@babylonjs/core 8.41.0 → 8.41.2

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Files changed (105) hide show
  1. package/AudioV2/abstractAudio/abstractSoundSource.js +12 -4
  2. package/AudioV2/abstractAudio/abstractSoundSource.js.map +1 -1
  3. package/Engines/abstractEngine.js +2 -2
  4. package/Engines/abstractEngine.js.map +1 -1
  5. package/FrameGraph/Node/Blocks/PostProcesses/baseWithPropertiesPostProcessBlock.js +1 -1
  6. package/FrameGraph/Node/Blocks/PostProcesses/baseWithPropertiesPostProcessBlock.js.map +1 -1
  7. package/FrameGraph/Node/Blocks/Rendering/baseObjectRendererBlock.d.ts +18 -0
  8. package/FrameGraph/Node/Blocks/Rendering/baseObjectRendererBlock.js +105 -15
  9. package/FrameGraph/Node/Blocks/Rendering/baseObjectRendererBlock.js.map +1 -1
  10. package/FrameGraph/Node/Blocks/Rendering/geometryRendererBlock.js +7 -7
  11. package/FrameGraph/Node/Blocks/Rendering/geometryRendererBlock.js.map +1 -1
  12. package/FrameGraph/Node/Blocks/Textures/copyTextureBlock.js +1 -1
  13. package/FrameGraph/Node/Blocks/Textures/copyTextureBlock.js.map +1 -1
  14. package/FrameGraph/Node/nodeRenderGraphBlock.js +4 -0
  15. package/FrameGraph/Node/nodeRenderGraphBlock.js.map +1 -1
  16. package/FrameGraph/Passes/pass.d.ts +11 -2
  17. package/FrameGraph/Passes/pass.js +14 -2
  18. package/FrameGraph/Passes/pass.js.map +1 -1
  19. package/FrameGraph/Passes/renderPass.d.ts +4 -2
  20. package/FrameGraph/Passes/renderPass.js +5 -2
  21. package/FrameGraph/Passes/renderPass.js.map +1 -1
  22. package/FrameGraph/Tasks/Layers/baseLayerTask.js +27 -31
  23. package/FrameGraph/Tasks/Layers/baseLayerTask.js.map +1 -1
  24. package/FrameGraph/Tasks/Misc/lightingVolumeTask.d.ts +1 -0
  25. package/FrameGraph/Tasks/Misc/lightingVolumeTask.js.map +1 -1
  26. package/FrameGraph/Tasks/PostProcesses/volumetricLightingBlendVolumeTask.d.ts +1 -2
  27. package/FrameGraph/Tasks/PostProcesses/volumetricLightingBlendVolumeTask.js +10 -2
  28. package/FrameGraph/Tasks/PostProcesses/volumetricLightingBlendVolumeTask.js.map +1 -1
  29. package/FrameGraph/Tasks/PostProcesses/volumetricLightingTask.d.ts +1 -4
  30. package/FrameGraph/Tasks/PostProcesses/volumetricLightingTask.js +7 -4
  31. package/FrameGraph/Tasks/PostProcesses/volumetricLightingTask.js.map +1 -1
  32. package/FrameGraph/Tasks/Rendering/objectRendererTask.d.ts +41 -1
  33. package/FrameGraph/Tasks/Rendering/objectRendererTask.js +122 -0
  34. package/FrameGraph/Tasks/Rendering/objectRendererTask.js.map +1 -1
  35. package/FrameGraph/Tasks/Texture/clearTextureTask.js +6 -4
  36. package/FrameGraph/Tasks/Texture/clearTextureTask.js.map +1 -1
  37. package/FrameGraph/frameGraph.d.ts +1 -2
  38. package/FrameGraph/frameGraph.js +5 -2
  39. package/FrameGraph/frameGraph.js.map +1 -1
  40. package/FrameGraph/frameGraphRenderTarget.js +1 -0
  41. package/FrameGraph/frameGraphRenderTarget.js.map +1 -1
  42. package/FrameGraph/frameGraphTask.d.ts +3 -1
  43. package/FrameGraph/frameGraphTask.js +11 -0
  44. package/FrameGraph/frameGraphTask.js.map +1 -1
  45. package/FrameGraph/frameGraphTypes.d.ts +8 -0
  46. package/FrameGraph/frameGraphTypes.js.map +1 -1
  47. package/Lights/lightingVolume.d.ts +1 -0
  48. package/Lights/lightingVolume.js +14 -13
  49. package/Lights/lightingVolume.js.map +1 -1
  50. package/Materials/GaussianSplatting/gaussianSplattingMaterial.d.ts +9 -0
  51. package/Materials/GaussianSplatting/gaussianSplattingMaterial.js +66 -22
  52. package/Materials/GaussianSplatting/gaussianSplattingMaterial.js.map +1 -1
  53. package/Materials/Node/Blocks/GaussianSplatting/gaussianSplattingBlock.js +3 -6
  54. package/Materials/Node/Blocks/GaussianSplatting/gaussianSplattingBlock.js.map +1 -1
  55. package/Materials/Node/Blocks/triPlanarBlock.d.ts +1 -0
  56. package/Materials/Node/Blocks/triPlanarBlock.js +33 -4
  57. package/Materials/Node/Blocks/triPlanarBlock.js.map +1 -1
  58. package/Meshes/GaussianSplatting/gaussianSplattingMesh.d.ts +10 -5
  59. package/Meshes/GaussianSplatting/gaussianSplattingMesh.js +17 -16
  60. package/Meshes/GaussianSplatting/gaussianSplattingMesh.js.map +1 -1
  61. package/Rendering/depthPeelingRenderer.d.ts +7 -78
  62. package/Rendering/depthPeelingRenderer.js +12 -398
  63. package/Rendering/depthPeelingRenderer.js.map +1 -1
  64. package/Rendering/depthPeelingSceneComponent.d.ts +3 -3
  65. package/Rendering/depthPeelingSceneComponent.js.map +1 -1
  66. package/Rendering/depthRenderer.js +9 -1
  67. package/Rendering/depthRenderer.js.map +1 -1
  68. package/Rendering/index.d.ts +1 -0
  69. package/Rendering/index.js +1 -0
  70. package/Rendering/index.js.map +1 -1
  71. package/Rendering/objectRenderer.d.ts +20 -0
  72. package/Rendering/objectRenderer.js +17 -1
  73. package/Rendering/objectRenderer.js.map +1 -1
  74. package/Rendering/renderingGroup.d.ts +10 -3
  75. package/Rendering/renderingGroup.js +24 -13
  76. package/Rendering/renderingGroup.js.map +1 -1
  77. package/Rendering/renderingManager.d.ts +6 -2
  78. package/Rendering/renderingManager.js +8 -2
  79. package/Rendering/renderingManager.js.map +1 -1
  80. package/Rendering/thinDepthPeelingRenderer.d.ts +120 -0
  81. package/Rendering/thinDepthPeelingRenderer.js +469 -0
  82. package/Rendering/thinDepthPeelingRenderer.js.map +1 -0
  83. package/Shaders/ShadersInclude/gaussianSplatting.js +1 -1
  84. package/Shaders/ShadersInclude/gaussianSplatting.js.map +1 -1
  85. package/Shaders/gaussianSplatting.vertex.js +2 -2
  86. package/Shaders/gaussianSplatting.vertex.js.map +1 -1
  87. package/Shaders/gaussianSplattingDepth.fragment.js +9 -2
  88. package/Shaders/gaussianSplattingDepth.fragment.js.map +1 -1
  89. package/Shaders/gaussianSplattingDepth.vertex.js +13 -2
  90. package/Shaders/gaussianSplattingDepth.vertex.js.map +1 -1
  91. package/Shaders/oitFinalSimpleBlend.fragment.d.ts +5 -0
  92. package/Shaders/oitFinalSimpleBlend.fragment.js +12 -0
  93. package/Shaders/oitFinalSimpleBlend.fragment.js.map +1 -0
  94. package/ShadersWGSL/ShadersInclude/gaussianSplatting.js +1 -5
  95. package/ShadersWGSL/ShadersInclude/gaussianSplatting.js.map +1 -1
  96. package/ShadersWGSL/gaussianSplatting.vertex.js +2 -2
  97. package/ShadersWGSL/gaussianSplatting.vertex.js.map +1 -1
  98. package/ShadersWGSL/gaussianSplattingDepth.fragment.js +12 -3
  99. package/ShadersWGSL/gaussianSplattingDepth.fragment.js.map +1 -1
  100. package/ShadersWGSL/gaussianSplattingDepth.vertex.js +13 -2
  101. package/ShadersWGSL/gaussianSplattingDepth.vertex.js.map +1 -1
  102. package/ShadersWGSL/oitFinalSimpleBlend.fragment.d.ts +5 -0
  103. package/ShadersWGSL/oitFinalSimpleBlend.fragment.js +13 -0
  104. package/ShadersWGSL/oitFinalSimpleBlend.fragment.js.map +1 -0
  105. package/package.json +1 -1
@@ -1,6 +1,8 @@
1
- import type { FrameGraph, FrameGraphTextureHandle, Scene, Camera, FrameGraphObjectList, FrameGraphRenderContext, ObjectRendererOptions, Nullable, Observer, FrameGraphShadowGeneratorTask, FrameGraphRenderPass, AbstractEngine } from "../../../index.js";
1
+ import type { FrameGraph, FrameGraphTextureHandle, Scene, Camera, FrameGraphObjectList, FrameGraphRenderContext, ObjectRendererOptions, Nullable, Observer, FrameGraphShadowGeneratorTask, FrameGraphRenderPass, AbstractEngine, SmartArray, SubMesh } from "../../../index.js";
2
2
  import { FrameGraphTask } from "../../frameGraphTask.js";
3
3
  import { ObjectRenderer } from "../../../Rendering/objectRenderer.js";
4
+ import { ThinDepthPeelingRenderer } from "../../../Rendering/thinDepthPeelingRenderer.js";
5
+ import { FrameGraphRenderTarget } from "../../frameGraphRenderTarget.js";
4
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  /**
5
7
  * Task used to render objects to a texture.
6
8
  */
@@ -59,6 +61,41 @@ export declare class FrameGraphObjectRendererTask extends FrameGraphTask {
59
61
  */
60
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  get renderMeshes(): boolean;
61
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  set renderMeshes(value: boolean);
64
+ private _renderDepthOnlyMeshes;
65
+ /**
66
+ * Defines if depth only meshes should be rendered (default is true). Always subject to the renderMeshes property, though.
67
+ */
68
+ get renderDepthOnlyMeshes(): boolean;
69
+ set renderDepthOnlyMeshes(value: boolean);
70
+ private _renderOpaqueMeshes;
71
+ /**
72
+ * Defines if opaque meshes should be rendered (default is true). Always subject to the renderMeshes property, though.
73
+ */
74
+ get renderOpaqueMeshes(): boolean;
75
+ set renderOpaqueMeshes(value: boolean);
76
+ private _renderAlphaTestMeshes;
77
+ /**
78
+ * Defines if alpha test meshes should be rendered (default is true). Always subject to the renderMeshes property, though.
79
+ */
80
+ get renderAlphaTestMeshes(): boolean;
81
+ set renderAlphaTestMeshes(value: boolean);
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+ private _renderTransparentMeshes;
83
+ /**
84
+ * Defines if transparent meshes should be rendered (default is true). Always subject to the renderMeshes property, though.
85
+ */
86
+ get renderTransparentMeshes(): boolean;
87
+ set renderTransparentMeshes(value: boolean);
88
+ private _useOITForTransparentMeshes;
89
+ /**
90
+ * Defines if Order Independent Transparency should be used for transparent meshes (default is false).
91
+ */
92
+ get useOITForTransparentMeshes(): boolean;
93
+ set useOITForTransparentMeshes(value: boolean);
94
+ /**
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+ * Defines the number of passes to use for Order Independent Transparency (default is 5).
96
+ */
97
+ get oitPassCount(): number;
98
+ set oitPassCount(value: number);
62
99
  private _renderParticles;
63
100
  /**
64
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  * Defines if particles should be rendered (default is true).
@@ -118,11 +155,13 @@ export declare class FrameGraphObjectRendererTask extends FrameGraphTask {
118
155
  protected readonly _engine: AbstractEngine;
119
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  protected readonly _scene: Scene;
120
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  protected readonly _renderer: ObjectRenderer;
158
+ protected readonly _oitRenderer: ThinDepthPeelingRenderer;
121
159
  protected _textureWidth: number;
122
160
  protected _textureHeight: number;
123
161
  protected _onBeforeRenderObservable: Nullable<Observer<number>>;
124
162
  protected _onAfterRenderObservable: Nullable<Observer<number>>;
125
163
  protected _externalObjectRenderer: boolean;
164
+ protected _rtForOrderIndependentTransparency: FrameGraphRenderTarget;
126
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  /**
127
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  * Constructs a new object renderer task.
128
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  * @param name The name of the task.
@@ -142,4 +181,5 @@ export declare class FrameGraphObjectRendererTask extends FrameGraphTask {
142
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  protected _getTargetHandles(): FrameGraphTextureHandle[];
143
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  protected _prepareRendering(context: FrameGraphRenderContext, depthEnabled: boolean): void;
144
183
  protected _setLightsForShadow(): void;
184
+ protected _renderTransparentMeshesWithOIT(transparentSubMeshes: SmartArray<SubMesh>): void;
145
185
  }
@@ -3,6 +3,9 @@ import { FrameGraphTask } from "../../frameGraphTask.js";
3
3
  import { ObjectRenderer } from "../../../Rendering/objectRenderer.js";
4
4
  import { FrameGraphCascadedShadowGeneratorTask } from "./csmShadowGeneratorTask.js";
5
5
 
6
+ import { ThinDepthPeelingRenderer } from "../../../Rendering/thinDepthPeelingRenderer.js";
7
+ import { RenderingManager } from "../../../Rendering/renderingManager.js";
8
+ import { FrameGraphRenderTarget } from "../../frameGraphRenderTarget.js";
6
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  /**
7
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  * Task used to render objects to a texture.
8
11
  */
@@ -44,6 +47,86 @@ export class FrameGraphObjectRendererTask extends FrameGraphTask {
44
47
  this._renderMeshes = value;
45
48
  this._renderer.renderMeshes = value;
46
49
  }
50
+ /**
51
+ * Defines if depth only meshes should be rendered (default is true). Always subject to the renderMeshes property, though.
52
+ */
53
+ get renderDepthOnlyMeshes() {
54
+ return this._renderDepthOnlyMeshes;
55
+ }
56
+ set renderDepthOnlyMeshes(value) {
57
+ if (value === this._renderDepthOnlyMeshes) {
58
+ return;
59
+ }
60
+ this._renderDepthOnlyMeshes = value;
61
+ this._renderer.renderDepthOnlyMeshes = value;
62
+ }
63
+ /**
64
+ * Defines if opaque meshes should be rendered (default is true). Always subject to the renderMeshes property, though.
65
+ */
66
+ get renderOpaqueMeshes() {
67
+ return this._renderOpaqueMeshes;
68
+ }
69
+ set renderOpaqueMeshes(value) {
70
+ if (value === this._renderOpaqueMeshes) {
71
+ return;
72
+ }
73
+ this._renderOpaqueMeshes = value;
74
+ this._renderer.renderOpaqueMeshes = value;
75
+ }
76
+ /**
77
+ * Defines if alpha test meshes should be rendered (default is true). Always subject to the renderMeshes property, though.
78
+ */
79
+ get renderAlphaTestMeshes() {
80
+ return this._renderAlphaTestMeshes;
81
+ }
82
+ set renderAlphaTestMeshes(value) {
83
+ if (value === this._renderAlphaTestMeshes) {
84
+ return;
85
+ }
86
+ this._renderAlphaTestMeshes = value;
87
+ this._renderer.renderAlphaTestMeshes = value;
88
+ }
89
+ /**
90
+ * Defines if transparent meshes should be rendered (default is true). Always subject to the renderMeshes property, though.
91
+ */
92
+ get renderTransparentMeshes() {
93
+ return this._renderTransparentMeshes;
94
+ }
95
+ set renderTransparentMeshes(value) {
96
+ if (value === this._renderTransparentMeshes) {
97
+ return;
98
+ }
99
+ this._renderTransparentMeshes = value;
100
+ this._renderer.renderTransparentMeshes = value;
101
+ }
102
+ /**
103
+ * Defines if Order Independent Transparency should be used for transparent meshes (default is false).
104
+ */
105
+ // eslint-disable-next-line @typescript-eslint/naming-convention
106
+ get useOITForTransparentMeshes() {
107
+ return this._useOITForTransparentMeshes;
108
+ }
109
+ // eslint-disable-next-line @typescript-eslint/naming-convention
110
+ set useOITForTransparentMeshes(value) {
111
+ if (value === this._useOITForTransparentMeshes) {
112
+ return;
113
+ }
114
+ this._useOITForTransparentMeshes = value;
115
+ this._renderer.customRenderTransparentSubMeshes = this._useOITForTransparentMeshes ? this._renderTransparentMeshesWithOIT.bind(this) : undefined;
116
+ this._oitRenderer.blendOutput = value && this._rtForOrderIndependentTransparency ? this._rtForOrderIndependentTransparency.renderTargetWrapper : null;
117
+ }
118
+ /**
119
+ * Defines the number of passes to use for Order Independent Transparency (default is 5).
120
+ */
121
+ get oitPassCount() {
122
+ return this._oitRenderer.passCount;
123
+ }
124
+ set oitPassCount(value) {
125
+ if (value === this._oitRenderer.passCount) {
126
+ return;
127
+ }
128
+ this._oitRenderer.passCount = value;
129
+ }
47
130
  /**
48
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  * Defines if particles should be rendered (default is true).
49
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  */
@@ -159,6 +242,12 @@ export class FrameGraphObjectRendererTask extends FrameGraphTask {
159
242
  */
160
243
  this.isMainObjectRenderer = false;
161
244
  this._renderMeshes = true;
245
+ this._renderDepthOnlyMeshes = true;
246
+ this._renderOpaqueMeshes = true;
247
+ this._renderAlphaTestMeshes = true;
248
+ this._renderTransparentMeshes = true;
249
+ // eslint-disable-next-line @typescript-eslint/naming-convention
250
+ this._useOITForTransparentMeshes = false;
162
251
  this._renderParticles = true;
163
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  this._renderSprites = true;
164
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  this._forceLayerMaskCheck = true;
@@ -192,6 +281,8 @@ export class FrameGraphObjectRendererTask extends FrameGraphTask {
192
281
  }
193
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  });
194
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  }
284
+ this._oitRenderer = new ThinDepthPeelingRenderer(scene);
285
+ this._oitRenderer.useRenderPasses = true;
195
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  this.outputTexture = this._frameGraph.textureManager.createDanglingHandle();
196
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  this.outputDepthTexture = this._frameGraph.textureManager.createDanglingHandle();
197
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  }
@@ -210,9 +301,14 @@ export class FrameGraphObjectRendererTask extends FrameGraphTask {
210
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  const depthEnabled = this._checkTextureCompatibility(targetTextures);
211
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  this._resolveDanglingHandles(targetTextures);
212
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  this._setLightsForShadow();
304
+ this._rtForOrderIndependentTransparency?.dispose();
213
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  const pass = this._frameGraph.addRenderPass(this.name);
214
306
  pass.setRenderTarget(targetTextures);
215
307
  pass.setRenderTargetDepth(this.depthTexture);
308
+ pass.setInitializeFunc(() => {
309
+ // Note: we don't use pass.frameGraphRenderTarget.renderTargetWrapper for OIT but recreate our own render target wrapper because this.targetTexture may not be the first one of the wrapper in the geometry renderer task case
310
+ this._rtForOrderIndependentTransparency = new FrameGraphRenderTarget(this.name + "_oitRT", this._frameGraph.textureManager, this.targetTexture, this.depthTexture);
311
+ });
216
312
  pass.setExecuteFunc((context) => {
217
313
  this._renderer.renderList = this.objectList.meshes;
218
314
  this._renderer.particleSystemList = this.objectList.particleSystems;
@@ -221,6 +317,9 @@ export class FrameGraphObjectRendererTask extends FrameGraphTask {
221
317
  renderTargetWrapper.resolveMSAAColors = this.resolveMSAAColors;
222
318
  renderTargetWrapper.resolveMSAADepth = this.resolveMSAADepth;
223
319
  }
320
+ if (this._useOITForTransparentMeshes && this._oitRenderer.blendOutput !== this._rtForOrderIndependentTransparency.renderTargetWrapper) {
321
+ this._oitRenderer.blendOutput = this._rtForOrderIndependentTransparency.renderTargetWrapper;
322
+ }
224
323
  // The cast to "any" is to avoid an error in ES6 in case you don't import boundingBoxRenderer
225
324
  const boundingBoxRenderer = this.getBoundingBoxRenderer?.();
226
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  const currentBoundingBoxMeshList = boundingBoxRenderer && boundingBoxRenderer.renderList.length > 0 ? boundingBoxRenderer.renderList.data.slice() : [];
@@ -228,6 +327,8 @@ export class FrameGraphObjectRendererTask extends FrameGraphTask {
228
327
  currentBoundingBoxMeshList.length = boundingBoxRenderer.renderList.length;
229
328
  }
230
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  this._prepareRendering(context, depthEnabled);
330
+ const currentOITRenderer = this._scene.depthPeelingRenderer;
331
+ this._scene._depthPeelingRenderer = this._oitRenderer;
231
332
  const camera = this._renderer.activeCamera;
232
333
  if (camera && camera.cameraRigMode !== 0 && !camera._renderingMultiview) {
233
334
  for (let index = 0; index < camera._rigCameras.length; index++) {
@@ -243,6 +344,7 @@ export class FrameGraphObjectRendererTask extends FrameGraphTask {
243
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  context.render(this._renderer, this._textureWidth, this._textureHeight);
244
345
  }
245
346
  additionalExecute?.(context);
347
+ this._scene._depthPeelingRenderer = currentOITRenderer;
246
348
  if (boundingBoxRenderer) {
247
349
  boundingBoxRenderer.renderList.data = currentBoundingBoxMeshList;
248
350
  boundingBoxRenderer.renderList.length = currentBoundingBoxMeshList.length;
@@ -262,6 +364,8 @@ export class FrameGraphObjectRendererTask extends FrameGraphTask {
262
364
  if (!this._externalObjectRenderer) {
263
365
  this._renderer.dispose();
264
366
  }
367
+ this._oitRenderer.dispose();
368
+ this._rtForOrderIndependentTransparency?.dispose();
265
369
  super.dispose();
266
370
  }
267
371
  _resolveDanglingHandles(targetTextures) {
@@ -347,5 +451,23 @@ export class FrameGraphObjectRendererTask extends FrameGraphTask {
347
451
  }
348
452
  });
349
453
  }
454
+ // eslint-disable-next-line @typescript-eslint/naming-convention
455
+ _renderTransparentMeshesWithOIT(transparentSubMeshes) {
456
+ const renderingGroups = this._renderer.renderingManager.renderingGroups;
457
+ const saveOIT = this._scene._useOrderIndependentTransparency;
458
+ this._scene._useOrderIndependentTransparency = true;
459
+ for (let index = RenderingManager.MIN_RENDERINGGROUPS; index < RenderingManager.MAX_RENDERINGGROUPS; index++) {
460
+ const renderingGroup = renderingGroups[index];
461
+ if (!renderingGroup || renderingGroup._empty) {
462
+ continue;
463
+ }
464
+ const excludedMeshes = this._oitRenderer.render(transparentSubMeshes);
465
+ if (excludedMeshes.length) {
466
+ // Render leftover meshes that could not be processed by depth peeling
467
+ renderingGroup._renderTransparent(excludedMeshes);
468
+ }
469
+ }
470
+ this._scene._useOrderIndependentTransparency = saveOIT;
471
+ }
350
472
  }
351
473
  //# sourceMappingURL=objectRendererTask.js.map
@@ -1 +1 @@
1
- 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type {\r\n FrameGraph,\r\n FrameGraphTextureHandle,\r\n Scene,\r\n Camera,\r\n FrameGraphObjectList,\r\n FrameGraphRenderContext,\r\n ObjectRendererOptions,\r\n Light,\r\n Nullable,\r\n Observer,\r\n FrameGraphShadowGeneratorTask,\r\n FrameGraphRenderPass,\r\n AbstractEngine,\r\n BoundingBoxRenderer,\r\n ShadowLight,\r\n} from \"core/index\";\r\nimport { backbufferColorTextureHandle, backbufferDepthStencilTextureHandle } from \"../../frameGraphTypes\";\r\nimport { FrameGraphTask } from \"../../frameGraphTask\";\r\nimport { ObjectRenderer } from \"../../../Rendering/objectRenderer\";\r\nimport { FrameGraphCascadedShadowGeneratorTask } from \"./csmShadowGeneratorTask\";\r\nimport { Constants } from \"../../../Engines/constants\";\r\n\r\n/**\r\n * Task used to render objects to a texture.\r\n */\r\nexport class FrameGraphObjectRendererTask extends FrameGraphTask {\r\n /**\r\n * The target texture where the objects will be rendered.\r\n */\r\n public targetTexture: FrameGraphTextureHandle | FrameGraphTextureHandle[];\r\n\r\n /**\r\n * The depth attachment texture where the objects will be rendered (optional).\r\n */\r\n public depthTexture?: FrameGraphTextureHandle;\r\n\r\n /**\r\n * The shadow generators used to render the objects (optional).\r\n */\r\n public shadowGenerators?: FrameGraphShadowGeneratorTask[] = [];\r\n\r\n private _camera: Camera;\r\n\r\n /**\r\n * Gets or sets the camera used to render the objects.\r\n */\r\n public get camera() {\r\n return this._camera;\r\n }\r\n\r\n public set camera(camera: Camera) {\r\n this._camera = camera;\r\n this._renderer.activeCamera = this.camera;\r\n }\r\n\r\n /**\r\n * The list of objects to render.\r\n */\r\n public objectList: FrameGraphObjectList;\r\n\r\n /**\r\n * If depth testing should be enabled (default is true).\r\n */\r\n public depthTest = true;\r\n\r\n /**\r\n * If depth writing should be enabled (default is true).\r\n */\r\n public depthWrite = true;\r\n\r\n /**\r\n * If shadows should be disabled (default is false).\r\n */\r\n public disableShadows = false;\r\n\r\n private _disableImageProcessing = false;\r\n /**\r\n * If image processing should be disabled (default is false).\r\n * false means that the default image processing configuration will be applied (the one from the scene)\r\n */\r\n public get disableImageProcessing() {\r\n return this._disableImageProcessing;\r\n }\r\n\r\n public set disableImageProcessing(value: boolean) {\r\n if (value === this._disableImageProcessing) {\r\n return;\r\n }\r\n\r\n this._disableImageProcessing = value;\r\n this._renderer.disableImageProcessing = value;\r\n }\r\n\r\n /**\r\n * Sets this property to true if this task is the main object renderer of the frame graph.\r\n * It will help to locate the main object renderer in the frame graph when multiple object renderers are used.\r\n * This is useful for the inspector to know which object renderer to use for additional rendering features like wireframe rendering or frustum light debugging.\r\n * It is also used to determine the main camera used by the frame graph: this is the camera used by the main object renderer.\r\n */\r\n public isMainObjectRenderer = false;\r\n\r\n private _renderMeshes = true;\r\n /**\r\n * Defines if meshes should be rendered (default is true).\r\n */\r\n public get renderMeshes() {\r\n return this._renderMeshes;\r\n }\r\n\r\n public set renderMeshes(value: boolean) {\r\n if (value === this._renderMeshes) {\r\n return;\r\n }\r\n\r\n this._renderMeshes = value;\r\n this._renderer.renderMeshes = value;\r\n }\r\n\r\n private _renderParticles = true;\r\n /**\r\n * Defines if particles should be rendered (default is true).\r\n */\r\n public get renderParticles() {\r\n return this._renderParticles;\r\n }\r\n\r\n public set renderParticles(value: boolean) {\r\n if (value === this._renderParticles) {\r\n return;\r\n }\r\n\r\n this._renderParticles = value;\r\n this._renderer.renderParticles = value;\r\n }\r\n\r\n private _renderSprites = true;\r\n /**\r\n * Defines if sprites should be rendered (default is true).\r\n */\r\n public get renderSprites() {\r\n return this._renderSprites;\r\n }\r\n\r\n public set renderSprites(value: boolean) {\r\n if (value === this._renderSprites) {\r\n return;\r\n }\r\n\r\n this._renderSprites = value;\r\n this._renderer.renderSprites = value;\r\n }\r\n\r\n private _forceLayerMaskCheck = true;\r\n /**\r\n * Forces checking the layerMask property even if a custom list of meshes is provided (ie. if renderList is not undefined). Default is true.\r\n */\r\n public get forceLayerMaskCheck() {\r\n return this._forceLayerMaskCheck;\r\n }\r\n\r\n public set forceLayerMaskCheck(value: boolean) {\r\n if (value === this._forceLayerMaskCheck) {\r\n return;\r\n }\r\n\r\n this._forceLayerMaskCheck = value;\r\n this._renderer.forceLayerMaskCheck = value;\r\n }\r\n\r\n private _enableBoundingBoxRendering = true;\r\n /**\r\n * Enables the rendering of bounding boxes for meshes (still subject to Mesh.showBoundingBox or scene.forceShowBoundingBoxes). Default is true.\r\n */\r\n public get enableBoundingBoxRendering() {\r\n return this._enableBoundingBoxRendering;\r\n }\r\n\r\n public set enableBoundingBoxRendering(value: boolean) {\r\n if (value === this._enableBoundingBoxRendering) {\r\n return;\r\n }\r\n\r\n this._enableBoundingBoxRendering = value;\r\n this._renderer.enableBoundingBoxRendering = value;\r\n }\r\n\r\n private _enableOutlineRendering = true;\r\n /**\r\n * Enables the rendering of outlines/overlays for meshes (still subject to Mesh.renderOutline/Mesh.renderOverlay). Default is true.\r\n */\r\n public get enableOutlineRendering() {\r\n return this._enableOutlineRendering;\r\n }\r\n\r\n public set enableOutlineRendering(value: boolean) {\r\n if (value === this._enableOutlineRendering) {\r\n return;\r\n }\r\n\r\n this._enableOutlineRendering = value;\r\n this._renderer.enableOutlineRendering = value;\r\n }\r\n\r\n /**\r\n * If true, targetTexture will be resolved at the end of the render pass, if this/these texture(s) is/are MSAA (default: true)\r\n */\r\n public resolveMSAAColors = true;\r\n\r\n /**\r\n * If true, depthTexture will be resolved at the end of the render pass, if this texture is provided and is MSAA (default: false).\r\n */\r\n public resolveMSAADepth = false;\r\n\r\n /**\r\n * The output texture.\r\n * This texture will point to the same texture than the targetTexture property.\r\n * Note, however, that the handle itself will be different!\r\n */\r\n public readonly outputTexture: FrameGraphTextureHandle;\r\n\r\n /**\r\n * The output depth attachment texture.\r\n * This texture will point to the same texture than the depthTexture property if it is set.\r\n * Note, however, that the handle itself will be different!\r\n */\r\n public readonly outputDepthTexture: FrameGraphTextureHandle;\r\n\r\n /**\r\n * The object renderer used to render the objects.\r\n */\r\n public get objectRenderer() {\r\n return this._renderer;\r\n }\r\n\r\n public override get name() {\r\n return this._name;\r\n }\r\n\r\n public override set name(value: string) {\r\n this._name = value;\r\n if (this._renderer) {\r\n this._renderer.name = value;\r\n }\r\n }\r\n\r\n protected readonly _engine: AbstractEngine;\r\n protected readonly _scene: Scene;\r\n protected readonly _renderer: ObjectRenderer;\r\n protected _textureWidth: number;\r\n protected _textureHeight: number;\r\n protected _onBeforeRenderObservable: Nullable<Observer<number>> = null;\r\n protected _onAfterRenderObservable: Nullable<Observer<number>> = null;\r\n protected _externalObjectRenderer = false;\r\n\r\n /**\r\n * Constructs a new object renderer task.\r\n * @param name The name of the task.\r\n * @param frameGraph The frame graph the task belongs to.\r\n * @param scene The scene the frame graph is associated with.\r\n * @param options The options of the object renderer.\r\n * @param existingObjectRenderer An existing object renderer to use (optional). If provided, the options parameter will be ignored.\r\n */\r\n constructor(name: string, frameGraph: FrameGraph, scene: Scene, options?: ObjectRendererOptions, existingObjectRenderer?: ObjectRenderer) {\r\n super(name, frameGraph);\r\n\r\n this._scene = scene;\r\n this._engine = scene.getEngine();\r\n this._externalObjectRenderer = !!existingObjectRenderer;\r\n this._renderer = existingObjectRenderer ?? new ObjectRenderer(name, scene, options);\r\n this.name = name;\r\n\r\n this._renderer.disableImageProcessing = this._disableImageProcessing;\r\n this._renderer.renderParticles = this._renderParticles;\r\n this._renderer.renderSprites = this._renderSprites;\r\n this._renderer.enableBoundingBoxRendering = this._enableBoundingBoxRendering;\r\n this._renderer.forceLayerMaskCheck = this._forceLayerMaskCheck;\r\n\r\n if (!this._externalObjectRenderer) {\r\n this._renderer.onBeforeRenderingManagerRenderObservable.add(() => {\r\n if (!this._renderer.options.doNotChangeAspectRatio) {\r\n scene.updateTransformMatrix(true);\r\n }\r\n });\r\n }\r\n\r\n this.outputTexture = this._frameGraph.textureManager.createDanglingHandle();\r\n this.outputDepthTexture = this._frameGraph.textureManager.createDanglingHandle();\r\n }\r\n\r\n public override isReady() {\r\n return this._renderer.isReadyForRendering(this._textureWidth, this._textureHeight);\r\n }\r\n\r\n public override getClassName(): string {\r\n return \"FrameGraphObjectRendererTask\";\r\n }\r\n\r\n public record(skipCreationOfDisabledPasses = false, additionalExecute?: (context: FrameGraphRenderContext) => void): FrameGraphRenderPass {\r\n this._checkParameters();\r\n\r\n // Make sure the renderList / particleSystemList are set when FrameGraphObjectRendererTask.isReady() is called!\r\n this._renderer.renderList = this.objectList.meshes;\r\n this._renderer.particleSystemList = this.objectList.particleSystems;\r\n\r\n const targetTextures = this._getTargetHandles();\r\n\r\n const depthEnabled = this._checkTextureCompatibility(targetTextures);\r\n\r\n this._resolveDanglingHandles(targetTextures);\r\n this._setLightsForShadow();\r\n\r\n const pass = this._frameGraph.addRenderPass(this.name);\r\n\r\n pass.setRenderTarget(targetTextures);\r\n pass.setRenderTargetDepth(this.depthTexture);\r\n pass.setExecuteFunc((context) => {\r\n this._renderer.renderList = this.objectList.meshes;\r\n this._renderer.particleSystemList = this.objectList.particleSystems;\r\n\r\n const renderTargetWrapper = pass.frameGraphRenderTarget!.renderTargetWrapper;\r\n if (renderTargetWrapper) {\r\n renderTargetWrapper.resolveMSAAColors = this.resolveMSAAColors;\r\n renderTargetWrapper.resolveMSAADepth = this.resolveMSAADepth;\r\n }\r\n\r\n // The cast to \"any\" is to avoid an error in ES6 in case you don't import boundingBoxRenderer\r\n const boundingBoxRenderer = (this as any).getBoundingBoxRenderer?.() as Nullable<BoundingBoxRenderer>;\r\n\r\n const currentBoundingBoxMeshList = boundingBoxRenderer && boundingBoxRenderer.renderList.length > 0 ? boundingBoxRenderer.renderList.data.slice() : [];\r\n if (boundingBoxRenderer) {\r\n currentBoundingBoxMeshList.length = boundingBoxRenderer.renderList.length;\r\n }\r\n\r\n this._prepareRendering(context, depthEnabled);\r\n\r\n const camera = this._renderer.activeCamera;\r\n if (camera && camera.cameraRigMode !== Constants.RIG_MODE_NONE && !camera._renderingMultiview) {\r\n for (let index = 0; index < camera._rigCameras.length; index++) {\r\n const rigCamera = camera._rigCameras[index];\r\n\r\n rigCamera.rigParent = undefined; // for some reasons, ObjectRenderer uses the rigParent viewport if rigParent is defined (we want to use rigCamera.viewport instead)\r\n\r\n this._renderer.activeCamera = rigCamera;\r\n\r\n context.render(this._renderer, this._textureWidth, this._textureHeight);\r\n\r\n rigCamera.rigParent = camera;\r\n }\r\n this._renderer.activeCamera = camera;\r\n } else {\r\n context.render(this._renderer, this._textureWidth, this._textureHeight);\r\n }\r\n\r\n additionalExecute?.(context);\r\n\r\n if (boundingBoxRenderer) {\r\n boundingBoxRenderer.renderList.data = currentBoundingBoxMeshList;\r\n boundingBoxRenderer.renderList.length = currentBoundingBoxMeshList.length;\r\n }\r\n });\r\n\r\n if (!skipCreationOfDisabledPasses) {\r\n const passDisabled = this._frameGraph.addRenderPass(this.name + \"_disabled\", true);\r\n\r\n passDisabled.setRenderTarget(targetTextures);\r\n passDisabled.setRenderTargetDepth(this.depthTexture);\r\n passDisabled.setExecuteFunc((_context) => {});\r\n }\r\n\r\n return pass;\r\n }\r\n\r\n public override dispose(): void {\r\n this._renderer.onBeforeRenderObservable.remove(this._onBeforeRenderObservable);\r\n this._renderer.onAfterRenderObservable.remove(this._onAfterRenderObservable);\r\n if (!this._externalObjectRenderer) {\r\n this._renderer.dispose();\r\n }\r\n super.dispose();\r\n }\r\n\r\n protected _resolveDanglingHandles(targetTextures: FrameGraphTextureHandle[]) {\r\n if (targetTextures.length > 0) {\r\n this._frameGraph.textureManager.resolveDanglingHandle(this.outputTexture, targetTextures[0]);\r\n }\r\n\r\n if (this.depthTexture !== undefined) {\r\n this._frameGraph.textureManager.resolveDanglingHandle(this.outputDepthTexture, this.depthTexture);\r\n }\r\n }\r\n\r\n protected _checkParameters() {\r\n if (this.targetTexture === undefined || this.objectList === undefined || this.camera === undefined) {\r\n throw new Error(`FrameGraphObjectRendererTask ${this.name}: targetTexture, objectList, and camera are required`);\r\n }\r\n }\r\n\r\n protected _checkTextureCompatibility(targetTextures: FrameGraphTextureHandle[]): boolean {\r\n const className = this.getClassName();\r\n\r\n let outputTextureDescription = targetTextures.length > 0 ? this._frameGraph.textureManager.getTextureDescription(targetTextures[0]) : null;\r\n let depthEnabled = false;\r\n\r\n if (this.depthTexture !== undefined) {\r\n if (outputTextureDescription && this.depthTexture !== backbufferDepthStencilTextureHandle && targetTextures[0] === backbufferColorTextureHandle) {\r\n throw new Error(`${className} ${this.name}: the back buffer depth/stencil texture is the only depth texture allowed when the target is the back buffer color`);\r\n }\r\n\r\n const depthTextureDescription = this._frameGraph.textureManager.getTextureDescription(this.depthTexture);\r\n if (!outputTextureDescription) {\r\n outputTextureDescription = depthTextureDescription;\r\n }\r\n if (depthTextureDescription.options.samples !== outputTextureDescription.options.samples) {\r\n throw new Error(\r\n `${className} ${this.name}: the depth texture \"${depthTextureDescription.options.labels?.[0] ?? \"noname\"}\" (${depthTextureDescription.options.samples} samples) and the output texture \"${outputTextureDescription.options.labels?.[0] ?? \"noname\"}\" (${outputTextureDescription.options.samples} samples) must have the same number of samples`\r\n );\r\n }\r\n\r\n if (depthTextureDescription.size.width !== outputTextureDescription.size.width || depthTextureDescription.size.height !== outputTextureDescription.size.height) {\r\n throw new Error(\r\n `${className} ${this.name}: the depth texture (size: ${depthTextureDescription.size.width}x${depthTextureDescription.size.height}) and the target texture (size: ${outputTextureDescription.size.width}x${outputTextureDescription.size.height}) must have the same dimensions.`\r\n );\r\n }\r\n\r\n depthEnabled = true;\r\n }\r\n\r\n this._textureWidth = outputTextureDescription?.size.width ?? 1;\r\n this._textureHeight = outputTextureDescription?.size.height ?? 1;\r\n\r\n return depthEnabled;\r\n }\r\n\r\n protected _getTargetHandles(): FrameGraphTextureHandle[] {\r\n return Array.isArray(this.targetTexture) ? this.targetTexture : [this.targetTexture];\r\n }\r\n\r\n protected _prepareRendering(context: FrameGraphRenderContext, depthEnabled: boolean) {\r\n context.setDepthStates(this.depthTest && depthEnabled, this.depthWrite && depthEnabled);\r\n }\r\n\r\n protected _setLightsForShadow() {\r\n const lightsForShadow: Set<Light> = new Set();\r\n const shadowEnabled: Map<Light, boolean> = new Map();\r\n\r\n if (this.shadowGenerators) {\r\n for (const shadowGeneratorTask of this.shadowGenerators) {\r\n const shadowGenerator = shadowGeneratorTask.shadowGenerator;\r\n const light = shadowGenerator.getLight();\r\n if (light.isEnabled() && light.shadowEnabled) {\r\n lightsForShadow.add(light);\r\n if (FrameGraphCascadedShadowGeneratorTask.IsCascadedShadowGenerator(shadowGeneratorTask)) {\r\n light._shadowGenerators!.set(shadowGeneratorTask.camera, shadowGenerator);\r\n } else {\r\n light._shadowGenerators!.set(null, shadowGenerator);\r\n }\r\n }\r\n }\r\n }\r\n\r\n this._renderer.onBeforeRenderObservable.remove(this._onBeforeRenderObservable);\r\n this._onBeforeRenderObservable = this._renderer.onBeforeRenderObservable.add(() => {\r\n for (let i = 0; i < this._scene.lights.length; i++) {\r\n const light = this._scene.lights[i];\r\n if (!(light as ShadowLight).setShadowProjectionMatrix) {\r\n continue; // Ignore lights that cannot cast shadows\r\n }\r\n shadowEnabled.set(light, light.shadowEnabled);\r\n light.shadowEnabled = !this.disableShadows && lightsForShadow.has(light);\r\n }\r\n });\r\n\r\n this._renderer.onAfterRenderObservable.remove(this._onAfterRenderObservable);\r\n this._onAfterRenderObservable = this._renderer.onAfterRenderObservable.add(() => {\r\n for (let i = 0; i < this._scene.lights.length; i++) {\r\n const light = this._scene.lights[i];\r\n if (!(light as ShadowLight).setShadowProjectionMatrix) {\r\n continue; // Ignore lights that cannot cast shadows\r\n }\r\n light.shadowEnabled = shadowEnabled.get(light)!;\r\n }\r\n });\r\n }\r\n}\r\n"]}
1
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type {\r\n FrameGraph,\r\n FrameGraphTextureHandle,\r\n Scene,\r\n Camera,\r\n FrameGraphObjectList,\r\n FrameGraphRenderContext,\r\n ObjectRendererOptions,\r\n Light,\r\n Nullable,\r\n Observer,\r\n FrameGraphShadowGeneratorTask,\r\n FrameGraphRenderPass,\r\n AbstractEngine,\r\n BoundingBoxRenderer,\r\n ShadowLight,\r\n SmartArray,\r\n SubMesh,\r\n} from \"core/index\";\r\nimport { backbufferColorTextureHandle, backbufferDepthStencilTextureHandle } from \"../../frameGraphTypes\";\r\nimport { FrameGraphTask } from \"../../frameGraphTask\";\r\nimport { ObjectRenderer } from \"../../../Rendering/objectRenderer\";\r\nimport { FrameGraphCascadedShadowGeneratorTask } from \"./csmShadowGeneratorTask\";\r\nimport { Constants } from \"../../../Engines/constants\";\r\nimport { ThinDepthPeelingRenderer } from \"../../../Rendering/thinDepthPeelingRenderer\";\r\nimport { RenderingManager } from \"../../../Rendering/renderingManager\";\r\nimport { FrameGraphRenderTarget } from \"../../frameGraphRenderTarget\";\r\n\r\n/**\r\n * Task used to render objects to a texture.\r\n */\r\nexport class FrameGraphObjectRendererTask extends FrameGraphTask {\r\n /**\r\n * The target texture where the objects will be rendered.\r\n */\r\n public targetTexture: FrameGraphTextureHandle | FrameGraphTextureHandle[];\r\n\r\n /**\r\n * The depth attachment texture where the objects will be rendered (optional).\r\n */\r\n public depthTexture?: FrameGraphTextureHandle;\r\n\r\n /**\r\n * The shadow generators used to render the objects (optional).\r\n */\r\n public shadowGenerators?: FrameGraphShadowGeneratorTask[] = [];\r\n\r\n private _camera: Camera;\r\n\r\n /**\r\n * Gets or sets the camera used to render the objects.\r\n */\r\n public get camera() {\r\n return this._camera;\r\n }\r\n\r\n public set camera(camera: Camera) {\r\n this._camera = camera;\r\n this._renderer.activeCamera = this.camera;\r\n }\r\n\r\n /**\r\n * The list of objects to render.\r\n */\r\n public objectList: FrameGraphObjectList;\r\n\r\n /**\r\n * If depth testing should be enabled (default is true).\r\n */\r\n public depthTest = true;\r\n\r\n /**\r\n * If depth writing should be enabled (default is true).\r\n */\r\n public depthWrite = true;\r\n\r\n /**\r\n * If shadows should be disabled (default is false).\r\n */\r\n public disableShadows = false;\r\n\r\n private _disableImageProcessing = false;\r\n /**\r\n * If image processing should be disabled (default is false).\r\n * false means that the default image processing configuration will be applied (the one from the scene)\r\n */\r\n public get disableImageProcessing() {\r\n return this._disableImageProcessing;\r\n }\r\n\r\n public set disableImageProcessing(value: boolean) {\r\n if (value === this._disableImageProcessing) {\r\n return;\r\n }\r\n\r\n this._disableImageProcessing = value;\r\n this._renderer.disableImageProcessing = value;\r\n }\r\n\r\n /**\r\n * Sets this property to true if this task is the main object renderer of the frame graph.\r\n * It will help to locate the main object renderer in the frame graph when multiple object renderers are used.\r\n * This is useful for the inspector to know which object renderer to use for additional rendering features like wireframe rendering or frustum light debugging.\r\n * It is also used to determine the main camera used by the frame graph: this is the camera used by the main object renderer.\r\n */\r\n public isMainObjectRenderer = false;\r\n\r\n private _renderMeshes = true;\r\n /**\r\n * Defines if meshes should be rendered (default is true).\r\n */\r\n public get renderMeshes() {\r\n return this._renderMeshes;\r\n }\r\n\r\n public set renderMeshes(value: boolean) {\r\n if (value === this._renderMeshes) {\r\n return;\r\n }\r\n\r\n this._renderMeshes = value;\r\n this._renderer.renderMeshes = value;\r\n }\r\n\r\n private _renderDepthOnlyMeshes = true;\r\n /**\r\n * Defines if depth only meshes should be rendered (default is true). Always subject to the renderMeshes property, though.\r\n */\r\n public get renderDepthOnlyMeshes() {\r\n return this._renderDepthOnlyMeshes;\r\n }\r\n\r\n public set renderDepthOnlyMeshes(value: boolean) {\r\n if (value === this._renderDepthOnlyMeshes) {\r\n return;\r\n }\r\n this._renderDepthOnlyMeshes = value;\r\n this._renderer.renderDepthOnlyMeshes = value;\r\n }\r\n\r\n private _renderOpaqueMeshes = true;\r\n /**\r\n * Defines if opaque meshes should be rendered (default is true). Always subject to the renderMeshes property, though.\r\n */\r\n public get renderOpaqueMeshes() {\r\n return this._renderOpaqueMeshes;\r\n }\r\n\r\n public set renderOpaqueMeshes(value: boolean) {\r\n if (value === this._renderOpaqueMeshes) {\r\n return;\r\n }\r\n this._renderOpaqueMeshes = value;\r\n this._renderer.renderOpaqueMeshes = value;\r\n }\r\n\r\n private _renderAlphaTestMeshes = true;\r\n /**\r\n * Defines if alpha test meshes should be rendered (default is true). Always subject to the renderMeshes property, though.\r\n */\r\n public get renderAlphaTestMeshes() {\r\n return this._renderAlphaTestMeshes;\r\n }\r\n\r\n public set renderAlphaTestMeshes(value: boolean) {\r\n if (value === this._renderAlphaTestMeshes) {\r\n return;\r\n }\r\n this._renderAlphaTestMeshes = value;\r\n this._renderer.renderAlphaTestMeshes = value;\r\n }\r\n\r\n private _renderTransparentMeshes = true;\r\n /**\r\n * Defines if transparent meshes should be rendered (default is true). Always subject to the renderMeshes property, though.\r\n */\r\n public get renderTransparentMeshes() {\r\n return this._renderTransparentMeshes;\r\n }\r\n\r\n public set renderTransparentMeshes(value: boolean) {\r\n if (value === this._renderTransparentMeshes) {\r\n return;\r\n }\r\n this._renderTransparentMeshes = value;\r\n this._renderer.renderTransparentMeshes = value;\r\n }\r\n\r\n // eslint-disable-next-line @typescript-eslint/naming-convention\r\n private _useOITForTransparentMeshes = false;\r\n /**\r\n * Defines if Order Independent Transparency should be used for transparent meshes (default is false).\r\n */\r\n // eslint-disable-next-line @typescript-eslint/naming-convention\r\n public get useOITForTransparentMeshes() {\r\n return this._useOITForTransparentMeshes;\r\n }\r\n\r\n // eslint-disable-next-line @typescript-eslint/naming-convention\r\n public set useOITForTransparentMeshes(value: boolean) {\r\n if (value === this._useOITForTransparentMeshes) {\r\n return;\r\n }\r\n this._useOITForTransparentMeshes = value;\r\n this._renderer.customRenderTransparentSubMeshes = this._useOITForTransparentMeshes ? this._renderTransparentMeshesWithOIT.bind(this) : undefined;\r\n this._oitRenderer.blendOutput = value && this._rtForOrderIndependentTransparency ? this._rtForOrderIndependentTransparency.renderTargetWrapper! : null;\r\n }\r\n\r\n /**\r\n * Defines the number of passes to use for Order Independent Transparency (default is 5).\r\n */\r\n public get oitPassCount() {\r\n return this._oitRenderer.passCount;\r\n }\r\n\r\n public set oitPassCount(value: number) {\r\n if (value === this._oitRenderer.passCount) {\r\n return;\r\n }\r\n this._oitRenderer.passCount = value;\r\n }\r\n\r\n private _renderParticles = true;\r\n /**\r\n * Defines if particles should be rendered (default is true).\r\n */\r\n public get renderParticles() {\r\n return this._renderParticles;\r\n }\r\n\r\n public set renderParticles(value: boolean) {\r\n if (value === this._renderParticles) {\r\n return;\r\n }\r\n\r\n this._renderParticles = value;\r\n this._renderer.renderParticles = value;\r\n }\r\n\r\n private _renderSprites = true;\r\n /**\r\n * Defines if sprites should be rendered (default is true).\r\n */\r\n public get renderSprites() {\r\n return this._renderSprites;\r\n }\r\n\r\n public set renderSprites(value: boolean) {\r\n if (value === this._renderSprites) {\r\n return;\r\n }\r\n\r\n this._renderSprites = value;\r\n this._renderer.renderSprites = value;\r\n }\r\n\r\n private _forceLayerMaskCheck = true;\r\n /**\r\n * Forces checking the layerMask property even if a custom list of meshes is provided (ie. if renderList is not undefined). Default is true.\r\n */\r\n public get forceLayerMaskCheck() {\r\n return this._forceLayerMaskCheck;\r\n }\r\n\r\n public set forceLayerMaskCheck(value: boolean) {\r\n if (value === this._forceLayerMaskCheck) {\r\n return;\r\n }\r\n\r\n this._forceLayerMaskCheck = value;\r\n this._renderer.forceLayerMaskCheck = value;\r\n }\r\n\r\n private _enableBoundingBoxRendering = true;\r\n /**\r\n * Enables the rendering of bounding boxes for meshes (still subject to Mesh.showBoundingBox or scene.forceShowBoundingBoxes). Default is true.\r\n */\r\n public get enableBoundingBoxRendering() {\r\n return this._enableBoundingBoxRendering;\r\n }\r\n\r\n public set enableBoundingBoxRendering(value: boolean) {\r\n if (value === this._enableBoundingBoxRendering) {\r\n return;\r\n }\r\n\r\n this._enableBoundingBoxRendering = value;\r\n this._renderer.enableBoundingBoxRendering = value;\r\n }\r\n\r\n private _enableOutlineRendering = true;\r\n /**\r\n * Enables the rendering of outlines/overlays for meshes (still subject to Mesh.renderOutline/Mesh.renderOverlay). Default is true.\r\n */\r\n public get enableOutlineRendering() {\r\n return this._enableOutlineRendering;\r\n }\r\n\r\n public set enableOutlineRendering(value: boolean) {\r\n if (value === this._enableOutlineRendering) {\r\n return;\r\n }\r\n\r\n this._enableOutlineRendering = value;\r\n this._renderer.enableOutlineRendering = value;\r\n }\r\n\r\n /**\r\n * If true, targetTexture will be resolved at the end of the render pass, if this/these texture(s) is/are MSAA (default: true)\r\n */\r\n public resolveMSAAColors = true;\r\n\r\n /**\r\n * If true, depthTexture will be resolved at the end of the render pass, if this texture is provided and is MSAA (default: false).\r\n */\r\n public resolveMSAADepth = false;\r\n\r\n /**\r\n * The output texture.\r\n * This texture will point to the same texture than the targetTexture property.\r\n * Note, however, that the handle itself will be different!\r\n */\r\n public readonly outputTexture: FrameGraphTextureHandle;\r\n\r\n /**\r\n * The output depth attachment texture.\r\n * This texture will point to the same texture than the depthTexture property if it is set.\r\n * Note, however, that the handle itself will be different!\r\n */\r\n public readonly outputDepthTexture: FrameGraphTextureHandle;\r\n\r\n /**\r\n * The object renderer used to render the objects.\r\n */\r\n public get objectRenderer() {\r\n return this._renderer;\r\n }\r\n\r\n public override get name() {\r\n return this._name;\r\n }\r\n\r\n public override set name(value: string) {\r\n this._name = value;\r\n if (this._renderer) {\r\n this._renderer.name = value;\r\n }\r\n }\r\n\r\n protected readonly _engine: AbstractEngine;\r\n protected readonly _scene: Scene;\r\n protected readonly _renderer: ObjectRenderer;\r\n protected readonly _oitRenderer: ThinDepthPeelingRenderer;\r\n protected _textureWidth: number;\r\n protected _textureHeight: number;\r\n protected _onBeforeRenderObservable: Nullable<Observer<number>> = null;\r\n protected _onAfterRenderObservable: Nullable<Observer<number>> = null;\r\n protected _externalObjectRenderer = false;\r\n protected _rtForOrderIndependentTransparency: FrameGraphRenderTarget;\r\n\r\n /**\r\n * Constructs a new object renderer task.\r\n * @param name The name of the task.\r\n * @param frameGraph The frame graph the task belongs to.\r\n * @param scene The scene the frame graph is associated with.\r\n * @param options The options of the object renderer.\r\n * @param existingObjectRenderer An existing object renderer to use (optional). If provided, the options parameter will be ignored.\r\n */\r\n constructor(name: string, frameGraph: FrameGraph, scene: Scene, options?: ObjectRendererOptions, existingObjectRenderer?: ObjectRenderer) {\r\n super(name, frameGraph);\r\n\r\n this._scene = scene;\r\n this._engine = scene.getEngine();\r\n this._externalObjectRenderer = !!existingObjectRenderer;\r\n this._renderer = existingObjectRenderer ?? new ObjectRenderer(name, scene, options);\r\n this.name = name;\r\n\r\n this._renderer.disableImageProcessing = this._disableImageProcessing;\r\n this._renderer.renderParticles = this._renderParticles;\r\n this._renderer.renderSprites = this._renderSprites;\r\n this._renderer.enableBoundingBoxRendering = this._enableBoundingBoxRendering;\r\n this._renderer.forceLayerMaskCheck = this._forceLayerMaskCheck;\r\n\r\n if (!this._externalObjectRenderer) {\r\n this._renderer.onBeforeRenderingManagerRenderObservable.add(() => {\r\n if (!this._renderer.options.doNotChangeAspectRatio) {\r\n scene.updateTransformMatrix(true);\r\n }\r\n });\r\n }\r\n\r\n this._oitRenderer = new ThinDepthPeelingRenderer(scene);\r\n this._oitRenderer.useRenderPasses = true;\r\n\r\n this.outputTexture = this._frameGraph.textureManager.createDanglingHandle();\r\n this.outputDepthTexture = this._frameGraph.textureManager.createDanglingHandle();\r\n }\r\n\r\n public override isReady() {\r\n return this._renderer.isReadyForRendering(this._textureWidth, this._textureHeight);\r\n }\r\n\r\n public override getClassName(): string {\r\n return \"FrameGraphObjectRendererTask\";\r\n }\r\n\r\n public record(skipCreationOfDisabledPasses = false, additionalExecute?: (context: FrameGraphRenderContext) => void): FrameGraphRenderPass {\r\n this._checkParameters();\r\n\r\n // Make sure the renderList / particleSystemList are set when FrameGraphObjectRendererTask.isReady() is called!\r\n this._renderer.renderList = this.objectList.meshes;\r\n this._renderer.particleSystemList = this.objectList.particleSystems;\r\n\r\n const targetTextures = this._getTargetHandles();\r\n\r\n const depthEnabled = this._checkTextureCompatibility(targetTextures);\r\n\r\n this._resolveDanglingHandles(targetTextures);\r\n this._setLightsForShadow();\r\n\r\n this._rtForOrderIndependentTransparency?.dispose();\r\n\r\n const pass = this._frameGraph.addRenderPass(this.name);\r\n\r\n pass.setRenderTarget(targetTextures);\r\n pass.setRenderTargetDepth(this.depthTexture);\r\n pass.setInitializeFunc(() => {\r\n // Note: we don't use pass.frameGraphRenderTarget.renderTargetWrapper for OIT but recreate our own render target wrapper because this.targetTexture may not be the first one of the wrapper in the geometry renderer task case\r\n this._rtForOrderIndependentTransparency = new FrameGraphRenderTarget(this.name + \"_oitRT\", this._frameGraph.textureManager, this.targetTexture, this.depthTexture);\r\n });\r\n pass.setExecuteFunc((context) => {\r\n this._renderer.renderList = this.objectList.meshes;\r\n this._renderer.particleSystemList = this.objectList.particleSystems;\r\n\r\n const renderTargetWrapper = pass.frameGraphRenderTarget!.renderTargetWrapper;\r\n if (renderTargetWrapper) {\r\n renderTargetWrapper.resolveMSAAColors = this.resolveMSAAColors;\r\n renderTargetWrapper.resolveMSAADepth = this.resolveMSAADepth;\r\n }\r\n\r\n if (this._useOITForTransparentMeshes && this._oitRenderer.blendOutput !== this._rtForOrderIndependentTransparency.renderTargetWrapper) {\r\n this._oitRenderer.blendOutput = this._rtForOrderIndependentTransparency.renderTargetWrapper!;\r\n }\r\n\r\n // The cast to \"any\" is to avoid an error in ES6 in case you don't import boundingBoxRenderer\r\n const boundingBoxRenderer = (this as any).getBoundingBoxRenderer?.() as Nullable<BoundingBoxRenderer>;\r\n\r\n const currentBoundingBoxMeshList = boundingBoxRenderer && boundingBoxRenderer.renderList.length > 0 ? boundingBoxRenderer.renderList.data.slice() : [];\r\n if (boundingBoxRenderer) {\r\n currentBoundingBoxMeshList.length = boundingBoxRenderer.renderList.length;\r\n }\r\n\r\n this._prepareRendering(context, depthEnabled);\r\n\r\n const currentOITRenderer = this._scene.depthPeelingRenderer;\r\n this._scene._depthPeelingRenderer = this._oitRenderer;\r\n\r\n const camera = this._renderer.activeCamera;\r\n if (camera && camera.cameraRigMode !== Constants.RIG_MODE_NONE && !camera._renderingMultiview) {\r\n for (let index = 0; index < camera._rigCameras.length; index++) {\r\n const rigCamera = camera._rigCameras[index];\r\n\r\n rigCamera.rigParent = undefined; // for some reasons, ObjectRenderer uses the rigParent viewport if rigParent is defined (we want to use rigCamera.viewport instead)\r\n\r\n this._renderer.activeCamera = rigCamera;\r\n\r\n context.render(this._renderer, this._textureWidth, this._textureHeight);\r\n\r\n rigCamera.rigParent = camera;\r\n }\r\n this._renderer.activeCamera = camera;\r\n } else {\r\n context.render(this._renderer, this._textureWidth, this._textureHeight);\r\n }\r\n\r\n additionalExecute?.(context);\r\n\r\n this._scene._depthPeelingRenderer = currentOITRenderer;\r\n\r\n if (boundingBoxRenderer) {\r\n boundingBoxRenderer.renderList.data = currentBoundingBoxMeshList;\r\n boundingBoxRenderer.renderList.length = currentBoundingBoxMeshList.length;\r\n }\r\n });\r\n\r\n if (!skipCreationOfDisabledPasses) {\r\n const passDisabled = this._frameGraph.addRenderPass(this.name + \"_disabled\", true);\r\n\r\n passDisabled.setRenderTarget(targetTextures);\r\n passDisabled.setRenderTargetDepth(this.depthTexture);\r\n passDisabled.setExecuteFunc((_context) => {});\r\n }\r\n\r\n return pass;\r\n }\r\n\r\n public override dispose(): void {\r\n this._renderer.onBeforeRenderObservable.remove(this._onBeforeRenderObservable);\r\n this._renderer.onAfterRenderObservable.remove(this._onAfterRenderObservable);\r\n if (!this._externalObjectRenderer) {\r\n this._renderer.dispose();\r\n }\r\n this._oitRenderer.dispose();\r\n this._rtForOrderIndependentTransparency?.dispose();\r\n super.dispose();\r\n }\r\n\r\n protected _resolveDanglingHandles(targetTextures: FrameGraphTextureHandle[]) {\r\n if (targetTextures.length > 0) {\r\n this._frameGraph.textureManager.resolveDanglingHandle(this.outputTexture, targetTextures[0]);\r\n }\r\n\r\n if (this.depthTexture !== undefined) {\r\n this._frameGraph.textureManager.resolveDanglingHandle(this.outputDepthTexture, this.depthTexture);\r\n }\r\n }\r\n\r\n protected _checkParameters() {\r\n if (this.targetTexture === undefined || this.objectList === undefined || this.camera === undefined) {\r\n throw new Error(`FrameGraphObjectRendererTask ${this.name}: targetTexture, objectList, and camera are required`);\r\n }\r\n }\r\n\r\n protected _checkTextureCompatibility(targetTextures: FrameGraphTextureHandle[]): boolean {\r\n const className = this.getClassName();\r\n\r\n let outputTextureDescription = targetTextures.length > 0 ? this._frameGraph.textureManager.getTextureDescription(targetTextures[0]) : null;\r\n let depthEnabled = false;\r\n\r\n if (this.depthTexture !== undefined) {\r\n if (outputTextureDescription && this.depthTexture !== backbufferDepthStencilTextureHandle && targetTextures[0] === backbufferColorTextureHandle) {\r\n throw new Error(`${className} ${this.name}: the back buffer depth/stencil texture is the only depth texture allowed when the target is the back buffer color`);\r\n }\r\n\r\n const depthTextureDescription = this._frameGraph.textureManager.getTextureDescription(this.depthTexture);\r\n if (!outputTextureDescription) {\r\n outputTextureDescription = depthTextureDescription;\r\n }\r\n if (depthTextureDescription.options.samples !== outputTextureDescription.options.samples) {\r\n throw new Error(\r\n `${className} ${this.name}: the depth texture \"${depthTextureDescription.options.labels?.[0] ?? \"noname\"}\" (${depthTextureDescription.options.samples} samples) and the output texture \"${outputTextureDescription.options.labels?.[0] ?? \"noname\"}\" (${outputTextureDescription.options.samples} samples) must have the same number of samples`\r\n );\r\n }\r\n\r\n if (depthTextureDescription.size.width !== outputTextureDescription.size.width || depthTextureDescription.size.height !== outputTextureDescription.size.height) {\r\n throw new Error(\r\n `${className} ${this.name}: the depth texture (size: ${depthTextureDescription.size.width}x${depthTextureDescription.size.height}) and the target texture (size: ${outputTextureDescription.size.width}x${outputTextureDescription.size.height}) must have the same dimensions.`\r\n );\r\n }\r\n\r\n depthEnabled = true;\r\n }\r\n\r\n this._textureWidth = outputTextureDescription?.size.width ?? 1;\r\n this._textureHeight = outputTextureDescription?.size.height ?? 1;\r\n\r\n return depthEnabled;\r\n }\r\n\r\n protected _getTargetHandles(): FrameGraphTextureHandle[] {\r\n return Array.isArray(this.targetTexture) ? this.targetTexture : [this.targetTexture];\r\n }\r\n\r\n protected _prepareRendering(context: FrameGraphRenderContext, depthEnabled: boolean) {\r\n context.setDepthStates(this.depthTest && depthEnabled, this.depthWrite && depthEnabled);\r\n }\r\n\r\n protected _setLightsForShadow() {\r\n const lightsForShadow: Set<Light> = new Set();\r\n const shadowEnabled: Map<Light, boolean> = new Map();\r\n\r\n if (this.shadowGenerators) {\r\n for (const shadowGeneratorTask of this.shadowGenerators) {\r\n const shadowGenerator = shadowGeneratorTask.shadowGenerator;\r\n const light = shadowGenerator.getLight();\r\n if (light.isEnabled() && light.shadowEnabled) {\r\n lightsForShadow.add(light);\r\n if (FrameGraphCascadedShadowGeneratorTask.IsCascadedShadowGenerator(shadowGeneratorTask)) {\r\n light._shadowGenerators!.set(shadowGeneratorTask.camera, shadowGenerator);\r\n } else {\r\n light._shadowGenerators!.set(null, shadowGenerator);\r\n }\r\n }\r\n }\r\n }\r\n\r\n this._renderer.onBeforeRenderObservable.remove(this._onBeforeRenderObservable);\r\n this._onBeforeRenderObservable = this._renderer.onBeforeRenderObservable.add(() => {\r\n for (let i = 0; i < this._scene.lights.length; i++) {\r\n const light = this._scene.lights[i];\r\n if (!(light as ShadowLight).setShadowProjectionMatrix) {\r\n continue; // Ignore lights that cannot cast shadows\r\n }\r\n shadowEnabled.set(light, light.shadowEnabled);\r\n light.shadowEnabled = !this.disableShadows && lightsForShadow.has(light);\r\n }\r\n });\r\n\r\n this._renderer.onAfterRenderObservable.remove(this._onAfterRenderObservable);\r\n this._onAfterRenderObservable = this._renderer.onAfterRenderObservable.add(() => {\r\n for (let i = 0; i < this._scene.lights.length; i++) {\r\n const light = this._scene.lights[i];\r\n if (!(light as ShadowLight).setShadowProjectionMatrix) {\r\n continue; // Ignore lights that cannot cast shadows\r\n }\r\n light.shadowEnabled = shadowEnabled.get(light)!;\r\n }\r\n });\r\n }\r\n\r\n // eslint-disable-next-line @typescript-eslint/naming-convention\r\n protected _renderTransparentMeshesWithOIT(transparentSubMeshes: SmartArray<SubMesh>): void {\r\n const renderingGroups = this._renderer.renderingManager.renderingGroups;\r\n const saveOIT = this._scene._useOrderIndependentTransparency;\r\n\r\n this._scene._useOrderIndependentTransparency = true;\r\n\r\n for (let index = RenderingManager.MIN_RENDERINGGROUPS; index < RenderingManager.MAX_RENDERINGGROUPS; index++) {\r\n const renderingGroup = renderingGroups[index];\r\n if (!renderingGroup || renderingGroup._empty) {\r\n continue;\r\n }\r\n const excludedMeshes = this._oitRenderer.render(transparentSubMeshes);\r\n if (excludedMeshes.length) {\r\n // Render leftover meshes that could not be processed by depth peeling\r\n renderingGroup._renderTransparent(excludedMeshes);\r\n }\r\n }\r\n\r\n this._scene._useOrderIndependentTransparency = saveOIT;\r\n }\r\n}\r\n"]}
@@ -71,15 +71,17 @@ export class FrameGraphClearTextureTask extends FrameGraphTask {
71
71
  const pass = this._frameGraph.addRenderPass(this.name);
72
72
  pass.setRenderTarget(targetTextures);
73
73
  pass.setRenderTargetDepth(this.depthTexture);
74
+ pass.setInitializeFunc(() => {
75
+ const renderTargetWrapper = pass.frameGraphRenderTarget.renderTargetWrapper;
76
+ if (renderTargetWrapper) {
77
+ renderTargetWrapper.disableAutomaticMSAAResolve = true;
78
+ }
79
+ });
74
80
  pass.setExecuteFunc((context) => {
75
81
  color.copyFrom(this.color);
76
82
  if (this.convertColorToLinearSpace) {
77
83
  color.toLinearSpaceToRef(color);
78
84
  }
79
- const renderTargetWrapper = pass.frameGraphRenderTarget.renderTargetWrapper;
80
- if (renderTargetWrapper) {
81
- renderTargetWrapper.disableAutomaticMSAAResolve = true;
82
- }
83
85
  context.clearAttachments(color, attachments, !!this.clearColor, !!this.clearDepth, !!this.clearStencil, this.stencilValue);
84
86
  });
85
87
  if (!skipCreationOfDisabledPasses) {
@@ -1 +1 @@
1
- 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type { FrameGraph, FrameGraphTextureHandle, FrameGraphRenderPass } from \"core/index\";\r\nimport { Color4, TmpColors } from \"../../../Maths/math.color\";\r\nimport { FrameGraphTask } from \"../../frameGraphTask\";\r\nimport { backbufferColorTextureHandle } from \"../../frameGraphTypes\";\r\n\r\n/**\r\n * Task used to clear a texture.\r\n */\r\nexport class FrameGraphClearTextureTask extends FrameGraphTask {\r\n /**\r\n * The color to clear the texture with.\r\n */\r\n public color = new Color4(0.2, 0.2, 0.3, 1);\r\n\r\n /**\r\n * If the color should be cleared.\r\n */\r\n public clearColor = true;\r\n\r\n /**\r\n * If the color should be converted to linear space (default: false).\r\n */\r\n public convertColorToLinearSpace = false;\r\n\r\n /**\r\n * If the depth should be cleared.\r\n */\r\n public clearDepth = false;\r\n\r\n /**\r\n * If the stencil should be cleared.\r\n */\r\n public clearStencil = false;\r\n\r\n /**\r\n * The value to use to clear the stencil buffer (default: 0).\r\n */\r\n public stencilValue = 0;\r\n\r\n /**\r\n * The color texture to clear.\r\n */\r\n public targetTexture?: FrameGraphTextureHandle | FrameGraphTextureHandle[];\r\n\r\n /**\r\n * The depth attachment texture to clear.\r\n */\r\n public depthTexture?: FrameGraphTextureHandle;\r\n\r\n /**\r\n * The output texture (same as targetTexture, but the handle will be different).\r\n */\r\n public readonly outputTexture: FrameGraphTextureHandle;\r\n\r\n /**\r\n * The output depth texture (same as depthTexture, but the handle will be different).\r\n */\r\n public readonly outputDepthTexture: FrameGraphTextureHandle;\r\n\r\n /**\r\n * Constructs a new clear task.\r\n * @param name The name of the task.\r\n * @param frameGraph The frame graph the task belongs to.\r\n */\r\n constructor(name: string, frameGraph: FrameGraph) {\r\n super(name, frameGraph);\r\n\r\n this.outputTexture = this._frameGraph.textureManager.createDanglingHandle();\r\n this.outputDepthTexture = this._frameGraph.textureManager.createDanglingHandle();\r\n }\r\n\r\n public override getClassName(): string {\r\n return \"FrameGraphClearTextureTask\";\r\n }\r\n\r\n public record(skipCreationOfDisabledPasses = false): FrameGraphRenderPass {\r\n if (this.targetTexture === undefined && this.depthTexture === undefined) {\r\n throw new Error(`FrameGraphClearTextureTask ${this.name}: targetTexture and depthTexture can't both be undefined.`);\r\n }\r\n\r\n const textureManager = this._frameGraph.textureManager;\r\n const targetTextures = this.targetTexture !== undefined ? (Array.isArray(this.targetTexture) ? this.targetTexture : [this.targetTexture]) : undefined;\r\n\r\n if (this.targetTexture !== undefined) {\r\n textureManager.resolveDanglingHandle(this.outputTexture, targetTextures![0]);\r\n }\r\n if (this.depthTexture !== undefined) {\r\n textureManager.resolveDanglingHandle(this.outputDepthTexture, this.depthTexture);\r\n }\r\n if (this.targetTexture !== undefined && this.depthTexture !== undefined) {\r\n const targetDescription = textureManager.getTextureDescription(targetTextures![0]);\r\n const depthDescription = textureManager.getTextureDescription(this.depthTexture);\r\n\r\n if (targetDescription.size.width !== depthDescription.size.width || targetDescription.size.height !== depthDescription.size.height) {\r\n throw new Error(\r\n `FrameGraphClearTextureTask ${this.name}: the depth texture (size: ${depthDescription.size.width}x${depthDescription.size.height}) and the target texture (size: ${targetDescription.size.width}x${targetDescription.size.height}) must have the same dimensions.`\r\n );\r\n }\r\n\r\n const textureSamples = targetDescription.options.samples || 1;\r\n const depthSamples = depthDescription.options.samples || 1;\r\n\r\n if (textureSamples !== depthSamples && textureSamples !== 0 && depthSamples !== 0) {\r\n throw new Error(\r\n `FrameGraphClearTextureTask ${this.name}: the depth texture (${depthSamples} samples) and the target texture (${textureSamples} samples) must have the same number of samples.`\r\n );\r\n }\r\n }\r\n\r\n const attachments = this._frameGraph.engine.buildTextureLayout(\r\n targetTextures ? Array(targetTextures.length).fill(true) : [],\r\n this.targetTexture === backbufferColorTextureHandle && !this._frameGraph.textureManager.backBufferTextureOverriden\r\n );\r\n\r\n const color = TmpColors.Color4[0];\r\n\r\n const pass = this._frameGraph.addRenderPass(this.name);\r\n\r\n pass.setRenderTarget(targetTextures);\r\n pass.setRenderTargetDepth(this.depthTexture);\r\n pass.setExecuteFunc((context) => {\r\n color.copyFrom(this.color);\r\n if (this.convertColorToLinearSpace) {\r\n color.toLinearSpaceToRef(color);\r\n }\r\n\r\n const renderTargetWrapper = pass.frameGraphRenderTarget!.renderTargetWrapper;\r\n if (renderTargetWrapper) {\r\n renderTargetWrapper.disableAutomaticMSAAResolve = true;\r\n }\r\n\r\n context.clearAttachments(color, attachments, !!this.clearColor, !!this.clearDepth, !!this.clearStencil, this.stencilValue);\r\n });\r\n\r\n if (!skipCreationOfDisabledPasses) {\r\n const passDisabled = this._frameGraph.addRenderPass(this.name + \"_disabled\", true);\r\n\r\n passDisabled.setRenderTarget(targetTextures);\r\n passDisabled.setRenderTargetDepth(this.depthTexture);\r\n passDisabled.setExecuteFunc((_context) => {});\r\n }\r\n\r\n return pass;\r\n }\r\n}\r\n"]}
1
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type { FrameGraph, FrameGraphTextureHandle, FrameGraphRenderPass } from \"core/index\";\r\nimport { Color4, TmpColors } from \"../../../Maths/math.color\";\r\nimport { FrameGraphTask } from \"../../frameGraphTask\";\r\nimport { backbufferColorTextureHandle } from \"../../frameGraphTypes\";\r\n\r\n/**\r\n * Task used to clear a texture.\r\n */\r\nexport class FrameGraphClearTextureTask extends FrameGraphTask {\r\n /**\r\n * The color to clear the texture with.\r\n */\r\n public color = new Color4(0.2, 0.2, 0.3, 1);\r\n\r\n /**\r\n * If the color should be cleared.\r\n */\r\n public clearColor = true;\r\n\r\n /**\r\n * If the color should be converted to linear space (default: false).\r\n */\r\n public convertColorToLinearSpace = false;\r\n\r\n /**\r\n * If the depth should be cleared.\r\n */\r\n public clearDepth = false;\r\n\r\n /**\r\n * If the stencil should be cleared.\r\n */\r\n public clearStencil = false;\r\n\r\n /**\r\n * The value to use to clear the stencil buffer (default: 0).\r\n */\r\n public stencilValue = 0;\r\n\r\n /**\r\n * The color texture to clear.\r\n */\r\n public targetTexture?: FrameGraphTextureHandle | FrameGraphTextureHandle[];\r\n\r\n /**\r\n * The depth attachment texture to clear.\r\n */\r\n public depthTexture?: FrameGraphTextureHandle;\r\n\r\n /**\r\n * The output texture (same as targetTexture, but the handle will be different).\r\n */\r\n public readonly outputTexture: FrameGraphTextureHandle;\r\n\r\n /**\r\n * The output depth texture (same as depthTexture, but the handle will be different).\r\n */\r\n public readonly outputDepthTexture: FrameGraphTextureHandle;\r\n\r\n /**\r\n * Constructs a new clear task.\r\n * @param name The name of the task.\r\n * @param frameGraph The frame graph the task belongs to.\r\n */\r\n constructor(name: string, frameGraph: FrameGraph) {\r\n super(name, frameGraph);\r\n\r\n this.outputTexture = this._frameGraph.textureManager.createDanglingHandle();\r\n this.outputDepthTexture = this._frameGraph.textureManager.createDanglingHandle();\r\n }\r\n\r\n public override getClassName(): string {\r\n return \"FrameGraphClearTextureTask\";\r\n }\r\n\r\n public record(skipCreationOfDisabledPasses = false): FrameGraphRenderPass {\r\n if (this.targetTexture === undefined && this.depthTexture === undefined) {\r\n throw new Error(`FrameGraphClearTextureTask ${this.name}: targetTexture and depthTexture can't both be undefined.`);\r\n }\r\n\r\n const textureManager = this._frameGraph.textureManager;\r\n const targetTextures = this.targetTexture !== undefined ? (Array.isArray(this.targetTexture) ? this.targetTexture : [this.targetTexture]) : undefined;\r\n\r\n if (this.targetTexture !== undefined) {\r\n textureManager.resolveDanglingHandle(this.outputTexture, targetTextures![0]);\r\n }\r\n if (this.depthTexture !== undefined) {\r\n textureManager.resolveDanglingHandle(this.outputDepthTexture, this.depthTexture);\r\n }\r\n if (this.targetTexture !== undefined && this.depthTexture !== undefined) {\r\n const targetDescription = textureManager.getTextureDescription(targetTextures![0]);\r\n const depthDescription = textureManager.getTextureDescription(this.depthTexture);\r\n\r\n if (targetDescription.size.width !== depthDescription.size.width || targetDescription.size.height !== depthDescription.size.height) {\r\n throw new Error(\r\n `FrameGraphClearTextureTask ${this.name}: the depth texture (size: ${depthDescription.size.width}x${depthDescription.size.height}) and the target texture (size: ${targetDescription.size.width}x${targetDescription.size.height}) must have the same dimensions.`\r\n );\r\n }\r\n\r\n const textureSamples = targetDescription.options.samples || 1;\r\n const depthSamples = depthDescription.options.samples || 1;\r\n\r\n if (textureSamples !== depthSamples && textureSamples !== 0 && depthSamples !== 0) {\r\n throw new Error(\r\n `FrameGraphClearTextureTask ${this.name}: the depth texture (${depthSamples} samples) and the target texture (${textureSamples} samples) must have the same number of samples.`\r\n );\r\n }\r\n }\r\n\r\n const attachments = this._frameGraph.engine.buildTextureLayout(\r\n targetTextures ? Array(targetTextures.length).fill(true) : [],\r\n this.targetTexture === backbufferColorTextureHandle && !this._frameGraph.textureManager.backBufferTextureOverriden\r\n );\r\n\r\n const color = TmpColors.Color4[0];\r\n\r\n const pass = this._frameGraph.addRenderPass(this.name);\r\n\r\n pass.setRenderTarget(targetTextures);\r\n pass.setRenderTargetDepth(this.depthTexture);\r\n pass.setInitializeFunc(() => {\r\n const renderTargetWrapper = pass.frameGraphRenderTarget.renderTargetWrapper;\r\n if (renderTargetWrapper) {\r\n renderTargetWrapper.disableAutomaticMSAAResolve = true;\r\n }\r\n });\r\n pass.setExecuteFunc((context) => {\r\n color.copyFrom(this.color);\r\n if (this.convertColorToLinearSpace) {\r\n color.toLinearSpaceToRef(color);\r\n }\r\n\r\n context.clearAttachments(color, attachments, !!this.clearColor, !!this.clearDepth, !!this.clearStencil, this.stencilValue);\r\n });\r\n\r\n if (!skipCreationOfDisabledPasses) {\r\n const passDisabled = this._frameGraph.addRenderPass(this.name + \"_disabled\", true);\r\n\r\n passDisabled.setRenderTarget(targetTextures);\r\n passDisabled.setRenderTargetDepth(this.depthTexture);\r\n passDisabled.setExecuteFunc((_context) => {});\r\n }\r\n\r\n return pass;\r\n }\r\n}\r\n"]}
@@ -5,8 +5,6 @@ import { FrameGraphObjectListPass } from "./Passes/objectListPass.js";
5
5
  import { FrameGraphContext } from "./frameGraphContext.js";
6
6
  import { FrameGraphTextureManager } from "./frameGraphTextureManager.js";
7
7
  import { Observable } from "../Misc/observable.js";
8
- import "../Engines/Extensions/engine.multiRender.js";
9
- import "../Engines/WebGPU/Extensions/engine.multiRender.js";
10
8
  /**
11
9
  * Class used to implement a frame graph
12
10
  * @experimental
@@ -25,6 +23,7 @@ export declare class FrameGraph implements IDisposable {
25
23
  private readonly _initAsyncPromises;
26
24
  private _currentProcessedTask;
27
25
  private _whenReadyAsyncCancel;
26
+ private _importPromise;
28
27
  /**
29
28
  * Name of the frame graph
30
29
  */
@@ -8,8 +8,6 @@ import { Observable } from "../Misc/observable.js";
8
8
  import { _RetryWithInterval } from "../Misc/timingTools.js";
9
9
  import { Logger } from "../Misc/logger.js";
10
10
  import { UniqueIdGenerator } from "../Misc/uniqueIdGenerator.js";
11
- import "../Engines/Extensions/engine.multiRender.js";
12
- import "../Engines/WebGPU/Extensions/engine.multiRender.js";
13
11
  var FrameGraphPassType;
14
12
  (function (FrameGraphPassType) {
15
13
  FrameGraphPassType[FrameGraphPassType["Normal"] = 0] = "Normal";
@@ -81,6 +79,7 @@ export class FrameGraph {
81
79
  this._built = false; // TODO: to be removed when build() is removed
82
80
  this._scene = scene;
83
81
  this._engine = scene.getEngine();
82
+ this._importPromise = this._engine.isWebGPU ? import("../Engines/WebGPU/Extensions/engine.multiRender.js") : import("../Engines/Extensions/engine.multiRender.js");
84
83
  this.textureManager = new FrameGraphTextureManager(this._engine, debugTextures, scene);
85
84
  this._passContext = new FrameGraphContext(this._engine, this.textureManager, scene);
86
85
  this._renderContext = new FrameGraphRenderContext(this._engine, this.textureManager, scene);
@@ -189,6 +188,7 @@ export class FrameGraph {
189
188
  this.pausedExecution = true;
190
189
  this._built = false;
191
190
  try {
191
+ await this._importPromise;
192
192
  await this._whenAsynchronousInitializationDoneAsync();
193
193
  for (const task of this._tasks) {
194
194
  task._reset();
@@ -205,6 +205,9 @@ export class FrameGraph {
205
205
  for (const task of this._tasks) {
206
206
  task.onTexturesAllocatedObservable.notifyObservers(this._renderContext);
207
207
  }
208
+ for (const task of this._tasks) {
209
+ task._initializePasses();
210
+ }
208
211
  this._built = true;
209
212
  this.onBuildObservable.notifyObservers(this);
210
213
  if (waitForReadiness) {