
|
60
62
|
if (this.convertColorToLinearSpace) {
|
|
61
63
|
color.toLinearSpaceToRef(color);
|
|
62
64
|
}
|
|
63
|
-
context.
|
|
65
|
+
context.clearAttachments(color, attachments, !!this.clearColor, !!this.clearDepth, !!this.clearStencil);
|
|
64
66
|
});
|
|
65
67
|
const passDisabled = this._frameGraph.addRenderPass(this.name + "_disabled", true);
|
|
66
|
-
passDisabled.setRenderTarget(
|
|
68
|
+
passDisabled.setRenderTarget(targetTextures);
|
|
67
69
|
passDisabled.setRenderTargetDepth(this.depthTexture);
|
|
68
70
|
passDisabled.setExecuteFunc((_context) => { });
|
|
69
71
|
return pass;
|
|
@@ -1 +1 @@
|
|
|
1
|
-
{"version":3,"file":"clearTextureTask.js","sourceRoot":"","sources":["../../../../../../dev/core/src/FrameGraph/Tasks/Texture/clearTextureTask.ts"],"names":[],"mappings":"AACA,OAAO,EAAE,MAAM,EAAE,SAAS,EAAE,MAAM,2BAA2B,CAAC;AAC9D,OAAO,EAAE,cAAc,EAAE,MAAM,sBAAsB,CAAC;AAEtD;;GAEG;AACH,MAAM,OAAO,0BAA2B,SAAQ,cAAc;IA8C1D;;;;OAIG;IACH,YAAY,IAAY,EAAE,UAAsB;QAC5C,KAAK,CAAC,IAAI,EAAE,UAAU,CAAC,CAAC;QAnD5B;;WAEG;QACI,UAAK,GAAG,IAAI,MAAM,CAAC,GAAG,EAAE,GAAG,EAAE,GAAG,EAAE,CAAC,CAAC,CAAC;QAE5C;;WAEG;QACI,eAAU,GAAG,IAAI,CAAC;QAEzB;;WAEG;QACI,8BAAyB,GAAG,KAAK,CAAC;QAEzC;;WAEG;QACI,eAAU,GAAG,KAAK,CAAC;QAE1B;;WAEG;QACI,iBAAY,GAAG,KAAK,CAAC;QA8BxB,IAAI,CAAC,aAAa,GAAG,IAAI,CAAC,WAAW,CAAC,cAAc,CAAC,oBAAoB,EAAE,CAAC;QAC5E,IAAI,CAAC,kBAAkB,GAAG,IAAI,CAAC,WAAW,CAAC,cAAc,CAAC,oBAAoB,EAAE,CAAC;IACrF,CAAC;IAEM,MAAM;QACT,IAAI,IAAI,CAAC,aAAa,KAAK,SAAS,IAAI,IAAI,CAAC,YAAY,KAAK,SAAS,EAAE,CAAC;YACtE,MAAM,IAAI,KAAK,CAAC,8BAA8B,IAAI,CAAC,IAAI,2DAA2D,CAAC,CAAC;QACxH,CAAC;QAED,IAAI,cAAc,GAAG,CAAC,CAAC;QACvB,IAAI,YAAY,GAAG,CAAC,CAAC;QAErB,IAAI,IAAI,CAAC,aAAa,KAAK,SAAS,EAAE,CAAC;YACnC,cAAc,GAAG,IAAI,CAAC,WAAW,CAAC,cAAc,CAAC,qBAAqB,CAAC,
|
|
1
|
+
{"version":3,"file":"clearTextureTask.js","sourceRoot":"","sources":["../../../../../../dev/core/src/FrameGraph/Tasks/Texture/clearTextureTask.ts"],"names":[],"mappings":"AACA,OAAO,EAAE,MAAM,EAAE,SAAS,EAAE,MAAM,2BAA2B,CAAC;AAC9D,OAAO,EAAE,cAAc,EAAE,MAAM,sBAAsB,CAAC;AAEtD;;GAEG;AACH,MAAM,OAAO,0BAA2B,SAAQ,cAAc;IA8C1D;;;;OAIG;IACH,YAAY,IAAY,EAAE,UAAsB;QAC5C,KAAK,CAAC,IAAI,EAAE,UAAU,CAAC,CAAC;QAnD5B;;WAEG;QACI,UAAK,GAAG,IAAI,MAAM,CAAC,GAAG,EAAE,GAAG,EAAE,GAAG,EAAE,CAAC,CAAC,CAAC;QAE5C;;WAEG;QACI,eAAU,GAAG,IAAI,CAAC;QAEzB;;WAEG;QACI,8BAAyB,GAAG,KAAK,CAAC;QAEzC;;WAEG;QACI,eAAU,GAAG,KAAK,CAAC;QAE1B;;WAEG;QACI,iBAAY,GAAG,KAAK,CAAC;QA8BxB,IAAI,CAAC,aAAa,GAAG,IAAI,CAAC,WAAW,CAAC,cAAc,CAAC,oBAAoB,EAAE,CAAC;QAC5E,IAAI,CAAC,kBAAkB,GAAG,IAAI,CAAC,WAAW,CAAC,cAAc,CAAC,oBAAoB,EAAE,CAAC;IACrF,CAAC;IAEM,MAAM;QACT,IAAI,IAAI,CAAC,aAAa,KAAK,SAAS,IAAI,IAAI,CAAC,YAAY,KAAK,SAAS,EAAE,CAAC;YACtE,MAAM,IAAI,KAAK,CAAC,8BAA8B,IAAI,CAAC,IAAI,2DAA2D,CAAC,CAAC;QACxH,CAAC;QAED,MAAM,cAAc,GAAG,IAAI,CAAC,aAAa,KAAK,SAAS,CAAC,CAAC,CAAC,CAAC,KAAK,CAAC,OAAO,CAAC,IAAI,CAAC,aAAa,CAAC,CAAC,CAAC,CAAC,IAAI,CAAC,aAAa,CAAC,CAAC,CAAC,CAAC,IAAI,CAAC,aAAa,CAAC,CAAC,CAAC,CAAC,CAAC,SAAS,CAAC;QAEtJ,IAAI,cAAc,GAAG,CAAC,CAAC;QACvB,IAAI,YAAY,GAAG,CAAC,CAAC;QAErB,IAAI,IAAI,CAAC,aAAa,KAAK,SAAS,EAAE,CAAC;YACnC,cAAc,GAAG,IAAI,CAAC,WAAW,CAAC,cAAc,CAAC,qBAAqB,CAAC,cAAe,CAAC,CAAC,CAAC,CAAC,CAAC,OAAO,CAAC,OAAO,IAAI,CAAC,CAAC;YAChH,IAAI,CAAC,WAAW,CAAC,cAAc,CAAC,qBAAqB,CAAC,IAAI,CAAC,aAAa,EAAE,cAAe,CAAC,CAAC,CAAC,CAAC,CAAC;QAClG,CAAC;QACD,IAAI,IAAI,CAAC,YAAY,KAAK,SAAS,EAAE,CAAC;YAClC,YAAY,GAAG,IAAI,CAAC,WAAW,CAAC,cAAc,CAAC,qBAAqB,CAAC,IAAI,CAAC,YAAY,CAAC,CAAC,OAAO,CAAC,OAAO,IAAI,CAAC,CAAC;YAC7G,IAAI,CAAC,WAAW,CAAC,cAAc,CAAC,qBAAqB,CAAC,IAAI,CAAC,kBAAkB,EAAE,IAAI,CAAC,YAAY,CAAC,CAAC;QACtG,CAAC;QAED,IAAI,cAAc,KAAK,YAAY,IAAI,cAAc,KAAK,CAAC,IAAI,YAAY,KAAK,CAAC,EAAE,CAAC;YAChF,MAAM,IAAI,KAAK,CAAC,8BAA8B,IAAI,CAAC,IAAI,kFAAkF,CAAC,CAAC;QAC/I,CAAC;QAED,MAAM,WAAW,GAAG,IAAI,CAAC,WAAW,CAAC,MAAM,CAAC,kBAAkB,CAAC,cAAc,CAAC,CAAC,CAAC,KAAK,CAAC,cAAc,CAAC,MAAM,CAAC,CAAC,IAAI,CAAC,IAAI,CAAC,CAAC,CAAC,CAAC,EAAE,CAAC,CAAC;QAE9H,MAAM,KAAK,GAAG,SAAS,CAAC,MAAM,CAAC,CAAC,CAAC,CAAC;QAElC,MAAM,IAAI,GAAG,IAAI,CAAC,WAAW,CAAC,aAAa,CAAC,IAAI,CAAC,IAAI,CAAC,CAAC;QAEvD,IAAI,CAAC,eAAe,CAAC,cAAc,CAAC,CAAC;QACrC,IAAI,CAAC,oBAAoB,CAAC,IAAI,CAAC,YAAY,CAAC,CAAC;QAC7C,IAAI,CAAC,cAAc,CAAC,CAAC,OAAO,EAAE,EAAE;YAC5B,KAAK,CAAC,QAAQ,CAAC,IAAI,CAAC,KAAK,CAAC,CAAC;YAC3B,IAAI,IAAI,CAAC,yBAAyB,EAAE,CAAC;gBACjC,KAAK,CAAC,kBAAkB,CAAC,KAAK,CAAC,CAAC;YACpC,CAAC;YAED,OAAO,CAAC,gBAAgB,CAAC,KAAK,EAAE,WAAW,EAAE,CAAC,CAAC,IAAI,CAAC,UAAU,EAAE,CAAC,CAAC,IAAI,CAAC,UAAU,EAAE,CAAC,CAAC,IAAI,CAAC,YAAY,CAAC,CAAC;QAC5G,CAAC,CAAC,CAAC;QAEH,MAAM,YAAY,GAAG,IAAI,CAAC,WAAW,CAAC,aAAa,CAAC,IAAI,CAAC,IAAI,GAAG,WAAW,EAAE,IAAI,CAAC,CAAC;QAEnF,YAAY,CAAC,eAAe,CAAC,cAAc,CAAC,CAAC;QAC7C,YAAY,CAAC,oBAAoB,CAAC,IAAI,CAAC,YAAY,CAAC,CAAC;QACrD,YAAY,CAAC,cAAc,CAAC,CAAC,QAAQ,EAAE,EAAE,GAAE,CAAC,CAAC,CAAC;QAE9C,OAAO,IAAI,CAAC;IAChB,CAAC;CACJ","sourcesContent":["import type { FrameGraph, FrameGraphTextureHandle, FrameGraphRenderPass } from \"core/index\";\r\nimport { Color4, TmpColors } from \"../../../Maths/math.color\";\r\nimport { FrameGraphTask } from \"../../frameGraphTask\";\r\n\r\n/**\r\n * Task used to clear a texture.\r\n */\r\nexport class FrameGraphClearTextureTask extends FrameGraphTask {\r\n /**\r\n * The color to clear the texture with.\r\n */\r\n public color = new Color4(0.2, 0.2, 0.3, 1);\r\n\r\n /**\r\n * If the color should be cleared.\r\n */\r\n public clearColor = true;\r\n\r\n /**\r\n * If the color should be converted to linear space (default: false).\r\n */\r\n public convertColorToLinearSpace = false;\r\n\r\n /**\r\n * If the depth should be cleared.\r\n */\r\n public clearDepth = false;\r\n\r\n /**\r\n * If the stencil should be cleared.\r\n */\r\n public clearStencil = false;\r\n\r\n /**\r\n * The color texture to clear.\r\n */\r\n public targetTexture?: FrameGraphTextureHandle | FrameGraphTextureHandle[];\r\n\r\n /**\r\n * The depth attachment texture to clear.\r\n */\r\n public depthTexture?: FrameGraphTextureHandle;\r\n\r\n /**\r\n * The output texture (same as targetTexture, but the handle will be different).\r\n */\r\n public readonly outputTexture: FrameGraphTextureHandle;\r\n\r\n /**\r\n * The output depth texture (same as depthTexture, but the handle will be different).\r\n */\r\n public readonly outputDepthTexture: FrameGraphTextureHandle;\r\n\r\n /**\r\n * Constructs a new clear task.\r\n * @param name The name of the task.\r\n * @param frameGraph The frame graph the task belongs to.\r\n */\r\n constructor(name: string, frameGraph: FrameGraph) {\r\n super(name, frameGraph);\r\n\r\n this.outputTexture = this._frameGraph.textureManager.createDanglingHandle();\r\n this.outputDepthTexture = this._frameGraph.textureManager.createDanglingHandle();\r\n }\r\n\r\n public record(): FrameGraphRenderPass {\r\n if (this.targetTexture === undefined && this.depthTexture === undefined) {\r\n throw new Error(`FrameGraphClearTextureTask ${this.name}: targetTexture and depthTexture can't both be undefined.`);\r\n }\r\n\r\n const targetTextures = this.targetTexture !== undefined ? (Array.isArray(this.targetTexture) ? this.targetTexture : [this.targetTexture]) : undefined;\r\n\r\n let textureSamples = 0;\r\n let depthSamples = 0;\r\n\r\n if (this.targetTexture !== undefined) {\r\n textureSamples = this._frameGraph.textureManager.getTextureDescription(targetTextures![0]).options.samples || 1;\r\n this._frameGraph.textureManager.resolveDanglingHandle(this.outputTexture, targetTextures![0]);\r\n }\r\n if (this.depthTexture !== undefined) {\r\n depthSamples = this._frameGraph.textureManager.getTextureDescription(this.depthTexture).options.samples || 1;\r\n this._frameGraph.textureManager.resolveDanglingHandle(this.outputDepthTexture, this.depthTexture);\r\n }\r\n\r\n if (textureSamples !== depthSamples && textureSamples !== 0 && depthSamples !== 0) {\r\n throw new Error(`FrameGraphClearTextureTask ${this.name}: the depth texture and the target texture must have the same number of samples.`);\r\n }\r\n\r\n const attachments = this._frameGraph.engine.buildTextureLayout(targetTextures ? Array(targetTextures.length).fill(true) : []);\r\n\r\n const color = TmpColors.Color4[0];\r\n\r\n const pass = this._frameGraph.addRenderPass(this.name);\r\n\r\n pass.setRenderTarget(targetTextures);\r\n pass.setRenderTargetDepth(this.depthTexture);\r\n pass.setExecuteFunc((context) => {\r\n color.copyFrom(this.color);\r\n if (this.convertColorToLinearSpace) {\r\n color.toLinearSpaceToRef(color);\r\n }\r\n\r\n context.clearAttachments(color, attachments, !!this.clearColor, !!this.clearDepth, !!this.clearStencil);\r\n });\r\n\r\n const passDisabled = this._frameGraph.addRenderPass(this.name + \"_disabled\", true);\r\n\r\n passDisabled.setRenderTarget(targetTextures);\r\n passDisabled.setRenderTargetDepth(this.depthTexture);\r\n passDisabled.setExecuteFunc((_context) => {});\r\n\r\n return pass;\r\n }\r\n}\r\n"]}
|
|
@@ -28,6 +28,10 @@ export declare class FrameGraph {
|
|
|
28
28
|
* Name of the frame graph
|
|
29
29
|
*/
|
|
30
30
|
name: string;
|
|
31
|
+
/**
|
|
32
|
+
* Gets the unique id of the frame graph
|
|
33
|
+
*/
|
|
34
|
+
readonly uniqueId: number;
|
|
31
35
|
/**
|
|
32
36
|
* Gets or sets a boolean indicating that texture allocation should be optimized (that is, reuse existing textures when possible to limit GPU memory usage) (default: true)
|
|
33
37
|
*/
|
|
@@ -71,6 +75,12 @@ export declare class FrameGraph {
|
|
|
71
75
|
* @returns The task or undefined if not found
|
|
72
76
|
*/
|
|
73
77
|
getTaskByName<T extends FrameGraphTask>(name: string): T | undefined;
|
|
78
|
+
/**
|
|
79
|
+
* Gets all tasks of a specific type
|
|
80
|
+
* @param taskType Type of the task(s) to get
|
|
81
|
+
* @returns The list of tasks of the specified type
|
|
82
|
+
*/
|
|
83
|
+
getTasksByType<T extends FrameGraphTask>(taskType: new (...args: any[]) => T): T[];
|
|
74
84
|
/**
|
|
75
85
|
* Adds a task to the frame graph
|
|
76
86
|
* @param task Task to add
|
package/FrameGraph/frameGraph.js
CHANGED
|
@@ -7,6 +7,7 @@ import { FrameGraphTextureManager } from "./frameGraphTextureManager.js";
|
|
|
7
7
|
import { Observable } from "../Misc/observable.js";
|
|
8
8
|
import { _RetryWithInterval } from "../Misc/timingTools.js";
|
|
9
9
|
import { Logger } from "../Misc/logger.js";
|
|
10
|
+
import { UniqueIdGenerator } from "../Misc/uniqueIdGenerator.js";
|
|
10
11
|
import "../Engines/Extensions/engine.multiRender.js";
|
|
11
12
|
import "../Engines/WebGPU/Extensions/engine.multiRender.js";
|
|
12
13
|
var FrameGraphPassType;
|
|
@@ -60,6 +61,10 @@ export class FrameGraph {
|
|
|
60
61
|
* Name of the frame graph
|
|
61
62
|
*/
|
|
62
63
|
this.name = "Frame Graph";
|
|
64
|
+
/**
|
|
65
|
+
* Gets the unique id of the frame graph
|
|
66
|
+
*/
|
|
67
|
+
this.uniqueId = UniqueIdGenerator.UniqueId;
|
|
63
68
|
/**
|
|
64
69
|
* Gets or sets a boolean indicating that texture allocation should be optimized (that is, reuse existing textures when possible to limit GPU memory usage) (default: true)
|
|
65
70
|
*/
|
|
@@ -73,7 +78,7 @@ export class FrameGraph {
|
|
|
73
78
|
this.textureManager = new FrameGraphTextureManager(this._engine, debugTextures, scene);
|
|
74
79
|
this._passContext = new FrameGraphContext(this._engine, this.textureManager, scene);
|
|
75
80
|
this._renderContext = new FrameGraphRenderContext(this._engine, this.textureManager, scene);
|
|
76
|
-
this._scene.
|
|
81
|
+
this._scene.addFrameGraph(this);
|
|
77
82
|
}
|
|
78
83
|
/**
|
|
79
84
|
* Gets the class name of the frame graph
|
|
@@ -90,6 +95,14 @@ export class FrameGraph {
|
|
|
90
95
|
getTaskByName(name) {
|
|
91
96
|
return this._tasks.find((t) => t.name === name);
|
|
92
97
|
}
|
|
98
|
+
/**
|
|
99
|
+
* Gets all tasks of a specific type
|
|
100
|
+
* @param taskType Type of the task(s) to get
|
|
101
|
+
* @returns The list of tasks of the specified type
|
|
102
|
+
*/
|
|
103
|
+
getTasksByType(taskType) {
|
|
104
|
+
return this._tasks.filter((t) => t instanceof taskType);
|
|
105
|
+
}
|
|
93
106
|
/**
|
|
94
107
|
* Adds a task to the frame graph
|
|
95
108
|
* @param task Task to add
|
|
@@ -256,10 +269,7 @@ export class FrameGraph {
|
|
|
256
269
|
this.clear();
|
|
257
270
|
this.textureManager._dispose();
|
|
258
271
|
this._renderContext._dispose();
|
|
259
|
-
|
|
260
|
-
if (index !== -1) {
|
|
261
|
-
this._scene.frameGraphs.splice(index, 1);
|
|
262
|
-
}
|
|
272
|
+
this._scene.removeFrameGraph(this);
|
|
263
273
|
}
|
|
264
274
|
}
|
|
265
275
|
//# sourceMappingURL=frameGraph.js.map
|