@babylonjs/core 8.40.0 → 8.41.0

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Files changed (213) hide show
  1. package/Compute/computeEffect.js +5 -1
  2. package/Compute/computeEffect.js.map +1 -1
  3. package/Compute/computeShader.d.ts +4 -0
  4. package/Compute/computeShader.js +9 -3
  5. package/Compute/computeShader.js.map +1 -1
  6. package/Engines/Extensions/engine.computeShader.d.ts +2 -3
  7. package/Engines/Extensions/engine.computeShader.js.map +1 -1
  8. package/Engines/ICanvas.d.ts +3 -3
  9. package/Engines/ICanvas.js.map +1 -1
  10. package/Engines/abstractEngine.js +2 -2
  11. package/Engines/abstractEngine.js.map +1 -1
  12. package/Engines/webgpuEngine.js +2 -2
  13. package/Engines/webgpuEngine.js.map +1 -1
  14. package/FrameGraph/Node/Blocks/Rendering/baseObjectRendererBlock.d.ts +3 -0
  15. package/FrameGraph/Node/Blocks/Rendering/baseObjectRendererBlock.js +29 -14
  16. package/FrameGraph/Node/Blocks/Rendering/baseObjectRendererBlock.js.map +1 -1
  17. package/FrameGraph/Node/Blocks/Rendering/geometryRendererBlock.d.ts +12 -41
  18. package/FrameGraph/Node/Blocks/Rendering/geometryRendererBlock.js +106 -184
  19. package/FrameGraph/Node/Blocks/Rendering/geometryRendererBlock.js.map +1 -1
  20. package/FrameGraph/Passes/renderPass.js +5 -3
  21. package/FrameGraph/Passes/renderPass.js.map +1 -1
  22. package/FrameGraph/Tasks/Layers/baseLayerTask.d.ts +2 -0
  23. package/FrameGraph/Tasks/Layers/baseLayerTask.js +6 -0
  24. package/FrameGraph/Tasks/Layers/baseLayerTask.js.map +1 -1
  25. package/FrameGraph/Tasks/Layers/glowLayerTask.d.ts +1 -0
  26. package/FrameGraph/Tasks/Layers/glowLayerTask.js +3 -0
  27. package/FrameGraph/Tasks/Layers/glowLayerTask.js.map +1 -1
  28. package/FrameGraph/Tasks/Layers/highlightLayerTask.d.ts +1 -0
  29. package/FrameGraph/Tasks/Layers/highlightLayerTask.js +3 -0
  30. package/FrameGraph/Tasks/Layers/highlightLayerTask.js.map +1 -1
  31. package/FrameGraph/Tasks/Misc/computeShaderTask.d.ts +1 -0
  32. package/FrameGraph/Tasks/Misc/computeShaderTask.js +3 -0
  33. package/FrameGraph/Tasks/Misc/computeShaderTask.js.map +1 -1
  34. package/FrameGraph/Tasks/Misc/cullObjectsTask.d.ts +1 -0
  35. package/FrameGraph/Tasks/Misc/cullObjectsTask.js +3 -0
  36. package/FrameGraph/Tasks/Misc/cullObjectsTask.js.map +1 -1
  37. package/FrameGraph/Tasks/Misc/executeTask.d.ts +1 -0
  38. package/FrameGraph/Tasks/Misc/executeTask.js +3 -0
  39. package/FrameGraph/Tasks/Misc/executeTask.js.map +1 -1
  40. package/FrameGraph/Tasks/Misc/lightingVolumeTask.d.ts +1 -0
  41. package/FrameGraph/Tasks/Misc/lightingVolumeTask.js +8 -1
  42. package/FrameGraph/Tasks/Misc/lightingVolumeTask.js.map +1 -1
  43. package/FrameGraph/Tasks/PostProcesses/anaglyphTask.d.ts +1 -0
  44. package/FrameGraph/Tasks/PostProcesses/anaglyphTask.js +3 -0
  45. package/FrameGraph/Tasks/PostProcesses/anaglyphTask.js.map +1 -1
  46. package/FrameGraph/Tasks/PostProcesses/blackAndWhiteTask.d.ts +1 -0
  47. package/FrameGraph/Tasks/PostProcesses/blackAndWhiteTask.js +3 -0
  48. package/FrameGraph/Tasks/PostProcesses/blackAndWhiteTask.js.map +1 -1
  49. package/FrameGraph/Tasks/PostProcesses/bloomMergeTask.d.ts +1 -0
  50. package/FrameGraph/Tasks/PostProcesses/bloomMergeTask.js +3 -0
  51. package/FrameGraph/Tasks/PostProcesses/bloomMergeTask.js.map +1 -1
  52. package/FrameGraph/Tasks/PostProcesses/bloomTask.d.ts +1 -0
  53. package/FrameGraph/Tasks/PostProcesses/bloomTask.js +3 -0
  54. package/FrameGraph/Tasks/PostProcesses/bloomTask.js.map +1 -1
  55. package/FrameGraph/Tasks/PostProcesses/blurTask.d.ts +1 -0
  56. package/FrameGraph/Tasks/PostProcesses/blurTask.js +3 -0
  57. package/FrameGraph/Tasks/PostProcesses/blurTask.js.map +1 -1
  58. package/FrameGraph/Tasks/PostProcesses/chromaticAberrationTask.d.ts +1 -0
  59. package/FrameGraph/Tasks/PostProcesses/chromaticAberrationTask.js +3 -0
  60. package/FrameGraph/Tasks/PostProcesses/chromaticAberrationTask.js.map +1 -1
  61. package/FrameGraph/Tasks/PostProcesses/circleOfConfusionTask.d.ts +1 -0
  62. package/FrameGraph/Tasks/PostProcesses/circleOfConfusionTask.js +3 -0
  63. package/FrameGraph/Tasks/PostProcesses/circleOfConfusionTask.js.map +1 -1
  64. package/FrameGraph/Tasks/PostProcesses/colorCorrectionTask.d.ts +1 -0
  65. package/FrameGraph/Tasks/PostProcesses/colorCorrectionTask.js +3 -0
  66. package/FrameGraph/Tasks/PostProcesses/colorCorrectionTask.js.map +1 -1
  67. package/FrameGraph/Tasks/PostProcesses/convolutionTask.d.ts +1 -0
  68. package/FrameGraph/Tasks/PostProcesses/convolutionTask.js +3 -0
  69. package/FrameGraph/Tasks/PostProcesses/convolutionTask.js.map +1 -1
  70. package/FrameGraph/Tasks/PostProcesses/customPostProcessTask.d.ts +1 -0
  71. package/FrameGraph/Tasks/PostProcesses/customPostProcessTask.js +3 -0
  72. package/FrameGraph/Tasks/PostProcesses/customPostProcessTask.js.map +1 -1
  73. package/FrameGraph/Tasks/PostProcesses/depthOfFieldBlurTask.d.ts +1 -0
  74. package/FrameGraph/Tasks/PostProcesses/depthOfFieldBlurTask.js +3 -0
  75. package/FrameGraph/Tasks/PostProcesses/depthOfFieldBlurTask.js.map +1 -1
  76. package/FrameGraph/Tasks/PostProcesses/depthOfFieldMergeTask.d.ts +1 -0
  77. package/FrameGraph/Tasks/PostProcesses/depthOfFieldMergeTask.js +3 -0
  78. package/FrameGraph/Tasks/PostProcesses/depthOfFieldMergeTask.js.map +1 -1
  79. package/FrameGraph/Tasks/PostProcesses/depthOfFieldTask.d.ts +1 -0
  80. package/FrameGraph/Tasks/PostProcesses/depthOfFieldTask.js +3 -0
  81. package/FrameGraph/Tasks/PostProcesses/depthOfFieldTask.js.map +1 -1
  82. package/FrameGraph/Tasks/PostProcesses/extractHighlightsTask.d.ts +1 -0
  83. package/FrameGraph/Tasks/PostProcesses/extractHighlightsTask.js +3 -0
  84. package/FrameGraph/Tasks/PostProcesses/extractHighlightsTask.js.map +1 -1
  85. package/FrameGraph/Tasks/PostProcesses/filterTask.d.ts +1 -0
  86. package/FrameGraph/Tasks/PostProcesses/filterTask.js +3 -0
  87. package/FrameGraph/Tasks/PostProcesses/filterTask.js.map +1 -1
  88. package/FrameGraph/Tasks/PostProcesses/fxaaTask.d.ts +1 -0
  89. package/FrameGraph/Tasks/PostProcesses/fxaaTask.js +3 -0
  90. package/FrameGraph/Tasks/PostProcesses/fxaaTask.js.map +1 -1
  91. package/FrameGraph/Tasks/PostProcesses/grainTask.d.ts +1 -0
  92. package/FrameGraph/Tasks/PostProcesses/grainTask.js +3 -0
  93. package/FrameGraph/Tasks/PostProcesses/grainTask.js.map +1 -1
  94. package/FrameGraph/Tasks/PostProcesses/imageProcessingTask.d.ts +1 -0
  95. package/FrameGraph/Tasks/PostProcesses/imageProcessingTask.js +3 -0
  96. package/FrameGraph/Tasks/PostProcesses/imageProcessingTask.js.map +1 -1
  97. package/FrameGraph/Tasks/PostProcesses/motionBlurTask.d.ts +1 -0
  98. package/FrameGraph/Tasks/PostProcesses/motionBlurTask.js +3 -0
  99. package/FrameGraph/Tasks/PostProcesses/motionBlurTask.js.map +1 -1
  100. package/FrameGraph/Tasks/PostProcesses/passTask.d.ts +2 -0
  101. package/FrameGraph/Tasks/PostProcesses/passTask.js +6 -0
  102. package/FrameGraph/Tasks/PostProcesses/passTask.js.map +1 -1
  103. package/FrameGraph/Tasks/PostProcesses/postProcessTask.d.ts +1 -0
  104. package/FrameGraph/Tasks/PostProcesses/postProcessTask.js +3 -0
  105. package/FrameGraph/Tasks/PostProcesses/postProcessTask.js.map +1 -1
  106. package/FrameGraph/Tasks/PostProcesses/screenSpaceCurvatureTask.d.ts +1 -0
  107. package/FrameGraph/Tasks/PostProcesses/screenSpaceCurvatureTask.js +3 -0
  108. package/FrameGraph/Tasks/PostProcesses/screenSpaceCurvatureTask.js.map +1 -1
  109. package/FrameGraph/Tasks/PostProcesses/sharpenTask.d.ts +1 -0
  110. package/FrameGraph/Tasks/PostProcesses/sharpenTask.js +3 -0
  111. package/FrameGraph/Tasks/PostProcesses/sharpenTask.js.map +1 -1
  112. package/FrameGraph/Tasks/PostProcesses/ssao2BlurTask.d.ts +1 -0
  113. package/FrameGraph/Tasks/PostProcesses/ssao2BlurTask.js +3 -0
  114. package/FrameGraph/Tasks/PostProcesses/ssao2BlurTask.js.map +1 -1
  115. package/FrameGraph/Tasks/PostProcesses/ssao2RenderingPipelineTask.d.ts +1 -0
  116. package/FrameGraph/Tasks/PostProcesses/ssao2RenderingPipelineTask.js +3 -0
  117. package/FrameGraph/Tasks/PostProcesses/ssao2RenderingPipelineTask.js.map +1 -1
  118. package/FrameGraph/Tasks/PostProcesses/ssao2Task.d.ts +1 -0
  119. package/FrameGraph/Tasks/PostProcesses/ssao2Task.js +3 -0
  120. package/FrameGraph/Tasks/PostProcesses/ssao2Task.js.map +1 -1
  121. package/FrameGraph/Tasks/PostProcesses/ssrBlurTask.d.ts +1 -0
  122. package/FrameGraph/Tasks/PostProcesses/ssrBlurTask.js +3 -0
  123. package/FrameGraph/Tasks/PostProcesses/ssrBlurTask.js.map +1 -1
  124. package/FrameGraph/Tasks/PostProcesses/ssrRenderingPipelineTask.d.ts +1 -0
  125. package/FrameGraph/Tasks/PostProcesses/ssrRenderingPipelineTask.js +3 -0
  126. package/FrameGraph/Tasks/PostProcesses/ssrRenderingPipelineTask.js.map +1 -1
  127. package/FrameGraph/Tasks/PostProcesses/ssrTask.d.ts +1 -0
  128. package/FrameGraph/Tasks/PostProcesses/ssrTask.js +3 -0
  129. package/FrameGraph/Tasks/PostProcesses/ssrTask.js.map +1 -1
  130. package/FrameGraph/Tasks/PostProcesses/taaTask.d.ts +1 -0
  131. package/FrameGraph/Tasks/PostProcesses/taaTask.js +3 -0
  132. package/FrameGraph/Tasks/PostProcesses/taaTask.js.map +1 -1
  133. package/FrameGraph/Tasks/PostProcesses/tonemapTask.d.ts +1 -0
  134. package/FrameGraph/Tasks/PostProcesses/tonemapTask.js +3 -0
  135. package/FrameGraph/Tasks/PostProcesses/tonemapTask.js.map +1 -1
  136. package/FrameGraph/Tasks/PostProcesses/volumetricLightingBlendVolumeTask.d.ts +1 -0
  137. package/FrameGraph/Tasks/PostProcesses/volumetricLightingBlendVolumeTask.js +3 -0
  138. package/FrameGraph/Tasks/PostProcesses/volumetricLightingBlendVolumeTask.js.map +1 -1
  139. package/FrameGraph/Tasks/PostProcesses/volumetricLightingTask.d.ts +3 -1
  140. package/FrameGraph/Tasks/PostProcesses/volumetricLightingTask.js +12 -6
  141. package/FrameGraph/Tasks/PostProcesses/volumetricLightingTask.js.map +1 -1
  142. package/FrameGraph/Tasks/Rendering/csmShadowGeneratorTask.d.ts +1 -0
  143. package/FrameGraph/Tasks/Rendering/csmShadowGeneratorTask.js +3 -0
  144. package/FrameGraph/Tasks/Rendering/csmShadowGeneratorTask.js.map +1 -1
  145. package/FrameGraph/Tasks/Rendering/geometryRendererTask.d.ts +18 -58
  146. package/FrameGraph/Tasks/Rendering/geometryRendererTask.js +114 -121
  147. package/FrameGraph/Tasks/Rendering/geometryRendererTask.js.map +1 -1
  148. package/FrameGraph/Tasks/Rendering/objectRendererTask.d.ts +12 -0
  149. package/FrameGraph/Tasks/Rendering/objectRendererTask.js +65 -26
  150. package/FrameGraph/Tasks/Rendering/objectRendererTask.js.map +1 -1
  151. package/FrameGraph/Tasks/Rendering/shadowGeneratorTask.d.ts +1 -0
  152. package/FrameGraph/Tasks/Rendering/shadowGeneratorTask.js +3 -0
  153. package/FrameGraph/Tasks/Rendering/shadowGeneratorTask.js.map +1 -1
  154. package/FrameGraph/Tasks/Rendering/utilityLayerRendererTask.d.ts +1 -0
  155. package/FrameGraph/Tasks/Rendering/utilityLayerRendererTask.js +3 -0
  156. package/FrameGraph/Tasks/Rendering/utilityLayerRendererTask.js.map +1 -1
  157. package/FrameGraph/Tasks/Texture/clearTextureTask.d.ts +1 -0
  158. package/FrameGraph/Tasks/Texture/clearTextureTask.js +21 -8
  159. package/FrameGraph/Tasks/Texture/clearTextureTask.js.map +1 -1
  160. package/FrameGraph/Tasks/Texture/copyToBackbufferColorTask.d.ts +1 -0
  161. package/FrameGraph/Tasks/Texture/copyToBackbufferColorTask.js +3 -0
  162. package/FrameGraph/Tasks/Texture/copyToBackbufferColorTask.js.map +1 -1
  163. package/FrameGraph/Tasks/Texture/copyToTextureTask.d.ts +1 -0
  164. package/FrameGraph/Tasks/Texture/copyToTextureTask.js +21 -4
  165. package/FrameGraph/Tasks/Texture/copyToTextureTask.js.map +1 -1
  166. package/FrameGraph/Tasks/Texture/generateMipMapsTask.d.ts +1 -0
  167. package/FrameGraph/Tasks/Texture/generateMipMapsTask.js +3 -0
  168. package/FrameGraph/Tasks/Texture/generateMipMapsTask.js.map +1 -1
  169. package/FrameGraph/frameGraphContext.js +2 -2
  170. package/FrameGraph/frameGraphContext.js.map +1 -1
  171. package/FrameGraph/frameGraphRenderContext.d.ts +1 -0
  172. package/FrameGraph/frameGraphRenderContext.js +17 -8
  173. package/FrameGraph/frameGraphRenderContext.js.map +1 -1
  174. package/FrameGraph/frameGraphTask.d.ts +5 -0
  175. package/FrameGraph/frameGraphTask.js +9 -0
  176. package/FrameGraph/frameGraphTask.js.map +1 -1
  177. package/FrameGraph/frameGraphUtils.d.ts +2 -2
  178. package/FrameGraph/frameGraphUtils.js +6 -6
  179. package/FrameGraph/frameGraphUtils.js.map +1 -1
  180. package/Lights/lightingVolume.d.ts +10 -1
  181. package/Lights/lightingVolume.js +201 -102
  182. package/Lights/lightingVolume.js.map +1 -1
  183. package/Loading/Plugins/babylonFileLoader.js.map +1 -1
  184. package/Materials/GaussianSplatting/gaussianSplattingMaterial.js +2 -0
  185. package/Materials/GaussianSplatting/gaussianSplattingMaterial.js.map +1 -1
  186. package/Materials/materialHelper.geometryrendering.d.ts +5 -1
  187. package/Materials/materialHelper.geometryrendering.js +11 -2
  188. package/Materials/materialHelper.geometryrendering.js.map +1 -1
  189. package/Meshes/GaussianSplatting/gaussianSplattingMesh.js +1 -1
  190. package/Meshes/GaussianSplatting/gaussianSplattingMesh.js.map +1 -1
  191. package/Meshes/geometry.d.ts +2 -1
  192. package/Meshes/geometry.js +6 -2
  193. package/Meshes/geometry.js.map +1 -1
  194. package/Meshes/mesh.d.ts +2 -1
  195. package/Meshes/mesh.js +4 -3
  196. package/Meshes/mesh.js.map +1 -1
  197. package/Rendering/objectRenderer.d.ts +6 -2
  198. package/Rendering/objectRenderer.js +69 -63
  199. package/Rendering/objectRenderer.js.map +1 -1
  200. package/Shaders/gaussianSplatting.vertex.js +2 -2
  201. package/Shaders/gaussianSplatting.vertex.js.map +1 -1
  202. package/Shaders/volumetricLightingRenderVolume.fragment.js +2 -2
  203. package/Shaders/volumetricLightingRenderVolume.fragment.js.map +1 -1
  204. package/ShadersWGSL/gaussianSplatting.vertex.js +3 -3
  205. package/ShadersWGSL/gaussianSplatting.vertex.js.map +1 -1
  206. package/ShadersWGSL/lightingVolume.compute.js +10 -4
  207. package/ShadersWGSL/lightingVolume.compute.js.map +1 -1
  208. package/ShadersWGSL/volumetricLightingRenderVolume.fragment.js +2 -2
  209. package/ShadersWGSL/volumetricLightingRenderVolume.fragment.js.map +1 -1
  210. package/States/alphaCullingState.d.ts +1 -0
  211. package/States/alphaCullingState.js +3 -0
  212. package/States/alphaCullingState.js.map +1 -1
  213. package/package.json +1 -1
@@ -30,6 +30,7 @@ export class FrameGraphVolumetricLightingTask extends FrameGraphTask {
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  /**
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  * The extinction coefficient for the volumetric lighting effect (default: (0, 0, 0) - no extinction).
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  * This parameter controls how much light is absorbed and scattered as it travels through the medium.
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+ * Will only have an effect if enableExtinction is set to true in the constructor!
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  */
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  get extinction() {
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  return this._blendLightingVolumeTask.postProcess.extinction;
@@ -89,7 +90,7 @@ export class FrameGraphVolumetricLightingTask extends FrameGraphTask {
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  this._renderLightingVolumeMaterial = new ShaderMaterial(`${name} - render lighting volume`, this._frameGraph.scene, "volumetricLightingRenderVolume", {
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  attributes: ["position"],
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  uniformBuffers: ["Scene", "Mesh"],
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- uniforms: ["world", "viewProjection", "vEyePosition", "lightDir", "invViewProjection", "outputTextureSize", "extinctionPhaseG", "lightPower"],
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+ uniforms: ["world", "viewProjection", "vEyePosition", "lightDir", "invViewProjection", "outputTextureSize", "extinctionPhaseG", "lightPower", "textureRatio"],
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  samplers: ["depthTexture"],
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  defines: enableExtinction ? ["USE_EXTINCTION"] : [],
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  shaderLanguage: isWebGPU ? 1 /* ShaderLanguage.WGSL */ : 0 /* ShaderLanguage.GLSL */,
@@ -100,9 +101,9 @@ export class FrameGraphVolumetricLightingTask extends FrameGraphTask {
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  this._renderLightingVolumeMaterial.onBindObservable.add(() => {
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  this._renderLightingVolumeMaterial.bindEyePosition(this._renderLightingVolumeMaterial.getEffect());
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  });
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- this._clearLightingVolumeTextureTask = new FrameGraphClearTextureTask(`${name} - clear lighting volume texture`, frameGraph);
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- this._renderLightingVolumeTask = new FrameGraphObjectRendererTask(`${name} - render lighting volume`, frameGraph, frameGraph.scene);
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- this._blendLightingVolumeTask = new FrameGraphVolumetricLightingBlendVolumeTask(`${name} - blend lighting volume`, frameGraph, enableExtinction);
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+ this._clearLightingVolumeTextureTask = new FrameGraphClearTextureTask(`clear lighting volume texture`, frameGraph);
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+ this._renderLightingVolumeTask = new FrameGraphObjectRendererTask(`render lighting volume`, frameGraph, frameGraph.scene);
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+ this._blendLightingVolumeTask = new FrameGraphVolumetricLightingBlendVolumeTask(`blend lighting volume texture`, frameGraph, enableExtinction);
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  this.onTexturesAllocatedObservable.add(() => {
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  this._renderLightingVolumeMaterial.setInternalTexture("depthTexture", frameGraph.textureManager.getTextureFromHandle(this.depthTexture));
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  });
@@ -118,6 +119,9 @@ export class FrameGraphVolumetricLightingTask extends FrameGraphTask {
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  this._renderLightingVolumeMaterial.isReady() &&
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  this._blendLightingVolumeTask.isReady());
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  }
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+ getClassName() {
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+ return "FrameGraphVolumetricLightingTask";
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+ }
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  record(skipCreationOfDisabledPasses = false) {
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  if (this.targetTexture === undefined || this.depthTexture === undefined || this.camera === undefined || this.lightingVolumeMesh === undefined || this.light === undefined) {
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  throw new Error(`FrameGraphVolumetricLightingTask "${this.name}": targetTexture, depthTexture, camera, lightingVolumeMesh and light are required`);
@@ -135,10 +139,12 @@ export class FrameGraphVolumetricLightingTask extends FrameGraphTask {
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  lightingVolumeTexture = textureManager.createRenderTargetTexture(`${this.name} - lighting volume texture`, targetTextureCreationOptions);
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  }
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  this.lightingVolumeMesh.meshes[0].material = this._renderLightingVolumeMaterial;
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+ const targetTextureSize = textureManager.getTextureAbsoluteDimensions(this.targetTexture);
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  const volumeTextureSize = textureManager.getTextureAbsoluteDimensions(lightingVolumeTexture);
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+ this._renderLightingVolumeMaterial.setVector2("textureRatio", new Vector2(targetTextureSize.width / volumeTextureSize.width, targetTextureSize.height / volumeTextureSize.height));
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  this._renderLightingVolumeMaterial.setVector2("outputTextureSize", new Vector2(volumeTextureSize.width, volumeTextureSize.height));
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- const pass = this._frameGraph.addPass(this.name);
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- pass.setExecuteFunc(() => {
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+ const passUpdateMaterial = this._frameGraph.addPass(this.name);
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+ passUpdateMaterial.setExecuteFunc(() => {
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  this.camera.getTransformationMatrix().invertToRef(InvViewProjectionMatrix);
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  this._renderLightingVolumeMaterial.setMatrix("invViewProjection", InvViewProjectionMatrix);
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  this._renderLightingVolumeMaterial.setVector3("lightDir", this.light.direction.normalizeToRef(TmpVectors.Vector3[0]));
@@ -1 +1 @@
1
- {"version":3,"file":"volumetricLightingTask.js","sourceRoot":"","sources":["../../../../../../dev/core/src/FrameGraph/Tasks/PostProcesses/volumetricLightingTask.ts"],"names":[],"mappings":"AACA,OAAO,EAAE,2CAA2C,EAAE,MAAM,qCAAqC,CAAC;AAClG,OAAO,EAAE,MAAM,EAAE,UAAU,EAAE,OAAO,EAAE,OAAO,EAAE,OAAO,EAAE,sCAA+B;AACvF,OAAO,EAAE,MAAM,EAAE,MAAM,EAAE,qCAA8B;AACvD,OAAO,EAAE,cAAc,EAAE,MAAM,sBAAsB,CAAC;AACtD,OAAO,EAAE,SAAS,EAAE,sCAA+B;AACnD,OAAO,EAAE,0BAA0B,EAAE,MAAM,6BAA6B,CAAC;AACzE,OAAO,EAAE,4BAA4B,EAAE,MAAM,iCAAiC,CAAC;AAC/E,OAAO,EAAE,cAAc,EAAE,6CAAsC;AAG/D,mEAA4D;AAC5D,qEAA8D;AAC9D,uEAAgE;AAChE,yEAAkE;AAElE,MAAM,uBAAuB,GAAG,IAAI,MAAM,EAAE,CAAC;AAE7C;;GAEG;AACH,MAAM,OAAO,gCAAiC,SAAQ,cAAc;IA0ChE;;;;OAIG;IACH,IAAW,MAAM;QACb,OAAO,IAAI,CAAC,iBAAiB,CAAC,CAAC,CAAC;IACpC,CAAC;IAED,IAAW,MAAM,CAAC,KAAa;QAC3B,IAAI,CAAC,iBAAiB,CAAC,CAAC,GAAG,KAAK,CAAC;QACjC,IAAI,CAAC,6BAA6B,CAAC,UAAU,CAAC,kBAAkB,EAAE,IAAI,CAAC,iBAAiB,CAAC,CAAC;IAC9F,CAAC;IAQD;;;OAGG;IACH,IAAW,UAAU;QACjB,OAAO,IAAI,CAAC,wBAAwB,CAAC,WAAW,CAAC,UAAU,CAAC;IAChE,CAAC;IAED,IAAW,UAAU,CAAC,KAAc;QAChC,IAAI,CAAC,iBAAiB,CAAC,CAAC,GAAG,IAAI,CAAC,GAAG,CAAC,KAAK,CAAC,CAAC,EAAE,IAAI,CAAC,CAAC;QACnD,IAAI,CAAC,iBAAiB,CAAC,CAAC,GAAG,IAAI,CAAC,GAAG,CAAC,KAAK,CAAC,CAAC,EAAE,IAAI,CAAC,CAAC;QACnD,IAAI,CAAC,iBAAiB,CAAC,CAAC,GAAG,IAAI,CAAC,GAAG,CAAC,KAAK,CAAC,CAAC,EAAE,IAAI,CAAC,CAAC;QACnD,IAAI,CAAC,6BAA6B,CAAC,UAAU,CAAC,kBAAkB,EAAE,IAAI,CAAC,iBAAiB,CAAC,CAAC;QAC1F,IAAI,CAAC,wBAAwB,CAAC,WAAW,CAAC,UAAU,CAAC,cAAc,CAAC,IAAI,CAAC,iBAAiB,CAAC,CAAC,EAAE,IAAI,CAAC,iBAAiB,CAAC,CAAC,EAAE,IAAI,CAAC,iBAAiB,CAAC,CAAC,CAAC,CAAC;IACtJ,CAAC;IAID;;;OAGG;IACH,IAAW,UAAU;QACjB,OAAO,IAAI,CAAC,WAAW,CAAC;IAC5B,CAAC;IAED,IAAW,UAAU,CAAC,KAAa;QAC/B,IAAI,CAAC,WAAW,CAAC,QAAQ,CAAC,KAAK,CAAC,CAAC;QACjC,IAAI,CAAC,6BAA6B,CAAC,SAAS,CAAC,YAAY,EAAE,IAAI,CAAC,WAAW,CAAC,CAAC;IACjF,CAAC;IAED,IAAoB,IAAI;QACpB,OAAO,IAAI,CAAC,KAAK,CAAC;IACtB,CAAC;IAED,IAAoB,IAAI,CAAC,IAAY;QACjC,IAAI,CAAC,KAAK,GAAG,IAAI,CAAC;QAClB,IAAI,IAAI,CAAC,6BAA6B,EAAE,CAAC;YACrC,IAAI,CAAC,6BAA6B,CAAC,IAAI,GAAG,GAAG,IAAI,2BAA2B,CAAC;QACjF,CAAC;QACD,IAAI,IAAI,CAAC,+BAA+B,EAAE,CAAC;YACvC,IAAI,CAAC,+BAA+B,CAAC,IAAI,GAAG,GAAG,IAAI,kCAAkC,CAAC;QAC1F,CAAC;QACD,IAAI,IAAI,CAAC,yBAAyB,EAAE,CAAC;YACjC,IAAI,CAAC,yBAAyB,CAAC,IAAI,GAAG,GAAG,IAAI,2BAA2B,CAAC;QAC7E,CAAC;QACD,IAAI,IAAI,CAAC,wBAAwB,EAAE,CAAC;YAChC,IAAI,CAAC,wBAAwB,CAAC,IAAI,GAAG,GAAG,IAAI,0BAA0B,CAAC;QAC3E,CAAC;IACL,CAAC;IAYD;;;;;OAKG;IACH,YAAY,IAAY,EAAE,UAAsB,EAAE,gBAAgB,GAAG,KAAK;QACtE,KAAK,CAAC,IAAI,EAAE,UAAU,CAAC,CAAC;QA5H5B;;WAEG;QACI,uBAAkB,GAAG,SAAS,CAAC,6BAA6B,CAAC;QA+B5D,sBAAiB,GAAG,IAAI,OAAO,CAAC,CAAC,EAAE,CAAC,EAAE,CAAC,EAAE,CAAC,CAAC,CAAC;QAsC5C,gBAAW,GAAG,IAAI,MAAM,CAAC,CAAC,EAAE,CAAC,EAAE,CAAC,CAAC,CAAC;QAsDtC,IAAI,CAAC,gBAAgB,GAAG,gBAAgB,CAAC;QAEzC,MAAM,QAAQ,GAAG,IAAI,CAAC,WAAW,CAAC,MAAM,CAAC,QAAQ,CAAC;QAElD,IAAI,CAAC,6BAA6B,GAAG,IAAI,cAAc,CAAC,GAAG,IAAI,2BAA2B,EAAE,IAAI,CAAC,WAAW,CAAC,KAAK,EAAE,gCAAgC,EAAE;YAClJ,UAAU,EAAE,CAAC,UAAU,CAAC;YACxB,cAAc,EAAE,CAAC,OAAO,EAAE,MAAM,CAAC;YACjC,QAAQ,EAAE,CAAC,OAAO,EAAE,gBAAgB,EAAE,cAAc,EAAE,UAAU,EAAE,mBAAmB,EAAE,mBAAmB,EAAE,kBAAkB,EAAE,YAAY,CAAC;YAC7I,QAAQ,EAAE,CAAC,cAAc,CAAC;YAC1B,OAAO,EAAE,gBAAgB,CAAC,CAAC,CAAC,CAAC,gBAAgB,CAAC,CAAC,CAAC,CAAC,EAAE;YACnD,cAAc,EAAE,QAAQ,CAAC,CAAC,6BAAqB,CAAC,4BAAoB;YACpE,iBAAiB,EAAE,IAAI;SAC1B,CAAC,CAAC;QACH,IAAI,CAAC,6BAA6B,CAAC,eAAe,GAAG,KAAK,CAAC;QAC3D,IAAI,CAAC,6BAA6B,CAAC,SAAS,GAAG,SAAS,CAAC,SAAS,CAAC;QACnE,IAAI,CAAC,6BAA6B,CAAC,gBAAgB,CAAC,GAAG,CAAC,GAAG,EAAE;YACzD,IAAI,CAAC,6BAA6B,CAAC,eAAe,CAAC,IAAI,CAAC,6BAA6B,CAAC,SAAS,EAAE,CAAC,CAAC;QACvG,CAAC,CAAC,CAAC;QAEH,IAAI,CAAC,+BAA+B,GAAG,IAAI,0BAA0B,CAAC,GAAG,IAAI,kCAAkC,EAAE,UAAU,CAAC,CAAC;QAC7H,IAAI,CAAC,yBAAyB,GAAG,IAAI,4BAA4B,CAAC,GAAG,IAAI,2BAA2B,EAAE,UAAU,EAAE,UAAU,CAAC,KAAK,CAAC,CAAC;QACpI,IAAI,CAAC,wBAAwB,GAAG,IAAI,2CAA2C,CAAC,GAAG,IAAI,0BAA0B,EAAE,UAAU,EAAE,gBAAgB,CAAC,CAAC;QAEjJ,IAAI,CAAC,6BAA6B,CAAC,GAAG,CAAC,GAAG,EAAE;YACxC,IAAI,CAAC,6BAA6B,CAAC,kBAAkB,CAAC,cAAc,EAAE,UAAU,CAAC,cAAc,CAAC,oBAAoB,CAAC,IAAI,CAAC,YAAY,CAAE,CAAC,CAAC;QAC9I,CAAC,CAAC,CAAC;QAEH,IAAI,CAAC,aAAa,GAAG,IAAI,CAAC,WAAW,CAAC,cAAc,CAAC,oBAAoB,EAAE,CAAC;QAE5E,2CAA2C;QAC3C,IAAI,CAAC,MAAM,GAAG,IAAI,CAAC,iBAAiB,CAAC,CAAC,CAAC;QACvC,IAAI,CAAC,UAAU,GAAG,IAAI,OAAO,CAAC,IAAI,CAAC,UAAU,CAAC,CAAC,EAAE,IAAI,CAAC,UAAU,CAAC,CAAC,EAAE,IAAI,CAAC,UAAU,CAAC,CAAC,CAAC,CAAC;QACvF,IAAI,CAAC,UAAU,GAAG,IAAI,CAAC,WAAW,CAAC;IACvC,CAAC;IAEe,OAAO;QACnB,OAAO,CACH,IAAI,CAAC,6BAA6B,CAAC,OAAO,EAAE;YAC5C,IAAI,CAAC,+BAA+B,CAAC,OAAO,EAAE;YAC9C,IAAI,CAAC,6BAA6B,CAAC,OAAO,EAAE;YAC5C,IAAI,CAAC,wBAAwB,CAAC,OAAO,EAAE,CAC1C,CAAC;IACN,CAAC;IAEe,MAAM,CAAC,4BAA4B,GAAG,KAAK;QACvD,IAAI,IAAI,CAAC,aAAa,KAAK,SAAS,IAAI,IAAI,CAAC,YAAY,KAAK,SAAS,IAAI,IAAI,CAAC,MAAM,KAAK,SAAS,IAAI,IAAI,CAAC,kBAAkB,KAAK,SAAS,IAAI,IAAI,CAAC,KAAK,KAAK,SAAS,EAAE,CAAC;YACxK,MAAM,IAAI,KAAK,CAAC,qCAAqC,IAAI,CAAC,IAAI,mFAAmF,CAAC,CAAC;QACvJ,CAAC;QACD,IAAI,CAAC,IAAI,CAAC,kBAAkB,CAAC,MAAM,IAAI,IAAI,CAAC,kBAAkB,CAAC,MAAM,CAAC,MAAM,KAAK,CAAC,EAAE,CAAC;YACjF,MAAM,IAAI,KAAK,CAAC,qCAAqC,IAAI,CAAC,IAAI,gCAAgC,CAAC,CAAC;QACpG,CAAC;QAED,IAAI,CAAC,WAAW,CAAC,cAAc,CAAC,qBAA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type { Camera, DirectionalLight, FrameGraph, FrameGraphObjectList, FrameGraphTextureHandle } from \"core/index\";\r\nimport { FrameGraphVolumetricLightingBlendVolumeTask } from \"./volumetricLightingBlendVolumeTask\";\r\nimport { Matrix, TmpVectors, Vector2, Vector3, Vector4 } from \"core/Maths/math.vector\";\r\nimport { Color3, Color4 } from \"core/Maths/math.color\";\r\nimport { FrameGraphTask } from \"../../frameGraphTask\";\r\nimport { Constants } from \"core/Engines/constants\";\r\nimport { FrameGraphClearTextureTask } from \"../Texture/clearTextureTask\";\r\nimport { FrameGraphObjectRendererTask } from \"../Rendering/objectRendererTask\";\r\nimport { ShaderMaterial } from \"core/Materials/shaderMaterial\";\r\nimport { ShaderLanguage } from \"core/Materials/shaderLanguage\";\r\n\r\nimport \"core/Shaders/volumetricLightingRenderVolume.vertex\";\r\nimport \"core/Shaders/volumetricLightingRenderVolume.fragment\";\r\nimport \"core/ShadersWGSL/volumetricLightingRenderVolume.vertex\";\r\nimport \"core/ShadersWGSL/volumetricLightingRenderVolume.fragment\";\r\n\r\nconst InvViewProjectionMatrix = new Matrix();\r\n\r\n/**\r\n * A frame graph task that performs volumetric lighting.\r\n */\r\nexport class FrameGraphVolumetricLightingTask extends FrameGraphTask {\r\n /**\r\n * The target texture to which the volumetric lighting will be applied.\r\n */\r\n public targetTexture: FrameGraphTextureHandle;\r\n\r\n /**\r\n * The sampling mode to use when blending the volumetric lighting texture with targetTexture.\r\n */\r\n public sourceSamplingMode = Constants.TEXTURE_BILINEAR_SAMPLINGMODE;\r\n\r\n /**\r\n * The depth texture used for volumetric lighting calculations.\r\n * It must be the depth texture used to generate targetTexture.\r\n */\r\n public depthTexture: FrameGraphTextureHandle;\r\n\r\n /**\r\n * The camera used for volumetric lighting calculations.\r\n */\r\n public camera: Camera;\r\n\r\n /**\r\n * The mesh representing the lighting volume.\r\n * This is the mesh that will be rendered to create the volumetric lighting effect.\r\n */\r\n public lightingVolumeMesh: FrameGraphObjectList;\r\n\r\n /**\r\n * The directional light used for volumetric lighting.\r\n */\r\n public light: DirectionalLight;\r\n\r\n /**\r\n * The lighting volume texture (optional).\r\n * If not provided, a new texture will be created, which the same size, format and type as targetTexture.\r\n * This is the texture that will store the volumetric lighting information, before being blended to targetTexture.\r\n */\r\n public lightingVolumeTexture?: FrameGraphTextureHandle;\r\n\r\n private _extinctionPhaseG = new Vector4(0, 0, 0, 0);\r\n\r\n /**\r\n * The phase G parameter for the volumetric lighting effect (default: 0).\r\n * This parameter controls the anisotropy of the scattering.\r\n * A value of 0 means isotropic scattering, while a value of 1 means forward scattering and -1 means backward scattering.\r\n */\r\n public get phaseG() {\r\n return this._extinctionPhaseG.w;\r\n }\r\n\r\n public set phaseG(value: number) {\r\n this._extinctionPhaseG.w = value;\r\n this._renderLightingVolumeMaterial.setVector4(\"extinctionPhaseG\", this._extinctionPhaseG);\r\n }\r\n\r\n /**\r\n * Whether to enable extinction in the volumetric lighting effect (default: false).\r\n * Read-only property set in the constructor.\r\n */\r\n public readonly enableExtinction: boolean;\r\n\r\n /**\r\n * The extinction coefficient for the volumetric lighting effect (default: (0, 0, 0) - no extinction).\r\n * This parameter controls how much light is absorbed and scattered as it travels through the medium.\r\n */\r\n public get extinction() {\r\n return this._blendLightingVolumeTask.postProcess.extinction;\r\n }\r\n\r\n public set extinction(value: Vector3) {\r\n this._extinctionPhaseG.x = Math.max(value.x, 1e-6);\r\n this._extinctionPhaseG.y = Math.max(value.y, 1e-6);\r\n this._extinctionPhaseG.z = Math.max(value.z, 1e-6);\r\n this._renderLightingVolumeMaterial.setVector4(\"extinctionPhaseG\", this._extinctionPhaseG);\r\n this._blendLightingVolumeTask.postProcess.extinction.copyFromFloats(this._extinctionPhaseG.x, this._extinctionPhaseG.y, this._extinctionPhaseG.z);\r\n }\r\n\r\n private _lightPower = new Color3(1, 1, 1);\r\n\r\n /**\r\n * The light power/color for the volumetric lighting effect (default: (1, 1, 1)).\r\n * This parameter controls the intensity and color of the light used for volumetric lighting.\r\n */\r\n public get lightPower() {\r\n return this._lightPower;\r\n }\r\n\r\n public set lightPower(value: Color3) {\r\n this._lightPower.copyFrom(value);\r\n this._renderLightingVolumeMaterial.setColor3(\"lightPower\", this._lightPower);\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(name: string) {\r\n this._name = name;\r\n if (this._renderLightingVolumeMaterial) {\r\n this._renderLightingVolumeMaterial.name = `${name} - render lighting volume`;\r\n }\r\n if (this._clearLightingVolumeTextureTask) {\r\n this._clearLightingVolumeTextureTask.name = `${name} - clear lighting volume texture`;\r\n }\r\n if (this._renderLightingVolumeTask) {\r\n this._renderLightingVolumeTask.name = `${name} - render lighting volume`;\r\n }\r\n if (this._blendLightingVolumeTask) {\r\n this._blendLightingVolumeTask.name = `${name} - blend lighting volume`;\r\n }\r\n }\r\n\r\n /**\r\n * The output texture of the task.\r\n */\r\n public readonly outputTexture: FrameGraphTextureHandle;\r\n\r\n private readonly _clearLightingVolumeTextureTask: FrameGraphClearTextureTask;\r\n private readonly _renderLightingVolumeTask: FrameGraphObjectRendererTask;\r\n private readonly _blendLightingVolumeTask: FrameGraphVolumetricLightingBlendVolumeTask;\r\n private _renderLightingVolumeMaterial: ShaderMaterial;\r\n\r\n /**\r\n * Creates a new FrameGraphVolumetricLightingTask.\r\n * @param name The name of the task.\r\n * @param frameGraph The frame graph to which the task belongs.\r\n * @param enableExtinction Whether to enable extinction in the volumetric lighting effect (default: false). If you don't plan to set extinction to something different than (0, 0, 0), you can disable this to save some performance.\r\n */\r\n constructor(name: string, frameGraph: FrameGraph, enableExtinction = false) {\r\n super(name, frameGraph);\r\n\r\n this.enableExtinction = enableExtinction;\r\n\r\n const isWebGPU = this._frameGraph.engine.isWebGPU;\r\n\r\n this._renderLightingVolumeMaterial = new ShaderMaterial(`${name} - render lighting volume`, this._frameGraph.scene, \"volumetricLightingRenderVolume\", {\r\n attributes: [\"position\"],\r\n uniformBuffers: [\"Scene\", \"Mesh\"],\r\n uniforms: [\"world\", \"viewProjection\", \"vEyePosition\", \"lightDir\", \"invViewProjection\", \"outputTextureSize\", \"extinctionPhaseG\", \"lightPower\"],\r\n samplers: [\"depthTexture\"],\r\n defines: enableExtinction ? [\"USE_EXTINCTION\"] : [],\r\n shaderLanguage: isWebGPU ? ShaderLanguage.WGSL : ShaderLanguage.GLSL,\r\n needAlphaBlending: true,\r\n });\r\n this._renderLightingVolumeMaterial.backFaceCulling = false;\r\n this._renderLightingVolumeMaterial.alphaMode = Constants.ALPHA_ADD;\r\n this._renderLightingVolumeMaterial.onBindObservable.add(() => {\r\n this._renderLightingVolumeMaterial.bindEyePosition(this._renderLightingVolumeMaterial.getEffect());\r\n });\r\n\r\n this._clearLightingVolumeTextureTask = new FrameGraphClearTextureTask(`${name} - clear lighting volume texture`, frameGraph);\r\n this._renderLightingVolumeTask = new FrameGraphObjectRendererTask(`${name} - render lighting volume`, frameGraph, frameGraph.scene);\r\n this._blendLightingVolumeTask = new FrameGraphVolumetricLightingBlendVolumeTask(`${name} - blend lighting volume`, frameGraph, enableExtinction);\r\n\r\n this.onTexturesAllocatedObservable.add(() => {\r\n this._renderLightingVolumeMaterial.setInternalTexture(\"depthTexture\", frameGraph.textureManager.getTextureFromHandle(this.depthTexture)!);\r\n });\r\n\r\n this.outputTexture = this._frameGraph.textureManager.createDanglingHandle();\r\n\r\n // Triggers the setters to set the uniforms\r\n this.phaseG = this._extinctionPhaseG.w;\r\n this.extinction = new Vector3(this.extinction.x, this.extinction.y, this.extinction.z);\r\n this.lightPower = this._lightPower;\r\n }\r\n\r\n public override isReady() {\r\n return (\r\n this._renderLightingVolumeMaterial.isReady() &&\r\n this._clearLightingVolumeTextureTask.isReady() &&\r\n this._renderLightingVolumeMaterial.isReady() &&\r\n this._blendLightingVolumeTask.isReady()\r\n );\r\n }\r\n\r\n public override record(skipCreationOfDisabledPasses = false) {\r\n if (this.targetTexture === undefined || this.depthTexture === undefined || this.camera === undefined || this.lightingVolumeMesh === undefined || this.light === undefined) {\r\n throw new Error(`FrameGraphVolumetricLightingTask \"${this.name}\": targetTexture, depthTexture, camera, lightingVolumeMesh and light are required`);\r\n }\r\n if (!this.lightingVolumeMesh.meshes || this.lightingVolumeMesh.meshes.length === 0) {\r\n throw new Error(`FrameGraphVolumetricLightingTask \"${this.name}\": lightingVolumeMesh is empty`);\r\n }\r\n\r\n this._frameGraph.textureManager.resolveDanglingHandle(this.outputTexture, this.targetTexture);\r\n\r\n const textureManager = this._frameGraph.textureManager;\r\n\r\n let lightingVolumeTexture = this.lightingVolumeTexture;\r\n if (!lightingVolumeTexture) {\r\n const targetTextureCreationOptions = textureManager.getTextureCreationOptions(this.targetTexture);\r\n\r\n targetTextureCreationOptions.options.labels = [\"InScattering\"];\r\n targetTextureCreationOptions.options.samples = 1;\r\n\r\n lightingVolumeTexture = textureManager.createRenderTargetTexture(`${this.name} - lighting volume texture`, targetTextureCreationOptions);\r\n }\r\n\r\n this.lightingVolumeMesh.meshes[0].material = this._renderLightingVolumeMaterial;\r\n\r\n const volumeTextureSize = textureManager.getTextureAbsoluteDimensions(lightingVolumeTexture);\r\n\r\n this._renderLightingVolumeMaterial.setVector2(\"outputTextureSize\", new Vector2(volumeTextureSize.width, volumeTextureSize.height));\r\n\r\n const pass = this._frameGraph.addPass(this.name);\r\n\r\n pass.setExecuteFunc(() => {\r\n this.camera.getTransformationMatrix().invertToRef(InvViewProjectionMatrix);\r\n\r\n this._renderLightingVolumeMaterial.setMatrix(\"invViewProjection\", InvViewProjectionMatrix);\r\n this._renderLightingVolumeMaterial.setVector3(\"lightDir\", this.light.direction.normalizeToRef(TmpVectors.Vector3[0]));\r\n });\r\n\r\n this._clearLightingVolumeTextureTask.clearColor = true;\r\n this._clearLightingVolumeTextureTask.clearStencil = this.enableExtinction;\r\n this._clearLightingVolumeTextureTask.color = new Color4(0, 0, 0, 1);\r\n this._clearLightingVolumeTextureTask.stencilValue = 0;\r\n this._clearLightingVolumeTextureTask.targetTexture = lightingVolumeTexture;\r\n this._clearLightingVolumeTextureTask.record(true);\r\n\r\n this._renderLightingVolumeTask.targetTexture = this._clearLightingVolumeTextureTask.outputTexture;\r\n this._renderLightingVolumeTask.objectList = this.lightingVolumeMesh;\r\n this._renderLightingVolumeTask.camera = this.camera;\r\n this._renderLightingVolumeTask.disableImageProcessing = true;\r\n this._renderLightingVolumeTask.depthTest = false;\r\n this._renderLightingVolumeTask.record(true);\r\n\r\n this._blendLightingVolumeTask.sourceTexture = this._renderLightingVolumeTask.outputTexture;\r\n this._blendLightingVolumeTask.sourceSamplingMode = this.sourceSamplingMode;\r\n this._blendLightingVolumeTask.targetTexture = this.targetTexture;\r\n this._blendLightingVolumeTask.depthTexture = this.depthTexture;\r\n this._blendLightingVolumeTask.camera = this.camera;\r\n this._blendLightingVolumeTask.record(true);\r\n\r\n if (!skipCreationOfDisabledPasses) {\r\n const disabledPass = this._frameGraph.addPass(this.name + \"_disabled\", true);\r\n\r\n disabledPass.setExecuteFunc(() => {});\r\n }\r\n }\r\n\r\n public override dispose() {\r\n this._renderLightingVolumeMaterial?.dispose();\r\n this._clearLightingVolumeTextureTask.dispose();\r\n this._renderLightingVolumeTask.dispose();\r\n this._blendLightingVolumeTask.dispose();\r\n super.dispose();\r\n }\r\n}\r\n"]}
1
+ 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type { Camera, DirectionalLight, FrameGraph, FrameGraphObjectList, FrameGraphTextureHandle } from \"core/index\";\r\nimport { FrameGraphVolumetricLightingBlendVolumeTask } from \"./volumetricLightingBlendVolumeTask\";\r\nimport { Matrix, TmpVectors, Vector2, Vector3, Vector4 } from \"core/Maths/math.vector\";\r\nimport { Color3, Color4 } from \"core/Maths/math.color\";\r\nimport { FrameGraphTask } from \"../../frameGraphTask\";\r\nimport { Constants } from \"core/Engines/constants\";\r\nimport { FrameGraphClearTextureTask } from \"../Texture/clearTextureTask\";\r\nimport { FrameGraphObjectRendererTask } from \"../Rendering/objectRendererTask\";\r\nimport { ShaderMaterial } from \"core/Materials/shaderMaterial\";\r\nimport { ShaderLanguage } from \"core/Materials/shaderLanguage\";\r\n\r\nimport \"core/Shaders/volumetricLightingRenderVolume.vertex\";\r\nimport \"core/Shaders/volumetricLightingRenderVolume.fragment\";\r\nimport \"core/ShadersWGSL/volumetricLightingRenderVolume.vertex\";\r\nimport \"core/ShadersWGSL/volumetricLightingRenderVolume.fragment\";\r\n\r\nconst InvViewProjectionMatrix = new Matrix();\r\n\r\n/**\r\n * A frame graph task that performs volumetric lighting.\r\n */\r\nexport class FrameGraphVolumetricLightingTask extends FrameGraphTask {\r\n /**\r\n * The target texture to which the volumetric lighting will be applied.\r\n */\r\n public targetTexture: FrameGraphTextureHandle;\r\n\r\n /**\r\n * The sampling mode to use when blending the volumetric lighting texture with targetTexture.\r\n */\r\n public sourceSamplingMode = Constants.TEXTURE_BILINEAR_SAMPLINGMODE;\r\n\r\n /**\r\n * The depth texture used for volumetric lighting calculations.\r\n * It must be the depth texture used to generate targetTexture.\r\n */\r\n public depthTexture: FrameGraphTextureHandle;\r\n\r\n /**\r\n * The camera used for volumetric lighting calculations.\r\n */\r\n public camera: Camera;\r\n\r\n /**\r\n * The mesh representing the lighting volume.\r\n * This is the mesh that will be rendered to create the volumetric lighting effect.\r\n */\r\n public lightingVolumeMesh: FrameGraphObjectList;\r\n\r\n /**\r\n * The directional light used for volumetric lighting.\r\n */\r\n public light: DirectionalLight;\r\n\r\n /**\r\n * The lighting volume texture (optional).\r\n * If not provided, a new texture will be created, which the same size, format and type as targetTexture.\r\n * This is the texture that will store the volumetric lighting information, before being blended to targetTexture.\r\n */\r\n public lightingVolumeTexture?: FrameGraphTextureHandle;\r\n\r\n private _extinctionPhaseG = new Vector4(0, 0, 0, 0);\r\n\r\n /**\r\n * The phase G parameter for the volumetric lighting effect (default: 0).\r\n * This parameter controls the anisotropy of the scattering.\r\n * A value of 0 means isotropic scattering, while a value of 1 means forward scattering and -1 means backward scattering.\r\n */\r\n public get phaseG() {\r\n return this._extinctionPhaseG.w;\r\n }\r\n\r\n public set phaseG(value: number) {\r\n this._extinctionPhaseG.w = value;\r\n this._renderLightingVolumeMaterial.setVector4(\"extinctionPhaseG\", this._extinctionPhaseG);\r\n }\r\n\r\n /**\r\n * Whether to enable extinction in the volumetric lighting effect (default: false).\r\n * Read-only property set in the constructor.\r\n */\r\n public readonly enableExtinction: boolean;\r\n\r\n /**\r\n * The extinction coefficient for the volumetric lighting effect (default: (0, 0, 0) - no extinction).\r\n * This parameter controls how much light is absorbed and scattered as it travels through the medium.\r\n * Will only have an effect if enableExtinction is set to true in the constructor!\r\n */\r\n public get extinction() {\r\n return this._blendLightingVolumeTask.postProcess.extinction;\r\n }\r\n\r\n public set extinction(value: Vector3) {\r\n this._extinctionPhaseG.x = Math.max(value.x, 1e-6);\r\n this._extinctionPhaseG.y = Math.max(value.y, 1e-6);\r\n this._extinctionPhaseG.z = Math.max(value.z, 1e-6);\r\n this._renderLightingVolumeMaterial.setVector4(\"extinctionPhaseG\", this._extinctionPhaseG);\r\n this._blendLightingVolumeTask.postProcess.extinction.copyFromFloats(this._extinctionPhaseG.x, this._extinctionPhaseG.y, this._extinctionPhaseG.z);\r\n }\r\n\r\n private _lightPower = new Color3(1, 1, 1);\r\n\r\n /**\r\n * The light power/color for the volumetric lighting effect (default: (1, 1, 1)).\r\n * This parameter controls the intensity and color of the light used for volumetric lighting.\r\n */\r\n public get lightPower() {\r\n return this._lightPower;\r\n }\r\n\r\n public set lightPower(value: Color3) {\r\n this._lightPower.copyFrom(value);\r\n this._renderLightingVolumeMaterial.setColor3(\"lightPower\", this._lightPower);\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(name: string) {\r\n this._name = name;\r\n if (this._renderLightingVolumeMaterial) {\r\n this._renderLightingVolumeMaterial.name = `${name} - render lighting volume`;\r\n }\r\n if (this._clearLightingVolumeTextureTask) {\r\n this._clearLightingVolumeTextureTask.name = `${name} - clear lighting volume texture`;\r\n }\r\n if (this._renderLightingVolumeTask) {\r\n this._renderLightingVolumeTask.name = `${name} - render lighting volume`;\r\n }\r\n if (this._blendLightingVolumeTask) {\r\n this._blendLightingVolumeTask.name = `${name} - blend lighting volume`;\r\n }\r\n }\r\n\r\n /**\r\n * The output texture of the task. It will be the same as targetTexture.\r\n */\r\n public readonly outputTexture: FrameGraphTextureHandle;\r\n\r\n private readonly _clearLightingVolumeTextureTask: FrameGraphClearTextureTask;\r\n private readonly _renderLightingVolumeTask: FrameGraphObjectRendererTask;\r\n private readonly _blendLightingVolumeTask: FrameGraphVolumetricLightingBlendVolumeTask;\r\n private _renderLightingVolumeMaterial: ShaderMaterial;\r\n\r\n /**\r\n * Creates a new FrameGraphVolumetricLightingTask.\r\n * @param name The name of the task.\r\n * @param frameGraph The frame graph to which the task belongs.\r\n * @param enableExtinction Whether to enable extinction in the volumetric lighting effect (default: false). If you don't plan to set extinction to something different than (0, 0, 0), you can disable this to save some performance.\r\n */\r\n constructor(name: string, frameGraph: FrameGraph, enableExtinction = false) {\r\n super(name, frameGraph);\r\n\r\n this.enableExtinction = enableExtinction;\r\n\r\n const isWebGPU = this._frameGraph.engine.isWebGPU;\r\n\r\n this._renderLightingVolumeMaterial = new ShaderMaterial(`${name} - render lighting volume`, this._frameGraph.scene, \"volumetricLightingRenderVolume\", {\r\n attributes: [\"position\"],\r\n uniformBuffers: [\"Scene\", \"Mesh\"],\r\n uniforms: [\"world\", \"viewProjection\", \"vEyePosition\", \"lightDir\", \"invViewProjection\", \"outputTextureSize\", \"extinctionPhaseG\", \"lightPower\", \"textureRatio\"],\r\n samplers: [\"depthTexture\"],\r\n defines: enableExtinction ? [\"USE_EXTINCTION\"] : [],\r\n shaderLanguage: isWebGPU ? ShaderLanguage.WGSL : ShaderLanguage.GLSL,\r\n needAlphaBlending: true,\r\n });\r\n this._renderLightingVolumeMaterial.backFaceCulling = false;\r\n this._renderLightingVolumeMaterial.alphaMode = Constants.ALPHA_ADD;\r\n this._renderLightingVolumeMaterial.onBindObservable.add(() => {\r\n this._renderLightingVolumeMaterial.bindEyePosition(this._renderLightingVolumeMaterial.getEffect());\r\n });\r\n\r\n this._clearLightingVolumeTextureTask = new FrameGraphClearTextureTask(`clear lighting volume texture`, frameGraph);\r\n this._renderLightingVolumeTask = new FrameGraphObjectRendererTask(`render lighting volume`, frameGraph, frameGraph.scene);\r\n this._blendLightingVolumeTask = new FrameGraphVolumetricLightingBlendVolumeTask(`blend lighting volume texture`, frameGraph, enableExtinction);\r\n\r\n this.onTexturesAllocatedObservable.add(() => {\r\n this._renderLightingVolumeMaterial.setInternalTexture(\"depthTexture\", frameGraph.textureManager.getTextureFromHandle(this.depthTexture)!);\r\n });\r\n\r\n this.outputTexture = this._frameGraph.textureManager.createDanglingHandle();\r\n\r\n // Triggers the setters to set the uniforms\r\n this.phaseG = this._extinctionPhaseG.w;\r\n this.extinction = new Vector3(this.extinction.x, this.extinction.y, this.extinction.z);\r\n this.lightPower = this._lightPower;\r\n }\r\n\r\n public override isReady() {\r\n return (\r\n this._renderLightingVolumeMaterial.isReady() &&\r\n this._clearLightingVolumeTextureTask.isReady() &&\r\n this._renderLightingVolumeMaterial.isReady() &&\r\n this._blendLightingVolumeTask.isReady()\r\n );\r\n }\r\n\r\n public override getClassName(): string {\r\n return \"FrameGraphVolumetricLightingTask\";\r\n }\r\n\r\n public override record(skipCreationOfDisabledPasses = false) {\r\n if (this.targetTexture === undefined || this.depthTexture === undefined || this.camera === undefined || this.lightingVolumeMesh === undefined || this.light === undefined) {\r\n throw new Error(`FrameGraphVolumetricLightingTask \"${this.name}\": targetTexture, depthTexture, camera, lightingVolumeMesh and light are required`);\r\n }\r\n if (!this.lightingVolumeMesh.meshes || this.lightingVolumeMesh.meshes.length === 0) {\r\n throw new Error(`FrameGraphVolumetricLightingTask \"${this.name}\": lightingVolumeMesh is empty`);\r\n }\r\n\r\n this._frameGraph.textureManager.resolveDanglingHandle(this.outputTexture, this.targetTexture);\r\n\r\n const textureManager = this._frameGraph.textureManager;\r\n\r\n let lightingVolumeTexture = this.lightingVolumeTexture;\r\n if (!lightingVolumeTexture) {\r\n const targetTextureCreationOptions = textureManager.getTextureCreationOptions(this.targetTexture);\r\n\r\n targetTextureCreationOptions.options.labels = [\"InScattering\"];\r\n targetTextureCreationOptions.options.samples = 1;\r\n\r\n lightingVolumeTexture = textureManager.createRenderTargetTexture(`${this.name} - lighting volume texture`, targetTextureCreationOptions);\r\n }\r\n\r\n this.lightingVolumeMesh.meshes[0].material = this._renderLightingVolumeMaterial;\r\n\r\n const targetTextureSize = textureManager.getTextureAbsoluteDimensions(this.targetTexture);\r\n const volumeTextureSize = textureManager.getTextureAbsoluteDimensions(lightingVolumeTexture);\r\n\r\n this._renderLightingVolumeMaterial.setVector2(\r\n \"textureRatio\",\r\n new Vector2(targetTextureSize.width / volumeTextureSize.width, targetTextureSize.height / volumeTextureSize.height)\r\n );\r\n this._renderLightingVolumeMaterial.setVector2(\"outputTextureSize\", new Vector2(volumeTextureSize.width, volumeTextureSize.height));\r\n\r\n const passUpdateMaterial = this._frameGraph.addPass(this.name);\r\n\r\n passUpdateMaterial.setExecuteFunc(() => {\r\n this.camera.getTransformationMatrix().invertToRef(InvViewProjectionMatrix);\r\n\r\n this._renderLightingVolumeMaterial.setMatrix(\"invViewProjection\", InvViewProjectionMatrix);\r\n this._renderLightingVolumeMaterial.setVector3(\"lightDir\", this.light.direction.normalizeToRef(TmpVectors.Vector3[0]));\r\n });\r\n\r\n this._clearLightingVolumeTextureTask.clearColor = true;\r\n this._clearLightingVolumeTextureTask.clearStencil = this.enableExtinction;\r\n this._clearLightingVolumeTextureTask.color = new Color4(0, 0, 0, 1);\r\n this._clearLightingVolumeTextureTask.stencilValue = 0;\r\n this._clearLightingVolumeTextureTask.targetTexture = lightingVolumeTexture;\r\n this._clearLightingVolumeTextureTask.record(true);\r\n\r\n this._renderLightingVolumeTask.targetTexture = this._clearLightingVolumeTextureTask.outputTexture;\r\n this._renderLightingVolumeTask.objectList = this.lightingVolumeMesh;\r\n this._renderLightingVolumeTask.camera = this.camera;\r\n this._renderLightingVolumeTask.disableImageProcessing = true;\r\n this._renderLightingVolumeTask.depthTest = false;\r\n this._renderLightingVolumeTask.record(true);\r\n\r\n this._blendLightingVolumeTask.sourceTexture = this._renderLightingVolumeTask.outputTexture;\r\n this._blendLightingVolumeTask.sourceSamplingMode = this.sourceSamplingMode;\r\n this._blendLightingVolumeTask.targetTexture = this.targetTexture;\r\n this._blendLightingVolumeTask.depthTexture = this.depthTexture;\r\n this._blendLightingVolumeTask.camera = this.camera;\r\n this._blendLightingVolumeTask.record(true);\r\n\r\n if (!skipCreationOfDisabledPasses) {\r\n const disabledPass = this._frameGraph.addPass(this.name + \"_disabled\", true);\r\n\r\n disabledPass.setExecuteFunc(() => {});\r\n }\r\n }\r\n\r\n public override dispose() {\r\n this._renderLightingVolumeMaterial?.dispose();\r\n this._clearLightingVolumeTextureTask.dispose();\r\n this._renderLightingVolumeTask.dispose();\r\n this._blendLightingVolumeTask.dispose();\r\n super.dispose();\r\n }\r\n}\r\n"]}
@@ -89,6 +89,7 @@ export declare class FrameGraphCascadedShadowGeneratorTask extends FrameGraphSha
89
89
  constructor(name: string, frameGraph: FrameGraph);
90
90
  protected _createShadowGenerator(): void;
91
91
  protected _setupShadowGenerator(): void;
92
+ getClassName(): string;
92
93
  record(): void;
93
94
  dispose(): void;
94
95
  }
@@ -230,6 +230,9 @@ export class FrameGraphCascadedShadowGeneratorTask extends FrameGraphShadowGener
230
230
  shadowGenerator.depthClamp = this._depthClamp;
231
231
  shadowGenerator.shadowMaxZ = this._shadowMaxZ;
232
232
  }
233
+ getClassName() {
234
+ return "FrameGraphCascadedShadowGeneratorTask";
235
+ }
233
236
  record() {
234
237
  if (this.light === undefined || this.objectList === undefined || this.camera === undefined) {
235
238
  throw new Error(`FrameGraphCascadedShadowGeneratorTask ${this.name}: light, objectList and camera are required`);
@@ -1 +1 @@
1
- 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type { FrameGraphTextureHandle, FrameGraph } from \"core/index\";\r\nimport { CascadedShadowGenerator } from \"../../../Lights/Shadows/cascadedShadowGenerator\";\r\nimport { FrameGraphShadowGeneratorTask } from \"./shadowGeneratorTask\";\r\nimport { DirectionalLight } from \"../../../Lights/directionalLight\";\r\nimport { DepthTextureType, ThinMinMaxReducer } from \"../../../Misc/thinMinMaxReducer\";\r\nimport { FrameGraphPostProcessTask } from \"../PostProcesses/postProcessTask\";\r\nimport { Constants } from \"../../../Engines/constants\";\r\nimport { textureSizeIsObject } from \"../../../Materials/Textures/textureCreationOptions\";\r\n\r\n/**\r\n * Task used to generate a cascaded shadow map from a list of objects.\r\n */\r\nexport class FrameGraphCascadedShadowGeneratorTask extends FrameGraphShadowGeneratorTask {\r\n protected override _shadowGenerator: CascadedShadowGenerator | undefined;\r\n\r\n /**\r\n * Checks if a shadow generator task is a cascaded shadow generator task.\r\n * @param task The task to check.\r\n * @returns True if the task is a cascaded shadow generator task, else false.\r\n */\r\n public static IsCascadedShadowGenerator(task: FrameGraphShadowGeneratorTask): task is FrameGraphCascadedShadowGeneratorTask {\r\n return (task as FrameGraphCascadedShadowGeneratorTask).numCascades !== undefined;\r\n }\r\n\r\n /**\r\n * The depth texture used by the autoCalcDepthBounds feature (optional if autoCalcDepthBounds is set to false).\r\n * This texture is used to compute the min/max depth bounds of the scene to setup the cascaded shadow generator.\r\n * The texture should contain either “view,” “normalized view,” or “screen” depth values - if possible, connect “normalized view,” or “screen” for best performance.\r\n * Warning: Do not set a texture if you are not using the autoCalcDepthBounds feature, to avoid generating a depth texture that will not be used.\r\n */\r\n public depthTexture?: FrameGraphTextureHandle;\r\n\r\n /**\r\n * The type of the depth texture used by the autoCalcDepthBounds feature.\r\n */\r\n public depthTextureType: DepthTextureType = DepthTextureType.NormalizedViewDepth;\r\n\r\n private _numCascades = CascadedShadowGenerator.DEFAULT_CASCADES_COUNT;\r\n /**\r\n * The number of cascades.\r\n */\r\n public get numCascades() {\r\n return this._numCascades;\r\n }\r\n\r\n public set numCascades(value: number) {\r\n if (value === this._numCascades) {\r\n return;\r\n }\r\n\r\n this._numCascades = value;\r\n this._setupShadowGenerator();\r\n }\r\n\r\n private _debug = false;\r\n /**\r\n * Gets or sets a value indicating whether the shadow generator should display the cascades.\r\n */\r\n public get debug() {\r\n return this._debug;\r\n }\r\n\r\n public set debug(value: boolean) {\r\n if (value === this._debug) {\r\n return;\r\n }\r\n\r\n this._debug = value;\r\n if (this._shadowGenerator) {\r\n this._shadowGenerator.debug = value;\r\n }\r\n }\r\n\r\n private _stabilizeCascades = false;\r\n /**\r\n * Gets or sets a value indicating whether the shadow generator should stabilize the cascades.\r\n */\r\n public get stabilizeCascades() {\r\n return this._stabilizeCascades;\r\n }\r\n\r\n public set stabilizeCascades(value: boolean) {\r\n if (value === this._stabilizeCascades) {\r\n return;\r\n }\r\n\r\n this._stabilizeCascades = value;\r\n if (this._shadowGenerator) {\r\n this._shadowGenerator.stabilizeCascades = value;\r\n }\r\n }\r\n\r\n private _lambda = 0.5;\r\n /**\r\n * Gets or sets the lambda parameter of the shadow generator.\r\n */\r\n public get lambda() {\r\n return this._lambda;\r\n }\r\n\r\n public set lambda(value: number) {\r\n if (value === this._lambda) {\r\n return;\r\n }\r\n\r\n this._lambda = value;\r\n if (this._shadowGenerator) {\r\n this._shadowGenerator.lambda = value;\r\n }\r\n }\r\n\r\n private _cascadeBlendPercentage = 0.1;\r\n /**\r\n * Gets or sets the cascade blend percentage.\r\n */\r\n public get cascadeBlendPercentage() {\r\n return this._cascadeBlendPercentage;\r\n }\r\n\r\n public set cascadeBlendPercentage(value: number) {\r\n if (value === this._cascadeBlendPercentage) {\r\n return;\r\n }\r\n\r\n this._cascadeBlendPercentage = value;\r\n if (this._shadowGenerator) {\r\n this._shadowGenerator.cascadeBlendPercentage = value;\r\n }\r\n }\r\n\r\n private _depthClamp = true;\r\n /**\r\n * Gets or sets a value indicating whether the shadow generator should use depth clamping.\r\n */\r\n public get depthClamp() {\r\n return this._depthClamp;\r\n }\r\n\r\n public set depthClamp(value: boolean) {\r\n if (value === this._depthClamp) {\r\n return;\r\n }\r\n\r\n this._depthClamp = value;\r\n if (this._shadowGenerator) {\r\n this._shadowGenerator.depthClamp = value;\r\n }\r\n }\r\n\r\n private _autoCalcDepthBounds = false;\r\n /**\r\n * Gets or sets a value indicating whether the shadow generator should automatically calculate the depth bounds.\r\n */\r\n public get autoCalcDepthBounds() {\r\n return this._autoCalcDepthBounds;\r\n }\r\n\r\n public set autoCalcDepthBounds(value: boolean) {\r\n if (value === this._autoCalcDepthBounds) {\r\n return;\r\n }\r\n\r\n this._autoCalcDepthBounds = value;\r\n this._currentAutoCalcDepthBoundsCounter = this._autoCalcDepthBoundsRefreshRate;\r\n\r\n if (!value) {\r\n this._shadowGenerator?.setMinMaxDistance(0, 1);\r\n }\r\n\r\n // All passes but the last one are related to min/max reduction and should be enabled/disabled depending on autoCalcDepthBounds value\r\n const passes = this.passes;\r\n for (let i = 0; i < passes.length - 1; ++i) {\r\n passes[i].disabled = !value;\r\n }\r\n }\r\n\r\n private _currentAutoCalcDepthBoundsCounter = 0;\r\n private _autoCalcDepthBoundsRefreshRate = 1;\r\n /**\r\n * Defines the refresh rate of the min/max computation used when autoCalcDepthBounds is set to true\r\n * Use 0 to compute just once, 1 to compute on every frame, 2 to compute every two frames and so on...\r\n */\r\n public get autoCalcDepthBoundsRefreshRate() {\r\n return this._autoCalcDepthBoundsRefreshRate;\r\n }\r\n\r\n public set autoCalcDepthBoundsRefreshRate(value: number) {\r\n this._autoCalcDepthBoundsRefreshRate = value;\r\n this._currentAutoCalcDepthBoundsCounter = this._autoCalcDepthBoundsRefreshRate;\r\n }\r\n\r\n private _shadowMaxZ = 10000;\r\n /**\r\n * Gets or sets the maximum shadow Z value.\r\n */\r\n public get shadowMaxZ() {\r\n return this._shadowMaxZ;\r\n }\r\n\r\n public set shadowMaxZ(value: number) {\r\n if (value === this._shadowMaxZ) {\r\n return;\r\n }\r\n\r\n this._shadowMaxZ = value;\r\n if (this._shadowGenerator) {\r\n this._shadowGenerator.shadowMaxZ = value;\r\n }\r\n }\r\n\r\n protected readonly _thinMinMaxReducer: ThinMinMaxReducer;\r\n\r\n /**\r\n * Creates a new shadow generator task.\r\n * @param name The name of the task.\r\n * @param frameGraph The frame graph the task belongs to.\r\n */\r\n constructor(name: string, frameGraph: FrameGraph) {\r\n super(name, frameGraph);\r\n\r\n this._thinMinMaxReducer = new ThinMinMaxReducer(frameGraph.scene);\r\n\r\n this._thinMinMaxReducer.onAfterReductionPerformed.add((minmax: { min: number; max: number }) => {\r\n if (!this._shadowGenerator) {\r\n return;\r\n }\r\n\r\n const camera = this.camera;\r\n\r\n let min = minmax.min,\r\n max = minmax.max;\r\n\r\n if (min >= max) {\r\n min = 0;\r\n max = 1;\r\n } else if (camera && this.depthTextureType !== DepthTextureType.NormalizedViewDepth) {\r\n if (this.depthTextureType === DepthTextureType.ScreenDepth) {\r\n const engine = this._frameGraph.engine;\r\n const projectionMatrix = camera.getProjectionMatrix();\r\n const p2z = projectionMatrix.m[10];\r\n const p3z = projectionMatrix.m[14];\r\n\r\n if (!engine.isNDCHalfZRange) {\r\n // Convert to NDC depth\r\n min = min * 2 - 1;\r\n max = max * 2 - 1;\r\n }\r\n\r\n // Convert to view depth\r\n min = p3z / (min - p2z);\r\n max = p3z / (max - p2z);\r\n }\r\n\r\n // Convert to normalized view depth\r\n const zNear = camera.minZ;\r\n const zFar = camera.maxZ;\r\n\r\n min = (min - zNear) / (zFar - zNear);\r\n max = (max - zNear) / (zFar - zNear);\r\n }\r\n\r\n if (min !== this._shadowGenerator.minDistance || max !== this._shadowGenerator.maxDistance) {\r\n this._shadowGenerator.setMinMaxDistance(min, max);\r\n }\r\n });\r\n }\r\n\r\n protected override _createShadowGenerator() {\r\n if (!(this.light instanceof DirectionalLight)) {\r\n throw new Error(`FrameGraphCascadedShadowGeneratorTask ${this.name}: the CSM shadow generator only supports directional lights.`);\r\n }\r\n this._shadowGenerator = new CascadedShadowGenerator(this.mapSize, this.light, this.useFloat32TextureType, this.camera, this.useRedTextureFormat);\r\n this._shadowGenerator.numCascades = this._numCascades;\r\n }\r\n\r\n protected override _setupShadowGenerator() {\r\n super._setupShadowGenerator();\r\n\r\n const shadowGenerator = this._shadowGenerator;\r\n if (shadowGenerator === undefined) {\r\n return;\r\n }\r\n\r\n shadowGenerator.debug = this._debug;\r\n shadowGenerator.stabilizeCascades = this._stabilizeCascades;\r\n shadowGenerator.lambda = this._lambda;\r\n shadowGenerator.cascadeBlendPercentage = this._cascadeBlendPercentage;\r\n shadowGenerator.depthClamp = this._depthClamp;\r\n shadowGenerator.shadowMaxZ = this._shadowMaxZ;\r\n }\r\n\r\n public override record() {\r\n if (this.light === undefined || this.objectList === undefined || this.camera === undefined) {\r\n throw new Error(`FrameGraphCascadedShadowGeneratorTask ${this.name}: light, objectList and camera are required`);\r\n }\r\n\r\n if (this.depthTexture !== undefined) {\r\n const depthTextureCreationOptions = this._frameGraph.textureManager.getTextureCreationOptions(this.depthTexture);\r\n\r\n const size = !depthTextureCreationOptions.sizeIsPercentage\r\n ? textureSizeIsObject(depthTextureCreationOptions.size)\r\n ? depthTextureCreationOptions.size\r\n : { width: depthTextureCreationOptions.size, height: depthTextureCreationOptions.size }\r\n : this._frameGraph.textureManager.getAbsoluteDimensions(depthTextureCreationOptions.size);\r\n\r\n const width = size.width;\r\n const height = size.height;\r\n\r\n depthTextureCreationOptions.sizeIsPercentage = false;\r\n depthTextureCreationOptions.options.formats = [Constants.TEXTUREFORMAT_RG];\r\n depthTextureCreationOptions.options.samples = 1;\r\n\r\n this._thinMinMaxReducer.setTextureDimensions(width, height, this.depthTextureType);\r\n\r\n const reductionSteps = this._thinMinMaxReducer.reductionSteps;\r\n\r\n let targetTexture: FrameGraphTextureHandle;\r\n\r\n this._frameGraph.addPass(`${this.name} Before Min Max Reduction`).setExecuteFunc((context) => {\r\n context.pushDebugGroup(`Min Max Reduction`);\r\n });\r\n\r\n for (let i = 0; i < reductionSteps.length - 1; ++i) {\r\n const reductionStep = reductionSteps[i];\r\n\r\n depthTextureCreationOptions.size = { width: reductionSteps[i + 1].textureWidth, height: reductionSteps[i + 1].textureHeight };\r\n\r\n const postProcess = new FrameGraphPostProcessTask(reductionStep.name, this._frameGraph, reductionStep);\r\n\r\n postProcess.sourceTexture = i == 0 ? this.depthTexture : targetTexture!;\r\n postProcess.sourceSamplingMode = Constants.TEXTURE_NEAREST_NEAREST;\r\n postProcess.targetTexture = this._frameGraph.textureManager.createRenderTargetTexture(`${this.name} ${reductionStep.name}`, depthTextureCreationOptions);\r\n\r\n postProcess.record(true);\r\n\r\n targetTexture = postProcess.outputTexture;\r\n }\r\n\r\n this._frameGraph.addPass(`${this.name} After Min Max Reduction`).setExecuteFunc((context) => {\r\n context.popDebugGroup();\r\n if (this._autoCalcDepthBounds && this._currentAutoCalcDepthBoundsCounter >= 0) {\r\n if (++this._currentAutoCalcDepthBoundsCounter >= this._autoCalcDepthBoundsRefreshRate) {\r\n const minMaxTexture = context.getTextureFromHandle(targetTexture!);\r\n if (minMaxTexture) {\r\n this._thinMinMaxReducer.readMinMax(minMaxTexture);\r\n }\r\n }\r\n this._currentAutoCalcDepthBoundsCounter %= this._autoCalcDepthBoundsRefreshRate;\r\n if (this._autoCalcDepthBoundsRefreshRate === 0) {\r\n this._currentAutoCalcDepthBoundsCounter = -1;\r\n }\r\n }\r\n });\r\n }\r\n\r\n super.record();\r\n }\r\n\r\n public override dispose() {\r\n super.dispose();\r\n this._thinMinMaxReducer.dispose();\r\n }\r\n}\r\n"]}
1
+ 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type { FrameGraphTextureHandle, FrameGraph } from \"core/index\";\r\nimport { CascadedShadowGenerator } from \"../../../Lights/Shadows/cascadedShadowGenerator\";\r\nimport { FrameGraphShadowGeneratorTask } from \"./shadowGeneratorTask\";\r\nimport { DirectionalLight } from \"../../../Lights/directionalLight\";\r\nimport { DepthTextureType, ThinMinMaxReducer } from \"../../../Misc/thinMinMaxReducer\";\r\nimport { FrameGraphPostProcessTask } from \"../PostProcesses/postProcessTask\";\r\nimport { Constants } from \"../../../Engines/constants\";\r\nimport { textureSizeIsObject } from \"../../../Materials/Textures/textureCreationOptions\";\r\n\r\n/**\r\n * Task used to generate a cascaded shadow map from a list of objects.\r\n */\r\nexport class FrameGraphCascadedShadowGeneratorTask extends FrameGraphShadowGeneratorTask {\r\n protected override _shadowGenerator: CascadedShadowGenerator | undefined;\r\n\r\n /**\r\n * Checks if a shadow generator task is a cascaded shadow generator task.\r\n * @param task The task to check.\r\n * @returns True if the task is a cascaded shadow generator task, else false.\r\n */\r\n public static IsCascadedShadowGenerator(task: FrameGraphShadowGeneratorTask): task is FrameGraphCascadedShadowGeneratorTask {\r\n return (task as FrameGraphCascadedShadowGeneratorTask).numCascades !== undefined;\r\n }\r\n\r\n /**\r\n * The depth texture used by the autoCalcDepthBounds feature (optional if autoCalcDepthBounds is set to false).\r\n * This texture is used to compute the min/max depth bounds of the scene to setup the cascaded shadow generator.\r\n * The texture should contain either “view,” “normalized view,” or “screen” depth values - if possible, connect “normalized view,” or “screen” for best performance.\r\n * Warning: Do not set a texture if you are not using the autoCalcDepthBounds feature, to avoid generating a depth texture that will not be used.\r\n */\r\n public depthTexture?: FrameGraphTextureHandle;\r\n\r\n /**\r\n * The type of the depth texture used by the autoCalcDepthBounds feature.\r\n */\r\n public depthTextureType: DepthTextureType = DepthTextureType.NormalizedViewDepth;\r\n\r\n private _numCascades = CascadedShadowGenerator.DEFAULT_CASCADES_COUNT;\r\n /**\r\n * The number of cascades.\r\n */\r\n public get numCascades() {\r\n return this._numCascades;\r\n }\r\n\r\n public set numCascades(value: number) {\r\n if (value === this._numCascades) {\r\n return;\r\n }\r\n\r\n this._numCascades = value;\r\n this._setupShadowGenerator();\r\n }\r\n\r\n private _debug = false;\r\n /**\r\n * Gets or sets a value indicating whether the shadow generator should display the cascades.\r\n */\r\n public get debug() {\r\n return this._debug;\r\n }\r\n\r\n public set debug(value: boolean) {\r\n if (value === this._debug) {\r\n return;\r\n }\r\n\r\n this._debug = value;\r\n if (this._shadowGenerator) {\r\n this._shadowGenerator.debug = value;\r\n }\r\n }\r\n\r\n private _stabilizeCascades = false;\r\n /**\r\n * Gets or sets a value indicating whether the shadow generator should stabilize the cascades.\r\n */\r\n public get stabilizeCascades() {\r\n return this._stabilizeCascades;\r\n }\r\n\r\n public set stabilizeCascades(value: boolean) {\r\n if (value === this._stabilizeCascades) {\r\n return;\r\n }\r\n\r\n this._stabilizeCascades = value;\r\n if (this._shadowGenerator) {\r\n this._shadowGenerator.stabilizeCascades = value;\r\n }\r\n }\r\n\r\n private _lambda = 0.5;\r\n /**\r\n * Gets or sets the lambda parameter of the shadow generator.\r\n */\r\n public get lambda() {\r\n return this._lambda;\r\n }\r\n\r\n public set lambda(value: number) {\r\n if (value === this._lambda) {\r\n return;\r\n }\r\n\r\n this._lambda = value;\r\n if (this._shadowGenerator) {\r\n this._shadowGenerator.lambda = value;\r\n }\r\n }\r\n\r\n private _cascadeBlendPercentage = 0.1;\r\n /**\r\n * Gets or sets the cascade blend percentage.\r\n */\r\n public get cascadeBlendPercentage() {\r\n return this._cascadeBlendPercentage;\r\n }\r\n\r\n public set cascadeBlendPercentage(value: number) {\r\n if (value === this._cascadeBlendPercentage) {\r\n return;\r\n }\r\n\r\n this._cascadeBlendPercentage = value;\r\n if (this._shadowGenerator) {\r\n this._shadowGenerator.cascadeBlendPercentage = value;\r\n }\r\n }\r\n\r\n private _depthClamp = true;\r\n /**\r\n * Gets or sets a value indicating whether the shadow generator should use depth clamping.\r\n */\r\n public get depthClamp() {\r\n return this._depthClamp;\r\n }\r\n\r\n public set depthClamp(value: boolean) {\r\n if (value === this._depthClamp) {\r\n return;\r\n }\r\n\r\n this._depthClamp = value;\r\n if (this._shadowGenerator) {\r\n this._shadowGenerator.depthClamp = value;\r\n }\r\n }\r\n\r\n private _autoCalcDepthBounds = false;\r\n /**\r\n * Gets or sets a value indicating whether the shadow generator should automatically calculate the depth bounds.\r\n */\r\n public get autoCalcDepthBounds() {\r\n return this._autoCalcDepthBounds;\r\n }\r\n\r\n public set autoCalcDepthBounds(value: boolean) {\r\n if (value === this._autoCalcDepthBounds) {\r\n return;\r\n }\r\n\r\n this._autoCalcDepthBounds = value;\r\n this._currentAutoCalcDepthBoundsCounter = this._autoCalcDepthBoundsRefreshRate;\r\n\r\n if (!value) {\r\n this._shadowGenerator?.setMinMaxDistance(0, 1);\r\n }\r\n\r\n // All passes but the last one are related to min/max reduction and should be enabled/disabled depending on autoCalcDepthBounds value\r\n const passes = this.passes;\r\n for (let i = 0; i < passes.length - 1; ++i) {\r\n passes[i].disabled = !value;\r\n }\r\n }\r\n\r\n private _currentAutoCalcDepthBoundsCounter = 0;\r\n private _autoCalcDepthBoundsRefreshRate = 1;\r\n /**\r\n * Defines the refresh rate of the min/max computation used when autoCalcDepthBounds is set to true\r\n * Use 0 to compute just once, 1 to compute on every frame, 2 to compute every two frames and so on...\r\n */\r\n public get autoCalcDepthBoundsRefreshRate() {\r\n return this._autoCalcDepthBoundsRefreshRate;\r\n }\r\n\r\n public set autoCalcDepthBoundsRefreshRate(value: number) {\r\n this._autoCalcDepthBoundsRefreshRate = value;\r\n this._currentAutoCalcDepthBoundsCounter = this._autoCalcDepthBoundsRefreshRate;\r\n }\r\n\r\n private _shadowMaxZ = 10000;\r\n /**\r\n * Gets or sets the maximum shadow Z value.\r\n */\r\n public get shadowMaxZ() {\r\n return this._shadowMaxZ;\r\n }\r\n\r\n public set shadowMaxZ(value: number) {\r\n if (value === this._shadowMaxZ) {\r\n return;\r\n }\r\n\r\n this._shadowMaxZ = value;\r\n if (this._shadowGenerator) {\r\n this._shadowGenerator.shadowMaxZ = value;\r\n }\r\n }\r\n\r\n protected readonly _thinMinMaxReducer: ThinMinMaxReducer;\r\n\r\n /**\r\n * Creates a new shadow generator task.\r\n * @param name The name of the task.\r\n * @param frameGraph The frame graph the task belongs to.\r\n */\r\n constructor(name: string, frameGraph: FrameGraph) {\r\n super(name, frameGraph);\r\n\r\n this._thinMinMaxReducer = new ThinMinMaxReducer(frameGraph.scene);\r\n\r\n this._thinMinMaxReducer.onAfterReductionPerformed.add((minmax: { min: number; max: number }) => {\r\n if (!this._shadowGenerator) {\r\n return;\r\n }\r\n\r\n const camera = this.camera;\r\n\r\n let min = minmax.min,\r\n max = minmax.max;\r\n\r\n if (min >= max) {\r\n min = 0;\r\n max = 1;\r\n } else if (camera && this.depthTextureType !== DepthTextureType.NormalizedViewDepth) {\r\n if (this.depthTextureType === DepthTextureType.ScreenDepth) {\r\n const engine = this._frameGraph.engine;\r\n const projectionMatrix = camera.getProjectionMatrix();\r\n const p2z = projectionMatrix.m[10];\r\n const p3z = projectionMatrix.m[14];\r\n\r\n if (!engine.isNDCHalfZRange) {\r\n // Convert to NDC depth\r\n min = min * 2 - 1;\r\n max = max * 2 - 1;\r\n }\r\n\r\n // Convert to view depth\r\n min = p3z / (min - p2z);\r\n max = p3z / (max - p2z);\r\n }\r\n\r\n // Convert to normalized view depth\r\n const zNear = camera.minZ;\r\n const zFar = camera.maxZ;\r\n\r\n min = (min - zNear) / (zFar - zNear);\r\n max = (max - zNear) / (zFar - zNear);\r\n }\r\n\r\n if (min !== this._shadowGenerator.minDistance || max !== this._shadowGenerator.maxDistance) {\r\n this._shadowGenerator.setMinMaxDistance(min, max);\r\n }\r\n });\r\n }\r\n\r\n protected override _createShadowGenerator() {\r\n if (!(this.light instanceof DirectionalLight)) {\r\n throw new Error(`FrameGraphCascadedShadowGeneratorTask ${this.name}: the CSM shadow generator only supports directional lights.`);\r\n }\r\n this._shadowGenerator = new CascadedShadowGenerator(this.mapSize, this.light, this.useFloat32TextureType, this.camera, this.useRedTextureFormat);\r\n this._shadowGenerator.numCascades = this._numCascades;\r\n }\r\n\r\n protected override _setupShadowGenerator() {\r\n super._setupShadowGenerator();\r\n\r\n const shadowGenerator = this._shadowGenerator;\r\n if (shadowGenerator === undefined) {\r\n return;\r\n }\r\n\r\n shadowGenerator.debug = this._debug;\r\n shadowGenerator.stabilizeCascades = this._stabilizeCascades;\r\n shadowGenerator.lambda = this._lambda;\r\n shadowGenerator.cascadeBlendPercentage = this._cascadeBlendPercentage;\r\n shadowGenerator.depthClamp = this._depthClamp;\r\n shadowGenerator.shadowMaxZ = this._shadowMaxZ;\r\n }\r\n\r\n public override getClassName(): string {\r\n return \"FrameGraphCascadedShadowGeneratorTask\";\r\n }\r\n\r\n public override record() {\r\n if (this.light === undefined || this.objectList === undefined || this.camera === undefined) {\r\n throw new Error(`FrameGraphCascadedShadowGeneratorTask ${this.name}: light, objectList and camera are required`);\r\n }\r\n\r\n if (this.depthTexture !== undefined) {\r\n const depthTextureCreationOptions = this._frameGraph.textureManager.getTextureCreationOptions(this.depthTexture);\r\n\r\n const size = !depthTextureCreationOptions.sizeIsPercentage\r\n ? textureSizeIsObject(depthTextureCreationOptions.size)\r\n ? depthTextureCreationOptions.size\r\n : { width: depthTextureCreationOptions.size, height: depthTextureCreationOptions.size }\r\n : this._frameGraph.textureManager.getAbsoluteDimensions(depthTextureCreationOptions.size);\r\n\r\n const width = size.width;\r\n const height = size.height;\r\n\r\n depthTextureCreationOptions.sizeIsPercentage = false;\r\n depthTextureCreationOptions.options.formats = [Constants.TEXTUREFORMAT_RG];\r\n depthTextureCreationOptions.options.samples = 1;\r\n\r\n this._thinMinMaxReducer.setTextureDimensions(width, height, this.depthTextureType);\r\n\r\n const reductionSteps = this._thinMinMaxReducer.reductionSteps;\r\n\r\n let targetTexture: FrameGraphTextureHandle;\r\n\r\n this._frameGraph.addPass(`${this.name} Before Min Max Reduction`).setExecuteFunc((context) => {\r\n context.pushDebugGroup(`Min Max Reduction`);\r\n });\r\n\r\n for (let i = 0; i < reductionSteps.length - 1; ++i) {\r\n const reductionStep = reductionSteps[i];\r\n\r\n depthTextureCreationOptions.size = { width: reductionSteps[i + 1].textureWidth, height: reductionSteps[i + 1].textureHeight };\r\n\r\n const postProcess = new FrameGraphPostProcessTask(reductionStep.name, this._frameGraph, reductionStep);\r\n\r\n postProcess.sourceTexture = i == 0 ? this.depthTexture : targetTexture!;\r\n postProcess.sourceSamplingMode = Constants.TEXTURE_NEAREST_NEAREST;\r\n postProcess.targetTexture = this._frameGraph.textureManager.createRenderTargetTexture(`${this.name} ${reductionStep.name}`, depthTextureCreationOptions);\r\n\r\n postProcess.record(true);\r\n\r\n targetTexture = postProcess.outputTexture;\r\n }\r\n\r\n this._frameGraph.addPass(`${this.name} After Min Max Reduction`).setExecuteFunc((context) => {\r\n context.popDebugGroup();\r\n if (this._autoCalcDepthBounds && this._currentAutoCalcDepthBoundsCounter >= 0) {\r\n if (++this._currentAutoCalcDepthBoundsCounter >= this._autoCalcDepthBoundsRefreshRate) {\r\n const minMaxTexture = context.getTextureFromHandle(targetTexture!);\r\n if (minMaxTexture) {\r\n this._thinMinMaxReducer.readMinMax(minMaxTexture);\r\n }\r\n }\r\n this._currentAutoCalcDepthBoundsCounter %= this._autoCalcDepthBoundsRefreshRate;\r\n if (this._autoCalcDepthBoundsRefreshRate === 0) {\r\n this._currentAutoCalcDepthBoundsCounter = -1;\r\n }\r\n }\r\n });\r\n }\r\n\r\n super.record();\r\n }\r\n\r\n public override dispose() {\r\n super.dispose();\r\n this._thinMinMaxReducer.dispose();\r\n }\r\n}\r\n"]}
@@ -1,6 +1,5 @@
1
- import type { FrameGraphTextureHandle, Scene, Camera, FrameGraph, FrameGraphObjectList, AbstractMesh, ObjectRendererOptions } from "../../../index.js";
2
- import { FrameGraphTask } from "../../frameGraphTask.js";
3
- import { ObjectRenderer } from "../../../Rendering/objectRenderer.js";
1
+ import type { FrameGraphTextureHandle, Scene, FrameGraph, AbstractMesh, ObjectRendererOptions, FrameGraphRenderContext, FrameGraphRenderPass, ObjectRenderer } from "../../../index.js";
2
+ import { FrameGraphObjectRendererTask } from "./objectRendererTask.js";
4
3
  /**
5
4
  * Description of a texture used by the geometry renderer task.
6
5
  */
@@ -22,29 +21,7 @@ export interface IFrameGraphGeometryRendererTextureDescription {
22
21
  /**
23
22
  * Task used to render geometry to a set of textures.
24
23
  */
25
- export declare class FrameGraphGeometryRendererTask extends FrameGraphTask {
26
- /**
27
- * The depth texture attachment to use for rendering (optional).
28
- */
29
- depthTexture?: FrameGraphTextureHandle;
30
- private _camera;
31
- /**
32
- * Gets or sets the camera used for rendering.
33
- */
34
- get camera(): Camera;
35
- set camera(camera: Camera);
36
- /**
37
- * The object list used for rendering.
38
- */
39
- objectList: FrameGraphObjectList;
40
- /**
41
- * Whether depth testing is enabled (default is true).
42
- */
43
- depthTest: boolean;
44
- /**
45
- * Whether depth writing is enabled (default is true).
46
- */
47
- depthWrite: boolean;
24
+ export declare class FrameGraphGeometryRendererTask extends FrameGraphObjectRendererTask {
48
25
  /**
49
26
  * The size of the output textures (default is 100% of the back buffer texture size).
50
27
  */
@@ -70,24 +47,18 @@ export declare class FrameGraphGeometryRendererTask extends FrameGraphTask {
70
47
  * Indicates if a mesh shouldn't be rendered when its material has depth write disabled (default is true).
71
48
  */
72
49
  dontRenderWhenMaterialDepthWriteIsDisabled: boolean;
50
+ private _disableDepthPrePass;
73
51
  /**
74
- * If true, the output geometry texture(s) will be resolved at the end of the render pass, if samples is greater than 1 (default: true)
75
- */
76
- resolveMSAAColors: boolean;
77
- /**
78
- * If true, depthTexture will be resolved at the end of the render pass, if this texture is provided and samples is greater than 1 (default: true)
52
+ * Indicates whether the depth pre-pass is disabled (default is true).
53
+ * Materials that require depth pre-pass (Material.needDepthPrePass == true) don't work with the geometry renderer, that's why this setting is true by default.
54
+ * However, if the geometry renderer doesn't generate any geometry textures but only renders to the main target texture, then depth pre-pass can be enabled.
79
55
  */
80
- resolveMSAADepth: boolean;
56
+ get disableDepthPrePass(): boolean;
57
+ set disableDepthPrePass(value: boolean);
81
58
  /**
82
59
  * The list of texture descriptions used by the geometry renderer task.
83
60
  */
84
61
  textureDescriptions: IFrameGraphGeometryRendererTextureDescription[];
85
- /**
86
- * The output depth texture attachment texture.
87
- * This texture will point to the same texture than the depthTexture property if it is set.
88
- * Note, however, that the handle itself will be different!
89
- */
90
- readonly outputDepthTexture: FrameGraphTextureHandle;
91
62
  /**
92
63
  * The depth (in view space) output texture. Will point to a valid texture only if that texture has been requested in textureDescriptions!
93
64
  */
@@ -133,26 +104,11 @@ export declare class FrameGraphGeometryRendererTask extends FrameGraphTask {
133
104
  * The linear velocity output texture. Will point to a valid texture only if that texture has been requested in textureDescriptions!
134
105
  */
135
106
  readonly geometryLinearVelocityTexture: FrameGraphTextureHandle;
136
- /**
137
- * The object renderer used by the geometry renderer task.
138
- */
139
- get objectRenderer(): ObjectRenderer;
140
107
  /**
141
108
  * Gets or sets the name of the task.
142
109
  */
143
110
  get name(): string;
144
111
  set name(value: string);
145
- private _forceLayerMaskCheck;
146
- /**
147
- * Force checking the layerMask property even if a custom list of meshes is provided (ie. if renderList is not undefined). Default is true.
148
- */
149
- get forceLayerMaskCheck(): boolean;
150
- set forceLayerMaskCheck(value: boolean);
151
- private readonly _engine;
152
- private readonly _scene;
153
- private readonly _renderer;
154
- private _textureWidth;
155
- private _textureHeight;
156
112
  private _clearAttachmentsLayout;
157
113
  private _allAttachmentsLayout;
158
114
  /**
@@ -161,8 +117,9 @@ export declare class FrameGraphGeometryRendererTask extends FrameGraphTask {
161
117
  * @param frameGraph The frame graph the task belongs to.
162
118
  * @param scene The scene the frame graph is associated with.
163
119
  * @param options The options of the object renderer.
120
+ * @param existingObjectRenderer An existing object renderer to use (optional). If provided, the options parameter will be ignored.
164
121
  */
165
- constructor(name: string, frameGraph: FrameGraph, scene: Scene, options?: ObjectRendererOptions);
122
+ constructor(name: string, frameGraph: FrameGraph, scene: Scene, options?: ObjectRendererOptions, existingObjectRenderer?: ObjectRenderer);
166
123
  /**
167
124
  * Gets the list of excluded meshes from the velocity texture.
168
125
  */
@@ -179,11 +136,14 @@ export declare class FrameGraphGeometryRendererTask extends FrameGraphTask {
179
136
  * @see excludeSkinnedMesh to exclude a skinned mesh from bones velocity computation.
180
137
  */
181
138
  removeExcludedSkinnedMeshFromVelocityTexture(skinnedMesh: AbstractMesh): void;
182
- isReady(): boolean;
183
- record(): void;
139
+ getClassName(): string;
140
+ record(skipCreationOfDisabledPasses?: boolean, additionalExecute?: (context: FrameGraphRenderContext) => void): FrameGraphRenderPass;
184
141
  dispose(): void;
185
- private _createMultiRenderTargetTexture;
186
- private _checkDepthTextureCompatibility;
142
+ protected _resolveDanglingHandles(_targetTextures: FrameGraphTextureHandle[]): void;
143
+ protected _checkParameters(): void;
144
+ protected _checkTextureCompatibility(targetTextures: FrameGraphTextureHandle[]): boolean;
145
+ protected _getTargetHandles(): FrameGraphTextureHandle[];
146
+ protected _prepareRendering(context: FrameGraphRenderContext, depthEnabled: boolean): void;
187
147
  private _buildClearAttachmentsLayout;
188
148
  private _registerForRenderPassId;
189
149
  }