@babylonjs/core 8.40.0 → 8.41.0
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.
- package/Compute/computeEffect.js +5 -1
- package/Compute/computeEffect.js.map +1 -1
- package/Compute/computeShader.d.ts +4 -0
- package/Compute/computeShader.js +9 -3
- package/Compute/computeShader.js.map +1 -1
- package/Engines/Extensions/engine.computeShader.d.ts +2 -3
- package/Engines/Extensions/engine.computeShader.js.map +1 -1
- package/Engines/ICanvas.d.ts +3 -3
- package/Engines/ICanvas.js.map +1 -1
- package/Engines/abstractEngine.js +2 -2
- package/Engines/abstractEngine.js.map +1 -1
- package/Engines/webgpuEngine.js +2 -2
- package/Engines/webgpuEngine.js.map +1 -1
- package/FrameGraph/Node/Blocks/Rendering/baseObjectRendererBlock.d.ts +3 -0
- package/FrameGraph/Node/Blocks/Rendering/baseObjectRendererBlock.js +29 -14
- package/FrameGraph/Node/Blocks/Rendering/baseObjectRendererBlock.js.map +1 -1
- package/FrameGraph/Node/Blocks/Rendering/geometryRendererBlock.d.ts +12 -41
- package/FrameGraph/Node/Blocks/Rendering/geometryRendererBlock.js +106 -184
- package/FrameGraph/Node/Blocks/Rendering/geometryRendererBlock.js.map +1 -1
- package/FrameGraph/Passes/renderPass.js +5 -3
- package/FrameGraph/Passes/renderPass.js.map +1 -1
- package/FrameGraph/Tasks/Layers/baseLayerTask.d.ts +2 -0
- package/FrameGraph/Tasks/Layers/baseLayerTask.js +6 -0
- package/FrameGraph/Tasks/Layers/baseLayerTask.js.map +1 -1
- package/FrameGraph/Tasks/Layers/glowLayerTask.d.ts +1 -0
- package/FrameGraph/Tasks/Layers/glowLayerTask.js +3 -0
- package/FrameGraph/Tasks/Layers/glowLayerTask.js.map +1 -1
- package/FrameGraph/Tasks/Layers/highlightLayerTask.d.ts +1 -0
- package/FrameGraph/Tasks/Layers/highlightLayerTask.js +3 -0
- package/FrameGraph/Tasks/Layers/highlightLayerTask.js.map +1 -1
- package/FrameGraph/Tasks/Misc/computeShaderTask.d.ts +1 -0
- package/FrameGraph/Tasks/Misc/computeShaderTask.js +3 -0
- package/FrameGraph/Tasks/Misc/computeShaderTask.js.map +1 -1
- package/FrameGraph/Tasks/Misc/cullObjectsTask.d.ts +1 -0
- package/FrameGraph/Tasks/Misc/cullObjectsTask.js +3 -0
- package/FrameGraph/Tasks/Misc/cullObjectsTask.js.map +1 -1
- package/FrameGraph/Tasks/Misc/executeTask.d.ts +1 -0
- package/FrameGraph/Tasks/Misc/executeTask.js +3 -0
- package/FrameGraph/Tasks/Misc/executeTask.js.map +1 -1
- package/FrameGraph/Tasks/Misc/lightingVolumeTask.d.ts +1 -0
- package/FrameGraph/Tasks/Misc/lightingVolumeTask.js +8 -1
- package/FrameGraph/Tasks/Misc/lightingVolumeTask.js.map +1 -1
- package/FrameGraph/Tasks/PostProcesses/anaglyphTask.d.ts +1 -0
- package/FrameGraph/Tasks/PostProcesses/anaglyphTask.js +3 -0
- package/FrameGraph/Tasks/PostProcesses/anaglyphTask.js.map +1 -1
- package/FrameGraph/Tasks/PostProcesses/blackAndWhiteTask.d.ts +1 -0
- package/FrameGraph/Tasks/PostProcesses/blackAndWhiteTask.js +3 -0
- package/FrameGraph/Tasks/PostProcesses/blackAndWhiteTask.js.map +1 -1
- package/FrameGraph/Tasks/PostProcesses/bloomMergeTask.d.ts +1 -0
- package/FrameGraph/Tasks/PostProcesses/bloomMergeTask.js +3 -0
- package/FrameGraph/Tasks/PostProcesses/bloomMergeTask.js.map +1 -1
- package/FrameGraph/Tasks/PostProcesses/bloomTask.d.ts +1 -0
- package/FrameGraph/Tasks/PostProcesses/bloomTask.js +3 -0
- package/FrameGraph/Tasks/PostProcesses/bloomTask.js.map +1 -1
- package/FrameGraph/Tasks/PostProcesses/blurTask.d.ts +1 -0
- package/FrameGraph/Tasks/PostProcesses/blurTask.js +3 -0
- package/FrameGraph/Tasks/PostProcesses/blurTask.js.map +1 -1
- package/FrameGraph/Tasks/PostProcesses/chromaticAberrationTask.d.ts +1 -0
- package/FrameGraph/Tasks/PostProcesses/chromaticAberrationTask.js +3 -0
- package/FrameGraph/Tasks/PostProcesses/chromaticAberrationTask.js.map +1 -1
- package/FrameGraph/Tasks/PostProcesses/circleOfConfusionTask.d.ts +1 -0
- package/FrameGraph/Tasks/PostProcesses/circleOfConfusionTask.js +3 -0
- package/FrameGraph/Tasks/PostProcesses/circleOfConfusionTask.js.map +1 -1
- package/FrameGraph/Tasks/PostProcesses/colorCorrectionTask.d.ts +1 -0
- package/FrameGraph/Tasks/PostProcesses/colorCorrectionTask.js +3 -0
- package/FrameGraph/Tasks/PostProcesses/colorCorrectionTask.js.map +1 -1
- package/FrameGraph/Tasks/PostProcesses/convolutionTask.d.ts +1 -0
- package/FrameGraph/Tasks/PostProcesses/convolutionTask.js +3 -0
- package/FrameGraph/Tasks/PostProcesses/convolutionTask.js.map +1 -1
- package/FrameGraph/Tasks/PostProcesses/customPostProcessTask.d.ts +1 -0
- package/FrameGraph/Tasks/PostProcesses/customPostProcessTask.js +3 -0
- package/FrameGraph/Tasks/PostProcesses/customPostProcessTask.js.map +1 -1
- package/FrameGraph/Tasks/PostProcesses/depthOfFieldBlurTask.d.ts +1 -0
- package/FrameGraph/Tasks/PostProcesses/depthOfFieldBlurTask.js +3 -0
- package/FrameGraph/Tasks/PostProcesses/depthOfFieldBlurTask.js.map +1 -1
- package/FrameGraph/Tasks/PostProcesses/depthOfFieldMergeTask.d.ts +1 -0
- package/FrameGraph/Tasks/PostProcesses/depthOfFieldMergeTask.js +3 -0
- package/FrameGraph/Tasks/PostProcesses/depthOfFieldMergeTask.js.map +1 -1
- package/FrameGraph/Tasks/PostProcesses/depthOfFieldTask.d.ts +1 -0
- package/FrameGraph/Tasks/PostProcesses/depthOfFieldTask.js +3 -0
- package/FrameGraph/Tasks/PostProcesses/depthOfFieldTask.js.map +1 -1
- package/FrameGraph/Tasks/PostProcesses/extractHighlightsTask.d.ts +1 -0
- package/FrameGraph/Tasks/PostProcesses/extractHighlightsTask.js +3 -0
- package/FrameGraph/Tasks/PostProcesses/extractHighlightsTask.js.map +1 -1
- package/FrameGraph/Tasks/PostProcesses/filterTask.d.ts +1 -0
- package/FrameGraph/Tasks/PostProcesses/filterTask.js +3 -0
- package/FrameGraph/Tasks/PostProcesses/filterTask.js.map +1 -1
- package/FrameGraph/Tasks/PostProcesses/fxaaTask.d.ts +1 -0
- package/FrameGraph/Tasks/PostProcesses/fxaaTask.js +3 -0
- package/FrameGraph/Tasks/PostProcesses/fxaaTask.js.map +1 -1
- package/FrameGraph/Tasks/PostProcesses/grainTask.d.ts +1 -0
- package/FrameGraph/Tasks/PostProcesses/grainTask.js +3 -0
- package/FrameGraph/Tasks/PostProcesses/grainTask.js.map +1 -1
- package/FrameGraph/Tasks/PostProcesses/imageProcessingTask.d.ts +1 -0
- package/FrameGraph/Tasks/PostProcesses/imageProcessingTask.js +3 -0
- package/FrameGraph/Tasks/PostProcesses/imageProcessingTask.js.map +1 -1
- package/FrameGraph/Tasks/PostProcesses/motionBlurTask.d.ts +1 -0
- package/FrameGraph/Tasks/PostProcesses/motionBlurTask.js +3 -0
- package/FrameGraph/Tasks/PostProcesses/motionBlurTask.js.map +1 -1
- package/FrameGraph/Tasks/PostProcesses/passTask.d.ts +2 -0
- package/FrameGraph/Tasks/PostProcesses/passTask.js +6 -0
- package/FrameGraph/Tasks/PostProcesses/passTask.js.map +1 -1
- package/FrameGraph/Tasks/PostProcesses/postProcessTask.d.ts +1 -0
- package/FrameGraph/Tasks/PostProcesses/postProcessTask.js +3 -0
- package/FrameGraph/Tasks/PostProcesses/postProcessTask.js.map +1 -1
- package/FrameGraph/Tasks/PostProcesses/screenSpaceCurvatureTask.d.ts +1 -0
- package/FrameGraph/Tasks/PostProcesses/screenSpaceCurvatureTask.js +3 -0
- package/FrameGraph/Tasks/PostProcesses/screenSpaceCurvatureTask.js.map +1 -1
- package/FrameGraph/Tasks/PostProcesses/sharpenTask.d.ts +1 -0
- package/FrameGraph/Tasks/PostProcesses/sharpenTask.js +3 -0
- package/FrameGraph/Tasks/PostProcesses/sharpenTask.js.map +1 -1
- package/FrameGraph/Tasks/PostProcesses/ssao2BlurTask.d.ts +1 -0
- package/FrameGraph/Tasks/PostProcesses/ssao2BlurTask.js +3 -0
- package/FrameGraph/Tasks/PostProcesses/ssao2BlurTask.js.map +1 -1
- package/FrameGraph/Tasks/PostProcesses/ssao2RenderingPipelineTask.d.ts +1 -0
- package/FrameGraph/Tasks/PostProcesses/ssao2RenderingPipelineTask.js +3 -0
- package/FrameGraph/Tasks/PostProcesses/ssao2RenderingPipelineTask.js.map +1 -1
- package/FrameGraph/Tasks/PostProcesses/ssao2Task.d.ts +1 -0
- package/FrameGraph/Tasks/PostProcesses/ssao2Task.js +3 -0
- package/FrameGraph/Tasks/PostProcesses/ssao2Task.js.map +1 -1
- package/FrameGraph/Tasks/PostProcesses/ssrBlurTask.d.ts +1 -0
- package/FrameGraph/Tasks/PostProcesses/ssrBlurTask.js +3 -0
- package/FrameGraph/Tasks/PostProcesses/ssrBlurTask.js.map +1 -1
- package/FrameGraph/Tasks/PostProcesses/ssrRenderingPipelineTask.d.ts +1 -0
- package/FrameGraph/Tasks/PostProcesses/ssrRenderingPipelineTask.js +3 -0
- package/FrameGraph/Tasks/PostProcesses/ssrRenderingPipelineTask.js.map +1 -1
- package/FrameGraph/Tasks/PostProcesses/ssrTask.d.ts +1 -0
- package/FrameGraph/Tasks/PostProcesses/ssrTask.js +3 -0
- package/FrameGraph/Tasks/PostProcesses/ssrTask.js.map +1 -1
- package/FrameGraph/Tasks/PostProcesses/taaTask.d.ts +1 -0
- package/FrameGraph/Tasks/PostProcesses/taaTask.js +3 -0
- package/FrameGraph/Tasks/PostProcesses/taaTask.js.map +1 -1
- package/FrameGraph/Tasks/PostProcesses/tonemapTask.d.ts +1 -0
- package/FrameGraph/Tasks/PostProcesses/tonemapTask.js +3 -0
- package/FrameGraph/Tasks/PostProcesses/tonemapTask.js.map +1 -1
- package/FrameGraph/Tasks/PostProcesses/volumetricLightingBlendVolumeTask.d.ts +1 -0
- package/FrameGraph/Tasks/PostProcesses/volumetricLightingBlendVolumeTask.js +3 -0
- package/FrameGraph/Tasks/PostProcesses/volumetricLightingBlendVolumeTask.js.map +1 -1
- package/FrameGraph/Tasks/PostProcesses/volumetricLightingTask.d.ts +3 -1
- package/FrameGraph/Tasks/PostProcesses/volumetricLightingTask.js +12 -6
- package/FrameGraph/Tasks/PostProcesses/volumetricLightingTask.js.map +1 -1
- package/FrameGraph/Tasks/Rendering/csmShadowGeneratorTask.d.ts +1 -0
- package/FrameGraph/Tasks/Rendering/csmShadowGeneratorTask.js +3 -0
- package/FrameGraph/Tasks/Rendering/csmShadowGeneratorTask.js.map +1 -1
- package/FrameGraph/Tasks/Rendering/geometryRendererTask.d.ts +18 -58
- package/FrameGraph/Tasks/Rendering/geometryRendererTask.js +114 -121
- package/FrameGraph/Tasks/Rendering/geometryRendererTask.js.map +1 -1
- package/FrameGraph/Tasks/Rendering/objectRendererTask.d.ts +12 -0
- package/FrameGraph/Tasks/Rendering/objectRendererTask.js +65 -26
- package/FrameGraph/Tasks/Rendering/objectRendererTask.js.map +1 -1
- package/FrameGraph/Tasks/Rendering/shadowGeneratorTask.d.ts +1 -0
- package/FrameGraph/Tasks/Rendering/shadowGeneratorTask.js +3 -0
- package/FrameGraph/Tasks/Rendering/shadowGeneratorTask.js.map +1 -1
- package/FrameGraph/Tasks/Rendering/utilityLayerRendererTask.d.ts +1 -0
- package/FrameGraph/Tasks/Rendering/utilityLayerRendererTask.js +3 -0
- package/FrameGraph/Tasks/Rendering/utilityLayerRendererTask.js.map +1 -1
- package/FrameGraph/Tasks/Texture/clearTextureTask.d.ts +1 -0
- package/FrameGraph/Tasks/Texture/clearTextureTask.js +21 -8
- package/FrameGraph/Tasks/Texture/clearTextureTask.js.map +1 -1
- package/FrameGraph/Tasks/Texture/copyToBackbufferColorTask.d.ts +1 -0
- package/FrameGraph/Tasks/Texture/copyToBackbufferColorTask.js +3 -0
- package/FrameGraph/Tasks/Texture/copyToBackbufferColorTask.js.map +1 -1
- package/FrameGraph/Tasks/Texture/copyToTextureTask.d.ts +1 -0
- package/FrameGraph/Tasks/Texture/copyToTextureTask.js +21 -4
- package/FrameGraph/Tasks/Texture/copyToTextureTask.js.map +1 -1
- package/FrameGraph/Tasks/Texture/generateMipMapsTask.d.ts +1 -0
- package/FrameGraph/Tasks/Texture/generateMipMapsTask.js +3 -0
- package/FrameGraph/Tasks/Texture/generateMipMapsTask.js.map +1 -1
- package/FrameGraph/frameGraphContext.js +2 -2
- package/FrameGraph/frameGraphContext.js.map +1 -1
- package/FrameGraph/frameGraphRenderContext.d.ts +1 -0
- package/FrameGraph/frameGraphRenderContext.js +17 -8
- package/FrameGraph/frameGraphRenderContext.js.map +1 -1
- package/FrameGraph/frameGraphTask.d.ts +5 -0
- package/FrameGraph/frameGraphTask.js +9 -0
- package/FrameGraph/frameGraphTask.js.map +1 -1
- package/FrameGraph/frameGraphUtils.d.ts +2 -2
- package/FrameGraph/frameGraphUtils.js +6 -6
- package/FrameGraph/frameGraphUtils.js.map +1 -1
- package/Lights/lightingVolume.d.ts +10 -1
- package/Lights/lightingVolume.js +201 -102
- package/Lights/lightingVolume.js.map +1 -1
- package/Loading/Plugins/babylonFileLoader.js.map +1 -1
- package/Materials/GaussianSplatting/gaussianSplattingMaterial.js +2 -0
- package/Materials/GaussianSplatting/gaussianSplattingMaterial.js.map +1 -1
- package/Materials/materialHelper.geometryrendering.d.ts +5 -1
- package/Materials/materialHelper.geometryrendering.js +11 -2
- package/Materials/materialHelper.geometryrendering.js.map +1 -1
- package/Meshes/GaussianSplatting/gaussianSplattingMesh.js +1 -1
- package/Meshes/GaussianSplatting/gaussianSplattingMesh.js.map +1 -1
- package/Meshes/geometry.d.ts +2 -1
- package/Meshes/geometry.js +6 -2
- package/Meshes/geometry.js.map +1 -1
- package/Meshes/mesh.d.ts +2 -1
- package/Meshes/mesh.js +4 -3
- package/Meshes/mesh.js.map +1 -1
- package/Rendering/objectRenderer.d.ts +6 -2
- package/Rendering/objectRenderer.js +69 -63
- package/Rendering/objectRenderer.js.map +1 -1
- package/Shaders/gaussianSplatting.vertex.js +2 -2
- package/Shaders/gaussianSplatting.vertex.js.map +1 -1
- package/Shaders/volumetricLightingRenderVolume.fragment.js +2 -2
- package/Shaders/volumetricLightingRenderVolume.fragment.js.map +1 -1
- package/ShadersWGSL/gaussianSplatting.vertex.js +3 -3
- package/ShadersWGSL/gaussianSplatting.vertex.js.map +1 -1
- package/ShadersWGSL/lightingVolume.compute.js +10 -4
- package/ShadersWGSL/lightingVolume.compute.js.map +1 -1
- package/ShadersWGSL/volumetricLightingRenderVolume.fragment.js +2 -2
- package/ShadersWGSL/volumetricLightingRenderVolume.fragment.js.map +1 -1
- package/States/alphaCullingState.d.ts +1 -0
- package/States/alphaCullingState.js +3 -0
- package/States/alphaCullingState.js.map +1 -1
- package/package.json +1 -1
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type { NodeRenderGraphConnectionPoint, Scene, NodeRenderGraphBuildState, FrameGraph, FrameGraphTextureHandle, FrameGraphObjectList, Camera } from \"core/index\";\r\nimport { NodeRenderGraphBlock } from \"../../nodeRenderGraphBlock\";\r\nimport { RegisterClass } from \"../../../../Misc/typeStore\";\r\nimport { NodeRenderGraphBlockConnectionPointTypes } from \"../../Types/nodeRenderGraphTypes\";\r\nimport { editableInPropertyPage, PropertyTypeForEdition } from \"../../../../Decorators/nodeDecorator\";\r\nimport { FrameGraphGeometryRendererTask } from \"../../../Tasks/Rendering/geometryRendererTask\";\r\nimport { Constants } from \"core/Engines/constants\";\r\n\r\n/**\r\n * Block that render geometry of objects to a multi render target\r\n */\r\nexport class NodeRenderGraphGeometryRendererBlock extends NodeRenderGraphBlock {\r\n protected override _frameGraphTask: FrameGraphGeometryRendererTask;\r\n\r\n public override _additionalConstructionParameters: [boolean, boolean];\r\n\r\n /**\r\n * Gets the frame graph task associated with this block\r\n */\r\n public override get task() {\r\n return this._frameGraphTask;\r\n }\r\n\r\n /**\r\n * Create a new NodeRenderGraphGeometryRendererBlock\r\n * @param name defines the block name\r\n * @param frameGraph defines the hosting frame graph\r\n * @param scene defines the hosting scene\r\n * @param doNotChangeAspectRatio True (default) to not change the aspect ratio of the scene in the RTT\r\n * @param enableClusteredLights True (default) to enable clustered lights\r\n */\r\n public constructor(name: string, frameGraph: FrameGraph, scene: Scene, doNotChangeAspectRatio = true, enableClusteredLights = true) {\r\n super(name, frameGraph, scene);\r\n\r\n this._additionalConstructionParameters = [doNotChangeAspectRatio, enableClusteredLights];\r\n\r\n this.registerInput(\"depth\", NodeRenderGraphBlockConnectionPointTypes.AutoDetect, true);\r\n this.registerInput(\"camera\", NodeRenderGraphBlockConnectionPointTypes.Camera);\r\n this.registerInput(\"objects\", NodeRenderGraphBlockConnectionPointTypes.ObjectList);\r\n this._addDependenciesInput();\r\n\r\n this.registerOutput(\"outputDepth\", NodeRenderGraphBlockConnectionPointTypes.BasedOnInput);\r\n this.registerOutput(\"geomViewDepth\", NodeRenderGraphBlockConnectionPointTypes.TextureViewDepth);\r\n this.registerOutput(\"geomNormViewDepth\", NodeRenderGraphBlockConnectionPointTypes.TextureNormalizedViewDepth);\r\n this.registerOutput(\"geomScreenDepth\", NodeRenderGraphBlockConnectionPointTypes.TextureScreenDepth);\r\n this.registerOutput(\"geomViewNormal\", NodeRenderGraphBlockConnectionPointTypes.TextureViewNormal);\r\n this.registerOutput(\"geomWorldNormal\", NodeRenderGraphBlockConnectionPointTypes.TextureWorldNormal);\r\n this.registerOutput(\"geomLocalPosition\", NodeRenderGraphBlockConnectionPointTypes.TextureLocalPosition);\r\n this.registerOutput(\"geomWorldPosition\", NodeRenderGraphBlockConnectionPointTypes.TextureWorldPosition);\r\n this.registerOutput(\"geomAlbedo\", NodeRenderGraphBlockConnectionPointTypes.TextureAlbedo);\r\n this.registerOutput(\"geomReflectivity\", NodeRenderGraphBlockConnectionPointTypes.TextureReflectivity);\r\n this.registerOutput(\"geomVelocity\", NodeRenderGraphBlockConnectionPointTypes.TextureVelocity);\r\n this.registerOutput(\"geomLinearVelocity\", NodeRenderGraphBlockConnectionPointTypes.TextureLinearVelocity);\r\n\r\n this.depth.addExcludedConnectionPointFromAllowedTypes(\r\n NodeRenderGraphBlockConnectionPointTypes.TextureDepthStencilAttachment | NodeRenderGraphBlockConnectionPointTypes.TextureBackBufferDepthStencilAttachment\r\n );\r\n\r\n this.outputDepth._typeConnectionSource = this.depth;\r\n\r\n this._frameGraphTask = new FrameGraphGeometryRendererTask(this.name, frameGraph, scene, { doNotChangeAspectRatio, enableClusteredLights });\r\n }\r\n\r\n /** Indicates if depth testing must be enabled or disabled */\r\n @editableInPropertyPage(\"Depth test\", PropertyTypeForEdition.Boolean, \"PROPERTIES\")\r\n public get depthTest() {\r\n return this._frameGraphTask.depthTest;\r\n }\r\n\r\n public set depthTest(value: boolean) {\r\n this._frameGraphTask.depthTest = value;\r\n }\r\n\r\n /** Indicates if depth writing must be enabled or disabled */\r\n @editableInPropertyPage(\"Depth write\", PropertyTypeForEdition.Boolean, \"PROPERTIES\")\r\n public get depthWrite() {\r\n return this._frameGraphTask.depthWrite;\r\n }\r\n\r\n public set depthWrite(value: boolean) {\r\n this._frameGraphTask.depthWrite = value;\r\n }\r\n\r\n /** Indicates if layer mask check must be forced */\r\n @editableInPropertyPage(\"Force layer mask check\", PropertyTypeForEdition.Boolean, \"PROPERTIES\")\r\n public get forceLayerMaskCheck() {\r\n return this._frameGraphTask.forceLayerMaskCheck;\r\n }\r\n\r\n public set forceLayerMaskCheck(value: boolean) {\r\n this._frameGraphTask.forceLayerMaskCheck = value;\r\n }\r\n\r\n protected _recreateFrameGraphObject(doNotChangeAspectRatio: boolean, enableClusteredLights: boolean): void {\r\n const disabled = this._frameGraphTask.disabled;\r\n const depthTest = this.depthTest;\r\n const depthWrite = this.depthWrite;\r\n const width = this.width;\r\n const height = this.height;\r\n const forceLayerMaskCheck = this.forceLayerMaskCheck;\r\n const sizeInPercentage = this.sizeInPercentage;\r\n const samples = this.samples;\r\n const reverseCulling = this.reverseCulling;\r\n const dontRenderWhenMaterialDepthWriteIsDisabled = this.dontRenderWhenMaterialDepthWriteIsDisabled;\r\n\r\n this._frameGraphTask.dispose();\r\n this._frameGraphTask = new FrameGraphGeometryRendererTask(this.name, this._frameGraph, this._scene, {\r\n doNotChangeAspectRatio: doNotChangeAspectRatio,\r\n enableClusteredLights: enableClusteredLights,\r\n });\r\n this._additionalConstructionParameters = [doNotChangeAspectRatio, enableClusteredLights];\r\n\r\n this.depthTest = depthTest;\r\n this.depthWrite = depthWrite;\r\n this.width = width;\r\n this.height = height;\r\n this.forceLayerMaskCheck = forceLayerMaskCheck;\r\n this.sizeInPercentage = sizeInPercentage;\r\n this.samples = samples;\r\n this.reverseCulling = reverseCulling;\r\n this.dontRenderWhenMaterialDepthWriteIsDisabled = dontRenderWhenMaterialDepthWriteIsDisabled;\r\n this._frameGraphTask.disabled = disabled;\r\n }\r\n\r\n /** True (default) to not change the aspect ratio of the scene in the RTT */\r\n @editableInPropertyPage(\"Do not change aspect ratio\", PropertyTypeForEdition.Boolean, \"PROPERTIES\")\r\n public get doNotChangeAspectRatio() {\r\n return this._frameGraphTask.objectRenderer.options.doNotChangeAspectRatio;\r\n }\r\n\r\n public set doNotChangeAspectRatio(value: boolean) {\r\n this._recreateFrameGraphObject(value, this.enableClusteredLights);\r\n }\r\n\r\n /** True (default) to enable clustered lights */\r\n @editableInPropertyPage(\"Enable clustered lights\", PropertyTypeForEdition.Boolean, \"PROPERTIES\")\r\n public get enableClusteredLights() {\r\n return this._frameGraphTask.objectRenderer.options.enableClusteredLights;\r\n }\r\n\r\n public set enableClusteredLights(value: boolean) {\r\n this._recreateFrameGraphObject(this.doNotChangeAspectRatio, value);\r\n }\r\n\r\n /** Width of the geometry texture */\r\n @editableInPropertyPage(\"Texture width\", PropertyTypeForEdition.Int, \"PROPERTIES\")\r\n public get width() {\r\n return this._frameGraphTask.size.width;\r\n }\r\n\r\n public set width(value: number) {\r\n this._frameGraphTask.size.width = value;\r\n }\r\n\r\n /** Height of the geometry texture */\r\n @editableInPropertyPage(\"Texture height\", PropertyTypeForEdition.Int, \"PROPERTIES\")\r\n public get height() {\r\n return this._frameGraphTask.size.height;\r\n }\r\n\r\n public set height(value: number) {\r\n this._frameGraphTask.size.height = value;\r\n }\r\n\r\n /** Indicates if the geometry texture width and height are percentages or absolute values */\r\n @editableInPropertyPage(\"Size is in percentage\", PropertyTypeForEdition.Boolean, \"PROPERTIES\")\r\n public get sizeInPercentage() {\r\n return this._frameGraphTask.sizeIsPercentage;\r\n }\r\n\r\n public set sizeInPercentage(value: boolean) {\r\n this._frameGraphTask.sizeIsPercentage = value;\r\n }\r\n\r\n /** Number of samples of the geometry texture */\r\n @editableInPropertyPage(\"Samples\", PropertyTypeForEdition.Int, \"PROPERTIES\", { min: 1, max: 8 })\r\n public get samples() {\r\n return this._frameGraphTask.samples;\r\n }\r\n\r\n public set samples(value: number) {\r\n this._frameGraphTask.samples = value;\r\n }\r\n\r\n /** Indicates if culling must be reversed */\r\n @editableInPropertyPage(\"Reverse culling\", PropertyTypeForEdition.Boolean, \"PROPERTIES\")\r\n public get reverseCulling() {\r\n return this._frameGraphTask.reverseCulling;\r\n }\r\n\r\n public set reverseCulling(value: boolean) {\r\n this._frameGraphTask.reverseCulling = value;\r\n }\r\n\r\n /** Indicates if a mesh shouldn't be rendered when its material has depth write disabled */\r\n @editableInPropertyPage(\"Don't render if material depth write is disabled\", PropertyTypeForEdition.Boolean, \"PROPERTIES\")\r\n public get dontRenderWhenMaterialDepthWriteIsDisabled() {\r\n return this._frameGraphTask.dontRenderWhenMaterialDepthWriteIsDisabled;\r\n }\r\n\r\n public set dontRenderWhenMaterialDepthWriteIsDisabled(value: boolean) {\r\n this._frameGraphTask.dontRenderWhenMaterialDepthWriteIsDisabled = value;\r\n }\r\n\r\n /** If true, MSAA color textures will be resolved at the end of the render pass (default: true) */\r\n @editableInPropertyPage(\"Resolve MSAA colors\", PropertyTypeForEdition.Boolean, \"PROPERTIES\")\r\n public get resolveMSAAColors() {\r\n return this._frameGraphTask.resolveMSAAColors;\r\n }\r\n\r\n public set resolveMSAAColors(value: boolean) {\r\n this._frameGraphTask.resolveMSAAColors = value;\r\n }\r\n\r\n /** If true, MSAA depth texture will be resolved at the end of the render pass (default: false) */\r\n @editableInPropertyPage(\"Resolve MSAA depth\", PropertyTypeForEdition.Boolean, \"PROPERTIES\")\r\n public get resolveMSAADepth() {\r\n return this._frameGraphTask.resolveMSAADepth;\r\n }\r\n\r\n public set resolveMSAADepth(value: boolean) {\r\n this._frameGraphTask.resolveMSAADepth = value;\r\n }\r\n\r\n // View depth\r\n @editableInPropertyPage(\"View depth format\", PropertyTypeForEdition.TextureFormat, \"GEOMETRY BUFFERS\")\r\n public viewDepthFormat = Constants.TEXTUREFORMAT_RED;\r\n\r\n @editableInPropertyPage(\"View depth type\", PropertyTypeForEdition.TextureType, \"GEOMETRY BUFFERS\")\r\n public viewDepthType = Constants.TEXTURETYPE_FLOAT;\r\n\r\n // Normalized view depth\r\n @editableInPropertyPage(\"Normalized view depth format\", PropertyTypeForEdition.TextureFormat, \"GEOMETRY BUFFERS\")\r\n public normalizedViewDepthFormat = Constants.TEXTUREFORMAT_RED;\r\n\r\n @editableInPropertyPage(\"Normalized view depth type\", PropertyTypeForEdition.TextureType, \"GEOMETRY BUFFERS\")\r\n public normalizedViewDepthType = Constants.TEXTURETYPE_HALF_FLOAT;\r\n\r\n // Screen depth\r\n @editableInPropertyPage(\"Screen depth format\", PropertyTypeForEdition.TextureFormat, \"GEOMETRY BUFFERS\")\r\n public screenDepthFormat = Constants.TEXTUREFORMAT_RED;\r\n\r\n @editableInPropertyPage(\"Screen depth type\", PropertyTypeForEdition.TextureType, \"GEOMETRY BUFFERS\")\r\n public screenDepthType = Constants.TEXTURETYPE_FLOAT;\r\n\r\n // View normal\r\n @editableInPropertyPage(\"View normal format\", PropertyTypeForEdition.TextureFormat, \"GEOMETRY BUFFERS\")\r\n public viewNormalFormat = Constants.TEXTUREFORMAT_RGBA;\r\n\r\n @editableInPropertyPage(\"View normal type\", PropertyTypeForEdition.TextureType, \"GEOMETRY BUFFERS\")\r\n public viewNormalType = Constants.TEXTURETYPE_HALF_FLOAT;\r\n\r\n // World normal\r\n @editableInPropertyPage(\"World normal format\", PropertyTypeForEdition.TextureFormat, \"GEOMETRY BUFFERS\")\r\n public worldNormalFormat = Constants.TEXTUREFORMAT_RGBA;\r\n\r\n @editableInPropertyPage(\"World normal type\", PropertyTypeForEdition.TextureType, \"GEOMETRY BUFFERS\")\r\n public worldNormalType = Constants.TEXTURETYPE_UNSIGNED_BYTE;\r\n\r\n // Local position\r\n @editableInPropertyPage(\"Local position format\", PropertyTypeForEdition.TextureFormat, \"GEOMETRY BUFFERS\")\r\n public localPositionFormat = Constants.TEXTUREFORMAT_RGBA;\r\n\r\n @editableInPropertyPage(\"Local position type\", PropertyTypeForEdition.TextureType, \"GEOMETRY BUFFERS\")\r\n public localPositionType = Constants.TEXTURETYPE_HALF_FLOAT;\r\n\r\n // World Position\r\n @editableInPropertyPage(\"World position format\", PropertyTypeForEdition.TextureFormat, \"GEOMETRY BUFFERS\")\r\n public worldPositionFormat = Constants.TEXTUREFORMAT_RGBA;\r\n\r\n @editableInPropertyPage(\"World position type\", PropertyTypeForEdition.TextureType, \"GEOMETRY BUFFERS\")\r\n public worldPositionType = Constants.TEXTURETYPE_HALF_FLOAT;\r\n\r\n // Albedo\r\n @editableInPropertyPage(\"Albedo format\", PropertyTypeForEdition.TextureFormat, \"GEOMETRY BUFFERS\")\r\n public albedoFormat = Constants.TEXTUREFORMAT_RGBA;\r\n\r\n @editableInPropertyPage(\"Albedo type\", PropertyTypeForEdition.TextureType, \"GEOMETRY BUFFERS\")\r\n public albedoType = Constants.TEXTURETYPE_UNSIGNED_BYTE;\r\n\r\n // Reflectivity\r\n @editableInPropertyPage(\"Reflectivity format\", PropertyTypeForEdition.TextureFormat, \"GEOMETRY BUFFERS\")\r\n public reflectivityFormat = Constants.TEXTUREFORMAT_RGBA;\r\n\r\n @editableInPropertyPage(\"Reflectivity type\", PropertyTypeForEdition.TextureType, \"GEOMETRY BUFFERS\")\r\n public reflectivityType = Constants.TEXTURETYPE_UNSIGNED_BYTE;\r\n\r\n // Velocity\r\n @editableInPropertyPage(\"Velocity format\", PropertyTypeForEdition.TextureFormat, \"GEOMETRY BUFFERS\")\r\n public velocityFormat = Constants.TEXTUREFORMAT_RGBA;\r\n\r\n @editableInPropertyPage(\"Velocity type\", PropertyTypeForEdition.TextureType, \"GEOMETRY BUFFERS\")\r\n public velocityType = Constants.TEXTURETYPE_UNSIGNED_BYTE;\r\n\r\n // Linear velocity\r\n @editableInPropertyPage(\"Linear velocity format\", PropertyTypeForEdition.TextureFormat, \"GEOMETRY BUFFERS\")\r\n public linearVelocityFormat = Constants.TEXTUREFORMAT_RGBA;\r\n\r\n @editableInPropertyPage(\"Linear velocity type\", PropertyTypeForEdition.TextureType, \"GEOMETRY BUFFERS\")\r\n public linearVelocityType = Constants.TEXTURETYPE_HALF_FLOAT;\r\n\r\n /**\r\n * Gets the current class name\r\n * @returns the class name\r\n */\r\n public override getClassName() {\r\n return \"NodeRenderGraphGeometryRendererBlock\";\r\n }\r\n\r\n /**\r\n * Gets the depth texture input component\r\n */\r\n public get depth(): NodeRenderGraphConnectionPoint {\r\n return this._inputs[0];\r\n }\r\n\r\n /**\r\n * Gets the camera input component\r\n */\r\n public get camera(): NodeRenderGraphConnectionPoint {\r\n return this._inputs[1];\r\n }\r\n\r\n /**\r\n * Gets the objects input component\r\n */\r\n public get objects(): NodeRenderGraphConnectionPoint {\r\n return this._inputs[2];\r\n }\r\n\r\n /**\r\n * Gets the output depth component\r\n */\r\n public get outputDepth(): NodeRenderGraphConnectionPoint {\r\n return this._outputs[0];\r\n }\r\n\r\n /**\r\n * Gets the geometry view depth component\r\n */\r\n public get geomViewDepth(): NodeRenderGraphConnectionPoint {\r\n return this._outputs[1];\r\n }\r\n\r\n /**\r\n * Gets the geometry normalized view depth component\r\n */\r\n public get geomNormViewDepth(): NodeRenderGraphConnectionPoint {\r\n return this._outputs[2];\r\n }\r\n\r\n /**\r\n * Gets the geometry screen depth component\r\n */\r\n public get geomScreenDepth(): NodeRenderGraphConnectionPoint {\r\n return this._outputs[3];\r\n }\r\n\r\n /**\r\n * Gets the geometry view normal component\r\n */\r\n public get geomViewNormal(): NodeRenderGraphConnectionPoint {\r\n return this._outputs[4];\r\n }\r\n\r\n /**\r\n * Gets the world geometry normal component\r\n */\r\n public get geomWorldNormal(): NodeRenderGraphConnectionPoint {\r\n return this._outputs[5];\r\n }\r\n\r\n /**\r\n * Gets the geometry local position component\r\n */\r\n public get geomLocalPosition(): NodeRenderGraphConnectionPoint {\r\n return this._outputs[6];\r\n }\r\n\r\n /**\r\n * Gets the geometry world position component\r\n */\r\n public get geomWorldPosition(): NodeRenderGraphConnectionPoint {\r\n return this._outputs[7];\r\n }\r\n\r\n /**\r\n * Gets the geometry albedo component\r\n */\r\n public get geomAlbedo(): NodeRenderGraphConnectionPoint {\r\n return this._outputs[8];\r\n }\r\n\r\n /**\r\n * Gets the geometry reflectivity component\r\n */\r\n public get geomReflectivity(): NodeRenderGraphConnectionPoint {\r\n return this._outputs[9];\r\n }\r\n\r\n /**\r\n * Gets the geometry velocity component\r\n */\r\n public get geomVelocity(): NodeRenderGraphConnectionPoint {\r\n return this._outputs[10];\r\n }\r\n\r\n /**\r\n * Gets the geometry linear velocity component\r\n */\r\n public get geomLinearVelocity(): NodeRenderGraphConnectionPoint {\r\n return this._outputs[11];\r\n }\r\n\r\n protected override _buildBlock(state: NodeRenderGraphBuildState) {\r\n super._buildBlock(state);\r\n\r\n const textureActivation = [\r\n this.geomViewDepth.isConnected,\r\n this.geomNormViewDepth.isConnected,\r\n this.geomScreenDepth.isConnected,\r\n this.geomViewNormal.isConnected,\r\n this.geomWorldNormal.isConnected,\r\n this.geomLocalPosition.isConnected,\r\n this.geomWorldPosition.isConnected,\r\n this.geomAlbedo.isConnected,\r\n this.geomReflectivity.isConnected,\r\n this.geomVelocity.isConnected,\r\n this.geomLinearVelocity.isConnected,\r\n ];\r\n\r\n this.outputDepth.value = this._frameGraphTask.outputDepthTexture;\r\n this.geomViewDepth.value = this._frameGraphTask.geometryViewDepthTexture;\r\n this.geomNormViewDepth.value = this._frameGraphTask.geometryNormViewDepthTexture;\r\n this.geomScreenDepth.value = this._frameGraphTask.geometryScreenDepthTexture;\r\n this.geomViewNormal.value = this._frameGraphTask.geometryViewNormalTexture;\r\n this.geomWorldNormal.value = this._frameGraphTask.geometryWorldNormalTexture;\r\n this.geomLocalPosition.value = this._frameGraphTask.geometryLocalPositionTexture;\r\n this.geomWorldPosition.value = this._frameGraphTask.geometryWorldPositionTexture;\r\n this.geomAlbedo.value = this._frameGraphTask.geometryAlbedoTexture;\r\n this.geomReflectivity.value = this._frameGraphTask.geometryReflectivityTexture;\r\n this.geomVelocity.value = this._frameGraphTask.geometryVelocityTexture;\r\n this.geomLinearVelocity.value = this._frameGraphTask.geometryLinearVelocityTexture;\r\n\r\n this._frameGraphTask.depthTexture = this.depth.connectedPoint?.value as FrameGraphTextureHandle;\r\n this._frameGraphTask.camera = this.camera.connectedPoint?.value as Camera;\r\n this._frameGraphTask.objectList = this.objects.connectedPoint?.value as FrameGraphObjectList;\r\n\r\n this._frameGraphTask.textureDescriptions = [];\r\n\r\n const textureFormats = [\r\n this.viewDepthFormat,\r\n this.normalizedViewDepthFormat,\r\n this.screenDepthFormat,\r\n this.viewNormalFormat,\r\n this.worldNormalFormat,\r\n this.localPositionFormat,\r\n this.worldPositionFormat,\r\n this.albedoFormat,\r\n this.reflectivityFormat,\r\n this.velocityFormat,\r\n this.linearVelocityFormat,\r\n ];\r\n const textureTypes = [\r\n this.viewDepthType,\r\n this.normalizedViewDepthType,\r\n this.screenDepthType,\r\n this.viewNormalType,\r\n this.worldNormalType,\r\n this.localPositionType,\r\n this.worldPositionType,\r\n this.albedoType,\r\n this.reflectivityType,\r\n this.velocityType,\r\n this.linearVelocityType,\r\n ];\r\n const bufferTypes = [\r\n Constants.PREPASS_DEPTH_TEXTURE_TYPE,\r\n Constants.PREPASS_NORMALIZED_VIEW_DEPTH_TEXTURE_TYPE,\r\n Constants.PREPASS_SCREENSPACE_DEPTH_TEXTURE_TYPE,\r\n Constants.PREPASS_NORMAL_TEXTURE_TYPE,\r\n Constants.PREPASS_WORLD_NORMAL_TEXTURE_TYPE,\r\n Constants.PREPASS_LOCAL_POSITION_TEXTURE_TYPE,\r\n Constants.PREPASS_POSITION_TEXTURE_TYPE,\r\n Constants.PREPASS_ALBEDO_TEXTURE_TYPE,\r\n Constants.PREPASS_REFLECTIVITY_TEXTURE_TYPE,\r\n Constants.PREPASS_VELOCITY_TEXTURE_TYPE,\r\n Constants.PREPASS_VELOCITY_LINEAR_TEXTURE_TYPE,\r\n ];\r\n\r\n for (let i = 0; i < textureActivation.length; i++) {\r\n if (textureActivation[i]) {\r\n this._frameGraphTask.textureDescriptions.push({\r\n textureFormat: textureFormats[i],\r\n textureType: textureTypes[i],\r\n type: bufferTypes[i],\r\n });\r\n }\r\n }\r\n }\r\n\r\n protected override _dumpPropertiesCode() {\r\n const codes: string[] = [];\r\n codes.push(`${this._codeVariableName}.depthTest = ${this.depthTest};`);\r\n codes.push(`${this._codeVariableName}.depthWrite = ${this.depthWrite};`);\r\n codes.push(`${this._codeVariableName}.forceLayerMaskCheck = ${this.forceLayerMaskCheck};`);\r\n codes.push(`${this._codeVariableName}.samples = ${this.samples};`);\r\n codes.push(`${this._codeVariableName}.reverseCulling = ${this.reverseCulling};`);\r\n codes.push(`${this._codeVariableName}.dontRenderWhenMaterialDepthWriteIsDisabled = ${this.dontRenderWhenMaterialDepthWriteIsDisabled};`);\r\n codes.push(`${this._codeVariableName}.viewDepthFormat = ${this.viewDepthFormat};`);\r\n codes.push(`${this._codeVariableName}.viewDepthType = ${this.viewDepthType};`);\r\n codes.push(`${this._codeVariableName}.normalizedViewDepthFormat = ${this.normalizedViewDepthFormat};`);\r\n codes.push(`${this._codeVariableName}.normalizedViewDepthType = ${this.normalizedViewDepthType};`);\r\n codes.push(`${this._codeVariableName}.screenDepthFormat = ${this.screenDepthFormat};`);\r\n codes.push(`${this._codeVariableName}.screenDepthType = ${this.screenDepthType};`);\r\n codes.push(`${this._codeVariableName}.localPositionFormat = ${this.localPositionFormat};`);\r\n codes.push(`${this._codeVariableName}.localPositionType = ${this.localPositionType};`);\r\n codes.push(`${this._codeVariableName}.worldPositionFormat = ${this.worldPositionFormat};`);\r\n codes.push(`${this._codeVariableName}.worldPositionType = ${this.worldPositionType};`);\r\n codes.push(`${this._codeVariableName}.viewNormalFormat = ${this.viewNormalFormat};`);\r\n codes.push(`${this._codeVariableName}.viewNormalType = ${this.viewNormalType};`);\r\n codes.push(`${this._codeVariableName}.worldNormalFormat = ${this.worldNormalFormat};`);\r\n codes.push(`${this._codeVariableName}.worldNormalType = ${this.worldNormalType};`);\r\n codes.push(`${this._codeVariableName}.albedoFormat = ${this.albedoFormat};`);\r\n codes.push(`${this._codeVariableName}.albedoType = ${this.albedoType};`);\r\n codes.push(`${this._codeVariableName}.reflectivityFormat = ${this.reflectivityFormat};`);\r\n codes.push(`${this._codeVariableName}.reflectivityType = ${this.reflectivityType};`);\r\n codes.push(`${this._codeVariableName}.velocityFormat = ${this.velocityFormat};`);\r\n codes.push(`${this._codeVariableName}.velocityType = ${this.velocityType};`);\r\n codes.push(`${this._codeVariableName}.linearVelocityFormat = ${this.linearVelocityFormat};`);\r\n codes.push(`${this._codeVariableName}.linearVelocityType = ${this.linearVelocityType};`);\r\n codes.push(`${this._codeVariableName}.resolveMSAAColors = ${this.resolveMSAAColors};`);\r\n codes.push(`${this._codeVariableName}.resolveMSAADepth = ${this.resolveMSAADepth};`);\r\n return super._dumpPropertiesCode() + codes.join(\"\\n\");\r\n }\r\n\r\n public override serialize(): any {\r\n const serializationObject = super.serialize();\r\n serializationObject.depthTest = this.depthTest;\r\n serializationObject.depthWrite = this.depthWrite;\r\n serializationObject.forceLayerMaskCheck = this.forceLayerMaskCheck;\r\n serializationObject.samples = this.samples;\r\n serializationObject.reverseCulling = this.reverseCulling;\r\n serializationObject.dontRenderWhenMaterialDepthWriteIsDisabled = this.dontRenderWhenMaterialDepthWriteIsDisabled;\r\n serializationObject.viewDepthFormat = this.viewDepthFormat;\r\n serializationObject.viewDepthType = this.viewDepthType;\r\n serializationObject.normalizedViewDepthFormat = this.normalizedViewDepthFormat;\r\n serializationObject.normalizedViewDepthType = this.normalizedViewDepthType;\r\n serializationObject.screenDepthFormat = this.screenDepthFormat;\r\n serializationObject.screenDepthType = this.screenDepthType;\r\n serializationObject.localPositionFormat = this.localPositionFormat;\r\n serializationObject.localPositionType = this.localPositionType;\r\n serializationObject.worldPositionFormat = this.worldPositionFormat;\r\n serializationObject.worldPositionType = this.worldPositionType;\r\n serializationObject.viewNormalFormat = this.viewNormalFormat;\r\n serializationObject.viewNormalType = this.viewNormalType;\r\n serializationObject.worldNormalFormat = this.worldNormalFormat;\r\n serializationObject.worldNormalType = this.worldNormalType;\r\n serializationObject.albedoFormat = this.albedoFormat;\r\n serializationObject.albedoType = this.albedoType;\r\n serializationObject.reflectivityFormat = this.reflectivityFormat;\r\n serializationObject.reflectivityType = this.reflectivityType;\r\n serializationObject.velocityFormat = this.velocityFormat;\r\n serializationObject.velocityType = this.velocityType;\r\n serializationObject.linearVelocityFormat = this.linearVelocityFormat;\r\n serializationObject.linearVelocityType = this.linearVelocityType;\r\n serializationObject.resolveMSAAColors = this.resolveMSAAColors;\r\n serializationObject.resolveMSAADepth = this.resolveMSAADepth;\r\n return serializationObject;\r\n }\r\n\r\n public override _deserialize(serializationObject: any) {\r\n super._deserialize(serializationObject);\r\n this.depthTest = serializationObject.depthTest;\r\n this.depthWrite = serializationObject.depthWrite;\r\n this.forceLayerMaskCheck = !!serializationObject.forceLayerMaskCheck;\r\n this.samples = serializationObject.samples;\r\n this.reverseCulling = serializationObject.reverseCulling;\r\n this.dontRenderWhenMaterialDepthWriteIsDisabled = serializationObject.dontRenderWhenMaterialDepthWriteIsDisabled;\r\n this.viewDepthFormat = serializationObject.viewDepthFormat;\r\n this.viewDepthType = serializationObject.viewDepthType;\r\n this.normalizedViewDepthFormat = serializationObject.normalizedViewDepthFormat ?? Constants.TEXTUREFORMAT_RED;\r\n this.normalizedViewDepthType = serializationObject.normalizedViewDepthType ?? Constants.TEXTURETYPE_UNSIGNED_BYTE;\r\n this.screenDepthFormat = serializationObject.screenDepthFormat;\r\n this.screenDepthType = serializationObject.screenDepthType;\r\n this.localPositionFormat = serializationObject.localPositionFormat;\r\n this.localPositionType = serializationObject.localPositionType;\r\n this.worldPositionFormat = serializationObject.worldPositionFormat;\r\n this.worldPositionType = serializationObject.worldPositionType;\r\n this.viewNormalFormat = serializationObject.viewNormalFormat;\r\n this.viewNormalType = serializationObject.viewNormalType;\r\n this.worldNormalFormat = serializationObject.worldNormalFormat;\r\n this.worldNormalType = serializationObject.worldNormalType;\r\n this.albedoFormat = serializationObject.albedoFormat;\r\n this.albedoType = serializationObject.albedoType;\r\n this.reflectivityFormat = serializationObject.reflectivityFormat;\r\n this.reflectivityType = serializationObject.reflectivityType;\r\n this.velocityFormat = serializationObject.velocityFormat;\r\n this.velocityType = serializationObject.velocityType;\r\n this.linearVelocityFormat = serializationObject.linearVelocityFormat;\r\n this.linearVelocityType = serializationObject.linearVelocityType;\r\n this.resolveMSAAColors = serializationObject.resolveMSAAColors ?? true;\r\n this.resolveMSAADepth = serializationObject.resolveMSAADepth ?? false;\r\n }\r\n}\r\n\r\nRegisterClass(\"BABYLON.NodeRenderGraphGeometryRendererBlock\", NodeRenderGraphGeometryRendererBlock);\r\n"]}
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1
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+
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type { NodeRenderGraphConnectionPoint, Scene, NodeRenderGraphBuildState, FrameGraph } from \"core/index\";\r\nimport { NodeRenderGraphBaseObjectRendererBlock } from \"./baseObjectRendererBlock\";\r\nimport { RegisterClass } from \"../../../../Misc/typeStore\";\r\nimport { NodeRenderGraphBlockConnectionPointTypes } from \"../../Types/nodeRenderGraphTypes\";\r\nimport { editableInPropertyPage, PropertyTypeForEdition } from \"../../../../Decorators/nodeDecorator\";\r\nimport { FrameGraphGeometryRendererTask } from \"../../../Tasks/Rendering/geometryRendererTask\";\r\nimport { Constants } from \"core/Engines/constants\";\r\n\r\n/**\r\n * Block that render geometry of objects to a multi render target\r\n */\r\nexport class NodeRenderGraphGeometryRendererBlock extends NodeRenderGraphBaseObjectRendererBlock {\r\n protected override _frameGraphTask: FrameGraphGeometryRendererTask;\r\n\r\n /**\r\n * Gets the frame graph task associated with this block\r\n */\r\n public override get task() {\r\n return this._frameGraphTask;\r\n }\r\n\r\n /**\r\n * Create a new NodeRenderGraphGeometryRendererBlock\r\n * @param name defines the block name\r\n * @param frameGraph defines the hosting frame graph\r\n * @param scene defines the hosting scene\r\n * @param doNotChangeAspectRatio True (default) to not change the aspect ratio of the scene in the RTT\r\n * @param enableClusteredLights True (default) to enable clustered lights\r\n */\r\n public constructor(name: string, frameGraph: FrameGraph, scene: Scene, doNotChangeAspectRatio = true, enableClusteredLights = true) {\r\n super(name, frameGraph, scene);\r\n\r\n this.getInputByName(\"target\")!.isOptional = true;\r\n\r\n this.registerOutput(\"geomViewDepth\", NodeRenderGraphBlockConnectionPointTypes.TextureViewDepth);\r\n this.registerOutput(\"geomNormViewDepth\", NodeRenderGraphBlockConnectionPointTypes.TextureNormalizedViewDepth);\r\n this.registerOutput(\"geomScreenDepth\", NodeRenderGraphBlockConnectionPointTypes.TextureScreenDepth);\r\n this.registerOutput(\"geomViewNormal\", NodeRenderGraphBlockConnectionPointTypes.TextureViewNormal);\r\n this.registerOutput(\"geomWorldNormal\", NodeRenderGraphBlockConnectionPointTypes.TextureWorldNormal);\r\n this.registerOutput(\"geomLocalPosition\", NodeRenderGraphBlockConnectionPointTypes.TextureLocalPosition);\r\n this.registerOutput(\"geomWorldPosition\", NodeRenderGraphBlockConnectionPointTypes.TextureWorldPosition);\r\n this.registerOutput(\"geomAlbedo\", NodeRenderGraphBlockConnectionPointTypes.TextureAlbedo);\r\n this.registerOutput(\"geomReflectivity\", NodeRenderGraphBlockConnectionPointTypes.TextureReflectivity);\r\n this.registerOutput(\"geomVelocity\", NodeRenderGraphBlockConnectionPointTypes.TextureVelocity);\r\n this.registerOutput(\"geomLinearVelocity\", NodeRenderGraphBlockConnectionPointTypes.TextureLinearVelocity);\r\n\r\n this._frameGraphTask = new FrameGraphGeometryRendererTask(this.name, frameGraph, scene, { doNotChangeAspectRatio, enableClusteredLights });\r\n }\r\n\r\n protected override _createFrameGraphObject(): void {\r\n this._frameGraphTask?.dispose();\r\n this._frameGraphTask = new FrameGraphGeometryRendererTask(this.name, this._frameGraph, this._scene, {\r\n doNotChangeAspectRatio: this._additionalConstructionParameters![0] as boolean,\r\n enableClusteredLights: this._additionalConstructionParameters![1] as boolean,\r\n });\r\n }\r\n\r\n protected override _saveState(state: { [key: string]: any }) {\r\n super._saveState(state);\r\n state.disabled = this._frameGraphTask.disabled;\r\n state.isMainObjectRenderer = this.isMainObjectRenderer;\r\n state.depthTest = this.depthTest;\r\n state.depthWrite = this.depthWrite;\r\n state.disableShadows = this.disableShadows;\r\n state.renderInLinearSpace = this.renderInLinearSpace;\r\n state.renderParticles = this.renderParticles;\r\n state.renderSprites = this.renderSprites;\r\n state.forceLayerMaskCheck = this.forceLayerMaskCheck;\r\n state.enableBoundingBoxRendering = this.enableBoundingBoxRendering;\r\n state.enableOutlineRendering = this.enableOutlineRendering;\r\n\r\n state.width = this.width;\r\n state.height = this.height;\r\n state.sizeInPercentage = this.sizeInPercentage;\r\n state.samples = this.samples;\r\n state.reverseCulling = this.reverseCulling;\r\n state.dontRenderWhenMaterialDepthWriteIsDisabled = this.dontRenderWhenMaterialDepthWriteIsDisabled;\r\n state.disableDepthPrePass = this.disableDepthPrePass;\r\n }\r\n\r\n protected override _restoreState(state: { [key: string]: any }) {\r\n super._restoreState(state);\r\n this._frameGraphTask.disabled = state.disabled;\r\n this.isMainObjectRenderer = state.isMainObjectRenderer;\r\n this.depthTest = state.depthTest;\r\n this.depthWrite = state.depthWrite;\r\n this.disableShadows = state.disableShadows;\r\n this.renderInLinearSpace = state.renderInLinearSpace;\r\n this.renderParticles = state.renderParticles;\r\n this.renderSprites = state.renderSprites;\r\n this.forceLayerMaskCheck = state.forceLayerMaskCheck;\r\n this.enableBoundingBoxRendering = state.enableBoundingBoxRendering;\r\n this.enableOutlineRendering = state.enableOutlineRendering;\r\n\r\n this.width = state.width;\r\n this.height = state.height;\r\n this.sizeInPercentage = state.sizeInPercentage;\r\n this.samples = state.samples;\r\n this.reverseCulling = state.reverseCulling;\r\n this.dontRenderWhenMaterialDepthWriteIsDisabled = state.dontRenderWhenMaterialDepthWriteIsDisabled;\r\n this.disableDepthPrePass = state.disableDepthPrePass;\r\n }\r\n\r\n /** Width of the geometry texture */\r\n @editableInPropertyPage(\"Texture width\", PropertyTypeForEdition.Int, \"RENDERING - GEOMETRY\")\r\n public get width() {\r\n return this._frameGraphTask.size.width;\r\n }\r\n\r\n public set width(value: number) {\r\n this._frameGraphTask.size.width = value;\r\n }\r\n\r\n /** Height of the geometry texture */\r\n @editableInPropertyPage(\"Texture height\", PropertyTypeForEdition.Int, \"RENDERING - GEOMETRY\")\r\n public get height() {\r\n return this._frameGraphTask.size.height;\r\n }\r\n\r\n public set height(value: number) {\r\n this._frameGraphTask.size.height = value;\r\n }\r\n\r\n /** Indicates if the geometry texture width and height are percentages or absolute values */\r\n @editableInPropertyPage(\"Size is in percentage\", PropertyTypeForEdition.Boolean, \"RENDERING - GEOMETRY\")\r\n public get sizeInPercentage() {\r\n return this._frameGraphTask.sizeIsPercentage;\r\n }\r\n\r\n public set sizeInPercentage(value: boolean) {\r\n this._frameGraphTask.sizeIsPercentage = value;\r\n }\r\n\r\n /** Number of samples of the geometry texture */\r\n @editableInPropertyPage(\"Samples\", PropertyTypeForEdition.Int, \"RENDERING - GEOMETRY\", { min: 1, max: 8 })\r\n public get samples() {\r\n return this._frameGraphTask.samples;\r\n }\r\n\r\n public set samples(value: number) {\r\n this._frameGraphTask.samples = value;\r\n }\r\n\r\n /** Indicates if culling must be reversed */\r\n @editableInPropertyPage(\"Reverse culling\", PropertyTypeForEdition.Boolean, \"RENDERING - GEOMETRY\")\r\n public get reverseCulling() {\r\n return this._frameGraphTask.reverseCulling;\r\n }\r\n\r\n public set reverseCulling(value: boolean) {\r\n this._frameGraphTask.reverseCulling = value;\r\n }\r\n\r\n /** Indicates if a mesh shouldn't be rendered when its material has depth write disabled */\r\n @editableInPropertyPage(\"Don't render if material depth write is disabled\", PropertyTypeForEdition.Boolean, \"RENDERING - GEOMETRY\")\r\n public get dontRenderWhenMaterialDepthWriteIsDisabled() {\r\n return this._frameGraphTask.dontRenderWhenMaterialDepthWriteIsDisabled;\r\n }\r\n\r\n public set dontRenderWhenMaterialDepthWriteIsDisabled(value: boolean) {\r\n this._frameGraphTask.dontRenderWhenMaterialDepthWriteIsDisabled = value;\r\n }\r\n\r\n /** Indicates if depth pre-pass must be disabled */\r\n @editableInPropertyPage(\"Disable depth pre-pass\", PropertyTypeForEdition.Boolean, \"RENDERING - GEOMETRY\")\r\n public get disableDepthPrePass() {\r\n return this._frameGraphTask.disableDepthPrePass;\r\n }\r\n\r\n public set disableDepthPrePass(value: boolean) {\r\n this._frameGraphTask.disableDepthPrePass = value;\r\n }\r\n\r\n // View depth\r\n @editableInPropertyPage(\"Format\", PropertyTypeForEdition.TextureFormat, \"OUTPUT - VIEW DEPTH\")\r\n public viewDepthFormat = Constants.TEXTUREFORMAT_RED;\r\n\r\n @editableInPropertyPage(\"Type\", PropertyTypeForEdition.TextureType, \"OUTPUT - VIEW DEPTH\")\r\n public viewDepthType = Constants.TEXTURETYPE_FLOAT;\r\n\r\n // Normalized view depth\r\n @editableInPropertyPage(\"Format\", PropertyTypeForEdition.TextureFormat, \"OUTPUT - NORMALIZED VIEW DEPTH\")\r\n public normalizedViewDepthFormat = Constants.TEXTUREFORMAT_RED;\r\n\r\n @editableInPropertyPage(\"Type\", PropertyTypeForEdition.TextureType, \"OUTPUT - NORMALIZED VIEW DEPTH\")\r\n public normalizedViewDepthType = Constants.TEXTURETYPE_HALF_FLOAT;\r\n\r\n // Screen depth\r\n @editableInPropertyPage(\"Format\", PropertyTypeForEdition.TextureFormat, \"OUTPUT - SCREEN DEPTH\")\r\n public screenDepthFormat = Constants.TEXTUREFORMAT_RED;\r\n\r\n @editableInPropertyPage(\"Type\", PropertyTypeForEdition.TextureType, \"OUTPUT - SCREEN DEPTH\")\r\n public screenDepthType = Constants.TEXTURETYPE_FLOAT;\r\n\r\n // View normal\r\n @editableInPropertyPage(\"Format\", PropertyTypeForEdition.TextureFormat, \"OUTPUT - VIEW NORMAL\")\r\n public viewNormalFormat = Constants.TEXTUREFORMAT_RGBA;\r\n\r\n @editableInPropertyPage(\"Type\", PropertyTypeForEdition.TextureType, \"OUTPUT - VIEW NORMAL\")\r\n public viewNormalType = Constants.TEXTURETYPE_HALF_FLOAT;\r\n\r\n // World normal\r\n @editableInPropertyPage(\"Format\", PropertyTypeForEdition.TextureFormat, \"OUTPUT - WORLD NORMAL\")\r\n public worldNormalFormat = Constants.TEXTUREFORMAT_RGBA;\r\n\r\n @editableInPropertyPage(\"Type\", PropertyTypeForEdition.TextureType, \"OUTPUT - WORLD NORMAL\")\r\n public worldNormalType = Constants.TEXTURETYPE_UNSIGNED_BYTE;\r\n\r\n // Local position\r\n @editableInPropertyPage(\"Format\", PropertyTypeForEdition.TextureFormat, \"OUTPUT - LOCAL POSITION\")\r\n public localPositionFormat = Constants.TEXTUREFORMAT_RGBA;\r\n\r\n @editableInPropertyPage(\"Type\", PropertyTypeForEdition.TextureType, \"OUTPUT - LOCAL POSITION\")\r\n public localPositionType = Constants.TEXTURETYPE_HALF_FLOAT;\r\n\r\n // World Position\r\n @editableInPropertyPage(\"Format\", PropertyTypeForEdition.TextureFormat, \"OUTPUT - WORLD POSITION\")\r\n public worldPositionFormat = Constants.TEXTUREFORMAT_RGBA;\r\n\r\n @editableInPropertyPage(\"Type\", PropertyTypeForEdition.TextureType, \"OUTPUT - WORLD POSITION\")\r\n public worldPositionType = Constants.TEXTURETYPE_HALF_FLOAT;\r\n\r\n // Albedo\r\n @editableInPropertyPage(\"Format\", PropertyTypeForEdition.TextureFormat, \"OUTPUT - ALBEDO\")\r\n public albedoFormat = Constants.TEXTUREFORMAT_RGBA;\r\n\r\n @editableInPropertyPage(\"Type\", PropertyTypeForEdition.TextureType, \"OUTPUT - ALBEDO\")\r\n public albedoType = Constants.TEXTURETYPE_UNSIGNED_BYTE;\r\n\r\n // Reflectivity\r\n @editableInPropertyPage(\"Format\", PropertyTypeForEdition.TextureFormat, \"OUTPUT - REFLECTIVITY\")\r\n public reflectivityFormat = Constants.TEXTUREFORMAT_RGBA;\r\n\r\n @editableInPropertyPage(\"Type\", PropertyTypeForEdition.TextureType, \"OUTPUT - REFLECTIVITY\")\r\n public reflectivityType = Constants.TEXTURETYPE_UNSIGNED_BYTE;\r\n\r\n // Velocity\r\n @editableInPropertyPage(\"Format\", PropertyTypeForEdition.TextureFormat, \"OUTPUT - VELOCITY\")\r\n public velocityFormat = Constants.TEXTUREFORMAT_RGBA;\r\n\r\n @editableInPropertyPage(\"Type\", PropertyTypeForEdition.TextureType, \"OUTPUT - VELOCITY\")\r\n public velocityType = Constants.TEXTURETYPE_UNSIGNED_BYTE;\r\n\r\n // Linear velocity\r\n @editableInPropertyPage(\"Format\", PropertyTypeForEdition.TextureFormat, \"OUTPUT - LINEAR VELOCITY\")\r\n public linearVelocityFormat = Constants.TEXTUREFORMAT_RGBA;\r\n\r\n @editableInPropertyPage(\"Type\", PropertyTypeForEdition.TextureType, \"OUTPUT - LINEAR VELOCITY\")\r\n public linearVelocityType = Constants.TEXTURETYPE_HALF_FLOAT;\r\n\r\n /**\r\n * Gets the current class name\r\n * @returns the class name\r\n */\r\n public override getClassName() {\r\n return \"NodeRenderGraphGeometryRendererBlock\";\r\n }\r\n\r\n /**\r\n * Gets the geometry view depth component\r\n */\r\n public get geomViewDepth(): NodeRenderGraphConnectionPoint {\r\n return this._outputs[3];\r\n }\r\n\r\n /**\r\n * Gets the geometry normalized view depth component\r\n */\r\n public get geomNormViewDepth(): NodeRenderGraphConnectionPoint {\r\n return this._outputs[4];\r\n }\r\n\r\n /**\r\n * Gets the geometry screen depth component\r\n */\r\n public get geomScreenDepth(): NodeRenderGraphConnectionPoint {\r\n return this._outputs[5];\r\n }\r\n\r\n /**\r\n * Gets the geometry view normal component\r\n */\r\n public get geomViewNormal(): NodeRenderGraphConnectionPoint {\r\n return this._outputs[6];\r\n }\r\n\r\n /**\r\n * Gets the world geometry normal component\r\n */\r\n public get geomWorldNormal(): NodeRenderGraphConnectionPoint {\r\n return this._outputs[7];\r\n }\r\n\r\n /**\r\n * Gets the geometry local position component\r\n */\r\n public get geomLocalPosition(): NodeRenderGraphConnectionPoint {\r\n return this._outputs[8];\r\n }\r\n\r\n /**\r\n * Gets the geometry world position component\r\n */\r\n public get geomWorldPosition(): NodeRenderGraphConnectionPoint {\r\n return this._outputs[9];\r\n }\r\n\r\n /**\r\n * Gets the geometry albedo component\r\n */\r\n public get geomAlbedo(): NodeRenderGraphConnectionPoint {\r\n return this._outputs[10];\r\n }\r\n\r\n /**\r\n * Gets the geometry reflectivity component\r\n */\r\n public get geomReflectivity(): NodeRenderGraphConnectionPoint {\r\n return this._outputs[11];\r\n }\r\n\r\n /**\r\n * Gets the geometry velocity component\r\n */\r\n public get geomVelocity(): NodeRenderGraphConnectionPoint {\r\n return this._outputs[12];\r\n }\r\n\r\n /**\r\n * Gets the geometry linear velocity component\r\n */\r\n public get geomLinearVelocity(): NodeRenderGraphConnectionPoint {\r\n return this._outputs[13];\r\n }\r\n\r\n protected override _buildBlock(state: NodeRenderGraphBuildState) {\r\n super._buildBlock(state);\r\n\r\n const textureActivation = [\r\n this.geomViewDepth.isConnected,\r\n this.geomNormViewDepth.isConnected,\r\n this.geomScreenDepth.isConnected,\r\n this.geomViewNormal.isConnected,\r\n this.geomWorldNormal.isConnected,\r\n this.geomLocalPosition.isConnected,\r\n this.geomWorldPosition.isConnected,\r\n this.geomAlbedo.isConnected,\r\n this.geomReflectivity.isConnected,\r\n this.geomVelocity.isConnected,\r\n this.geomLinearVelocity.isConnected,\r\n ];\r\n\r\n this.geomViewDepth.value = this._frameGraphTask.geometryViewDepthTexture;\r\n this.geomNormViewDepth.value = this._frameGraphTask.geometryNormViewDepthTexture;\r\n this.geomScreenDepth.value = this._frameGraphTask.geometryScreenDepthTexture;\r\n this.geomViewNormal.value = this._frameGraphTask.geometryViewNormalTexture;\r\n this.geomWorldNormal.value = this._frameGraphTask.geometryWorldNormalTexture;\r\n this.geomLocalPosition.value = this._frameGraphTask.geometryLocalPositionTexture;\r\n this.geomWorldPosition.value = this._frameGraphTask.geometryWorldPositionTexture;\r\n this.geomAlbedo.value = this._frameGraphTask.geometryAlbedoTexture;\r\n this.geomReflectivity.value = this._frameGraphTask.geometryReflectivityTexture;\r\n this.geomVelocity.value = this._frameGraphTask.geometryVelocityTexture;\r\n this.geomLinearVelocity.value = this._frameGraphTask.geometryLinearVelocityTexture;\r\n\r\n this._frameGraphTask.textureDescriptions = [];\r\n\r\n const textureFormats = [\r\n this.viewDepthFormat,\r\n this.normalizedViewDepthFormat,\r\n this.screenDepthFormat,\r\n this.viewNormalFormat,\r\n this.worldNormalFormat,\r\n this.localPositionFormat,\r\n this.worldPositionFormat,\r\n this.albedoFormat,\r\n this.reflectivityFormat,\r\n this.velocityFormat,\r\n this.linearVelocityFormat,\r\n ];\r\n const textureTypes = [\r\n this.viewDepthType,\r\n this.normalizedViewDepthType,\r\n this.screenDepthType,\r\n this.viewNormalType,\r\n this.worldNormalType,\r\n this.localPositionType,\r\n this.worldPositionType,\r\n this.albedoType,\r\n this.reflectivityType,\r\n this.velocityType,\r\n this.linearVelocityType,\r\n ];\r\n const bufferTypes = [\r\n Constants.PREPASS_DEPTH_TEXTURE_TYPE,\r\n Constants.PREPASS_NORMALIZED_VIEW_DEPTH_TEXTURE_TYPE,\r\n Constants.PREPASS_SCREENSPACE_DEPTH_TEXTURE_TYPE,\r\n Constants.PREPASS_NORMAL_TEXTURE_TYPE,\r\n Constants.PREPASS_WORLD_NORMAL_TEXTURE_TYPE,\r\n Constants.PREPASS_LOCAL_POSITION_TEXTURE_TYPE,\r\n Constants.PREPASS_POSITION_TEXTURE_TYPE,\r\n Constants.PREPASS_ALBEDO_TEXTURE_TYPE,\r\n Constants.PREPASS_REFLECTIVITY_TEXTURE_TYPE,\r\n Constants.PREPASS_VELOCITY_TEXTURE_TYPE,\r\n Constants.PREPASS_VELOCITY_LINEAR_TEXTURE_TYPE,\r\n ];\r\n\r\n for (let i = 0; i < textureActivation.length; i++) {\r\n if (textureActivation[i]) {\r\n this._frameGraphTask.textureDescriptions.push({\r\n textureFormat: textureFormats[i],\r\n textureType: textureTypes[i],\r\n type: bufferTypes[i],\r\n });\r\n }\r\n }\r\n }\r\n\r\n protected override _dumpPropertiesCode() {\r\n const codes: string[] = [];\r\n codes.push(`${this._codeVariableName}.size = { width: ${this.width}, height: ${this.height} };`);\r\n codes.push(`${this._codeVariableName}.sizeInPercentage = ${this.sizeInPercentage};`);\r\n codes.push(`${this._codeVariableName}.samples = ${this.samples};`);\r\n codes.push(`${this._codeVariableName}.reverseCulling = ${this.reverseCulling};`);\r\n codes.push(`${this._codeVariableName}.dontRenderWhenMaterialDepthWriteIsDisabled = ${this.dontRenderWhenMaterialDepthWriteIsDisabled};`);\r\n codes.push(`${this._codeVariableName}.disableDepthPrePass = ${this.disableDepthPrePass};`);\r\n codes.push(`${this._codeVariableName}.viewDepthFormat = ${this.viewDepthFormat};`);\r\n codes.push(`${this._codeVariableName}.viewDepthType = ${this.viewDepthType};`);\r\n codes.push(`${this._codeVariableName}.normalizedViewDepthFormat = ${this.normalizedViewDepthFormat};`);\r\n codes.push(`${this._codeVariableName}.normalizedViewDepthType = ${this.normalizedViewDepthType};`);\r\n codes.push(`${this._codeVariableName}.screenDepthFormat = ${this.screenDepthFormat};`);\r\n codes.push(`${this._codeVariableName}.screenDepthType = ${this.screenDepthType};`);\r\n codes.push(`${this._codeVariableName}.localPositionFormat = ${this.localPositionFormat};`);\r\n codes.push(`${this._codeVariableName}.localPositionType = ${this.localPositionType};`);\r\n codes.push(`${this._codeVariableName}.worldPositionFormat = ${this.worldPositionFormat};`);\r\n codes.push(`${this._codeVariableName}.worldPositionType = ${this.worldPositionType};`);\r\n codes.push(`${this._codeVariableName}.viewNormalFormat = ${this.viewNormalFormat};`);\r\n codes.push(`${this._codeVariableName}.viewNormalType = ${this.viewNormalType};`);\r\n codes.push(`${this._codeVariableName}.worldNormalFormat = ${this.worldNormalFormat};`);\r\n codes.push(`${this._codeVariableName}.worldNormalType = ${this.worldNormalType};`);\r\n codes.push(`${this._codeVariableName}.albedoFormat = ${this.albedoFormat};`);\r\n codes.push(`${this._codeVariableName}.albedoType = ${this.albedoType};`);\r\n codes.push(`${this._codeVariableName}.reflectivityFormat = ${this.reflectivityFormat};`);\r\n codes.push(`${this._codeVariableName}.reflectivityType = ${this.reflectivityType};`);\r\n codes.push(`${this._codeVariableName}.velocityFormat = ${this.velocityFormat};`);\r\n codes.push(`${this._codeVariableName}.velocityType = ${this.velocityType};`);\r\n codes.push(`${this._codeVariableName}.linearVelocityFormat = ${this.linearVelocityFormat};`);\r\n codes.push(`${this._codeVariableName}.linearVelocityType = ${this.linearVelocityType};`);\r\n return super._dumpPropertiesCode() + codes.join(\"\\n\");\r\n }\r\n\r\n public override serialize(): any {\r\n const serializationObject = super.serialize();\r\n serializationObject.sizeInPercentage = this.sizeInPercentage;\r\n serializationObject.width = this.width;\r\n serializationObject.height = this.height;\r\n serializationObject.samples = this.samples;\r\n serializationObject.reverseCulling = this.reverseCulling;\r\n serializationObject.dontRenderWhenMaterialDepthWriteIsDisabled = this.dontRenderWhenMaterialDepthWriteIsDisabled;\r\n serializationObject.disableDepthPrePass = this.disableDepthPrePass;\r\n serializationObject.viewDepthFormat = this.viewDepthFormat;\r\n serializationObject.viewDepthType = this.viewDepthType;\r\n serializationObject.normalizedViewDepthFormat = this.normalizedViewDepthFormat;\r\n serializationObject.normalizedViewDepthType = this.normalizedViewDepthType;\r\n serializationObject.screenDepthFormat = this.screenDepthFormat;\r\n serializationObject.screenDepthType = this.screenDepthType;\r\n serializationObject.localPositionFormat = this.localPositionFormat;\r\n serializationObject.localPositionType = this.localPositionType;\r\n serializationObject.worldPositionFormat = this.worldPositionFormat;\r\n serializationObject.worldPositionType = this.worldPositionType;\r\n serializationObject.viewNormalFormat = this.viewNormalFormat;\r\n serializationObject.viewNormalType = this.viewNormalType;\r\n serializationObject.worldNormalFormat = this.worldNormalFormat;\r\n serializationObject.worldNormalType = this.worldNormalType;\r\n serializationObject.albedoFormat = this.albedoFormat;\r\n serializationObject.albedoType = this.albedoType;\r\n serializationObject.reflectivityFormat = this.reflectivityFormat;\r\n serializationObject.reflectivityType = this.reflectivityType;\r\n serializationObject.velocityFormat = this.velocityFormat;\r\n serializationObject.velocityType = this.velocityType;\r\n serializationObject.linearVelocityFormat = this.linearVelocityFormat;\r\n serializationObject.linearVelocityType = this.linearVelocityType;\r\n return serializationObject;\r\n }\r\n\r\n public override _deserialize(serializationObject: any) {\r\n super._deserialize(serializationObject);\r\n this.sizeInPercentage = !!serializationObject.sizeInPercentage;\r\n this.width = serializationObject.width ?? 100;\r\n this.height = serializationObject.height ?? 100;\r\n this.samples = serializationObject.samples;\r\n this.reverseCulling = serializationObject.reverseCulling;\r\n this.dontRenderWhenMaterialDepthWriteIsDisabled = serializationObject.dontRenderWhenMaterialDepthWriteIsDisabled;\r\n this.disableDepthPrePass = serializationObject.disableDepthPrePass ?? true;\r\n this.viewDepthFormat = serializationObject.viewDepthFormat;\r\n this.viewDepthType = serializationObject.viewDepthType;\r\n this.normalizedViewDepthFormat = serializationObject.normalizedViewDepthFormat ?? Constants.TEXTUREFORMAT_RED;\r\n this.normalizedViewDepthType = serializationObject.normalizedViewDepthType ?? Constants.TEXTURETYPE_UNSIGNED_BYTE;\r\n this.screenDepthFormat = serializationObject.screenDepthFormat;\r\n this.screenDepthType = serializationObject.screenDepthType;\r\n this.localPositionFormat = serializationObject.localPositionFormat;\r\n this.localPositionType = serializationObject.localPositionType;\r\n this.worldPositionFormat = serializationObject.worldPositionFormat;\r\n this.worldPositionType = serializationObject.worldPositionType;\r\n this.viewNormalFormat = serializationObject.viewNormalFormat;\r\n this.viewNormalType = serializationObject.viewNormalType;\r\n this.worldNormalFormat = serializationObject.worldNormalFormat;\r\n this.worldNormalType = serializationObject.worldNormalType;\r\n this.albedoFormat = serializationObject.albedoFormat;\r\n this.albedoType = serializationObject.albedoType;\r\n this.reflectivityFormat = serializationObject.reflectivityFormat;\r\n this.reflectivityType = serializationObject.reflectivityType;\r\n this.velocityFormat = serializationObject.velocityFormat;\r\n this.velocityType = serializationObject.velocityType;\r\n this.linearVelocityFormat = serializationObject.linearVelocityFormat;\r\n this.linearVelocityType = serializationObject.linearVelocityType;\r\n }\r\n}\r\n\r\nRegisterClass(\"BABYLON.NodeRenderGraphGeometryRendererBlock\", NodeRenderGraphGeometryRendererBlock);\r\n"]}
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@@ -103,13 +103,15 @@ export class FrameGraphRenderPass extends FrameGraphPass {
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103
103
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_execute() {
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this._frameGraphRenderTarget =
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105
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this._frameGraphRenderTarget || this._context.createRenderTarget(this.name, this._renderTarget, this._renderTargetDepth, this.depthReadOnly, this.stencilReadOnly);
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-
this._context.bindRenderTarget(this._frameGraphRenderTarget
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+
this._context.bindRenderTarget(this._frameGraphRenderTarget);
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super._execute();
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this._context._flushDebugMessages();
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const renderTargetWrapper = this._frameGraphRenderTarget.renderTargetWrapper;
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-
if (renderTargetWrapper &&
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if (renderTargetWrapper &&
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+
renderTargetWrapper.samples > 1 &&
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(renderTargetWrapper.resolveMSAAColors || renderTargetWrapper.resolveMSAADepth || renderTargetWrapper.resolveMSAAStencil)) {
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// Unbinding the render target will trigger resolving MSAA textures.
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-
this._context.bindRenderTarget(undefined, `
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+
this._context.bindRenderTarget(undefined, `Resolve MSAA${this.name ? " (" + this.name + ")" : ""}`, true);
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this._context._flushDebugMessages();
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}
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}
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@@ -1 +1 @@
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1
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-
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1
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+
{"version":3,"file":"renderPass.js","sourceRoot":"","sources":["../../../../../dev/core/src/FrameGraph/Passes/renderPass.ts"],"names":[],"mappings":"AACA,OAAO,EAAE,cAAc,EAAE,MAAM,QAAQ,CAAC;AAExC;;GAEG;AACH,MAAM,OAAO,oBAAqB,SAAQ,cAAuC;IAO7E;;;;OAIG;IACI,MAAM,CAAC,YAAY,CAAC,IAAqB;QAC5C,OAAQ,IAA6B,CAAC,eAAe,KAAK,SAAS,CAAC;IACxE,CAAC;IAED;;OAEG;IACH,IAAW,YAAY;QACnB,OAAO,IAAI,CAAC,aAAa,CAAC;IAC9B,CAAC;IAED;;OAEG;IACH,IAAW,iBAAiB;QACxB,OAAO,IAAI,CAAC,kBAAkB,CAAC;IACnC,CAAC;IAED;;OAEG;IACH,IAAW,sBAAsB;QAC7B,OAAO,IAAI,CAAC,uBAAuB,CAAC;IACxC,CAAC;IAYD,gBAAgB;IAChB,YAAY,IAAY,EAAE,UAA0B,EAAE,OAAgC,EAAE,MAAsB;QAC1G,KAAK,CAAC,IAAI,EAAE,UAAU,EAAE,OAAO,CAAC,CAAC;QA5C3B,kBAAa,GAAiC,IAAI,GAAG,EAAE,CAAC;QAgClE;;WAEG;QACI,kBAAa,GAAG,KAAK,CAAC;QAE7B;;WAEG;QACI,oBAAe,GAAG,KAAK,CAAC;QAK3B,IAAI,CAAC,OAAO,GAAG,MAAM,CAAC;IAC1B,CAAC;IAED;;;OAGG;IACI,eAAe,CAAC,kBAAwE;QAC3F,IAAI,CAAC,aAAa,GAAG,kBAAkB,CAAC;IAC5C,CAAC;IAED;;;OAGG;IACI,oBAAoB,CAAC,kBAA4C;QACpE,IAAI,CAAC,kBAAkB,GAAG,kBAAkB,CAAC;IACjD,CAAC;IAED;;;OAGG;IACI,eAAe,CAAC,YAAkE;QACrF,IAAI,YAAY,KAAK,SAAS,EAAE,CAAC;YAC7B,OAAO;QACX,CAAC;QAED,IAAI,KAAK,CAAC,OAAO,CAAC,YAAY,CAAC,EAAE,CAAC;YAC9B,KAAK,MAAM,UAAU,IAAI,YAAY,EAAE,CAAC;gBACpC,IAAI,CAAC,aAAa,CAAC,GAAG,CAAC,UAAU,CAAC,CAAC;YACvC,CAAC;QACL,CAAC;aAAM,CAAC;YACJ,IAAI,CAAC,aAAa,CAAC,GAAG,CAAC,YAAY,CAAC,CAAC;QACzC,CAAC;IACL,CAAC;IAED;;;OAGG;IACI,mBAAmB,CAAC,YAA0C;QACjE,MAAM,QAAQ,GAAG,IAAI,CAAC,aAAa,CAAC,IAAI,EAAE,CAAC;QAC3C,KAAK,IAAI,GAAG,GAAG,QAAQ,CAAC,IAAI,EAAE,EAAE,GAAG,CAAC,IAAI,KAAK,IAAI,EAAE,GAAG,GAAG,QAAQ,CAAC,IAAI,EAAE,EAAE,CAAC;YACvE,YAAY,CAAC,GAAG,CAAC,GAAG,CAAC,KAAK,CAAC,CAAC;QAChC,CAAC;QAED,IAAI,IAAI,CAAC,aAAa,KAAK,SAAS,EAAE,CAAC;YACnC,IAAI,KAAK,CAAC,OAAO,CAAC,IAAI,CAAC,aAAa,CAAC,EAAE,CAAC;gBACpC,KAAK,MAAM,MAAM,IAAI,IAAI,CAAC,aAAa,EAAE,CAAC;oBACtC,IAAI,MAAM,KAAK,SAAS,EAAE,CAAC;wBACvB,YAAY,CAAC,GAAG,CAAC,MAAM,CAAC,CAAC;oBAC7B,CAAC;gBACL,CAAC;YACL,CAAC;iBAAM,CAAC;gBACJ,YAAY,CAAC,GAAG,CAAC,IAAI,CAAC,aAAa,CAAC,CAAC;YACzC,CAAC;QACL,CAAC;QAED,IAAI,IAAI,CAAC,kBAAkB,KAAK,SAAS,EAAE,CAAC;YACxC,YAAY,CAAC,GAAG,CAAC,IAAI,CAAC,kBAAkB,CAAC,CAAC;QAC9C,CAAC;IACL,CAAC;IAED,gBAAgB;IACA,QAAQ;QACpB,IAAI,CAAC,uBAAuB;YACxB,IAAI,CAAC,uBAAuB,IAAI,IAAI,CAAC,QAAQ,CAAC,kBAAkB,CAAC,IAAI,CAAC,IAAI,EAAE,IAAI,CAAC,aAAa,EAAE,IAAI,CAAC,kBAAkB,EAAE,IAAI,CAAC,aAAa,EAAE,IAAI,CAAC,eAAe,CAAC,CAAC;QAEvK,IAAI,CAAC,QAAQ,CAAC,gBAAgB,CAAC,IAAI,CAAC,uBAAuB,CAAC,CAAC;QAE7D,KAAK,CAAC,QAAQ,EAAE,CAAC;QAEjB,IAAI,CAAC,QAAQ,CAAC,mBAAmB,EAAE,CAAC;QAEpC,MAAM,mBAAmB,GAAG,IAAI,CAAC,uBAAuB,CAAC,mBAAmB,CAAC;QAC7E,IACI,mBAAmB;YACnB,mBAAmB,CAAC,OAAO,GAAG,CAAC;YAC/B,CAAC,mBAAmB,CAAC,iBAAiB,IAAI,mBAAmB,CAAC,gBAAgB,IAAI,mBAAmB,CAAC,kBAAkB,CAAC,EAC3H,CAAC;YACC,oEAAoE;YACpE,IAAI,CAAC,QAAQ,CAAC,gBAAgB,CAAC,SAAS,EAAE,eAAe,IAAI,CAAC,IAAI,CAAC,CAAC,CAAC,IAAI,GAAG,IAAI,CAAC,IAAI,GAAG,GAAG,CAAC,CAAC,CAAC,EAAE,EAAE,EAAE,IAAI,CAAC,CAAC;YAC1G,IAAI,CAAC,QAAQ,CAAC,mBAAmB,EAAE,CAAC;QACxC,CAAC;IACL,CAAC;IAED,gBAAgB;IACA,QAAQ;QACpB,MAAM,MAAM,GAAG,KAAK,CAAC,QAAQ,EAAE,CAAC;QAChC,OAAO,MAAM;YACT,CAAC,CAAC,MAAM;YACR,CAAC,CAAC,IAAI,CAAC,aAAa,KAAK,SAAS,IAAI,IAAI,CAAC,iBAAiB,KAAK,SAAS;gBACxE,CAAC,CAAC,IAAI;gBACN,CAAC,CAAC,iEAAiE,CAAC;IAC9E,CAAC;IAED,gBAAgB;IACA,QAAQ;QACpB,IAAI,CAAC,uBAAuB,EAAE,OAAO,EAAE,CAAC;IAC5C,CAAC;CACJ","sourcesContent":["import type { Nullable, FrameGraphRenderContext, AbstractEngine, IFrameGraphPass, FrameGraphTextureHandle, FrameGraphTask, FrameGraphRenderTarget } from \"core/index\";\r\nimport { FrameGraphPass } from \"./pass\";\r\n\r\n/**\r\n * Render pass used to render objects.\r\n */\r\nexport class FrameGraphRenderPass extends FrameGraphPass<FrameGraphRenderContext> {\r\n protected readonly _engine: AbstractEngine;\r\n protected _renderTarget: FrameGraphTextureHandle | FrameGraphTextureHandle[] | undefined;\r\n protected _renderTargetDepth: FrameGraphTextureHandle | undefined;\r\n protected _frameGraphRenderTarget: FrameGraphRenderTarget | undefined;\r\n protected _dependencies: Set<FrameGraphTextureHandle> = new Set();\r\n\r\n /**\r\n * Checks if a pass is a render pass.\r\n * @param pass The pass to check.\r\n * @returns True if the pass is a render pass, else false.\r\n */\r\n public static IsRenderPass(pass: IFrameGraphPass): pass is FrameGraphRenderPass {\r\n return (pass as FrameGraphRenderPass).setRenderTarget !== undefined;\r\n }\r\n\r\n /**\r\n * Gets the handle(s) of the render target(s) used by the render pass.\r\n */\r\n public get renderTarget(): FrameGraphTextureHandle | FrameGraphTextureHandle[] | undefined {\r\n return this._renderTarget;\r\n }\r\n\r\n /**\r\n * Gets the handle of the render target depth used by the render pass.\r\n */\r\n public get renderTargetDepth(): FrameGraphTextureHandle | undefined {\r\n return this._renderTargetDepth;\r\n }\r\n\r\n /**\r\n * Gets the frame graph render target used by the render pass.\r\n */\r\n public get frameGraphRenderTarget(): FrameGraphRenderTarget | undefined {\r\n return this._frameGraphRenderTarget;\r\n }\r\n\r\n /**\r\n * If true, the depth attachment will be read-only (may allow some optimizations in WebGPU)\r\n */\r\n public depthReadOnly = false;\r\n\r\n /**\r\n * If true, the stencil attachment will be read-only (may allow some optimizations in WebGPU)\r\n */\r\n public stencilReadOnly = false;\r\n\r\n /** @internal */\r\n constructor(name: string, parentTask: FrameGraphTask, context: FrameGraphRenderContext, engine: AbstractEngine) {\r\n super(name, parentTask, context);\r\n this._engine = engine;\r\n }\r\n\r\n /**\r\n * Sets the render target(s) to use for rendering.\r\n * @param renderTargetHandle The render target to use for rendering, or an array of render targets to use for multi render target rendering.\r\n */\r\n public setRenderTarget(renderTargetHandle?: FrameGraphTextureHandle | FrameGraphTextureHandle[]) {\r\n this._renderTarget = renderTargetHandle;\r\n }\r\n\r\n /**\r\n * Sets the render target depth to use for rendering.\r\n * @param renderTargetHandle The render target depth to use for rendering.\r\n */\r\n public setRenderTargetDepth(renderTargetHandle?: FrameGraphTextureHandle) {\r\n this._renderTargetDepth = renderTargetHandle;\r\n }\r\n\r\n /**\r\n * Adds dependencies to the render pass.\r\n * @param dependencies The dependencies to add.\r\n */\r\n public addDependencies(dependencies?: FrameGraphTextureHandle | FrameGraphTextureHandle[]) {\r\n if (dependencies === undefined) {\r\n return;\r\n }\r\n\r\n if (Array.isArray(dependencies)) {\r\n for (const dependency of dependencies) {\r\n this._dependencies.add(dependency);\r\n }\r\n } else {\r\n this._dependencies.add(dependencies);\r\n }\r\n }\r\n\r\n /**\r\n * Collects the dependencies of the render pass.\r\n * @param dependencies The set of dependencies to update.\r\n */\r\n public collectDependencies(dependencies: Set<FrameGraphTextureHandle>): void {\r\n const iterator = this._dependencies.keys();\r\n for (let key = iterator.next(); key.done !== true; key = iterator.next()) {\r\n dependencies.add(key.value);\r\n }\r\n\r\n if (this._renderTarget !== undefined) {\r\n if (Array.isArray(this._renderTarget)) {\r\n for (const handle of this._renderTarget) {\r\n if (handle !== undefined) {\r\n dependencies.add(handle);\r\n }\r\n }\r\n } else {\r\n dependencies.add(this._renderTarget);\r\n }\r\n }\r\n\r\n if (this._renderTargetDepth !== undefined) {\r\n dependencies.add(this._renderTargetDepth);\r\n }\r\n }\r\n\r\n /** @internal */\r\n public override _execute() {\r\n this._frameGraphRenderTarget =\r\n this._frameGraphRenderTarget || this._context.createRenderTarget(this.name, this._renderTarget, this._renderTargetDepth, this.depthReadOnly, this.stencilReadOnly);\r\n\r\n this._context.bindRenderTarget(this._frameGraphRenderTarget);\r\n\r\n super._execute();\r\n\r\n this._context._flushDebugMessages();\r\n\r\n const renderTargetWrapper = this._frameGraphRenderTarget.renderTargetWrapper;\r\n if (\r\n renderTargetWrapper &&\r\n renderTargetWrapper.samples > 1 &&\r\n (renderTargetWrapper.resolveMSAAColors || renderTargetWrapper.resolveMSAADepth || renderTargetWrapper.resolveMSAAStencil)\r\n ) {\r\n // Unbinding the render target will trigger resolving MSAA textures.\r\n this._context.bindRenderTarget(undefined, `Resolve MSAA${this.name ? \" (\" + this.name + \")\" : \"\"}`, true);\r\n this._context._flushDebugMessages();\r\n }\r\n }\r\n\r\n /** @internal */\r\n public override _isValid(): Nullable<string> {\r\n const errMsg = super._isValid();\r\n return errMsg\r\n ? errMsg\r\n : this._renderTarget !== undefined || this.renderTargetDepth !== undefined\r\n ? null\r\n : \"Render target and render target depth cannot both be undefined.\";\r\n }\r\n\r\n /** @internal */\r\n public override _dispose() {\r\n this._frameGraphRenderTarget?.dispose();\r\n }\r\n}\r\n"]}
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@@ -14,6 +14,7 @@ declare class FrameGraphGlowBlurTask extends FrameGraphPostProcessTask {
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* @param thinPostProcess The thin post process to use for the glow blur effect. If not provided, a new one will be created.
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*/
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constructor(name: string, frameGraph: FrameGraph, thinPostProcess?: ThinGlowBlurPostProcess);
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getClassName(): string;
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record(skipCreationOfDisabledPasses?: boolean, additionalExecute?: (context: FrameGraphRenderContext) => void, additionalBindings?: (context: FrameGraphRenderContext) => void): FrameGraphRenderPass;
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}
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/**
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@@ -78,6 +79,7 @@ export declare class FrameGraphBaseLayerTask extends FrameGraphTask {
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*/
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constructor(name: string, frameGraph: FrameGraph, scene: Scene, layer: ThinEffectLayer, numBlurPasses: number, useCustomBlur?: boolean, _setRenderTargetDepth?: boolean, _notifyBlurObservable?: boolean);
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isReady(): boolean;
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getClassName(): string;
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record(): void;
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private _clearAfterRenderingGroupObserver;
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dispose(): void;
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@@ -19,6 +19,9 @@ class FrameGraphGlowBlurTask extends FrameGraphPostProcessTask {
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constructor(name, frameGraph, thinPostProcess) {
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super(name, frameGraph, thinPostProcess || new ThinGlowBlurPostProcess(name, frameGraph.engine, new Vector2(1, 0), 1));
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}
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getClassName() {
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return "FrameGraphGlowBlurTask";
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}
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record(skipCreationOfDisabledPasses = false, additionalExecute, additionalBindings) {
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const pass = super.record(skipCreationOfDisabledPasses, additionalExecute, additionalBindings);
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this.postProcess.textureWidth = this._outputWidth;
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@@ -115,6 +118,9 @@ export class FrameGraphBaseLayerTask extends FrameGraphTask {
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isReady() {
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return this._objectRendererForLayer.isReady() && this.layer.isLayerReady();
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}
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getClassName() {
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return "FrameGraphBaseLayerTask";
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}
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record() {
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if (this.targetTexture === undefined || this.objectRendererTask === undefined) {
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throw new Error(`${this.constructor.name} "${this.name}": targetTexture and objectRendererTask are required`);
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@@ -1 +1 @@
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1
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-
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type {\r\n FrameGraph,\r\n FrameGraphTextureHandle,\r\n Scene,\r\n FrameGraphTextureCreationOptions,\r\n Effect,\r\n ThinBlurPostProcess,\r\n AbstractEngine,\r\n Nullable,\r\n Observer,\r\n RenderingGroupInfo,\r\n ThinEffectLayer,\r\n FrameGraphRenderPass,\r\n FrameGraphRenderContext,\r\n} from \"core/index\";\r\nimport { FrameGraphTask } from \"../../frameGraphTask\";\r\nimport { FrameGraphObjectRendererTask } from \"../Rendering/objectRendererTask\";\r\nimport { FrameGraphClearTextureTask } from \"../Texture/clearTextureTask\";\r\nimport { FrameGraphBlurTask } from \"../PostProcesses/blurTask\";\r\nimport { Constants } from \"core/Engines/constants\";\r\nimport { FrameGraphTextureManager } from \"../../frameGraphTextureManager\";\r\nimport { getDimensionsFromTextureSize } from \"../../../Materials/Textures/textureCreationOptions\";\r\nimport { FrameGraphPostProcessTask } from \"../PostProcesses/postProcessTask\";\r\nimport { Vector2 } from \"core/Maths/math.vector\";\r\nimport { ThinGlowBlurPostProcess } from \"../../../Layers/thinEffectLayer\";\r\nimport { FrameGraphExecuteTask } from \"../Misc/executeTask\";\r\n\r\nclass FrameGraphGlowBlurTask extends FrameGraphPostProcessTask {\r\n public override readonly postProcess: ThinGlowBlurPostProcess;\r\n\r\n /**\r\n * Constructs a new glow blur task.\r\n * @param name The name of the task.\r\n * @param frameGraph The frame graph this task is associated with.\r\n * @param thinPostProcess The thin post process to use for the glow blur effect. If not provided, a new one will be created.\r\n */\r\n constructor(name: string, frameGraph: FrameGraph, thinPostProcess?: ThinGlowBlurPostProcess) {\r\n super(name, frameGraph, thinPostProcess || new ThinGlowBlurPostProcess(name, frameGraph.engine, new Vector2(1, 0), 1));\r\n }\r\n\r\n public override record(\r\n skipCreationOfDisabledPasses = false,\r\n additionalExecute?: (context: FrameGraphRenderContext) => void,\r\n additionalBindings?: (context: FrameGraphRenderContext) => void\r\n ): FrameGraphRenderPass {\r\n const pass = super.record(skipCreationOfDisabledPasses, additionalExecute, additionalBindings);\r\n\r\n this.postProcess.textureWidth = this._outputWidth;\r\n this.postProcess.textureHeight = this._outputHeight;\r\n\r\n return pass;\r\n }\r\n}\r\n\r\n/**\r\n * @internal\r\n */\r\nexport class FrameGraphBaseLayerTask extends FrameGraphTask {\r\n /**\r\n * The target texture to apply the effect layer to.\r\n * The effect will be blended with the contents of this texture.\r\n */\r\n public targetTexture: FrameGraphTextureHandle;\r\n\r\n /**\r\n * The object renderer task used to render the objects in the texture to which the layer will be applied.\r\n * This is needed because the layer may have to inject code in the rendering manager used by object renderer task.\r\n */\r\n public objectRendererTask: FrameGraphObjectRendererTask;\r\n\r\n /**\r\n * The layer texture to render the effect into.\r\n * If not provided, a default texture will be created.\r\n */\r\n public layerTexture?: FrameGraphTextureHandle;\r\n\r\n /**\r\n * The output texture of the task (same as targetTexture, but the handle will be different).\r\n */\r\n public readonly outputTexture: FrameGraphTextureHandle;\r\n\r\n /**\r\n * The layer object. Use this object to update the layer properties.\r\n */\r\n public readonly layer: ThinEffectLayer;\r\n\r\n /**\r\n * The name of the task.\r\n */\r\n public override get name() {\r\n return this._name;\r\n }\r\n\r\n public override set name(name: string) {\r\n this._name = name;\r\n if (this._blurX) {\r\n for (let i = 0; i < this._blurX.length; i++) {\r\n this._blurX[i].name = `${name} Blur X${i}`;\r\n this._blurY[i].name = `${name} Blur Y${i}`;\r\n }\r\n }\r\n\r\n if (this._clearLayerTextures) {\r\n this._clearLayerTextures.name = name + \" Clear Layer\";\r\n }\r\n\r\n if (this._objectRendererForLayer) {\r\n this._objectRendererForLayer.name = name + \" Render to Layer\";\r\n }\r\n }\r\n\r\n /**\r\n * Gets the object renderer used to render the layer.\r\n */\r\n public get objectRendererForLayer() {\r\n return this._objectRendererForLayer;\r\n }\r\n\r\n protected readonly _scene: Scene;\r\n protected readonly _engine: AbstractEngine;\r\n protected readonly _clearLayerTextures: FrameGraphClearTextureTask;\r\n protected readonly _objectRendererForLayer: FrameGraphObjectRendererTask;\r\n protected readonly _blurX: Array<FrameGraphBlurTask | FrameGraphGlowBlurTask> = [];\r\n protected readonly _blurY: Array<FrameGraphBlurTask | FrameGraphGlowBlurTask> = [];\r\n private readonly _onBeforeBlurTask: Nullable<FrameGraphExecuteTask> = null;\r\n private readonly _onAfterBlurTask: Nullable<FrameGraphExecuteTask> = null;\r\n private _onBeforeObservableObserver: Nullable<Observer<number>> = null;\r\n private _onAfterObservableObserver: Nullable<Observer<number>> = null;\r\n private _onAfterRenderingGroupObserver: Nullable<Observer<RenderingGroupInfo>> = null;\r\n\r\n /**\r\n * Constructs a new layer task.\r\n * @param name Name of the task.\r\n * @param frameGraph The frame graph this task is associated with.\r\n * @param scene The scene to render the layer in.\r\n * @param layer The layer.\r\n * @param numBlurPasses The number of blur passes applied by the layer.\r\n * @param useCustomBlur If true, the layer will use a custom blur post process instead of the default one.\r\n * @param _setRenderTargetDepth If true, the task will set the render target depth.\r\n * @param _notifyBlurObservable If true, the task will notify before and after blurring occurs.\r\n */\r\n constructor(\r\n name: string,\r\n frameGraph: FrameGraph,\r\n scene: Scene,\r\n layer: ThinEffectLayer,\r\n numBlurPasses: number,\r\n useCustomBlur = false,\r\n private _setRenderTargetDepth = false,\r\n private _notifyBlurObservable = false\r\n ) {\r\n super(name, frameGraph);\r\n\r\n this._scene = scene;\r\n this._engine = scene.getEngine();\r\n\r\n this.layer = layer;\r\n for (let i = 0; i < numBlurPasses; i++) {\r\n if (useCustomBlur) {\r\n this._blurX.push(new FrameGraphGlowBlurTask(`${name} Blur X${i}`, this._frameGraph, this.layer._postProcesses[1 + i * 2 + 0] as ThinGlowBlurPostProcess));\r\n this._blurY.push(new FrameGraphGlowBlurTask(`${name} Blur Y${i}`, this._frameGraph, this.layer._postProcesses[1 + i * 2 + 1] as ThinGlowBlurPostProcess));\r\n } else {\r\n this._blurX.push(new FrameGraphBlurTask(`${name} Blur X${i}`, this._frameGraph, this.layer._postProcesses[i * 2 + 0] as ThinBlurPostProcess));\r\n this._blurY.push(new FrameGraphBlurTask(`${name} Blur Y${i}`, this._frameGraph, this.layer._postProcesses[i * 2 + 1] as ThinBlurPostProcess));\r\n }\r\n }\r\n\r\n this._clearLayerTextures = new FrameGraphClearTextureTask(name + \" Clear Layer\", frameGraph);\r\n this._clearLayerTextures.clearColor = true;\r\n this._clearLayerTextures.clearDepth = true;\r\n\r\n this._objectRendererForLayer = new FrameGraphObjectRendererTask(name + \" Render to Layer\", frameGraph, scene, undefined, this.layer.objectRenderer);\r\n\r\n if (this._notifyBlurObservable) {\r\n this._onBeforeBlurTask = new FrameGraphExecuteTask(name + \" On Before Blur\", frameGraph);\r\n this._onAfterBlurTask = new FrameGraphExecuteTask(name + \" On After Blur\", frameGraph);\r\n\r\n this._onBeforeBlurTask.func = () => {\r\n if (this.layer.onBeforeBlurObservable.hasObservers()) {\r\n this.layer.onBeforeBlurObservable.notifyObservers(this.layer);\r\n }\r\n };\r\n this._onAfterBlurTask.func = () => {\r\n if (this.layer.onAfterBlurObservable.hasObservers()) {\r\n this.layer.onAfterBlurObservable.notifyObservers(this.layer);\r\n }\r\n };\r\n }\r\n\r\n this.outputTexture = this._frameGraph.textureManager.createDanglingHandle();\r\n }\r\n\r\n public override isReady() {\r\n return this._objectRendererForLayer.isReady() && this.layer.isLayerReady();\r\n }\r\n\r\n public record() {\r\n if (this.targetTexture === undefined || this.objectRendererTask === undefined) {\r\n throw new Error(`${this.constructor.name} \"${this.name}\": targetTexture and objectRendererTask are required`);\r\n }\r\n\r\n this._frameGraph.textureManager.resolveDanglingHandle(this.outputTexture, this.targetTexture);\r\n\r\n // Uses the layerTexture or creates a color texture to render the layer to\r\n let textureSize: {\r\n width: number;\r\n height: number;\r\n };\r\n let textureCreationOptions: FrameGraphTextureCreationOptions;\r\n\r\n let colorLayerOutput: FrameGraphTextureHandle;\r\n\r\n if (this.layerTexture) {\r\n colorLayerOutput = this.layerTexture;\r\n textureCreationOptions = this._frameGraph.textureManager.getTextureCreationOptions(this.layerTexture);\r\n textureSize = getDimensionsFromTextureSize(textureCreationOptions.size);\r\n textureCreationOptions.size = textureSize;\r\n } else {\r\n const targetTextureCreationOptions = this._frameGraph.textureManager.getTextureCreationOptions(this.targetTexture);\r\n const fixedTextureSize = this.layer._options.mainTextureFixedSize ? Math.max(2, this.layer._options.mainTextureFixedSize) : 0;\r\n\r\n textureSize = getDimensionsFromTextureSize(targetTextureCreationOptions.size);\r\n textureSize.width = fixedTextureSize || Math.floor(textureSize.width * (this.layer._options.mainTextureRatio || 0.1)) || 1;\r\n textureSize.height = fixedTextureSize || Math.floor(textureSize.height * (this.layer._options.mainTextureRatio || 0.1)) || 1;\r\n\r\n textureCreationOptions = {\r\n size: textureSize,\r\n options: {\r\n createMipMaps: false,\r\n types: [this.layer._options.mainTextureType],\r\n formats: [Constants.TEXTUREFORMAT_RGBA],\r\n samples: 1,\r\n useSRGBBuffers: [false],\r\n creationFlags: [0],\r\n },\r\n sizeIsPercentage: this.layer._options.mainTextureFixedSize ? false : targetTextureCreationOptions.sizeIsPercentage,\r\n };\r\n colorLayerOutput = this._frameGraph.textureManager.createRenderTargetTexture(`${this.name} Color`, textureCreationOptions);\r\n }\r\n\r\n // Creates a depth texture, used to render objects to the layer\r\n // We don't reuse the depth texture of the objectRendererTask, as the size of the layer texture will generally be different (smaller).\r\n const textureDepthCreationOptions: FrameGraphTextureCreationOptions = {\r\n size: textureSize,\r\n options: FrameGraphTextureManager.CloneTextureOptions(textureCreationOptions.options),\r\n sizeIsPercentage: textureCreationOptions.sizeIsPercentage,\r\n };\r\n\r\n textureDepthCreationOptions.options.formats![0] = Constants.TEXTUREFORMAT_DEPTH32_FLOAT;\r\n\r\n const depthLayerOutput = this._frameGraph.textureManager.createRenderTargetTexture(`${this.name} Depth`, textureDepthCreationOptions);\r\n\r\n // Clears the textures\r\n this._clearLayerTextures.targetTexture = colorLayerOutput;\r\n this._clearLayerTextures.depthTexture = depthLayerOutput;\r\n this._clearLayerTextures.color = this.layer.neutralColor;\r\n this._clearLayerTextures.clearDepth = true;\r\n\r\n const clearTaskPass = this._clearLayerTextures.record();\r\n\r\n // Renders the objects to the layer texture\r\n this._objectRendererForLayer.targetTexture = this._clearLayerTextures.outputTexture;\r\n this._objectRendererForLayer.depthTexture = this._clearLayerTextures.outputDepthTexture;\r\n this._objectRendererForLayer.camera = this.objectRendererTask.camera;\r\n this._objectRendererForLayer.objectList = this.objectRendererTask.objectList;\r\n this._objectRendererForLayer.disableShadows = true;\r\n\r\n const objectRendererForLayerTaskPass = this._objectRendererForLayer.record();\r\n\r\n // Blurs the layer color texture\r\n let blurTextureType = 0;\r\n if (this._engine.getCaps().textureHalfFloatRender) {\r\n blurTextureType = Constants.TEXTURETYPE_HALF_FLOAT;\r\n } else {\r\n blurTextureType = Constants.TEXTURETYPE_UNSIGNED_BYTE;\r\n }\r\n\r\n textureCreationOptions.options.types![0] = blurTextureType;\r\n\r\n const blurTextureSizeRatio = (this.layer._options as any).blurTextureSizeRatio !== undefined ? (this.layer._options as any).blurTextureSizeRatio || 0.1 : undefined;\r\n if (blurTextureSizeRatio !== undefined) {\r\n textureSize.width = Math.floor(textureSize.width * blurTextureSizeRatio) || 1;\r\n textureSize.height = Math.floor(textureSize.height * blurTextureSizeRatio) || 1;\r\n }\r\n\r\n const onBeforeBlurPass = this._onBeforeBlurTask?.record();\r\n\r\n const blurPasses: FrameGraphRenderPass[] = [];\r\n\r\n for (let i = 0; i < this._blurX.length; i++) {\r\n const blurXTextureHandle = this._frameGraph.textureManager.createRenderTargetTexture(this._blurX[i].name, textureCreationOptions);\r\n\r\n this._blurX[i].sourceTexture = i === 0 ? this._objectRendererForLayer.outputTexture : this._blurY[i - 1].outputTexture;\r\n this._blurX[i].sourceSamplingMode = Constants.TEXTURE_BILINEAR_SAMPLINGMODE;\r\n this._blurX[i].targetTexture = blurXTextureHandle;\r\n blurPasses.push(this._blurX[i].record(true));\r\n\r\n const blurYTextureHandle = this._frameGraph.textureManager.createRenderTargetTexture(this._blurY[i].name, textureCreationOptions);\r\n\r\n this._blurY[i].sourceTexture = this._blurX[i].outputTexture;\r\n this._blurY[i].sourceSamplingMode = Constants.TEXTURE_BILINEAR_SAMPLINGMODE;\r\n this._blurY[i].targetTexture = blurYTextureHandle;\r\n blurPasses.push(this._blurY[i].record(true));\r\n\r\n textureSize.width = textureSize.width >> 1;\r\n textureSize.height = textureSize.height >> 1;\r\n }\r\n\r\n const onAfterBlurPass = this._onAfterBlurTask?.record();\r\n\r\n // Enables stencil (if stencil is needed) when rendering objects to the main texture\r\n // We also disable the internal passes if the layer should not render\r\n this.objectRendererTask.objectRenderer.onBeforeRenderObservable.remove(this._onBeforeObservableObserver);\r\n this._onBeforeObservableObserver = this.objectRendererTask.objectRenderer.onBeforeRenderObservable.add(() => {\r\n const shouldRender = this.layer.shouldRender();\r\n\r\n clearTaskPass.disabled = !shouldRender;\r\n objectRendererForLayerTaskPass.disabled = !shouldRender;\r\n if (onBeforeBlurPass) {\r\n onBeforeBlurPass.disabled = !shouldRender;\r\n }\r\n for (let i = 0; i < blurPasses.length; i++) {\r\n blurPasses[i].disabled = !shouldRender;\r\n }\r\n if (onAfterBlurPass) {\r\n onAfterBlurPass.disabled = !shouldRender;\r\n }\r\n\r\n if (shouldRender && this.layer.needStencil()) {\r\n this._engine.setStencilBuffer(true);\r\n this._engine.setStencilFunctionReference(1);\r\n }\r\n });\r\n\r\n this.objectRendererTask.objectRenderer.onAfterRenderObservable.remove(this._onAfterObservableObserver);\r\n this._onAfterObservableObserver = this.objectRendererTask.objectRenderer.onAfterRenderObservable.add(() => {\r\n if (this.layer.shouldRender() && this.layer.needStencil()) {\r\n this._engine.setStencilBuffer(false);\r\n }\r\n });\r\n\r\n // Composes the layer with the target texture\r\n this.layer.bindTexturesForCompose = undefined as any;\r\n\r\n this._clearAfterRenderingGroupObserver();\r\n\r\n const pass = this._frameGraph.addRenderPass(this.name);\r\n\r\n for (let i = 0; i < this._blurY.length; i++) {\r\n pass.addDependencies(this._blurY[i].outputTexture);\r\n }\r\n\r\n pass.setRenderTarget(this.outputTexture);\r\n if (this._setRenderTargetDepth) {\r\n pass.setRenderTargetDepth(this.objectRendererTask.depthTexture);\r\n }\r\n pass.setExecuteFunc((context) => {\r\n context.setTextureSamplingMode(this._blurY[this._blurY.length - 1].targetTexture!, Constants.TEXTURE_BILINEAR_SAMPLINGMODE);\r\n\r\n if (!this.layer.bindTexturesForCompose) {\r\n this.layer.bindTexturesForCompose = (effect: Effect) => {\r\n for (let i = 0; i < this._blurY.length; i++) {\r\n context.bindTextureHandle(effect, `textureSampler${i > 0 ? i + 1 : \"\"}`, this._blurY[i].outputTexture);\r\n }\r\n };\r\n }\r\n\r\n if (this.layer._options.renderingGroupId !== -1) {\r\n if (!this._onAfterRenderingGroupObserver) {\r\n this._onAfterRenderingGroupObserver = this._scene.onAfterRenderingGroupObservable.add((info) => {\r\n if (\r\n !this.layer.shouldRender() ||\r\n info.renderingGroupId !== this.layer._options.renderingGroupId ||\r\n info.renderingManager !== this.objectRendererTask.objectRenderer.renderingManager\r\n ) {\r\n return;\r\n }\r\n this._objectRendererForLayer.objectList = this.objectRendererTask.objectList;\r\n context.saveDepthStates();\r\n context.setDepthStates(false, false);\r\n context._applyRenderTarget();\r\n this.layer.compose();\r\n context.restoreDepthStates();\r\n });\r\n }\r\n } else {\r\n this._clearAfterRenderingGroupObserver();\r\n if (this.layer.shouldRender()) {\r\n this._objectRendererForLayer.objectList = this.objectRendererTask.objectList; // in case the object list has changed in objectRendererTask\r\n\r\n context.setDepthStates(false, false);\r\n context._applyRenderTarget();\r\n\r\n this.layer.compose();\r\n }\r\n }\r\n });\r\n\r\n const passDisabled = this._frameGraph.addRenderPass(this.name + \"_disabled\", true);\r\n\r\n passDisabled.setRenderTarget(this.outputTexture);\r\n if (this._setRenderTargetDepth) {\r\n passDisabled.setRenderTargetDepth(this.objectRendererTask.depthTexture);\r\n }\r\n passDisabled.setExecuteFunc((_context) => {});\r\n }\r\n\r\n private _clearAfterRenderingGroupObserver() {\r\n this._scene.onAfterRenderingGroupObservable.remove(this._onAfterRenderingGroupObserver);\r\n this._onAfterRenderingGroupObserver = null;\r\n }\r\n\r\n public override dispose(): void {\r\n this._clearAfterRenderingGroupObserver();\r\n this._clearLayerTextures.dispose();\r\n this._objectRendererForLayer.dispose();\r\n this._onBeforeBlurTask?.dispose();\r\n this._onAfterBlurTask?.dispose();\r\n this.layer.dispose();\r\n for (let i = 0; i < this._blurX.length; i++) {\r\n this._blurX[i].dispose();\r\n this._blurY[i].dispose();\r\n }\r\n super.dispose();\r\n }\r\n}\r\n"]}
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1
|
+
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type {\r\n FrameGraph,\r\n FrameGraphTextureHandle,\r\n Scene,\r\n FrameGraphTextureCreationOptions,\r\n Effect,\r\n ThinBlurPostProcess,\r\n AbstractEngine,\r\n Nullable,\r\n Observer,\r\n RenderingGroupInfo,\r\n ThinEffectLayer,\r\n FrameGraphRenderPass,\r\n FrameGraphRenderContext,\r\n} from \"core/index\";\r\nimport { FrameGraphTask } from \"../../frameGraphTask\";\r\nimport { FrameGraphObjectRendererTask } from \"../Rendering/objectRendererTask\";\r\nimport { FrameGraphClearTextureTask } from \"../Texture/clearTextureTask\";\r\nimport { FrameGraphBlurTask } from \"../PostProcesses/blurTask\";\r\nimport { Constants } from \"core/Engines/constants\";\r\nimport { FrameGraphTextureManager } from \"../../frameGraphTextureManager\";\r\nimport { getDimensionsFromTextureSize } from \"../../../Materials/Textures/textureCreationOptions\";\r\nimport { FrameGraphPostProcessTask } from \"../PostProcesses/postProcessTask\";\r\nimport { Vector2 } from \"core/Maths/math.vector\";\r\nimport { ThinGlowBlurPostProcess } from \"../../../Layers/thinEffectLayer\";\r\nimport { FrameGraphExecuteTask } from \"../Misc/executeTask\";\r\n\r\nclass FrameGraphGlowBlurTask extends FrameGraphPostProcessTask {\r\n public override readonly postProcess: ThinGlowBlurPostProcess;\r\n\r\n /**\r\n * Constructs a new glow blur task.\r\n * @param name The name of the task.\r\n * @param frameGraph The frame graph this task is associated with.\r\n * @param thinPostProcess The thin post process to use for the glow blur effect. If not provided, a new one will be created.\r\n */\r\n constructor(name: string, frameGraph: FrameGraph, thinPostProcess?: ThinGlowBlurPostProcess) {\r\n super(name, frameGraph, thinPostProcess || new ThinGlowBlurPostProcess(name, frameGraph.engine, new Vector2(1, 0), 1));\r\n }\r\n\r\n public override getClassName(): string {\r\n return \"FrameGraphGlowBlurTask\";\r\n }\r\n\r\n public override record(\r\n skipCreationOfDisabledPasses = false,\r\n additionalExecute?: (context: FrameGraphRenderContext) => void,\r\n additionalBindings?: (context: FrameGraphRenderContext) => void\r\n ): FrameGraphRenderPass {\r\n const pass = super.record(skipCreationOfDisabledPasses, additionalExecute, additionalBindings);\r\n\r\n this.postProcess.textureWidth = this._outputWidth;\r\n this.postProcess.textureHeight = this._outputHeight;\r\n\r\n return pass;\r\n }\r\n}\r\n\r\n/**\r\n * @internal\r\n */\r\nexport class FrameGraphBaseLayerTask extends FrameGraphTask {\r\n /**\r\n * The target texture to apply the effect layer to.\r\n * The effect will be blended with the contents of this texture.\r\n */\r\n public targetTexture: FrameGraphTextureHandle;\r\n\r\n /**\r\n * The object renderer task used to render the objects in the texture to which the layer will be applied.\r\n * This is needed because the layer may have to inject code in the rendering manager used by object renderer task.\r\n */\r\n public objectRendererTask: FrameGraphObjectRendererTask;\r\n\r\n /**\r\n * The layer texture to render the effect into.\r\n * If not provided, a default texture will be created.\r\n */\r\n public layerTexture?: FrameGraphTextureHandle;\r\n\r\n /**\r\n * The output texture of the task (same as targetTexture, but the handle will be different).\r\n */\r\n public readonly outputTexture: FrameGraphTextureHandle;\r\n\r\n /**\r\n * The layer object. Use this object to update the layer properties.\r\n */\r\n public readonly layer: ThinEffectLayer;\r\n\r\n /**\r\n * The name of the task.\r\n */\r\n public override get name() {\r\n return this._name;\r\n }\r\n\r\n public override set name(name: string) {\r\n this._name = name;\r\n if (this._blurX) {\r\n for (let i = 0; i < this._blurX.length; i++) {\r\n this._blurX[i].name = `${name} Blur X${i}`;\r\n this._blurY[i].name = `${name} Blur Y${i}`;\r\n }\r\n }\r\n\r\n if (this._clearLayerTextures) {\r\n this._clearLayerTextures.name = name + \" Clear Layer\";\r\n }\r\n\r\n if (this._objectRendererForLayer) {\r\n this._objectRendererForLayer.name = name + \" Render to Layer\";\r\n }\r\n }\r\n\r\n /**\r\n * Gets the object renderer used to render the layer.\r\n */\r\n public get objectRendererForLayer() {\r\n return this._objectRendererForLayer;\r\n }\r\n\r\n protected readonly _scene: Scene;\r\n protected readonly _engine: AbstractEngine;\r\n protected readonly _clearLayerTextures: FrameGraphClearTextureTask;\r\n protected readonly _objectRendererForLayer: FrameGraphObjectRendererTask;\r\n protected readonly _blurX: Array<FrameGraphBlurTask | FrameGraphGlowBlurTask> = [];\r\n protected readonly _blurY: Array<FrameGraphBlurTask | FrameGraphGlowBlurTask> = [];\r\n private readonly _onBeforeBlurTask: Nullable<FrameGraphExecuteTask> = null;\r\n private readonly _onAfterBlurTask: Nullable<FrameGraphExecuteTask> = null;\r\n private _onBeforeObservableObserver: Nullable<Observer<number>> = null;\r\n private _onAfterObservableObserver: Nullable<Observer<number>> = null;\r\n private _onAfterRenderingGroupObserver: Nullable<Observer<RenderingGroupInfo>> = null;\r\n\r\n /**\r\n * Constructs a new layer task.\r\n * @param name Name of the task.\r\n * @param frameGraph The frame graph this task is associated with.\r\n * @param scene The scene to render the layer in.\r\n * @param layer The layer.\r\n * @param numBlurPasses The number of blur passes applied by the layer.\r\n * @param useCustomBlur If true, the layer will use a custom blur post process instead of the default one.\r\n * @param _setRenderTargetDepth If true, the task will set the render target depth.\r\n * @param _notifyBlurObservable If true, the task will notify before and after blurring occurs.\r\n */\r\n constructor(\r\n name: string,\r\n frameGraph: FrameGraph,\r\n scene: Scene,\r\n layer: ThinEffectLayer,\r\n numBlurPasses: number,\r\n useCustomBlur = false,\r\n private _setRenderTargetDepth = false,\r\n private _notifyBlurObservable = false\r\n ) {\r\n super(name, frameGraph);\r\n\r\n this._scene = scene;\r\n this._engine = scene.getEngine();\r\n\r\n this.layer = layer;\r\n for (let i = 0; i < numBlurPasses; i++) {\r\n if (useCustomBlur) {\r\n this._blurX.push(new FrameGraphGlowBlurTask(`${name} Blur X${i}`, this._frameGraph, this.layer._postProcesses[1 + i * 2 + 0] as ThinGlowBlurPostProcess));\r\n this._blurY.push(new FrameGraphGlowBlurTask(`${name} Blur Y${i}`, this._frameGraph, this.layer._postProcesses[1 + i * 2 + 1] as ThinGlowBlurPostProcess));\r\n } else {\r\n this._blurX.push(new FrameGraphBlurTask(`${name} Blur X${i}`, this._frameGraph, this.layer._postProcesses[i * 2 + 0] as ThinBlurPostProcess));\r\n this._blurY.push(new FrameGraphBlurTask(`${name} Blur Y${i}`, this._frameGraph, this.layer._postProcesses[i * 2 + 1] as ThinBlurPostProcess));\r\n }\r\n }\r\n\r\n this._clearLayerTextures = new FrameGraphClearTextureTask(name + \" Clear Layer\", frameGraph);\r\n this._clearLayerTextures.clearColor = true;\r\n this._clearLayerTextures.clearDepth = true;\r\n\r\n this._objectRendererForLayer = new FrameGraphObjectRendererTask(name + \" Render to Layer\", frameGraph, scene, undefined, this.layer.objectRenderer);\r\n\r\n if (this._notifyBlurObservable) {\r\n this._onBeforeBlurTask = new FrameGraphExecuteTask(name + \" On Before Blur\", frameGraph);\r\n this._onAfterBlurTask = new FrameGraphExecuteTask(name + \" On After Blur\", frameGraph);\r\n\r\n this._onBeforeBlurTask.func = () => {\r\n if (this.layer.onBeforeBlurObservable.hasObservers()) {\r\n this.layer.onBeforeBlurObservable.notifyObservers(this.layer);\r\n }\r\n };\r\n this._onAfterBlurTask.func = () => {\r\n if (this.layer.onAfterBlurObservable.hasObservers()) {\r\n this.layer.onAfterBlurObservable.notifyObservers(this.layer);\r\n }\r\n };\r\n }\r\n\r\n this.outputTexture = this._frameGraph.textureManager.createDanglingHandle();\r\n }\r\n\r\n public override isReady() {\r\n return this._objectRendererForLayer.isReady() && this.layer.isLayerReady();\r\n }\r\n\r\n public override getClassName(): string {\r\n return \"FrameGraphBaseLayerTask\";\r\n }\r\n\r\n public record() {\r\n if (this.targetTexture === undefined || this.objectRendererTask === undefined) {\r\n throw new Error(`${this.constructor.name} \"${this.name}\": targetTexture and objectRendererTask are required`);\r\n }\r\n\r\n this._frameGraph.textureManager.resolveDanglingHandle(this.outputTexture, this.targetTexture);\r\n\r\n // Uses the layerTexture or creates a color texture to render the layer to\r\n let textureSize: {\r\n width: number;\r\n height: number;\r\n };\r\n let textureCreationOptions: FrameGraphTextureCreationOptions;\r\n\r\n let colorLayerOutput: FrameGraphTextureHandle;\r\n\r\n if (this.layerTexture) {\r\n colorLayerOutput = this.layerTexture;\r\n textureCreationOptions = this._frameGraph.textureManager.getTextureCreationOptions(this.layerTexture);\r\n textureSize = getDimensionsFromTextureSize(textureCreationOptions.size);\r\n textureCreationOptions.size = textureSize;\r\n } else {\r\n const targetTextureCreationOptions = this._frameGraph.textureManager.getTextureCreationOptions(this.targetTexture);\r\n const fixedTextureSize = this.layer._options.mainTextureFixedSize ? Math.max(2, this.layer._options.mainTextureFixedSize) : 0;\r\n\r\n textureSize = getDimensionsFromTextureSize(targetTextureCreationOptions.size);\r\n textureSize.width = fixedTextureSize || Math.floor(textureSize.width * (this.layer._options.mainTextureRatio || 0.1)) || 1;\r\n textureSize.height = fixedTextureSize || Math.floor(textureSize.height * (this.layer._options.mainTextureRatio || 0.1)) || 1;\r\n\r\n textureCreationOptions = {\r\n size: textureSize,\r\n options: {\r\n createMipMaps: false,\r\n types: [this.layer._options.mainTextureType],\r\n formats: [Constants.TEXTUREFORMAT_RGBA],\r\n samples: 1,\r\n useSRGBBuffers: [false],\r\n creationFlags: [0],\r\n },\r\n sizeIsPercentage: this.layer._options.mainTextureFixedSize ? false : targetTextureCreationOptions.sizeIsPercentage,\r\n };\r\n colorLayerOutput = this._frameGraph.textureManager.createRenderTargetTexture(`${this.name} Color`, textureCreationOptions);\r\n }\r\n\r\n // Creates a depth texture, used to render objects to the layer\r\n // We don't reuse the depth texture of the objectRendererTask, as the size of the layer texture will generally be different (smaller).\r\n const textureDepthCreationOptions: FrameGraphTextureCreationOptions = {\r\n size: textureSize,\r\n options: FrameGraphTextureManager.CloneTextureOptions(textureCreationOptions.options),\r\n sizeIsPercentage: textureCreationOptions.sizeIsPercentage,\r\n };\r\n\r\n textureDepthCreationOptions.options.formats![0] = Constants.TEXTUREFORMAT_DEPTH32_FLOAT;\r\n\r\n const depthLayerOutput = this._frameGraph.textureManager.createRenderTargetTexture(`${this.name} Depth`, textureDepthCreationOptions);\r\n\r\n // Clears the textures\r\n this._clearLayerTextures.targetTexture = colorLayerOutput;\r\n this._clearLayerTextures.depthTexture = depthLayerOutput;\r\n this._clearLayerTextures.color = this.layer.neutralColor;\r\n this._clearLayerTextures.clearDepth = true;\r\n\r\n const clearTaskPass = this._clearLayerTextures.record();\r\n\r\n // Renders the objects to the layer texture\r\n this._objectRendererForLayer.targetTexture = this._clearLayerTextures.outputTexture;\r\n this._objectRendererForLayer.depthTexture = this._clearLayerTextures.outputDepthTexture;\r\n this._objectRendererForLayer.camera = this.objectRendererTask.camera;\r\n this._objectRendererForLayer.objectList = this.objectRendererTask.objectList;\r\n this._objectRendererForLayer.disableShadows = true;\r\n\r\n const objectRendererForLayerTaskPass = this._objectRendererForLayer.record();\r\n\r\n // Blurs the layer color texture\r\n let blurTextureType = 0;\r\n if (this._engine.getCaps().textureHalfFloatRender) {\r\n blurTextureType = Constants.TEXTURETYPE_HALF_FLOAT;\r\n } else {\r\n blurTextureType = Constants.TEXTURETYPE_UNSIGNED_BYTE;\r\n }\r\n\r\n textureCreationOptions.options.types![0] = blurTextureType;\r\n\r\n const blurTextureSizeRatio = (this.layer._options as any).blurTextureSizeRatio !== undefined ? (this.layer._options as any).blurTextureSizeRatio || 0.1 : undefined;\r\n if (blurTextureSizeRatio !== undefined) {\r\n textureSize.width = Math.floor(textureSize.width * blurTextureSizeRatio) || 1;\r\n textureSize.height = Math.floor(textureSize.height * blurTextureSizeRatio) || 1;\r\n }\r\n\r\n const onBeforeBlurPass = this._onBeforeBlurTask?.record();\r\n\r\n const blurPasses: FrameGraphRenderPass[] = [];\r\n\r\n for (let i = 0; i < this._blurX.length; i++) {\r\n const blurXTextureHandle = this._frameGraph.textureManager.createRenderTargetTexture(this._blurX[i].name, textureCreationOptions);\r\n\r\n this._blurX[i].sourceTexture = i === 0 ? this._objectRendererForLayer.outputTexture : this._blurY[i - 1].outputTexture;\r\n this._blurX[i].sourceSamplingMode = Constants.TEXTURE_BILINEAR_SAMPLINGMODE;\r\n this._blurX[i].targetTexture = blurXTextureHandle;\r\n blurPasses.push(this._blurX[i].record(true));\r\n\r\n const blurYTextureHandle = this._frameGraph.textureManager.createRenderTargetTexture(this._blurY[i].name, textureCreationOptions);\r\n\r\n this._blurY[i].sourceTexture = this._blurX[i].outputTexture;\r\n this._blurY[i].sourceSamplingMode = Constants.TEXTURE_BILINEAR_SAMPLINGMODE;\r\n this._blurY[i].targetTexture = blurYTextureHandle;\r\n blurPasses.push(this._blurY[i].record(true));\r\n\r\n textureSize.width = textureSize.width >> 1;\r\n textureSize.height = textureSize.height >> 1;\r\n }\r\n\r\n const onAfterBlurPass = this._onAfterBlurTask?.record();\r\n\r\n // Enables stencil (if stencil is needed) when rendering objects to the main texture\r\n // We also disable the internal passes if the layer should not render\r\n this.objectRendererTask.objectRenderer.onBeforeRenderObservable.remove(this._onBeforeObservableObserver);\r\n this._onBeforeObservableObserver = this.objectRendererTask.objectRenderer.onBeforeRenderObservable.add(() => {\r\n const shouldRender = this.layer.shouldRender();\r\n\r\n clearTaskPass.disabled = !shouldRender;\r\n objectRendererForLayerTaskPass.disabled = !shouldRender;\r\n if (onBeforeBlurPass) {\r\n onBeforeBlurPass.disabled = !shouldRender;\r\n }\r\n for (let i = 0; i < blurPasses.length; i++) {\r\n blurPasses[i].disabled = !shouldRender;\r\n }\r\n if (onAfterBlurPass) {\r\n onAfterBlurPass.disabled = !shouldRender;\r\n }\r\n\r\n if (shouldRender && this.layer.needStencil()) {\r\n this._engine.setStencilBuffer(true);\r\n this._engine.setStencilFunctionReference(1);\r\n }\r\n });\r\n\r\n this.objectRendererTask.objectRenderer.onAfterRenderObservable.remove(this._onAfterObservableObserver);\r\n this._onAfterObservableObserver = this.objectRendererTask.objectRenderer.onAfterRenderObservable.add(() => {\r\n if (this.layer.shouldRender() && this.layer.needStencil()) {\r\n this._engine.setStencilBuffer(false);\r\n }\r\n });\r\n\r\n // Composes the layer with the target texture\r\n this.layer.bindTexturesForCompose = undefined as any;\r\n\r\n this._clearAfterRenderingGroupObserver();\r\n\r\n const pass = this._frameGraph.addRenderPass(this.name);\r\n\r\n for (let i = 0; i < this._blurY.length; i++) {\r\n pass.addDependencies(this._blurY[i].outputTexture);\r\n }\r\n\r\n pass.setRenderTarget(this.outputTexture);\r\n if (this._setRenderTargetDepth) {\r\n pass.setRenderTargetDepth(this.objectRendererTask.depthTexture);\r\n }\r\n pass.setExecuteFunc((context) => {\r\n context.setTextureSamplingMode(this._blurY[this._blurY.length - 1].targetTexture!, Constants.TEXTURE_BILINEAR_SAMPLINGMODE);\r\n\r\n if (!this.layer.bindTexturesForCompose) {\r\n this.layer.bindTexturesForCompose = (effect: Effect) => {\r\n for (let i = 0; i < this._blurY.length; i++) {\r\n context.bindTextureHandle(effect, `textureSampler${i > 0 ? i + 1 : \"\"}`, this._blurY[i].outputTexture);\r\n }\r\n };\r\n }\r\n\r\n if (this.layer._options.renderingGroupId !== -1) {\r\n if (!this._onAfterRenderingGroupObserver) {\r\n this._onAfterRenderingGroupObserver = this._scene.onAfterRenderingGroupObservable.add((info) => {\r\n if (\r\n !this.layer.shouldRender() ||\r\n info.renderingGroupId !== this.layer._options.renderingGroupId ||\r\n info.renderingManager !== this.objectRendererTask.objectRenderer.renderingManager\r\n ) {\r\n return;\r\n }\r\n this._objectRendererForLayer.objectList = this.objectRendererTask.objectList;\r\n context.saveDepthStates();\r\n context.setDepthStates(false, false);\r\n context._applyRenderTarget();\r\n this.layer.compose();\r\n context.restoreDepthStates();\r\n });\r\n }\r\n } else {\r\n this._clearAfterRenderingGroupObserver();\r\n if (this.layer.shouldRender()) {\r\n this._objectRendererForLayer.objectList = this.objectRendererTask.objectList; // in case the object list has changed in objectRendererTask\r\n\r\n context.setDepthStates(false, false);\r\n context._applyRenderTarget();\r\n\r\n this.layer.compose();\r\n }\r\n }\r\n });\r\n\r\n const passDisabled = this._frameGraph.addRenderPass(this.name + \"_disabled\", true);\r\n\r\n passDisabled.setRenderTarget(this.outputTexture);\r\n if (this._setRenderTargetDepth) {\r\n passDisabled.setRenderTargetDepth(this.objectRendererTask.depthTexture);\r\n }\r\n passDisabled.setExecuteFunc((_context) => {});\r\n }\r\n\r\n private _clearAfterRenderingGroupObserver() {\r\n this._scene.onAfterRenderingGroupObservable.remove(this._onAfterRenderingGroupObserver);\r\n this._onAfterRenderingGroupObserver = null;\r\n }\r\n\r\n public override dispose(): void {\r\n this._clearAfterRenderingGroupObserver();\r\n this._clearLayerTextures.dispose();\r\n this._objectRendererForLayer.dispose();\r\n this._onBeforeBlurTask?.dispose();\r\n this._onAfterBlurTask?.dispose();\r\n this.layer.dispose();\r\n for (let i = 0; i < this._blurX.length; i++) {\r\n this._blurX[i].dispose();\r\n this._blurY[i].dispose();\r\n }\r\n super.dispose();\r\n }\r\n}\r\n"]}
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@@ -15,5 +15,8 @@ export class FrameGraphGlowLayerTask extends FrameGraphBaseLayerTask {
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super(name, frameGraph, scene, new ThinGlowLayer(name, scene, options, true), 2);
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this.layer._renderPassId = this._objectRendererForLayer.objectRenderer.renderPassId;
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}
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getClassName() {
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return "FrameGraphGlowLayerTask";
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}
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}
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//# sourceMappingURL=glowLayerTask.js.map
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@@ -1 +1 @@
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1
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{"version":3,"file":"glowLayerTask.js","sourceRoot":"","sources":["../../../../../../dev/core/src/FrameGraph/Tasks/Layers/glowLayerTask.ts"],"names":[],"mappings":"AACA,OAAO,EAAE,aAAa,EAAE,yCAAkC;AAC1D,OAAO,EAAE,uBAAuB,EAAE,MAAM,iBAAiB,CAAC;AAE1D;;GAEG;AACH,MAAM,OAAO,uBAAwB,SAAQ,uBAAuB;IAMhE;;;;;;OAMG;IACH,YAAY,IAAY,EAAE,UAAsB,EAAE,KAAY,EAAE,OAA+B;QAC3F,KAAK,CAAC,IAAI,EAAE,UAAU,EAAE,KAAK,EAAE,IAAI,aAAa,CAAC,IAAI,EAAE,KAAK,EAAE,OAAO,EAAE,IAAI,CAAC,EAAE,CAAC,CAAC,CAAC;QAEjF,IAAI,CAAC,KAAK,CAAC,aAAa,GAAG,IAAI,CAAC,uBAAuB,CAAC,cAAc,CAAC,YAAY,CAAC;IACxF,CAAC;CACJ","sourcesContent":["import type { FrameGraph, Scene, IThinGlowLayerOptions } from \"core/index\";\r\nimport { ThinGlowLayer } from \"core/Layers/thinGlowLayer\";\r\nimport { FrameGraphBaseLayerTask } from \"./baseLayerTask\";\r\n\r\n/**\r\n * Task which applies a glowing effect to a texture.\r\n */\r\nexport class FrameGraphGlowLayerTask extends FrameGraphBaseLayerTask {\r\n /**\r\n * The glow layer object. Use this object to update the glow layer properties (e.g. intensity, blur kernel size).\r\n */\r\n public override readonly layer: ThinGlowLayer;\r\n\r\n /**\r\n * Constructs a new glow layer task.\r\n * @param name Name of the task.\r\n * @param frameGraph The frame graph this task is associated with.\r\n * @param scene The scene to render the glow layer in.\r\n * @param options Options for the glow layer.\r\n */\r\n constructor(name: string, frameGraph: FrameGraph, scene: Scene, options?: IThinGlowLayerOptions) {\r\n super(name, frameGraph, scene, new ThinGlowLayer(name, scene, options, true), 2);\r\n\r\n this.layer._renderPassId = this._objectRendererForLayer.objectRenderer.renderPassId;\r\n }\r\n}\r\n"]}
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{"version":3,"file":"glowLayerTask.js","sourceRoot":"","sources":["../../../../../../dev/core/src/FrameGraph/Tasks/Layers/glowLayerTask.ts"],"names":[],"mappings":"AACA,OAAO,EAAE,aAAa,EAAE,yCAAkC;AAC1D,OAAO,EAAE,uBAAuB,EAAE,MAAM,iBAAiB,CAAC;AAE1D;;GAEG;AACH,MAAM,OAAO,uBAAwB,SAAQ,uBAAuB;IAMhE;;;;;;OAMG;IACH,YAAY,IAAY,EAAE,UAAsB,EAAE,KAAY,EAAE,OAA+B;QAC3F,KAAK,CAAC,IAAI,EAAE,UAAU,EAAE,KAAK,EAAE,IAAI,aAAa,CAAC,IAAI,EAAE,KAAK,EAAE,OAAO,EAAE,IAAI,CAAC,EAAE,CAAC,CAAC,CAAC;QAEjF,IAAI,CAAC,KAAK,CAAC,aAAa,GAAG,IAAI,CAAC,uBAAuB,CAAC,cAAc,CAAC,YAAY,CAAC;IACxF,CAAC;IAEe,YAAY;QACxB,OAAO,yBAAyB,CAAC;IACrC,CAAC;CACJ","sourcesContent":["import type { FrameGraph, Scene, IThinGlowLayerOptions } from \"core/index\";\r\nimport { ThinGlowLayer } from \"core/Layers/thinGlowLayer\";\r\nimport { FrameGraphBaseLayerTask } from \"./baseLayerTask\";\r\n\r\n/**\r\n * Task which applies a glowing effect to a texture.\r\n */\r\nexport class FrameGraphGlowLayerTask extends FrameGraphBaseLayerTask {\r\n /**\r\n * The glow layer object. Use this object to update the glow layer properties (e.g. intensity, blur kernel size).\r\n */\r\n public override readonly layer: ThinGlowLayer;\r\n\r\n /**\r\n * Constructs a new glow layer task.\r\n * @param name Name of the task.\r\n * @param frameGraph The frame graph this task is associated with.\r\n * @param scene The scene to render the glow layer in.\r\n * @param options Options for the glow layer.\r\n */\r\n constructor(name: string, frameGraph: FrameGraph, scene: Scene, options?: IThinGlowLayerOptions) {\r\n super(name, frameGraph, scene, new ThinGlowLayer(name, scene, options, true), 2);\r\n\r\n this.layer._renderPassId = this._objectRendererForLayer.objectRenderer.renderPassId;\r\n }\r\n\r\n public override getClassName(): string {\r\n return \"FrameGraphGlowLayerTask\";\r\n }\r\n}\r\n"]}
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@@ -17,5 +17,6 @@ export declare class FrameGraphHighlightLayerTask extends FrameGraphBaseLayerTas
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* @param options Options for the highlight layer.
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*/
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constructor(name: string, frameGraph: FrameGraph, scene: Scene, options?: IThinHighlightLayerOptions);
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getClassName(): string;
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record(): void;
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}
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@@ -17,6 +17,9 @@ export class FrameGraphHighlightLayerTask extends FrameGraphBaseLayerTask {
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const alphaBlendingMode = options?.alphaBlendingMode ?? 2;
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super(name, frameGraph, scene, new ThinHighlightLayer(name, scene, options, true), 1, alphaBlendingMode === 2, true, true);
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}
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getClassName() {
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return "FrameGraphHighlightLayerTask";
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}
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record() {
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if (!this.objectRendererTask.depthTexture) {
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throw new Error(`FrameGraphHighlightLayerTask "${this.name}": objectRendererTask must have a depthTexture input`);
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@@ -1 +1 @@
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1
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-
{"version":3,"file":"highlightLayerTask.js","sourceRoot":"","sources":["../../../../../../dev/core/src/FrameGraph/Tasks/Layers/highlightLayerTask.ts"],"names":[],"mappings":"AACA,OAAO,EAAE,kBAAkB,EAAE,8CAAuC;AACpE,OAAO,EAAE,SAAS,EAAE,sCAA+B;AACnD,OAAO,EAAE,uBAAuB,EAAE,MAAM,iBAAiB,CAAC;AAC1D,OAAO,EAAE,gBAAgB,EAAE,+DAAwD;AAEnF;;GAEG;AACH,MAAM,OAAO,4BAA6B,SAAQ,uBAAuB;IAMrE;;;;;;OAMG;IACH,YAAY,IAAY,EAAE,UAAsB,EAAE,KAAY,EAAE,OAAoC;QAChG,MAAM,iBAAiB,GAAG,OAAO,EAAE,iBAAiB,IAAI,SAAS,CAAC,aAAa,CAAC;QAEhF,KAAK,CAAC,IAAI,EAAE,UAAU,EAAE,KAAK,EAAE,IAAI,kBAAkB,CAAC,IAAI,EAAE,KAAK,EAAE,OAAO,EAAE,IAAI,CAAC,EAAE,CAAC,EAAE,iBAAiB,KAAK,SAAS,CAAC,aAAa,EAAE,IAAI,EAAE,IAAI,CAAC,CAAC;IACrJ,CAAC;IAEe,MAAM;QAClB,IAAI,CAAC,IAAI,CAAC,kBAAkB,CAAC,YAAY,EAAE,CAAC;YACxC,MAAM,IAAI,KAAK,CAAC,iCAAiC,IAAI,CAAC,IAAI,sDAAsD,CAAC,CAAC;QACtH,CAAC;QAED,MAAM,2BAA2B,GAAG,IAAI,CAAC,WAAW,CAAC,cAAc,CAAC,yBAAyB,CAAC,IAAI,CAAC,kBAAkB,CAAC,YAAY,CAAC,CAAC;QACpI,IAAI,CAAC,2BAA2B,CAAC,OAAO,CAAC,OAAO,IAAI,CAAC,gBAAgB,CAAC,2BAA2B,CAAC,OAAO,CAAC,OAAO,CAAC,CAAC,CAAC,CAAC,EAAE,CAAC;YACpH,MAAM,IAAI,KAAK,CAAC,iCAAiC,IAAI,CAAC,IAAI,+DAA+D,CAAC,CAAC;QAC/H,CAAC;QAED,KAAK,CAAC,MAAM,EAAE,CAAC;QAEf,IAAI,CAAC,KAAK,CAAC,+BAA+B,GAAG,IAAI,CAAC,kBAAkB,CAAC,cAAc,CAAC,YAAY,CAAC;IACrG,CAAC;CACJ","sourcesContent":["import type { FrameGraph, Scene, IThinHighlightLayerOptions } from \"core/index\";\r\nimport { ThinHighlightLayer } from \"core/Layers/thinHighlightLayer\";\r\nimport { Constants } from \"core/Engines/constants\";\r\nimport { FrameGraphBaseLayerTask } from \"./baseLayerTask\";\r\nimport { HasStencilAspect } from \"core/Materials/Textures/textureHelper.functions\";\r\n\r\n/**\r\n * Task which applies a highlight effect to a texture.\r\n */\r\nexport class FrameGraphHighlightLayerTask extends FrameGraphBaseLayerTask {\r\n /**\r\n * The highlight layer object. Use this object to update the highlight layer properties.\r\n */\r\n public override readonly layer: ThinHighlightLayer;\r\n\r\n /**\r\n * Constructs a new highlight layer task.\r\n * @param name Name of the task.\r\n * @param frameGraph The frame graph this task is associated with.\r\n * @param scene The scene to render the highlight layer in.\r\n * @param options Options for the highlight layer.\r\n */\r\n constructor(name: string, frameGraph: FrameGraph, scene: Scene, options?: IThinHighlightLayerOptions) {\r\n const alphaBlendingMode = options?.alphaBlendingMode ?? Constants.ALPHA_COMBINE;\r\n\r\n super(name, frameGraph, scene, new ThinHighlightLayer(name, scene, options, true), 1, alphaBlendingMode === Constants.ALPHA_COMBINE, true, true);\r\n }\r\n\r\n public override record() {\r\n if (!this.objectRendererTask.depthTexture) {\r\n throw new Error(`FrameGraphHighlightLayerTask \"${this.name}\": objectRendererTask must have a depthTexture input`);\r\n }\r\n\r\n const depthTextureCreationOptions = this._frameGraph.textureManager.getTextureCreationOptions(this.objectRendererTask.depthTexture);\r\n if (!depthTextureCreationOptions.options.formats || !HasStencilAspect(depthTextureCreationOptions.options.formats[0])) {\r\n throw new Error(`FrameGraphHighlightLayerTask \"${this.name}\": objectRendererTask depthTexture must have a stencil aspect`);\r\n }\r\n\r\n super.record();\r\n\r\n this.layer._mainObjectRendererRenderPassId = this.objectRendererTask.objectRenderer.renderPassId;\r\n }\r\n}\r\n"]}
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1
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+
{"version":3,"file":"highlightLayerTask.js","sourceRoot":"","sources":["../../../../../../dev/core/src/FrameGraph/Tasks/Layers/highlightLayerTask.ts"],"names":[],"mappings":"AACA,OAAO,EAAE,kBAAkB,EAAE,8CAAuC;AACpE,OAAO,EAAE,SAAS,EAAE,sCAA+B;AACnD,OAAO,EAAE,uBAAuB,EAAE,MAAM,iBAAiB,CAAC;AAC1D,OAAO,EAAE,gBAAgB,EAAE,+DAAwD;AAEnF;;GAEG;AACH,MAAM,OAAO,4BAA6B,SAAQ,uBAAuB;IAMrE;;;;;;OAMG;IACH,YAAY,IAAY,EAAE,UAAsB,EAAE,KAAY,EAAE,OAAoC;QAChG,MAAM,iBAAiB,GAAG,OAAO,EAAE,iBAAiB,IAAI,SAAS,CAAC,aAAa,CAAC;QAEhF,KAAK,CAAC,IAAI,EAAE,UAAU,EAAE,KAAK,EAAE,IAAI,kBAAkB,CAAC,IAAI,EAAE,KAAK,EAAE,OAAO,EAAE,IAAI,CAAC,EAAE,CAAC,EAAE,iBAAiB,KAAK,SAAS,CAAC,aAAa,EAAE,IAAI,EAAE,IAAI,CAAC,CAAC;IACrJ,CAAC;IAEe,YAAY;QACxB,OAAO,8BAA8B,CAAC;IAC1C,CAAC;IAEe,MAAM;QAClB,IAAI,CAAC,IAAI,CAAC,kBAAkB,CAAC,YAAY,EAAE,CAAC;YACxC,MAAM,IAAI,KAAK,CAAC,iCAAiC,IAAI,CAAC,IAAI,sDAAsD,CAAC,CAAC;QACtH,CAAC;QAED,MAAM,2BAA2B,GAAG,IAAI,CAAC,WAAW,CAAC,cAAc,CAAC,yBAAyB,CAAC,IAAI,CAAC,kBAAkB,CAAC,YAAY,CAAC,CAAC;QACpI,IAAI,CAAC,2BAA2B,CAAC,OAAO,CAAC,OAAO,IAAI,CAAC,gBAAgB,CAAC,2BAA2B,CAAC,OAAO,CAAC,OAAO,CAAC,CAAC,CAAC,CAAC,EAAE,CAAC;YACpH,MAAM,IAAI,KAAK,CAAC,iCAAiC,IAAI,CAAC,IAAI,+DAA+D,CAAC,CAAC;QAC/H,CAAC;QAED,KAAK,CAAC,MAAM,EAAE,CAAC;QAEf,IAAI,CAAC,KAAK,CAAC,+BAA+B,GAAG,IAAI,CAAC,kBAAkB,CAAC,cAAc,CAAC,YAAY,CAAC;IACrG,CAAC;CACJ","sourcesContent":["import type { FrameGraph, Scene, IThinHighlightLayerOptions } from \"core/index\";\r\nimport { ThinHighlightLayer } from \"core/Layers/thinHighlightLayer\";\r\nimport { Constants } from \"core/Engines/constants\";\r\nimport { FrameGraphBaseLayerTask } from \"./baseLayerTask\";\r\nimport { HasStencilAspect } from \"core/Materials/Textures/textureHelper.functions\";\r\n\r\n/**\r\n * Task which applies a highlight effect to a texture.\r\n */\r\nexport class FrameGraphHighlightLayerTask extends FrameGraphBaseLayerTask {\r\n /**\r\n * The highlight layer object. Use this object to update the highlight layer properties.\r\n */\r\n public override readonly layer: ThinHighlightLayer;\r\n\r\n /**\r\n * Constructs a new highlight layer task.\r\n * @param name Name of the task.\r\n * @param frameGraph The frame graph this task is associated with.\r\n * @param scene The scene to render the highlight layer in.\r\n * @param options Options for the highlight layer.\r\n */\r\n constructor(name: string, frameGraph: FrameGraph, scene: Scene, options?: IThinHighlightLayerOptions) {\r\n const alphaBlendingMode = options?.alphaBlendingMode ?? Constants.ALPHA_COMBINE;\r\n\r\n super(name, frameGraph, scene, new ThinHighlightLayer(name, scene, options, true), 1, alphaBlendingMode === Constants.ALPHA_COMBINE, true, true);\r\n }\r\n\r\n public override getClassName(): string {\r\n return \"FrameGraphHighlightLayerTask\";\r\n }\r\n\r\n public override record() {\r\n if (!this.objectRendererTask.depthTexture) {\r\n throw new Error(`FrameGraphHighlightLayerTask \"${this.name}\": objectRendererTask must have a depthTexture input`);\r\n }\r\n\r\n const depthTextureCreationOptions = this._frameGraph.textureManager.getTextureCreationOptions(this.objectRendererTask.depthTexture);\r\n if (!depthTextureCreationOptions.options.formats || !HasStencilAspect(depthTextureCreationOptions.options.formats[0])) {\r\n throw new Error(`FrameGraphHighlightLayerTask \"${this.name}\": objectRendererTask depthTexture must have a stencil aspect`);\r\n }\r\n\r\n super.record();\r\n\r\n this.layer._mainObjectRendererRenderPassId = this.objectRendererTask.objectRenderer.renderPassId;\r\n }\r\n}\r\n"]}
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@@ -110,6 +110,7 @@ export declare class FrameGraphComputeShaderTask extends FrameGraphTask {
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* @param sampler Sampler to bind
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*/
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setTextureSampler(name: string, sampler: TextureSampler): void;
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getClassName(): string;
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record(skipCreationOfDisabledPasses?: boolean): FrameGraphPass<FrameGraphContext>;
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dispose(): void;
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}
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@@ -132,6 +132,9 @@ export class FrameGraphComputeShaderTask extends FrameGraphTask {
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setTextureSampler(name, sampler) {
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this._cs.setTextureSampler(name, sampler);
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}
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+
getClassName() {
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return "FrameGraphComputeShaderTask";
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}
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record(skipCreationOfDisabledPasses) {
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const pass = this._frameGraph.addPass(this.name);
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if (this._notSupported) {
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