@babylonjs/core 8.36.1 → 8.37.1

This diff represents the content of publicly available package versions that have been released to one of the supported registries. The information contained in this diff is provided for informational purposes only and reflects changes between package versions as they appear in their respective public registries.
Files changed (296) hide show
  1. package/Animations/animationGroup.js +1 -4
  2. package/Animations/animationGroup.js.map +1 -1
  3. package/AudioV2/abstractAudio/audioEngineV2.d.ts +0 -4
  4. package/AudioV2/abstractAudio/audioEngineV2.js +0 -4
  5. package/AudioV2/abstractAudio/audioEngineV2.js.map +1 -1
  6. package/AudioV2/abstractAudio/subNodes/volumeAudioSubNode.js +1 -1
  7. package/AudioV2/abstractAudio/subNodes/volumeAudioSubNode.js.map +1 -1
  8. package/AudioV2/audioParameter.d.ts +5 -1
  9. package/AudioV2/audioParameter.js +4 -0
  10. package/AudioV2/audioParameter.js.map +1 -1
  11. package/AudioV2/webAudio/components/webAudioParameterComponent.d.ts +0 -18
  12. package/AudioV2/webAudio/components/webAudioParameterComponent.js +7 -67
  13. package/AudioV2/webAudio/components/webAudioParameterComponent.js.map +1 -1
  14. package/Behaviors/Cameras/interpolatingBehavior.d.ts +58 -0
  15. package/Behaviors/Cameras/interpolatingBehavior.js +157 -0
  16. package/Behaviors/Cameras/interpolatingBehavior.js.map +1 -0
  17. package/Cameras/Inputs/arcRotateCameraPointersInput.d.ts +5 -20
  18. package/Cameras/Inputs/arcRotateCameraPointersInput.js +9 -69
  19. package/Cameras/Inputs/arcRotateCameraPointersInput.js.map +1 -1
  20. package/Cameras/Inputs/geospatialCameraKeyboardInput.d.ts +81 -0
  21. package/Cameras/Inputs/geospatialCameraKeyboardInput.js +223 -0
  22. package/Cameras/Inputs/geospatialCameraKeyboardInput.js.map +1 -0
  23. package/Cameras/Inputs/geospatialCameraMouseWheelInput.js +1 -1
  24. package/Cameras/Inputs/geospatialCameraMouseWheelInput.js.map +1 -1
  25. package/Cameras/Inputs/geospatialCameraPointersInput.d.ts +17 -21
  26. package/Cameras/Inputs/geospatialCameraPointersInput.js +49 -71
  27. package/Cameras/Inputs/geospatialCameraPointersInput.js.map +1 -1
  28. package/Cameras/Inputs/orbitCameraPointersInput.d.ts +49 -0
  29. package/Cameras/Inputs/orbitCameraPointersInput.js +105 -0
  30. package/Cameras/Inputs/orbitCameraPointersInput.js.map +1 -0
  31. package/Cameras/Limits/geospatialLimits.d.ts +60 -0
  32. package/Cameras/Limits/geospatialLimits.js +89 -0
  33. package/Cameras/Limits/geospatialLimits.js.map +1 -0
  34. package/Cameras/camera.js +1 -0
  35. package/Cameras/camera.js.map +1 -1
  36. package/Cameras/cameraMovement.d.ts +150 -0
  37. package/Cameras/cameraMovement.js +190 -0
  38. package/Cameras/cameraMovement.js.map +1 -0
  39. package/Cameras/geospatialCamera.d.ts +78 -49
  40. package/Cameras/geospatialCamera.js +210 -191
  41. package/Cameras/geospatialCamera.js.map +1 -1
  42. package/Cameras/geospatialCameraInputsManager.d.ts +5 -0
  43. package/Cameras/geospatialCameraInputsManager.js +9 -0
  44. package/Cameras/geospatialCameraInputsManager.js.map +1 -1
  45. package/Cameras/geospatialCameraMovement.d.ts +66 -0
  46. package/Cameras/geospatialCameraMovement.js +199 -0
  47. package/Cameras/geospatialCameraMovement.js.map +1 -0
  48. package/Cameras/targetCamera.js +0 -4
  49. package/Cameras/targetCamera.js.map +1 -1
  50. package/Culling/ray.core.js +1 -1
  51. package/Culling/ray.core.js.map +1 -1
  52. package/Debug/debugLayer.d.ts +1 -1
  53. package/Debug/debugLayer.js.map +1 -1
  54. package/Decorators/nodeDecorator.d.ts +9 -7
  55. package/Decorators/nodeDecorator.js +9 -7
  56. package/Decorators/nodeDecorator.js.map +1 -1
  57. package/Engines/Native/nativeInterfaces.d.ts +14 -6
  58. package/Engines/Native/nativeInterfaces.js +6 -1
  59. package/Engines/Native/nativeInterfaces.js.map +1 -1
  60. package/Engines/WebGPU/webgpuCacheSampler.js +4 -0
  61. package/Engines/WebGPU/webgpuCacheSampler.js.map +1 -1
  62. package/Engines/WebGPU/webgpuTextureManager.js +2 -2
  63. package/Engines/WebGPU/webgpuTextureManager.js.map +1 -1
  64. package/Engines/abstractEngine.js +2 -2
  65. package/Engines/abstractEngine.js.map +1 -1
  66. package/Engines/nativeEngine.js +2 -2
  67. package/Engines/nativeEngine.js.map +1 -1
  68. package/FlowGraph/Blocks/Data/Math/flowGraphVectorMathBlocks.js +1 -1
  69. package/FlowGraph/Blocks/Data/Math/flowGraphVectorMathBlocks.js.map +1 -1
  70. package/FlowGraph/flowGraphMath.d.ts +25 -0
  71. package/FlowGraph/flowGraphMath.js +40 -0
  72. package/FlowGraph/flowGraphMath.js.map +1 -0
  73. package/FrameGraph/Node/Blocks/Layers/glowLayerBlock.js +1 -1
  74. package/FrameGraph/Node/Blocks/Layers/glowLayerBlock.js.map +1 -1
  75. package/FrameGraph/Node/Blocks/Layers/highlightLayerBlock.js +1 -1
  76. package/FrameGraph/Node/Blocks/Layers/highlightLayerBlock.js.map +1 -1
  77. package/FrameGraph/Node/Blocks/PostProcesses/basePostProcessBlock.d.ts +1 -1
  78. package/FrameGraph/Node/Blocks/PostProcesses/basePostProcessBlock.js +2 -2
  79. package/FrameGraph/Node/Blocks/PostProcesses/basePostProcessBlock.js.map +1 -1
  80. package/FrameGraph/Node/Blocks/PostProcesses/baseWithPropertiesPostProcessBlock.d.ts +1 -1
  81. package/FrameGraph/Node/Blocks/PostProcesses/baseWithPropertiesPostProcessBlock.js +2 -2
  82. package/FrameGraph/Node/Blocks/PostProcesses/baseWithPropertiesPostProcessBlock.js.map +1 -1
  83. package/FrameGraph/Node/Blocks/PostProcesses/circleOfConfusionPostProcessBlock.js +1 -1
  84. package/FrameGraph/Node/Blocks/PostProcesses/colorCorrectionPostProcessBlock.js +1 -1
  85. package/FrameGraph/Node/Blocks/PostProcesses/depthOfFieldPostProcessBlock.js +1 -1
  86. package/FrameGraph/Node/Blocks/PostProcesses/filterPostProcessBlock.js +1 -1
  87. package/FrameGraph/Node/Blocks/PostProcesses/imageProcessingPostProcessBlock.js +1 -1
  88. package/FrameGraph/Node/Blocks/PostProcesses/ssao2PostProcessBlock.js +1 -1
  89. package/FrameGraph/Node/Blocks/PostProcesses/ssao2PostProcessBlock.js.map +1 -1
  90. package/FrameGraph/Node/Blocks/PostProcesses/ssrPostProcessBlock.js +1 -1
  91. package/FrameGraph/Node/Blocks/PostProcesses/ssrPostProcessBlock.js.map +1 -1
  92. package/FrameGraph/Node/Blocks/Rendering/baseObjectRendererBlock.d.ts +6 -0
  93. package/FrameGraph/Node/Blocks/Rendering/baseObjectRendererBlock.js +26 -0
  94. package/FrameGraph/Node/Blocks/Rendering/baseObjectRendererBlock.js.map +1 -1
  95. package/FrameGraph/Node/Blocks/Rendering/csmShadowGeneratorBlock.js +1 -1
  96. package/FrameGraph/Node/Blocks/Rendering/csmShadowGeneratorBlock.js.map +1 -1
  97. package/FrameGraph/Node/Blocks/Rendering/geometryRendererBlock.d.ts +6 -0
  98. package/FrameGraph/Node/Blocks/Rendering/geometryRendererBlock.js +48 -22
  99. package/FrameGraph/Node/Blocks/Rendering/geometryRendererBlock.js.map +1 -1
  100. package/FrameGraph/Node/Blocks/Rendering/shadowGeneratorBlock.js +1 -1
  101. package/FrameGraph/Node/Blocks/Rendering/shadowGeneratorBlock.js.map +1 -1
  102. package/FrameGraph/Node/Blocks/Textures/clearBlock.js +3 -3
  103. package/FrameGraph/Node/Blocks/Textures/clearBlock.js.map +1 -1
  104. package/FrameGraph/Node/Blocks/Textures/copyTextureBlock.d.ts +3 -0
  105. package/FrameGraph/Node/Blocks/Textures/copyTextureBlock.js +14 -1
  106. package/FrameGraph/Node/Blocks/Textures/copyTextureBlock.js.map +1 -1
  107. package/FrameGraph/Node/Blocks/Textures/generateMipmapsBlock.js +1 -1
  108. package/FrameGraph/Node/Blocks/Textures/generateMipmapsBlock.js.map +1 -1
  109. package/FrameGraph/Node/Blocks/index.d.ts +1 -0
  110. package/FrameGraph/Node/Blocks/index.js +1 -0
  111. package/FrameGraph/Node/Blocks/index.js.map +1 -1
  112. package/FrameGraph/Node/nodeRenderGraph.js +2 -1
  113. package/FrameGraph/Node/nodeRenderGraph.js.map +1 -1
  114. package/FrameGraph/Passes/{cullPass.d.ts → objectListPass.d.ts} +8 -8
  115. package/FrameGraph/Passes/{cullPass.js → objectListPass.js} +9 -9
  116. package/FrameGraph/Passes/objectListPass.js.map +1 -0
  117. package/FrameGraph/Passes/renderPass.d.ts +6 -2
  118. package/FrameGraph/Passes/renderPass.js +14 -2
  119. package/FrameGraph/Passes/renderPass.js.map +1 -1
  120. package/FrameGraph/Tasks/Misc/cullObjectsTask.js +2 -2
  121. package/FrameGraph/Tasks/Misc/cullObjectsTask.js.map +1 -1
  122. package/FrameGraph/Tasks/Rendering/csmShadowGeneratorTask.d.ts +4 -4
  123. package/FrameGraph/Tasks/Rendering/csmShadowGeneratorTask.js +3 -4
  124. package/FrameGraph/Tasks/Rendering/csmShadowGeneratorTask.js.map +1 -1
  125. package/FrameGraph/Tasks/Rendering/geometryRendererTask.d.ts +8 -0
  126. package/FrameGraph/Tasks/Rendering/geometryRendererTask.js +10 -0
  127. package/FrameGraph/Tasks/Rendering/geometryRendererTask.js.map +1 -1
  128. package/FrameGraph/Tasks/Rendering/objectRendererTask.d.ts +8 -0
  129. package/FrameGraph/Tasks/Rendering/objectRendererTask.js +13 -0
  130. package/FrameGraph/Tasks/Rendering/objectRendererTask.js.map +1 -1
  131. package/FrameGraph/Tasks/Rendering/shadowGeneratorTask.d.ts +2 -3
  132. package/FrameGraph/Tasks/Rendering/shadowGeneratorTask.js +1 -2
  133. package/FrameGraph/Tasks/Rendering/shadowGeneratorTask.js.map +1 -1
  134. package/FrameGraph/Tasks/Rendering/utilityLayerRendererTask.d.ts +3 -1
  135. package/FrameGraph/Tasks/Rendering/utilityLayerRendererTask.js +11 -1
  136. package/FrameGraph/Tasks/Rendering/utilityLayerRendererTask.js.map +1 -1
  137. package/FrameGraph/Tasks/Texture/clearTextureTask.d.ts +1 -1
  138. package/FrameGraph/Tasks/Texture/clearTextureTask.js +7 -5
  139. package/FrameGraph/Tasks/Texture/clearTextureTask.js.map +1 -1
  140. package/FrameGraph/Tasks/Texture/copyToTextureTask.d.ts +4 -0
  141. package/FrameGraph/Tasks/Texture/copyToTextureTask.js +7 -1
  142. package/FrameGraph/Tasks/Texture/copyToTextureTask.js.map +1 -1
  143. package/FrameGraph/frameGraph.d.ts +10 -4
  144. package/FrameGraph/frameGraph.js +22 -9
  145. package/FrameGraph/frameGraph.js.map +1 -1
  146. package/FrameGraph/frameGraphRenderContext.d.ts +2 -1
  147. package/FrameGraph/frameGraphRenderContext.js +22 -3
  148. package/FrameGraph/frameGraphRenderContext.js.map +1 -1
  149. package/FrameGraph/frameGraphTask.js +3 -3
  150. package/FrameGraph/frameGraphTask.js.map +1 -1
  151. package/FrameGraph/index.d.ts +1 -1
  152. package/FrameGraph/index.js +1 -1
  153. package/FrameGraph/index.js.map +1 -1
  154. package/Materials/GaussianSplatting/gaussianSplattingMaterial.js +1 -1
  155. package/Materials/GaussianSplatting/gaussianSplattingMaterial.js.map +1 -1
  156. package/Materials/Node/Blocks/GaussianSplatting/gaussianSplattingBlock.js +5 -1
  157. package/Materials/Node/Blocks/GaussianSplatting/gaussianSplattingBlock.js.map +1 -1
  158. package/Materials/Node/Blocks/GaussianSplatting/splatReaderBlock.js +6 -5
  159. package/Materials/Node/Blocks/GaussianSplatting/splatReaderBlock.js.map +1 -1
  160. package/Materials/PBR/openpbrMaterial.js +2 -1
  161. package/Materials/PBR/openpbrMaterial.js.map +1 -1
  162. package/Materials/floatingOriginMatrixOverrides.js +19 -0
  163. package/Materials/floatingOriginMatrixOverrides.js.map +1 -1
  164. package/Materials/shaderMaterial.d.ts +9 -0
  165. package/Materials/shaderMaterial.js +39 -2
  166. package/Materials/shaderMaterial.js.map +1 -1
  167. package/Maths/math.vector.functions.d.ts +5 -24
  168. package/Maths/math.vector.functions.js +32 -35
  169. package/Maths/math.vector.functions.js.map +1 -1
  170. package/Meshes/GaussianSplatting/gaussianSplattingMesh.d.ts +1 -0
  171. package/Meshes/GaussianSplatting/gaussianSplattingMesh.js +51 -16
  172. package/Meshes/GaussianSplatting/gaussianSplattingMesh.js.map +1 -1
  173. package/Meshes/Node/Blocks/randomBlock.js +11 -11
  174. package/Meshes/Node/Blocks/randomBlock.js.map +1 -1
  175. package/Meshes/csg2.js +1 -1
  176. package/Meshes/csg2.js.map +1 -1
  177. package/Meshes/thinInstanceMesh.js +15 -0
  178. package/Meshes/thinInstanceMesh.js.map +1 -1
  179. package/Misc/copyTextureToTexture.d.ts +8 -1
  180. package/Misc/copyTextureToTexture.js +16 -2
  181. package/Misc/copyTextureToTexture.js.map +1 -1
  182. package/Misc/fileTools.js.map +1 -1
  183. package/Misc/tools.d.ts +3 -0
  184. package/Misc/tools.js +43 -4
  185. package/Misc/tools.js.map +1 -1
  186. package/Particles/EmitterTypes/coneParticleEmitter.d.ts +6 -4
  187. package/Particles/EmitterTypes/coneParticleEmitter.js +18 -12
  188. package/Particles/EmitterTypes/coneParticleEmitter.js.map +1 -1
  189. package/Particles/EmitterTypes/customParticleEmitter.d.ts +5 -3
  190. package/Particles/EmitterTypes/customParticleEmitter.js +8 -6
  191. package/Particles/EmitterTypes/customParticleEmitter.js.map +1 -1
  192. package/Particles/EmitterTypes/sphereParticleEmitter.d.ts +3 -1
  193. package/Particles/EmitterTypes/sphereParticleEmitter.js +7 -1
  194. package/Particles/EmitterTypes/sphereParticleEmitter.js.map +1 -1
  195. package/Particles/Node/Blocks/Emitters/boxShapeBlock.d.ts +1 -1
  196. package/Particles/Node/Blocks/Emitters/boxShapeBlock.js +2 -1
  197. package/Particles/Node/Blocks/Emitters/boxShapeBlock.js.map +1 -1
  198. package/Particles/Node/Blocks/Emitters/coneShapeBlock.d.ts +15 -4
  199. package/Particles/Node/Blocks/Emitters/coneShapeBlock.js +66 -36
  200. package/Particles/Node/Blocks/Emitters/coneShapeBlock.js.map +1 -1
  201. package/Particles/Node/Blocks/Emitters/createParticleBlock.d.ts +0 -4
  202. package/Particles/Node/Blocks/Emitters/createParticleBlock.js +1 -8
  203. package/Particles/Node/Blocks/Emitters/createParticleBlock.js.map +1 -1
  204. package/Particles/Node/Blocks/Emitters/customShapeBlock.d.ts +13 -9
  205. package/Particles/Node/Blocks/Emitters/customShapeBlock.js +36 -23
  206. package/Particles/Node/Blocks/Emitters/customShapeBlock.js.map +1 -1
  207. package/Particles/Node/Blocks/Emitters/cylinderShapeBlock.d.ts +10 -1
  208. package/Particles/Node/Blocks/Emitters/cylinderShapeBlock.js +50 -17
  209. package/Particles/Node/Blocks/Emitters/cylinderShapeBlock.js.map +1 -1
  210. package/Particles/Node/Blocks/Emitters/emitters.functions.d.ts +6 -0
  211. package/Particles/Node/Blocks/Emitters/emitters.functions.js +13 -0
  212. package/Particles/Node/Blocks/Emitters/emitters.functions.js.map +1 -0
  213. package/Particles/Node/Blocks/Emitters/meshShapeBlock.d.ts +2 -2
  214. package/Particles/Node/Blocks/Emitters/meshShapeBlock.js +5 -1
  215. package/Particles/Node/Blocks/Emitters/meshShapeBlock.js.map +1 -1
  216. package/Particles/Node/Blocks/Emitters/pointShapeBlock.d.ts +1 -1
  217. package/Particles/Node/Blocks/Emitters/pointShapeBlock.js +3 -1
  218. package/Particles/Node/Blocks/Emitters/pointShapeBlock.js.map +1 -1
  219. package/Particles/Node/Blocks/Emitters/sphereShapeBlock.d.ts +16 -1
  220. package/Particles/Node/Blocks/Emitters/sphereShapeBlock.js +67 -14
  221. package/Particles/Node/Blocks/Emitters/sphereShapeBlock.js.map +1 -1
  222. package/Particles/Node/Blocks/Update/basicColorUpdateBlock.d.ts +1 -1
  223. package/Particles/Node/Blocks/Update/basicColorUpdateBlock.js +1 -1
  224. package/Particles/Node/Blocks/Update/basicColorUpdateBlock.js.map +1 -1
  225. package/Particles/Node/Blocks/Update/basicPositionUpdateBlock.d.ts +1 -1
  226. package/Particles/Node/Blocks/Update/basicPositionUpdateBlock.js +3 -3
  227. package/Particles/Node/Blocks/Update/basicPositionUpdateBlock.js.map +1 -1
  228. package/Particles/Node/Blocks/Update/updateSizeBlock.d.ts +35 -0
  229. package/Particles/Node/Blocks/Update/updateSizeBlock.js +73 -0
  230. package/Particles/Node/Blocks/Update/updateSizeBlock.js.map +1 -0
  231. package/Particles/Node/Blocks/index.d.ts +1 -0
  232. package/Particles/Node/Blocks/index.js +1 -0
  233. package/Particles/Node/Blocks/index.js.map +1 -1
  234. package/Particles/Node/Blocks/particleInputBlock.js +3 -0
  235. package/Particles/Node/Blocks/particleInputBlock.js.map +1 -1
  236. package/Particles/Node/Blocks/particleRandomBlock.d.ts +5 -2
  237. package/Particles/Node/Blocks/particleRandomBlock.js +40 -22
  238. package/Particles/Node/Blocks/particleRandomBlock.js.map +1 -1
  239. package/Particles/Node/Blocks/systemBlock.d.ts +21 -9
  240. package/Particles/Node/Blocks/systemBlock.js +37 -22
  241. package/Particles/Node/Blocks/systemBlock.js.map +1 -1
  242. package/Particles/Node/Enums/nodeParticleContextualSources.d.ts +7 -1
  243. package/Particles/Node/Enums/nodeParticleContextualSources.js +6 -0
  244. package/Particles/Node/Enums/nodeParticleContextualSources.js.map +1 -1
  245. package/Particles/Node/nodeParticleBuildState.d.ts +5 -5
  246. package/Particles/Node/nodeParticleBuildState.js +14 -5
  247. package/Particles/Node/nodeParticleBuildState.js.map +1 -1
  248. package/Particles/Node/nodeParticleSystemSet.helper.d.ts +0 -2
  249. package/Particles/Node/nodeParticleSystemSet.helper.js +586 -148
  250. package/Particles/Node/nodeParticleSystemSet.helper.js.map +1 -1
  251. package/Particles/Node/nodeParticleSystemSet.js +1 -1
  252. package/Particles/Node/nodeParticleSystemSet.js.map +1 -1
  253. package/Particles/particle.d.ts +4 -0
  254. package/Particles/particle.js +2 -0
  255. package/Particles/particle.js.map +1 -1
  256. package/Particles/thinParticleSystem.d.ts +3 -7
  257. package/Particles/thinParticleSystem.function.d.ts +3 -3
  258. package/Particles/thinParticleSystem.function.js +11 -8
  259. package/Particles/thinParticleSystem.function.js.map +1 -1
  260. package/Particles/thinParticleSystem.js +5 -7
  261. package/Particles/thinParticleSystem.js.map +1 -1
  262. package/Rendering/IBLShadows/iblShadowsRenderPipeline.js +2 -1
  263. package/Rendering/IBLShadows/iblShadowsRenderPipeline.js.map +1 -1
  264. package/Rendering/prePassRenderer.js +4 -1
  265. package/Rendering/prePassRenderer.js.map +1 -1
  266. package/Shaders/ShadersInclude/gaussianSplatting.js +5 -1
  267. package/Shaders/ShadersInclude/gaussianSplatting.js.map +1 -1
  268. package/Shaders/ShadersInclude/gaussianSplattingUboDeclaration.js +2 -1
  269. package/Shaders/ShadersInclude/gaussianSplattingUboDeclaration.js.map +1 -1
  270. package/Shaders/ShadersInclude/gaussianSplattingVertexDeclaration.js +1 -1
  271. package/Shaders/ShadersInclude/gaussianSplattingVertexDeclaration.js.map +1 -1
  272. package/Shaders/copyTextureToTexture.fragment.js +2 -2
  273. package/Shaders/copyTextureToTexture.fragment.js.map +1 -1
  274. package/Shaders/gaussianSplatting.vertex.js +3 -3
  275. package/Shaders/gaussianSplatting.vertex.js.map +1 -1
  276. package/Shaders/gaussianSplattingDepth.vertex.js +2 -2
  277. package/Shaders/gaussianSplattingDepth.vertex.js.map +1 -1
  278. package/ShadersWGSL/ShadersInclude/gaussianSplatting.js +35 -1
  279. package/ShadersWGSL/ShadersInclude/gaussianSplatting.js.map +1 -1
  280. package/ShadersWGSL/ShadersInclude/gaussianSplattingUboDeclaration.js +2 -1
  281. package/ShadersWGSL/ShadersInclude/gaussianSplattingUboDeclaration.js.map +1 -1
  282. package/ShadersWGSL/ShadersInclude/gaussianSplattingVertexDeclaration.js +1 -2
  283. package/ShadersWGSL/ShadersInclude/gaussianSplattingVertexDeclaration.js.map +1 -1
  284. package/ShadersWGSL/copyTextureToTexture.fragment.js +3 -3
  285. package/ShadersWGSL/copyTextureToTexture.fragment.js.map +1 -1
  286. package/ShadersWGSL/gaussianSplatting.vertex.js +3 -3
  287. package/ShadersWGSL/gaussianSplatting.vertex.js.map +1 -1
  288. package/ShadersWGSL/gaussianSplattingDepth.vertex.js +2 -2
  289. package/ShadersWGSL/gaussianSplattingDepth.vertex.js.map +1 -1
  290. package/XR/webXRSessionManager.js +4 -0
  291. package/XR/webXRSessionManager.js.map +1 -1
  292. package/package.json +1 -1
  293. package/scene.d.ts +1 -3
  294. package/scene.js +8 -7
  295. package/scene.js.map +1 -1
  296. package/FrameGraph/Passes/cullPass.js.map +0 -1
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1
- 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type { Nullable, FrameGraphRenderContext, AbstractEngine, IFrameGraphPass, FrameGraphTextureHandle, FrameGraphTask, FrameGraphRenderTarget } from \"core/index\";\r\nimport { FrameGraphPass } from \"./pass\";\r\n\r\n/**\r\n * Render pass used to render objects.\r\n */\r\nexport class FrameGraphRenderPass extends FrameGraphPass<FrameGraphRenderContext> {\r\n protected readonly _engine: AbstractEngine;\r\n protected _renderTarget: FrameGraphTextureHandle | FrameGraphTextureHandle[] | undefined;\r\n protected _renderTargetDepth: FrameGraphTextureHandle | undefined;\r\n protected _frameGraphRenderTarget: FrameGraphRenderTarget | undefined;\r\n protected _dependencies: Set<FrameGraphTextureHandle> = new Set();\r\n\r\n /**\r\n * Checks if a pass is a render pass.\r\n * @param pass The pass to check.\r\n * @returns True if the pass is a render pass, else false.\r\n */\r\n public static IsRenderPass(pass: IFrameGraphPass): pass is FrameGraphRenderPass {\r\n return (pass as FrameGraphRenderPass).setRenderTarget !== undefined;\r\n }\r\n\r\n /**\r\n * Gets the render target(s) used by the render pass.\r\n */\r\n public get renderTarget(): FrameGraphTextureHandle | FrameGraphTextureHandle[] | undefined {\r\n return this._renderTarget;\r\n }\r\n\r\n /**\r\n * Gets the render target depth used by the render pass.\r\n */\r\n public get renderTargetDepth(): FrameGraphTextureHandle | undefined {\r\n return this._renderTargetDepth;\r\n }\r\n\r\n /**\r\n * If true, the depth attachment will be read-only (may allow some optimizations in WebGPU)\r\n */\r\n public depthReadOnly = false;\r\n\r\n /**\r\n * If true, the stencil attachment will be read-only (may allow some optimizations in WebGPU)\r\n */\r\n public stencilReadOnly = false;\r\n\r\n /** @internal */\r\n constructor(name: string, parentTask: FrameGraphTask, context: FrameGraphRenderContext, engine: AbstractEngine) {\r\n super(name, parentTask, context);\r\n this._engine = engine;\r\n }\r\n\r\n /**\r\n * Sets the render target(s) to use for rendering.\r\n * @param renderTargetHandle The render target to use for rendering, or an array of render targets to use for multi render target rendering.\r\n */\r\n public setRenderTarget(renderTargetHandle?: FrameGraphTextureHandle | FrameGraphTextureHandle[]) {\r\n this._renderTarget = renderTargetHandle;\r\n }\r\n\r\n /**\r\n * Sets the render target depth to use for rendering.\r\n * @param renderTargetHandle The render target depth to use for rendering.\r\n */\r\n public setRenderTargetDepth(renderTargetHandle?: FrameGraphTextureHandle) {\r\n this._renderTargetDepth = renderTargetHandle;\r\n }\r\n\r\n /**\r\n * Adds dependencies to the render pass.\r\n * @param dependencies The dependencies to add.\r\n */\r\n public addDependencies(dependencies?: FrameGraphTextureHandle | FrameGraphTextureHandle[]) {\r\n if (dependencies === undefined) {\r\n return;\r\n }\r\n\r\n if (Array.isArray(dependencies)) {\r\n for (const dependency of dependencies) {\r\n this._dependencies.add(dependency);\r\n }\r\n } else {\r\n this._dependencies.add(dependencies);\r\n }\r\n }\r\n\r\n /**\r\n * Collects the dependencies of the render pass.\r\n * @param dependencies The set of dependencies to update.\r\n */\r\n public collectDependencies(dependencies: Set<FrameGraphTextureHandle>): void {\r\n const iterator = this._dependencies.keys();\r\n for (let key = iterator.next(); key.done !== true; key = iterator.next()) {\r\n dependencies.add(key.value);\r\n }\r\n\r\n if (this._renderTarget !== undefined) {\r\n if (Array.isArray(this._renderTarget)) {\r\n for (const handle of this._renderTarget) {\r\n if (handle !== undefined) {\r\n dependencies.add(handle);\r\n }\r\n }\r\n } else {\r\n dependencies.add(this._renderTarget);\r\n }\r\n }\r\n\r\n if (this._renderTargetDepth !== undefined) {\r\n dependencies.add(this._renderTargetDepth);\r\n }\r\n }\r\n\r\n /** @internal */\r\n public override _execute() {\r\n this._frameGraphRenderTarget =\r\n this._frameGraphRenderTarget || this._context.createRenderTarget(this.name, this._renderTarget, this._renderTargetDepth, this.depthReadOnly, this.stencilReadOnly);\r\n\r\n this._context.bindRenderTarget(this._frameGraphRenderTarget, `frame graph render pass - ${this.name}`);\r\n\r\n super._execute();\r\n\r\n this._context._flushDebugMessages();\r\n }\r\n\r\n /** @internal */\r\n public override _isValid(): Nullable<string> {\r\n const errMsg = super._isValid();\r\n return errMsg\r\n ? errMsg\r\n : this._renderTarget !== undefined || this.renderTargetDepth !== undefined\r\n ? null\r\n : \"Render target and render target depth cannot both be undefined.\";\r\n }\r\n}\r\n"]}
1
+ 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type { Nullable, FrameGraphRenderContext, AbstractEngine, IFrameGraphPass, FrameGraphTextureHandle, FrameGraphTask, FrameGraphRenderTarget } from \"core/index\";\r\nimport { FrameGraphPass } from \"./pass\";\r\n\r\n/**\r\n * Render pass used to render objects.\r\n */\r\nexport class FrameGraphRenderPass extends FrameGraphPass<FrameGraphRenderContext> {\r\n protected readonly _engine: AbstractEngine;\r\n protected _renderTarget: FrameGraphTextureHandle | FrameGraphTextureHandle[] | undefined;\r\n protected _renderTargetDepth: FrameGraphTextureHandle | undefined;\r\n protected _frameGraphRenderTarget: FrameGraphRenderTarget | undefined;\r\n protected _dependencies: Set<FrameGraphTextureHandle> = new Set();\r\n\r\n /**\r\n * Checks if a pass is a render pass.\r\n * @param pass The pass to check.\r\n * @returns True if the pass is a render pass, else false.\r\n */\r\n public static IsRenderPass(pass: IFrameGraphPass): pass is FrameGraphRenderPass {\r\n return (pass as FrameGraphRenderPass).setRenderTarget !== undefined;\r\n }\r\n\r\n /**\r\n * Gets the handle(s) of the render target(s) used by the render pass.\r\n */\r\n public get renderTarget(): FrameGraphTextureHandle | FrameGraphTextureHandle[] | undefined {\r\n return this._renderTarget;\r\n }\r\n\r\n /**\r\n * Gets the handle of the render target depth used by the render pass.\r\n */\r\n public get renderTargetDepth(): FrameGraphTextureHandle | undefined {\r\n return this._renderTargetDepth;\r\n }\r\n\r\n /**\r\n * Gets the frame graph render target used by the render pass.\r\n */\r\n public get frameGraphRenderTarget(): FrameGraphRenderTarget | undefined {\r\n return this._frameGraphRenderTarget;\r\n }\r\n\r\n /**\r\n * If true, the depth attachment will be read-only (may allow some optimizations in WebGPU)\r\n */\r\n public depthReadOnly = false;\r\n\r\n /**\r\n * If true, the stencil attachment will be read-only (may allow some optimizations in WebGPU)\r\n */\r\n public stencilReadOnly = false;\r\n\r\n /** @internal */\r\n constructor(name: string, parentTask: FrameGraphTask, context: FrameGraphRenderContext, engine: AbstractEngine) {\r\n super(name, parentTask, context);\r\n this._engine = engine;\r\n }\r\n\r\n /**\r\n * Sets the render target(s) to use for rendering.\r\n * @param renderTargetHandle The render target to use for rendering, or an array of render targets to use for multi render target rendering.\r\n */\r\n public setRenderTarget(renderTargetHandle?: FrameGraphTextureHandle | FrameGraphTextureHandle[]) {\r\n this._renderTarget = renderTargetHandle;\r\n }\r\n\r\n /**\r\n * Sets the render target depth to use for rendering.\r\n * @param renderTargetHandle The render target depth to use for rendering.\r\n */\r\n public setRenderTargetDepth(renderTargetHandle?: FrameGraphTextureHandle) {\r\n this._renderTargetDepth = renderTargetHandle;\r\n }\r\n\r\n /**\r\n * Adds dependencies to the render pass.\r\n * @param dependencies The dependencies to add.\r\n */\r\n public addDependencies(dependencies?: FrameGraphTextureHandle | FrameGraphTextureHandle[]) {\r\n if (dependencies === undefined) {\r\n return;\r\n }\r\n\r\n if (Array.isArray(dependencies)) {\r\n for (const dependency of dependencies) {\r\n this._dependencies.add(dependency);\r\n }\r\n } else {\r\n this._dependencies.add(dependencies);\r\n }\r\n }\r\n\r\n /**\r\n * Collects the dependencies of the render pass.\r\n * @param dependencies The set of dependencies to update.\r\n */\r\n public collectDependencies(dependencies: Set<FrameGraphTextureHandle>): void {\r\n const iterator = this._dependencies.keys();\r\n for (let key = iterator.next(); key.done !== true; key = iterator.next()) {\r\n dependencies.add(key.value);\r\n }\r\n\r\n if (this._renderTarget !== undefined) {\r\n if (Array.isArray(this._renderTarget)) {\r\n for (const handle of this._renderTarget) {\r\n if (handle !== undefined) {\r\n dependencies.add(handle);\r\n }\r\n }\r\n } else {\r\n dependencies.add(this._renderTarget);\r\n }\r\n }\r\n\r\n if (this._renderTargetDepth !== undefined) {\r\n dependencies.add(this._renderTargetDepth);\r\n }\r\n }\r\n\r\n /** @internal */\r\n public override _execute() {\r\n this._frameGraphRenderTarget =\r\n this._frameGraphRenderTarget || this._context.createRenderTarget(this.name, this._renderTarget, this._renderTargetDepth, this.depthReadOnly, this.stencilReadOnly);\r\n\r\n this._context.bindRenderTarget(this._frameGraphRenderTarget, `frame graph render pass - ${this.name}`);\r\n\r\n super._execute();\r\n\r\n this._context._flushDebugMessages();\r\n\r\n const renderTargetWrapper = this._frameGraphRenderTarget.renderTargetWrapper;\r\n if (renderTargetWrapper && (renderTargetWrapper.resolveMSAAColors || renderTargetWrapper.resolveMSAADepth || renderTargetWrapper.resolveMSAAStencil)) {\r\n // Unbinding the render target will trigger resolving MSAA textures.\r\n this._context.bindRenderTarget(undefined, `frame graph render pass - ${this.name} - resolve MSAA`, true);\r\n this._context._flushDebugMessages();\r\n }\r\n }\r\n\r\n /** @internal */\r\n public override _isValid(): Nullable<string> {\r\n const errMsg = super._isValid();\r\n return errMsg\r\n ? errMsg\r\n : this._renderTarget !== undefined || this.renderTargetDepth !== undefined\r\n ? null\r\n : \"Render target and render target depth cannot both be undefined.\";\r\n }\r\n}\r\n"]}
@@ -24,7 +24,7 @@ export class FrameGraphCullObjectsTask extends FrameGraphTask {
24
24
  // Initial output values
25
25
  this.outputObjectList.meshes = this.objectList.meshes;
26
26
  this.outputObjectList.particleSystems = this.objectList.particleSystems;
27
- const pass = this._frameGraph.addCullPass(this.name);
27
+ const pass = this._frameGraph.addObjectListPass(this.name);
28
28
  pass.setObjectList(this.outputObjectList);
29
29
  pass.setExecuteFunc((_context) => {
30
30
  // No culling on particle systems
@@ -50,7 +50,7 @@ export class FrameGraphCullObjectsTask extends FrameGraphTask {
50
50
  }
51
51
  }
52
52
  });
53
- const passDisabled = this._frameGraph.addCullPass(this.name + "_disabled", true);
53
+ const passDisabled = this._frameGraph.addObjectListPass(this.name + "_disabled", true);
54
54
  passDisabled.setObjectList(this.outputObjectList);
55
55
  passDisabled.setExecuteFunc((_context) => {
56
56
  this.outputObjectList.meshes = this.objectList.meshes;
@@ -1 +1 @@
1
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i < meshes.length; i++) {\r\n const mesh = meshes[i];\r\n if (mesh.isBlocked || !mesh.isReady() || !mesh.isEnabled() || mesh.scaling.hasAZeroComponent) {\r\n continue;\r\n }\r\n\r\n if (\r\n mesh.isVisible &&\r\n mesh.visibility > 0 &&\r\n (mesh.layerMask & this.camera.layerMask) !== 0 &&\r\n (this._scene.skipFrustumClipping || mesh.alwaysSelectAsActiveMesh || mesh.isInFrustum(frustumPlanes))\r\n ) {\r\n this.outputObjectList.meshes.push(mesh);\r\n }\r\n }\r\n });\r\n\r\n const passDisabled = this._frameGraph.addCullPass(this.name + \"_disabled\", true);\r\n\r\n passDisabled.setObjectList(this.outputObjectList);\r\n passDisabled.setExecuteFunc((_context) => {\r\n this.outputObjectList.meshes = this.objectList.meshes;\r\n this.outputObjectList.particleSystems = this.objectList.particleSystems;\r\n });\r\n }\r\n}\r\n"]}
1
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i < meshes.length; i++) {\r\n const mesh = meshes[i];\r\n if (mesh.isBlocked || !mesh.isReady() || !mesh.isEnabled() || mesh.scaling.hasAZeroComponent) {\r\n continue;\r\n }\r\n\r\n if (\r\n mesh.isVisible &&\r\n mesh.visibility > 0 &&\r\n (mesh.layerMask & this.camera.layerMask) !== 0 &&\r\n (this._scene.skipFrustumClipping || mesh.alwaysSelectAsActiveMesh || mesh.isInFrustum(frustumPlanes))\r\n ) {\r\n this.outputObjectList.meshes.push(mesh);\r\n }\r\n }\r\n });\r\n\r\n const passDisabled = this._frameGraph.addObjectListPass(this.name + \"_disabled\", true);\r\n\r\n passDisabled.setObjectList(this.outputObjectList);\r\n passDisabled.setExecuteFunc((_context) => {\r\n this.outputObjectList.meshes = this.objectList.meshes;\r\n this.outputObjectList.particleSystems = this.objectList.particleSystems;\r\n });\r\n }\r\n}\r\n"]}
@@ -1,4 +1,4 @@
1
- import type { FrameGraphTextureHandle, FrameGraph, Scene } from "../../../index.js";
1
+ import type { FrameGraphTextureHandle, FrameGraph } from "../../../index.js";
2
2
  import { CascadedShadowGenerator } from "../../../Lights/Shadows/cascadedShadowGenerator.js";
3
3
  import { FrameGraphShadowGeneratorTask } from "./shadowGeneratorTask.js";
4
4
  import { DepthTextureType, ThinMinMaxReducer } from "../../../Misc/thinMinMaxReducer.js";
@@ -14,8 +14,9 @@ export declare class FrameGraphCascadedShadowGeneratorTask extends FrameGraphSha
14
14
  */
15
15
  static IsCascadedShadowGenerator(task: FrameGraphShadowGeneratorTask): task is FrameGraphCascadedShadowGeneratorTask;
16
16
  /**
17
- * The depth texture used by the autoCalcDepthBounds feature (optional if autoCalcDepthBounds is set to false)
17
+ * The depth texture used by the autoCalcDepthBounds feature (optional if autoCalcDepthBounds is set to false).
18
18
  * This texture is used to compute the min/max depth bounds of the scene to setup the cascaded shadow generator.
19
+ * The texture should contain either “view,” “normalized view,” or “screen” depth values - if possible, connect “normalized view,” or “screen” for best performance.
19
20
  * Warning: Do not set a texture if you are not using the autoCalcDepthBounds feature, to avoid generating a depth texture that will not be used.
20
21
  */
21
22
  depthTexture?: FrameGraphTextureHandle;
@@ -84,9 +85,8 @@ export declare class FrameGraphCascadedShadowGeneratorTask extends FrameGraphSha
84
85
  * Creates a new shadow generator task.
85
86
  * @param name The name of the task.
86
87
  * @param frameGraph The frame graph the task belongs to.
87
- * @param scene The scene to create the shadow generator for.
88
88
  */
89
- constructor(name: string, frameGraph: FrameGraph, scene: Scene);
89
+ constructor(name: string, frameGraph: FrameGraph);
90
90
  protected _createShadowGenerator(): void;
91
91
  protected _setupShadowGenerator(): void;
92
92
  record(): void;
@@ -156,10 +156,9 @@ export class FrameGraphCascadedShadowGeneratorTask extends FrameGraphShadowGener
156
156
  * Creates a new shadow generator task.
157
157
  * @param name The name of the task.
158
158
  * @param frameGraph The frame graph the task belongs to.
159
- * @param scene The scene to create the shadow generator for.
160
159
  */
161
- constructor(name, frameGraph, scene) {
162
- super(name, frameGraph, scene);
160
+ constructor(name, frameGraph) {
161
+ super(name, frameGraph);
163
162
  /**
164
163
  * The type of the depth texture used by the autoCalcDepthBounds feature.
165
164
  */
@@ -174,7 +173,7 @@ export class FrameGraphCascadedShadowGeneratorTask extends FrameGraphShadowGener
174
173
  this._currentAutoCalcDepthBoundsCounter = 0;
175
174
  this._autoCalcDepthBoundsRefreshRate = 1;
176
175
  this._shadowMaxZ = 10000;
177
- this._thinMinMaxReducer = new ThinMinMaxReducer(scene);
176
+ this._thinMinMaxReducer = new ThinMinMaxReducer(frameGraph.scene);
178
177
  this._thinMinMaxReducer.onAfterReductionPerformed.add((minmax) => {
179
178
  if (!this._shadowGenerator) {
180
179
  return;
@@ -1 +1 @@
1
- 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type { FrameGraphTextureHandle, FrameGraph, Scene } from \"core/index\";\r\nimport { CascadedShadowGenerator } from \"../../../Lights/Shadows/cascadedShadowGenerator\";\r\nimport { FrameGraphShadowGeneratorTask } from \"./shadowGeneratorTask\";\r\nimport { DirectionalLight } from \"../../../Lights/directionalLight\";\r\nimport { DepthTextureType, ThinMinMaxReducer } from \"../../../Misc/thinMinMaxReducer\";\r\nimport { FrameGraphPostProcessTask } from \"../PostProcesses/postProcessTask\";\r\nimport { Constants } from \"../../../Engines/constants\";\r\nimport { textureSizeIsObject } from \"../../../Materials/Textures/textureCreationOptions\";\r\n\r\n/**\r\n * Task used to generate a cascaded shadow map from a list of objects.\r\n */\r\nexport class FrameGraphCascadedShadowGeneratorTask extends FrameGraphShadowGeneratorTask {\r\n protected override _shadowGenerator: CascadedShadowGenerator | undefined;\r\n\r\n /**\r\n * Checks if a shadow generator task is a cascaded shadow generator task.\r\n * @param task The task to check.\r\n * @returns True if the task is a cascaded shadow generator task, else false.\r\n */\r\n public static IsCascadedShadowGenerator(task: FrameGraphShadowGeneratorTask): task is FrameGraphCascadedShadowGeneratorTask {\r\n return (task as FrameGraphCascadedShadowGeneratorTask).numCascades !== undefined;\r\n }\r\n\r\n /**\r\n * The depth texture used by the autoCalcDepthBounds feature (optional if autoCalcDepthBounds is set to false)\r\n * This texture is used to compute the min/max depth bounds of the scene to setup the cascaded shadow generator.\r\n * Warning: Do not set a texture if you are not using the autoCalcDepthBounds feature, to avoid generating a depth texture that will not be used.\r\n */\r\n public depthTexture?: FrameGraphTextureHandle;\r\n\r\n /**\r\n * The type of the depth texture used by the autoCalcDepthBounds feature.\r\n */\r\n public depthTextureType: DepthTextureType = DepthTextureType.NormalizedViewDepth;\r\n\r\n private _numCascades = CascadedShadowGenerator.DEFAULT_CASCADES_COUNT;\r\n /**\r\n * The number of cascades.\r\n */\r\n public get numCascades() {\r\n return this._numCascades;\r\n }\r\n\r\n public set numCascades(value: number) {\r\n if (value === this._numCascades) {\r\n return;\r\n }\r\n\r\n this._numCascades = value;\r\n this._setupShadowGenerator();\r\n }\r\n\r\n private _debug = false;\r\n /**\r\n * Gets or sets a value indicating whether the shadow generator should display the cascades.\r\n */\r\n public get debug() {\r\n return this._debug;\r\n }\r\n\r\n public set debug(value: boolean) {\r\n if (value === this._debug) {\r\n return;\r\n }\r\n\r\n this._debug = value;\r\n if (this._shadowGenerator) {\r\n this._shadowGenerator.debug = value;\r\n }\r\n }\r\n\r\n private _stabilizeCascades = false;\r\n /**\r\n * Gets or sets a value indicating whether the shadow generator should stabilize the cascades.\r\n */\r\n public get stabilizeCascades() {\r\n return this._stabilizeCascades;\r\n }\r\n\r\n public set stabilizeCascades(value: boolean) {\r\n if (value === this._stabilizeCascades) {\r\n return;\r\n }\r\n\r\n this._stabilizeCascades = value;\r\n if (this._shadowGenerator) {\r\n this._shadowGenerator.stabilizeCascades = value;\r\n }\r\n }\r\n\r\n private _lambda = 0.5;\r\n /**\r\n * Gets or sets the lambda parameter of the shadow generator.\r\n */\r\n public get lambda() {\r\n return this._lambda;\r\n }\r\n\r\n public set lambda(value: number) {\r\n if (value === this._lambda) {\r\n return;\r\n }\r\n\r\n this._lambda = value;\r\n if (this._shadowGenerator) {\r\n this._shadowGenerator.lambda = value;\r\n }\r\n }\r\n\r\n private _cascadeBlendPercentage = 0.1;\r\n /**\r\n * Gets or sets the cascade blend percentage.\r\n */\r\n public get cascadeBlendPercentage() {\r\n return this._cascadeBlendPercentage;\r\n }\r\n\r\n public set cascadeBlendPercentage(value: number) {\r\n if (value === this._cascadeBlendPercentage) {\r\n return;\r\n }\r\n\r\n this._cascadeBlendPercentage = value;\r\n if (this._shadowGenerator) {\r\n this._shadowGenerator.cascadeBlendPercentage = value;\r\n }\r\n }\r\n\r\n private _depthClamp = true;\r\n /**\r\n * Gets or sets a value indicating whether the shadow generator should use depth clamping.\r\n */\r\n public get depthClamp() {\r\n return this._depthClamp;\r\n }\r\n\r\n public set depthClamp(value: boolean) {\r\n if (value === this._depthClamp) {\r\n return;\r\n }\r\n\r\n this._depthClamp = value;\r\n if (this._shadowGenerator) {\r\n this._shadowGenerator.depthClamp = value;\r\n }\r\n }\r\n\r\n private _autoCalcDepthBounds = false;\r\n /**\r\n * Gets or sets a value indicating whether the shadow generator should automatically calculate the depth bounds.\r\n */\r\n public get autoCalcDepthBounds() {\r\n return this._autoCalcDepthBounds;\r\n }\r\n\r\n public set autoCalcDepthBounds(value: boolean) {\r\n if (value === this._autoCalcDepthBounds) {\r\n return;\r\n }\r\n\r\n this._autoCalcDepthBounds = value;\r\n this._currentAutoCalcDepthBoundsCounter = this._autoCalcDepthBoundsRefreshRate;\r\n\r\n if (!value) {\r\n this._shadowGenerator?.setMinMaxDistance(0, 1);\r\n }\r\n\r\n // All passes but the last one are related to min/max reduction and should be enabled/disabled depending on autoCalcDepthBounds value\r\n const passes = this.passes;\r\n for (let i = 0; i < passes.length - 1; ++i) {\r\n passes[i].disabled = !value;\r\n }\r\n }\r\n\r\n private _currentAutoCalcDepthBoundsCounter = 0;\r\n private _autoCalcDepthBoundsRefreshRate = 1;\r\n /**\r\n * Defines the refresh rate of the min/max computation used when autoCalcDepthBounds is set to true\r\n * Use 0 to compute just once, 1 to compute on every frame, 2 to compute every two frames and so on...\r\n */\r\n public get autoCalcDepthBoundsRefreshRate() {\r\n return this._autoCalcDepthBoundsRefreshRate;\r\n }\r\n\r\n public set autoCalcDepthBoundsRefreshRate(value: number) {\r\n this._autoCalcDepthBoundsRefreshRate = value;\r\n this._currentAutoCalcDepthBoundsCounter = this._autoCalcDepthBoundsRefreshRate;\r\n }\r\n\r\n private _shadowMaxZ = 10000;\r\n /**\r\n * Gets or sets the maximum shadow Z value.\r\n */\r\n public get shadowMaxZ() {\r\n return this._shadowMaxZ;\r\n }\r\n\r\n public set shadowMaxZ(value: number) {\r\n if (value === this._shadowMaxZ) {\r\n return;\r\n }\r\n\r\n this._shadowMaxZ = value;\r\n if (this._shadowGenerator) {\r\n this._shadowGenerator.shadowMaxZ = value;\r\n }\r\n }\r\n\r\n protected readonly _thinMinMaxReducer: ThinMinMaxReducer;\r\n\r\n /**\r\n * Creates a new shadow generator task.\r\n * @param name The name of the task.\r\n * @param frameGraph The frame graph the task belongs to.\r\n * @param scene The scene to create the shadow generator for.\r\n */\r\n constructor(name: string, frameGraph: FrameGraph, scene: Scene) {\r\n super(name, frameGraph, scene);\r\n\r\n this._thinMinMaxReducer = new ThinMinMaxReducer(scene);\r\n\r\n this._thinMinMaxReducer.onAfterReductionPerformed.add((minmax: { min: number; max: number }) => {\r\n if (!this._shadowGenerator) {\r\n return;\r\n }\r\n\r\n const camera = this.camera;\r\n\r\n let min = minmax.min,\r\n max = minmax.max;\r\n\r\n if (min >= max) {\r\n min = 0;\r\n max = 1;\r\n } else if (camera && this.depthTextureType !== DepthTextureType.NormalizedViewDepth) {\r\n if (this.depthTextureType === DepthTextureType.ScreenDepth) {\r\n const engine = this._frameGraph.engine;\r\n const projectionMatrix = camera.getProjectionMatrix();\r\n const p2z = projectionMatrix.m[10];\r\n const p3z = projectionMatrix.m[14];\r\n\r\n if (!engine.isNDCHalfZRange) {\r\n // Convert to NDC depth\r\n min = min * 2 - 1;\r\n max = max * 2 - 1;\r\n }\r\n\r\n // Convert to view depth\r\n min = p3z / (min - p2z);\r\n max = p3z / (max - p2z);\r\n }\r\n\r\n // Convert to normalized view depth\r\n const zNear = camera.minZ;\r\n const zFar = camera.maxZ;\r\n\r\n min = (min - zNear) / (zFar - zNear);\r\n max = (max - zNear) / (zFar - zNear);\r\n }\r\n\r\n if (min !== this._shadowGenerator.minDistance || max !== this._shadowGenerator.maxDistance) {\r\n this._shadowGenerator.setMinMaxDistance(min, max);\r\n }\r\n });\r\n }\r\n\r\n protected override _createShadowGenerator() {\r\n if (!(this.light instanceof DirectionalLight)) {\r\n throw new Error(`FrameGraphCascadedShadowGeneratorTask ${this.name}: the CSM shadow generator only supports directional lights.`);\r\n }\r\n this._shadowGenerator = new CascadedShadowGenerator(this.mapSize, this.light, this.useFloat32TextureType, this.camera, this.useRedTextureFormat);\r\n this._shadowGenerator.numCascades = this._numCascades;\r\n }\r\n\r\n protected override _setupShadowGenerator() {\r\n super._setupShadowGenerator();\r\n\r\n const shadowGenerator = this._shadowGenerator;\r\n if (shadowGenerator === undefined) {\r\n return;\r\n }\r\n\r\n shadowGenerator.debug = this._debug;\r\n shadowGenerator.stabilizeCascades = this._stabilizeCascades;\r\n shadowGenerator.lambda = this._lambda;\r\n shadowGenerator.cascadeBlendPercentage = this._cascadeBlendPercentage;\r\n shadowGenerator.depthClamp = this._depthClamp;\r\n shadowGenerator.shadowMaxZ = this._shadowMaxZ;\r\n }\r\n\r\n public override record() {\r\n if (this.light === undefined || this.objectList === undefined || this.camera === undefined) {\r\n throw new Error(`FrameGraphCascadedShadowGeneratorTask ${this.name}: light, objectList and camera are required`);\r\n }\r\n\r\n if (this.depthTexture !== undefined) {\r\n const depthTextureCreationOptions = this._frameGraph.textureManager.getTextureCreationOptions(this.depthTexture);\r\n\r\n const size = !depthTextureCreationOptions.sizeIsPercentage\r\n ? textureSizeIsObject(depthTextureCreationOptions.size)\r\n ? depthTextureCreationOptions.size\r\n : { width: depthTextureCreationOptions.size, height: depthTextureCreationOptions.size }\r\n : this._frameGraph.textureManager.getAbsoluteDimensions(depthTextureCreationOptions.size);\r\n\r\n const width = size.width;\r\n const height = size.height;\r\n\r\n depthTextureCreationOptions.sizeIsPercentage = false;\r\n depthTextureCreationOptions.options.formats = [Constants.TEXTUREFORMAT_RG];\r\n depthTextureCreationOptions.options.samples = 1;\r\n\r\n this._thinMinMaxReducer.setTextureDimensions(width, height, this.depthTextureType);\r\n\r\n const reductionSteps = this._thinMinMaxReducer.reductionSteps;\r\n\r\n let targetTexture: FrameGraphTextureHandle;\r\n\r\n this._frameGraph.addPass(`${this.name} Before Min Max Reduction`).setExecuteFunc((context) => {\r\n context.pushDebugGroup(`Min Max Reduction`);\r\n });\r\n\r\n for (let i = 0; i < reductionSteps.length - 1; ++i) {\r\n const reductionStep = reductionSteps[i];\r\n\r\n depthTextureCreationOptions.size = { width: reductionSteps[i + 1].textureWidth, height: reductionSteps[i + 1].textureHeight };\r\n\r\n const postProcess = new FrameGraphPostProcessTask(reductionStep.name, this._frameGraph, reductionStep);\r\n\r\n postProcess.sourceTexture = i == 0 ? this.depthTexture : targetTexture!;\r\n postProcess.sourceSamplingMode = Constants.TEXTURE_NEAREST_NEAREST;\r\n postProcess.targetTexture = this._frameGraph.textureManager.createRenderTargetTexture(`${this.name} ${reductionStep.name}`, depthTextureCreationOptions);\r\n\r\n postProcess.record(true);\r\n\r\n targetTexture = postProcess.outputTexture;\r\n }\r\n\r\n this._frameGraph.addPass(`${this.name} After Min Max Reduction`).setExecuteFunc((context) => {\r\n context.popDebugGroup();\r\n if (this._autoCalcDepthBounds && this._currentAutoCalcDepthBoundsCounter >= 0) {\r\n if (++this._currentAutoCalcDepthBoundsCounter >= this._autoCalcDepthBoundsRefreshRate) {\r\n const minMaxTexture = context.getTextureFromHandle(targetTexture!);\r\n if (minMaxTexture) {\r\n this._thinMinMaxReducer.readMinMax(minMaxTexture);\r\n }\r\n }\r\n this._currentAutoCalcDepthBoundsCounter %= this._autoCalcDepthBoundsRefreshRate;\r\n if (this._autoCalcDepthBoundsRefreshRate === 0) {\r\n this._currentAutoCalcDepthBoundsCounter = -1;\r\n }\r\n }\r\n });\r\n }\r\n\r\n super.record();\r\n }\r\n\r\n public override dispose() {\r\n super.dispose();\r\n this._thinMinMaxReducer.dispose();\r\n }\r\n}\r\n"]}
1
+ 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type { FrameGraphTextureHandle, FrameGraph } from \"core/index\";\r\nimport { CascadedShadowGenerator } from \"../../../Lights/Shadows/cascadedShadowGenerator\";\r\nimport { FrameGraphShadowGeneratorTask } from \"./shadowGeneratorTask\";\r\nimport { DirectionalLight } from \"../../../Lights/directionalLight\";\r\nimport { DepthTextureType, ThinMinMaxReducer } from \"../../../Misc/thinMinMaxReducer\";\r\nimport { FrameGraphPostProcessTask } from \"../PostProcesses/postProcessTask\";\r\nimport { Constants } from \"../../../Engines/constants\";\r\nimport { textureSizeIsObject } from \"../../../Materials/Textures/textureCreationOptions\";\r\n\r\n/**\r\n * Task used to generate a cascaded shadow map from a list of objects.\r\n */\r\nexport class FrameGraphCascadedShadowGeneratorTask extends FrameGraphShadowGeneratorTask {\r\n protected override _shadowGenerator: CascadedShadowGenerator | undefined;\r\n\r\n /**\r\n * Checks if a shadow generator task is a cascaded shadow generator task.\r\n * @param task The task to check.\r\n * @returns True if the task is a cascaded shadow generator task, else false.\r\n */\r\n public static IsCascadedShadowGenerator(task: FrameGraphShadowGeneratorTask): task is FrameGraphCascadedShadowGeneratorTask {\r\n return (task as FrameGraphCascadedShadowGeneratorTask).numCascades !== undefined;\r\n }\r\n\r\n /**\r\n * The depth texture used by the autoCalcDepthBounds feature (optional if autoCalcDepthBounds is set to false).\r\n * This texture is used to compute the min/max depth bounds of the scene to setup the cascaded shadow generator.\r\n * The texture should contain either “view,” “normalized view,” or “screen” depth values - if possible, connect “normalized view,” or “screen” for best performance.\r\n * Warning: Do not set a texture if you are not using the autoCalcDepthBounds feature, to avoid generating a depth texture that will not be used.\r\n */\r\n public depthTexture?: FrameGraphTextureHandle;\r\n\r\n /**\r\n * The type of the depth texture used by the autoCalcDepthBounds feature.\r\n */\r\n public depthTextureType: DepthTextureType = DepthTextureType.NormalizedViewDepth;\r\n\r\n private _numCascades = CascadedShadowGenerator.DEFAULT_CASCADES_COUNT;\r\n /**\r\n * The number of cascades.\r\n */\r\n public get numCascades() {\r\n return this._numCascades;\r\n }\r\n\r\n public set numCascades(value: number) {\r\n if (value === this._numCascades) {\r\n return;\r\n }\r\n\r\n this._numCascades = value;\r\n this._setupShadowGenerator();\r\n }\r\n\r\n private _debug = false;\r\n /**\r\n * Gets or sets a value indicating whether the shadow generator should display the cascades.\r\n */\r\n public get debug() {\r\n return this._debug;\r\n }\r\n\r\n public set debug(value: boolean) {\r\n if (value === this._debug) {\r\n return;\r\n }\r\n\r\n this._debug = value;\r\n if (this._shadowGenerator) {\r\n this._shadowGenerator.debug = value;\r\n }\r\n }\r\n\r\n private _stabilizeCascades = false;\r\n /**\r\n * Gets or sets a value indicating whether the shadow generator should stabilize the cascades.\r\n */\r\n public get stabilizeCascades() {\r\n return this._stabilizeCascades;\r\n }\r\n\r\n public set stabilizeCascades(value: boolean) {\r\n if (value === this._stabilizeCascades) {\r\n return;\r\n }\r\n\r\n this._stabilizeCascades = value;\r\n if (this._shadowGenerator) {\r\n this._shadowGenerator.stabilizeCascades = value;\r\n }\r\n }\r\n\r\n private _lambda = 0.5;\r\n /**\r\n * Gets or sets the lambda parameter of the shadow generator.\r\n */\r\n public get lambda() {\r\n return this._lambda;\r\n }\r\n\r\n public set lambda(value: number) {\r\n if (value === this._lambda) {\r\n return;\r\n }\r\n\r\n this._lambda = value;\r\n if (this._shadowGenerator) {\r\n this._shadowGenerator.lambda = value;\r\n }\r\n }\r\n\r\n private _cascadeBlendPercentage = 0.1;\r\n /**\r\n * Gets or sets the cascade blend percentage.\r\n */\r\n public get cascadeBlendPercentage() {\r\n return this._cascadeBlendPercentage;\r\n }\r\n\r\n public set cascadeBlendPercentage(value: number) {\r\n if (value === this._cascadeBlendPercentage) {\r\n return;\r\n }\r\n\r\n this._cascadeBlendPercentage = value;\r\n if (this._shadowGenerator) {\r\n this._shadowGenerator.cascadeBlendPercentage = value;\r\n }\r\n }\r\n\r\n private _depthClamp = true;\r\n /**\r\n * Gets or sets a value indicating whether the shadow generator should use depth clamping.\r\n */\r\n public get depthClamp() {\r\n return this._depthClamp;\r\n }\r\n\r\n public set depthClamp(value: boolean) {\r\n if (value === this._depthClamp) {\r\n return;\r\n }\r\n\r\n this._depthClamp = value;\r\n if (this._shadowGenerator) {\r\n this._shadowGenerator.depthClamp = value;\r\n }\r\n }\r\n\r\n private _autoCalcDepthBounds = false;\r\n /**\r\n * Gets or sets a value indicating whether the shadow generator should automatically calculate the depth bounds.\r\n */\r\n public get autoCalcDepthBounds() {\r\n return this._autoCalcDepthBounds;\r\n }\r\n\r\n public set autoCalcDepthBounds(value: boolean) {\r\n if (value === this._autoCalcDepthBounds) {\r\n return;\r\n }\r\n\r\n this._autoCalcDepthBounds = value;\r\n this._currentAutoCalcDepthBoundsCounter = this._autoCalcDepthBoundsRefreshRate;\r\n\r\n if (!value) {\r\n this._shadowGenerator?.setMinMaxDistance(0, 1);\r\n }\r\n\r\n // All passes but the last one are related to min/max reduction and should be enabled/disabled depending on autoCalcDepthBounds value\r\n const passes = this.passes;\r\n for (let i = 0; i < passes.length - 1; ++i) {\r\n passes[i].disabled = !value;\r\n }\r\n }\r\n\r\n private _currentAutoCalcDepthBoundsCounter = 0;\r\n private _autoCalcDepthBoundsRefreshRate = 1;\r\n /**\r\n * Defines the refresh rate of the min/max computation used when autoCalcDepthBounds is set to true\r\n * Use 0 to compute just once, 1 to compute on every frame, 2 to compute every two frames and so on...\r\n */\r\n public get autoCalcDepthBoundsRefreshRate() {\r\n return this._autoCalcDepthBoundsRefreshRate;\r\n }\r\n\r\n public set autoCalcDepthBoundsRefreshRate(value: number) {\r\n this._autoCalcDepthBoundsRefreshRate = value;\r\n this._currentAutoCalcDepthBoundsCounter = this._autoCalcDepthBoundsRefreshRate;\r\n }\r\n\r\n private _shadowMaxZ = 10000;\r\n /**\r\n * Gets or sets the maximum shadow Z value.\r\n */\r\n public get shadowMaxZ() {\r\n return this._shadowMaxZ;\r\n }\r\n\r\n public set shadowMaxZ(value: number) {\r\n if (value === this._shadowMaxZ) {\r\n return;\r\n }\r\n\r\n this._shadowMaxZ = value;\r\n if (this._shadowGenerator) {\r\n this._shadowGenerator.shadowMaxZ = value;\r\n }\r\n }\r\n\r\n protected readonly _thinMinMaxReducer: ThinMinMaxReducer;\r\n\r\n /**\r\n * Creates a new shadow generator task.\r\n * @param name The name of the task.\r\n * @param frameGraph The frame graph the task belongs to.\r\n */\r\n constructor(name: string, frameGraph: FrameGraph) {\r\n super(name, frameGraph);\r\n\r\n this._thinMinMaxReducer = new ThinMinMaxReducer(frameGraph.scene);\r\n\r\n this._thinMinMaxReducer.onAfterReductionPerformed.add((minmax: { min: number; max: number }) => {\r\n if (!this._shadowGenerator) {\r\n return;\r\n }\r\n\r\n const camera = this.camera;\r\n\r\n let min = minmax.min,\r\n max = minmax.max;\r\n\r\n if (min >= max) {\r\n min = 0;\r\n max = 1;\r\n } else if (camera && this.depthTextureType !== DepthTextureType.NormalizedViewDepth) {\r\n if (this.depthTextureType === DepthTextureType.ScreenDepth) {\r\n const engine = this._frameGraph.engine;\r\n const projectionMatrix = camera.getProjectionMatrix();\r\n const p2z = projectionMatrix.m[10];\r\n const p3z = projectionMatrix.m[14];\r\n\r\n if (!engine.isNDCHalfZRange) {\r\n // Convert to NDC depth\r\n min = min * 2 - 1;\r\n max = max * 2 - 1;\r\n }\r\n\r\n // Convert to view depth\r\n min = p3z / (min - p2z);\r\n max = p3z / (max - p2z);\r\n }\r\n\r\n // Convert to normalized view depth\r\n const zNear = camera.minZ;\r\n const zFar = camera.maxZ;\r\n\r\n min = (min - zNear) / (zFar - zNear);\r\n max = (max - zNear) / (zFar - zNear);\r\n }\r\n\r\n if (min !== this._shadowGenerator.minDistance || max !== this._shadowGenerator.maxDistance) {\r\n this._shadowGenerator.setMinMaxDistance(min, max);\r\n }\r\n });\r\n }\r\n\r\n protected override _createShadowGenerator() {\r\n if (!(this.light instanceof DirectionalLight)) {\r\n throw new Error(`FrameGraphCascadedShadowGeneratorTask ${this.name}: the CSM shadow generator only supports directional lights.`);\r\n }\r\n this._shadowGenerator = new CascadedShadowGenerator(this.mapSize, this.light, this.useFloat32TextureType, this.camera, this.useRedTextureFormat);\r\n this._shadowGenerator.numCascades = this._numCascades;\r\n }\r\n\r\n protected override _setupShadowGenerator() {\r\n super._setupShadowGenerator();\r\n\r\n const shadowGenerator = this._shadowGenerator;\r\n if (shadowGenerator === undefined) {\r\n return;\r\n }\r\n\r\n shadowGenerator.debug = this._debug;\r\n shadowGenerator.stabilizeCascades = this._stabilizeCascades;\r\n shadowGenerator.lambda = this._lambda;\r\n shadowGenerator.cascadeBlendPercentage = this._cascadeBlendPercentage;\r\n shadowGenerator.depthClamp = this._depthClamp;\r\n shadowGenerator.shadowMaxZ = this._shadowMaxZ;\r\n }\r\n\r\n public override record() {\r\n if (this.light === undefined || this.objectList === undefined || this.camera === undefined) {\r\n throw new Error(`FrameGraphCascadedShadowGeneratorTask ${this.name}: light, objectList and camera are required`);\r\n }\r\n\r\n if (this.depthTexture !== undefined) {\r\n const depthTextureCreationOptions = this._frameGraph.textureManager.getTextureCreationOptions(this.depthTexture);\r\n\r\n const size = !depthTextureCreationOptions.sizeIsPercentage\r\n ? textureSizeIsObject(depthTextureCreationOptions.size)\r\n ? depthTextureCreationOptions.size\r\n : { width: depthTextureCreationOptions.size, height: depthTextureCreationOptions.size }\r\n : this._frameGraph.textureManager.getAbsoluteDimensions(depthTextureCreationOptions.size);\r\n\r\n const width = size.width;\r\n const height = size.height;\r\n\r\n depthTextureCreationOptions.sizeIsPercentage = false;\r\n depthTextureCreationOptions.options.formats = [Constants.TEXTUREFORMAT_RG];\r\n depthTextureCreationOptions.options.samples = 1;\r\n\r\n this._thinMinMaxReducer.setTextureDimensions(width, height, this.depthTextureType);\r\n\r\n const reductionSteps = this._thinMinMaxReducer.reductionSteps;\r\n\r\n let targetTexture: FrameGraphTextureHandle;\r\n\r\n this._frameGraph.addPass(`${this.name} Before Min Max Reduction`).setExecuteFunc((context) => {\r\n context.pushDebugGroup(`Min Max Reduction`);\r\n });\r\n\r\n for (let i = 0; i < reductionSteps.length - 1; ++i) {\r\n const reductionStep = reductionSteps[i];\r\n\r\n depthTextureCreationOptions.size = { width: reductionSteps[i + 1].textureWidth, height: reductionSteps[i + 1].textureHeight };\r\n\r\n const postProcess = new FrameGraphPostProcessTask(reductionStep.name, this._frameGraph, reductionStep);\r\n\r\n postProcess.sourceTexture = i == 0 ? this.depthTexture : targetTexture!;\r\n postProcess.sourceSamplingMode = Constants.TEXTURE_NEAREST_NEAREST;\r\n postProcess.targetTexture = this._frameGraph.textureManager.createRenderTargetTexture(`${this.name} ${reductionStep.name}`, depthTextureCreationOptions);\r\n\r\n postProcess.record(true);\r\n\r\n targetTexture = postProcess.outputTexture;\r\n }\r\n\r\n this._frameGraph.addPass(`${this.name} After Min Max Reduction`).setExecuteFunc((context) => {\r\n context.popDebugGroup();\r\n if (this._autoCalcDepthBounds && this._currentAutoCalcDepthBoundsCounter >= 0) {\r\n if (++this._currentAutoCalcDepthBoundsCounter >= this._autoCalcDepthBoundsRefreshRate) {\r\n const minMaxTexture = context.getTextureFromHandle(targetTexture!);\r\n if (minMaxTexture) {\r\n this._thinMinMaxReducer.readMinMax(minMaxTexture);\r\n }\r\n }\r\n this._currentAutoCalcDepthBoundsCounter %= this._autoCalcDepthBoundsRefreshRate;\r\n if (this._autoCalcDepthBoundsRefreshRate === 0) {\r\n this._currentAutoCalcDepthBoundsCounter = -1;\r\n }\r\n }\r\n });\r\n }\r\n\r\n super.record();\r\n }\r\n\r\n public override dispose() {\r\n super.dispose();\r\n this._thinMinMaxReducer.dispose();\r\n }\r\n}\r\n"]}
@@ -70,6 +70,14 @@ export declare class FrameGraphGeometryRendererTask extends FrameGraphTask {
70
70
  * Indicates if a mesh shouldn't be rendered when its material has depth write disabled (default is true).
71
71
  */
72
72
  dontRenderWhenMaterialDepthWriteIsDisabled: boolean;
73
+ /**
74
+ * If true, the output geometry texture(s) will be resolved at the end of the render pass, if samples is greater than 1 (default: true)
75
+ */
76
+ resolveMSAAColors: boolean;
77
+ /**
78
+ * If true, depthTexture will be resolved at the end of the render pass, if this texture is provided and samples is greater than 1 (default: true)
79
+ */
80
+ resolveMSAADepth: boolean;
73
81
  /**
74
82
  * The list of texture descriptions used by the geometry renderer task.
75
83
  */
@@ -97,6 +97,14 @@ export class FrameGraphGeometryRendererTask extends FrameGraphTask {
97
97
  * Indicates if a mesh shouldn't be rendered when its material has depth write disabled (default is true).
98
98
  */
99
99
  this.dontRenderWhenMaterialDepthWriteIsDisabled = true;
100
+ /**
101
+ * If true, the output geometry texture(s) will be resolved at the end of the render pass, if samples is greater than 1 (default: true)
102
+ */
103
+ this.resolveMSAAColors = true;
104
+ /**
105
+ * If true, depthTexture will be resolved at the end of the render pass, if this texture is provided and samples is greater than 1 (default: true)
106
+ */
107
+ this.resolveMSAADepth = false;
100
108
  /**
101
109
  * The list of texture descriptions used by the geometry renderer task.
102
110
  */
@@ -238,6 +246,8 @@ export class FrameGraphGeometryRendererTask extends FrameGraphTask {
238
246
  pass.setExecuteFunc((context) => {
239
247
  this._renderer.renderList = this.objectList.meshes;
240
248
  this._renderer.particleSystemList = this.objectList.particleSystems;
249
+ pass.frameGraphRenderTarget.renderTargetWrapper.resolveMSAAColors = this.resolveMSAAColors;
250
+ pass.frameGraphRenderTarget.renderTargetWrapper.resolveMSAADepth = this.resolveMSAADepth;
241
251
  context.setDepthStates(this.depthTest && depthEnabled, this.depthWrite && depthEnabled);
242
252
  this._clearAttachmentsLayout.forEach((layout, clearType) => {
243
253
  context.clearColorAttachments(ClearColors[clearType], layout);
@@ -1 +1 @@
1
- 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type {\r\n FrameGraphTextureHandle,\r\n Scene,\r\n Camera,\r\n AbstractEngine,\r\n FrameGraph,\r\n GeometryRenderingTextureClearType,\r\n FrameGraphObjectList,\r\n AbstractMesh,\r\n ObjectRendererOptions,\r\n} from \"core/index\";\r\nimport { backbufferDepthStencilTextureHandle } from \"../../frameGraphTypes\";\r\nimport { Color4 } from \"core/Maths/math.color\";\r\nimport { MaterialHelperGeometryRendering } from \"core/Materials/materialHelper.geometryrendering\";\r\nimport { Constants } from \"core/Engines/constants\";\r\nimport { FrameGraphTask } from \"../../frameGraphTask\";\r\nimport { ObjectRenderer } from \"../../../Rendering/objectRenderer\";\r\n\r\n/**\r\n * Description of a texture used by the geometry renderer task.\r\n */\r\nexport interface IFrameGraphGeometryRendererTextureDescription {\r\n /**\r\n * The type of the texture.\r\n * The value should be one of the Constants.PREPASS_XXX_TEXTURE_TYPE values.\r\n */\r\n type: number;\r\n\r\n /**\r\n * The type of the texture.\r\n */\r\n textureType: number;\r\n\r\n /**\r\n * The format of the texture.\r\n */\r\n textureFormat: number;\r\n}\r\n\r\nconst ClearColors: Color4[] = [new Color4(0, 0, 0, 0), new Color4(1, 1, 1, 1), new Color4(0, 0, 0, 0)];\r\n\r\n/**\r\n * Task used to render geometry to a set of textures.\r\n */\r\nexport class FrameGraphGeometryRendererTask extends FrameGraphTask {\r\n /**\r\n * The depth texture attachment to use for rendering (optional).\r\n */\r\n public depthTexture?: FrameGraphTextureHandle;\r\n\r\n private _camera: Camera;\r\n\r\n /**\r\n * Gets or sets the camera used for rendering.\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 object list used for rendering.\r\n */\r\n public objectList: FrameGraphObjectList;\r\n\r\n /**\r\n * Whether depth testing is enabled (default is true).\r\n */\r\n public depthTest = true;\r\n\r\n /**\r\n * Whether depth writing is enabled (default is true).\r\n */\r\n public depthWrite = true;\r\n\r\n /**\r\n * The size of the output textures (default is 100% of the back buffer texture size).\r\n */\r\n public size: { width: number; height: number } = { width: 100, height: 100 };\r\n\r\n /**\r\n * Whether the size is a percentage of the back buffer size (default is true).\r\n */\r\n public sizeIsPercentage = true;\r\n\r\n /**\r\n * The number of samples to use for the output textures (default is 1).\r\n */\r\n public samples = 1;\r\n\r\n private _reverseCulling = false;\r\n\r\n /**\r\n * Whether to reverse culling (default is false).\r\n */\r\n public get reverseCulling() {\r\n return this._reverseCulling;\r\n }\r\n\r\n public set reverseCulling(value: boolean) {\r\n this._reverseCulling = value;\r\n\r\n const configuration = MaterialHelperGeometryRendering.GetConfiguration(this._renderer.renderPassId);\r\n if (configuration) {\r\n configuration.reverseCulling = value;\r\n }\r\n }\r\n\r\n /**\r\n * Indicates if a mesh shouldn't be rendered when its material has depth write disabled (default is true).\r\n */\r\n public dontRenderWhenMaterialDepthWriteIsDisabled = true;\r\n\r\n /**\r\n * The list of texture descriptions used by the geometry renderer task.\r\n */\r\n public textureDescriptions: IFrameGraphGeometryRendererTextureDescription[] = [];\r\n\r\n /**\r\n * The output depth texture 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 depth (in view space) output texture. Will point to a valid texture only if that texture has been requested in textureDescriptions!\r\n */\r\n public readonly geometryViewDepthTexture: FrameGraphTextureHandle;\r\n\r\n /**\r\n * The normalized depth (in view space) output texture. Will point to a valid texture only if that texture has been requested in textureDescriptions!\r\n * The normalization is (d - near) / (far - near), where d is the depth value in view space and near and far are the near and far planes of the camera.\r\n */\r\n public readonly geometryNormViewDepthTexture: FrameGraphTextureHandle;\r\n\r\n /**\r\n * The depth (in screen space) output texture. Will point to a valid texture only if that texture has been requested in textureDescriptions!\r\n */\r\n public readonly geometryScreenDepthTexture: FrameGraphTextureHandle;\r\n\r\n /**\r\n * The normal (in view space) output texture. Will point to a valid texture only if that texture has been requested in textureDescriptions!\r\n */\r\n public readonly geometryViewNormalTexture: FrameGraphTextureHandle;\r\n\r\n /**\r\n * The normal (in world space) output texture. Will point to a valid texture only if that texture has been requested in textureDescriptions!\r\n */\r\n public readonly geometryWorldNormalTexture: FrameGraphTextureHandle;\r\n\r\n /**\r\n * The position (in local space) output texture. Will point to a valid texture only if that texture has been requested in textureDescriptions!\r\n */\r\n public readonly geometryLocalPositionTexture: FrameGraphTextureHandle;\r\n\r\n /**\r\n * The position (in world space) output texture. Will point to a valid texture only if that texture has been requested in textureDescriptions!\r\n */\r\n public readonly geometryWorldPositionTexture: FrameGraphTextureHandle;\r\n\r\n /**\r\n * The albedo output texture. Will point to a valid texture only if that texture has been requested in textureDescriptions!\r\n */\r\n public readonly geometryAlbedoTexture: FrameGraphTextureHandle;\r\n\r\n /**\r\n * The reflectivity output texture. Will point to a valid texture only if that texture has been requested in textureDescriptions!\r\n */\r\n public readonly geometryReflectivityTexture: FrameGraphTextureHandle;\r\n\r\n /**\r\n * The velocity output texture. Will point to a valid texture only if that texture has been requested in textureDescriptions!\r\n */\r\n public readonly geometryVelocityTexture: FrameGraphTextureHandle;\r\n\r\n /**\r\n * The linear velocity output texture. Will point to a valid texture only if that texture has been requested in textureDescriptions!\r\n */\r\n public readonly geometryLinearVelocityTexture: FrameGraphTextureHandle;\r\n\r\n /**\r\n * The object renderer used by the geometry renderer task.\r\n */\r\n public get objectRenderer() {\r\n return this._renderer;\r\n }\r\n\r\n /**\r\n * Gets or sets the name of the task.\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 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 readonly _engine: AbstractEngine;\r\n private readonly _scene: Scene;\r\n private readonly _renderer: ObjectRenderer;\r\n private _textureWidth: number;\r\n private _textureHeight: number;\r\n private _clearAttachmentsLayout: Map<GeometryRenderingTextureClearType, number[]>;\r\n private _allAttachmentsLayout: number[];\r\n\r\n /**\r\n * Constructs a new geometry renderer task.\r\n * @param name The name of the task.\r\n * @param frameGraph The frame graph the task belongs to.\r\n * @param scene The scene the frame graph is associated with.\r\n * @param options The options of the object renderer.\r\n */\r\n constructor(name: string, frameGraph: FrameGraph, scene: Scene, options?: ObjectRendererOptions) {\r\n super(name, frameGraph);\r\n\r\n this._scene = scene;\r\n this._engine = this._scene.getEngine();\r\n\r\n this._renderer = new ObjectRenderer(name, scene, options);\r\n this._renderer.renderSprites = false;\r\n this._renderer.renderParticles = false;\r\n this._renderer.enableBoundingBoxRendering = false;\r\n this._renderer.enableOutlineRendering = false;\r\n this._renderer.disableDepthPrePass = true;\r\n\r\n this._renderer.customIsReadyFunction = (mesh: AbstractMesh, refreshRate: number, preWarm?: boolean) => {\r\n if (this.dontRenderWhenMaterialDepthWriteIsDisabled && mesh.material && mesh.material.disableDepthWrite) {\r\n return !!preWarm;\r\n }\r\n\r\n return mesh.isReady(refreshRate === 0);\r\n };\r\n\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 this.name = name;\r\n this._clearAttachmentsLayout = new Map();\r\n this._allAttachmentsLayout = [];\r\n\r\n this.outputDepthTexture = this._frameGraph.textureManager.createDanglingHandle();\r\n this.geometryViewDepthTexture = this._frameGraph.textureManager.createDanglingHandle();\r\n this.geometryNormViewDepthTexture = this._frameGraph.textureManager.createDanglingHandle();\r\n this.geometryScreenDepthTexture = this._frameGraph.textureManager.createDanglingHandle();\r\n this.geometryViewNormalTexture = this._frameGraph.textureManager.createDanglingHandle();\r\n this.geometryWorldNormalTexture = this._frameGraph.textureManager.createDanglingHandle();\r\n this.geometryLocalPositionTexture = this._frameGraph.textureManager.createDanglingHandle();\r\n this.geometryWorldPositionTexture = this._frameGraph.textureManager.createDanglingHandle();\r\n this.geometryAlbedoTexture = this._frameGraph.textureManager.createDanglingHandle();\r\n this.geometryReflectivityTexture = this._frameGraph.textureManager.createDanglingHandle();\r\n this.geometryVelocityTexture = this._frameGraph.textureManager.createDanglingHandle();\r\n this.geometryLinearVelocityTexture = this._frameGraph.textureManager.createDanglingHandle();\r\n }\r\n\r\n /**\r\n * Gets the list of excluded meshes from the velocity texture.\r\n */\r\n public get excludedSkinnedMeshFromVelocityTexture(): AbstractMesh[] {\r\n return MaterialHelperGeometryRendering.GetConfiguration(this._renderer.renderPassId).excludedSkinnedMesh;\r\n }\r\n\r\n /**\r\n * Excludes the given skinned mesh from computing bones velocities.\r\n * Computing bones velocities can have a cost. The cost can be saved by calling this function and by passing the skinned mesh to ignore.\r\n * @param skinnedMesh The mesh containing the skeleton to ignore when computing the velocity map.\r\n */\r\n public excludeSkinnedMeshFromVelocityTexture(skinnedMesh: AbstractMesh): void {\r\n if (skinnedMesh.skeleton) {\r\n const list = this.excludedSkinnedMeshFromVelocityTexture;\r\n if (list.indexOf(skinnedMesh) === -1) {\r\n list.push(skinnedMesh);\r\n }\r\n }\r\n }\r\n\r\n /**\r\n * Removes the given skinned mesh from the excluded meshes to integrate bones velocities while rendering the velocity map.\r\n * @param skinnedMesh The mesh containing the skeleton that has been ignored previously.\r\n * @see excludeSkinnedMesh to exclude a skinned mesh from bones velocity computation.\r\n */\r\n public removeExcludedSkinnedMeshFromVelocityTexture(skinnedMesh: AbstractMesh): void {\r\n const list = this.excludedSkinnedMeshFromVelocityTexture;\r\n const index = list.indexOf(skinnedMesh);\r\n if (index !== -1) {\r\n list.splice(index, 1);\r\n }\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() {\r\n if (this.objectList === undefined) {\r\n throw new Error(`FrameGraphGeometryRendererTask ${this.name}: object list must be provided`);\r\n }\r\n\r\n // Make sure the renderList / particleSystemList are set when FrameGraphGeometryRendererTask.isReady() is called!\r\n this._renderer.renderList = this.objectList.meshes;\r\n this._renderer.particleSystemList = this.objectList.particleSystems;\r\n\r\n const outputTextureHandle = this._createMultiRenderTargetTexture();\r\n\r\n const depthEnabled = this._checkDepthTextureCompatibility();\r\n\r\n this._buildClearAttachmentsLayout();\r\n\r\n this._registerForRenderPassId(this._renderer.renderPassId);\r\n\r\n const outputTextureDescription = outputTextureHandle.length > 0 ? this._frameGraph.textureManager.getTextureDescription(outputTextureHandle[0]) : null;\r\n\r\n this._textureWidth = outputTextureDescription?.size.width ?? 0;\r\n this._textureHeight = outputTextureDescription?.size.height ?? 0;\r\n\r\n // Create pass\r\n MaterialHelperGeometryRendering.MarkAsDirty(this._renderer.renderPassId, this.objectList.meshes || this._scene.meshes);\r\n\r\n const pass = this._frameGraph.addRenderPass(this.name);\r\n\r\n pass.setRenderTarget(outputTextureHandle);\r\n\r\n let needPreviousWorldMatrices = false;\r\n\r\n for (let i = 0; i < this.textureDescriptions.length; i++) {\r\n const description = this.textureDescriptions[i];\r\n const handle = outputTextureHandle[i];\r\n const index = MaterialHelperGeometryRendering.GeometryTextureDescriptions.findIndex((f) => f.type === description.type);\r\n const geometryDescription = MaterialHelperGeometryRendering.GeometryTextureDescriptions[index];\r\n\r\n switch (geometryDescription.type) {\r\n case Constants.PREPASS_DEPTH_TEXTURE_TYPE:\r\n this._frameGraph.textureManager.resolveDanglingHandle(this.geometryViewDepthTexture, handle);\r\n break;\r\n case Constants.PREPASS_NORMALIZED_VIEW_DEPTH_TEXTURE_TYPE:\r\n this._frameGraph.textureManager.resolveDanglingHandle(this.geometryNormViewDepthTexture, handle);\r\n break;\r\n case Constants.PREPASS_SCREENSPACE_DEPTH_TEXTURE_TYPE:\r\n this._frameGraph.textureManager.resolveDanglingHandle(this.geometryScreenDepthTexture, handle);\r\n break;\r\n case Constants.PREPASS_NORMAL_TEXTURE_TYPE:\r\n this._frameGraph.textureManager.resolveDanglingHandle(this.geometryViewNormalTexture, handle);\r\n break;\r\n case Constants.PREPASS_WORLD_NORMAL_TEXTURE_TYPE:\r\n this._frameGraph.textureManager.resolveDanglingHandle(this.geometryWorldNormalTexture, handle);\r\n break;\r\n case Constants.PREPASS_LOCAL_POSITION_TEXTURE_TYPE:\r\n this._frameGraph.textureManager.resolveDanglingHandle(this.geometryLocalPositionTexture, handle);\r\n break;\r\n case Constants.PREPASS_POSITION_TEXTURE_TYPE:\r\n this._frameGraph.textureManager.resolveDanglingHandle(this.geometryWorldPositionTexture, handle);\r\n break;\r\n case Constants.PREPASS_ALBEDO_TEXTURE_TYPE:\r\n this._frameGraph.textureManager.resolveDanglingHandle(this.geometryAlbedoTexture, handle);\r\n break;\r\n case Constants.PREPASS_REFLECTIVITY_TEXTURE_TYPE:\r\n this._frameGraph.textureManager.resolveDanglingHandle(this.geometryReflectivityTexture, handle);\r\n break;\r\n case Constants.PREPASS_VELOCITY_TEXTURE_TYPE:\r\n this._frameGraph.textureManager.resolveDanglingHandle(this.geometryVelocityTexture, handle);\r\n needPreviousWorldMatrices = true;\r\n break;\r\n case Constants.PREPASS_VELOCITY_LINEAR_TEXTURE_TYPE:\r\n this._frameGraph.textureManager.resolveDanglingHandle(this.geometryLinearVelocityTexture, handle);\r\n needPreviousWorldMatrices = true;\r\n break;\r\n }\r\n }\r\n\r\n this._scene.needsPreviousWorldMatrices = needPreviousWorldMatrices;\r\n\r\n pass.setRenderTargetDepth(this.depthTexture);\r\n\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 this._clearAttachmentsLayout.forEach((layout, clearType) => {\r\n context.clearColorAttachments(ClearColors[clearType], layout);\r\n });\r\n\r\n context.bindAttachments(this._allAttachmentsLayout);\r\n\r\n context.render(this._renderer, this._textureWidth, this._textureHeight);\r\n });\r\n\r\n const passDisabled = this._frameGraph.addRenderPass(this.name + \"_disabled\", true);\r\n\r\n passDisabled.setRenderTarget(outputTextureHandle);\r\n passDisabled.setRenderTargetDepth(this.depthTexture);\r\n passDisabled.setExecuteFunc((_context) => {});\r\n }\r\n\r\n public override dispose(): void {\r\n MaterialHelperGeometryRendering.DeleteConfiguration(this._renderer.renderPassId);\r\n this._renderer.dispose();\r\n super.dispose();\r\n }\r\n\r\n private _createMultiRenderTargetTexture(): FrameGraphTextureHandle[] {\r\n const types: number[] = [];\r\n const formats: number[] = [];\r\n const labels: string[] = [];\r\n const useSRGBBuffers: boolean[] = [];\r\n\r\n for (let i = 0; i < this.textureDescriptions.length; i++) {\r\n const description = this.textureDescriptions[i];\r\n const index = MaterialHelperGeometryRendering.GeometryTextureDescriptions.findIndex((f) => f.type === description.type);\r\n\r\n if (index === -1) {\r\n throw new Error(`FrameGraphGeometryRendererTask ${this.name}: unknown texture type ${description.type}`);\r\n }\r\n\r\n types[i] = description.textureType;\r\n formats[i] = description.textureFormat;\r\n labels[i] = MaterialHelperGeometryRendering.GeometryTextureDescriptions[index].name;\r\n useSRGBBuffers[i] = false;\r\n }\r\n\r\n const baseHandle = this._frameGraph.textureManager.createRenderTargetTexture(this.name, {\r\n size: this.size,\r\n sizeIsPercentage: this.sizeIsPercentage,\r\n options: {\r\n createMipMaps: false,\r\n samples: this.samples,\r\n types,\r\n formats,\r\n useSRGBBuffers,\r\n labels,\r\n },\r\n });\r\n\r\n const handles: FrameGraphTextureHandle[] = [];\r\n for (let i = 0; i < this.textureDescriptions.length; i++) {\r\n handles.push(baseHandle + i);\r\n }\r\n\r\n return handles;\r\n }\r\n\r\n private _checkDepthTextureCompatibility(): boolean {\r\n let depthEnabled = false;\r\n\r\n if (this.depthTexture !== undefined) {\r\n if (this.depthTexture === backbufferDepthStencilTextureHandle) {\r\n throw new Error(`FrameGraphGeometryRendererTask ${this.name}: the depth/stencil back buffer is not allowed as a depth texture`);\r\n }\r\n\r\n const depthTextureDescription = this._frameGraph.textureManager.getTextureDescription(this.depthTexture);\r\n if (depthTextureDescription.options.samples !== this.samples && this.textureDescriptions.length > 0) {\r\n throw new Error(`FrameGraphGeometryRendererTask ${this.name}: the depth texture and the output texture must have the same number of samples`);\r\n }\r\n\r\n this._frameGraph.textureManager.resolveDanglingHandle(this.outputDepthTexture, this.depthTexture);\r\n\r\n depthEnabled = true;\r\n }\r\n\r\n return depthEnabled;\r\n }\r\n\r\n private _buildClearAttachmentsLayout() {\r\n const clearAttachmentsLayout = new Map<GeometryRenderingTextureClearType, boolean[]>();\r\n const allAttachmentsLayout: boolean[] = [];\r\n\r\n for (let i = 0; i < this.textureDescriptions.length; i++) {\r\n const description = this.textureDescriptions[i];\r\n const index = MaterialHelperGeometryRendering.GeometryTextureDescriptions.findIndex((f) => f.type === description.type);\r\n const geometryDescription = MaterialHelperGeometryRendering.GeometryTextureDescriptions[index];\r\n\r\n let layout = clearAttachmentsLayout.get(geometryDescription.clearType);\r\n if (layout === undefined) {\r\n layout = [];\r\n clearAttachmentsLayout.set(geometryDescription.clearType, layout);\r\n for (let j = 0; j < i; j++) {\r\n layout[j] = false;\r\n }\r\n }\r\n\r\n clearAttachmentsLayout.forEach((layout, clearType) => {\r\n layout.push(clearType === geometryDescription.clearType);\r\n });\r\n\r\n allAttachmentsLayout.push(true);\r\n }\r\n\r\n this._clearAttachmentsLayout = new Map();\r\n\r\n clearAttachmentsLayout.forEach((layout, clearType) => {\r\n this._clearAttachmentsLayout.set(clearType, this._engine.buildTextureLayout(layout));\r\n });\r\n\r\n this._allAttachmentsLayout = this._engine.buildTextureLayout(allAttachmentsLayout);\r\n }\r\n\r\n private _registerForRenderPassId(renderPassId: number) {\r\n const configuration = MaterialHelperGeometryRendering.CreateConfiguration(renderPassId);\r\n\r\n for (let i = 0; i < this.textureDescriptions.length; i++) {\r\n const description = this.textureDescriptions[i];\r\n const index = MaterialHelperGeometryRendering.GeometryTextureDescriptions.findIndex((f) => f.type === description.type);\r\n const geometryDescription = MaterialHelperGeometryRendering.GeometryTextureDescriptions[index];\r\n\r\n configuration.defines[geometryDescription.defineIndex] = i;\r\n }\r\n\r\n configuration.reverseCulling = this.reverseCulling;\r\n }\r\n}\r\n"]}
1
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type {\r\n FrameGraphTextureHandle,\r\n Scene,\r\n Camera,\r\n AbstractEngine,\r\n FrameGraph,\r\n GeometryRenderingTextureClearType,\r\n FrameGraphObjectList,\r\n AbstractMesh,\r\n ObjectRendererOptions,\r\n} from \"core/index\";\r\nimport { backbufferDepthStencilTextureHandle } from \"../../frameGraphTypes\";\r\nimport { Color4 } from \"core/Maths/math.color\";\r\nimport { MaterialHelperGeometryRendering } from \"core/Materials/materialHelper.geometryrendering\";\r\nimport { Constants } from \"core/Engines/constants\";\r\nimport { FrameGraphTask } from \"../../frameGraphTask\";\r\nimport { ObjectRenderer } from \"../../../Rendering/objectRenderer\";\r\n\r\n/**\r\n * Description of a texture used by the geometry renderer task.\r\n */\r\nexport interface IFrameGraphGeometryRendererTextureDescription {\r\n /**\r\n * The type of the texture.\r\n * The value should be one of the Constants.PREPASS_XXX_TEXTURE_TYPE values.\r\n */\r\n type: number;\r\n\r\n /**\r\n * The type of the texture.\r\n */\r\n textureType: number;\r\n\r\n /**\r\n * The format of the texture.\r\n */\r\n textureFormat: number;\r\n}\r\n\r\nconst ClearColors: Color4[] = [new Color4(0, 0, 0, 0), new Color4(1, 1, 1, 1), new Color4(0, 0, 0, 0)];\r\n\r\n/**\r\n * Task used to render geometry to a set of textures.\r\n */\r\nexport class FrameGraphGeometryRendererTask extends FrameGraphTask {\r\n /**\r\n * The depth texture attachment to use for rendering (optional).\r\n */\r\n public depthTexture?: FrameGraphTextureHandle;\r\n\r\n private _camera: Camera;\r\n\r\n /**\r\n * Gets or sets the camera used for rendering.\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 object list used for rendering.\r\n */\r\n public objectList: FrameGraphObjectList;\r\n\r\n /**\r\n * Whether depth testing is enabled (default is true).\r\n */\r\n public depthTest = true;\r\n\r\n /**\r\n * Whether depth writing is enabled (default is true).\r\n */\r\n public depthWrite = true;\r\n\r\n /**\r\n * The size of the output textures (default is 100% of the back buffer texture size).\r\n */\r\n public size: { width: number; height: number } = { width: 100, height: 100 };\r\n\r\n /**\r\n * Whether the size is a percentage of the back buffer size (default is true).\r\n */\r\n public sizeIsPercentage = true;\r\n\r\n /**\r\n * The number of samples to use for the output textures (default is 1).\r\n */\r\n public samples = 1;\r\n\r\n private _reverseCulling = false;\r\n\r\n /**\r\n * Whether to reverse culling (default is false).\r\n */\r\n public get reverseCulling() {\r\n return this._reverseCulling;\r\n }\r\n\r\n public set reverseCulling(value: boolean) {\r\n this._reverseCulling = value;\r\n\r\n const configuration = MaterialHelperGeometryRendering.GetConfiguration(this._renderer.renderPassId);\r\n if (configuration) {\r\n configuration.reverseCulling = value;\r\n }\r\n }\r\n\r\n /**\r\n * Indicates if a mesh shouldn't be rendered when its material has depth write disabled (default is true).\r\n */\r\n public dontRenderWhenMaterialDepthWriteIsDisabled = true;\r\n\r\n /**\r\n * If true, the output geometry texture(s) will be resolved at the end of the render pass, if samples is greater than 1 (default: true)\r\n */\r\n public resolveMSAAColors = true;\r\n\r\n /**\r\n * If true, depthTexture will be resolved at the end of the render pass, if this texture is provided and samples is greater than 1 (default: true)\r\n */\r\n public resolveMSAADepth = false;\r\n\r\n /**\r\n * The list of texture descriptions used by the geometry renderer task.\r\n */\r\n public textureDescriptions: IFrameGraphGeometryRendererTextureDescription[] = [];\r\n\r\n /**\r\n * The output depth texture 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 depth (in view space) output texture. Will point to a valid texture only if that texture has been requested in textureDescriptions!\r\n */\r\n public readonly geometryViewDepthTexture: FrameGraphTextureHandle;\r\n\r\n /**\r\n * The normalized depth (in view space) output texture. Will point to a valid texture only if that texture has been requested in textureDescriptions!\r\n * The normalization is (d - near) / (far - near), where d is the depth value in view space and near and far are the near and far planes of the camera.\r\n */\r\n public readonly geometryNormViewDepthTexture: FrameGraphTextureHandle;\r\n\r\n /**\r\n * The depth (in screen space) output texture. Will point to a valid texture only if that texture has been requested in textureDescriptions!\r\n */\r\n public readonly geometryScreenDepthTexture: FrameGraphTextureHandle;\r\n\r\n /**\r\n * The normal (in view space) output texture. Will point to a valid texture only if that texture has been requested in textureDescriptions!\r\n */\r\n public readonly geometryViewNormalTexture: FrameGraphTextureHandle;\r\n\r\n /**\r\n * The normal (in world space) output texture. Will point to a valid texture only if that texture has been requested in textureDescriptions!\r\n */\r\n public readonly geometryWorldNormalTexture: FrameGraphTextureHandle;\r\n\r\n /**\r\n * The position (in local space) output texture. Will point to a valid texture only if that texture has been requested in textureDescriptions!\r\n */\r\n public readonly geometryLocalPositionTexture: FrameGraphTextureHandle;\r\n\r\n /**\r\n * The position (in world space) output texture. Will point to a valid texture only if that texture has been requested in textureDescriptions!\r\n */\r\n public readonly geometryWorldPositionTexture: FrameGraphTextureHandle;\r\n\r\n /**\r\n * The albedo output texture. Will point to a valid texture only if that texture has been requested in textureDescriptions!\r\n */\r\n public readonly geometryAlbedoTexture: FrameGraphTextureHandle;\r\n\r\n /**\r\n * The reflectivity output texture. Will point to a valid texture only if that texture has been requested in textureDescriptions!\r\n */\r\n public readonly geometryReflectivityTexture: FrameGraphTextureHandle;\r\n\r\n /**\r\n * The velocity output texture. Will point to a valid texture only if that texture has been requested in textureDescriptions!\r\n */\r\n public readonly geometryVelocityTexture: FrameGraphTextureHandle;\r\n\r\n /**\r\n * The linear velocity output texture. Will point to a valid texture only if that texture has been requested in textureDescriptions!\r\n */\r\n public readonly geometryLinearVelocityTexture: FrameGraphTextureHandle;\r\n\r\n /**\r\n * The object renderer used by the geometry renderer task.\r\n */\r\n public get objectRenderer() {\r\n return this._renderer;\r\n }\r\n\r\n /**\r\n * Gets or sets the name of the task.\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 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 readonly _engine: AbstractEngine;\r\n private readonly _scene: Scene;\r\n private readonly _renderer: ObjectRenderer;\r\n private _textureWidth: number;\r\n private _textureHeight: number;\r\n private _clearAttachmentsLayout: Map<GeometryRenderingTextureClearType, number[]>;\r\n private _allAttachmentsLayout: number[];\r\n\r\n /**\r\n * Constructs a new geometry renderer task.\r\n * @param name The name of the task.\r\n * @param frameGraph The frame graph the task belongs to.\r\n * @param scene The scene the frame graph is associated with.\r\n * @param options The options of the object renderer.\r\n */\r\n constructor(name: string, frameGraph: FrameGraph, scene: Scene, options?: ObjectRendererOptions) {\r\n super(name, frameGraph);\r\n\r\n this._scene = scene;\r\n this._engine = this._scene.getEngine();\r\n\r\n this._renderer = new ObjectRenderer(name, scene, options);\r\n this._renderer.renderSprites = false;\r\n this._renderer.renderParticles = false;\r\n this._renderer.enableBoundingBoxRendering = false;\r\n this._renderer.enableOutlineRendering = false;\r\n this._renderer.disableDepthPrePass = true;\r\n\r\n this._renderer.customIsReadyFunction = (mesh: AbstractMesh, refreshRate: number, preWarm?: boolean) => {\r\n if (this.dontRenderWhenMaterialDepthWriteIsDisabled && mesh.material && mesh.material.disableDepthWrite) {\r\n return !!preWarm;\r\n }\r\n\r\n return mesh.isReady(refreshRate === 0);\r\n };\r\n\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 this.name = name;\r\n this._clearAttachmentsLayout = new Map();\r\n this._allAttachmentsLayout = [];\r\n\r\n this.outputDepthTexture = this._frameGraph.textureManager.createDanglingHandle();\r\n this.geometryViewDepthTexture = this._frameGraph.textureManager.createDanglingHandle();\r\n this.geometryNormViewDepthTexture = this._frameGraph.textureManager.createDanglingHandle();\r\n this.geometryScreenDepthTexture = this._frameGraph.textureManager.createDanglingHandle();\r\n this.geometryViewNormalTexture = this._frameGraph.textureManager.createDanglingHandle();\r\n this.geometryWorldNormalTexture = this._frameGraph.textureManager.createDanglingHandle();\r\n this.geometryLocalPositionTexture = this._frameGraph.textureManager.createDanglingHandle();\r\n this.geometryWorldPositionTexture = this._frameGraph.textureManager.createDanglingHandle();\r\n this.geometryAlbedoTexture = this._frameGraph.textureManager.createDanglingHandle();\r\n this.geometryReflectivityTexture = this._frameGraph.textureManager.createDanglingHandle();\r\n this.geometryVelocityTexture = this._frameGraph.textureManager.createDanglingHandle();\r\n this.geometryLinearVelocityTexture = this._frameGraph.textureManager.createDanglingHandle();\r\n }\r\n\r\n /**\r\n * Gets the list of excluded meshes from the velocity texture.\r\n */\r\n public get excludedSkinnedMeshFromVelocityTexture(): AbstractMesh[] {\r\n return MaterialHelperGeometryRendering.GetConfiguration(this._renderer.renderPassId).excludedSkinnedMesh;\r\n }\r\n\r\n /**\r\n * Excludes the given skinned mesh from computing bones velocities.\r\n * Computing bones velocities can have a cost. The cost can be saved by calling this function and by passing the skinned mesh to ignore.\r\n * @param skinnedMesh The mesh containing the skeleton to ignore when computing the velocity map.\r\n */\r\n public excludeSkinnedMeshFromVelocityTexture(skinnedMesh: AbstractMesh): void {\r\n if (skinnedMesh.skeleton) {\r\n const list = this.excludedSkinnedMeshFromVelocityTexture;\r\n if (list.indexOf(skinnedMesh) === -1) {\r\n list.push(skinnedMesh);\r\n }\r\n }\r\n }\r\n\r\n /**\r\n * Removes the given skinned mesh from the excluded meshes to integrate bones velocities while rendering the velocity map.\r\n * @param skinnedMesh The mesh containing the skeleton that has been ignored previously.\r\n * @see excludeSkinnedMesh to exclude a skinned mesh from bones velocity computation.\r\n */\r\n public removeExcludedSkinnedMeshFromVelocityTexture(skinnedMesh: AbstractMesh): void {\r\n const list = this.excludedSkinnedMeshFromVelocityTexture;\r\n const index = list.indexOf(skinnedMesh);\r\n if (index !== -1) {\r\n list.splice(index, 1);\r\n }\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() {\r\n if (this.objectList === undefined) {\r\n throw new Error(`FrameGraphGeometryRendererTask ${this.name}: object list must be provided`);\r\n }\r\n\r\n // Make sure the renderList / particleSystemList are set when FrameGraphGeometryRendererTask.isReady() is called!\r\n this._renderer.renderList = this.objectList.meshes;\r\n this._renderer.particleSystemList = this.objectList.particleSystems;\r\n\r\n const outputTextureHandle = this._createMultiRenderTargetTexture();\r\n\r\n const depthEnabled = this._checkDepthTextureCompatibility();\r\n\r\n this._buildClearAttachmentsLayout();\r\n\r\n this._registerForRenderPassId(this._renderer.renderPassId);\r\n\r\n const outputTextureDescription = outputTextureHandle.length > 0 ? this._frameGraph.textureManager.getTextureDescription(outputTextureHandle[0]) : null;\r\n\r\n this._textureWidth = outputTextureDescription?.size.width ?? 0;\r\n this._textureHeight = outputTextureDescription?.size.height ?? 0;\r\n\r\n // Create pass\r\n MaterialHelperGeometryRendering.MarkAsDirty(this._renderer.renderPassId, this.objectList.meshes || this._scene.meshes);\r\n\r\n const pass = this._frameGraph.addRenderPass(this.name);\r\n\r\n pass.setRenderTarget(outputTextureHandle);\r\n\r\n let needPreviousWorldMatrices = false;\r\n\r\n for (let i = 0; i < this.textureDescriptions.length; i++) {\r\n const description = this.textureDescriptions[i];\r\n const handle = outputTextureHandle[i];\r\n const index = MaterialHelperGeometryRendering.GeometryTextureDescriptions.findIndex((f) => f.type === description.type);\r\n const geometryDescription = MaterialHelperGeometryRendering.GeometryTextureDescriptions[index];\r\n\r\n switch (geometryDescription.type) {\r\n case Constants.PREPASS_DEPTH_TEXTURE_TYPE:\r\n this._frameGraph.textureManager.resolveDanglingHandle(this.geometryViewDepthTexture, handle);\r\n break;\r\n case Constants.PREPASS_NORMALIZED_VIEW_DEPTH_TEXTURE_TYPE:\r\n this._frameGraph.textureManager.resolveDanglingHandle(this.geometryNormViewDepthTexture, handle);\r\n break;\r\n case Constants.PREPASS_SCREENSPACE_DEPTH_TEXTURE_TYPE:\r\n this._frameGraph.textureManager.resolveDanglingHandle(this.geometryScreenDepthTexture, handle);\r\n break;\r\n case Constants.PREPASS_NORMAL_TEXTURE_TYPE:\r\n this._frameGraph.textureManager.resolveDanglingHandle(this.geometryViewNormalTexture, handle);\r\n break;\r\n case Constants.PREPASS_WORLD_NORMAL_TEXTURE_TYPE:\r\n this._frameGraph.textureManager.resolveDanglingHandle(this.geometryWorldNormalTexture, handle);\r\n break;\r\n case Constants.PREPASS_LOCAL_POSITION_TEXTURE_TYPE:\r\n this._frameGraph.textureManager.resolveDanglingHandle(this.geometryLocalPositionTexture, handle);\r\n break;\r\n case Constants.PREPASS_POSITION_TEXTURE_TYPE:\r\n this._frameGraph.textureManager.resolveDanglingHandle(this.geometryWorldPositionTexture, handle);\r\n break;\r\n case Constants.PREPASS_ALBEDO_TEXTURE_TYPE:\r\n this._frameGraph.textureManager.resolveDanglingHandle(this.geometryAlbedoTexture, handle);\r\n break;\r\n case Constants.PREPASS_REFLECTIVITY_TEXTURE_TYPE:\r\n this._frameGraph.textureManager.resolveDanglingHandle(this.geometryReflectivityTexture, handle);\r\n break;\r\n case Constants.PREPASS_VELOCITY_TEXTURE_TYPE:\r\n this._frameGraph.textureManager.resolveDanglingHandle(this.geometryVelocityTexture, handle);\r\n needPreviousWorldMatrices = true;\r\n break;\r\n case Constants.PREPASS_VELOCITY_LINEAR_TEXTURE_TYPE:\r\n this._frameGraph.textureManager.resolveDanglingHandle(this.geometryLinearVelocityTexture, handle);\r\n needPreviousWorldMatrices = true;\r\n break;\r\n }\r\n }\r\n\r\n this._scene.needsPreviousWorldMatrices = needPreviousWorldMatrices;\r\n\r\n pass.setRenderTargetDepth(this.depthTexture);\r\n\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 pass.frameGraphRenderTarget!.renderTargetWrapper!.resolveMSAAColors = this.resolveMSAAColors;\r\n pass.frameGraphRenderTarget!.renderTargetWrapper!.resolveMSAADepth = this.resolveMSAADepth;\r\n\r\n context.setDepthStates(this.depthTest && depthEnabled, this.depthWrite && depthEnabled);\r\n\r\n this._clearAttachmentsLayout.forEach((layout, clearType) => {\r\n context.clearColorAttachments(ClearColors[clearType], layout);\r\n });\r\n\r\n context.bindAttachments(this._allAttachmentsLayout);\r\n\r\n context.render(this._renderer, this._textureWidth, this._textureHeight);\r\n });\r\n\r\n const passDisabled = this._frameGraph.addRenderPass(this.name + \"_disabled\", true);\r\n\r\n passDisabled.setRenderTarget(outputTextureHandle);\r\n passDisabled.setRenderTargetDepth(this.depthTexture);\r\n passDisabled.setExecuteFunc((_context) => {});\r\n }\r\n\r\n public override dispose(): void {\r\n MaterialHelperGeometryRendering.DeleteConfiguration(this._renderer.renderPassId);\r\n this._renderer.dispose();\r\n super.dispose();\r\n }\r\n\r\n private _createMultiRenderTargetTexture(): FrameGraphTextureHandle[] {\r\n const types: number[] = [];\r\n const formats: number[] = [];\r\n const labels: string[] = [];\r\n const useSRGBBuffers: boolean[] = [];\r\n\r\n for (let i = 0; i < this.textureDescriptions.length; i++) {\r\n const description = this.textureDescriptions[i];\r\n const index = MaterialHelperGeometryRendering.GeometryTextureDescriptions.findIndex((f) => f.type === description.type);\r\n\r\n if (index === -1) {\r\n throw new Error(`FrameGraphGeometryRendererTask ${this.name}: unknown texture type ${description.type}`);\r\n }\r\n\r\n types[i] = description.textureType;\r\n formats[i] = description.textureFormat;\r\n labels[i] = MaterialHelperGeometryRendering.GeometryTextureDescriptions[index].name;\r\n useSRGBBuffers[i] = false;\r\n }\r\n\r\n const baseHandle = this._frameGraph.textureManager.createRenderTargetTexture(this.name, {\r\n size: this.size,\r\n sizeIsPercentage: this.sizeIsPercentage,\r\n options: {\r\n createMipMaps: false,\r\n samples: this.samples,\r\n types,\r\n formats,\r\n useSRGBBuffers,\r\n labels,\r\n },\r\n });\r\n\r\n const handles: FrameGraphTextureHandle[] = [];\r\n for (let i = 0; i < this.textureDescriptions.length; i++) {\r\n handles.push(baseHandle + i);\r\n }\r\n\r\n return handles;\r\n }\r\n\r\n private _checkDepthTextureCompatibility(): boolean {\r\n let depthEnabled = false;\r\n\r\n if (this.depthTexture !== undefined) {\r\n if (this.depthTexture === backbufferDepthStencilTextureHandle) {\r\n throw new Error(`FrameGraphGeometryRendererTask ${this.name}: the depth/stencil back buffer is not allowed as a depth texture`);\r\n }\r\n\r\n const depthTextureDescription = this._frameGraph.textureManager.getTextureDescription(this.depthTexture);\r\n if (depthTextureDescription.options.samples !== this.samples && this.textureDescriptions.length > 0) {\r\n throw new Error(`FrameGraphGeometryRendererTask ${this.name}: the depth texture and the output texture must have the same number of samples`);\r\n }\r\n\r\n this._frameGraph.textureManager.resolveDanglingHandle(this.outputDepthTexture, this.depthTexture);\r\n\r\n depthEnabled = true;\r\n }\r\n\r\n return depthEnabled;\r\n }\r\n\r\n private _buildClearAttachmentsLayout() {\r\n const clearAttachmentsLayout = new Map<GeometryRenderingTextureClearType, boolean[]>();\r\n const allAttachmentsLayout: boolean[] = [];\r\n\r\n for (let i = 0; i < this.textureDescriptions.length; i++) {\r\n const description = this.textureDescriptions[i];\r\n const index = MaterialHelperGeometryRendering.GeometryTextureDescriptions.findIndex((f) => f.type === description.type);\r\n const geometryDescription = MaterialHelperGeometryRendering.GeometryTextureDescriptions[index];\r\n\r\n let layout = clearAttachmentsLayout.get(geometryDescription.clearType);\r\n if (layout === undefined) {\r\n layout = [];\r\n clearAttachmentsLayout.set(geometryDescription.clearType, layout);\r\n for (let j = 0; j < i; j++) {\r\n layout[j] = false;\r\n }\r\n }\r\n\r\n clearAttachmentsLayout.forEach((layout, clearType) => {\r\n layout.push(clearType === geometryDescription.clearType);\r\n });\r\n\r\n allAttachmentsLayout.push(true);\r\n }\r\n\r\n this._clearAttachmentsLayout = new Map();\r\n\r\n clearAttachmentsLayout.forEach((layout, clearType) => {\r\n this._clearAttachmentsLayout.set(clearType, this._engine.buildTextureLayout(layout));\r\n });\r\n\r\n this._allAttachmentsLayout = this._engine.buildTextureLayout(allAttachmentsLayout);\r\n }\r\n\r\n private _registerForRenderPassId(renderPassId: number) {\r\n const configuration = MaterialHelperGeometryRendering.CreateConfiguration(renderPassId);\r\n\r\n for (let i = 0; i < this.textureDescriptions.length; i++) {\r\n const description = this.textureDescriptions[i];\r\n const index = MaterialHelperGeometryRendering.GeometryTextureDescriptions.findIndex((f) => f.type === description.type);\r\n const geometryDescription = MaterialHelperGeometryRendering.GeometryTextureDescriptions[index];\r\n\r\n configuration.defines[geometryDescription.defineIndex] = i;\r\n }\r\n\r\n configuration.reverseCulling = this.reverseCulling;\r\n }\r\n}\r\n"]}
@@ -83,6 +83,14 @@ export declare class FrameGraphObjectRendererTask extends FrameGraphTask {
83
83
  */
84
84
  get enableOutlineRendering(): boolean;
85
85
  set enableOutlineRendering(value: boolean);
86
+ /**
87
+ * If true, targetTexture will be resolved at the end of the render pass, if this/these texture(s) is/are MSAA (default: true)
88
+ */
89
+ resolveMSAAColors: boolean;
90
+ /**
91
+ * If true, depthTexture will be resolved at the end of the render pass, if this texture is provided and is MSAA (default: false).
92
+ */
93
+ resolveMSAADepth: boolean;
86
94
  /**
87
95
  * The output texture.
88
96
  * This texture will point to the same texture than the targetTexture property.
@@ -150,6 +150,14 @@ export class FrameGraphObjectRendererTask extends FrameGraphTask {
150
150
  this._forceLayerMaskCheck = true;
151
151
  this._enableBoundingBoxRendering = true;
152
152
  this._enableOutlineRendering = true;
153
+ /**
154
+ * If true, targetTexture will be resolved at the end of the render pass, if this/these texture(s) is/are MSAA (default: true)
155
+ */
156
+ this.resolveMSAAColors = true;
157
+ /**
158
+ * If true, depthTexture will be resolved at the end of the render pass, if this texture is provided and is MSAA (default: false).
159
+ */
160
+ this.resolveMSAADepth = false;
153
161
  this._onBeforeRenderObservable = null;
154
162
  this._onAfterRenderObservable = null;
155
163
  this._externalObjectRenderer = false;
@@ -212,6 +220,11 @@ export class FrameGraphObjectRendererTask extends FrameGraphTask {
212
220
  pass.setExecuteFunc((context) => {
213
221
  this._renderer.renderList = this.objectList.meshes;
214
222
  this._renderer.particleSystemList = this.objectList.particleSystems;
223
+ const renderTargetWrapper = pass.frameGraphRenderTarget.renderTargetWrapper;
224
+ if (renderTargetWrapper) {
225
+ renderTargetWrapper.resolveMSAAColors = this.resolveMSAAColors;
226
+ renderTargetWrapper.resolveMSAADepth = this.resolveMSAADepth;
227
+ }
215
228
  // The cast to "any" is to avoid an error in ES6 in case you don't import boundingBoxRenderer
216
229
  const boundingBoxRenderer = this.getBoundingBoxRenderer?.();
217
230
  const currentBoundingBoxMeshList = boundingBoxRenderer && boundingBoxRenderer.renderList.length > 0 ? boundingBoxRenderer.renderList.data.slice() : [];