@babylonjs/core 8.23.1 → 8.23.2

This diff represents the content of publicly available package versions that have been released to one of the supported registries. The information contained in this diff is provided for informational purposes only and reflects changes between package versions as they appear in their respective public registries.
Files changed (193) hide show
  1. package/Buffers/storageBuffer.d.ts +6 -0
  2. package/Buffers/storageBuffer.js +8 -0
  3. package/Buffers/storageBuffer.js.map +1 -1
  4. package/Engines/Extensions/engine.multiRender.d.ts +2 -1
  5. package/Engines/Extensions/engine.multiRender.js +12 -7
  6. package/Engines/Extensions/engine.multiRender.js.map +1 -1
  7. package/Engines/WebGPU/Extensions/engine.multiRender.d.ts +2 -1
  8. package/Engines/WebGPU/Extensions/engine.multiRender.js +12 -7
  9. package/Engines/WebGPU/Extensions/engine.multiRender.js.map +1 -1
  10. package/Engines/WebGPU/webgpuDrawContext.d.ts +6 -0
  11. package/Engines/WebGPU/webgpuDrawContext.js +9 -0
  12. package/Engines/WebGPU/webgpuDrawContext.js.map +1 -1
  13. package/Engines/abstractEngine.js +2 -2
  14. package/Engines/abstractEngine.js.map +1 -1
  15. package/Engines/engineCapabilities.d.ts +4 -0
  16. package/Engines/engineCapabilities.js.map +1 -1
  17. package/Engines/nativeEngine.js +2 -0
  18. package/Engines/nativeEngine.js.map +1 -1
  19. package/Engines/nullEngine.js +2 -0
  20. package/Engines/nullEngine.js.map +1 -1
  21. package/Engines/thinEngine.js +15 -0
  22. package/Engines/thinEngine.js.map +1 -1
  23. package/Engines/webgpuEngine.d.ts +7 -0
  24. package/Engines/webgpuEngine.js +12 -1
  25. package/Engines/webgpuEngine.js.map +1 -1
  26. package/FrameGraph/Node/Blocks/Rendering/baseObjectRendererBlock.d.ts +12 -0
  27. package/FrameGraph/Node/Blocks/Rendering/baseObjectRendererBlock.js +52 -0
  28. package/FrameGraph/Node/Blocks/Rendering/baseObjectRendererBlock.js.map +1 -1
  29. package/FrameGraph/Node/Blocks/Rendering/geometryRendererBlock.js +0 -3
  30. package/FrameGraph/Node/Blocks/Rendering/geometryRendererBlock.js.map +1 -1
  31. package/FrameGraph/Node/nodeRenderGraph.js +7 -2
  32. package/FrameGraph/Node/nodeRenderGraph.js.map +1 -1
  33. package/FrameGraph/Tasks/Layers/baseLayerTask.js +1 -1
  34. package/FrameGraph/Tasks/Layers/baseLayerTask.js.map +1 -1
  35. package/FrameGraph/Tasks/Misc/cullObjectsTask.js +11 -2
  36. package/FrameGraph/Tasks/Misc/cullObjectsTask.js.map +1 -1
  37. package/FrameGraph/Tasks/Rendering/geometryRendererTask.js +6 -6
  38. package/FrameGraph/Tasks/Rendering/geometryRendererTask.js.map +1 -1
  39. package/FrameGraph/Tasks/Rendering/objectRendererTask.d.ts +27 -1
  40. package/FrameGraph/Tasks/Rendering/objectRendererTask.js +76 -8
  41. package/FrameGraph/Tasks/Rendering/objectRendererTask.js.map +1 -1
  42. package/FrameGraph/Tasks/Texture/clearTextureTask.js +2 -1
  43. package/FrameGraph/Tasks/Texture/clearTextureTask.js.map +1 -1
  44. package/FrameGraph/frameGraph.js +0 -7
  45. package/FrameGraph/frameGraph.js.map +1 -1
  46. package/FrameGraph/frameGraphRenderTarget.js +1 -1
  47. package/FrameGraph/frameGraphRenderTarget.js.map +1 -1
  48. package/Lights/Clustered/clusteredLightContainer.d.ts +90 -0
  49. package/Lights/Clustered/clusteredLightContainer.js +401 -0
  50. package/Lights/Clustered/clusteredLightContainer.js.map +1 -0
  51. package/Lights/Clustered/clusteredLightingSceneComponent.d.ts +34 -0
  52. package/Lights/Clustered/clusteredLightingSceneComponent.js +47 -0
  53. package/Lights/Clustered/clusteredLightingSceneComponent.js.map +1 -0
  54. package/Lights/Clustered/index.d.ts +6 -0
  55. package/Lights/Clustered/index.js +7 -0
  56. package/Lights/Clustered/index.js.map +1 -0
  57. package/Lights/Shadows/shadowGenerator.js +9 -8
  58. package/Lights/Shadows/shadowGenerator.js.map +1 -1
  59. package/Lights/index.d.ts +1 -0
  60. package/Lights/index.js +1 -0
  61. package/Lights/index.js.map +1 -1
  62. package/Lights/light.d.ts +2 -1
  63. package/Lights/light.js +2 -1
  64. package/Lights/light.js.map +1 -1
  65. package/Lights/lightConstants.d.ts +4 -0
  66. package/Lights/lightConstants.js +4 -0
  67. package/Lights/lightConstants.js.map +1 -1
  68. package/Lights/spotLight.d.ts +6 -3
  69. package/Lights/spotLight.js.map +1 -1
  70. package/Materials/PBR/pbrBaseMaterial.js +1 -1
  71. package/Materials/PBR/pbrBaseMaterial.js.map +1 -1
  72. package/Materials/materialHelper.functions.d.ts +2 -1
  73. package/Materials/materialHelper.functions.js +9 -3
  74. package/Materials/materialHelper.functions.js.map +1 -1
  75. package/Materials/standardMaterial.js +2 -2
  76. package/Materials/standardMaterial.js.map +1 -1
  77. package/Materials/uniformBuffer.d.ts +1 -1
  78. package/Materials/uniformBuffer.js +2 -2
  79. package/Materials/uniformBuffer.js.map +1 -1
  80. package/Meshes/abstractMesh.d.ts +4 -0
  81. package/Meshes/abstractMesh.js +4 -0
  82. package/Meshes/abstractMesh.js.map +1 -1
  83. package/Meshes/csg2.js +1 -1
  84. package/Meshes/csg2.js.map +1 -1
  85. package/Meshes/geometry.js +1 -1
  86. package/Meshes/geometry.js.map +1 -1
  87. package/Meshes/mesh.js +2 -7
  88. package/Meshes/mesh.js.map +1 -1
  89. package/Misc/dumpTools.d.ts +1 -1
  90. package/Misc/dumpTools.js +23 -14
  91. package/Misc/dumpTools.js.map +1 -1
  92. package/Misc/fileTools.js +7 -0
  93. package/Misc/fileTools.js.map +1 -1
  94. package/Misc/index.d.ts +1 -0
  95. package/Misc/index.js +1 -0
  96. package/Misc/index.js.map +1 -1
  97. package/Misc/lazy.d.ts +16 -0
  98. package/Misc/lazy.js +25 -0
  99. package/Misc/lazy.js.map +1 -0
  100. package/Particles/Node/Blocks/Emitters/createParticleBlock.d.ts +4 -0
  101. package/Particles/Node/Blocks/Emitters/createParticleBlock.js +13 -3
  102. package/Particles/Node/Blocks/Emitters/createParticleBlock.js.map +1 -1
  103. package/Particles/Node/Blocks/Emitters/meshShapeBlock.js +3 -1
  104. package/Particles/Node/Blocks/Emitters/meshShapeBlock.js.map +1 -1
  105. package/Particles/Node/Blocks/Update/basicColorUpdateBlock.d.ts +31 -0
  106. package/Particles/Node/Blocks/Update/basicColorUpdateBlock.js +67 -0
  107. package/Particles/Node/Blocks/Update/basicColorUpdateBlock.js.map +1 -0
  108. package/Particles/Node/Blocks/index.d.ts +1 -0
  109. package/Particles/Node/Blocks/index.js +1 -0
  110. package/Particles/Node/Blocks/index.js.map +1 -1
  111. package/Particles/Node/Blocks/particleInputBlock.js +1 -0
  112. package/Particles/Node/Blocks/particleInputBlock.js.map +1 -1
  113. package/Particles/Node/Blocks/particleSourceTextureBlock.d.ts +2 -2
  114. package/Particles/Node/Blocks/particleSourceTextureBlock.js +3 -3
  115. package/Particles/Node/Blocks/particleSourceTextureBlock.js.map +1 -1
  116. package/Particles/Node/Enums/nodeParticleContextualSources.d.ts +3 -1
  117. package/Particles/Node/Enums/nodeParticleContextualSources.js +2 -0
  118. package/Particles/Node/Enums/nodeParticleContextualSources.js.map +1 -1
  119. package/Particles/Node/nodeParticleBuildState.js +3 -1
  120. package/Particles/Node/nodeParticleBuildState.js.map +1 -1
  121. package/Particles/Node/nodeParticleSystemSet.helper.d.ts +2 -1
  122. package/Particles/Node/nodeParticleSystemSet.helper.js +88 -61
  123. package/Particles/Node/nodeParticleSystemSet.helper.js.map +1 -1
  124. package/Particles/particle.d.ts +4 -0
  125. package/Particles/particle.js +5 -0
  126. package/Particles/particle.js.map +1 -1
  127. package/Rendering/objectRenderer.d.ts +17 -3
  128. package/Rendering/objectRenderer.js +111 -26
  129. package/Rendering/objectRenderer.js.map +1 -1
  130. package/Shaders/ShadersInclude/clusteredLightingFunctions.d.ts +5 -0
  131. package/Shaders/ShadersInclude/clusteredLightingFunctions.js +18 -0
  132. package/Shaders/ShadersInclude/clusteredLightingFunctions.js.map +1 -0
  133. package/Shaders/ShadersInclude/helperFunctions.js +5 -1
  134. package/Shaders/ShadersInclude/helperFunctions.js.map +1 -1
  135. package/Shaders/ShadersInclude/lightFragment.js +33 -1
  136. package/Shaders/ShadersInclude/lightFragment.js.map +1 -1
  137. package/Shaders/ShadersInclude/lightFragmentDeclaration.js +3 -0
  138. package/Shaders/ShadersInclude/lightFragmentDeclaration.js.map +1 -1
  139. package/Shaders/ShadersInclude/lightUboDeclaration.js +5 -0
  140. package/Shaders/ShadersInclude/lightUboDeclaration.js.map +1 -1
  141. package/Shaders/ShadersInclude/lightVxUboDeclaration.js +2 -0
  142. package/Shaders/ShadersInclude/lightVxUboDeclaration.js.map +1 -1
  143. package/Shaders/ShadersInclude/lightsFragmentFunctions.d.ts +1 -0
  144. package/Shaders/ShadersInclude/lightsFragmentFunctions.js +20 -0
  145. package/Shaders/ShadersInclude/lightsFragmentFunctions.js.map +1 -1
  146. package/Shaders/ShadersInclude/pbrBlockPrePass.js +3 -1
  147. package/Shaders/ShadersInclude/pbrBlockPrePass.js.map +1 -1
  148. package/Shaders/ShadersInclude/pbrClusteredLightingFunctions.d.ts +7 -0
  149. package/Shaders/ShadersInclude/pbrClusteredLightingFunctions.js +125 -0
  150. package/Shaders/ShadersInclude/pbrClusteredLightingFunctions.js.map +1 -0
  151. package/Shaders/default.fragment.js +2 -0
  152. package/Shaders/default.fragment.js.map +1 -1
  153. package/Shaders/lightProxy.fragment.d.ts +5 -0
  154. package/Shaders/lightProxy.fragment.js +13 -0
  155. package/Shaders/lightProxy.fragment.js.map +1 -0
  156. package/Shaders/lightProxy.vertex.d.ts +8 -0
  157. package/Shaders/lightProxy.vertex.js +19 -0
  158. package/Shaders/lightProxy.vertex.js.map +1 -0
  159. package/Shaders/pbr.fragment.d.ts +1 -0
  160. package/Shaders/pbr.fragment.js +4 -0
  161. package/Shaders/pbr.fragment.js.map +1 -1
  162. package/ShadersWGSL/ShadersInclude/clusteredLightingFunctions.d.ts +5 -0
  163. package/ShadersWGSL/ShadersInclude/clusteredLightingFunctions.js +23 -0
  164. package/ShadersWGSL/ShadersInclude/clusteredLightingFunctions.js.map +1 -0
  165. package/ShadersWGSL/ShadersInclude/lightFragment.js +33 -1
  166. package/ShadersWGSL/ShadersInclude/lightFragment.js.map +1 -1
  167. package/ShadersWGSL/ShadersInclude/lightUboDeclaration.js +5 -0
  168. package/ShadersWGSL/ShadersInclude/lightUboDeclaration.js.map +1 -1
  169. package/ShadersWGSL/ShadersInclude/lightVxUboDeclaration.js +2 -0
  170. package/ShadersWGSL/ShadersInclude/lightVxUboDeclaration.js.map +1 -1
  171. package/ShadersWGSL/ShadersInclude/lightsFragmentFunctions.d.ts +1 -0
  172. package/ShadersWGSL/ShadersInclude/lightsFragmentFunctions.js +21 -1
  173. package/ShadersWGSL/ShadersInclude/lightsFragmentFunctions.js.map +1 -1
  174. package/ShadersWGSL/ShadersInclude/pbrBlockPrePass.js +3 -1
  175. package/ShadersWGSL/ShadersInclude/pbrBlockPrePass.js.map +1 -1
  176. package/ShadersWGSL/ShadersInclude/pbrDirectLightingFunctions.d.ts +2 -0
  177. package/ShadersWGSL/ShadersInclude/pbrDirectLightingFunctions.js +114 -0
  178. package/ShadersWGSL/ShadersInclude/pbrDirectLightingFunctions.js.map +1 -1
  179. package/ShadersWGSL/default.fragment.js +2 -0
  180. package/ShadersWGSL/default.fragment.js.map +1 -1
  181. package/ShadersWGSL/lightProxy.fragment.d.ts +5 -0
  182. package/ShadersWGSL/lightProxy.fragment.js +13 -0
  183. package/ShadersWGSL/lightProxy.fragment.js.map +1 -0
  184. package/ShadersWGSL/lightProxy.vertex.d.ts +7 -0
  185. package/ShadersWGSL/lightProxy.vertex.js +19 -0
  186. package/ShadersWGSL/lightProxy.vertex.js.map +1 -0
  187. package/package.json +1 -1
  188. package/scene.d.ts +1 -0
  189. package/scene.js +140 -30
  190. package/scene.js.map +1 -1
  191. package/sceneComponent.d.ts +2 -0
  192. package/sceneComponent.js +2 -0
  193. package/sceneComponent.js.map +1 -1
@@ -1 +1 @@
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type { Scene, AbstractEngine, FrameGraphTask, Nullable, NodeRenderGraph } from \"core/index\";\r\nimport { FrameGraphPass } from \"./Passes/pass\";\r\nimport { FrameGraphRenderPass } from \"./Passes/renderPass\";\r\nimport { FrameGraphCullPass } from \"./Passes/cullPass\";\r\nimport { FrameGraphRenderContext } from \"./frameGraphRenderContext\";\r\nimport { FrameGraphContext } from \"./frameGraphContext\";\r\nimport { FrameGraphTextureManager } from \"./frameGraphTextureManager\";\r\nimport { Observable } from \"core/Misc/observable\";\r\nimport { _RetryWithInterval } from \"core/Misc/timingTools\";\r\nimport { Logger } from \"core/Misc/logger\";\r\nimport { UniqueIdGenerator } from \"core/Misc/uniqueIdGenerator\";\r\nimport { FindMainObjectRenderer } from \"./frameGraphUtils\";\r\n\r\nimport \"core/Engines/Extensions/engine.multiRender\";\r\nimport \"core/Engines/WebGPU/Extensions/engine.multiRender\";\r\n\r\nenum FrameGraphPassType {\r\n Normal = 0,\r\n Render = 1,\r\n Cull = 2,\r\n}\r\n\r\n/**\r\n * Class used to implement a frame graph\r\n * @experimental\r\n */\r\nexport class FrameGraph {\r\n /**\r\n * Gets the texture manager used by the frame graph\r\n */\r\n public readonly textureManager: FrameGraphTextureManager;\r\n\r\n private readonly _engine: AbstractEngine;\r\n private readonly _scene: Scene;\r\n private readonly _tasks: FrameGraphTask[] = [];\r\n private readonly _passContext: FrameGraphContext;\r\n private readonly _renderContext: FrameGraphRenderContext;\r\n private _currentProcessedTask: FrameGraphTask | null = null;\r\n private _whenReadyAsyncCancel: Nullable<() => void> = null;\r\n\r\n /**\r\n * Name of the frame graph\r\n */\r\n public name = \"Frame Graph\";\r\n\r\n /**\r\n * Gets the unique id of the frame graph\r\n */\r\n public readonly uniqueId = UniqueIdGenerator.UniqueId;\r\n\r\n /**\r\n * Gets or sets a boolean indicating that texture allocation should be optimized (that is, reuse existing textures when possible to limit GPU memory usage) (default: true)\r\n */\r\n public optimizeTextureAllocation = true;\r\n\r\n /**\r\n * Observable raised when the node render graph is built\r\n */\r\n public onBuildObservable = new Observable<FrameGraph>();\r\n\r\n /**\r\n * Gets the engine used by the frame graph\r\n */\r\n public get engine() {\r\n return this._engine;\r\n }\r\n\r\n /**\r\n * Gets the scene used by the frame graph\r\n */\r\n public get scene() {\r\n return this._scene;\r\n }\r\n\r\n /**\r\n * Gets the list of tasks in the frame graph\r\n */\r\n public get tasks() {\r\n return this._tasks;\r\n }\r\n\r\n /**\r\n * Gets the node render graph linked to the frame graph (if any)\r\n * @returns the linked node render graph or null if none\r\n */\r\n public getLinkedNodeRenderGraph(): Nullable<NodeRenderGraph> {\r\n return this._linkedNodeRenderGraph;\r\n }\r\n\r\n /**\r\n * Constructs the frame graph\r\n * @param scene defines the scene the frame graph is associated with\r\n * @param debugTextures defines a boolean indicating that textures created by the frame graph should be visible in the inspector (default is false)\r\n * @param _linkedNodeRenderGraph defines the linked node render graph (if any)\r\n */\r\n constructor(\r\n scene: Scene,\r\n debugTextures = false,\r\n private readonly _linkedNodeRenderGraph: Nullable<NodeRenderGraph> = null\r\n ) {\r\n this._scene = scene;\r\n this._engine = scene.getEngine();\r\n this.textureManager = new FrameGraphTextureManager(this._engine, debugTextures, scene);\r\n this._passContext = new FrameGraphContext(this._engine, this.textureManager, scene);\r\n this._renderContext = new FrameGraphRenderContext(this._engine, this.textureManager, scene);\r\n\r\n this._scene.addFrameGraph(this);\r\n }\r\n\r\n /**\r\n * Gets the class name of the frame graph\r\n * @returns the class name\r\n */\r\n public getClassName() {\r\n return \"FrameGraph\";\r\n }\r\n\r\n /**\r\n * Gets a task by name\r\n * @param name Name of the task to get\r\n * @returns The task or undefined if not found\r\n */\r\n public getTaskByName<T extends FrameGraphTask>(name: string): T | undefined {\r\n return this._tasks.find((t) => t.name === name) as T;\r\n }\r\n\r\n /**\r\n * Gets all tasks of a specific type\r\n * @param taskType Type of the task(s) to get\r\n * @returns The list of tasks of the specified type\r\n */\r\n public getTasksByType<T extends FrameGraphTask>(taskType: new (...args: any[]) => T): T[] {\r\n return this._tasks.filter((t) => t instanceof taskType) as T[];\r\n }\r\n\r\n /**\r\n * Adds a task to the frame graph\r\n * @param task Task to add\r\n */\r\n public addTask(task: FrameGraphTask): void {\r\n if (this._currentProcessedTask !== null) {\r\n throw new Error(`FrameGraph.addTask: Can't add the task \"${task.name}\" while another task is currently building (task: ${this._currentProcessedTask.name}).`);\r\n }\r\n\r\n this._tasks.push(task);\r\n }\r\n\r\n /**\r\n * Adds a pass to a task. This method can only be called during a Task.record execution.\r\n * @param name The name of the pass\r\n * @param whenTaskDisabled If true, the pass will be added to the list of passes to execute when the task is disabled (default is false)\r\n * @returns The render pass created\r\n */\r\n public addPass(name: string, whenTaskDisabled = false): FrameGraphPass<FrameGraphContext> {\r\n return this._addPass(name, FrameGraphPassType.Normal, whenTaskDisabled) as FrameGraphPass<FrameGraphContext>;\r\n }\r\n\r\n /**\r\n * Adds a render pass to a task. This method can only be called during a Task.record execution.\r\n * @param name The name of the pass\r\n * @param whenTaskDisabled If true, the pass will be added to the list of passes to execute when the task is disabled (default is false)\r\n * @returns The render pass created\r\n */\r\n public addRenderPass(name: string, whenTaskDisabled = false): FrameGraphRenderPass {\r\n return this._addPass(name, FrameGraphPassType.Render, whenTaskDisabled) as FrameGraphRenderPass;\r\n }\r\n\r\n /**\r\n * Adds a cull pass to a task. This method can only be called during a Task.record execution.\r\n * @param name The name of the pass\r\n * @param whenTaskDisabled If true, the pass will be added to the list of passes to execute when the task is disabled (default is false)\r\n * @returns The cull pass created\r\n */\r\n public addCullPass(name: string, whenTaskDisabled = false): FrameGraphCullPass {\r\n return this._addPass(name, FrameGraphPassType.Cull, whenTaskDisabled) as FrameGraphCullPass;\r\n }\r\n\r\n private _addPass(name: string, passType: FrameGraphPassType, whenTaskDisabled = false): FrameGraphPass<FrameGraphContext> | FrameGraphRenderPass {\r\n if (!this._currentProcessedTask) {\r\n throw new Error(\"FrameGraph: A pass must be created during a Task.record execution only.\");\r\n }\r\n\r\n let pass: FrameGraphPass<FrameGraphContext> | FrameGraphRenderPass;\r\n\r\n switch (passType) {\r\n case FrameGraphPassType.Render:\r\n pass = new FrameGraphRenderPass(name, this._currentProcessedTask, this._renderContext, this._engine);\r\n break;\r\n case FrameGraphPassType.Cull:\r\n pass = new FrameGraphCullPass(name, this._currentProcessedTask, this._passContext, this._engine);\r\n break;\r\n default:\r\n pass = new FrameGraphPass(name, this._currentProcessedTask, this._passContext);\r\n break;\r\n }\r\n\r\n this._currentProcessedTask._addPass(pass, whenTaskDisabled);\r\n\r\n return pass;\r\n }\r\n\r\n /**\r\n * Builds the frame graph.\r\n * This method should be called after all tasks have been added to the frame graph (FrameGraph.addTask) and before the graph is executed (FrameGraph.execute).\r\n */\r\n public build(): void {\r\n this.textureManager._releaseTextures(false);\r\n\r\n try {\r\n for (const task of this._tasks) {\r\n task._reset();\r\n\r\n this._currentProcessedTask = task;\r\n this.textureManager._isRecordingTask = true;\r\n\r\n task.record();\r\n\r\n this.textureManager._isRecordingTask = false;\r\n this._currentProcessedTask = null;\r\n }\r\n\r\n // The user expects bouding boxes to render for the main object renderer\r\n // It also lets the \"show bounding box\" option in the inspector work\r\n const mainObjectRenderer = FindMainObjectRenderer(this);\r\n if (mainObjectRenderer) {\r\n mainObjectRenderer.objectRenderer.enableBoundingBoxRendering = true;\r\n }\r\n\r\n this.textureManager._allocateTextures(this.optimizeTextureAllocation ? this._tasks : undefined);\r\n\r\n for (const task of this._tasks) {\r\n task._checkTask();\r\n }\r\n\r\n for (const task of this._tasks) {\r\n task.onTexturesAllocatedObservable.notifyObservers(this._renderContext);\r\n }\r\n\r\n this.onBuildObservable.notifyObservers(this);\r\n } catch (e) {\r\n this._tasks.length = 0;\r\n this._currentProcessedTask = null;\r\n this.textureManager._isRecordingTask = false;\r\n throw e;\r\n }\r\n }\r\n\r\n /**\r\n * Returns a promise that resolves when the frame graph is ready to be executed\r\n * This method must be called after the graph has been built (FrameGraph.build called)!\r\n * @param timeStep Time step in ms between retries (default is 16)\r\n * @param maxTimeout Maximum time in ms to wait for the graph to be ready (default is 30000)\r\n * @returns The promise that resolves when the graph is ready\r\n */\r\n public async whenReadyAsync(timeStep = 16, maxTimeout = 30000): Promise<void> {\r\n let firstNotReadyTask: FrameGraphTask | null = null;\r\n return await new Promise((resolve) => {\r\n this._whenReadyAsyncCancel = _RetryWithInterval(\r\n () => {\r\n let ready = this._renderContext._isReady();\r\n for (const task of this._tasks) {\r\n const taskIsReady = task.isReady();\r\n if (!taskIsReady && !firstNotReadyTask) {\r\n firstNotReadyTask = task;\r\n }\r\n ready &&= taskIsReady;\r\n }\r\n return ready;\r\n },\r\n () => {\r\n this._whenReadyAsyncCancel = null;\r\n resolve();\r\n },\r\n (err, isTimeout) => {\r\n this._whenReadyAsyncCancel = null;\r\n if (!isTimeout) {\r\n Logger.Error(\"FrameGraph: An unexpected error occurred while waiting for the frame graph to be ready.\");\r\n if (err) {\r\n Logger.Error(err);\r\n if (err.stack) {\r\n Logger.Error(err.stack);\r\n }\r\n }\r\n } else {\r\n Logger.Error(\r\n `FrameGraph: Timeout while waiting for the frame graph to be ready.${firstNotReadyTask ? ` First task not ready: ${firstNotReadyTask.name}` : \"\"}`\r\n );\r\n if (err) {\r\n Logger.Error(err);\r\n }\r\n }\r\n },\r\n timeStep,\r\n maxTimeout\r\n );\r\n });\r\n }\r\n\r\n /**\r\n * Executes the frame graph.\r\n */\r\n public execute(): void {\r\n this._renderContext.bindRenderTarget();\r\n\r\n this.textureManager._updateHistoryTextures();\r\n\r\n for (const task of this._tasks) {\r\n const passes = task._getPasses();\r\n\r\n for (const pass of passes) {\r\n pass._execute();\r\n }\r\n }\r\n }\r\n\r\n /**\r\n * Clears the frame graph (remove the tasks and release the textures).\r\n * The frame graph can be built again after this method is called.\r\n */\r\n public clear(): void {\r\n this._whenReadyAsyncCancel?.();\r\n this._whenReadyAsyncCancel = null;\r\n\r\n for (const task of this._tasks) {\r\n task._reset();\r\n }\r\n\r\n this._tasks.length = 0;\r\n this.textureManager._releaseTextures();\r\n this._currentProcessedTask = null;\r\n }\r\n\r\n /**\r\n * Disposes the frame graph\r\n */\r\n public dispose(): void {\r\n this._whenReadyAsyncCancel?.();\r\n this._whenReadyAsyncCancel = null;\r\n this.clear();\r\n this.textureManager._dispose();\r\n this._renderContext._dispose();\r\n\r\n this._scene.removeFrameGraph(this);\r\n }\r\n}\r\n"]}
1
+ 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type { Scene, AbstractEngine, FrameGraphTask, Nullable, NodeRenderGraph } from \"core/index\";\r\nimport { FrameGraphPass } from \"./Passes/pass\";\r\nimport { FrameGraphRenderPass } from \"./Passes/renderPass\";\r\nimport { FrameGraphCullPass } from \"./Passes/cullPass\";\r\nimport { FrameGraphRenderContext } from \"./frameGraphRenderContext\";\r\nimport { FrameGraphContext } from \"./frameGraphContext\";\r\nimport { FrameGraphTextureManager } from \"./frameGraphTextureManager\";\r\nimport { Observable } from \"core/Misc/observable\";\r\nimport { _RetryWithInterval } from \"core/Misc/timingTools\";\r\nimport { Logger } from \"core/Misc/logger\";\r\nimport { UniqueIdGenerator } from \"core/Misc/uniqueIdGenerator\";\r\n\r\nimport \"core/Engines/Extensions/engine.multiRender\";\r\nimport \"core/Engines/WebGPU/Extensions/engine.multiRender\";\r\n\r\nenum FrameGraphPassType {\r\n Normal = 0,\r\n Render = 1,\r\n Cull = 2,\r\n}\r\n\r\n/**\r\n * Class used to implement a frame graph\r\n * @experimental\r\n */\r\nexport class FrameGraph {\r\n /**\r\n * Gets the texture manager used by the frame graph\r\n */\r\n public readonly textureManager: FrameGraphTextureManager;\r\n\r\n private readonly _engine: AbstractEngine;\r\n private readonly _scene: Scene;\r\n private readonly _tasks: FrameGraphTask[] = [];\r\n private readonly _passContext: FrameGraphContext;\r\n private readonly _renderContext: FrameGraphRenderContext;\r\n private _currentProcessedTask: FrameGraphTask | null = null;\r\n private _whenReadyAsyncCancel: Nullable<() => void> = null;\r\n\r\n /**\r\n * Name of the frame graph\r\n */\r\n public name = \"Frame Graph\";\r\n\r\n /**\r\n * Gets the unique id of the frame graph\r\n */\r\n public readonly uniqueId = UniqueIdGenerator.UniqueId;\r\n\r\n /**\r\n * Gets or sets a boolean indicating that texture allocation should be optimized (that is, reuse existing textures when possible to limit GPU memory usage) (default: true)\r\n */\r\n public optimizeTextureAllocation = true;\r\n\r\n /**\r\n * Observable raised when the node render graph is built\r\n */\r\n public onBuildObservable = new Observable<FrameGraph>();\r\n\r\n /**\r\n * Gets the engine used by the frame graph\r\n */\r\n public get engine() {\r\n return this._engine;\r\n }\r\n\r\n /**\r\n * Gets the scene used by the frame graph\r\n */\r\n public get scene() {\r\n return this._scene;\r\n }\r\n\r\n /**\r\n * Gets the list of tasks in the frame graph\r\n */\r\n public get tasks() {\r\n return this._tasks;\r\n }\r\n\r\n /**\r\n * Gets the node render graph linked to the frame graph (if any)\r\n * @returns the linked node render graph or null if none\r\n */\r\n public getLinkedNodeRenderGraph(): Nullable<NodeRenderGraph> {\r\n return this._linkedNodeRenderGraph;\r\n }\r\n\r\n /**\r\n * Constructs the frame graph\r\n * @param scene defines the scene the frame graph is associated with\r\n * @param debugTextures defines a boolean indicating that textures created by the frame graph should be visible in the inspector (default is false)\r\n * @param _linkedNodeRenderGraph defines the linked node render graph (if any)\r\n */\r\n constructor(\r\n scene: Scene,\r\n debugTextures = false,\r\n private readonly _linkedNodeRenderGraph: Nullable<NodeRenderGraph> = null\r\n ) {\r\n this._scene = scene;\r\n this._engine = scene.getEngine();\r\n this.textureManager = new FrameGraphTextureManager(this._engine, debugTextures, scene);\r\n this._passContext = new FrameGraphContext(this._engine, this.textureManager, scene);\r\n this._renderContext = new FrameGraphRenderContext(this._engine, this.textureManager, scene);\r\n\r\n this._scene.addFrameGraph(this);\r\n }\r\n\r\n /**\r\n * Gets the class name of the frame graph\r\n * @returns the class name\r\n */\r\n public getClassName() {\r\n return \"FrameGraph\";\r\n }\r\n\r\n /**\r\n * Gets a task by name\r\n * @param name Name of the task to get\r\n * @returns The task or undefined if not found\r\n */\r\n public getTaskByName<T extends FrameGraphTask>(name: string): T | undefined {\r\n return this._tasks.find((t) => t.name === name) as T;\r\n }\r\n\r\n /**\r\n * Gets all tasks of a specific type\r\n * @param taskType Type of the task(s) to get\r\n * @returns The list of tasks of the specified type\r\n */\r\n public getTasksByType<T extends FrameGraphTask>(taskType: new (...args: any[]) => T): T[] {\r\n return this._tasks.filter((t) => t instanceof taskType) as T[];\r\n }\r\n\r\n /**\r\n * Adds a task to the frame graph\r\n * @param task Task to add\r\n */\r\n public addTask(task: FrameGraphTask): void {\r\n if (this._currentProcessedTask !== null) {\r\n throw new Error(`FrameGraph.addTask: Can't add the task \"${task.name}\" while another task is currently building (task: ${this._currentProcessedTask.name}).`);\r\n }\r\n\r\n this._tasks.push(task);\r\n }\r\n\r\n /**\r\n * Adds a pass to a task. This method can only be called during a Task.record execution.\r\n * @param name The name of the pass\r\n * @param whenTaskDisabled If true, the pass will be added to the list of passes to execute when the task is disabled (default is false)\r\n * @returns The render pass created\r\n */\r\n public addPass(name: string, whenTaskDisabled = false): FrameGraphPass<FrameGraphContext> {\r\n return this._addPass(name, FrameGraphPassType.Normal, whenTaskDisabled) as FrameGraphPass<FrameGraphContext>;\r\n }\r\n\r\n /**\r\n * Adds a render pass to a task. This method can only be called during a Task.record execution.\r\n * @param name The name of the pass\r\n * @param whenTaskDisabled If true, the pass will be added to the list of passes to execute when the task is disabled (default is false)\r\n * @returns The render pass created\r\n */\r\n public addRenderPass(name: string, whenTaskDisabled = false): FrameGraphRenderPass {\r\n return this._addPass(name, FrameGraphPassType.Render, whenTaskDisabled) as FrameGraphRenderPass;\r\n }\r\n\r\n /**\r\n * Adds a cull pass to a task. This method can only be called during a Task.record execution.\r\n * @param name The name of the pass\r\n * @param whenTaskDisabled If true, the pass will be added to the list of passes to execute when the task is disabled (default is false)\r\n * @returns The cull pass created\r\n */\r\n public addCullPass(name: string, whenTaskDisabled = false): FrameGraphCullPass {\r\n return this._addPass(name, FrameGraphPassType.Cull, whenTaskDisabled) as FrameGraphCullPass;\r\n }\r\n\r\n private _addPass(name: string, passType: FrameGraphPassType, whenTaskDisabled = false): FrameGraphPass<FrameGraphContext> | FrameGraphRenderPass {\r\n if (!this._currentProcessedTask) {\r\n throw new Error(\"FrameGraph: A pass must be created during a Task.record execution only.\");\r\n }\r\n\r\n let pass: FrameGraphPass<FrameGraphContext> | FrameGraphRenderPass;\r\n\r\n switch (passType) {\r\n case FrameGraphPassType.Render:\r\n pass = new FrameGraphRenderPass(name, this._currentProcessedTask, this._renderContext, this._engine);\r\n break;\r\n case FrameGraphPassType.Cull:\r\n pass = new FrameGraphCullPass(name, this._currentProcessedTask, this._passContext, this._engine);\r\n break;\r\n default:\r\n pass = new FrameGraphPass(name, this._currentProcessedTask, this._passContext);\r\n break;\r\n }\r\n\r\n this._currentProcessedTask._addPass(pass, whenTaskDisabled);\r\n\r\n return pass;\r\n }\r\n\r\n /**\r\n * Builds the frame graph.\r\n * This method should be called after all tasks have been added to the frame graph (FrameGraph.addTask) and before the graph is executed (FrameGraph.execute).\r\n */\r\n public build(): void {\r\n this.textureManager._releaseTextures(false);\r\n\r\n try {\r\n for (const task of this._tasks) {\r\n task._reset();\r\n\r\n this._currentProcessedTask = task;\r\n this.textureManager._isRecordingTask = true;\r\n\r\n task.record();\r\n\r\n this.textureManager._isRecordingTask = false;\r\n this._currentProcessedTask = null;\r\n }\r\n\r\n this.textureManager._allocateTextures(this.optimizeTextureAllocation ? this._tasks : undefined);\r\n\r\n for (const task of this._tasks) {\r\n task._checkTask();\r\n }\r\n\r\n for (const task of this._tasks) {\r\n task.onTexturesAllocatedObservable.notifyObservers(this._renderContext);\r\n }\r\n\r\n this.onBuildObservable.notifyObservers(this);\r\n } catch (e) {\r\n this._tasks.length = 0;\r\n this._currentProcessedTask = null;\r\n this.textureManager._isRecordingTask = false;\r\n throw e;\r\n }\r\n }\r\n\r\n /**\r\n * Returns a promise that resolves when the frame graph is ready to be executed\r\n * This method must be called after the graph has been built (FrameGraph.build called)!\r\n * @param timeStep Time step in ms between retries (default is 16)\r\n * @param maxTimeout Maximum time in ms to wait for the graph to be ready (default is 30000)\r\n * @returns The promise that resolves when the graph is ready\r\n */\r\n public async whenReadyAsync(timeStep = 16, maxTimeout = 30000): Promise<void> {\r\n let firstNotReadyTask: FrameGraphTask | null = null;\r\n return await new Promise((resolve) => {\r\n this._whenReadyAsyncCancel = _RetryWithInterval(\r\n () => {\r\n let ready = this._renderContext._isReady();\r\n for (const task of this._tasks) {\r\n const taskIsReady = task.isReady();\r\n if (!taskIsReady && !firstNotReadyTask) {\r\n firstNotReadyTask = task;\r\n }\r\n ready &&= taskIsReady;\r\n }\r\n return ready;\r\n },\r\n () => {\r\n this._whenReadyAsyncCancel = null;\r\n resolve();\r\n },\r\n (err, isTimeout) => {\r\n this._whenReadyAsyncCancel = null;\r\n if (!isTimeout) {\r\n Logger.Error(\"FrameGraph: An unexpected error occurred while waiting for the frame graph to be ready.\");\r\n if (err) {\r\n Logger.Error(err);\r\n if (err.stack) {\r\n Logger.Error(err.stack);\r\n }\r\n }\r\n } else {\r\n Logger.Error(\r\n `FrameGraph: Timeout while waiting for the frame graph to be ready.${firstNotReadyTask ? ` First task not ready: ${firstNotReadyTask.name}` : \"\"}`\r\n );\r\n if (err) {\r\n Logger.Error(err);\r\n }\r\n }\r\n },\r\n timeStep,\r\n maxTimeout\r\n );\r\n });\r\n }\r\n\r\n /**\r\n * Executes the frame graph.\r\n */\r\n public execute(): void {\r\n this._renderContext.bindRenderTarget();\r\n\r\n this.textureManager._updateHistoryTextures();\r\n\r\n for (const task of this._tasks) {\r\n const passes = task._getPasses();\r\n\r\n for (const pass of passes) {\r\n pass._execute();\r\n }\r\n }\r\n }\r\n\r\n /**\r\n * Clears the frame graph (remove the tasks and release the textures).\r\n * The frame graph can be built again after this method is called.\r\n */\r\n public clear(): void {\r\n this._whenReadyAsyncCancel?.();\r\n this._whenReadyAsyncCancel = null;\r\n\r\n for (const task of this._tasks) {\r\n task._reset();\r\n }\r\n\r\n this._tasks.length = 0;\r\n this.textureManager._releaseTextures();\r\n this._currentProcessedTask = null;\r\n }\r\n\r\n /**\r\n * Disposes the frame graph\r\n */\r\n public dispose(): void {\r\n this._whenReadyAsyncCancel?.();\r\n this._whenReadyAsyncCancel = null;\r\n this.clear();\r\n this.textureManager._dispose();\r\n this._renderContext._dispose();\r\n\r\n this._scene.removeFrameGraph(this);\r\n }\r\n}\r\n"]}
@@ -17,7 +17,7 @@ export class FrameGraphRenderTarget {
17
17
  if (!this._renderTargetWrapper) {
18
18
  const engine = this._textureManager.engine;
19
19
  // _renderTargets and _renderTargetDepth cannot both be undefined
20
- const textureHandle = this._renderTargets === undefined ? this._renderTargetDepth : this._renderTargets[0];
20
+ const textureHandle = this._renderTargets === undefined || this._renderTargets.length === 0 ? this._renderTargetDepth : this._renderTargets[0];
21
21
  if (this._textureManager.isBackbuffer(textureHandle)) {
22
22
  this._isBackBuffer = true;
23
23
  return undefined;
@@ -1 +1 @@
1
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undefined : Array.isArray(renderTargets) ? renderTargets : [renderTargets];\r\n this._renderTargetDepth = renderTargetDepth;\r\n }\r\n\r\n public get renderTargetWrapper() {\r\n if (this._isBackBuffer) {\r\n return undefined;\r\n }\r\n\r\n if (!this._renderTargetWrapper) {\r\n const engine = this._textureManager.engine;\r\n\r\n // _renderTargets and _renderTargetDepth cannot both be undefined\r\n const textureHandle = this._renderTargets === undefined ? this._renderTargetDepth! : this._renderTargets[0];\r\n\r\n if (this._textureManager.isBackbuffer(textureHandle)) {\r\n this._isBackBuffer = true;\r\n return undefined;\r\n }\r\n\r\n const textureDescription = this._textureManager.getTextureDescription(textureHandle);\r\n\r\n const creationOptionsForTexture: IMultiRenderTargetOptions = {\r\n textureCount: this._renderTargets?.length ?? 0,\r\n generateDepthBuffer: false,\r\n label: this.name,\r\n samples: textureDescription.options.samples ?? 1,\r\n dontCreateTextures: true,\r\n };\r\n\r\n this._renderTargetWrapper = engine.createMultipleRenderTarget(textureDescription.size, creationOptionsForTexture, true);\r\n\r\n for (let i = 0; i < creationOptionsForTexture.textureCount!; i++) {\r\n const handle = this._renderTargets![i];\r\n const texture = this._textureManager.getTextureFromHandle(handle);\r\n\r\n if (!texture) {\r\n throw new Error(\r\n `FrameGraphRenderTarget.renderTargetWrapper: Failed to get texture from handle. handle: ${handle}, name: ${this.name}, index: ${i}, renderTargets: ${this._renderTargets}`\r\n );\r\n }\r\n\r\n this._renderTargetWrapper.setTexture(texture, i, false);\r\n }\r\n\r\n if (this._renderTargetDepth !== undefined) {\r\n this._renderTargetWrapper.setDepthStencilTexture(this._textureManager.getTextureFromHandle(this._renderTargetDepth), false);\r\n }\r\n }\r\n\r\n return this._renderTargetWrapper;\r\n }\r\n\r\n public equals(other: FrameGraphRenderTarget): boolean {\r\n const src = this._renderTargets;\r\n const dst = other._renderTargets;\r\n\r\n if (src !== undefined && dst !== undefined) {\r\n if (src.length !== dst.length) {\r\n return false;\r\n }\r\n\r\n for (let i = 0; i < src.length; i++) {\r\n if (src[i] !== dst[i]) {\r\n return false;\r\n }\r\n }\r\n } else if ((src === undefined && dst !== undefined) || (src !== undefined && dst === undefined)) {\r\n return false;\r\n }\r\n\r\n return this._renderTargetDepth === other._renderTargetDepth;\r\n }\r\n}\r\n"]}
1
+ {"version":3,"file":"frameGraphRenderTarget.js","sourceRoot":"","sources":["../../../../dev/core/src/FrameGraph/frameGraphRenderTarget.ts"],"names":[],"mappings":"AAEA;;;GAGG;AACH,MAAM,OAAO,sBAAsB;IAS/B,YACI,IAAY,EACZ,cAAwC,EACxC,aAAmE,EACnE,iBAA2C;QARrC,kBAAa,GAAG,KAAK,CAAC;QAU5B,IAAI,CAAC,IAAI,GAAG,IAAI,CAAC;QACjB,IAAI,CAAC,eAAe,GAAG,cAAc,CAAC;QACtC,IAAI,CAAC,cAAc,GAAG,aAAa,KAAK,SAAS,CAAC,CAAC,CAAC,SAAS,CAAC,CAAC,CAAC,KAAK,CAAC,OAAO,CAAC,aAAa,CAAC,CAAC,CAAC,CAAC,aAAa,CAAC,CAAC,CAAC,CAAC,aAAa,CAAC,CAAC;QAC/H,IAAI,CAAC,kBAAkB,GAAG,iBAAiB,CAAC;IAChD,CAAC;IAED,IAAW,mBAAmB;QAC1B,IAAI,IAAI,CAAC,aAAa,EAAE,CAAC;YACrB,OAAO,SAAS,CAAC;QACrB,CAAC;QAED,IAAI,CAAC,IAAI,CAAC,oBAAoB,EAAE,CAAC;YAC7B,MAAM,MAAM,GAAG,IAAI,CAAC,eAAe,CAAC,MAAM,CAAC;YAE3C,iEAAiE;YACjE,MAAM,aAAa,GAAG,IAAI,CAAC,cAAc,KAAK,SAAS,IAAI,IAAI,CAAC,cAAc,CAAC,MAAM,KAAK,CAAC,CAAC,CAAC,CAAC,IAAI,CAAC,kBAAmB,CAAC,CAAC,CAAC,IAAI,CAAC,cAAc,CAAC,CAAC,CAAC,CAAC;YAEhJ,IAAI,IAAI,CAAC,eAAe,CAAC,YAAY,CAAC,aAAa,CAAC,EAAE,CAAC;gBACnD,IAAI,CAAC,aAAa,GAAG,IAAI,CAAC;gBAC1B,OAAO,SAAS,CAAC;YACrB,CAAC;YAED,MAAM,kBAAkB,GAAG,IAAI,CAAC,eAAe,CAAC,qBAAqB,CAAC,aAAa,CAAC,CAAC;YAErF,MAAM,yBAAyB,GAA8B;gBACzD,YAAY,EAAE,IAAI,CAAC,cAAc,EAAE,MAAM,IAAI,CAAC;gBAC9C,mBAAmB,EAAE,KAAK;gBAC1B,KAAK,EAAE,IAAI,CAAC,IAAI;gBAChB,OAAO,EAAE,kBAAkB,CAAC,OAAO,CAAC,OAAO,IAAI,CAAC;gBAChD,kBAAkB,EAAE,IAAI;aAC3B,CAAC;YAEF,IAAI,CAAC,oBAAoB,GAAG,MAAM,CAAC,0BAA0B,CAAC,kBAAkB,CAAC,IAAI,EAAE,yBAAyB,EAAE,IAAI,CAAC,CAAC;YAExH,KAAK,IAAI,CAAC,GAAG,CAAC,EAAE,CAAC,GAAG,yBAAyB,CAAC,YAAa,EAAE,CAAC,EAAE,EAAE,CAAC;gBAC/D,MAAM,MAAM,GAAG,IAAI,CAAC,cAAe,CAAC,CAAC,CAAC,CAAC;gBACvC,MAAM,OAAO,GAAG,IAAI,CAAC,eAAe,CAAC,oBAAoB,CAAC,MAAM,CAAC,CAAC;gBAElE,IAAI,CAAC,OAAO,EAAE,CAAC;oBACX,MAAM,IAAI,KAAK,CACX,0FAA0F,MAAM,WAAW,IAAI,CAAC,IAAI,YAAY,CAAC,oBAAoB,IAAI,CAAC,cAAc,EAAE,CAC7K,CAAC;gBACN,CAAC;gBAED,IAAI,CAAC,oBAAoB,CAAC,UAAU,CAAC,OAAO,EAAE,CAAC,EAAE,KAAK,CAAC,CAAC;YAC5D,CAAC;YAED,IAAI,IAAI,CAAC,kBAAkB,KAAK,SAAS,EAAE,CAAC;gBACxC,IAAI,CAAC,oBAAoB,CAAC,sBAAsB,CAAC,IAAI,CAAC,eAAe,CAAC,oBAAoB,CAAC,IAAI,CAAC,kBAAkB,CAAC,EAAE,KAAK,CAAC,CAAC;YAChI,CAAC;QACL,CAAC;QAED,OAAO,IAAI,CAAC,oBAAoB,CAAC;IACrC,CAAC;IAEM,MAAM,CAAC,KAA6B;QACvC,MAAM,GAAG,GAAG,IAAI,CAAC,cAAc,CAAC;QAChC,MAAM,GAAG,GAAG,KAAK,CAAC,cAAc,CAAC;QAEjC,IAAI,GAAG,KAAK,SAAS,IAAI,GAAG,KAAK,SAAS,EAAE,CAAC;YACzC,IAAI,GAAG,CAAC,MAAM,KAAK,GAAG,CAAC,MAAM,EAAE,CAAC;gBAC5B,OAAO,KAAK,CAAC;YACjB,CAAC;YAED,KAAK,IAAI,CAAC,GAAG,CAAC,EAAE,CAAC,GAAG,GAAG,CAAC,MAAM,EAAE,CAAC,EAAE,EAAE,CAAC;gBAClC,IAAI,GAAG,CAAC,CAAC,CAAC,KAAK,GAAG,CAAC,CAAC,CAAC,EAAE,CAAC;oBACpB,OAAO,KAAK,CAAC;gBACjB,CAAC;YACL,CAAC;QACL,CAAC;aAAM,IAAI,CAAC,GAAG,KAAK,SAAS,IAAI,GAAG,KAAK,SAAS,CAAC,IAAI,CAAC,GAAG,KAAK,SAAS,IAAI,GAAG,KAAK,SAAS,CAAC,EAAE,CAAC;YAC9F,OAAO,KAAK,CAAC;QACjB,CAAC;QAED,OAAO,IAAI,CAAC,kBAAkB,KAAK,KAAK,CAAC,kBAAkB,CAAC;IAChE,CAAC;CACJ","sourcesContent":["import type { FrameGraphTextureHandle, FrameGraphTextureManager, IMultiRenderTargetOptions, RenderTargetWrapper } from \"core/index\";\r\n\r\n/**\r\n * @internal\r\n * @experimental\r\n */\r\nexport class FrameGraphRenderTarget {\r\n protected readonly _textureManager: FrameGraphTextureManager;\r\n protected readonly _renderTargets: FrameGraphTextureHandle[] | undefined;\r\n protected readonly _renderTargetDepth: FrameGraphTextureHandle | undefined;\r\n protected _renderTargetWrapper: RenderTargetWrapper | undefined;\r\n protected _isBackBuffer = false;\r\n\r\n public readonly name: string;\r\n\r\n constructor(\r\n name: string,\r\n textureManager: FrameGraphTextureManager,\r\n renderTargets?: FrameGraphTextureHandle | FrameGraphTextureHandle[],\r\n renderTargetDepth?: FrameGraphTextureHandle\r\n ) {\r\n this.name = name;\r\n this._textureManager = textureManager;\r\n this._renderTargets = renderTargets === undefined ? undefined : Array.isArray(renderTargets) ? renderTargets : [renderTargets];\r\n this._renderTargetDepth = renderTargetDepth;\r\n }\r\n\r\n public get renderTargetWrapper() {\r\n if (this._isBackBuffer) {\r\n return undefined;\r\n }\r\n\r\n if (!this._renderTargetWrapper) {\r\n const engine = this._textureManager.engine;\r\n\r\n // _renderTargets and _renderTargetDepth cannot both be undefined\r\n const textureHandle = this._renderTargets === undefined || this._renderTargets.length === 0 ? this._renderTargetDepth! : this._renderTargets[0];\r\n\r\n if (this._textureManager.isBackbuffer(textureHandle)) {\r\n this._isBackBuffer = true;\r\n return undefined;\r\n }\r\n\r\n const textureDescription = this._textureManager.getTextureDescription(textureHandle);\r\n\r\n const creationOptionsForTexture: IMultiRenderTargetOptions = {\r\n textureCount: this._renderTargets?.length ?? 0,\r\n generateDepthBuffer: false,\r\n label: this.name,\r\n samples: textureDescription.options.samples ?? 1,\r\n dontCreateTextures: true,\r\n };\r\n\r\n this._renderTargetWrapper = engine.createMultipleRenderTarget(textureDescription.size, creationOptionsForTexture, true);\r\n\r\n for (let i = 0; i < creationOptionsForTexture.textureCount!; i++) {\r\n const handle = this._renderTargets![i];\r\n const texture = this._textureManager.getTextureFromHandle(handle);\r\n\r\n if (!texture) {\r\n throw new Error(\r\n `FrameGraphRenderTarget.renderTargetWrapper: Failed to get texture from handle. handle: ${handle}, name: ${this.name}, index: ${i}, renderTargets: ${this._renderTargets}`\r\n );\r\n }\r\n\r\n this._renderTargetWrapper.setTexture(texture, i, false);\r\n }\r\n\r\n if (this._renderTargetDepth !== undefined) {\r\n this._renderTargetWrapper.setDepthStencilTexture(this._textureManager.getTextureFromHandle(this._renderTargetDepth), false);\r\n }\r\n }\r\n\r\n return this._renderTargetWrapper;\r\n }\r\n\r\n public equals(other: FrameGraphRenderTarget): boolean {\r\n const src = this._renderTargets;\r\n const dst = other._renderTargets;\r\n\r\n if (src !== undefined && dst !== undefined) {\r\n if (src.length !== dst.length) {\r\n return false;\r\n }\r\n\r\n for (let i = 0; i < src.length; i++) {\r\n if (src[i] !== dst[i]) {\r\n return false;\r\n }\r\n }\r\n } else if ((src === undefined && dst !== undefined) || (src !== undefined && dst === undefined)) {\r\n return false;\r\n }\r\n\r\n return this._renderTargetDepth === other._renderTargetDepth;\r\n }\r\n}\r\n"]}
@@ -0,0 +1,90 @@
1
+ import type { Effect } from "../../Materials/effect.js";
2
+ import { RenderTargetTexture } from "../../Materials/Textures/renderTargetTexture.js";
3
+ import type { Scene } from "../../scene.js";
4
+ import { Light } from "../light.js";
5
+ import "../../Meshes/thinInstanceMesh.js";
6
+ /**
7
+ * A special light that renders all its associated spot or point lights using a clustered or forward+ system.
8
+ */
9
+ export declare class ClusteredLightContainer extends Light {
10
+ private static _GetEngineBatchSize;
11
+ /**
12
+ * Checks if the clustered lighting system supports the given light with its current parameters.
13
+ * This will also check if the light's associated engine supports clustered lighting.
14
+ *
15
+ * @param light The light to test
16
+ * @returns true if the light and its engine is supported
17
+ */
18
+ static IsLightSupported(light: Light): boolean;
19
+ /** @internal */
20
+ static _SceneComponentInitialization: (scene: Scene) => void;
21
+ private readonly _batchSize;
22
+ /**
23
+ * True if clustered lighting is supported.
24
+ */
25
+ get isSupported(): boolean;
26
+ private readonly _lights;
27
+ /**
28
+ * Gets the current list of lights added to this clustering system.
29
+ */
30
+ get lights(): readonly Light[];
31
+ private _lightDataBuffer;
32
+ private _lightDataTexture;
33
+ private _tileMaskBatches;
34
+ private _tileMaskTexture;
35
+ private _tileMaskBuffer;
36
+ private _horizontalTiles;
37
+ /**
38
+ * The number of tiles in the horizontal direction to cluster lights into.
39
+ * A lower value will reduce memory and make the clustering step faster, while a higher value increases memory and makes the rendering step faster.
40
+ */
41
+ get horizontalTiles(): number;
42
+ set horizontalTiles(horizontal: number);
43
+ private _verticalTiles;
44
+ /**
45
+ * The number of tiles in the vertical direction to cluster lights into.
46
+ * A lower value will reduce memory and make the clustering step faster, while a higher value increases memory and makes the rendering step faster.
47
+ */
48
+ get verticalTiles(): number;
49
+ set verticalTiles(vertical: number);
50
+ private readonly _proxyMaterial;
51
+ private readonly _proxyMesh;
52
+ private _maxRange;
53
+ private _minInverseSquaredRange;
54
+ /**
55
+ * This limits the range of all the added lights, so even lights with extreme ranges will still have bounds for clustering.
56
+ */
57
+ get maxRange(): number;
58
+ set maxRange(range: number);
59
+ /**
60
+ * Creates a new clustered light system with an initial set of lights.
61
+ *
62
+ * @param name The name of the clustered light container
63
+ * @param lights The initial set of lights to add
64
+ * @param scene The scene the clustered light container belongs to
65
+ */
66
+ constructor(name: string, lights?: Light[], scene?: Scene);
67
+ getClassName(): string;
68
+ getTypeID(): number;
69
+ /** @internal */
70
+ _updateBatches(): RenderTargetTexture;
71
+ private _updateLightData;
72
+ dispose(doNotRecurse?: boolean, disposeMaterialAndTextures?: boolean): void;
73
+ /**
74
+ * Adds a light to the clustering system.
75
+ * @param light The light to add
76
+ */
77
+ addLight(light: Light): void;
78
+ /**
79
+ * Removes a light from the clustering system.
80
+ * @param light The light to remove
81
+ * @returns the index where the light was in the light list
82
+ */
83
+ removeLight(light: Light): number;
84
+ protected _buildUniformLayout(): void;
85
+ transferToEffect(effect: Effect, lightIndex: string): Light;
86
+ transferTexturesToEffect(effect: Effect, lightIndex: string): Light;
87
+ transferToNodeMaterialEffect(): Light;
88
+ prepareLightSpecificDefines(defines: any, lightIndex: number): void;
89
+ _isReady(): boolean;
90
+ }
@@ -0,0 +1,401 @@
1
+ import { __decorate } from "../../tslib.es6.js";
2
+ import { StorageBuffer } from "../../Buffers/storageBuffer.js";
3
+
4
+ import { ShaderMaterial } from "../../Materials/shaderMaterial.js";
5
+ import { RawTexture } from "../../Materials/Textures/rawTexture.js";
6
+ import { RenderTargetTexture } from "../../Materials/Textures/renderTargetTexture.js";
7
+ import { TmpColors } from "../../Maths/math.color.js";
8
+ import { TmpVectors, Vector3 } from "../../Maths/math.vector.js";
9
+ import { CreatePlane } from "../../Meshes/Builders/planeBuilder.js";
10
+ import { _WarnImport } from "../../Misc/devTools.js";
11
+ import { serialize } from "../../Misc/decorators.js";
12
+ import { Logger } from "../../Misc/logger.js";
13
+ import { RegisterClass } from "../../Misc/typeStore.js";
14
+ import { Node } from "../../node.js";
15
+ import { Light } from "../light.js";
16
+ import { LightConstants } from "../lightConstants.js";
17
+ import "../../Meshes/thinInstanceMesh.js";
18
+ Node.AddNodeConstructor("Light_Type_5", (name, scene) => {
19
+ return () => new ClusteredLightContainer(name, [], scene);
20
+ });
21
+ /**
22
+ * A special light that renders all its associated spot or point lights using a clustered or forward+ system.
23
+ */
24
+ export class ClusteredLightContainer extends Light {
25
+ static _GetEngineBatchSize(engine) {
26
+ const caps = engine._caps;
27
+ if (!caps.texelFetch) {
28
+ return 0;
29
+ }
30
+ else if (engine.isWebGPU) {
31
+ // On WebGPU we use atomic writes to storage textures
32
+ return 32;
33
+ }
34
+ else if (engine.version > 1) {
35
+ // On WebGL 2 we use additive float blending as the light mask
36
+ if (!caps.colorBufferFloat || !caps.blendFloat) {
37
+ return 0;
38
+ }
39
+ // Due to the use of floats we want to limit lights to the precision of floats
40
+ return caps.shaderFloatPrecision;
41
+ }
42
+ else {
43
+ // WebGL 1 is not supported due to lack of dynamic for loops
44
+ return 0;
45
+ }
46
+ }
47
+ /**
48
+ * Checks if the clustered lighting system supports the given light with its current parameters.
49
+ * This will also check if the light's associated engine supports clustered lighting.
50
+ *
51
+ * @param light The light to test
52
+ * @returns true if the light and its engine is supported
53
+ */
54
+ static IsLightSupported(light) {
55
+ if (ClusteredLightContainer._GetEngineBatchSize(light.getEngine()) === 0) {
56
+ return false;
57
+ }
58
+ else if (light.shadowEnabled && light._scene.shadowsEnabled && light.getShadowGenerators()) {
59
+ // Shadows are not supported
60
+ return false;
61
+ }
62
+ else if (light.falloffType !== Light.FALLOFF_DEFAULT) {
63
+ // Only the default falloff is supported
64
+ return false;
65
+ }
66
+ else if (light.getTypeID() === LightConstants.LIGHTTYPEID_POINTLIGHT) {
67
+ return true;
68
+ }
69
+ else if (light.getTypeID() === LightConstants.LIGHTTYPEID_SPOTLIGHT) {
70
+ // Extra texture bindings per light are not supported
71
+ return !light.projectionTexture && !light.iesProfileTexture;
72
+ }
73
+ else {
74
+ // Currently only point and spot lights are supported
75
+ return false;
76
+ }
77
+ }
78
+ /**
79
+ * True if clustered lighting is supported.
80
+ */
81
+ get isSupported() {
82
+ return this._batchSize > 0;
83
+ }
84
+ /**
85
+ * Gets the current list of lights added to this clustering system.
86
+ */
87
+ get lights() {
88
+ return this._lights;
89
+ }
90
+ /**
91
+ * The number of tiles in the horizontal direction to cluster lights into.
92
+ * A lower value will reduce memory and make the clustering step faster, while a higher value increases memory and makes the rendering step faster.
93
+ */
94
+ get horizontalTiles() {
95
+ return this._horizontalTiles;
96
+ }
97
+ set horizontalTiles(horizontal) {
98
+ if (this._horizontalTiles === horizontal) {
99
+ return;
100
+ }
101
+ this._horizontalTiles = horizontal;
102
+ // Force the batch data to be recreated
103
+ this._tileMaskBatches = -1;
104
+ }
105
+ /**
106
+ * The number of tiles in the vertical direction to cluster lights into.
107
+ * A lower value will reduce memory and make the clustering step faster, while a higher value increases memory and makes the rendering step faster.
108
+ */
109
+ get verticalTiles() {
110
+ return this._verticalTiles;
111
+ }
112
+ set verticalTiles(vertical) {
113
+ if (this._verticalTiles === vertical) {
114
+ return;
115
+ }
116
+ this._verticalTiles = vertical;
117
+ // Force the batch data to be recreated
118
+ this._tileMaskBatches = -1;
119
+ }
120
+ /**
121
+ * This limits the range of all the added lights, so even lights with extreme ranges will still have bounds for clustering.
122
+ */
123
+ get maxRange() {
124
+ return this._maxRange;
125
+ }
126
+ set maxRange(range) {
127
+ if (this._maxRange === range) {
128
+ return;
129
+ }
130
+ this._maxRange = range;
131
+ this._minInverseSquaredRange = 1 / (range * range);
132
+ }
133
+ /**
134
+ * Creates a new clustered light system with an initial set of lights.
135
+ *
136
+ * @param name The name of the clustered light container
137
+ * @param lights The initial set of lights to add
138
+ * @param scene The scene the clustered light container belongs to
139
+ */
140
+ constructor(name, lights = [], scene) {
141
+ super(name, scene);
142
+ this._lights = [];
143
+ this._tileMaskBatches = -1;
144
+ this._horizontalTiles = 64;
145
+ this._verticalTiles = 64;
146
+ this._maxRange = 16383;
147
+ this._minInverseSquaredRange = 1 / (this._maxRange * this._maxRange);
148
+ const engine = this.getEngine();
149
+ this._batchSize = ClusteredLightContainer._GetEngineBatchSize(engine);
150
+ const proxyShader = { vertex: "lightProxy", fragment: "lightProxy" };
151
+ this._proxyMaterial = new ShaderMaterial("ProxyMaterial", this._scene, proxyShader, {
152
+ attributes: ["position"],
153
+ uniforms: ["view", "projection", "tileMaskResolution"],
154
+ samplers: ["lightDataTexture"],
155
+ uniformBuffers: ["Scene"],
156
+ storageBuffers: ["tileMaskBuffer"],
157
+ defines: [`CLUSTLIGHT_BATCH ${this._batchSize}`],
158
+ shaderLanguage: engine.isWebGPU ? 1 /* ShaderLanguage.WGSL */ : 0 /* ShaderLanguage.GLSL */,
159
+ extraInitializationsAsync: async () => {
160
+ if (engine.isWebGPU) {
161
+ await Promise.all([import("../../ShadersWGSL/lightProxy.vertex.js"), import("../../ShadersWGSL/lightProxy.fragment.js")]);
162
+ }
163
+ else {
164
+ await Promise.all([import("../../Shaders/lightProxy.vertex.js"), import("../../Shaders/lightProxy.fragment.js")]);
165
+ }
166
+ },
167
+ });
168
+ // Additive blending is for merging masks on WebGL
169
+ this._proxyMaterial.transparencyMode = ShaderMaterial.MATERIAL_ALPHABLEND;
170
+ this._proxyMaterial.alphaMode = 1;
171
+ this._proxyMesh = CreatePlane("ProxyMesh", { size: 2 });
172
+ // Make sure it doesn't render for the default scene
173
+ this._scene.removeMesh(this._proxyMesh);
174
+ this._proxyMesh.material = this._proxyMaterial;
175
+ this._updateBatches();
176
+ if (this._batchSize > 0) {
177
+ ClusteredLightContainer._SceneComponentInitialization(this._scene);
178
+ for (const light of lights) {
179
+ this.addLight(light);
180
+ }
181
+ }
182
+ }
183
+ getClassName() {
184
+ return "ClusteredLightContainer";
185
+ }
186
+ // eslint-disable-next-line @typescript-eslint/naming-convention
187
+ getTypeID() {
188
+ return LightConstants.LIGHTTYPEID_CLUSTERED_CONTAINER;
189
+ }
190
+ /** @internal */
191
+ _updateBatches() {
192
+ this._proxyMesh.isVisible = this._lights.length > 0;
193
+ // Ensure space for atleast 1 batch
194
+ const batches = Math.max(Math.ceil(this._lights.length / this._batchSize), 1);
195
+ if (this._tileMaskBatches >= batches) {
196
+ this._proxyMesh.thinInstanceCount = this._lights.length;
197
+ return this._tileMaskTexture;
198
+ }
199
+ const engine = this.getEngine();
200
+ // Round up to a batch size so we don't have to reallocate as often
201
+ const maxLights = batches * this._batchSize;
202
+ this._lightDataBuffer = new Float32Array(20 * maxLights);
203
+ this._lightDataTexture?.dispose();
204
+ this._lightDataTexture = new RawTexture(this._lightDataBuffer, 5, maxLights, 5, this._scene, false, false, 1, 1);
205
+ this._proxyMaterial.setTexture("lightDataTexture", this._lightDataTexture);
206
+ this._tileMaskTexture?.dispose();
207
+ const textureSize = { width: this._horizontalTiles, height: this._verticalTiles };
208
+ if (!engine.isWebGPU) {
209
+ // In WebGL we shift the light proxy by the batch number
210
+ textureSize.height *= batches;
211
+ }
212
+ this._tileMaskTexture = new RenderTargetTexture("TileMaskTexture", textureSize, this._scene, {
213
+ // We don't write anything on WebGPU so make it as small as possible
214
+ type: engine.isWebGPU ? 0 : 1,
215
+ format: 6,
216
+ generateDepthBuffer: false,
217
+ });
218
+ this._tileMaskTexture.renderParticles = false;
219
+ this._tileMaskTexture.renderSprites = false;
220
+ this._tileMaskTexture.noPrePassRenderer = true;
221
+ this._tileMaskTexture.renderList = [this._proxyMesh];
222
+ this._tileMaskTexture.onBeforeBindObservable.add(() => {
223
+ this._updateLightData();
224
+ });
225
+ this._tileMaskTexture.onClearObservable.add(() => {
226
+ if (engine.isWebGPU) {
227
+ // Clear the storage buffer for WebGPU
228
+ this._tileMaskBuffer?.clear();
229
+ }
230
+ else {
231
+ // Only clear the texture on WebGL
232
+ engine.clear({ r: 0, g: 0, b: 0, a: 1 }, true, false);
233
+ }
234
+ });
235
+ if (engine.isWebGPU) {
236
+ // WebGPU also needs a storage buffer to write to
237
+ this._tileMaskBuffer?.dispose();
238
+ const bufferSize = this._horizontalTiles * this._verticalTiles * batches * 4;
239
+ this._tileMaskBuffer = new StorageBuffer(engine, bufferSize);
240
+ this._proxyMaterial.setStorageBuffer("tileMaskBuffer", this._tileMaskBuffer);
241
+ }
242
+ this._proxyMaterial.setVector3("tileMaskResolution", new Vector3(this._horizontalTiles, this.verticalTiles, batches));
243
+ // We don't actually use the matrix data but we need enough capacity for the lights
244
+ this._proxyMesh.thinInstanceSetBuffer("matrix", new Float32Array(maxLights * 16));
245
+ this._proxyMesh.thinInstanceCount = this._lights.length;
246
+ this._tileMaskBatches = batches;
247
+ return this._tileMaskTexture;
248
+ }
249
+ _updateLightData() {
250
+ const buf = this._lightDataBuffer;
251
+ for (let i = 0; i < this._lights.length; i += 1) {
252
+ const light = this._lights[i];
253
+ const off = i * 20;
254
+ const computed = light.computeTransformedInformation();
255
+ const scaledIntensity = light.getScaledIntensity();
256
+ const position = computed ? light.transformedPosition : light.position;
257
+ const diffuse = light.diffuse.scaleToRef(scaledIntensity, TmpColors.Color3[0]);
258
+ const specular = light.specular.scaleToRef(scaledIntensity, TmpColors.Color3[1]);
259
+ const range = Math.min(light.range, this.maxRange);
260
+ const inverseSquaredRange = Math.max(light._inverseSquaredRange, this._minInverseSquaredRange);
261
+ // vLightData
262
+ buf[off + 0] = position.x;
263
+ buf[off + 1] = position.y;
264
+ buf[off + 2] = position.z;
265
+ buf[off + 3] = 0;
266
+ // vLightDiffuse
267
+ buf[off + 4] = diffuse.r;
268
+ buf[off + 5] = diffuse.g;
269
+ buf[off + 6] = diffuse.b;
270
+ buf[off + 7] = range;
271
+ // vLightSpecular
272
+ buf[off + 8] = specular.r;
273
+ buf[off + 9] = specular.g;
274
+ buf[off + 10] = specular.b;
275
+ buf[off + 11] = light.radius;
276
+ // vLightDirection
277
+ buf[off + 12] = 0;
278
+ buf[off + 13] = 0;
279
+ buf[off + 14] = 0;
280
+ buf[off + 15] = -1;
281
+ // vLightFalloff
282
+ buf[off + 16] = range;
283
+ buf[off + 17] = inverseSquaredRange;
284
+ buf[off + 18] = 0;
285
+ buf[off + 19] = 0;
286
+ if (light.getTypeID() === LightConstants.LIGHTTYPEID_SPOTLIGHT) {
287
+ const spotLight = light;
288
+ const direction = Vector3.NormalizeToRef(computed ? spotLight.transformedDirection : spotLight.direction, TmpVectors.Vector3[0]);
289
+ // vLightData.a
290
+ buf[off + 3] = spotLight.exponent;
291
+ // vLightDirection
292
+ buf[off + 12] = direction.x;
293
+ buf[off + 13] = direction.y;
294
+ buf[off + 14] = direction.z;
295
+ buf[off + 15] = spotLight._cosHalfAngle;
296
+ // vLightFalloff.zw
297
+ buf[off + 18] = spotLight._lightAngleScale;
298
+ buf[off + 19] = spotLight._lightAngleOffset;
299
+ }
300
+ }
301
+ this._lightDataTexture.update(this._lightDataBuffer);
302
+ }
303
+ dispose(doNotRecurse, disposeMaterialAndTextures) {
304
+ for (const light of this._lights) {
305
+ light.dispose(doNotRecurse, disposeMaterialAndTextures);
306
+ }
307
+ this._lightDataTexture.dispose();
308
+ this._tileMaskTexture.dispose();
309
+ this._tileMaskBuffer?.dispose();
310
+ this._proxyMesh.dispose(doNotRecurse, disposeMaterialAndTextures);
311
+ super.dispose(doNotRecurse, disposeMaterialAndTextures);
312
+ }
313
+ /**
314
+ * Adds a light to the clustering system.
315
+ * @param light The light to add
316
+ */
317
+ addLight(light) {
318
+ if (!ClusteredLightContainer.IsLightSupported(light)) {
319
+ Logger.Warn("Attempting to add a light to cluster that does not support clustering");
320
+ return;
321
+ }
322
+ this._scene.removeLight(light);
323
+ this._lights.push(light);
324
+ this._proxyMesh.isVisible = true;
325
+ this._proxyMesh.thinInstanceCount = this._lights.length;
326
+ }
327
+ /**
328
+ * Removes a light from the clustering system.
329
+ * @param light The light to remove
330
+ * @returns the index where the light was in the light list
331
+ */
332
+ removeLight(light) {
333
+ const index = this.lights.indexOf(light);
334
+ if (index === -1) {
335
+ return index;
336
+ }
337
+ this._lights.splice(index, 1);
338
+ this._scene.addLight(light);
339
+ this._proxyMesh.thinInstanceCount = this._lights.length;
340
+ if (this._lights.length === 0) {
341
+ this._proxyMesh.isVisible = false;
342
+ }
343
+ return index;
344
+ }
345
+ _buildUniformLayout() {
346
+ this._uniformBuffer.addUniform("vLightData", 4);
347
+ this._uniformBuffer.addUniform("vLightDiffuse", 4);
348
+ this._uniformBuffer.addUniform("vLightSpecular", 4);
349
+ this._uniformBuffer.addUniform("vNumLights", 1);
350
+ this._uniformBuffer.addUniform("shadowsInfo", 3);
351
+ this._uniformBuffer.addUniform("depthValues", 2);
352
+ this._uniformBuffer.create();
353
+ }
354
+ transferToEffect(effect, lightIndex) {
355
+ const engine = this.getEngine();
356
+ const hscale = this._horizontalTiles / engine.getRenderWidth();
357
+ const vscale = this._verticalTiles / engine.getRenderHeight();
358
+ this._uniformBuffer.updateFloat4("vLightData", hscale, vscale, this._verticalTiles, this._tileMaskBatches, lightIndex);
359
+ this._uniformBuffer.updateFloat("vNumLights", this._lights.length, lightIndex);
360
+ return this;
361
+ }
362
+ transferTexturesToEffect(effect, lightIndex) {
363
+ const engine = this.getEngine();
364
+ effect.setTexture("lightDataTexture" + lightIndex, this._lightDataTexture);
365
+ if (engine.isWebGPU) {
366
+ engine.setStorageBuffer("tileMaskBuffer" + lightIndex, this._tileMaskBuffer);
367
+ }
368
+ else {
369
+ effect.setTexture("tileMaskTexture" + lightIndex, this._tileMaskTexture);
370
+ }
371
+ return this;
372
+ }
373
+ transferToNodeMaterialEffect() {
374
+ // TODO: ????
375
+ return this;
376
+ }
377
+ prepareLightSpecificDefines(defines, lightIndex) {
378
+ defines["CLUSTLIGHT" + lightIndex] = true;
379
+ defines["CLUSTLIGHT_BATCH"] = this._batchSize;
380
+ }
381
+ _isReady() {
382
+ this._updateBatches();
383
+ return this._proxyMesh.isReady(true, true);
384
+ }
385
+ }
386
+ /** @internal */
387
+ ClusteredLightContainer._SceneComponentInitialization = () => {
388
+ throw _WarnImport("ClusteredLightingSceneComponent");
389
+ };
390
+ __decorate([
391
+ serialize()
392
+ ], ClusteredLightContainer.prototype, "horizontalTiles", null);
393
+ __decorate([
394
+ serialize()
395
+ ], ClusteredLightContainer.prototype, "verticalTiles", null);
396
+ __decorate([
397
+ serialize()
398
+ ], ClusteredLightContainer.prototype, "maxRange", null);
399
+ // Register Class Name
400
+ RegisterClass("BABYLON.ClusteredLightContainer", ClusteredLightContainer);
401
+ //# sourceMappingURL=clusteredLightContainer.js.map