@babylonjs/core 8.25.1 → 8.25.2

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Files changed (43) hide show
  1. package/Bones/bone.js +14 -54
  2. package/Bones/bone.js.map +1 -1
  3. package/Engines/abstractEngine.js +2 -2
  4. package/Engines/abstractEngine.js.map +1 -1
  5. package/Engines/nullEngine.js +1 -0
  6. package/Engines/nullEngine.js.map +1 -1
  7. package/FrameGraph/Node/Blocks/Rendering/baseObjectRendererBlock.d.ts +3 -0
  8. package/FrameGraph/Node/Blocks/Rendering/baseObjectRendererBlock.js +10 -0
  9. package/FrameGraph/Node/Blocks/Rendering/baseObjectRendererBlock.js.map +1 -1
  10. package/FrameGraph/Node/Blocks/Rendering/geometryRendererBlock.d.ts +3 -0
  11. package/FrameGraph/Node/Blocks/Rendering/geometryRendererBlock.js +10 -0
  12. package/FrameGraph/Node/Blocks/Rendering/geometryRendererBlock.js.map +1 -1
  13. package/FrameGraph/Tasks/Rendering/geometryRendererTask.d.ts +6 -0
  14. package/FrameGraph/Tasks/Rendering/geometryRendererTask.js +16 -0
  15. package/FrameGraph/Tasks/Rendering/geometryRendererTask.js.map +1 -1
  16. package/FrameGraph/Tasks/Rendering/objectRendererTask.d.ts +6 -0
  17. package/FrameGraph/Tasks/Rendering/objectRendererTask.js +24 -0
  18. package/FrameGraph/Tasks/Rendering/objectRendererTask.js.map +1 -1
  19. package/Loading/sceneLoader.d.ts +3 -1
  20. package/Loading/sceneLoader.js +3 -2
  21. package/Loading/sceneLoader.js.map +1 -1
  22. package/Materials/Textures/renderTargetTexture.d.ts +5 -0
  23. package/Materials/Textures/renderTargetTexture.js +9 -0
  24. package/Materials/Textures/renderTargetTexture.js.map +1 -1
  25. package/Meshes/geometry.js +4 -4
  26. package/Meshes/geometry.js.map +1 -1
  27. package/Misc/assetsManager.d.ts +81 -25
  28. package/Misc/assetsManager.js +70 -32
  29. package/Misc/assetsManager.js.map +1 -1
  30. package/PostProcesses/RenderPipeline/Pipelines/ssao2RenderingPipeline.d.ts +5 -3
  31. package/PostProcesses/RenderPipeline/Pipelines/ssao2RenderingPipeline.js +16 -6
  32. package/PostProcesses/RenderPipeline/Pipelines/ssao2RenderingPipeline.js.map +1 -1
  33. package/PostProcesses/RenderPipeline/Pipelines/taaMaterialManager.js +2 -0
  34. package/PostProcesses/RenderPipeline/Pipelines/taaMaterialManager.js.map +1 -1
  35. package/Rendering/objectRenderer.d.ts +4 -0
  36. package/Rendering/objectRenderer.js +15 -1
  37. package/Rendering/objectRenderer.js.map +1 -1
  38. package/Rendering/outlineRenderer.d.ts +4 -0
  39. package/Rendering/outlineRenderer.js +10 -0
  40. package/Rendering/outlineRenderer.js.map +1 -1
  41. package/XR/features/WebXRDepthSensing.js +2 -0
  42. package/XR/features/WebXRDepthSensing.js.map +1 -1
  43. package/package.json +1 -1
@@ -1 +1 @@
1
- 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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 AbstractEngine,\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\nimport { Constants } from \"../../../Engines/constants\";\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 private _disableImageProcessing = false;\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 get disableImageProcessing() {\r\n return this._disableImageProcessing;\r\n }\r\n\r\n public set disableImageProcessing(value: boolean) {\r\n if (value === this._disableImageProcessing) {\r\n return;\r\n }\r\n\r\n this._disableImageProcessing = value;\r\n this._renderer.disableImageProcessing = value;\r\n }\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 private _renderParticles = true;\r\n /**\r\n * Define if particles should be rendered (default is true).\r\n */\r\n public get renderParticles() {\r\n return this._renderParticles;\r\n }\r\n\r\n public set renderParticles(value: boolean) {\r\n if (value === this._renderParticles) {\r\n return;\r\n }\r\n\r\n this._renderParticles = value;\r\n this._renderer.renderParticles = value;\r\n }\r\n\r\n private _renderSprites = true;\r\n /**\r\n * Define if sprites should be rendered (default is true).\r\n */\r\n public get renderSprites() {\r\n return this._renderSprites;\r\n }\r\n\r\n public set renderSprites(value: boolean) {\r\n if (value === this._renderSprites) {\r\n return;\r\n }\r\n\r\n this._renderSprites = value;\r\n this._renderer.renderSprites = value;\r\n }\r\n\r\n private _forceLayerMaskCheck = true;\r\n /**\r\n * Force checking the layerMask property even if a custom list of meshes is provided (ie. if renderList is not undefined). Default is true.\r\n */\r\n public get forceLayerMaskCheck() {\r\n return this._forceLayerMaskCheck;\r\n }\r\n\r\n public set forceLayerMaskCheck(value: boolean) {\r\n if (value === this._forceLayerMaskCheck) {\r\n return;\r\n }\r\n\r\n this._forceLayerMaskCheck = value;\r\n this._renderer.forceLayerMaskCheck = value;\r\n }\r\n\r\n private _enableBoundingBoxRendering = true;\r\n /**\r\n * Enables the rendering of bounding boxes for meshes (still subject to Mesh.showBoundingBox or scene.forceShowBoundingBoxes). Default is true.\r\n */\r\n public get enableBoundingBoxRendering() {\r\n return this._enableBoundingBoxRendering;\r\n }\r\n\r\n public set enableBoundingBoxRendering(value: boolean) {\r\n if (value === this._enableBoundingBoxRendering) {\r\n return;\r\n }\r\n\r\n this._enableBoundingBoxRendering = value;\r\n this._renderer.enableBoundingBoxRendering = value;\r\n }\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 _engine: AbstractEngine;\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._engine = scene.getEngine();\r\n this._externalObjectRenderer = !!existingObjectRenderer;\r\n this._renderer = existingObjectRenderer ?? new ObjectRenderer(name, scene, options);\r\n this.name = name;\r\n\r\n this._renderer.disableImageProcessing = this._disableImageProcessing;\r\n this._renderer.renderParticles = this._renderParticles;\r\n this._renderer.renderSprites = this._renderSprites;\r\n this._renderer.enableBoundingBoxRendering = this._enableBoundingBoxRendering;\r\n this._renderer.forceLayerMaskCheck = this._forceLayerMaskCheck;\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\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\r\n context.setDepthStates(this.depthTest && depthEnabled, this.depthWrite && depthEnabled);\r\n\r\n const camera = this._renderer.activeCamera;\r\n if (camera && camera.cameraRigMode !== Constants.RIG_MODE_NONE && !camera._renderingMultiview) {\r\n for (let index = 0; index < camera._rigCameras.length; index++) {\r\n const rigCamera = camera._rigCameras[index];\r\n\r\n rigCamera.rigParent = undefined; // for some reasons, ObjectRenderer uses the rigParent viewport if rigParent is defined (we want to use rigCamera.viewport instead)\r\n\r\n this._renderer.activeCamera = rigCamera;\r\n\r\n context.render(this._renderer, this._textureWidth, this._textureHeight);\r\n\r\n rigCamera.rigParent = camera;\r\n }\r\n this._renderer.activeCamera = camera;\r\n } else {\r\n context.render(this._renderer, this._textureWidth, this._textureHeight);\r\n }\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"]}
1
+ 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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 AbstractEngine,\r\n BoundingBoxRenderer,\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\nimport { Constants } from \"../../../Engines/constants\";\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 private _disableImageProcessing = false;\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 get disableImageProcessing() {\r\n return this._disableImageProcessing;\r\n }\r\n\r\n public set disableImageProcessing(value: boolean) {\r\n if (value === this._disableImageProcessing) {\r\n return;\r\n }\r\n\r\n this._disableImageProcessing = value;\r\n this._renderer.disableImageProcessing = value;\r\n }\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 private _renderParticles = true;\r\n /**\r\n * Define if particles should be rendered (default is true).\r\n */\r\n public get renderParticles() {\r\n return this._renderParticles;\r\n }\r\n\r\n public set renderParticles(value: boolean) {\r\n if (value === this._renderParticles) {\r\n return;\r\n }\r\n\r\n this._renderParticles = value;\r\n this._renderer.renderParticles = value;\r\n }\r\n\r\n private _renderSprites = true;\r\n /**\r\n * Define if sprites should be rendered (default is true).\r\n */\r\n public get renderSprites() {\r\n return this._renderSprites;\r\n }\r\n\r\n public set renderSprites(value: boolean) {\r\n if (value === this._renderSprites) {\r\n return;\r\n }\r\n\r\n this._renderSprites = value;\r\n this._renderer.renderSprites = value;\r\n }\r\n\r\n private _forceLayerMaskCheck = true;\r\n /**\r\n * Force checking the layerMask property even if a custom list of meshes is provided (ie. if renderList is not undefined). Default is true.\r\n */\r\n public get forceLayerMaskCheck() {\r\n return this._forceLayerMaskCheck;\r\n }\r\n\r\n public set forceLayerMaskCheck(value: boolean) {\r\n if (value === this._forceLayerMaskCheck) {\r\n return;\r\n }\r\n\r\n this._forceLayerMaskCheck = value;\r\n this._renderer.forceLayerMaskCheck = value;\r\n }\r\n\r\n private _enableBoundingBoxRendering = true;\r\n /**\r\n * Enables the rendering of bounding boxes for meshes (still subject to Mesh.showBoundingBox or scene.forceShowBoundingBoxes). Default is true.\r\n */\r\n public get enableBoundingBoxRendering() {\r\n return this._enableBoundingBoxRendering;\r\n }\r\n\r\n public set enableBoundingBoxRendering(value: boolean) {\r\n if (value === this._enableBoundingBoxRendering) {\r\n return;\r\n }\r\n\r\n this._enableBoundingBoxRendering = value;\r\n this._renderer.enableBoundingBoxRendering = value;\r\n }\r\n\r\n private _enableOutlineRendering = true;\r\n /**\r\n * Enables the rendering of outlines/overlays for meshes (still subject to Mesh.renderOutline/Mesh.renderOverlay). Default is true.\r\n */\r\n public get enableOutlineRendering() {\r\n return this._enableOutlineRendering;\r\n }\r\n\r\n public set enableOutlineRendering(value: boolean) {\r\n if (value === this._enableOutlineRendering) {\r\n return;\r\n }\r\n\r\n this._enableOutlineRendering = value;\r\n this._renderer.enableOutlineRendering = value;\r\n }\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 _engine: AbstractEngine;\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._engine = scene.getEngine();\r\n this._externalObjectRenderer = !!existingObjectRenderer;\r\n this._renderer = existingObjectRenderer ?? new ObjectRenderer(name, scene, options);\r\n this.name = name;\r\n\r\n this._renderer.disableImageProcessing = this._disableImageProcessing;\r\n this._renderer.renderParticles = this._renderParticles;\r\n this._renderer.renderSprites = this._renderSprites;\r\n this._renderer.enableBoundingBoxRendering = this._enableBoundingBoxRendering;\r\n this._renderer.forceLayerMaskCheck = this._forceLayerMaskCheck;\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\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\r\n // The cast to \"any\" is to avoid an error in ES6 in case you don't import boundingBoxRenderer\r\n const boundingBoxRenderer = (this as any).getBoundingBoxRenderer?.() as Nullable<BoundingBoxRenderer>;\r\n\r\n const currentBoundingBoxMeshList = boundingBoxRenderer && boundingBoxRenderer.renderList.length > 0 ? boundingBoxRenderer.renderList.data.slice() : [];\r\n if (boundingBoxRenderer) {\r\n currentBoundingBoxMeshList.length = boundingBoxRenderer.renderList.length;\r\n }\r\n\r\n context.setDepthStates(this.depthTest && depthEnabled, this.depthWrite && depthEnabled);\r\n\r\n const camera = this._renderer.activeCamera;\r\n if (camera && camera.cameraRigMode !== Constants.RIG_MODE_NONE && !camera._renderingMultiview) {\r\n for (let index = 0; index < camera._rigCameras.length; index++) {\r\n const rigCamera = camera._rigCameras[index];\r\n\r\n rigCamera.rigParent = undefined; // for some reasons, ObjectRenderer uses the rigParent viewport if rigParent is defined (we want to use rigCamera.viewport instead)\r\n\r\n this._renderer.activeCamera = rigCamera;\r\n\r\n context.render(this._renderer, this._textureWidth, this._textureHeight);\r\n\r\n rigCamera.rigParent = camera;\r\n }\r\n this._renderer.activeCamera = camera;\r\n } else {\r\n context.render(this._renderer, this._textureWidth, this._textureHeight);\r\n }\r\n\r\n additionalExecute?.(context);\r\n\r\n if (boundingBoxRenderer) {\r\n boundingBoxRenderer.renderList.data = currentBoundingBoxMeshList;\r\n boundingBoxRenderer.renderList.length = currentBoundingBoxMeshList.length;\r\n }\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"]}
@@ -276,6 +276,7 @@ type DefaultPluginOptions<BasePluginOptions> = {
276
276
  */
277
277
  enabled?: boolean;
278
278
  } & BasePluginOptions;
279
+ export type PluginOptions = ISceneLoaderOptions["pluginOptions"];
279
280
  type SceneSource = string | File | ArrayBufferView;
280
281
  /**
281
282
  * Defines common options for loading operations performed by SceneLoader.
@@ -530,9 +531,10 @@ export declare class SceneLoader {
530
531
  * @param onError a callback with the scene, a message, and possibly an exception when import fails
531
532
  * @param pluginExtension the extension used to determine the plugin
532
533
  * @param name defines the name of the file, if the data is binary
534
+ * @param pluginOptions defines the options to use with the plugin
533
535
  * @deprecated Please use the module level {@link ImportMeshAsync} instead
534
536
  */
535
- static ImportMesh(meshNames: string | readonly string[] | null | undefined, rootUrl: string, sceneFilename?: SceneSource, scene?: Nullable<Scene>, onSuccess?: Nullable<SceneLoaderSuccessCallback>, onProgress?: Nullable<(event: ISceneLoaderProgressEvent) => void>, onError?: Nullable<(scene: Scene, message: string, exception?: any) => void>, pluginExtension?: Nullable<string>, name?: string): void;
537
+ static ImportMesh(meshNames: string | readonly string[] | null | undefined, rootUrl: string, sceneFilename?: SceneSource, scene?: Nullable<Scene>, onSuccess?: Nullable<SceneLoaderSuccessCallback>, onProgress?: Nullable<(event: ISceneLoaderProgressEvent) => void>, onError?: Nullable<(scene: Scene, message: string, exception?: any) => void>, pluginExtension?: Nullable<string>, name?: string, pluginOptions?: PluginOptions): void;
536
538
  /**
537
539
  * Import meshes into a scene
538
540
  * @param meshNames an array of mesh names, a single mesh name, or empty string for all meshes that filter what meshes are imported
@@ -929,11 +929,12 @@ export class SceneLoader {
929
929
  * @param onError a callback with the scene, a message, and possibly an exception when import fails
930
930
  * @param pluginExtension the extension used to determine the plugin
931
931
  * @param name defines the name of the file, if the data is binary
932
+ * @param pluginOptions defines the options to use with the plugin
932
933
  * @deprecated Please use the module level {@link ImportMeshAsync} instead
933
934
  */
934
- static ImportMesh(meshNames, rootUrl, sceneFilename, scene, onSuccess, onProgress, onError, pluginExtension, name) {
935
+ static ImportMesh(meshNames, rootUrl, sceneFilename, scene, onSuccess, onProgress, onError, pluginExtension, name, pluginOptions) {
935
936
  // eslint-disable-next-line github/no-then
936
- importMeshAsync(meshNames, rootUrl, sceneFilename, scene, onSuccess, onProgress, onError, pluginExtension, name).catch((error) => onError?.(EngineStore.LastCreatedScene, error?.message, error));
937
+ importMeshAsync(meshNames, rootUrl, sceneFilename, scene, onSuccess, onProgress, onError, pluginExtension, name, pluginOptions).catch((error) => onError?.(EngineStore.LastCreatedScene, error?.message, error));
937
938
  }
938
939
  /**
939
940
  * Import meshes into a scene