@babylonjs/core 8.38.0 → 8.39.1

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 (235) hide show
  1. package/Animations/animation.d.ts +2 -1
  2. package/Animations/animation.js +3 -2
  3. package/Animations/animation.js.map +1 -1
  4. package/Audio/Interfaces/ISoundOptions.d.ts +1 -1
  5. package/Audio/Interfaces/ISoundOptions.js.map +1 -1
  6. package/Audio/audioEngine.d.ts +3 -4
  7. package/Audio/audioEngine.js +9 -6
  8. package/Audio/audioEngine.js.map +1 -1
  9. package/Audio/sound.d.ts +33 -54
  10. package/Audio/sound.js +450 -718
  11. package/Audio/sound.js.map +1 -1
  12. package/AudioV2/abstractAudio/abstractAudioOutNode.d.ts +1 -1
  13. package/AudioV2/abstractAudio/abstractAudioOutNode.js +1 -1
  14. package/AudioV2/abstractAudio/abstractAudioOutNode.js.map +1 -1
  15. package/AudioV2/abstractAudio/abstractSound.d.ts +1 -1
  16. package/AudioV2/abstractAudio/abstractSound.js +2 -2
  17. package/AudioV2/abstractAudio/abstractSound.js.map +1 -1
  18. package/AudioV2/abstractAudio/abstractSoundSource.d.ts +11 -3
  19. package/AudioV2/abstractAudio/abstractSoundSource.js +37 -1
  20. package/AudioV2/abstractAudio/abstractSoundSource.js.map +1 -1
  21. package/AudioV2/abstractAudio/audioBus.d.ts +8 -3
  22. package/AudioV2/abstractAudio/audioBus.js +24 -1
  23. package/AudioV2/abstractAudio/audioBus.js.map +1 -1
  24. package/AudioV2/abstractAudio/staticSound.d.ts +1 -1
  25. package/AudioV2/abstractAudio/staticSound.js +2 -2
  26. package/AudioV2/abstractAudio/staticSound.js.map +1 -1
  27. package/AudioV2/abstractAudio/streamingSound.d.ts +1 -1
  28. package/AudioV2/abstractAudio/streamingSound.js +2 -2
  29. package/AudioV2/abstractAudio/streamingSound.js.map +1 -1
  30. package/AudioV2/abstractAudio/subNodes/abstractAudioSubGraph.d.ts +1 -1
  31. package/AudioV2/abstractAudio/subNodes/abstractAudioSubGraph.js +3 -0
  32. package/AudioV2/abstractAudio/subNodes/abstractAudioSubGraph.js.map +1 -1
  33. package/AudioV2/abstractAudio/subNodes/spatialAudioSubNode.d.ts +1 -0
  34. package/AudioV2/abstractAudio/subNodes/spatialAudioSubNode.js +1 -0
  35. package/AudioV2/abstractAudio/subNodes/spatialAudioSubNode.js.map +1 -1
  36. package/AudioV2/abstractAudio/subProperties/abstractSpatialAudio.d.ts +12 -2
  37. package/AudioV2/abstractAudio/subProperties/abstractSpatialAudio.js +2 -0
  38. package/AudioV2/abstractAudio/subProperties/abstractSpatialAudio.js.map +1 -1
  39. package/AudioV2/abstractAudio/subProperties/spatialAudio.d.ts +6 -0
  40. package/AudioV2/abstractAudio/subProperties/spatialAudio.js +25 -0
  41. package/AudioV2/abstractAudio/subProperties/spatialAudio.js.map +1 -1
  42. package/AudioV2/webAudio/components/webAudioParameterComponent.js +2 -2
  43. package/AudioV2/webAudio/components/webAudioParameterComponent.js.map +1 -1
  44. package/AudioV2/webAudio/subNodes/spatialWebAudioSubNode.d.ts +3 -0
  45. package/AudioV2/webAudio/subNodes/spatialWebAudioSubNode.js +14 -17
  46. package/AudioV2/webAudio/subNodes/spatialWebAudioSubNode.js.map +1 -1
  47. package/AudioV2/webAudio/subNodes/webAudioBusAndSoundSubGraph.js +1 -0
  48. package/AudioV2/webAudio/subNodes/webAudioBusAndSoundSubGraph.js.map +1 -1
  49. package/AudioV2/webAudio/subProperties/spatialWebAudio.js +1 -0
  50. package/AudioV2/webAudio/subProperties/spatialWebAudio.js.map +1 -1
  51. package/AudioV2/webAudio/webAudioBus.d.ts +2 -7
  52. package/AudioV2/webAudio/webAudioBus.js +4 -24
  53. package/AudioV2/webAudio/webAudioBus.js.map +1 -1
  54. package/AudioV2/webAudio/webAudioEngine.js +1 -0
  55. package/AudioV2/webAudio/webAudioEngine.js.map +1 -1
  56. package/AudioV2/webAudio/webAudioSoundSource.d.ts +2 -7
  57. package/AudioV2/webAudio/webAudioSoundSource.js +3 -24
  58. package/AudioV2/webAudio/webAudioSoundSource.js.map +1 -1
  59. package/AudioV2/webAudio/webAudioStaticSound.d.ts +3 -7
  60. package/AudioV2/webAudio/webAudioStaticSound.js +13 -26
  61. package/AudioV2/webAudio/webAudioStaticSound.js.map +1 -1
  62. package/AudioV2/webAudio/webAudioStreamingSound.d.ts +3 -7
  63. package/AudioV2/webAudio/webAudioStreamingSound.js +6 -23
  64. package/AudioV2/webAudio/webAudioStreamingSound.js.map +1 -1
  65. package/Behaviors/Cameras/autoRotationBehavior.d.ts +4 -0
  66. package/Behaviors/Cameras/autoRotationBehavior.js +7 -0
  67. package/Behaviors/Cameras/autoRotationBehavior.js.map +1 -1
  68. package/Behaviors/Cameras/bouncingBehavior.d.ts +5 -0
  69. package/Behaviors/Cameras/bouncingBehavior.js +8 -0
  70. package/Behaviors/Cameras/bouncingBehavior.js.map +1 -1
  71. package/Behaviors/Cameras/framingBehavior.d.ts +4 -0
  72. package/Behaviors/Cameras/framingBehavior.js +7 -0
  73. package/Behaviors/Cameras/framingBehavior.js.map +1 -1
  74. package/Behaviors/Cameras/interpolatingBehavior.d.ts +7 -1
  75. package/Behaviors/Cameras/interpolatingBehavior.js +11 -3
  76. package/Behaviors/Cameras/interpolatingBehavior.js.map +1 -1
  77. package/Behaviors/Meshes/attachToBoxBehavior.d.ts +5 -0
  78. package/Behaviors/Meshes/attachToBoxBehavior.js +8 -1
  79. package/Behaviors/Meshes/attachToBoxBehavior.js.map +1 -1
  80. package/Behaviors/Meshes/baseSixDofDragBehavior.d.ts +5 -2
  81. package/Behaviors/Meshes/baseSixDofDragBehavior.js +8 -0
  82. package/Behaviors/Meshes/baseSixDofDragBehavior.js.map +1 -1
  83. package/Behaviors/Meshes/fadeInOutBehavior.d.ts +5 -0
  84. package/Behaviors/Meshes/fadeInOutBehavior.js +6 -0
  85. package/Behaviors/Meshes/fadeInOutBehavior.js.map +1 -1
  86. package/Behaviors/Meshes/handConstraintBehavior.d.ts +5 -0
  87. package/Behaviors/Meshes/handConstraintBehavior.js +8 -0
  88. package/Behaviors/Meshes/handConstraintBehavior.js.map +1 -1
  89. package/Behaviors/Meshes/multiPointerScaleBehavior.d.ts +5 -0
  90. package/Behaviors/Meshes/multiPointerScaleBehavior.js +8 -0
  91. package/Behaviors/Meshes/multiPointerScaleBehavior.js.map +1 -1
  92. package/Behaviors/Meshes/sixDofDragBehavior.js +1 -1
  93. package/Behaviors/Meshes/sixDofDragBehavior.js.map +1 -1
  94. package/Behaviors/Meshes/surfaceMagnetismBehavior.d.ts +5 -0
  95. package/Behaviors/Meshes/surfaceMagnetismBehavior.js +7 -0
  96. package/Behaviors/Meshes/surfaceMagnetismBehavior.js.map +1 -1
  97. package/Behaviors/behavior.d.ts +4 -0
  98. package/Behaviors/behavior.js.map +1 -1
  99. package/Cameras/geospatialCamera.d.ts +13 -5
  100. package/Cameras/geospatialCamera.js +116 -48
  101. package/Cameras/geospatialCamera.js.map +1 -1
  102. package/Cameras/geospatialCameraMovement.d.ts +6 -2
  103. package/Cameras/geospatialCameraMovement.js +11 -11
  104. package/Cameras/geospatialCameraMovement.js.map +1 -1
  105. package/Engines/WebGPU/Extensions/engine.multiRender.d.ts +2 -1
  106. package/Engines/WebGPU/Extensions/engine.multiRender.js +5 -2
  107. package/Engines/WebGPU/Extensions/engine.multiRender.js.map +1 -1
  108. package/Engines/WebGPU/webgpuTextureHelper.d.ts +1 -0
  109. package/Engines/WebGPU/webgpuTextureHelper.js +11 -0
  110. package/Engines/WebGPU/webgpuTextureHelper.js.map +1 -1
  111. package/Engines/WebGPU/webgpuTextureManager.d.ts +1 -0
  112. package/Engines/WebGPU/webgpuTextureManager.js +100 -9
  113. package/Engines/WebGPU/webgpuTextureManager.js.map +1 -1
  114. package/Engines/abstractEngine.d.ts +2 -2
  115. package/Engines/abstractEngine.js +2 -2
  116. package/Engines/abstractEngine.js.map +1 -1
  117. package/Engines/renderTargetWrapper.js +6 -1
  118. package/Engines/renderTargetWrapper.js.map +1 -1
  119. package/Engines/thinEngine.js +1 -1
  120. package/Engines/thinEngine.js.map +1 -1
  121. package/Engines/webgpuEngine.d.ts +7 -4
  122. package/Engines/webgpuEngine.js +53 -25
  123. package/Engines/webgpuEngine.js.map +1 -1
  124. package/FrameGraph/Node/Blocks/PostProcesses/volumetricLightingBlock.d.ts +74 -0
  125. package/FrameGraph/Node/Blocks/PostProcesses/volumetricLightingBlock.js +179 -0
  126. package/FrameGraph/Node/Blocks/PostProcesses/volumetricLightingBlock.js.map +1 -0
  127. package/FrameGraph/Node/Blocks/index.d.ts +2 -0
  128. package/FrameGraph/Node/Blocks/index.js +2 -0
  129. package/FrameGraph/Node/Blocks/index.js.map +1 -1
  130. package/FrameGraph/Node/Blocks/lightingVolumeBlock.d.ts +46 -0
  131. package/FrameGraph/Node/Blocks/lightingVolumeBlock.js +106 -0
  132. package/FrameGraph/Node/Blocks/lightingVolumeBlock.js.map +1 -0
  133. package/FrameGraph/Node/nodeRenderGraph.d.ts +22 -5
  134. package/FrameGraph/Node/nodeRenderGraph.js +39 -18
  135. package/FrameGraph/Node/nodeRenderGraph.js.map +1 -1
  136. package/FrameGraph/Passes/pass.d.ts +2 -0
  137. package/FrameGraph/Passes/pass.js +2 -0
  138. package/FrameGraph/Passes/pass.js.map +1 -1
  139. package/FrameGraph/Passes/renderPass.d.ts +2 -0
  140. package/FrameGraph/Passes/renderPass.js +4 -0
  141. package/FrameGraph/Passes/renderPass.js.map +1 -1
  142. package/FrameGraph/Tasks/Misc/lightingVolumeTask.d.ts +31 -0
  143. package/FrameGraph/Tasks/Misc/lightingVolumeTask.js +56 -0
  144. package/FrameGraph/Tasks/Misc/lightingVolumeTask.js.map +1 -0
  145. package/FrameGraph/Tasks/PostProcesses/postProcessTask.d.ts +2 -2
  146. package/FrameGraph/Tasks/PostProcesses/postProcessTask.js.map +1 -1
  147. package/FrameGraph/Tasks/PostProcesses/volumetricLightingBlendVolumeTask.d.ts +30 -0
  148. package/FrameGraph/Tasks/PostProcesses/volumetricLightingBlendVolumeTask.js +57 -0
  149. package/FrameGraph/Tasks/PostProcesses/volumetricLightingBlendVolumeTask.js.map +1 -0
  150. package/FrameGraph/Tasks/PostProcesses/volumetricLightingTask.d.ts +91 -0
  151. package/FrameGraph/Tasks/PostProcesses/volumetricLightingTask.js +210 -0
  152. package/FrameGraph/Tasks/PostProcesses/volumetricLightingTask.js.map +1 -0
  153. package/FrameGraph/Tasks/Rendering/objectRendererTask.js +1 -1
  154. package/FrameGraph/Tasks/Rendering/objectRendererTask.js.map +1 -1
  155. package/FrameGraph/Tasks/Texture/clearTextureTask.js +1 -1
  156. package/FrameGraph/Tasks/Texture/clearTextureTask.js.map +1 -1
  157. package/FrameGraph/frameGraph.d.ts +13 -4
  158. package/FrameGraph/frameGraph.js +45 -5
  159. package/FrameGraph/frameGraph.js.map +1 -1
  160. package/FrameGraph/frameGraphRenderContext.d.ts +2 -2
  161. package/FrameGraph/frameGraphRenderContext.js.map +1 -1
  162. package/FrameGraph/frameGraphRenderTarget.d.ts +1 -0
  163. package/FrameGraph/frameGraphRenderTarget.js +3 -0
  164. package/FrameGraph/frameGraphRenderTarget.js.map +1 -1
  165. package/FrameGraph/frameGraphTask.d.ts +6 -0
  166. package/FrameGraph/frameGraphTask.js +17 -2
  167. package/FrameGraph/frameGraphTask.js.map +1 -1
  168. package/FrameGraph/frameGraphTypes.d.ts +2 -0
  169. package/FrameGraph/frameGraphTypes.js.map +1 -1
  170. package/FrameGraph/index.d.ts +2 -0
  171. package/FrameGraph/index.js +2 -0
  172. package/FrameGraph/index.js.map +1 -1
  173. package/Helpers/sceneHelpers.js +1 -1
  174. package/Helpers/sceneHelpers.js.map +1 -1
  175. package/Lights/index.d.ts +1 -0
  176. package/Lights/index.js +1 -0
  177. package/Lights/index.js.map +1 -1
  178. package/Lights/lightingVolume.d.ts +89 -0
  179. package/Lights/lightingVolume.js +435 -0
  180. package/Lights/lightingVolume.js.map +1 -0
  181. package/Materials/GaussianSplatting/gaussianSplattingMaterial.d.ts +7 -0
  182. package/Materials/GaussianSplatting/gaussianSplattingMaterial.js +19 -5
  183. package/Materials/GaussianSplatting/gaussianSplattingMaterial.js.map +1 -1
  184. package/Materials/Node/nodeMaterial.js +8 -2
  185. package/Materials/Node/nodeMaterial.js.map +1 -1
  186. package/Materials/floatingOriginMatrixOverrides.js +6 -5
  187. package/Materials/floatingOriginMatrixOverrides.js.map +1 -1
  188. package/Materials/uniformBuffer.d.ts +1 -0
  189. package/Materials/uniformBuffer.js +8 -1
  190. package/Materials/uniformBuffer.js.map +1 -1
  191. package/Meshes/GaussianSplatting/gaussianSplattingMesh.d.ts +5 -2
  192. package/Meshes/GaussianSplatting/gaussianSplattingMesh.js +138 -45
  193. package/Meshes/GaussianSplatting/gaussianSplattingMesh.js.map +1 -1
  194. package/Meshes/mesh.js +1 -1
  195. package/Meshes/mesh.js.map +1 -1
  196. package/Misc/screenshotTools.js +2 -8
  197. package/Misc/screenshotTools.js.map +1 -1
  198. package/Particles/solidParticle.d.ts +9 -0
  199. package/Particles/solidParticle.js +11 -0
  200. package/Particles/solidParticle.js.map +1 -1
  201. package/Particles/solidParticleSystem.d.ts +28 -0
  202. package/Particles/solidParticleSystem.js +75 -0
  203. package/Particles/solidParticleSystem.js.map +1 -1
  204. package/Physics/v2/characterController.d.ts +42 -2
  205. package/Physics/v2/characterController.js +140 -46
  206. package/Physics/v2/characterController.js.map +1 -1
  207. package/Shaders/volumetricLightingBlendVolume.fragment.d.ts +5 -0
  208. package/Shaders/volumetricLightingBlendVolume.fragment.js +21 -0
  209. package/Shaders/volumetricLightingBlendVolume.fragment.js.map +1 -0
  210. package/Shaders/volumetricLightingRenderVolume.fragment.d.ts +7 -0
  211. package/Shaders/volumetricLightingRenderVolume.fragment.js +25 -0
  212. package/Shaders/volumetricLightingRenderVolume.fragment.js.map +1 -0
  213. package/Shaders/volumetricLightingRenderVolume.vertex.d.ts +9 -0
  214. package/Shaders/volumetricLightingRenderVolume.vertex.js +18 -0
  215. package/Shaders/volumetricLightingRenderVolume.vertex.js.map +1 -0
  216. package/ShadersWGSL/gaussianSplattingDepth.fragment.d.ts +0 -1
  217. package/ShadersWGSL/gaussianSplattingDepth.fragment.js +0 -2
  218. package/ShadersWGSL/gaussianSplattingDepth.fragment.js.map +1 -1
  219. package/ShadersWGSL/lightingVolume.compute.d.ts +5 -0
  220. package/ShadersWGSL/lightingVolume.compute.js +27 -0
  221. package/ShadersWGSL/lightingVolume.compute.js.map +1 -0
  222. package/ShadersWGSL/volumetricLightingBlendVolume.fragment.d.ts +5 -0
  223. package/ShadersWGSL/volumetricLightingBlendVolume.fragment.js +22 -0
  224. package/ShadersWGSL/volumetricLightingBlendVolume.fragment.js.map +1 -0
  225. package/ShadersWGSL/volumetricLightingRenderVolume.fragment.d.ts +7 -0
  226. package/ShadersWGSL/volumetricLightingRenderVolume.fragment.js +27 -0
  227. package/ShadersWGSL/volumetricLightingRenderVolume.fragment.js.map +1 -0
  228. package/ShadersWGSL/volumetricLightingRenderVolume.vertex.d.ts +7 -0
  229. package/ShadersWGSL/volumetricLightingRenderVolume.vertex.js +17 -0
  230. package/ShadersWGSL/volumetricLightingRenderVolume.vertex.js.map +1 -0
  231. package/States/IStencilState.d.ts +48 -2
  232. package/States/IStencilState.js.map +1 -1
  233. package/package.json +1 -1
  234. package/scene.js +6 -4
  235. package/scene.js.map +1 -1
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type {\r\n FrameGraph,\r\n FrameGraphTextureHandle,\r\n Scene,\r\n Camera,\r\n FrameGraphObjectList,\r\n FrameGraphRenderContext,\r\n ObjectRendererOptions,\r\n Light,\r\n Nullable,\r\n Observer,\r\n FrameGraphShadowGeneratorTask,\r\n FrameGraphRenderPass,\r\n AbstractEngine,\r\n BoundingBoxRenderer,\r\n ShadowLight,\r\n} from \"core/index\";\r\nimport { backbufferColorTextureHandle, backbufferDepthStencilTextureHandle } from \"../../frameGraphTypes\";\r\nimport { FrameGraphTask } from \"../../frameGraphTask\";\r\nimport { ObjectRenderer } from \"../../../Rendering/objectRenderer\";\r\nimport { FrameGraphCascadedShadowGeneratorTask } from \"./csmShadowGeneratorTask\";\r\nimport { Constants } from \"../../../Engines/constants\";\r\n\r\n/**\r\n * Task used to render objects to a texture.\r\n */\r\nexport class FrameGraphObjectRendererTask extends FrameGraphTask {\r\n /**\r\n * The target texture where the objects will be rendered.\r\n */\r\n public targetTexture: FrameGraphTextureHandle | FrameGraphTextureHandle[];\r\n\r\n /**\r\n * The depth attachment texture where the objects will be rendered (optional).\r\n */\r\n public depthTexture?: FrameGraphTextureHandle;\r\n\r\n /**\r\n * The shadow generators used to render the objects (optional).\r\n */\r\n public shadowGenerators?: FrameGraphShadowGeneratorTask[] = [];\r\n\r\n private _camera: Camera;\r\n\r\n /**\r\n * Gets or sets the camera used to render the objects.\r\n */\r\n public get camera() {\r\n return this._camera;\r\n }\r\n\r\n public set camera(camera: Camera) {\r\n this._camera = camera;\r\n this._renderer.activeCamera = this.camera;\r\n }\r\n\r\n /**\r\n * The list of objects to render.\r\n */\r\n public objectList: FrameGraphObjectList;\r\n\r\n /**\r\n * If depth testing should be enabled (default is true).\r\n */\r\n public depthTest = true;\r\n\r\n /**\r\n * If depth writing should be enabled (default is true).\r\n */\r\n public depthWrite = true;\r\n\r\n /**\r\n * If shadows should be disabled (default is false).\r\n */\r\n public disableShadows = false;\r\n\r\n private _disableImageProcessing = false;\r\n /**\r\n * If image processing should be disabled (default is false).\r\n * false means that the default image processing configuration will be applied (the one from the scene)\r\n */\r\n public get disableImageProcessing() {\r\n return this._disableImageProcessing;\r\n }\r\n\r\n public set disableImageProcessing(value: boolean) {\r\n if (value === this._disableImageProcessing) {\r\n return;\r\n }\r\n\r\n this._disableImageProcessing = value;\r\n this._renderer.disableImageProcessing = value;\r\n }\r\n\r\n /**\r\n * Sets this property to true if this task is the main object renderer of the frame graph.\r\n * It will help to locate the main object renderer in the frame graph when multiple object renderers are used.\r\n * This is useful for the inspector to know which object renderer to use for additional rendering features like wireframe rendering or frustum light debugging.\r\n * It is also used to determine the main camera used by the frame graph: this is the camera used by the main object renderer.\r\n */\r\n public isMainObjectRenderer = false;\r\n\r\n private _renderParticles = true;\r\n /**\r\n * Defines if particles should be rendered (default is true).\r\n */\r\n public get renderParticles() {\r\n return this._renderParticles;\r\n }\r\n\r\n public set renderParticles(value: boolean) {\r\n if (value === this._renderParticles) {\r\n return;\r\n }\r\n\r\n this._renderParticles = value;\r\n this._renderer.renderParticles = value;\r\n }\r\n\r\n private _renderSprites = true;\r\n /**\r\n * Defines if sprites should be rendered (default is true).\r\n */\r\n public get renderSprites() {\r\n return this._renderSprites;\r\n }\r\n\r\n public set renderSprites(value: boolean) {\r\n if (value === this._renderSprites) {\r\n return;\r\n }\r\n\r\n this._renderSprites = value;\r\n this._renderer.renderSprites = value;\r\n }\r\n\r\n private _forceLayerMaskCheck = true;\r\n /**\r\n * Forces checking the layerMask property even if a custom list of meshes is provided (ie. if renderList is not undefined). Default is true.\r\n */\r\n public get forceLayerMaskCheck() {\r\n return this._forceLayerMaskCheck;\r\n }\r\n\r\n public set forceLayerMaskCheck(value: boolean) {\r\n if (value === this._forceLayerMaskCheck) {\r\n return;\r\n }\r\n\r\n this._forceLayerMaskCheck = value;\r\n this._renderer.forceLayerMaskCheck = value;\r\n }\r\n\r\n private _enableBoundingBoxRendering = true;\r\n /**\r\n * Enables the rendering of bounding boxes for meshes (still subject to Mesh.showBoundingBox or scene.forceShowBoundingBoxes). Default is true.\r\n */\r\n public get enableBoundingBoxRendering() {\r\n return this._enableBoundingBoxRendering;\r\n }\r\n\r\n public set enableBoundingBoxRendering(value: boolean) {\r\n if (value === this._enableBoundingBoxRendering) {\r\n return;\r\n }\r\n\r\n this._enableBoundingBoxRendering = value;\r\n this._renderer.enableBoundingBoxRendering = value;\r\n }\r\n\r\n private _enableOutlineRendering = true;\r\n /**\r\n * Enables the rendering of outlines/overlays for meshes (still subject to Mesh.renderOutline/Mesh.renderOverlay). Default is true.\r\n */\r\n public get enableOutlineRendering() {\r\n return this._enableOutlineRendering;\r\n }\r\n\r\n public set enableOutlineRendering(value: boolean) {\r\n if (value === this._enableOutlineRendering) {\r\n return;\r\n }\r\n\r\n this._enableOutlineRendering = value;\r\n this._renderer.enableOutlineRendering = value;\r\n }\r\n\r\n /**\r\n * If true, targetTexture will be resolved at the end of the render pass, if this/these texture(s) is/are MSAA (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 is MSAA (default: false).\r\n */\r\n public resolveMSAADepth = false;\r\n\r\n /**\r\n * The output texture.\r\n * This texture will point to the same texture than the targetTexture property.\r\n * Note, however, that the handle itself will be different!\r\n */\r\n public readonly outputTexture: FrameGraphTextureHandle;\r\n\r\n /**\r\n * The output depth attachment texture.\r\n * This texture will point to the same texture than the depthTexture property if it is set.\r\n * Note, however, that the handle itself will be different!\r\n */\r\n public readonly outputDepthTexture: FrameGraphTextureHandle;\r\n\r\n /**\r\n * The object renderer used to render the objects.\r\n */\r\n public get objectRenderer() {\r\n return this._renderer;\r\n }\r\n\r\n public override get name() {\r\n return this._name;\r\n }\r\n\r\n public override set name(value: string) {\r\n this._name = value;\r\n if (this._renderer) {\r\n this._renderer.name = value;\r\n }\r\n }\r\n\r\n protected readonly _engine: AbstractEngine;\r\n protected readonly _scene: Scene;\r\n protected readonly _renderer: ObjectRenderer;\r\n protected _textureWidth: number;\r\n protected _textureHeight: number;\r\n protected _onBeforeRenderObservable: Nullable<Observer<number>> = null;\r\n protected _onAfterRenderObservable: Nullable<Observer<number>> = null;\r\n protected _externalObjectRenderer = false;\r\n\r\n /**\r\n * Constructs a new object renderer task.\r\n * @param name The name of the task.\r\n * @param frameGraph The frame graph the task belongs to.\r\n * @param scene The scene the frame graph is associated with.\r\n * @param options The options of the object renderer.\r\n * @param existingObjectRenderer An existing object renderer to use (optional). If provided, the options parameter will be ignored.\r\n */\r\n constructor(name: string, frameGraph: FrameGraph, scene: Scene, options?: ObjectRendererOptions, existingObjectRenderer?: ObjectRenderer) {\r\n super(name, frameGraph);\r\n\r\n this._scene = scene;\r\n this._engine = scene.getEngine();\r\n this._externalObjectRenderer = !!existingObjectRenderer;\r\n this._renderer = existingObjectRenderer ?? new ObjectRenderer(name, scene, options);\r\n this.name = name;\r\n\r\n this._renderer.disableImageProcessing = this._disableImageProcessing;\r\n this._renderer.renderParticles = this._renderParticles;\r\n this._renderer.renderSprites = this._renderSprites;\r\n this._renderer.enableBoundingBoxRendering = this._enableBoundingBoxRendering;\r\n this._renderer.forceLayerMaskCheck = this._forceLayerMaskCheck;\r\n\r\n if (!this._externalObjectRenderer) {\r\n this._renderer.onBeforeRenderingManagerRenderObservable.add(() => {\r\n if (!this._renderer.options.doNotChangeAspectRatio) {\r\n scene.updateTransformMatrix(true);\r\n }\r\n });\r\n }\r\n\r\n this.outputTexture = this._frameGraph.textureManager.createDanglingHandle();\r\n this.outputDepthTexture = this._frameGraph.textureManager.createDanglingHandle();\r\n }\r\n\r\n public override isReady() {\r\n return this._renderer.isReadyForRendering(this._textureWidth, this._textureHeight);\r\n }\r\n\r\n public record(skipCreationOfDisabledPasses = false, additionalExecute?: (context: FrameGraphRenderContext) => void): FrameGraphRenderPass {\r\n if (this.targetTexture === undefined || this.objectList === undefined) {\r\n throw new Error(`FrameGraphObjectRendererTask ${this.name}: targetTexture and objectList are required`);\r\n }\r\n\r\n // Make sure the renderList / particleSystemList are set when FrameGraphObjectRendererTask.isReady() is called!\r\n this._renderer.renderList = this.objectList.meshes;\r\n this._renderer.particleSystemList = this.objectList.particleSystems;\r\n\r\n const targetTextures = Array.isArray(this.targetTexture) ? this.targetTexture : [this.targetTexture];\r\n\r\n const outputTextureDescription = this._frameGraph.textureManager.getTextureDescription(targetTextures[0]);\r\n\r\n let depthEnabled = false;\r\n\r\n if (this.depthTexture !== undefined) {\r\n if (this.depthTexture === backbufferDepthStencilTextureHandle && (targetTextures[0] !== backbufferColorTextureHandle || targetTextures.length > 1)) {\r\n throw new Error(\r\n `FrameGraphObjectRendererTask ${this.name}: the back buffer color texture is the only color texture allowed when the depth is the back buffer depth/stencil`\r\n );\r\n }\r\n if (this.depthTexture !== backbufferDepthStencilTextureHandle && targetTextures[0] === backbufferColorTextureHandle) {\r\n throw new Error(\r\n `FrameGraphObjectRendererTask ${this.name}: the back buffer depth/stencil texture is the only depth texture allowed when the target is the back buffer color`\r\n );\r\n }\r\n\r\n const depthTextureDescription = this._frameGraph.textureManager.getTextureDescription(this.depthTexture);\r\n if (depthTextureDescription.options.samples !== outputTextureDescription.options.samples) {\r\n throw new Error(`FrameGraphObjectRendererTask ${this.name}: the depth texture and the output texture must have the same number of samples`);\r\n }\r\n\r\n depthEnabled = true;\r\n }\r\n\r\n this._frameGraph.textureManager.resolveDanglingHandle(this.outputTexture, targetTextures[0]);\r\n if (this.depthTexture !== undefined) {\r\n this._frameGraph.textureManager.resolveDanglingHandle(this.outputDepthTexture, this.depthTexture);\r\n }\r\n\r\n this._textureWidth = outputTextureDescription.size.width;\r\n this._textureHeight = outputTextureDescription.size.height;\r\n\r\n this._setLightsForShadow();\r\n\r\n const pass = this._frameGraph.addRenderPass(this.name);\r\n\r\n pass.setRenderTarget(targetTextures);\r\n pass.setRenderTargetDepth(this.depthTexture);\r\n pass.setExecuteFunc((context) => {\r\n this._renderer.renderList = this.objectList.meshes;\r\n this._renderer.particleSystemList = this.objectList.particleSystems;\r\n\r\n const renderTargetWrapper = pass.frameGraphRenderTarget!.renderTargetWrapper;\r\n if (renderTargetWrapper) {\r\n renderTargetWrapper.resolveMSAAColors = this.resolveMSAAColors;\r\n renderTargetWrapper.resolveMSAADepth = this.resolveMSAADepth;\r\n }\r\n\r\n // The cast to \"any\" is to avoid an error in ES6 in case you don't import boundingBoxRenderer\r\n const boundingBoxRenderer = (this as any).getBoundingBoxRenderer?.() as Nullable<BoundingBoxRenderer>;\r\n\r\n const currentBoundingBoxMeshList = boundingBoxRenderer && boundingBoxRenderer.renderList.length > 0 ? boundingBoxRenderer.renderList.data.slice() : [];\r\n if (boundingBoxRenderer) {\r\n currentBoundingBoxMeshList.length = boundingBoxRenderer.renderList.length;\r\n }\r\n\r\n context.setDepthStates(this.depthTest && depthEnabled, this.depthWrite && depthEnabled);\r\n\r\n const camera = this._renderer.activeCamera;\r\n if (camera && camera.cameraRigMode !== Constants.RIG_MODE_NONE && !camera._renderingMultiview) {\r\n for (let index = 0; index < camera._rigCameras.length; index++) {\r\n const rigCamera = camera._rigCameras[index];\r\n\r\n rigCamera.rigParent = undefined; // for some reasons, ObjectRenderer uses the rigParent viewport if rigParent is defined (we want to use rigCamera.viewport instead)\r\n\r\n this._renderer.activeCamera = rigCamera;\r\n\r\n context.render(this._renderer, this._textureWidth, this._textureHeight);\r\n\r\n rigCamera.rigParent = camera;\r\n }\r\n this._renderer.activeCamera = camera;\r\n } else {\r\n context.render(this._renderer, this._textureWidth, this._textureHeight);\r\n }\r\n\r\n additionalExecute?.(context);\r\n\r\n if (boundingBoxRenderer) {\r\n boundingBoxRenderer.renderList.data = currentBoundingBoxMeshList;\r\n boundingBoxRenderer.renderList.length = currentBoundingBoxMeshList.length;\r\n }\r\n });\r\n\r\n if (!skipCreationOfDisabledPasses) {\r\n const passDisabled = this._frameGraph.addRenderPass(this.name + \"_disabled\", true);\r\n\r\n passDisabled.setRenderTarget(targetTextures);\r\n passDisabled.setRenderTargetDepth(this.depthTexture);\r\n passDisabled.setExecuteFunc((_context) => {});\r\n }\r\n\r\n return pass;\r\n }\r\n\r\n public override dispose(): void {\r\n this._renderer.onBeforeRenderObservable.remove(this._onBeforeRenderObservable);\r\n this._renderer.onAfterRenderObservable.remove(this._onAfterRenderObservable);\r\n if (!this._externalObjectRenderer) {\r\n this._renderer.dispose();\r\n }\r\n super.dispose();\r\n }\r\n\r\n protected _setLightsForShadow() {\r\n const lightsForShadow: Set<Light> = new Set();\r\n const shadowEnabled: Map<Light, boolean> = new Map();\r\n\r\n if (this.shadowGenerators) {\r\n for (const shadowGeneratorTask of this.shadowGenerators) {\r\n const shadowGenerator = shadowGeneratorTask.shadowGenerator;\r\n const light = shadowGenerator.getLight();\r\n if (light.isEnabled() && light.shadowEnabled) {\r\n lightsForShadow.add(light);\r\n if (FrameGraphCascadedShadowGeneratorTask.IsCascadedShadowGenerator(shadowGeneratorTask)) {\r\n light._shadowGenerators!.set(shadowGeneratorTask.camera, shadowGenerator);\r\n } else {\r\n light._shadowGenerators!.set(null, shadowGenerator);\r\n }\r\n }\r\n }\r\n }\r\n\r\n this._renderer.onBeforeRenderObservable.remove(this._onBeforeRenderObservable);\r\n this._onBeforeRenderObservable = this._renderer.onBeforeRenderObservable.add(() => {\r\n for (let i = 0; i < this._scene.lights.length; i++) {\r\n const light = this._scene.lights[i];\r\n if (!(light as ShadowLight).setShadowProjectionMatrix) {\r\n continue; // Ignore lights that cannot cast shadows\r\n }\r\n shadowEnabled.set(light, light.shadowEnabled);\r\n light.shadowEnabled = !this.disableShadows && lightsForShadow.has(light);\r\n }\r\n });\r\n\r\n this._renderer.onAfterRenderObservable.remove(this._onAfterRenderObservable);\r\n this._onAfterRenderObservable = this._renderer.onAfterRenderObservable.add(() => {\r\n for (let i = 0; i < this._scene.lights.length; i++) {\r\n const light = this._scene.lights[i];\r\n if (!(light as ShadowLight).setShadowProjectionMatrix) {\r\n continue; // Ignore lights that cannot cast shadows\r\n }\r\n light.shadowEnabled = shadowEnabled.get(light)!;\r\n }\r\n });\r\n }\r\n}\r\n"]}
1
+ 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type {\r\n FrameGraph,\r\n FrameGraphTextureHandle,\r\n Scene,\r\n Camera,\r\n FrameGraphObjectList,\r\n FrameGraphRenderContext,\r\n ObjectRendererOptions,\r\n Light,\r\n Nullable,\r\n Observer,\r\n FrameGraphShadowGeneratorTask,\r\n FrameGraphRenderPass,\r\n AbstractEngine,\r\n BoundingBoxRenderer,\r\n ShadowLight,\r\n} from \"core/index\";\r\nimport { backbufferColorTextureHandle, backbufferDepthStencilTextureHandle } from \"../../frameGraphTypes\";\r\nimport { FrameGraphTask } from \"../../frameGraphTask\";\r\nimport { ObjectRenderer } from \"../../../Rendering/objectRenderer\";\r\nimport { FrameGraphCascadedShadowGeneratorTask } from \"./csmShadowGeneratorTask\";\r\nimport { Constants } from \"../../../Engines/constants\";\r\n\r\n/**\r\n * Task used to render objects to a texture.\r\n */\r\nexport class FrameGraphObjectRendererTask extends FrameGraphTask {\r\n /**\r\n * The target texture where the objects will be rendered.\r\n */\r\n public targetTexture: FrameGraphTextureHandle | FrameGraphTextureHandle[];\r\n\r\n /**\r\n * The depth attachment texture where the objects will be rendered (optional).\r\n */\r\n public depthTexture?: FrameGraphTextureHandle;\r\n\r\n /**\r\n * The shadow generators used to render the objects (optional).\r\n */\r\n public shadowGenerators?: FrameGraphShadowGeneratorTask[] = [];\r\n\r\n private _camera: Camera;\r\n\r\n /**\r\n * Gets or sets the camera used to render the objects.\r\n */\r\n public get camera() {\r\n return this._camera;\r\n }\r\n\r\n public set camera(camera: Camera) {\r\n this._camera = camera;\r\n this._renderer.activeCamera = this.camera;\r\n }\r\n\r\n /**\r\n * The list of objects to render.\r\n */\r\n public objectList: FrameGraphObjectList;\r\n\r\n /**\r\n * If depth testing should be enabled (default is true).\r\n */\r\n public depthTest = true;\r\n\r\n /**\r\n * If depth writing should be enabled (default is true).\r\n */\r\n public depthWrite = true;\r\n\r\n /**\r\n * If shadows should be disabled (default is false).\r\n */\r\n public disableShadows = false;\r\n\r\n private _disableImageProcessing = false;\r\n /**\r\n * If image processing should be disabled (default is false).\r\n * false means that the default image processing configuration will be applied (the one from the scene)\r\n */\r\n public get disableImageProcessing() {\r\n return this._disableImageProcessing;\r\n }\r\n\r\n public set disableImageProcessing(value: boolean) {\r\n if (value === this._disableImageProcessing) {\r\n return;\r\n }\r\n\r\n this._disableImageProcessing = value;\r\n this._renderer.disableImageProcessing = value;\r\n }\r\n\r\n /**\r\n * Sets this property to true if this task is the main object renderer of the frame graph.\r\n * It will help to locate the main object renderer in the frame graph when multiple object renderers are used.\r\n * This is useful for the inspector to know which object renderer to use for additional rendering features like wireframe rendering or frustum light debugging.\r\n * It is also used to determine the main camera used by the frame graph: this is the camera used by the main object renderer.\r\n */\r\n public isMainObjectRenderer = false;\r\n\r\n private _renderParticles = true;\r\n /**\r\n * Defines if particles should be rendered (default is true).\r\n */\r\n public get renderParticles() {\r\n return this._renderParticles;\r\n }\r\n\r\n public set renderParticles(value: boolean) {\r\n if (value === this._renderParticles) {\r\n return;\r\n }\r\n\r\n this._renderParticles = value;\r\n this._renderer.renderParticles = value;\r\n }\r\n\r\n private _renderSprites = true;\r\n /**\r\n * Defines if sprites should be rendered (default is true).\r\n */\r\n public get renderSprites() {\r\n return this._renderSprites;\r\n }\r\n\r\n public set renderSprites(value: boolean) {\r\n if (value === this._renderSprites) {\r\n return;\r\n }\r\n\r\n this._renderSprites = value;\r\n this._renderer.renderSprites = value;\r\n }\r\n\r\n private _forceLayerMaskCheck = true;\r\n /**\r\n * Forces checking the layerMask property even if a custom list of meshes is provided (ie. if renderList is not undefined). Default is true.\r\n */\r\n public get forceLayerMaskCheck() {\r\n return this._forceLayerMaskCheck;\r\n }\r\n\r\n public set forceLayerMaskCheck(value: boolean) {\r\n if (value === this._forceLayerMaskCheck) {\r\n return;\r\n }\r\n\r\n this._forceLayerMaskCheck = value;\r\n this._renderer.forceLayerMaskCheck = value;\r\n }\r\n\r\n private _enableBoundingBoxRendering = true;\r\n /**\r\n * Enables the rendering of bounding boxes for meshes (still subject to Mesh.showBoundingBox or scene.forceShowBoundingBoxes). Default is true.\r\n */\r\n public get enableBoundingBoxRendering() {\r\n return this._enableBoundingBoxRendering;\r\n }\r\n\r\n public set enableBoundingBoxRendering(value: boolean) {\r\n if (value === this._enableBoundingBoxRendering) {\r\n return;\r\n }\r\n\r\n this._enableBoundingBoxRendering = value;\r\n this._renderer.enableBoundingBoxRendering = value;\r\n }\r\n\r\n private _enableOutlineRendering = true;\r\n /**\r\n * Enables the rendering of outlines/overlays for meshes (still subject to Mesh.renderOutline/Mesh.renderOverlay). Default is true.\r\n */\r\n public get enableOutlineRendering() {\r\n return this._enableOutlineRendering;\r\n }\r\n\r\n public set enableOutlineRendering(value: boolean) {\r\n if (value === this._enableOutlineRendering) {\r\n return;\r\n }\r\n\r\n this._enableOutlineRendering = value;\r\n this._renderer.enableOutlineRendering = value;\r\n }\r\n\r\n /**\r\n * If true, targetTexture will be resolved at the end of the render pass, if this/these texture(s) is/are MSAA (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 is MSAA (default: false).\r\n */\r\n public resolveMSAADepth = false;\r\n\r\n /**\r\n * The output texture.\r\n * This texture will point to the same texture than the targetTexture property.\r\n * Note, however, that the handle itself will be different!\r\n */\r\n public readonly outputTexture: FrameGraphTextureHandle;\r\n\r\n /**\r\n * The output depth attachment texture.\r\n * This texture will point to the same texture than the depthTexture property if it is set.\r\n * Note, however, that the handle itself will be different!\r\n */\r\n public readonly outputDepthTexture: FrameGraphTextureHandle;\r\n\r\n /**\r\n * The object renderer used to render the objects.\r\n */\r\n public get objectRenderer() {\r\n return this._renderer;\r\n }\r\n\r\n public override get name() {\r\n return this._name;\r\n }\r\n\r\n public override set name(value: string) {\r\n this._name = value;\r\n if (this._renderer) {\r\n this._renderer.name = value;\r\n }\r\n }\r\n\r\n protected readonly _engine: AbstractEngine;\r\n protected readonly _scene: Scene;\r\n protected readonly _renderer: ObjectRenderer;\r\n protected _textureWidth: number;\r\n protected _textureHeight: number;\r\n protected _onBeforeRenderObservable: Nullable<Observer<number>> = null;\r\n protected _onAfterRenderObservable: Nullable<Observer<number>> = null;\r\n protected _externalObjectRenderer = false;\r\n\r\n /**\r\n * Constructs a new object renderer task.\r\n * @param name The name of the task.\r\n * @param frameGraph The frame graph the task belongs to.\r\n * @param scene The scene the frame graph is associated with.\r\n * @param options The options of the object renderer.\r\n * @param existingObjectRenderer An existing object renderer to use (optional). If provided, the options parameter will be ignored.\r\n */\r\n constructor(name: string, frameGraph: FrameGraph, scene: Scene, options?: ObjectRendererOptions, existingObjectRenderer?: ObjectRenderer) {\r\n super(name, frameGraph);\r\n\r\n this._scene = scene;\r\n this._engine = scene.getEngine();\r\n this._externalObjectRenderer = !!existingObjectRenderer;\r\n this._renderer = existingObjectRenderer ?? new ObjectRenderer(name, scene, options);\r\n this.name = name;\r\n\r\n this._renderer.disableImageProcessing = this._disableImageProcessing;\r\n this._renderer.renderParticles = this._renderParticles;\r\n this._renderer.renderSprites = this._renderSprites;\r\n this._renderer.enableBoundingBoxRendering = this._enableBoundingBoxRendering;\r\n this._renderer.forceLayerMaskCheck = this._forceLayerMaskCheck;\r\n\r\n if (!this._externalObjectRenderer) {\r\n this._renderer.onBeforeRenderingManagerRenderObservable.add(() => {\r\n if (!this._renderer.options.doNotChangeAspectRatio) {\r\n scene.updateTransformMatrix(true);\r\n }\r\n });\r\n }\r\n\r\n this.outputTexture = this._frameGraph.textureManager.createDanglingHandle();\r\n this.outputDepthTexture = this._frameGraph.textureManager.createDanglingHandle();\r\n }\r\n\r\n public override isReady() {\r\n return this._renderer.isReadyForRendering(this._textureWidth, this._textureHeight);\r\n }\r\n\r\n public record(skipCreationOfDisabledPasses = false, additionalExecute?: (context: FrameGraphRenderContext) => void): FrameGraphRenderPass {\r\n if (this.targetTexture === undefined || this.objectList === undefined) {\r\n throw new Error(`FrameGraphObjectRendererTask ${this.name}: targetTexture and objectList are required`);\r\n }\r\n\r\n // Make sure the renderList / particleSystemList are set when FrameGraphObjectRendererTask.isReady() is called!\r\n this._renderer.renderList = this.objectList.meshes;\r\n this._renderer.particleSystemList = this.objectList.particleSystems;\r\n\r\n const targetTextures = Array.isArray(this.targetTexture) ? this.targetTexture : [this.targetTexture];\r\n\r\n const outputTextureDescription = this._frameGraph.textureManager.getTextureDescription(targetTextures[0]);\r\n\r\n let depthEnabled = false;\r\n\r\n if (this.depthTexture !== undefined) {\r\n if (this.depthTexture === backbufferDepthStencilTextureHandle && (targetTextures[0] !== backbufferColorTextureHandle || targetTextures.length > 1)) {\r\n throw new Error(\r\n `FrameGraphObjectRendererTask ${this.name}: the back buffer color texture is the only color texture allowed when the depth is the back buffer depth/stencil`\r\n );\r\n }\r\n if (this.depthTexture !== backbufferDepthStencilTextureHandle && targetTextures[0] === backbufferColorTextureHandle) {\r\n throw new Error(\r\n `FrameGraphObjectRendererTask ${this.name}: the back buffer depth/stencil texture is the only depth texture allowed when the target is the back buffer color`\r\n );\r\n }\r\n\r\n const depthTextureDescription = this._frameGraph.textureManager.getTextureDescription(this.depthTexture);\r\n if (depthTextureDescription.options.samples !== outputTextureDescription.options.samples) {\r\n throw new Error(\r\n `FrameGraphObjectRendererTask ${this.name}: the depth texture \"${depthTextureDescription.options.labels?.[0] ?? \"noname\"}\" (${depthTextureDescription.options.samples} samples) and the output texture \"${outputTextureDescription.options.labels?.[0] ?? \"noname\"}\" (${outputTextureDescription.options.samples} samples) must have the same number of samples`\r\n );\r\n }\r\n\r\n depthEnabled = true;\r\n }\r\n\r\n this._frameGraph.textureManager.resolveDanglingHandle(this.outputTexture, targetTextures[0]);\r\n if (this.depthTexture !== undefined) {\r\n this._frameGraph.textureManager.resolveDanglingHandle(this.outputDepthTexture, this.depthTexture);\r\n }\r\n\r\n this._textureWidth = outputTextureDescription.size.width;\r\n this._textureHeight = outputTextureDescription.size.height;\r\n\r\n this._setLightsForShadow();\r\n\r\n const pass = this._frameGraph.addRenderPass(this.name);\r\n\r\n pass.setRenderTarget(targetTextures);\r\n pass.setRenderTargetDepth(this.depthTexture);\r\n pass.setExecuteFunc((context) => {\r\n this._renderer.renderList = this.objectList.meshes;\r\n this._renderer.particleSystemList = this.objectList.particleSystems;\r\n\r\n const renderTargetWrapper = pass.frameGraphRenderTarget!.renderTargetWrapper;\r\n if (renderTargetWrapper) {\r\n renderTargetWrapper.resolveMSAAColors = this.resolveMSAAColors;\r\n renderTargetWrapper.resolveMSAADepth = this.resolveMSAADepth;\r\n }\r\n\r\n // The cast to \"any\" is to avoid an error in ES6 in case you don't import boundingBoxRenderer\r\n const boundingBoxRenderer = (this as any).getBoundingBoxRenderer?.() as Nullable<BoundingBoxRenderer>;\r\n\r\n const currentBoundingBoxMeshList = boundingBoxRenderer && boundingBoxRenderer.renderList.length > 0 ? boundingBoxRenderer.renderList.data.slice() : [];\r\n if (boundingBoxRenderer) {\r\n currentBoundingBoxMeshList.length = boundingBoxRenderer.renderList.length;\r\n }\r\n\r\n context.setDepthStates(this.depthTest && depthEnabled, this.depthWrite && depthEnabled);\r\n\r\n const camera = this._renderer.activeCamera;\r\n if (camera && camera.cameraRigMode !== Constants.RIG_MODE_NONE && !camera._renderingMultiview) {\r\n for (let index = 0; index < camera._rigCameras.length; index++) {\r\n const rigCamera = camera._rigCameras[index];\r\n\r\n rigCamera.rigParent = undefined; // for some reasons, ObjectRenderer uses the rigParent viewport if rigParent is defined (we want to use rigCamera.viewport instead)\r\n\r\n this._renderer.activeCamera = rigCamera;\r\n\r\n context.render(this._renderer, this._textureWidth, this._textureHeight);\r\n\r\n rigCamera.rigParent = camera;\r\n }\r\n this._renderer.activeCamera = camera;\r\n } else {\r\n context.render(this._renderer, this._textureWidth, this._textureHeight);\r\n }\r\n\r\n additionalExecute?.(context);\r\n\r\n if (boundingBoxRenderer) {\r\n boundingBoxRenderer.renderList.data = currentBoundingBoxMeshList;\r\n boundingBoxRenderer.renderList.length = currentBoundingBoxMeshList.length;\r\n }\r\n });\r\n\r\n if (!skipCreationOfDisabledPasses) {\r\n const passDisabled = this._frameGraph.addRenderPass(this.name + \"_disabled\", true);\r\n\r\n passDisabled.setRenderTarget(targetTextures);\r\n passDisabled.setRenderTargetDepth(this.depthTexture);\r\n passDisabled.setExecuteFunc((_context) => {});\r\n }\r\n\r\n return pass;\r\n }\r\n\r\n public override dispose(): void {\r\n this._renderer.onBeforeRenderObservable.remove(this._onBeforeRenderObservable);\r\n this._renderer.onAfterRenderObservable.remove(this._onAfterRenderObservable);\r\n if (!this._externalObjectRenderer) {\r\n this._renderer.dispose();\r\n }\r\n super.dispose();\r\n }\r\n\r\n protected _setLightsForShadow() {\r\n const lightsForShadow: Set<Light> = new Set();\r\n const shadowEnabled: Map<Light, boolean> = new Map();\r\n\r\n if (this.shadowGenerators) {\r\n for (const shadowGeneratorTask of this.shadowGenerators) {\r\n const shadowGenerator = shadowGeneratorTask.shadowGenerator;\r\n const light = shadowGenerator.getLight();\r\n if (light.isEnabled() && light.shadowEnabled) {\r\n lightsForShadow.add(light);\r\n if (FrameGraphCascadedShadowGeneratorTask.IsCascadedShadowGenerator(shadowGeneratorTask)) {\r\n light._shadowGenerators!.set(shadowGeneratorTask.camera, shadowGenerator);\r\n } else {\r\n light._shadowGenerators!.set(null, shadowGenerator);\r\n }\r\n }\r\n }\r\n }\r\n\r\n this._renderer.onBeforeRenderObservable.remove(this._onBeforeRenderObservable);\r\n this._onBeforeRenderObservable = this._renderer.onBeforeRenderObservable.add(() => {\r\n for (let i = 0; i < this._scene.lights.length; i++) {\r\n const light = this._scene.lights[i];\r\n if (!(light as ShadowLight).setShadowProjectionMatrix) {\r\n continue; // Ignore lights that cannot cast shadows\r\n }\r\n shadowEnabled.set(light, light.shadowEnabled);\r\n light.shadowEnabled = !this.disableShadows && lightsForShadow.has(light);\r\n }\r\n });\r\n\r\n this._renderer.onAfterRenderObservable.remove(this._onAfterRenderObservable);\r\n this._onAfterRenderObservable = this._renderer.onAfterRenderObservable.add(() => {\r\n for (let i = 0; i < this._scene.lights.length; i++) {\r\n const light = this._scene.lights[i];\r\n if (!(light as ShadowLight).setShadowProjectionMatrix) {\r\n continue; // Ignore lights that cannot cast shadows\r\n }\r\n light.shadowEnabled = shadowEnabled.get(light)!;\r\n }\r\n });\r\n }\r\n}\r\n"]}
@@ -55,7 +55,7 @@ export class FrameGraphClearTextureTask extends FrameGraphTask {
55
55
  this._frameGraph.textureManager.resolveDanglingHandle(this.outputDepthTexture, this.depthTexture);
56
56
  }
57
57
  if (textureSamples !== depthSamples && textureSamples !== 0 && depthSamples !== 0) {
58
- throw new Error(`FrameGraphClearTextureTask ${this.name}: the depth texture and the target texture must have the same number of samples.`);
58
+ throw new Error(`FrameGraphClearTextureTask ${this.name}: the depth texture (${depthSamples} samples) and the target texture (${textureSamples} samples) must have the same number of samples.`);
59
59
  }
60
60
  const attachments = this._frameGraph.engine.buildTextureLayout(targetTextures ? Array(targetTextures.length).fill(true) : [], this.targetTexture === backbufferColorTextureHandle && !this._frameGraph.textureManager.backBufferTextureOverriden);
61
61
  const color = TmpColors.Color4[0];
@@ -1 +1 @@
1
- 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type { FrameGraph, FrameGraphTextureHandle, FrameGraphRenderPass } from \"core/index\";\r\nimport { Color4, TmpColors } from \"../../../Maths/math.color\";\r\nimport { FrameGraphTask } from \"../../frameGraphTask\";\r\nimport { backbufferColorTextureHandle } from \"../../frameGraphTypes\";\r\n\r\n/**\r\n * Task used to clear a texture.\r\n */\r\nexport class FrameGraphClearTextureTask extends FrameGraphTask {\r\n /**\r\n * The color to clear the texture with.\r\n */\r\n public color = new Color4(0.2, 0.2, 0.3, 1);\r\n\r\n /**\r\n * If the color should be cleared.\r\n */\r\n public clearColor = true;\r\n\r\n /**\r\n * If the color should be converted to linear space (default: false).\r\n */\r\n public convertColorToLinearSpace = false;\r\n\r\n /**\r\n * If the depth should be cleared.\r\n */\r\n public clearDepth = false;\r\n\r\n /**\r\n * If the stencil should be cleared.\r\n */\r\n public clearStencil = false;\r\n\r\n /**\r\n * The value to use to clear the stencil buffer (default: 0).\r\n */\r\n public stencilValue = 0;\r\n\r\n /**\r\n * The color texture to clear.\r\n */\r\n public targetTexture?: FrameGraphTextureHandle | FrameGraphTextureHandle[];\r\n\r\n /**\r\n * The depth attachment texture to clear.\r\n */\r\n public depthTexture?: FrameGraphTextureHandle;\r\n\r\n /**\r\n * The output texture (same as targetTexture, but the handle will be different).\r\n */\r\n public readonly outputTexture: FrameGraphTextureHandle;\r\n\r\n /**\r\n * The output depth texture (same as depthTexture, but the handle will be different).\r\n */\r\n public readonly outputDepthTexture: FrameGraphTextureHandle;\r\n\r\n /**\r\n * Constructs a new clear task.\r\n * @param name The name of the task.\r\n * @param frameGraph The frame graph the task belongs to.\r\n */\r\n constructor(name: string, frameGraph: FrameGraph) {\r\n super(name, frameGraph);\r\n\r\n this.outputTexture = this._frameGraph.textureManager.createDanglingHandle();\r\n this.outputDepthTexture = this._frameGraph.textureManager.createDanglingHandle();\r\n }\r\n\r\n public record(skipCreationOfDisabledPasses = false): FrameGraphRenderPass {\r\n if (this.targetTexture === undefined && this.depthTexture === undefined) {\r\n throw new Error(`FrameGraphClearTextureTask ${this.name}: targetTexture and depthTexture can't both be undefined.`);\r\n }\r\n\r\n const targetTextures = this.targetTexture !== undefined ? (Array.isArray(this.targetTexture) ? this.targetTexture : [this.targetTexture]) : undefined;\r\n\r\n let textureSamples = 0;\r\n let depthSamples = 0;\r\n\r\n if (this.targetTexture !== undefined) {\r\n textureSamples = this._frameGraph.textureManager.getTextureDescription(targetTextures![0]).options.samples || 1;\r\n this._frameGraph.textureManager.resolveDanglingHandle(this.outputTexture, targetTextures![0]);\r\n }\r\n if (this.depthTexture !== undefined) {\r\n depthSamples = this._frameGraph.textureManager.getTextureDescription(this.depthTexture).options.samples || 1;\r\n this._frameGraph.textureManager.resolveDanglingHandle(this.outputDepthTexture, this.depthTexture);\r\n }\r\n\r\n if (textureSamples !== depthSamples && textureSamples !== 0 && depthSamples !== 0) {\r\n throw new Error(`FrameGraphClearTextureTask ${this.name}: the depth texture and the target texture must have the same number of samples.`);\r\n }\r\n\r\n const attachments = this._frameGraph.engine.buildTextureLayout(\r\n targetTextures ? Array(targetTextures.length).fill(true) : [],\r\n this.targetTexture === backbufferColorTextureHandle && !this._frameGraph.textureManager.backBufferTextureOverriden\r\n );\r\n\r\n const color = TmpColors.Color4[0];\r\n\r\n const pass = this._frameGraph.addRenderPass(this.name);\r\n\r\n pass.setRenderTarget(targetTextures);\r\n pass.setRenderTargetDepth(this.depthTexture);\r\n pass.setExecuteFunc((context) => {\r\n color.copyFrom(this.color);\r\n if (this.convertColorToLinearSpace) {\r\n color.toLinearSpaceToRef(color);\r\n }\r\n\r\n context.clearAttachments(color, attachments, !!this.clearColor, !!this.clearDepth, !!this.clearStencil, this.stencilValue);\r\n });\r\n\r\n if (!skipCreationOfDisabledPasses) {\r\n const passDisabled = this._frameGraph.addRenderPass(this.name + \"_disabled\", true);\r\n\r\n passDisabled.setRenderTarget(targetTextures);\r\n passDisabled.setRenderTargetDepth(this.depthTexture);\r\n passDisabled.setExecuteFunc((_context) => {});\r\n }\r\n\r\n return pass;\r\n }\r\n}\r\n"]}
1
+ {"version":3,"file":"clearTextureTask.js","sourceRoot":"","sources":["../../../../../../dev/core/src/FrameGraph/Tasks/Texture/clearTextureTask.ts"],"names":[],"mappings":"AACA,OAAO,EAAE,MAAM,EAAE,SAAS,EAAE,MAAM,2BAA2B,CAAC;AAC9D,OAAO,EAAE,cAAc,EAAE,MAAM,sBAAsB,CAAC;AACtD,OAAO,EAAE,4BAA4B,EAAE,MAAM,uBAAuB,CAAC;AAErE;;GAEG;AACH,MAAM,OAAO,0BAA2B,SAAQ,cAAc;IAmD1D;;;;OAIG;IACH,YAAY,IAAY,EAAE,UAAsB;QAC5C,KAAK,CAAC,IAAI,EAAE,UAAU,CAAC,CAAC;QAxD5B;;WAEG;QACI,UAAK,GAAG,IAAI,MAAM,CAAC,GAAG,EAAE,GAAG,EAAE,GAAG,EAAE,CAAC,CAAC,CAAC;QAE5C;;WAEG;QACI,eAAU,GAAG,IAAI,CAAC;QAEzB;;WAEG;QACI,8BAAyB,GAAG,KAAK,CAAC;QAEzC;;WAEG;QACI,eAAU,GAAG,KAAK,CAAC;QAE1B;;WAEG;QACI,iBAAY,GAAG,KAAK,CAAC;QAE5B;;WAEG;QACI,iBAAY,GAAG,CAAC,CAAC;QA8BpB,IAAI,CAAC,aAAa,GAAG,IAAI,CAAC,WAAW,CAAC,cAAc,CAAC,oBAAoB,EAAE,CAAC;QAC5E,IAAI,CAAC,kBAAkB,GAAG,IAAI,CAAC,WAAW,CAAC,cAAc,CAAC,oBAAoB,EAAE,CAAC;IACrF,CAAC;IAEM,MAAM,CAAC,4BAA4B,GAAG,KAAK;QAC9C,IAAI,IAAI,CAAC,aAAa,KAAK,SAAS,IAAI,IAAI,CAAC,YAAY,KAAK,SAAS,EAAE,CAAC;YACtE,MAAM,IAAI,KAAK,CAAC,8BAA8B,IAAI,CAAC,IAAI,2DAA2D,CAAC,CAAC;QACxH,CAAC;QAED,MAAM,cAAc,GAAG,IAAI,CAAC,aAAa,KAAK,SAAS,CAAC,CAAC,CAAC,CAAC,KAAK,CAAC,OAAO,CAAC,IAAI,CAAC,aAAa,CAAC,CAAC,CAAC,CAAC,IAAI,CAAC,aAAa,CAAC,CAAC,CAAC,CAAC,IAAI,CAAC,aAAa,CAAC,CAAC,CAAC,CAAC,CAAC,SAAS,CAAC;QAEtJ,IAAI,cAAc,GAAG,CAAC,CAAC;QACvB,IAAI,YAAY,GAAG,CAAC,CAAC;QAErB,IAAI,IAAI,CAAC,aAAa,KAAK,SAAS,EAAE,CAAC;YACnC,cAAc,GAAG,IAAI,CAAC,WAAW,CAAC,cAAc,CAAC,qBAAqB,CAAC,cAAe,CAAC,CAAC,CAAC,CAAC,CAAC,OAAO,CAAC,OAAO,IAAI,CAAC,CAAC;YAChH,IAAI,CAAC,WAAW,CAAC,cAAc,CAAC,qBAAqB,CAAC,IAAI,CAAC,aAAa,EAAE,cAAe,CAAC,CAAC,CAAC,CAAC,CAAC;QAClG,CAAC;QACD,IAAI,IAAI,CAAC,YAAY,KAAK,SAAS,EAAE,CAAC;YAClC,YAAY,GAAG,IAAI,CAAC,WAAW,CAAC,cAAc,CAAC,qBAAqB,CAAC,IAAI,CAAC,YAAY,CAAC,CAAC,OAAO,CAAC,OAAO,IAAI,CAAC,CAAC;YAC7G,IAAI,CAAC,WAAW,CAAC,cAAc,CAAC,qBAAqB,CAAC,IAAI,CAAC,kBAAkB,EAAE,IAAI,CAAC,YAAY,CAAC,CAAC;QACtG,CAAC;QAED,IAAI,cAAc,KAAK,YAAY,IAAI,cAAc,KAAK,CAAC,IAAI,YAAY,KAAK,CAAC,EAAE,CAAC;YAChF,MAAM,IAAI,KAAK,CACX,8BAA8B,IAAI,CAAC,IAAI,wBAAwB,YAAY,qCAAqC,cAAc,iDAAiD,CAClL,CAAC;QACN,CAAC;QAED,MAAM,WAAW,GAAG,IAAI,CAAC,WAAW,CAAC,MAAM,CAAC,kBAAkB,CAC1D,cAAc,CAAC,CAAC,CAAC,KAAK,CAAC,cAAc,CAAC,MAAM,CAAC,CAAC,IAAI,CAAC,IAAI,CAAC,CAAC,CAAC,CAAC,EAAE,EAC7D,IAAI,CAAC,aAAa,KAAK,4BAA4B,IAAI,CAAC,IAAI,CAAC,WAAW,CAAC,cAAc,CAAC,0BAA0B,CACrH,CAAC;QAEF,MAAM,KAAK,GAAG,SAAS,CAAC,MAAM,CAAC,CAAC,CAAC,CAAC;QAElC,MAAM,IAAI,GAAG,IAAI,CAAC,WAAW,CAAC,aAAa,CAAC,IAAI,CAAC,IAAI,CAAC,CAAC;QAEvD,IAAI,CAAC,eAAe,CAAC,cAAc,CAAC,CAAC;QACrC,IAAI,CAAC,oBAAoB,CAAC,IAAI,CAAC,YAAY,CAAC,CAAC;QAC7C,IAAI,CAAC,cAAc,CAAC,CAAC,OAAO,EAAE,EAAE;YAC5B,KAAK,CAAC,QAAQ,CAAC,IAAI,CAAC,KAAK,CAAC,CAAC;YAC3B,IAAI,IAAI,CAAC,yBAAyB,EAAE,CAAC;gBACjC,KAAK,CAAC,kBAAkB,CAAC,KAAK,CAAC,CAAC;YACpC,CAAC;YAED,OAAO,CAAC,gBAAgB,CAAC,KAAK,EAAE,WAAW,EAAE,CAAC,CAAC,IAAI,CAAC,UAAU,EAAE,CAAC,CAAC,IAAI,CAAC,UAAU,EAAE,CAAC,CAAC,IAAI,CAAC,YAAY,EAAE,IAAI,CAAC,YAAY,CAAC,CAAC;QAC/H,CAAC,CAAC,CAAC;QAEH,IAAI,CAAC,4BAA4B,EAAE,CAAC;YAChC,MAAM,YAAY,GAAG,IAAI,CAAC,WAAW,CAAC,aAAa,CAAC,IAAI,CAAC,IAAI,GAAG,WAAW,EAAE,IAAI,CAAC,CAAC;YAEnF,YAAY,CAAC,eAAe,CAAC,cAAc,CAAC,CAAC;YAC7C,YAAY,CAAC,oBAAoB,CAAC,IAAI,CAAC,YAAY,CAAC,CAAC;YACrD,YAAY,CAAC,cAAc,CAAC,CAAC,QAAQ,EAAE,EAAE,GAAE,CAAC,CAAC,CAAC;QAClD,CAAC;QAED,OAAO,IAAI,CAAC;IAChB,CAAC;CACJ","sourcesContent":["import type { FrameGraph, FrameGraphTextureHandle, FrameGraphRenderPass } from \"core/index\";\r\nimport { Color4, TmpColors } from \"../../../Maths/math.color\";\r\nimport { FrameGraphTask } from \"../../frameGraphTask\";\r\nimport { backbufferColorTextureHandle } from \"../../frameGraphTypes\";\r\n\r\n/**\r\n * Task used to clear a texture.\r\n */\r\nexport class FrameGraphClearTextureTask extends FrameGraphTask {\r\n /**\r\n * The color to clear the texture with.\r\n */\r\n public color = new Color4(0.2, 0.2, 0.3, 1);\r\n\r\n /**\r\n * If the color should be cleared.\r\n */\r\n public clearColor = true;\r\n\r\n /**\r\n * If the color should be converted to linear space (default: false).\r\n */\r\n public convertColorToLinearSpace = false;\r\n\r\n /**\r\n * If the depth should be cleared.\r\n */\r\n public clearDepth = false;\r\n\r\n /**\r\n * If the stencil should be cleared.\r\n */\r\n public clearStencil = false;\r\n\r\n /**\r\n * The value to use to clear the stencil buffer (default: 0).\r\n */\r\n public stencilValue = 0;\r\n\r\n /**\r\n * The color texture to clear.\r\n */\r\n public targetTexture?: FrameGraphTextureHandle | FrameGraphTextureHandle[];\r\n\r\n /**\r\n * The depth attachment texture to clear.\r\n */\r\n public depthTexture?: FrameGraphTextureHandle;\r\n\r\n /**\r\n * The output texture (same as targetTexture, but the handle will be different).\r\n */\r\n public readonly outputTexture: FrameGraphTextureHandle;\r\n\r\n /**\r\n * The output depth texture (same as depthTexture, but the handle will be different).\r\n */\r\n public readonly outputDepthTexture: FrameGraphTextureHandle;\r\n\r\n /**\r\n * Constructs a new clear task.\r\n * @param name The name of the task.\r\n * @param frameGraph The frame graph the task belongs to.\r\n */\r\n constructor(name: string, frameGraph: FrameGraph) {\r\n super(name, frameGraph);\r\n\r\n this.outputTexture = this._frameGraph.textureManager.createDanglingHandle();\r\n this.outputDepthTexture = this._frameGraph.textureManager.createDanglingHandle();\r\n }\r\n\r\n public record(skipCreationOfDisabledPasses = false): FrameGraphRenderPass {\r\n if (this.targetTexture === undefined && this.depthTexture === undefined) {\r\n throw new Error(`FrameGraphClearTextureTask ${this.name}: targetTexture and depthTexture can't both be undefined.`);\r\n }\r\n\r\n const targetTextures = this.targetTexture !== undefined ? (Array.isArray(this.targetTexture) ? this.targetTexture : [this.targetTexture]) : undefined;\r\n\r\n let textureSamples = 0;\r\n let depthSamples = 0;\r\n\r\n if (this.targetTexture !== undefined) {\r\n textureSamples = this._frameGraph.textureManager.getTextureDescription(targetTextures![0]).options.samples || 1;\r\n this._frameGraph.textureManager.resolveDanglingHandle(this.outputTexture, targetTextures![0]);\r\n }\r\n if (this.depthTexture !== undefined) {\r\n depthSamples = this._frameGraph.textureManager.getTextureDescription(this.depthTexture).options.samples || 1;\r\n this._frameGraph.textureManager.resolveDanglingHandle(this.outputDepthTexture, this.depthTexture);\r\n }\r\n\r\n if (textureSamples !== depthSamples && textureSamples !== 0 && depthSamples !== 0) {\r\n throw new Error(\r\n `FrameGraphClearTextureTask ${this.name}: the depth texture (${depthSamples} samples) and the target texture (${textureSamples} samples) must have the same number of samples.`\r\n );\r\n }\r\n\r\n const attachments = this._frameGraph.engine.buildTextureLayout(\r\n targetTextures ? Array(targetTextures.length).fill(true) : [],\r\n this.targetTexture === backbufferColorTextureHandle && !this._frameGraph.textureManager.backBufferTextureOverriden\r\n );\r\n\r\n const color = TmpColors.Color4[0];\r\n\r\n const pass = this._frameGraph.addRenderPass(this.name);\r\n\r\n pass.setRenderTarget(targetTextures);\r\n pass.setRenderTargetDepth(this.depthTexture);\r\n pass.setExecuteFunc((context) => {\r\n color.copyFrom(this.color);\r\n if (this.convertColorToLinearSpace) {\r\n color.toLinearSpaceToRef(color);\r\n }\r\n\r\n context.clearAttachments(color, attachments, !!this.clearColor, !!this.clearDepth, !!this.clearStencil, this.stencilValue);\r\n });\r\n\r\n if (!skipCreationOfDisabledPasses) {\r\n const passDisabled = this._frameGraph.addRenderPass(this.name + \"_disabled\", true);\r\n\r\n passDisabled.setRenderTarget(targetTextures);\r\n passDisabled.setRenderTargetDepth(this.depthTexture);\r\n passDisabled.setExecuteFunc((_context) => {});\r\n }\r\n\r\n return pass;\r\n }\r\n}\r\n"]}
@@ -22,6 +22,7 @@ export declare class FrameGraph implements IDisposable {
22
22
  private readonly _tasks;
23
23
  private readonly _passContext;
24
24
  private readonly _renderContext;
25
+ private readonly _initAsyncPromises;
25
26
  private _currentProcessedTask;
26
27
  private _whenReadyAsyncCancel;
27
28
  /**
@@ -112,11 +113,19 @@ export declare class FrameGraph implements IDisposable {
112
113
  */
113
114
  addObjectListPass(name: string, whenTaskDisabled?: boolean): FrameGraphObjectListPass;
114
115
  private _addPass;
116
+ /** @internal */
117
+ _whenAsynchronousInitializationDoneAsync(): Promise<void>;
118
+ /**
119
+ * @deprecated Use buildAsync instead
120
+ */
121
+ build(): void;
122
+ private _built;
115
123
  /**
116
124
  * Builds the frame graph.
117
125
  * This method should be called after all tasks have been added to the frame graph (FrameGraph.addTask) and before the graph is executed (FrameGraph.execute).
126
+ * @param waitForReadiness If true, the method will wait for the frame graph to be ready before returning (default is true)
118
127
  */
119
- build(): void;
128
+ buildAsync(waitForReadiness?: boolean): Promise<void>;
120
129
  /**
121
130
  * Checks if the frame graph is ready to be executed.
122
131
  * Note that you can use the whenReadyAsync method to wait for the frame graph to be ready.
@@ -124,10 +133,10 @@ export declare class FrameGraph implements IDisposable {
124
133
  */
125
134
  isReady(): boolean;
126
135
  /**
127
- * Returns a promise that resolves when the frame graph is ready to be executed
128
- * This method must be called after the graph has been built (FrameGraph.build called)!
136
+ * Returns a promise that resolves when the frame graph is ready to be executed.
137
+ * In general, calling “await buildAsync()” should suffice, as this function also waits for readiness by default.
129
138
  * @param timeStep Time step in ms between retries (default is 16)
130
- * @param maxTimeout Maximum time in ms to wait for the graph to be ready (default is 5000)
139
+ * @param maxTimeout Maximum time in ms to wait for the graph to be ready (default is 10000)
131
140
  * @returns The promise that resolves when the graph is ready
132
141
  */
133
142
  whenReadyAsync(timeStep?: number, maxTimeout?: number): Promise<void>;
@@ -55,6 +55,7 @@ export class FrameGraph {
55
55
  constructor(scene, debugTextures = false, _linkedNodeRenderGraph = null) {
56
56
  this._linkedNodeRenderGraph = _linkedNodeRenderGraph;
57
57
  this._tasks = [];
58
+ this._initAsyncPromises = [];
58
59
  this._currentProcessedTask = null;
59
60
  this._whenReadyAsyncCancel = null;
60
61
  /**
@@ -77,6 +78,7 @@ export class FrameGraph {
77
78
  * Indicates whether the execution of the frame graph is paused (default is false)
78
79
  */
79
80
  this.pausedExecution = false;
81
+ this._built = false; // TODO: to be removed when build() is removed
80
82
  this._scene = scene;
81
83
  this._engine = scene.getEngine();
82
84
  this.textureManager = new FrameGraphTextureManager(this._engine, debugTextures, scene);
@@ -116,6 +118,7 @@ export class FrameGraph {
116
118
  throw new Error(`FrameGraph.addTask: Can't add the task "${task.name}" while another task is currently building (task: ${this._currentProcessedTask.name}).`);
117
119
  }
118
120
  this._tasks.push(task);
121
+ this._initAsyncPromises.push(task.initAsync());
119
122
  }
120
123
  /**
121
124
  * Adds a pass to a task. This method can only be called during a Task.record execution.
@@ -163,13 +166,30 @@ export class FrameGraph {
163
166
  this._currentProcessedTask._addPass(pass, whenTaskDisabled);
164
167
  return pass;
165
168
  }
169
+ /** @internal */
170
+ async _whenAsynchronousInitializationDoneAsync() {
171
+ if (this._initAsyncPromises.length > 0) {
172
+ await Promise.all(this._initAsyncPromises);
173
+ this._initAsyncPromises.length = 0;
174
+ }
175
+ }
176
+ /**
177
+ * @deprecated Use buildAsync instead
178
+ */
179
+ build() {
180
+ void this.buildAsync(false);
181
+ }
166
182
  /**
167
183
  * Builds the frame graph.
168
184
  * This method should be called after all tasks have been added to the frame graph (FrameGraph.addTask) and before the graph is executed (FrameGraph.execute).
185
+ * @param waitForReadiness If true, the method will wait for the frame graph to be ready before returning (default is true)
169
186
  */
170
- build() {
187
+ async buildAsync(waitForReadiness = true) {
171
188
  this.textureManager._releaseTextures(false);
189
+ this.pausedExecution = true;
190
+ this._built = false;
172
191
  try {
192
+ await this._whenAsynchronousInitializationDoneAsync();
173
193
  for (const task of this._tasks) {
174
194
  task._reset();
175
195
  this._currentProcessedTask = task;
@@ -185,7 +205,11 @@ export class FrameGraph {
185
205
  for (const task of this._tasks) {
186
206
  task.onTexturesAllocatedObservable.notifyObservers(this._renderContext);
187
207
  }
208
+ this._built = true;
188
209
  this.onBuildObservable.notifyObservers(this);
210
+ if (waitForReadiness) {
211
+ await this.whenReadyAsync();
212
+ }
189
213
  }
190
214
  catch (e) {
191
215
  this._tasks.length = 0;
@@ -193,6 +217,10 @@ export class FrameGraph {
193
217
  this.textureManager._isRecordingTask = false;
194
218
  throw e;
195
219
  }
220
+ finally {
221
+ this.pausedExecution = false;
222
+ this._built = true;
223
+ }
196
224
  }
197
225
  /**
198
226
  * Checks if the frame graph is ready to be executed.
@@ -207,14 +235,26 @@ export class FrameGraph {
207
235
  return ready;
208
236
  }
209
237
  /**
210
- * Returns a promise that resolves when the frame graph is ready to be executed
211
- * This method must be called after the graph has been built (FrameGraph.build called)!
238
+ * Returns a promise that resolves when the frame graph is ready to be executed.
239
+ * In general, calling “await buildAsync()” should suffice, as this function also waits for readiness by default.
212
240
  * @param timeStep Time step in ms between retries (default is 16)
213
- * @param maxTimeout Maximum time in ms to wait for the graph to be ready (default is 5000)
241
+ * @param maxTimeout Maximum time in ms to wait for the graph to be ready (default is 10000)
214
242
  * @returns The promise that resolves when the graph is ready
215
243
  */
216
- async whenReadyAsync(timeStep = 16, maxTimeout = 5000) {
244
+ async whenReadyAsync(timeStep = 16, maxTimeout = 10000) {
217
245
  let firstNotReadyTask = null;
246
+ // TODO: to be removed when build() is removed
247
+ await new Promise((resolve) => {
248
+ const checkBuilt = () => {
249
+ if (this._built) {
250
+ resolve(void 0);
251
+ return;
252
+ }
253
+ setTimeout(checkBuilt, 16);
254
+ };
255
+ checkBuilt();
256
+ });
257
+ // END TODO
218
258
  return await new Promise((resolve, reject) => {
219
259
  this._whenReadyAsyncCancel = _RetryWithInterval(() => {
220
260
  let ready = this._renderContext._isReady();
@@ -1 +1 @@
1
- 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type { Scene, AbstractEngine, FrameGraphTask, Nullable, NodeRenderGraph, IDisposable } from \"core/index\";\r\nimport { FrameGraphPass } from \"./Passes/pass\";\r\nimport { FrameGraphRenderPass } from \"./Passes/renderPass\";\r\nimport { FrameGraphObjectListPass } from \"./Passes/objectListPass\";\r\nimport { FrameGraphRenderContext } from \"./frameGraphRenderContext\";\r\nimport { FrameGraphContext } from \"./frameGraphContext\";\r\nimport { FrameGraphTextureManager } from \"./frameGraphTextureManager\";\r\nimport { Observable } from \"core/Misc/observable\";\r\nimport { _RetryWithInterval } from \"core/Misc/timingTools\";\r\nimport { Logger } from \"core/Misc/logger\";\r\nimport { UniqueIdGenerator } from \"core/Misc/uniqueIdGenerator\";\r\n\r\nimport \"core/Engines/Extensions/engine.multiRender\";\r\nimport \"core/Engines/WebGPU/Extensions/engine.multiRender\";\r\n\r\nenum FrameGraphPassType {\r\n Normal = 0,\r\n Render = 1,\r\n ObjectList = 2,\r\n}\r\n\r\n/**\r\n * Class used to implement a frame graph\r\n * @experimental\r\n */\r\nexport class FrameGraph implements IDisposable {\r\n /**\r\n * Gets the texture manager used by the frame graph\r\n */\r\n public readonly textureManager: FrameGraphTextureManager;\r\n\r\n private readonly _engine: AbstractEngine;\r\n private readonly _scene: Scene;\r\n private readonly _tasks: FrameGraphTask[] = [];\r\n private readonly _passContext: FrameGraphContext;\r\n private readonly _renderContext: FrameGraphRenderContext;\r\n private _currentProcessedTask: FrameGraphTask | null = null;\r\n private _whenReadyAsyncCancel: Nullable<() => void> = null;\r\n\r\n /**\r\n * Name of the frame graph\r\n */\r\n public name = \"Frame Graph\";\r\n\r\n /**\r\n * Gets the unique id of the frame graph\r\n */\r\n public readonly uniqueId = UniqueIdGenerator.UniqueId;\r\n\r\n /**\r\n * Gets or sets a boolean indicating that texture allocation should be optimized (that is, reuse existing textures when possible to limit GPU memory usage) (default: true)\r\n */\r\n public optimizeTextureAllocation = true;\r\n\r\n /**\r\n * Observable raised when the node render graph is built\r\n */\r\n public onBuildObservable = new Observable<FrameGraph>();\r\n\r\n /**\r\n * Gets the engine used by the frame graph\r\n */\r\n public get engine() {\r\n return this._engine;\r\n }\r\n\r\n /**\r\n * Gets the scene used by the frame graph\r\n */\r\n public get scene() {\r\n return this._scene;\r\n }\r\n\r\n /**\r\n * Gets the list of tasks in the frame graph\r\n */\r\n public get tasks() {\r\n return this._tasks;\r\n }\r\n\r\n /**\r\n * Indicates whether the execution of the frame graph is paused (default is false)\r\n */\r\n public pausedExecution = false;\r\n\r\n /**\r\n * Gets the node render graph linked to the frame graph (if any)\r\n * @returns the linked node render graph or null if none\r\n */\r\n public getLinkedNodeRenderGraph(): Nullable<NodeRenderGraph> {\r\n return this._linkedNodeRenderGraph;\r\n }\r\n\r\n /**\r\n * Constructs the frame graph\r\n * @param scene defines the scene the frame graph is associated with\r\n * @param debugTextures defines a boolean indicating that textures created by the frame graph should be visible in the inspector (default is false)\r\n * @param _linkedNodeRenderGraph defines the linked node render graph (if any)\r\n */\r\n constructor(\r\n scene: Scene,\r\n debugTextures = false,\r\n private readonly _linkedNodeRenderGraph: Nullable<NodeRenderGraph> = null\r\n ) {\r\n this._scene = scene;\r\n this._engine = scene.getEngine();\r\n this.textureManager = new FrameGraphTextureManager(this._engine, debugTextures, scene);\r\n this._passContext = new FrameGraphContext(this._engine, this.textureManager, scene);\r\n this._renderContext = new FrameGraphRenderContext(this._engine, this.textureManager, scene);\r\n\r\n this._scene.addFrameGraph(this);\r\n }\r\n\r\n /**\r\n * Gets the class name of the frame graph\r\n * @returns the class name\r\n */\r\n public getClassName() {\r\n return \"FrameGraph\";\r\n }\r\n\r\n /**\r\n * Gets a task by name\r\n * @param name Name of the task to get\r\n * @returns The task or undefined if not found\r\n */\r\n public getTaskByName<T extends FrameGraphTask>(name: string): T | undefined {\r\n return this._tasks.find((t) => t.name === name) as T;\r\n }\r\n\r\n /**\r\n * Gets all tasks of a specific type\r\n * @param taskType Type of the task(s) to get\r\n * @returns The list of tasks of the specified type\r\n */\r\n public getTasksByType<T extends FrameGraphTask>(taskType: new (...args: any[]) => T): T[] {\r\n return this._tasks.filter((t) => t instanceof taskType) as T[];\r\n }\r\n\r\n /**\r\n * Adds a task to the frame graph\r\n * @param task Task to add\r\n */\r\n public addTask(task: FrameGraphTask): void {\r\n if (this._currentProcessedTask !== null) {\r\n throw new Error(`FrameGraph.addTask: Can't add the task \"${task.name}\" while another task is currently building (task: ${this._currentProcessedTask.name}).`);\r\n }\r\n\r\n this._tasks.push(task);\r\n }\r\n\r\n /**\r\n * Adds a pass to a task. This method can only be called during a Task.record execution.\r\n * @param name The name of the pass\r\n * @param whenTaskDisabled If true, the pass will be added to the list of passes to execute when the task is disabled (default is false)\r\n * @returns The render pass created\r\n */\r\n public addPass(name: string, whenTaskDisabled = false): FrameGraphPass<FrameGraphContext> {\r\n return this._addPass(name, FrameGraphPassType.Normal, whenTaskDisabled) as FrameGraphPass<FrameGraphContext>;\r\n }\r\n\r\n /**\r\n * Adds a render pass to a task. This method can only be called during a Task.record execution.\r\n * @param name The name of the pass\r\n * @param whenTaskDisabled If true, the pass will be added to the list of passes to execute when the task is disabled (default is false)\r\n * @returns The render pass created\r\n */\r\n public addRenderPass(name: string, whenTaskDisabled = false): FrameGraphRenderPass {\r\n return this._addPass(name, FrameGraphPassType.Render, whenTaskDisabled) as FrameGraphRenderPass;\r\n }\r\n\r\n /**\r\n * Adds an object list pass to a task. This method can only be called during a Task.record execution.\r\n * @param name The name of the pass\r\n * @param whenTaskDisabled If true, the pass will be added to the list of passes to execute when the task is disabled (default is false)\r\n * @returns The object list pass created\r\n */\r\n public addObjectListPass(name: string, whenTaskDisabled = false): FrameGraphObjectListPass {\r\n return this._addPass(name, FrameGraphPassType.ObjectList, whenTaskDisabled) as FrameGraphObjectListPass;\r\n }\r\n\r\n private _addPass(name: string, passType: FrameGraphPassType, whenTaskDisabled = false): FrameGraphPass<FrameGraphContext> | FrameGraphRenderPass {\r\n if (!this._currentProcessedTask) {\r\n throw new Error(\"FrameGraph: A pass must be created during a Task.record execution only.\");\r\n }\r\n\r\n let pass: FrameGraphPass<FrameGraphContext> | FrameGraphRenderPass;\r\n\r\n switch (passType) {\r\n case FrameGraphPassType.Render:\r\n pass = new FrameGraphRenderPass(name, this._currentProcessedTask, this._renderContext, this._engine);\r\n break;\r\n case FrameGraphPassType.ObjectList:\r\n pass = new FrameGraphObjectListPass(name, this._currentProcessedTask, this._passContext, this._engine);\r\n break;\r\n default:\r\n pass = new FrameGraphPass(name, this._currentProcessedTask, this._passContext);\r\n break;\r\n }\r\n\r\n this._currentProcessedTask._addPass(pass, whenTaskDisabled);\r\n\r\n return pass;\r\n }\r\n\r\n /**\r\n * Builds the frame graph.\r\n * This method should be called after all tasks have been added to the frame graph (FrameGraph.addTask) and before the graph is executed (FrameGraph.execute).\r\n */\r\n public build(): void {\r\n this.textureManager._releaseTextures(false);\r\n\r\n try {\r\n for (const task of this._tasks) {\r\n task._reset();\r\n\r\n this._currentProcessedTask = task;\r\n this.textureManager._isRecordingTask = true;\r\n\r\n task.record();\r\n\r\n this.textureManager._isRecordingTask = false;\r\n this._currentProcessedTask = null;\r\n }\r\n\r\n this.textureManager._allocateTextures(this.optimizeTextureAllocation ? this._tasks : undefined);\r\n\r\n for (const task of this._tasks) {\r\n task._checkTask();\r\n }\r\n\r\n for (const task of this._tasks) {\r\n task.onTexturesAllocatedObservable.notifyObservers(this._renderContext);\r\n }\r\n\r\n this.onBuildObservable.notifyObservers(this);\r\n } catch (e) {\r\n this._tasks.length = 0;\r\n this._currentProcessedTask = null;\r\n this.textureManager._isRecordingTask = false;\r\n throw e;\r\n }\r\n }\r\n\r\n /**\r\n * Checks if the frame graph is ready to be executed.\r\n * Note that you can use the whenReadyAsync method to wait for the frame graph to be ready.\r\n * @returns True if the frame graph is ready to be executed, else false\r\n */\r\n public isReady(): boolean {\r\n let ready = this._renderContext._isReady();\r\n for (const task of this._tasks) {\r\n ready &&= task.isReady();\r\n }\r\n return ready;\r\n }\r\n\r\n /**\r\n * Returns a promise that resolves when the frame graph is ready to be executed\r\n * This method must be called after the graph has been built (FrameGraph.build called)!\r\n * @param timeStep Time step in ms between retries (default is 16)\r\n * @param maxTimeout Maximum time in ms to wait for the graph to be ready (default is 5000)\r\n * @returns The promise that resolves when the graph is ready\r\n */\r\n public async whenReadyAsync(timeStep = 16, maxTimeout = 5000): Promise<void> {\r\n let firstNotReadyTask: FrameGraphTask | null = null;\r\n return await new Promise((resolve, reject) => {\r\n this._whenReadyAsyncCancel = _RetryWithInterval(\r\n () => {\r\n let ready = this._renderContext._isReady();\r\n for (const task of this._tasks) {\r\n const taskIsReady = task.isReady();\r\n if (!taskIsReady && !firstNotReadyTask) {\r\n firstNotReadyTask = task;\r\n }\r\n ready &&= taskIsReady;\r\n }\r\n return ready;\r\n },\r\n () => {\r\n this._whenReadyAsyncCancel = null;\r\n resolve();\r\n },\r\n (err, isTimeout) => {\r\n this._whenReadyAsyncCancel = null;\r\n if (!isTimeout) {\r\n Logger.Error(\"FrameGraph: An unexpected error occurred while waiting for the frame graph to be ready.\");\r\n if (err) {\r\n Logger.Error(err);\r\n if (err.stack) {\r\n Logger.Error(err.stack);\r\n }\r\n }\r\n } else {\r\n Logger.Error(\r\n `FrameGraph: Timeout while waiting for the frame graph to be ready.${firstNotReadyTask ? ` First task not ready: ${firstNotReadyTask.name}` : \"\"}`\r\n );\r\n if (err) {\r\n Logger.Error(err);\r\n }\r\n }\r\n reject(new Error(err));\r\n },\r\n timeStep,\r\n maxTimeout\r\n );\r\n });\r\n }\r\n\r\n /**\r\n * Executes the frame graph.\r\n */\r\n public execute(): void {\r\n if (this.pausedExecution) {\r\n return;\r\n }\r\n\r\n this._renderContext.bindRenderTarget();\r\n\r\n this.textureManager._updateHistoryTextures();\r\n\r\n for (const task of this._tasks) {\r\n task._execute();\r\n }\r\n\r\n this._renderContext.bindRenderTarget(undefined, undefined, true); // restore default framebuffer\r\n }\r\n\r\n /**\r\n * Clears the frame graph (remove the tasks and release the textures).\r\n * The frame graph can be built again after this method is called.\r\n */\r\n public clear(): void {\r\n this._whenReadyAsyncCancel?.();\r\n this._whenReadyAsyncCancel = null;\r\n\r\n for (const task of this._tasks) {\r\n task._reset();\r\n }\r\n\r\n this._tasks.length = 0;\r\n this.textureManager._releaseTextures();\r\n this._currentProcessedTask = null;\r\n }\r\n\r\n /**\r\n * Disposes the frame graph\r\n */\r\n public dispose(): void {\r\n this._whenReadyAsyncCancel?.();\r\n this._whenReadyAsyncCancel = null;\r\n this.clear();\r\n this.textureManager._dispose();\r\n this._renderContext._dispose();\r\n\r\n this._scene.removeFrameGraph(this);\r\n }\r\n}\r\n"]}
1
+ 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type { Scene, AbstractEngine, FrameGraphTask, Nullable, NodeRenderGraph, IDisposable } from \"core/index\";\r\nimport { FrameGraphPass } from \"./Passes/pass\";\r\nimport { FrameGraphRenderPass } from \"./Passes/renderPass\";\r\nimport { FrameGraphObjectListPass } from \"./Passes/objectListPass\";\r\nimport { FrameGraphRenderContext } from \"./frameGraphRenderContext\";\r\nimport { FrameGraphContext } from \"./frameGraphContext\";\r\nimport { FrameGraphTextureManager } from \"./frameGraphTextureManager\";\r\nimport { Observable } from \"core/Misc/observable\";\r\nimport { _RetryWithInterval } from \"core/Misc/timingTools\";\r\nimport { Logger } from \"core/Misc/logger\";\r\nimport { UniqueIdGenerator } from \"core/Misc/uniqueIdGenerator\";\r\n\r\nimport \"core/Engines/Extensions/engine.multiRender\";\r\nimport \"core/Engines/WebGPU/Extensions/engine.multiRender\";\r\n\r\nenum FrameGraphPassType {\r\n Normal = 0,\r\n Render = 1,\r\n ObjectList = 2,\r\n}\r\n\r\n/**\r\n * Class used to implement a frame graph\r\n * @experimental\r\n */\r\nexport class FrameGraph implements IDisposable {\r\n /**\r\n * Gets the texture manager used by the frame graph\r\n */\r\n public readonly textureManager: FrameGraphTextureManager;\r\n\r\n private readonly _engine: AbstractEngine;\r\n private readonly _scene: Scene;\r\n private readonly _tasks: FrameGraphTask[] = [];\r\n private readonly _passContext: FrameGraphContext;\r\n private readonly _renderContext: FrameGraphRenderContext;\r\n private readonly _initAsyncPromises: Promise<void>[] = [];\r\n private _currentProcessedTask: FrameGraphTask | null = null;\r\n private _whenReadyAsyncCancel: Nullable<() => void> = null;\r\n\r\n /**\r\n * Name of the frame graph\r\n */\r\n public name = \"Frame Graph\";\r\n\r\n /**\r\n * Gets the unique id of the frame graph\r\n */\r\n public readonly uniqueId = UniqueIdGenerator.UniqueId;\r\n\r\n /**\r\n * Gets or sets a boolean indicating that texture allocation should be optimized (that is, reuse existing textures when possible to limit GPU memory usage) (default: true)\r\n */\r\n public optimizeTextureAllocation = true;\r\n\r\n /**\r\n * Observable raised when the node render graph is built\r\n */\r\n public onBuildObservable = new Observable<FrameGraph>();\r\n\r\n /**\r\n * Gets the engine used by the frame graph\r\n */\r\n public get engine() {\r\n return this._engine;\r\n }\r\n\r\n /**\r\n * Gets the scene used by the frame graph\r\n */\r\n public get scene() {\r\n return this._scene;\r\n }\r\n\r\n /**\r\n * Gets the list of tasks in the frame graph\r\n */\r\n public get tasks() {\r\n return this._tasks;\r\n }\r\n\r\n /**\r\n * Indicates whether the execution of the frame graph is paused (default is false)\r\n */\r\n public pausedExecution = false;\r\n\r\n /**\r\n * Gets the node render graph linked to the frame graph (if any)\r\n * @returns the linked node render graph or null if none\r\n */\r\n public getLinkedNodeRenderGraph(): Nullable<NodeRenderGraph> {\r\n return this._linkedNodeRenderGraph;\r\n }\r\n\r\n /**\r\n * Constructs the frame graph\r\n * @param scene defines the scene the frame graph is associated with\r\n * @param debugTextures defines a boolean indicating that textures created by the frame graph should be visible in the inspector (default is false)\r\n * @param _linkedNodeRenderGraph defines the linked node render graph (if any)\r\n */\r\n constructor(\r\n scene: Scene,\r\n debugTextures = false,\r\n private readonly _linkedNodeRenderGraph: Nullable<NodeRenderGraph> = null\r\n ) {\r\n this._scene = scene;\r\n this._engine = scene.getEngine();\r\n this.textureManager = new FrameGraphTextureManager(this._engine, debugTextures, scene);\r\n this._passContext = new FrameGraphContext(this._engine, this.textureManager, scene);\r\n this._renderContext = new FrameGraphRenderContext(this._engine, this.textureManager, scene);\r\n\r\n this._scene.addFrameGraph(this);\r\n }\r\n\r\n /**\r\n * Gets the class name of the frame graph\r\n * @returns the class name\r\n */\r\n public getClassName() {\r\n return \"FrameGraph\";\r\n }\r\n\r\n /**\r\n * Gets a task by name\r\n * @param name Name of the task to get\r\n * @returns The task or undefined if not found\r\n */\r\n public getTaskByName<T extends FrameGraphTask>(name: string): T | undefined {\r\n return this._tasks.find((t) => t.name === name) as T;\r\n }\r\n\r\n /**\r\n * Gets all tasks of a specific type\r\n * @param taskType Type of the task(s) to get\r\n * @returns The list of tasks of the specified type\r\n */\r\n public getTasksByType<T extends FrameGraphTask>(taskType: new (...args: any[]) => T): T[] {\r\n return this._tasks.filter((t) => t instanceof taskType) as T[];\r\n }\r\n\r\n /**\r\n * Adds a task to the frame graph\r\n * @param task Task to add\r\n */\r\n public addTask(task: FrameGraphTask): void {\r\n if (this._currentProcessedTask !== null) {\r\n throw new Error(`FrameGraph.addTask: Can't add the task \"${task.name}\" while another task is currently building (task: ${this._currentProcessedTask.name}).`);\r\n }\r\n\r\n this._tasks.push(task);\r\n this._initAsyncPromises.push(task.initAsync());\r\n }\r\n\r\n /**\r\n * Adds a pass to a task. This method can only be called during a Task.record execution.\r\n * @param name The name of the pass\r\n * @param whenTaskDisabled If true, the pass will be added to the list of passes to execute when the task is disabled (default is false)\r\n * @returns The render pass created\r\n */\r\n public addPass(name: string, whenTaskDisabled = false): FrameGraphPass<FrameGraphContext> {\r\n return this._addPass(name, FrameGraphPassType.Normal, whenTaskDisabled) as FrameGraphPass<FrameGraphContext>;\r\n }\r\n\r\n /**\r\n * Adds a render pass to a task. This method can only be called during a Task.record execution.\r\n * @param name The name of the pass\r\n * @param whenTaskDisabled If true, the pass will be added to the list of passes to execute when the task is disabled (default is false)\r\n * @returns The render pass created\r\n */\r\n public addRenderPass(name: string, whenTaskDisabled = false): FrameGraphRenderPass {\r\n return this._addPass(name, FrameGraphPassType.Render, whenTaskDisabled) as FrameGraphRenderPass;\r\n }\r\n\r\n /**\r\n * Adds an object list pass to a task. This method can only be called during a Task.record execution.\r\n * @param name The name of the pass\r\n * @param whenTaskDisabled If true, the pass will be added to the list of passes to execute when the task is disabled (default is false)\r\n * @returns The object list pass created\r\n */\r\n public addObjectListPass(name: string, whenTaskDisabled = false): FrameGraphObjectListPass {\r\n return this._addPass(name, FrameGraphPassType.ObjectList, whenTaskDisabled) as FrameGraphObjectListPass;\r\n }\r\n\r\n private _addPass(name: string, passType: FrameGraphPassType, whenTaskDisabled = false): FrameGraphPass<FrameGraphContext> | FrameGraphRenderPass {\r\n if (!this._currentProcessedTask) {\r\n throw new Error(\"FrameGraph: A pass must be created during a Task.record execution only.\");\r\n }\r\n\r\n let pass: FrameGraphPass<FrameGraphContext> | FrameGraphRenderPass;\r\n\r\n switch (passType) {\r\n case FrameGraphPassType.Render:\r\n pass = new FrameGraphRenderPass(name, this._currentProcessedTask, this._renderContext, this._engine);\r\n break;\r\n case FrameGraphPassType.ObjectList:\r\n pass = new FrameGraphObjectListPass(name, this._currentProcessedTask, this._passContext, this._engine);\r\n break;\r\n default:\r\n pass = new FrameGraphPass(name, this._currentProcessedTask, this._passContext);\r\n break;\r\n }\r\n\r\n this._currentProcessedTask._addPass(pass, whenTaskDisabled);\r\n\r\n return pass;\r\n }\r\n\r\n /** @internal */\r\n public async _whenAsynchronousInitializationDoneAsync(): Promise<void> {\r\n if (this._initAsyncPromises.length > 0) {\r\n await Promise.all(this._initAsyncPromises);\r\n this._initAsyncPromises.length = 0;\r\n }\r\n }\r\n\r\n /**\r\n * @deprecated Use buildAsync instead\r\n */\r\n public build(): void {\r\n void this.buildAsync(false);\r\n }\r\n\r\n private _built = false; // TODO: to be removed when build() is removed\r\n\r\n /**\r\n * Builds the frame graph.\r\n * This method should be called after all tasks have been added to the frame graph (FrameGraph.addTask) and before the graph is executed (FrameGraph.execute).\r\n * @param waitForReadiness If true, the method will wait for the frame graph to be ready before returning (default is true)\r\n */\r\n public async buildAsync(waitForReadiness = true): Promise<void> {\r\n this.textureManager._releaseTextures(false);\r\n\r\n this.pausedExecution = true;\r\n this._built = false;\r\n\r\n try {\r\n await this._whenAsynchronousInitializationDoneAsync();\r\n\r\n for (const task of this._tasks) {\r\n task._reset();\r\n\r\n this._currentProcessedTask = task;\r\n this.textureManager._isRecordingTask = true;\r\n\r\n task.record();\r\n\r\n this.textureManager._isRecordingTask = false;\r\n this._currentProcessedTask = null;\r\n }\r\n\r\n this.textureManager._allocateTextures(this.optimizeTextureAllocation ? this._tasks : undefined);\r\n\r\n for (const task of this._tasks) {\r\n task._checkTask();\r\n }\r\n\r\n for (const task of this._tasks) {\r\n task.onTexturesAllocatedObservable.notifyObservers(this._renderContext);\r\n }\r\n\r\n this._built = true;\r\n\r\n this.onBuildObservable.notifyObservers(this);\r\n\r\n if (waitForReadiness) {\r\n await this.whenReadyAsync();\r\n }\r\n } catch (e) {\r\n this._tasks.length = 0;\r\n this._currentProcessedTask = null;\r\n this.textureManager._isRecordingTask = false;\r\n throw e;\r\n } finally {\r\n this.pausedExecution = false;\r\n this._built = true;\r\n }\r\n }\r\n\r\n /**\r\n * Checks if the frame graph is ready to be executed.\r\n * Note that you can use the whenReadyAsync method to wait for the frame graph to be ready.\r\n * @returns True if the frame graph is ready to be executed, else false\r\n */\r\n public isReady(): boolean {\r\n let ready = this._renderContext._isReady();\r\n for (const task of this._tasks) {\r\n ready &&= task.isReady();\r\n }\r\n return ready;\r\n }\r\n\r\n /**\r\n * Returns a promise that resolves when the frame graph is ready to be executed.\r\n * In general, calling “await buildAsync()” should suffice, as this function also waits for readiness by default.\r\n * @param timeStep Time step in ms between retries (default is 16)\r\n * @param maxTimeout Maximum time in ms to wait for the graph to be ready (default is 10000)\r\n * @returns The promise that resolves when the graph is ready\r\n */\r\n public async whenReadyAsync(timeStep = 16, maxTimeout = 10000): Promise<void> {\r\n let firstNotReadyTask: FrameGraphTask | null = null;\r\n\r\n // TODO: to be removed when build() is removed\r\n await new Promise((resolve) => {\r\n const checkBuilt = () => {\r\n if (this._built) {\r\n resolve(void 0);\r\n return;\r\n }\r\n setTimeout(checkBuilt, 16);\r\n };\r\n checkBuilt();\r\n });\r\n // END TODO\r\n\r\n return await new Promise((resolve, reject) => {\r\n this._whenReadyAsyncCancel = _RetryWithInterval(\r\n () => {\r\n let ready = this._renderContext._isReady();\r\n for (const task of this._tasks) {\r\n const taskIsReady = task.isReady();\r\n if (!taskIsReady && !firstNotReadyTask) {\r\n firstNotReadyTask = task;\r\n }\r\n ready &&= taskIsReady;\r\n }\r\n return ready;\r\n },\r\n () => {\r\n this._whenReadyAsyncCancel = null;\r\n resolve();\r\n },\r\n (err, isTimeout) => {\r\n this._whenReadyAsyncCancel = null;\r\n if (!isTimeout) {\r\n Logger.Error(\"FrameGraph: An unexpected error occurred while waiting for the frame graph to be ready.\");\r\n if (err) {\r\n Logger.Error(err);\r\n if (err.stack) {\r\n Logger.Error(err.stack);\r\n }\r\n }\r\n } else {\r\n Logger.Error(\r\n `FrameGraph: Timeout while waiting for the frame graph to be ready.${firstNotReadyTask ? ` First task not ready: ${firstNotReadyTask.name}` : \"\"}`\r\n );\r\n if (err) {\r\n Logger.Error(err);\r\n }\r\n }\r\n reject(new Error(err));\r\n },\r\n timeStep,\r\n maxTimeout\r\n );\r\n });\r\n }\r\n\r\n /**\r\n * Executes the frame graph.\r\n */\r\n public execute(): void {\r\n if (this.pausedExecution) {\r\n return;\r\n }\r\n\r\n this._renderContext.bindRenderTarget();\r\n\r\n this.textureManager._updateHistoryTextures();\r\n\r\n for (const task of this._tasks) {\r\n task._execute();\r\n }\r\n\r\n this._renderContext.bindRenderTarget(undefined, undefined, true); // restore default framebuffer\r\n }\r\n\r\n /**\r\n * Clears the frame graph (remove the tasks and release the textures).\r\n * The frame graph can be built again after this method is called.\r\n */\r\n public clear(): void {\r\n this._whenReadyAsyncCancel?.();\r\n this._whenReadyAsyncCancel = null;\r\n\r\n for (const task of this._tasks) {\r\n task._reset();\r\n }\r\n\r\n this._tasks.length = 0;\r\n this.textureManager._releaseTextures();\r\n this._currentProcessedTask = null;\r\n }\r\n\r\n /**\r\n * Disposes the frame graph\r\n */\r\n public dispose(): void {\r\n this._whenReadyAsyncCancel?.();\r\n this._whenReadyAsyncCancel = null;\r\n this.clear();\r\n this.textureManager._dispose();\r\n this._renderContext._dispose();\r\n\r\n this._scene.removeFrameGraph(this);\r\n }\r\n}\r\n"]}
@@ -1,4 +1,4 @@
1
- import type { Nullable, AbstractEngine, DrawWrapper, IColor4Like, Layer, FrameGraphTextureHandle, Effect, FrameGraphTextureManager, ObjectRenderer, Scene, FrameGraphRenderTarget, UtilityLayerRenderer, IStencilState } from "../index.js";
1
+ import type { Nullable, AbstractEngine, DrawWrapper, IColor4Like, Layer, FrameGraphTextureHandle, Effect, FrameGraphTextureManager, ObjectRenderer, Scene, FrameGraphRenderTarget, UtilityLayerRenderer, IStencilState, IStencilStateProperties } from "../index.js";
2
2
  import { FrameGraphContext } from "./frameGraphContext.js";
3
3
  /**
4
4
  * Frame graph context used render passes.
@@ -102,7 +102,7 @@ export declare class FrameGraphRenderContext extends FrameGraphContext {
102
102
  * @param noViewport If true, the current viewport will be left unchanged (optional). If false or undefined, the viewport will be set to the full render target size.
103
103
  * @returns True if the effect was applied, otherwise false (effect not ready)
104
104
  */
105
- applyFullScreenEffect(drawWrapper: DrawWrapper, customBindings?: () => void, stencilState?: IStencilState, disableColorWrite?: boolean, drawBackFace?: boolean, depthTest?: boolean, noViewport?: boolean): boolean;
105
+ applyFullScreenEffect(drawWrapper: DrawWrapper, customBindings?: () => void, stencilState?: IStencilState | IStencilStateProperties, disableColorWrite?: boolean, drawBackFace?: boolean, depthTest?: boolean, noViewport?: boolean): boolean;
106
106
  /**
107
107
  * Copies a texture to the current render target
108
108
  * @param sourceTexture The source texture to copy from
@@ -1 +1 @@
1
- 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type {\r\n Nullable,\r\n AbstractEngine,\r\n DrawWrapper,\r\n IColor4Like,\r\n Layer,\r\n FrameGraphTextureHandle,\r\n Effect,\r\n FrameGraphTextureManager,\r\n ObjectRenderer,\r\n Scene,\r\n FrameGraphRenderTarget,\r\n InternalTexture,\r\n UtilityLayerRenderer,\r\n IStencilState,\r\n} from \"core/index\";\r\nimport { Constants } from \"../Engines/constants\";\r\nimport { EffectRenderer } from \"../Materials/effectRenderer\";\r\nimport { CopyTextureToTexture } from \"../Misc/copyTextureToTexture\";\r\nimport { FrameGraphContext } from \"./frameGraphContext\";\r\n\r\nconst SamplingModeHasMipMapFiltering = [\r\n false, // not used\r\n false, // TEXTURE_NEAREST_SAMPLINGMODE / TEXTURE_NEAREST_NEAREST\r\n false, // TEXTURE_BILINEAR_SAMPLINGMODE / TEXTURE_LINEAR_LINEAR\r\n true, // TEXTURE_TRILINEAR_SAMPLINGMODE / TEXTURE_LINEAR_LINEAR_MIPLINEAR\r\n true, // TEXTURE_NEAREST_NEAREST_MIPNEAREST\r\n true, // TEXTURE_NEAREST_LINEAR_MIPNEAREST\r\n true, // TEXTURE_NEAREST_LINEAR_MIPLINEAR\r\n false, // TEXTURE_NEAREST_LINEAR\r\n true, // TEXTURE_NEAREST_NEAREST_MIPLINEAR\r\n true, // TEXTURE_LINEAR_NEAREST_MIPNEAREST\r\n true, // TEXTURE_LINEAR_NEAREST_MIPLINEAR\r\n true, // TEXTURE_LINEAR_LINEAR_MIPNEAREST\r\n false, // TEXTURE_LINEAR_NEAREST\r\n];\r\n\r\n/**\r\n * Frame graph context used render passes.\r\n * @experimental\r\n */\r\nexport class FrameGraphRenderContext extends FrameGraphContext {\r\n private readonly _effectRenderer: EffectRenderer;\r\n private readonly _effectRendererBack: EffectRenderer;\r\n private _currentRenderTarget: FrameGraphRenderTarget | undefined;\r\n private _debugMessageWhenTargetBound: string | undefined;\r\n private _debugMessageHasBeenPushed = false;\r\n private _renderTargetIsBound = true;\r\n private readonly _copyTexture: CopyTextureToTexture;\r\n\r\n private static _IsObjectRenderer(value: Layer | ObjectRenderer | UtilityLayerRenderer): value is ObjectRenderer {\r\n return (value as ObjectRenderer).initRender !== undefined;\r\n }\r\n\r\n /** @internal */\r\n constructor(engine: AbstractEngine, textureManager: FrameGraphTextureManager, scene: Scene) {\r\n super(engine, textureManager, scene);\r\n this._effectRenderer = new EffectRenderer(this._engine);\r\n this._effectRendererBack = new EffectRenderer(this._engine, {\r\n positions: [1, 1, -1, 1, -1, -1, 1, -1],\r\n indices: [0, 2, 1, 0, 3, 2],\r\n });\r\n this._copyTexture = new CopyTextureToTexture(this._engine);\r\n }\r\n\r\n /**\r\n * Checks whether a texture handle points to the backbuffer's color or depth texture\r\n * @param handle The handle to check\r\n * @returns True if the handle points to the backbuffer's color or depth texture, otherwise false\r\n */\r\n public isBackbuffer(handle: FrameGraphTextureHandle): boolean {\r\n return this._textureManager._isBackbuffer(handle);\r\n }\r\n\r\n /**\r\n * Checks whether a texture handle points to the backbuffer's color texture\r\n * @param handle The handle to check\r\n * @returns True if the handle points to the backbuffer's color texture, otherwise false\r\n */\r\n public isBackbufferColor(handle: FrameGraphTextureHandle): boolean {\r\n return this._textureManager.isBackbufferColor(handle);\r\n }\r\n\r\n /**\r\n * Checks whether a texture handle points to the backbuffer's depth texture\r\n * @param handle The handle to check\r\n * @returns True if the handle points to the backbuffer's depth texture, otherwise false\r\n */\r\n public isBackbufferDepthStencil(handle: FrameGraphTextureHandle): boolean {\r\n return this._textureManager.isBackbufferDepthStencil(handle);\r\n }\r\n\r\n /**\r\n * Creates a (frame graph) render target wrapper\r\n * Note that renderTargets or renderTargetDepth can be undefined, but not both at the same time!\r\n * @param name Name of the render target wrapper\r\n * @param renderTargets Render target handles (textures) to use\r\n * @param renderTargetDepth Render target depth handle (texture) to use\r\n * @param depthReadOnly If true, the depth buffer will be read-only\r\n * @param stencilReadOnly If true, the stencil buffer will be read-only\r\n * @returns The created render target wrapper\r\n */\r\n public createRenderTarget(\r\n name: string,\r\n renderTargets?: FrameGraphTextureHandle | FrameGraphTextureHandle[],\r\n renderTargetDepth?: FrameGraphTextureHandle,\r\n depthReadOnly?: boolean,\r\n stencilReadOnly?: boolean\r\n ): FrameGraphRenderTarget {\r\n return this._textureManager.createRenderTarget(name, renderTargets, renderTargetDepth, depthReadOnly, stencilReadOnly);\r\n }\r\n\r\n /**\r\n * Clears the current render buffer or the current render target (if any is set up)\r\n * @param color Defines the color to use\r\n * @param backBuffer Defines if the back buffer must be cleared\r\n * @param depth Defines if the depth buffer must be cleared\r\n * @param stencil Defines if the stencil buffer must be cleared\r\n * @param stencilClearValue Defines the value to use to clear the stencil buffer (default is 0)\r\n */\r\n public clear(color: Nullable<IColor4Like>, backBuffer: boolean, depth: boolean, stencil?: boolean, stencilClearValue = 0): void {\r\n this._applyRenderTarget();\r\n this._engine.clear(color, backBuffer, depth, stencil, stencilClearValue);\r\n }\r\n\r\n /**\r\n * Clears the color attachments of the current render target\r\n * @param color Defines the color to use\r\n * @param attachments The attachments to clear\r\n */\r\n public clearColorAttachments(color: Nullable<IColor4Like>, attachments: number[]): void {\r\n this._applyRenderTarget();\r\n this._engine.bindAttachments(attachments);\r\n this._engine.clear(color, true, false, false);\r\n }\r\n\r\n /**\r\n * Clears all attachments (color(s) + depth/stencil) of the current render target\r\n * @param color Defines the color to use\r\n * @param attachments The attachments to clear\r\n * @param backBuffer Defines if the back buffer must be cleared\r\n * @param depth Defines if the depth buffer must be cleared\r\n * @param stencil Defines if the stencil buffer must be cleared\r\n * @param stencilClearValue Defines the value to use to clear the stencil buffer (default is 0)\r\n */\r\n public clearAttachments(color: Nullable<IColor4Like>, attachments: number[], backBuffer: boolean, depth: boolean, stencil?: boolean, stencilClearValue = 0): void {\r\n this._applyRenderTarget();\r\n this._engine.bindAttachments(attachments);\r\n this._engine.clear(color, backBuffer, depth, stencil, stencilClearValue);\r\n }\r\n\r\n /**\r\n * Binds the attachments to the current render target\r\n * @param attachments The attachments to bind\r\n */\r\n public bindAttachments(attachments: number[]): void {\r\n this._applyRenderTarget();\r\n this._engine.bindAttachments(attachments);\r\n }\r\n\r\n /**\r\n * Generates mipmaps for the current render target\r\n */\r\n public generateMipMaps(): void {\r\n if (this._currentRenderTarget?.renderTargetWrapper === undefined) {\r\n return;\r\n }\r\n\r\n if (this._engine._currentRenderTarget && (!this._engine.isWebGPU || this._renderTargetIsBound)) {\r\n // we can't generate the mipmaps if the render target (which is the texture we want to generate mipmaps for) is bound\r\n // Also, for some reasons, on WebGL2, generating mipmaps doesn't work if a render target is bound, even if it's not the texture we want to generate mipmaps for...\r\n this._flushDebugMessages();\r\n this._engine.unBindFramebuffer(this._engine._currentRenderTarget);\r\n this._renderTargetIsBound = false;\r\n }\r\n\r\n const textures = this._currentRenderTarget.renderTargetWrapper.textures;\r\n if (textures) {\r\n for (const texture of textures) {\r\n this._engine.generateMipmaps(texture);\r\n }\r\n }\r\n }\r\n\r\n /**\r\n * Sets the texture sampling mode for a given texture handle\r\n * @param handle Handle of the texture to set the sampling mode for\r\n * @param samplingMode Sampling mode to set\r\n */\r\n public setTextureSamplingMode(handle: FrameGraphTextureHandle, samplingMode: number): void {\r\n const internalTexture = this._textureManager.getTextureFromHandle(handle);\r\n if (internalTexture && internalTexture.samplingMode !== samplingMode) {\r\n internalTexture.useMipMaps = SamplingModeHasMipMapFiltering[samplingMode];\r\n this._engine.updateTextureSamplingMode(samplingMode, internalTexture);\r\n }\r\n }\r\n\r\n /**\r\n * Binds a texture handle to a given effect (resolves the handle to a texture and binds it to the effect)\r\n * @param effect The effect to bind the texture to\r\n * @param name The name of the texture in the effect\r\n * @param handle The handle of the texture to bind\r\n */\r\n public bindTextureHandle(effect: Effect, name: string, handle: FrameGraphTextureHandle): void {\r\n let texture: Nullable<InternalTexture>;\r\n\r\n const historyEntry = this._textureManager._historyTextures.get(handle);\r\n if (historyEntry) {\r\n texture = historyEntry.textures[historyEntry.index]; // texture we write to in this frame\r\n if (\r\n this._currentRenderTarget !== undefined &&\r\n this._currentRenderTarget.renderTargetWrapper !== undefined &&\r\n this._currentRenderTarget.renderTargetWrapper.textures!.includes(texture!)\r\n ) {\r\n // If the current render target renders to the history write texture, we bind the read texture instead\r\n texture = historyEntry.textures[historyEntry.index ^ 1];\r\n }\r\n } else {\r\n texture = this._textureManager._textures.get(handle)!.texture;\r\n }\r\n\r\n effect._bindTexture(name, texture);\r\n }\r\n\r\n /**\r\n * Applies a full-screen effect to the current render target\r\n * @param drawWrapper The draw wrapper containing the effect to apply\r\n * @param customBindings The custom bindings to use when applying the effect (optional)\r\n * @param stencilState The stencil state to use when applying the effect (optional)\r\n * @param disableColorWrite If true, color write will be disabled when applying the effect (optional)\r\n * @param drawBackFace If true, the fullscreen quad will be drawn as a back face (in CW - optional)\r\n * @param depthTest If true, depth testing will be enabled when applying the effect (default is false)\r\n * @param noViewport If true, the current viewport will be left unchanged (optional). If false or undefined, the viewport will be set to the full render target size.\r\n * @returns True if the effect was applied, otherwise false (effect not ready)\r\n */\r\n public applyFullScreenEffect(\r\n drawWrapper: DrawWrapper,\r\n customBindings?: () => void,\r\n stencilState?: IStencilState,\r\n disableColorWrite?: boolean,\r\n drawBackFace?: boolean,\r\n depthTest?: boolean,\r\n noViewport?: boolean\r\n ): boolean {\r\n if (!drawWrapper.effect?.isReady()) {\r\n return false;\r\n }\r\n\r\n this._applyRenderTarget();\r\n\r\n const engineDepthMask = this._engine.getDepthWrite(); // for some reasons, depthWrite is not restored by EffectRenderer.restoreStates\r\n\r\n const effectRenderer = drawBackFace ? this._effectRendererBack : this._effectRenderer;\r\n\r\n effectRenderer.saveStates();\r\n if (!noViewport) {\r\n effectRenderer.setViewport();\r\n }\r\n\r\n this._engine.enableEffect(drawWrapper);\r\n this._engine.setState(false, undefined, undefined, undefined, undefined, stencilState);\r\n this._engine.setDepthBuffer(!!depthTest);\r\n if (disableColorWrite) {\r\n this._engine.setColorWrite(false);\r\n }\r\n this._engine.setDepthWrite(false);\r\n\r\n effectRenderer.bindBuffers(drawWrapper.effect);\r\n customBindings?.();\r\n effectRenderer.draw();\r\n effectRenderer.restoreStates();\r\n if (disableColorWrite) {\r\n this._engine.setColorWrite(true);\r\n }\r\n this._engine.setDepthWrite(engineDepthMask);\r\n this._engine.setAlphaMode(Constants.ALPHA_DISABLE);\r\n\r\n return true;\r\n }\r\n\r\n /**\r\n * Copies a texture to the current render target\r\n * @param sourceTexture The source texture to copy from\r\n * @param forceCopyToBackbuffer If true, the copy will be done to the back buffer regardless of the current render target\r\n * @param noViewport If true, the current viewport will be left unchanged (optional). If false or undefined, the viewport will be set to the full render target size.\r\n * @param lodLevel The LOD level to use when copying the texture (default: 0).\r\n */\r\n public copyTexture(sourceTexture: FrameGraphTextureHandle, forceCopyToBackbuffer = false, noViewport?: boolean, lodLevel = 0): void {\r\n if (forceCopyToBackbuffer) {\r\n this.bindRenderTarget();\r\n }\r\n\r\n this._copyTexture.source = this._textureManager.getTextureFromHandle(sourceTexture, true)!;\r\n this._copyTexture.lodLevel = lodLevel;\r\n\r\n this.applyFullScreenEffect(\r\n this._copyTexture.effectWrapper.drawWrapper,\r\n () => {\r\n this._copyTexture.effectWrapper.onApplyObservable.notifyObservers({});\r\n },\r\n undefined,\r\n undefined,\r\n undefined,\r\n undefined,\r\n noViewport\r\n );\r\n }\r\n\r\n /**\r\n * Renders a RenderTargetTexture or a layer\r\n * @param object The RenderTargetTexture/Layer to render\r\n * @param viewportWidth The width of the viewport (optional for Layer, but mandatory for ObjectRenderer)\r\n * @param viewportHeight The height of the viewport (optional for Layer, but mandatory for ObjectRenderer)\r\n */\r\n public render(object: Layer | ObjectRenderer | UtilityLayerRenderer, viewportWidth?: number, viewportHeight?: number): void {\r\n if (FrameGraphRenderContext._IsObjectRenderer(object)) {\r\n this._scene._intermediateRendering = true;\r\n if (object.shouldRender()) {\r\n this._scene.incrementRenderId();\r\n this._scene.resetCachedMaterial();\r\n\r\n this._applyRenderTarget();\r\n\r\n object.prepareRenderList();\r\n\r\n object.initRender(viewportWidth!, viewportHeight!);\r\n\r\n object.render();\r\n\r\n object.finishRender();\r\n }\r\n this._scene._intermediateRendering = false;\r\n } else {\r\n this._applyRenderTarget();\r\n object.render();\r\n }\r\n }\r\n\r\n /**\r\n * Binds a render target texture so that upcoming draw calls will render to it\r\n * Note: it is a lazy operation, so the render target will only be bound when needed. This way, it is possible to call\r\n * this method several times with different render targets without incurring the cost of binding if no draw calls are made\r\n * @param renderTarget The handle of the render target texture to bind (default: undefined, meaning \"back buffer\"). Pass an array for MRT rendering.\r\n * @param debugMessage Optional debug message to display when the render target is bound (visible in PIX, for example)\r\n * @param applyImmediately If true, the render target will be applied immediately (otherwise it will be applied at first use). Default is false (delayed application).\r\n */\r\n public bindRenderTarget(renderTarget?: FrameGraphRenderTarget, debugMessage?: string, applyImmediately = false): void {\r\n if (\r\n (renderTarget?.renderTargetWrapper === undefined && this._currentRenderTarget === undefined) ||\r\n (renderTarget && this._currentRenderTarget && renderTarget.equals(this._currentRenderTarget))\r\n ) {\r\n this._flushDebugMessages();\r\n if (debugMessage !== undefined) {\r\n this._engine._debugPushGroup?.(debugMessage, 2);\r\n this._debugMessageWhenTargetBound = undefined;\r\n this._debugMessageHasBeenPushed = true;\r\n }\r\n if (applyImmediately) {\r\n this._applyRenderTarget();\r\n }\r\n return;\r\n }\r\n this._currentRenderTarget = renderTarget?.renderTargetWrapper === undefined ? undefined : renderTarget;\r\n this._debugMessageWhenTargetBound = debugMessage;\r\n this._renderTargetIsBound = false;\r\n if (applyImmediately) {\r\n this._applyRenderTarget();\r\n }\r\n }\r\n\r\n /** @internal */\r\n public _flushDebugMessages() {\r\n if (this._debugMessageHasBeenPushed) {\r\n this._engine._debugPopGroup?.(2);\r\n this._debugMessageHasBeenPushed = false;\r\n }\r\n }\r\n\r\n /** @internal */\r\n public _applyRenderTarget() {\r\n if (this._renderTargetIsBound) {\r\n return;\r\n }\r\n\r\n this._flushDebugMessages();\r\n\r\n const renderTargetWrapper = this._currentRenderTarget?.renderTargetWrapper;\r\n\r\n if (renderTargetWrapper === undefined) {\r\n this._engine.restoreDefaultFramebuffer();\r\n } else {\r\n if (this._engine._currentRenderTarget) {\r\n this._engine.unBindFramebuffer(this._engine._currentRenderTarget);\r\n }\r\n this._engine.bindFramebuffer(renderTargetWrapper);\r\n }\r\n\r\n if (this._debugMessageWhenTargetBound !== undefined) {\r\n this._engine._debugPushGroup?.(this._debugMessageWhenTargetBound, 2);\r\n this._debugMessageWhenTargetBound = undefined;\r\n this._debugMessageHasBeenPushed = true;\r\n }\r\n\r\n this._renderTargetIsBound = true;\r\n }\r\n\r\n /** @internal */\r\n public _isReady(): boolean {\r\n return this._copyTexture.isReady();\r\n }\r\n\r\n /** @internal */\r\n public _dispose() {\r\n this._effectRenderer.dispose();\r\n this._effectRendererBack.dispose();\r\n this._copyTexture.dispose();\r\n }\r\n}\r\n"]}
1
+ 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type {\r\n Nullable,\r\n AbstractEngine,\r\n DrawWrapper,\r\n IColor4Like,\r\n Layer,\r\n FrameGraphTextureHandle,\r\n Effect,\r\n FrameGraphTextureManager,\r\n ObjectRenderer,\r\n Scene,\r\n FrameGraphRenderTarget,\r\n InternalTexture,\r\n UtilityLayerRenderer,\r\n IStencilState,\r\n IStencilStateProperties,\r\n} from \"core/index\";\r\nimport { Constants } from \"../Engines/constants\";\r\nimport { EffectRenderer } from \"../Materials/effectRenderer\";\r\nimport { CopyTextureToTexture } from \"../Misc/copyTextureToTexture\";\r\nimport { FrameGraphContext } from \"./frameGraphContext\";\r\n\r\nconst SamplingModeHasMipMapFiltering = [\r\n false, // not used\r\n false, // TEXTURE_NEAREST_SAMPLINGMODE / TEXTURE_NEAREST_NEAREST\r\n false, // TEXTURE_BILINEAR_SAMPLINGMODE / TEXTURE_LINEAR_LINEAR\r\n true, // TEXTURE_TRILINEAR_SAMPLINGMODE / TEXTURE_LINEAR_LINEAR_MIPLINEAR\r\n true, // TEXTURE_NEAREST_NEAREST_MIPNEAREST\r\n true, // TEXTURE_NEAREST_LINEAR_MIPNEAREST\r\n true, // TEXTURE_NEAREST_LINEAR_MIPLINEAR\r\n false, // TEXTURE_NEAREST_LINEAR\r\n true, // TEXTURE_NEAREST_NEAREST_MIPLINEAR\r\n true, // TEXTURE_LINEAR_NEAREST_MIPNEAREST\r\n true, // TEXTURE_LINEAR_NEAREST_MIPLINEAR\r\n true, // TEXTURE_LINEAR_LINEAR_MIPNEAREST\r\n false, // TEXTURE_LINEAR_NEAREST\r\n];\r\n\r\n/**\r\n * Frame graph context used render passes.\r\n * @experimental\r\n */\r\nexport class FrameGraphRenderContext extends FrameGraphContext {\r\n private readonly _effectRenderer: EffectRenderer;\r\n private readonly _effectRendererBack: EffectRenderer;\r\n private _currentRenderTarget: FrameGraphRenderTarget | undefined;\r\n private _debugMessageWhenTargetBound: string | undefined;\r\n private _debugMessageHasBeenPushed = false;\r\n private _renderTargetIsBound = true;\r\n private readonly _copyTexture: CopyTextureToTexture;\r\n\r\n private static _IsObjectRenderer(value: Layer | ObjectRenderer | UtilityLayerRenderer): value is ObjectRenderer {\r\n return (value as ObjectRenderer).initRender !== undefined;\r\n }\r\n\r\n /** @internal */\r\n constructor(engine: AbstractEngine, textureManager: FrameGraphTextureManager, scene: Scene) {\r\n super(engine, textureManager, scene);\r\n this._effectRenderer = new EffectRenderer(this._engine);\r\n this._effectRendererBack = new EffectRenderer(this._engine, {\r\n positions: [1, 1, -1, 1, -1, -1, 1, -1],\r\n indices: [0, 2, 1, 0, 3, 2],\r\n });\r\n this._copyTexture = new CopyTextureToTexture(this._engine);\r\n }\r\n\r\n /**\r\n * Checks whether a texture handle points to the backbuffer's color or depth texture\r\n * @param handle The handle to check\r\n * @returns True if the handle points to the backbuffer's color or depth texture, otherwise false\r\n */\r\n public isBackbuffer(handle: FrameGraphTextureHandle): boolean {\r\n return this._textureManager._isBackbuffer(handle);\r\n }\r\n\r\n /**\r\n * Checks whether a texture handle points to the backbuffer's color texture\r\n * @param handle The handle to check\r\n * @returns True if the handle points to the backbuffer's color texture, otherwise false\r\n */\r\n public isBackbufferColor(handle: FrameGraphTextureHandle): boolean {\r\n return this._textureManager.isBackbufferColor(handle);\r\n }\r\n\r\n /**\r\n * Checks whether a texture handle points to the backbuffer's depth texture\r\n * @param handle The handle to check\r\n * @returns True if the handle points to the backbuffer's depth texture, otherwise false\r\n */\r\n public isBackbufferDepthStencil(handle: FrameGraphTextureHandle): boolean {\r\n return this._textureManager.isBackbufferDepthStencil(handle);\r\n }\r\n\r\n /**\r\n * Creates a (frame graph) render target wrapper\r\n * Note that renderTargets or renderTargetDepth can be undefined, but not both at the same time!\r\n * @param name Name of the render target wrapper\r\n * @param renderTargets Render target handles (textures) to use\r\n * @param renderTargetDepth Render target depth handle (texture) to use\r\n * @param depthReadOnly If true, the depth buffer will be read-only\r\n * @param stencilReadOnly If true, the stencil buffer will be read-only\r\n * @returns The created render target wrapper\r\n */\r\n public createRenderTarget(\r\n name: string,\r\n renderTargets?: FrameGraphTextureHandle | FrameGraphTextureHandle[],\r\n renderTargetDepth?: FrameGraphTextureHandle,\r\n depthReadOnly?: boolean,\r\n stencilReadOnly?: boolean\r\n ): FrameGraphRenderTarget {\r\n return this._textureManager.createRenderTarget(name, renderTargets, renderTargetDepth, depthReadOnly, stencilReadOnly);\r\n }\r\n\r\n /**\r\n * Clears the current render buffer or the current render target (if any is set up)\r\n * @param color Defines the color to use\r\n * @param backBuffer Defines if the back buffer must be cleared\r\n * @param depth Defines if the depth buffer must be cleared\r\n * @param stencil Defines if the stencil buffer must be cleared\r\n * @param stencilClearValue Defines the value to use to clear the stencil buffer (default is 0)\r\n */\r\n public clear(color: Nullable<IColor4Like>, backBuffer: boolean, depth: boolean, stencil?: boolean, stencilClearValue = 0): void {\r\n this._applyRenderTarget();\r\n this._engine.clear(color, backBuffer, depth, stencil, stencilClearValue);\r\n }\r\n\r\n /**\r\n * Clears the color attachments of the current render target\r\n * @param color Defines the color to use\r\n * @param attachments The attachments to clear\r\n */\r\n public clearColorAttachments(color: Nullable<IColor4Like>, attachments: number[]): void {\r\n this._applyRenderTarget();\r\n this._engine.bindAttachments(attachments);\r\n this._engine.clear(color, true, false, false);\r\n }\r\n\r\n /**\r\n * Clears all attachments (color(s) + depth/stencil) of the current render target\r\n * @param color Defines the color to use\r\n * @param attachments The attachments to clear\r\n * @param backBuffer Defines if the back buffer must be cleared\r\n * @param depth Defines if the depth buffer must be cleared\r\n * @param stencil Defines if the stencil buffer must be cleared\r\n * @param stencilClearValue Defines the value to use to clear the stencil buffer (default is 0)\r\n */\r\n public clearAttachments(color: Nullable<IColor4Like>, attachments: number[], backBuffer: boolean, depth: boolean, stencil?: boolean, stencilClearValue = 0): void {\r\n this._applyRenderTarget();\r\n this._engine.bindAttachments(attachments);\r\n this._engine.clear(color, backBuffer, depth, stencil, stencilClearValue);\r\n }\r\n\r\n /**\r\n * Binds the attachments to the current render target\r\n * @param attachments The attachments to bind\r\n */\r\n public bindAttachments(attachments: number[]): void {\r\n this._applyRenderTarget();\r\n this._engine.bindAttachments(attachments);\r\n }\r\n\r\n /**\r\n * Generates mipmaps for the current render target\r\n */\r\n public generateMipMaps(): void {\r\n if (this._currentRenderTarget?.renderTargetWrapper === undefined) {\r\n return;\r\n }\r\n\r\n if (this._engine._currentRenderTarget && (!this._engine.isWebGPU || this._renderTargetIsBound)) {\r\n // we can't generate the mipmaps if the render target (which is the texture we want to generate mipmaps for) is bound\r\n // Also, for some reasons, on WebGL2, generating mipmaps doesn't work if a render target is bound, even if it's not the texture we want to generate mipmaps for...\r\n this._flushDebugMessages();\r\n this._engine.unBindFramebuffer(this._engine._currentRenderTarget);\r\n this._renderTargetIsBound = false;\r\n }\r\n\r\n const textures = this._currentRenderTarget.renderTargetWrapper.textures;\r\n if (textures) {\r\n for (const texture of textures) {\r\n this._engine.generateMipmaps(texture);\r\n }\r\n }\r\n }\r\n\r\n /**\r\n * Sets the texture sampling mode for a given texture handle\r\n * @param handle Handle of the texture to set the sampling mode for\r\n * @param samplingMode Sampling mode to set\r\n */\r\n public setTextureSamplingMode(handle: FrameGraphTextureHandle, samplingMode: number): void {\r\n const internalTexture = this._textureManager.getTextureFromHandle(handle);\r\n if (internalTexture && internalTexture.samplingMode !== samplingMode) {\r\n internalTexture.useMipMaps = SamplingModeHasMipMapFiltering[samplingMode];\r\n this._engine.updateTextureSamplingMode(samplingMode, internalTexture);\r\n }\r\n }\r\n\r\n /**\r\n * Binds a texture handle to a given effect (resolves the handle to a texture and binds it to the effect)\r\n * @param effect The effect to bind the texture to\r\n * @param name The name of the texture in the effect\r\n * @param handle The handle of the texture to bind\r\n */\r\n public bindTextureHandle(effect: Effect, name: string, handle: FrameGraphTextureHandle): void {\r\n let texture: Nullable<InternalTexture>;\r\n\r\n const historyEntry = this._textureManager._historyTextures.get(handle);\r\n if (historyEntry) {\r\n texture = historyEntry.textures[historyEntry.index]; // texture we write to in this frame\r\n if (\r\n this._currentRenderTarget !== undefined &&\r\n this._currentRenderTarget.renderTargetWrapper !== undefined &&\r\n this._currentRenderTarget.renderTargetWrapper.textures!.includes(texture!)\r\n ) {\r\n // If the current render target renders to the history write texture, we bind the read texture instead\r\n texture = historyEntry.textures[historyEntry.index ^ 1];\r\n }\r\n } else {\r\n texture = this._textureManager._textures.get(handle)!.texture;\r\n }\r\n\r\n effect._bindTexture(name, texture);\r\n }\r\n\r\n /**\r\n * Applies a full-screen effect to the current render target\r\n * @param drawWrapper The draw wrapper containing the effect to apply\r\n * @param customBindings The custom bindings to use when applying the effect (optional)\r\n * @param stencilState The stencil state to use when applying the effect (optional)\r\n * @param disableColorWrite If true, color write will be disabled when applying the effect (optional)\r\n * @param drawBackFace If true, the fullscreen quad will be drawn as a back face (in CW - optional)\r\n * @param depthTest If true, depth testing will be enabled when applying the effect (default is false)\r\n * @param noViewport If true, the current viewport will be left unchanged (optional). If false or undefined, the viewport will be set to the full render target size.\r\n * @returns True if the effect was applied, otherwise false (effect not ready)\r\n */\r\n public applyFullScreenEffect(\r\n drawWrapper: DrawWrapper,\r\n customBindings?: () => void,\r\n stencilState?: IStencilState | IStencilStateProperties,\r\n disableColorWrite?: boolean,\r\n drawBackFace?: boolean,\r\n depthTest?: boolean,\r\n noViewport?: boolean\r\n ): boolean {\r\n if (!drawWrapper.effect?.isReady()) {\r\n return false;\r\n }\r\n\r\n this._applyRenderTarget();\r\n\r\n const engineDepthMask = this._engine.getDepthWrite(); // for some reasons, depthWrite is not restored by EffectRenderer.restoreStates\r\n\r\n const effectRenderer = drawBackFace ? this._effectRendererBack : this._effectRenderer;\r\n\r\n effectRenderer.saveStates();\r\n if (!noViewport) {\r\n effectRenderer.setViewport();\r\n }\r\n\r\n this._engine.enableEffect(drawWrapper);\r\n this._engine.setState(false, undefined, undefined, undefined, undefined, stencilState);\r\n this._engine.setDepthBuffer(!!depthTest);\r\n if (disableColorWrite) {\r\n this._engine.setColorWrite(false);\r\n }\r\n this._engine.setDepthWrite(false);\r\n\r\n effectRenderer.bindBuffers(drawWrapper.effect);\r\n customBindings?.();\r\n effectRenderer.draw();\r\n effectRenderer.restoreStates();\r\n if (disableColorWrite) {\r\n this._engine.setColorWrite(true);\r\n }\r\n this._engine.setDepthWrite(engineDepthMask);\r\n this._engine.setAlphaMode(Constants.ALPHA_DISABLE);\r\n\r\n return true;\r\n }\r\n\r\n /**\r\n * Copies a texture to the current render target\r\n * @param sourceTexture The source texture to copy from\r\n * @param forceCopyToBackbuffer If true, the copy will be done to the back buffer regardless of the current render target\r\n * @param noViewport If true, the current viewport will be left unchanged (optional). If false or undefined, the viewport will be set to the full render target size.\r\n * @param lodLevel The LOD level to use when copying the texture (default: 0).\r\n */\r\n public copyTexture(sourceTexture: FrameGraphTextureHandle, forceCopyToBackbuffer = false, noViewport?: boolean, lodLevel = 0): void {\r\n if (forceCopyToBackbuffer) {\r\n this.bindRenderTarget();\r\n }\r\n\r\n this._copyTexture.source = this._textureManager.getTextureFromHandle(sourceTexture, true)!;\r\n this._copyTexture.lodLevel = lodLevel;\r\n\r\n this.applyFullScreenEffect(\r\n this._copyTexture.effectWrapper.drawWrapper,\r\n () => {\r\n this._copyTexture.effectWrapper.onApplyObservable.notifyObservers({});\r\n },\r\n undefined,\r\n undefined,\r\n undefined,\r\n undefined,\r\n noViewport\r\n );\r\n }\r\n\r\n /**\r\n * Renders a RenderTargetTexture or a layer\r\n * @param object The RenderTargetTexture/Layer to render\r\n * @param viewportWidth The width of the viewport (optional for Layer, but mandatory for ObjectRenderer)\r\n * @param viewportHeight The height of the viewport (optional for Layer, but mandatory for ObjectRenderer)\r\n */\r\n public render(object: Layer | ObjectRenderer | UtilityLayerRenderer, viewportWidth?: number, viewportHeight?: number): void {\r\n if (FrameGraphRenderContext._IsObjectRenderer(object)) {\r\n this._scene._intermediateRendering = true;\r\n if (object.shouldRender()) {\r\n this._scene.incrementRenderId();\r\n this._scene.resetCachedMaterial();\r\n\r\n this._applyRenderTarget();\r\n\r\n object.prepareRenderList();\r\n\r\n object.initRender(viewportWidth!, viewportHeight!);\r\n\r\n object.render();\r\n\r\n object.finishRender();\r\n }\r\n this._scene._intermediateRendering = false;\r\n } else {\r\n this._applyRenderTarget();\r\n object.render();\r\n }\r\n }\r\n\r\n /**\r\n * Binds a render target texture so that upcoming draw calls will render to it\r\n * Note: it is a lazy operation, so the render target will only be bound when needed. This way, it is possible to call\r\n * this method several times with different render targets without incurring the cost of binding if no draw calls are made\r\n * @param renderTarget The handle of the render target texture to bind (default: undefined, meaning \"back buffer\"). Pass an array for MRT rendering.\r\n * @param debugMessage Optional debug message to display when the render target is bound (visible in PIX, for example)\r\n * @param applyImmediately If true, the render target will be applied immediately (otherwise it will be applied at first use). Default is false (delayed application).\r\n */\r\n public bindRenderTarget(renderTarget?: FrameGraphRenderTarget, debugMessage?: string, applyImmediately = false): void {\r\n if (\r\n (renderTarget?.renderTargetWrapper === undefined && this._currentRenderTarget === undefined) ||\r\n (renderTarget && this._currentRenderTarget && renderTarget.equals(this._currentRenderTarget))\r\n ) {\r\n this._flushDebugMessages();\r\n if (debugMessage !== undefined) {\r\n this._engine._debugPushGroup?.(debugMessage, 2);\r\n this._debugMessageWhenTargetBound = undefined;\r\n this._debugMessageHasBeenPushed = true;\r\n }\r\n if (applyImmediately) {\r\n this._applyRenderTarget();\r\n }\r\n return;\r\n }\r\n this._currentRenderTarget = renderTarget?.renderTargetWrapper === undefined ? undefined : renderTarget;\r\n this._debugMessageWhenTargetBound = debugMessage;\r\n this._renderTargetIsBound = false;\r\n if (applyImmediately) {\r\n this._applyRenderTarget();\r\n }\r\n }\r\n\r\n /** @internal */\r\n public _flushDebugMessages() {\r\n if (this._debugMessageHasBeenPushed) {\r\n this._engine._debugPopGroup?.(2);\r\n this._debugMessageHasBeenPushed = false;\r\n }\r\n }\r\n\r\n /** @internal */\r\n public _applyRenderTarget() {\r\n if (this._renderTargetIsBound) {\r\n return;\r\n }\r\n\r\n this._flushDebugMessages();\r\n\r\n const renderTargetWrapper = this._currentRenderTarget?.renderTargetWrapper;\r\n\r\n if (renderTargetWrapper === undefined) {\r\n this._engine.restoreDefaultFramebuffer();\r\n } else {\r\n if (this._engine._currentRenderTarget) {\r\n this._engine.unBindFramebuffer(this._engine._currentRenderTarget);\r\n }\r\n this._engine.bindFramebuffer(renderTargetWrapper);\r\n }\r\n\r\n if (this._debugMessageWhenTargetBound !== undefined) {\r\n this._engine._debugPushGroup?.(this._debugMessageWhenTargetBound, 2);\r\n this._debugMessageWhenTargetBound = undefined;\r\n this._debugMessageHasBeenPushed = true;\r\n }\r\n\r\n this._renderTargetIsBound = true;\r\n }\r\n\r\n /** @internal */\r\n public _isReady(): boolean {\r\n return this._copyTexture.isReady();\r\n }\r\n\r\n /** @internal */\r\n public _dispose() {\r\n this._effectRenderer.dispose();\r\n this._effectRendererBack.dispose();\r\n this._copyTexture.dispose();\r\n }\r\n}\r\n"]}