@babylonjs/core 8.9.0 → 8.10.0

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.
Files changed (84) hide show
  1. package/AudioV2/abstractAudio/abstractSound.d.ts +0 -7
  2. package/AudioV2/abstractAudio/abstractSound.js.map +1 -1
  3. package/AudioV2/abstractAudio/abstractSoundSource.d.ts +6 -3
  4. package/AudioV2/abstractAudio/abstractSoundSource.js +1 -2
  5. package/AudioV2/abstractAudio/abstractSoundSource.js.map +1 -1
  6. package/AudioV2/webAudio/webAudioEngine.js +4 -1
  7. package/AudioV2/webAudio/webAudioEngine.js.map +1 -1
  8. package/AudioV2/webAudio/webAudioSoundSource.js +1 -1
  9. package/AudioV2/webAudio/webAudioSoundSource.js.map +1 -1
  10. package/AudioV2/webAudio/webAudioStaticSound.js +1 -1
  11. package/AudioV2/webAudio/webAudioStaticSound.js.map +1 -1
  12. package/AudioV2/webAudio/webAudioStreamingSound.js +1 -1
  13. package/AudioV2/webAudio/webAudioStreamingSound.js.map +1 -1
  14. package/Collisions/gpuPicker.d.ts +3 -0
  15. package/Collisions/gpuPicker.js +26 -2
  16. package/Collisions/gpuPicker.js.map +1 -1
  17. package/Engines/WebGPU/webgpuCacheBindGroups.js +4 -4
  18. package/Engines/WebGPU/webgpuCacheBindGroups.js.map +1 -1
  19. package/Engines/abstractEngine.js +2 -2
  20. package/Engines/abstractEngine.js.map +1 -1
  21. package/FlowGraph/Blocks/Data/Transformers/flowGraphJsonPointerParserBlock.js +16 -1
  22. package/FlowGraph/Blocks/Data/Transformers/flowGraphJsonPointerParserBlock.js.map +1 -1
  23. package/FrameGraph/Node/Blocks/Rendering/csmShadowGeneratorBlock.d.ts +3 -0
  24. package/FrameGraph/Node/Blocks/Rendering/csmShadowGeneratorBlock.js +13 -0
  25. package/FrameGraph/Node/Blocks/Rendering/csmShadowGeneratorBlock.js.map +1 -1
  26. package/FrameGraph/Tasks/Rendering/csmShadowGeneratorTask.d.ts +7 -0
  27. package/FrameGraph/Tasks/Rendering/csmShadowGeneratorTask.js +17 -0
  28. package/FrameGraph/Tasks/Rendering/csmShadowGeneratorTask.js.map +1 -1
  29. package/FrameGraph/frameGraph.d.ts +2 -0
  30. package/FrameGraph/frameGraph.js +2 -0
  31. package/FrameGraph/frameGraph.js.map +1 -1
  32. package/Gizmos/planeRotationGizmo.js +1 -1
  33. package/Gizmos/planeRotationGizmo.js.map +1 -1
  34. package/Materials/GaussianSplatting/gaussianSplattingMaterial.js +2 -4
  35. package/Materials/GaussianSplatting/gaussianSplattingMaterial.js.map +1 -1
  36. package/Materials/Node/Blocks/GaussianSplatting/gaussianBlock.d.ts +8 -0
  37. package/Materials/Node/Blocks/GaussianSplatting/gaussianBlock.js +23 -3
  38. package/Materials/Node/Blocks/GaussianSplatting/gaussianBlock.js.map +1 -1
  39. package/Materials/Node/Blocks/GaussianSplatting/gaussianSplattingBlock.d.ts +13 -0
  40. package/Materials/Node/Blocks/GaussianSplatting/gaussianSplattingBlock.js +44 -0
  41. package/Materials/Node/Blocks/GaussianSplatting/gaussianSplattingBlock.js.map +1 -1
  42. package/Materials/Node/Blocks/GaussianSplatting/splatReaderBlock.js +3 -0
  43. package/Materials/Node/Blocks/GaussianSplatting/splatReaderBlock.js.map +1 -1
  44. package/Materials/Node/Blocks/PBR/subSurfaceBlock.js +4 -1
  45. package/Materials/Node/Blocks/PBR/subSurfaceBlock.js.map +1 -1
  46. package/Materials/Node/nodeMaterialBuildState.d.ts +1 -1
  47. package/Materials/Node/nodeMaterialBuildState.js +6 -3
  48. package/Materials/Node/nodeMaterialBuildState.js.map +1 -1
  49. package/Materials/Node/nodeMaterialDefault.js +6 -1
  50. package/Materials/Node/nodeMaterialDefault.js.map +1 -1
  51. package/Materials/Textures/renderTargetTexture.d.ts +4 -4
  52. package/Materials/Textures/renderTargetTexture.js.map +1 -1
  53. package/Maths/ThinMaths/thinMath.matrix.functions.d.ts +11 -11
  54. package/Maths/ThinMaths/thinMath.matrix.functions.js.map +1 -1
  55. package/Maths/math.like.d.ts +2 -2
  56. package/Maths/math.like.js.map +1 -1
  57. package/Meshes/Builders/decalBuilder.js +3 -2
  58. package/Meshes/Builders/decalBuilder.js.map +1 -1
  59. package/Meshes/csg2.js +1 -1
  60. package/Meshes/csg2.js.map +1 -1
  61. package/Misc/minMaxReducer.js +5 -0
  62. package/Misc/minMaxReducer.js.map +1 -1
  63. package/Shaders/ShadersInclude/gaussianSplatting.js +4 -4
  64. package/Shaders/ShadersInclude/gaussianSplatting.js.map +1 -1
  65. package/Shaders/ShadersInclude/pbrBlockReflectivity.js +2 -2
  66. package/Shaders/ShadersInclude/pbrBlockReflectivity.js.map +1 -1
  67. package/Shaders/ShadersInclude/pbrBlockSubSurface.js +4 -4
  68. package/Shaders/ShadersInclude/pbrBlockSubSurface.js.map +1 -1
  69. package/Shaders/gaussianSplatting.vertex.js +3 -3
  70. package/Shaders/gaussianSplatting.vertex.js.map +1 -1
  71. package/Shaders/pbr.fragment.js +4 -1
  72. package/Shaders/pbr.fragment.js.map +1 -1
  73. package/Shaders/pbr.vertex.js +7 -2
  74. package/Shaders/pbr.vertex.js.map +1 -1
  75. package/ShadersWGSL/ShadersInclude/gaussianSplatting.js +2 -2
  76. package/ShadersWGSL/ShadersInclude/gaussianSplatting.js.map +1 -1
  77. package/ShadersWGSL/ShadersInclude/pbrBlockReflectivity.js +2 -2
  78. package/ShadersWGSL/ShadersInclude/pbrBlockReflectivity.js.map +1 -1
  79. package/ShadersWGSL/gaussianSplatting.vertex.js +3 -3
  80. package/ShadersWGSL/gaussianSplatting.vertex.js.map +1 -1
  81. package/package.json +1 -1
  82. package/scene.d.ts +4 -0
  83. package/scene.js +21 -15
  84. package/scene.js.map +1 -1
@@ -1,6 +1,7 @@
1
1
  import { FlowGraphPathConverterComponent } from "../../../flowGraphPathConverterComponent.js";
2
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  import { RichTypeAny } from "../../../flowGraphRichTypes.js";
3
3
  import { RegisterClass } from "../../../../Misc/typeStore.js";
4
+ import { Vector3, Vector4 } from "../../../../Maths/math.vector.js";
4
5
  import { Color3, Color4 } from "../../../../Maths/math.color.js";
5
6
  import { FlowGraphCachedOperationBlock } from "../flowGraphCachedOperationBlock.js";
6
7
  /**
@@ -49,7 +50,12 @@ export class FlowGraphJsonPointerParserBlock extends FlowGraphCachedOperationBlo
49
50
  }
50
51
  _getPropertyValue(_target, _propertyName, context) {
51
52
  const accessorContainer = this.templateComponent.getAccessor(this.config.pathConverter, context);
52
- return accessorContainer.info.get(accessorContainer.object);
53
+ const type = accessorContainer.info.type;
54
+ const value = accessorContainer.info.get(accessorContainer.object);
55
+ if (type.startsWith("Color")) {
56
+ return FromColor(value);
57
+ }
58
+ return value;
53
59
  }
54
60
  _getInterpolationAnimationPropertyInfo(_target, _propertyName, context) {
55
61
  const accessorContainer = this.templateComponent.getAccessor(this.config.pathConverter, context);
@@ -109,5 +115,14 @@ function ToColor(value, expectedValue) {
109
115
  }
110
116
  return value;
111
117
  }
118
+ function FromColor(value) {
119
+ if (value instanceof Color3) {
120
+ return new Vector3(value.r, value.g, value.b);
121
+ }
122
+ else if (value instanceof Color4) {
123
+ return new Vector4(value.r, value.g, value.b, value.a);
124
+ }
125
+ throw new Error("Invalid color type");
126
+ }
112
127
  RegisterClass("FlowGraphJsonPointerParserBlock" /* FlowGraphBlockNames.JsonPointerParser */, FlowGraphJsonPointerParserBlock);
113
128
  //# sourceMappingURL=flowGraphJsonPointerParserBlock.js.map
@@ -1 +1 @@
1
- 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type { FlowGraphAssetType } from \"core/FlowGraph/flowGraphAssetsContext\";\nimport type { IFlowGraphBlockConfiguration } from \"core/FlowGraph/flowGraphBlock\";\nimport type { FlowGraphContext } from \"core/FlowGraph/flowGraphContext\";\nimport type { FlowGraphDataConnection } from \"core/FlowGraph/flowGraphDataConnection\";\nimport { FlowGraphPathConverterComponent } from \"core/FlowGraph/flowGraphPathConverterComponent\";\nimport { RichTypeAny } from \"core/FlowGraph/flowGraphRichTypes\";\nimport type { IObjectAccessor } from \"core/FlowGraph/typeDefinitions\";\nimport type { IPathToObjectConverter } from \"core/ObjectModel/objectModelInterfaces\";\nimport { FlowGraphBlockNames } from \"../../flowGraphBlockNames\";\nimport { RegisterClass } from \"core/Misc/typeStore\";\nimport type { Animation } from \"core/Animations/animation\";\nimport type { EasingFunction } from \"core/Animations/easing\";\nimport type { Vector4 } from \"core/Maths/math.vector\";\nimport { Color3, Color4 } from \"core/Maths/math.color\";\nimport { FlowGraphCachedOperationBlock } from \"../flowGraphCachedOperationBlock\";\n\n/**\n * Configuration for the JSON pointer parser block.\n */\nexport interface IFlowGraphJsonPointerParserBlockConfiguration extends IFlowGraphBlockConfiguration {\n /**\n * The JSON pointer to parse.\n */\n jsonPointer: string;\n /**\n * The path converter to use to convert the path to an object accessor.\n */\n pathConverter: IPathToObjectConverter<IObjectAccessor>;\n\n /**\n * Whether to output the value of the property.\n */\n outputValue?: boolean;\n}\n\n/**\n * This block will take a JSON pointer and parse it to get the value from the JSON object.\n * The output is an object and a property name.\n * Optionally, the block can also output the value of the property. This is configurable.\n */\nexport class FlowGraphJsonPointerParserBlock<P extends any, O extends FlowGraphAssetType> extends FlowGraphCachedOperationBlock<P> {\n /**\n * Output connection: The object that contains the property.\n */\n public readonly object: FlowGraphDataConnection<O>;\n\n /**\n * Output connection: The property name.\n */\n public readonly propertyName: FlowGraphDataConnection<string>;\n\n /**\n * Output connection: A function that can be used to update the value of the property.\n */\n public readonly setterFunction: FlowGraphDataConnection<(target: O, propertyName: string, value: P, context: FlowGraphContext) => void>;\n\n /**\n * Output connection: A function that can be used to get the value of the property.\n */\n public readonly getterFunction: FlowGraphDataConnection<(target: O, propertyName: string, context: FlowGraphContext) => P | undefined>;\n\n /**\n * Output connection: A function that can be used to get the interpolation animation property info.\n */\n public readonly generateAnimationsFunction: FlowGraphDataConnection<() => (keys: any[], fps: number, easingFunction?: EasingFunction) => Animation[]>;\n\n /**\n * The component with the templated inputs for the provided path.\n */\n public readonly templateComponent: FlowGraphPathConverterComponent;\n\n constructor(\n /**\n * the configuration of the block\n */\n public override config: IFlowGraphJsonPointerParserBlockConfiguration\n ) {\n super(RichTypeAny, config);\n this.object = this.registerDataOutput(\"object\", RichTypeAny);\n this.propertyName = this.registerDataOutput(\"propertyName\", RichTypeAny);\n this.setterFunction = this.registerDataOutput(\"setFunction\", RichTypeAny, this._setPropertyValue.bind(this));\n this.getterFunction = this.registerDataOutput(\"getFunction\", RichTypeAny, this._getPropertyValue.bind(this));\n this.generateAnimationsFunction = this.registerDataOutput(\"generateAnimationsFunction\", RichTypeAny, this._getInterpolationAnimationPropertyInfo.bind(this));\n this.templateComponent = new FlowGraphPathConverterComponent(config.jsonPointer, this);\n }\n\n public override _doOperation(context: FlowGraphContext): P {\n const accessorContainer = this.templateComponent.getAccessor(this.config.pathConverter, context);\n const value = accessorContainer.info.get(accessorContainer.object) as P;\n const object = accessorContainer.info.getTarget?.(accessorContainer.object);\n const propertyName = accessorContainer.info.getPropertyName?.[0](accessorContainer.object);\n if (!object) {\n throw new Error(\"Object is undefined\");\n } else {\n this.object.setValue(object, context);\n if (propertyName) {\n this.propertyName.setValue(propertyName, context);\n }\n }\n return value;\n }\n\n private _setPropertyValue(_target: O, _propertyName: string, value: P, context: FlowGraphContext): void {\n const accessorContainer = this.templateComponent.getAccessor(this.config.pathConverter, context);\n const type = accessorContainer.info.type;\n if (type.startsWith(\"Color\")) {\n value = ToColor(value as Vector4, type) as unknown as P;\n }\n accessorContainer.info.set?.(value, accessorContainer.object);\n }\n\n private _getPropertyValue(_target: O, _propertyName: string, context: FlowGraphContext): P | undefined {\n const accessorContainer = this.templateComponent.getAccessor(this.config.pathConverter, context);\n return accessorContainer.info.get(accessorContainer.object);\n }\n\n private _getInterpolationAnimationPropertyInfo(\n _target: O,\n _propertyName: string,\n context: FlowGraphContext\n ): (keys: any[], fps: number, animationType: number, easingFunction?: EasingFunction) => Animation[] {\n const accessorContainer = this.templateComponent.getAccessor(this.config.pathConverter, context);\n return (keys: any[], fps: number, animationType: number, easingFunction?: EasingFunction) => {\n const animations: Animation[] = [];\n // make sure keys are of the right type (in case of float3 color/vector)\n const type = accessorContainer.info.type;\n if (type.startsWith(\"Color\")) {\n keys = keys.map((key) => {\n return {\n frame: key.frame,\n value: ToColor(key.value, type),\n };\n });\n }\n accessorContainer.info.interpolation?.forEach((info, index) => {\n const name = accessorContainer.info.getPropertyName?.[index](accessorContainer.object) || \"Animation-interpolation-\" + index;\n // generate the keys based on interpolation info\n let newKeys: any[] = keys;\n if (animationType !== info.type) {\n // convert the keys to the right type\n newKeys = keys.map((key) => {\n return {\n frame: key.frame,\n value: info.getValue(undefined, key.value.asArray ? key.value.asArray() : [key.value], 0, 1),\n };\n });\n }\n const animationData = info.buildAnimations(accessorContainer.object, name, 60, newKeys);\n for (const animation of animationData) {\n if (easingFunction) {\n animation.babylonAnimation.setEasingFunction(easingFunction);\n }\n animations.push(animation.babylonAnimation);\n }\n });\n\n return animations;\n };\n }\n\n /**\n * Gets the class name of this block\n * @returns the class name\n */\n public override getClassName(): string {\n return FlowGraphBlockNames.JsonPointerParser;\n }\n}\n\nfunction ToColor(value: any, expectedValue: string) {\n if (value.getClassName().startsWith(\"Color\")) {\n return value as unknown as Color3 | Color4;\n }\n if (expectedValue === \"Color3\") {\n return new Color3(value.x, value.y, value.z);\n } else if (expectedValue === \"Color4\") {\n return new Color4(value.x, value.y, value.z, value.w);\n }\n return value;\n}\n\nRegisterClass(FlowGraphBlockNames.JsonPointerParser, FlowGraphJsonPointerParserBlock);\n"]}
1
+ 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type { FlowGraphAssetType } from \"core/FlowGraph/flowGraphAssetsContext\";\nimport type { IFlowGraphBlockConfiguration } from \"core/FlowGraph/flowGraphBlock\";\nimport type { FlowGraphContext } from \"core/FlowGraph/flowGraphContext\";\nimport type { FlowGraphDataConnection } from \"core/FlowGraph/flowGraphDataConnection\";\nimport { FlowGraphPathConverterComponent } from \"core/FlowGraph/flowGraphPathConverterComponent\";\nimport { RichTypeAny } from \"core/FlowGraph/flowGraphRichTypes\";\nimport type { IObjectAccessor } from \"core/FlowGraph/typeDefinitions\";\nimport type { IPathToObjectConverter } from \"core/ObjectModel/objectModelInterfaces\";\nimport { FlowGraphBlockNames } from \"../../flowGraphBlockNames\";\nimport { RegisterClass } from \"core/Misc/typeStore\";\nimport type { Animation } from \"core/Animations/animation\";\nimport type { EasingFunction } from \"core/Animations/easing\";\nimport { Vector3, Vector4 } from \"core/Maths/math.vector\";\nimport { Color3, Color4 } from \"core/Maths/math.color\";\nimport { FlowGraphCachedOperationBlock } from \"../flowGraphCachedOperationBlock\";\n\n/**\n * Configuration for the JSON pointer parser block.\n */\nexport interface IFlowGraphJsonPointerParserBlockConfiguration extends IFlowGraphBlockConfiguration {\n /**\n * The JSON pointer to parse.\n */\n jsonPointer: string;\n /**\n * The path converter to use to convert the path to an object accessor.\n */\n pathConverter: IPathToObjectConverter<IObjectAccessor>;\n\n /**\n * Whether to output the value of the property.\n */\n outputValue?: boolean;\n}\n\n/**\n * This block will take a JSON pointer and parse it to get the value from the JSON object.\n * The output is an object and a property name.\n * Optionally, the block can also output the value of the property. This is configurable.\n */\nexport class FlowGraphJsonPointerParserBlock<P extends any, O extends FlowGraphAssetType> extends FlowGraphCachedOperationBlock<P> {\n /**\n * Output connection: The object that contains the property.\n */\n public readonly object: FlowGraphDataConnection<O>;\n\n /**\n * Output connection: The property name.\n */\n public readonly propertyName: FlowGraphDataConnection<string>;\n\n /**\n * Output connection: A function that can be used to update the value of the property.\n */\n public readonly setterFunction: FlowGraphDataConnection<(target: O, propertyName: string, value: P, context: FlowGraphContext) => void>;\n\n /**\n * Output connection: A function that can be used to get the value of the property.\n */\n public readonly getterFunction: FlowGraphDataConnection<(target: O, propertyName: string, context: FlowGraphContext) => P | undefined>;\n\n /**\n * Output connection: A function that can be used to get the interpolation animation property info.\n */\n public readonly generateAnimationsFunction: FlowGraphDataConnection<() => (keys: any[], fps: number, easingFunction?: EasingFunction) => Animation[]>;\n\n /**\n * The component with the templated inputs for the provided path.\n */\n public readonly templateComponent: FlowGraphPathConverterComponent;\n\n constructor(\n /**\n * the configuration of the block\n */\n public override config: IFlowGraphJsonPointerParserBlockConfiguration\n ) {\n super(RichTypeAny, config);\n this.object = this.registerDataOutput(\"object\", RichTypeAny);\n this.propertyName = this.registerDataOutput(\"propertyName\", RichTypeAny);\n this.setterFunction = this.registerDataOutput(\"setFunction\", RichTypeAny, this._setPropertyValue.bind(this));\n this.getterFunction = this.registerDataOutput(\"getFunction\", RichTypeAny, this._getPropertyValue.bind(this));\n this.generateAnimationsFunction = this.registerDataOutput(\"generateAnimationsFunction\", RichTypeAny, this._getInterpolationAnimationPropertyInfo.bind(this));\n this.templateComponent = new FlowGraphPathConverterComponent(config.jsonPointer, this);\n }\n\n public override _doOperation(context: FlowGraphContext): P {\n const accessorContainer = this.templateComponent.getAccessor(this.config.pathConverter, context);\n const value = accessorContainer.info.get(accessorContainer.object) as P;\n const object = accessorContainer.info.getTarget?.(accessorContainer.object);\n const propertyName = accessorContainer.info.getPropertyName?.[0](accessorContainer.object);\n if (!object) {\n throw new Error(\"Object is undefined\");\n } else {\n this.object.setValue(object, context);\n if (propertyName) {\n this.propertyName.setValue(propertyName, context);\n }\n }\n return value;\n }\n\n private _setPropertyValue(_target: O, _propertyName: string, value: P, context: FlowGraphContext): void {\n const accessorContainer = this.templateComponent.getAccessor(this.config.pathConverter, context);\n const type = accessorContainer.info.type;\n if (type.startsWith(\"Color\")) {\n value = ToColor(value as Vector4, type) as unknown as P;\n }\n accessorContainer.info.set?.(value, accessorContainer.object);\n }\n\n private _getPropertyValue(_target: O, _propertyName: string, context: FlowGraphContext): P | undefined {\n const accessorContainer = this.templateComponent.getAccessor(this.config.pathConverter, context);\n const type = accessorContainer.info.type;\n const value = accessorContainer.info.get(accessorContainer.object);\n if (type.startsWith(\"Color\")) {\n return FromColor(value as Color3 | Color4) as unknown as P;\n }\n return value as P | undefined;\n }\n\n private _getInterpolationAnimationPropertyInfo(\n _target: O,\n _propertyName: string,\n context: FlowGraphContext\n ): (keys: any[], fps: number, animationType: number, easingFunction?: EasingFunction) => Animation[] {\n const accessorContainer = this.templateComponent.getAccessor(this.config.pathConverter, context);\n return (keys: any[], fps: number, animationType: number, easingFunction?: EasingFunction) => {\n const animations: Animation[] = [];\n // make sure keys are of the right type (in case of float3 color/vector)\n const type = accessorContainer.info.type;\n if (type.startsWith(\"Color\")) {\n keys = keys.map((key) => {\n return {\n frame: key.frame,\n value: ToColor(key.value, type),\n };\n });\n }\n accessorContainer.info.interpolation?.forEach((info, index) => {\n const name = accessorContainer.info.getPropertyName?.[index](accessorContainer.object) || \"Animation-interpolation-\" + index;\n // generate the keys based on interpolation info\n let newKeys: any[] = keys;\n if (animationType !== info.type) {\n // convert the keys to the right type\n newKeys = keys.map((key) => {\n return {\n frame: key.frame,\n value: info.getValue(undefined, key.value.asArray ? key.value.asArray() : [key.value], 0, 1),\n };\n });\n }\n const animationData = info.buildAnimations(accessorContainer.object, name, 60, newKeys);\n for (const animation of animationData) {\n if (easingFunction) {\n animation.babylonAnimation.setEasingFunction(easingFunction);\n }\n animations.push(animation.babylonAnimation);\n }\n });\n\n return animations;\n };\n }\n\n /**\n * Gets the class name of this block\n * @returns the class name\n */\n public override getClassName(): string {\n return FlowGraphBlockNames.JsonPointerParser;\n }\n}\n\nfunction ToColor(value: any, expectedValue: string) {\n if (value.getClassName().startsWith(\"Color\")) {\n return value as unknown as Color3 | Color4;\n }\n if (expectedValue === \"Color3\") {\n return new Color3(value.x, value.y, value.z);\n } else if (expectedValue === \"Color4\") {\n return new Color4(value.x, value.y, value.z, value.w);\n }\n return value;\n}\n\nfunction FromColor(value: Color3 | Color4): Vector3 | Vector4 {\n if (value instanceof Color3) {\n return new Vector3(value.r, value.g, value.b);\n } else if (value instanceof Color4) {\n return new Vector4(value.r, value.g, value.b, value.a);\n }\n throw new Error(\"Invalid color type\");\n}\n\nRegisterClass(FlowGraphBlockNames.JsonPointerParser, FlowGraphJsonPointerParserBlock);\n"]}
@@ -38,6 +38,9 @@ export declare class NodeRenderGraphCascadedShadowGeneratorBlock extends NodeRen
38
38
  /** Gets or sets a value indicating whether the shadow generator should automatically calculate the depth bounds. */
39
39
  get autoCalcDepthBounds(): boolean;
40
40
  set autoCalcDepthBounds(value: boolean);
41
+ /** Defines the refresh rate of the min/max computation used when autoCalcDepthBounds is set to true. */
42
+ get autoCalcDepthBoundsRefreshRate(): number;
43
+ set autoCalcDepthBoundsRefreshRate(value: number);
41
44
  /** Gets or sets the maximum shadow Z value. */
42
45
  get shadowMaxZ(): number;
43
46
  set shadowMaxZ(value: number);
@@ -72,6 +72,13 @@ export class NodeRenderGraphCascadedShadowGeneratorBlock extends NodeRenderGraph
72
72
  set autoCalcDepthBounds(value) {
73
73
  this._frameGraphTask.autoCalcDepthBounds = value;
74
74
  }
75
+ /** Defines the refresh rate of the min/max computation used when autoCalcDepthBounds is set to true. */
76
+ get autoCalcDepthBoundsRefreshRate() {
77
+ return this._frameGraphTask.autoCalcDepthBoundsRefreshRate;
78
+ }
79
+ set autoCalcDepthBoundsRefreshRate(value) {
80
+ this._frameGraphTask.autoCalcDepthBoundsRefreshRate = value;
81
+ }
75
82
  /** Gets or sets the maximum shadow Z value. */
76
83
  get shadowMaxZ() {
77
84
  return this._frameGraphTask.shadowMaxZ;
@@ -95,6 +102,7 @@ export class NodeRenderGraphCascadedShadowGeneratorBlock extends NodeRenderGraph
95
102
  codes.push(`${this._codeVariableName}.cascadeBlendPercentage = ${this.cascadeBlendPercentage};`);
96
103
  codes.push(`${this._codeVariableName}.depthClamp = ${this.depthClamp};`);
97
104
  codes.push(`${this._codeVariableName}.autoCalcDepthBounds = ${this.autoCalcDepthBounds};`);
105
+ codes.push(`${this._codeVariableName}.autoCalcDepthBoundsRefreshRate = ${this.autoCalcDepthBoundsRefreshRate};`);
98
106
  codes.push(`${this._codeVariableName}.shadowMaxZ = ${this.shadowMaxZ};`);
99
107
  return super._dumpPropertiesCode() + codes.join("\n");
100
108
  }
@@ -107,6 +115,7 @@ export class NodeRenderGraphCascadedShadowGeneratorBlock extends NodeRenderGraph
107
115
  serializationObject.cascadeBlendPercentage = this.cascadeBlendPercentage;
108
116
  serializationObject.depthClamp = this.depthClamp;
109
117
  serializationObject.autoCalcDepthBounds = this.autoCalcDepthBounds;
118
+ serializationObject.autoCalcDepthBoundsRefreshRate = this.autoCalcDepthBoundsRefreshRate;
110
119
  serializationObject.shadowMaxZ = this.shadowMaxZ;
111
120
  return serializationObject;
112
121
  }
@@ -119,6 +128,7 @@ export class NodeRenderGraphCascadedShadowGeneratorBlock extends NodeRenderGraph
119
128
  this.cascadeBlendPercentage = serializationObject.cascadeBlendPercentage;
120
129
  this.depthClamp = serializationObject.depthClamp;
121
130
  this.autoCalcDepthBounds = serializationObject.autoCalcDepthBounds;
131
+ this.autoCalcDepthBoundsRefreshRate = serializationObject.autoCalcDepthBoundsRefreshRate ?? 1;
122
132
  this.shadowMaxZ = serializationObject.shadowMaxZ;
123
133
  }
124
134
  }
@@ -149,6 +159,9 @@ __decorate([
149
159
  __decorate([
150
160
  editableInPropertyPage("Auto-Calc depth bounds", 0 /* PropertyTypeForEdition.Boolean */, "CSM PROPERTIES")
151
161
  ], NodeRenderGraphCascadedShadowGeneratorBlock.prototype, "autoCalcDepthBounds", null);
162
+ __decorate([
163
+ editableInPropertyPage("Auto-Calc depth bounds refresh rate", 2 /* PropertyTypeForEdition.Int */, "CSM PROPERTIES")
164
+ ], NodeRenderGraphCascadedShadowGeneratorBlock.prototype, "autoCalcDepthBoundsRefreshRate", null);
152
165
  __decorate([
153
166
  editableInPropertyPage("Shadow maxZ", 1 /* PropertyTypeForEdition.Float */, "CSM PROPERTIES")
154
167
  ], NodeRenderGraphCascadedShadowGeneratorBlock.prototype, "shadowMaxZ", null);
@@ -1 +1 @@
1
- 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eslint-disable-next-line import/no-internal-modules\r\nimport type { Scene, FrameGraph } from \"core/index\";\r\nimport { NodeRenderGraphBaseShadowGeneratorBlock } from \"./baseShadowGeneratorBlock\";\r\nimport { RegisterClass } from \"../../../../Misc/typeStore\";\r\nimport { editableInPropertyPage, PropertyTypeForEdition } from \"../../../../Decorators/nodeDecorator\";\r\nimport { FrameGraphCascadedShadowGeneratorTask } from \"../../../Tasks/Rendering/csmShadowGeneratorTask\";\r\n\r\n/**\r\n * Block that generates shadows through a shadow generator\r\n */\r\nexport class NodeRenderGraphCascadedShadowGeneratorBlock extends NodeRenderGraphBaseShadowGeneratorBlock {\r\n protected override _frameGraphTask: FrameGraphCascadedShadowGeneratorTask;\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 NodeRenderGraphCascadedShadowGeneratorBlock\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 */\r\n public constructor(name: string, frameGraph: FrameGraph, scene: Scene) {\r\n super(name, frameGraph, scene);\r\n\r\n this._frameGraphTask = new FrameGraphCascadedShadowGeneratorTask(this.name, frameGraph, scene);\r\n }\r\n\r\n /** Sets the number of cascades */\r\n @editableInPropertyPage(\"Number of cascades\", PropertyTypeForEdition.List, \"CSM PROPERTIES\", {\r\n options: [\r\n { label: \"2\", value: 2 },\r\n { label: \"3\", value: 3 },\r\n { label: \"4\", value: 4 },\r\n ],\r\n })\r\n public get numCascades() {\r\n return this._frameGraphTask.numCascades;\r\n }\r\n\r\n public set numCascades(value: number) {\r\n this._frameGraphTask.numCascades = value;\r\n }\r\n\r\n /** Gets or sets a value indicating whether the shadow generator should display the cascades. */\r\n @editableInPropertyPage(\"Debug mode\", PropertyTypeForEdition.Boolean, \"CSM PROPERTIES\")\r\n public get debug() {\r\n return this._frameGraphTask.debug;\r\n }\r\n\r\n public set debug(value: boolean) {\r\n this._frameGraphTask.debug = value;\r\n }\r\n\r\n /** Gets or sets a value indicating whether the shadow generator should stabilize the cascades. */\r\n @editableInPropertyPage(\"Stabilize cascades\", PropertyTypeForEdition.Boolean, \"CSM PROPERTIES\")\r\n public get stabilizeCascades() {\r\n return this._frameGraphTask.stabilizeCascades;\r\n }\r\n\r\n public set stabilizeCascades(value: boolean) {\r\n this._frameGraphTask.stabilizeCascades = value;\r\n }\r\n\r\n /** Gets or sets the lambda parameter of the shadow generator. */\r\n @editableInPropertyPage(\"Lambda\", PropertyTypeForEdition.Float, \"CSM PROPERTIES\", { min: 0, max: 1 })\r\n public get lambda() {\r\n return this._frameGraphTask.lambda;\r\n }\r\n\r\n public set lambda(value: number) {\r\n this._frameGraphTask.lambda = value;\r\n }\r\n\r\n /** Gets or sets the cascade blend percentage. */\r\n @editableInPropertyPage(\"Cascade blend\", PropertyTypeForEdition.Float, \"CSM PROPERTIES\", { min: 0, max: 1 })\r\n public get cascadeBlendPercentage() {\r\n return this._frameGraphTask.cascadeBlendPercentage;\r\n }\r\n\r\n public set cascadeBlendPercentage(value: number) {\r\n this._frameGraphTask.cascadeBlendPercentage = value;\r\n }\r\n\r\n /** Gets or sets a value indicating whether the shadow generator should use depth clamping. */\r\n @editableInPropertyPage(\"Depth clamp\", PropertyTypeForEdition.Boolean, \"CSM PROPERTIES\")\r\n public get depthClamp() {\r\n return this._frameGraphTask.depthClamp;\r\n }\r\n\r\n public set depthClamp(value: boolean) {\r\n this._frameGraphTask.depthClamp = value;\r\n }\r\n\r\n /** Gets or sets a value indicating whether the shadow generator should automatically calculate the depth bounds. */\r\n @editableInPropertyPage(\"Auto-Calc depth bounds\", PropertyTypeForEdition.Boolean, \"CSM PROPERTIES\")\r\n public get autoCalcDepthBounds() {\r\n return this._frameGraphTask.autoCalcDepthBounds;\r\n }\r\n\r\n public set autoCalcDepthBounds(value: boolean) {\r\n this._frameGraphTask.autoCalcDepthBounds = value;\r\n }\r\n\r\n /** Gets or sets the maximum shadow Z value. */\r\n @editableInPropertyPage(\"Shadow maxZ\", PropertyTypeForEdition.Float, \"CSM PROPERTIES\")\r\n public get shadowMaxZ() {\r\n return this._frameGraphTask.shadowMaxZ;\r\n }\r\n\r\n public set shadowMaxZ(value: number) {\r\n this._frameGraphTask.shadowMaxZ = value;\r\n }\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 \"NodeRenderGraphCascadedShadowGeneratorBlock\";\r\n }\r\n\r\n protected override _dumpPropertiesCode() {\r\n const codes: string[] = [];\r\n codes.push(`${this._codeVariableName}.numCascades = ${this.numCascades};`);\r\n codes.push(`${this._codeVariableName}.debug = ${this.debug};`);\r\n codes.push(`${this._codeVariableName}.stabilizeCascades = ${this.stabilizeCascades};`);\r\n codes.push(`${this._codeVariableName}.lambda = ${this.lambda};`);\r\n codes.push(`${this._codeVariableName}.cascadeBlendPercentage = ${this.cascadeBlendPercentage};`);\r\n codes.push(`${this._codeVariableName}.depthClamp = ${this.depthClamp};`);\r\n codes.push(`${this._codeVariableName}.autoCalcDepthBounds = ${this.autoCalcDepthBounds};`);\r\n codes.push(`${this._codeVariableName}.shadowMaxZ = ${this.shadowMaxZ};`);\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.numCascades = this.numCascades;\r\n serializationObject.debug = this.debug;\r\n serializationObject.stabilizeCascades = this.stabilizeCascades;\r\n serializationObject.lambda = this.lambda;\r\n serializationObject.cascadeBlendPercentage = this.cascadeBlendPercentage;\r\n serializationObject.depthClamp = this.depthClamp;\r\n serializationObject.autoCalcDepthBounds = this.autoCalcDepthBounds;\r\n serializationObject.shadowMaxZ = this.shadowMaxZ;\r\n return serializationObject;\r\n }\r\n\r\n public override _deserialize(serializationObject: any) {\r\n super._deserialize(serializationObject);\r\n this.numCascades = serializationObject.numCascades;\r\n this.debug = serializationObject.debug;\r\n this.stabilizeCascades = serializationObject.stabilizeCascades;\r\n this.lambda = serializationObject.lambda;\r\n this.cascadeBlendPercentage = serializationObject.cascadeBlendPercentage;\r\n this.depthClamp = serializationObject.depthClamp;\r\n this.autoCalcDepthBounds = serializationObject.autoCalcDepthBounds;\r\n this.shadowMaxZ = serializationObject.shadowMaxZ;\r\n }\r\n}\r\n\r\nRegisterClass(\"BABYLON.NodeRenderGraphCascadedShadowGeneratorBlock\", NodeRenderGraphCascadedShadowGeneratorBlock);\r\n"]}
1
+ 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eslint-disable-next-line import/no-internal-modules\r\nimport type { Scene, FrameGraph } from \"core/index\";\r\nimport { NodeRenderGraphBaseShadowGeneratorBlock } from \"./baseShadowGeneratorBlock\";\r\nimport { RegisterClass } from \"../../../../Misc/typeStore\";\r\nimport { editableInPropertyPage, PropertyTypeForEdition } from \"../../../../Decorators/nodeDecorator\";\r\nimport { FrameGraphCascadedShadowGeneratorTask } from \"../../../Tasks/Rendering/csmShadowGeneratorTask\";\r\n\r\n/**\r\n * Block that generates shadows through a shadow generator\r\n */\r\nexport class NodeRenderGraphCascadedShadowGeneratorBlock extends NodeRenderGraphBaseShadowGeneratorBlock {\r\n protected override _frameGraphTask: FrameGraphCascadedShadowGeneratorTask;\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 NodeRenderGraphCascadedShadowGeneratorBlock\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 */\r\n public constructor(name: string, frameGraph: FrameGraph, scene: Scene) {\r\n super(name, frameGraph, scene);\r\n\r\n this._frameGraphTask = new FrameGraphCascadedShadowGeneratorTask(this.name, frameGraph, scene);\r\n }\r\n\r\n /** Sets the number of cascades */\r\n @editableInPropertyPage(\"Number of cascades\", PropertyTypeForEdition.List, \"CSM PROPERTIES\", {\r\n options: [\r\n { label: \"2\", value: 2 },\r\n { label: \"3\", value: 3 },\r\n { label: \"4\", value: 4 },\r\n ],\r\n })\r\n public get numCascades() {\r\n return this._frameGraphTask.numCascades;\r\n }\r\n\r\n public set numCascades(value: number) {\r\n this._frameGraphTask.numCascades = value;\r\n }\r\n\r\n /** Gets or sets a value indicating whether the shadow generator should display the cascades. */\r\n @editableInPropertyPage(\"Debug mode\", PropertyTypeForEdition.Boolean, \"CSM PROPERTIES\")\r\n public get debug() {\r\n return this._frameGraphTask.debug;\r\n }\r\n\r\n public set debug(value: boolean) {\r\n this._frameGraphTask.debug = value;\r\n }\r\n\r\n /** Gets or sets a value indicating whether the shadow generator should stabilize the cascades. */\r\n @editableInPropertyPage(\"Stabilize cascades\", PropertyTypeForEdition.Boolean, \"CSM PROPERTIES\")\r\n public get stabilizeCascades() {\r\n return this._frameGraphTask.stabilizeCascades;\r\n }\r\n\r\n public set stabilizeCascades(value: boolean) {\r\n this._frameGraphTask.stabilizeCascades = value;\r\n }\r\n\r\n /** Gets or sets the lambda parameter of the shadow generator. */\r\n @editableInPropertyPage(\"Lambda\", PropertyTypeForEdition.Float, \"CSM PROPERTIES\", { min: 0, max: 1 })\r\n public get lambda() {\r\n return this._frameGraphTask.lambda;\r\n }\r\n\r\n public set lambda(value: number) {\r\n this._frameGraphTask.lambda = value;\r\n }\r\n\r\n /** Gets or sets the cascade blend percentage. */\r\n @editableInPropertyPage(\"Cascade blend\", PropertyTypeForEdition.Float, \"CSM PROPERTIES\", { min: 0, max: 1 })\r\n public get cascadeBlendPercentage() {\r\n return this._frameGraphTask.cascadeBlendPercentage;\r\n }\r\n\r\n public set cascadeBlendPercentage(value: number) {\r\n this._frameGraphTask.cascadeBlendPercentage = value;\r\n }\r\n\r\n /** Gets or sets a value indicating whether the shadow generator should use depth clamping. */\r\n @editableInPropertyPage(\"Depth clamp\", PropertyTypeForEdition.Boolean, \"CSM PROPERTIES\")\r\n public get depthClamp() {\r\n return this._frameGraphTask.depthClamp;\r\n }\r\n\r\n public set depthClamp(value: boolean) {\r\n this._frameGraphTask.depthClamp = value;\r\n }\r\n\r\n /** Gets or sets a value indicating whether the shadow generator should automatically calculate the depth bounds. */\r\n @editableInPropertyPage(\"Auto-Calc depth bounds\", PropertyTypeForEdition.Boolean, \"CSM PROPERTIES\")\r\n public get autoCalcDepthBounds() {\r\n return this._frameGraphTask.autoCalcDepthBounds;\r\n }\r\n\r\n public set autoCalcDepthBounds(value: boolean) {\r\n this._frameGraphTask.autoCalcDepthBounds = value;\r\n }\r\n\r\n /** Defines the refresh rate of the min/max computation used when autoCalcDepthBounds is set to true. */\r\n @editableInPropertyPage(\"Auto-Calc depth bounds refresh rate\", PropertyTypeForEdition.Int, \"CSM PROPERTIES\")\r\n public get autoCalcDepthBoundsRefreshRate() {\r\n return this._frameGraphTask.autoCalcDepthBoundsRefreshRate;\r\n }\r\n\r\n public set autoCalcDepthBoundsRefreshRate(value: number) {\r\n this._frameGraphTask.autoCalcDepthBoundsRefreshRate = value;\r\n }\r\n\r\n /** Gets or sets the maximum shadow Z value. */\r\n @editableInPropertyPage(\"Shadow maxZ\", PropertyTypeForEdition.Float, \"CSM PROPERTIES\")\r\n public get shadowMaxZ() {\r\n return this._frameGraphTask.shadowMaxZ;\r\n }\r\n\r\n public set shadowMaxZ(value: number) {\r\n this._frameGraphTask.shadowMaxZ = value;\r\n }\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 \"NodeRenderGraphCascadedShadowGeneratorBlock\";\r\n }\r\n\r\n protected override _dumpPropertiesCode() {\r\n const codes: string[] = [];\r\n codes.push(`${this._codeVariableName}.numCascades = ${this.numCascades};`);\r\n codes.push(`${this._codeVariableName}.debug = ${this.debug};`);\r\n codes.push(`${this._codeVariableName}.stabilizeCascades = ${this.stabilizeCascades};`);\r\n codes.push(`${this._codeVariableName}.lambda = ${this.lambda};`);\r\n codes.push(`${this._codeVariableName}.cascadeBlendPercentage = ${this.cascadeBlendPercentage};`);\r\n codes.push(`${this._codeVariableName}.depthClamp = ${this.depthClamp};`);\r\n codes.push(`${this._codeVariableName}.autoCalcDepthBounds = ${this.autoCalcDepthBounds};`);\r\n codes.push(`${this._codeVariableName}.autoCalcDepthBoundsRefreshRate = ${this.autoCalcDepthBoundsRefreshRate};`);\r\n codes.push(`${this._codeVariableName}.shadowMaxZ = ${this.shadowMaxZ};`);\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.numCascades = this.numCascades;\r\n serializationObject.debug = this.debug;\r\n serializationObject.stabilizeCascades = this.stabilizeCascades;\r\n serializationObject.lambda = this.lambda;\r\n serializationObject.cascadeBlendPercentage = this.cascadeBlendPercentage;\r\n serializationObject.depthClamp = this.depthClamp;\r\n serializationObject.autoCalcDepthBounds = this.autoCalcDepthBounds;\r\n serializationObject.autoCalcDepthBoundsRefreshRate = this.autoCalcDepthBoundsRefreshRate;\r\n serializationObject.shadowMaxZ = this.shadowMaxZ;\r\n return serializationObject;\r\n }\r\n\r\n public override _deserialize(serializationObject: any) {\r\n super._deserialize(serializationObject);\r\n this.numCascades = serializationObject.numCascades;\r\n this.debug = serializationObject.debug;\r\n this.stabilizeCascades = serializationObject.stabilizeCascades;\r\n this.lambda = serializationObject.lambda;\r\n this.cascadeBlendPercentage = serializationObject.cascadeBlendPercentage;\r\n this.depthClamp = serializationObject.depthClamp;\r\n this.autoCalcDepthBounds = serializationObject.autoCalcDepthBounds;\r\n this.autoCalcDepthBoundsRefreshRate = serializationObject.autoCalcDepthBoundsRefreshRate ?? 1;\r\n this.shadowMaxZ = serializationObject.shadowMaxZ;\r\n }\r\n}\r\n\r\nRegisterClass(\"BABYLON.NodeRenderGraphCascadedShadowGeneratorBlock\", NodeRenderGraphCascadedShadowGeneratorBlock);\r\n"]}
@@ -53,6 +53,13 @@ export declare class FrameGraphCascadedShadowGeneratorTask extends FrameGraphSha
53
53
  */
54
54
  get autoCalcDepthBounds(): boolean;
55
55
  set autoCalcDepthBounds(value: boolean);
56
+ private _autoCalcDepthBoundsRefreshRate;
57
+ /**
58
+ * Defines the refresh rate of the min/max computation used when autoCalcDepthBounds is set to true
59
+ * Use 0 to compute just once, 1 to compute on every frame, 2 to compute every two frames and so on...
60
+ */
61
+ get autoCalcDepthBoundsRefreshRate(): number;
62
+ set autoCalcDepthBoundsRefreshRate(value: number);
56
63
  private _shadowMaxZ;
57
64
  /**
58
65
  * Gets or sets the maximum shadow Z value.
@@ -14,6 +14,7 @@ export class FrameGraphCascadedShadowGeneratorTask extends FrameGraphShadowGener
14
14
  this._cascadeBlendPercentage = 0.1;
15
15
  this._depthClamp = true;
16
16
  this._autoCalcDepthBounds = false;
17
+ this._autoCalcDepthBoundsRefreshRate = 1;
17
18
  this._shadowMaxZ = 10000;
18
19
  }
19
20
  /**
@@ -127,6 +128,22 @@ export class FrameGraphCascadedShadowGeneratorTask extends FrameGraphShadowGener
127
128
  this._shadowGenerator.autoCalcDepthBounds = value;
128
129
  }
129
130
  }
131
+ /**
132
+ * Defines the refresh rate of the min/max computation used when autoCalcDepthBounds is set to true
133
+ * Use 0 to compute just once, 1 to compute on every frame, 2 to compute every two frames and so on...
134
+ */
135
+ get autoCalcDepthBoundsRefreshRate() {
136
+ return this._autoCalcDepthBoundsRefreshRate;
137
+ }
138
+ set autoCalcDepthBoundsRefreshRate(value) {
139
+ if (value === this._autoCalcDepthBoundsRefreshRate) {
140
+ return;
141
+ }
142
+ this._autoCalcDepthBoundsRefreshRate = value;
143
+ if (this._shadowGenerator) {
144
+ this._shadowGenerator.autoCalcDepthBoundsRefreshRate = value;
145
+ }
146
+ }
130
147
  /**
131
148
  * Gets or sets the maximum shadow Z value.
132
149
  */
@@ -1 +1 @@
1
- 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{ CascadedShadowGenerator } from \"../../../Lights/Shadows/cascadedShadowGenerator\";\r\nimport { FrameGraphShadowGeneratorTask } from \"./shadowGeneratorTask\";\r\nimport { DirectionalLight } from \"../../../Lights/directionalLight\";\r\n\r\n/**\r\n * Task used to generate a cascaded shadow map from a list of objects.\r\n */\r\nexport class FrameGraphCascadedShadowGeneratorTask extends FrameGraphShadowGeneratorTask {\r\n protected override _shadowGenerator: CascadedShadowGenerator | undefined;\r\n\r\n /**\r\n * Checks if a shadow generator task is a cascaded shadow generator task.\r\n * @param task The task to check.\r\n * @returns True if the task is a cascaded shadow generator task, else false.\r\n */\r\n public static IsCascadedShadowGenerator(task: FrameGraphShadowGeneratorTask): task is FrameGraphCascadedShadowGeneratorTask {\r\n return (task as FrameGraphCascadedShadowGeneratorTask).numCascades !== undefined;\r\n }\r\n\r\n private _numCascades = CascadedShadowGenerator.DEFAULT_CASCADES_COUNT;\r\n /**\r\n * The number of cascades.\r\n */\r\n public get numCascades() {\r\n return this._numCascades;\r\n }\r\n\r\n public set numCascades(value: number) {\r\n if (value === this._numCascades) {\r\n return;\r\n }\r\n\r\n this._numCascades = value;\r\n this._setupShadowGenerator();\r\n }\r\n\r\n private _debug = false;\r\n /**\r\n * Gets or sets a value indicating whether the shadow generator should display the cascades.\r\n */\r\n public get debug() {\r\n return this._debug;\r\n }\r\n\r\n public set debug(value: boolean) {\r\n if (value === this._debug) {\r\n return;\r\n }\r\n\r\n this._debug = value;\r\n if (this._shadowGenerator) {\r\n this._shadowGenerator.debug = value;\r\n }\r\n }\r\n\r\n private _stabilizeCascades = false;\r\n /**\r\n * Gets or sets a value indicating whether the shadow generator should stabilize the cascades.\r\n */\r\n public get stabilizeCascades() {\r\n return this._stabilizeCascades;\r\n }\r\n\r\n public set stabilizeCascades(value: boolean) {\r\n if (value === this._stabilizeCascades) {\r\n return;\r\n }\r\n\r\n this._stabilizeCascades = value;\r\n if (this._shadowGenerator) {\r\n this._shadowGenerator.stabilizeCascades = value;\r\n }\r\n }\r\n\r\n private _lambda = 0.5;\r\n /**\r\n * Gets or sets the lambda parameter of the shadow generator.\r\n */\r\n public get lambda() {\r\n return this._lambda;\r\n }\r\n\r\n public set lambda(value: number) {\r\n if (value === this._lambda) {\r\n return;\r\n }\r\n\r\n this._lambda = value;\r\n if (this._shadowGenerator) {\r\n this._shadowGenerator.lambda = value;\r\n }\r\n }\r\n\r\n private _cascadeBlendPercentage = 0.1;\r\n /**\r\n * Gets or sets the cascade blend percentage.\r\n */\r\n public get cascadeBlendPercentage() {\r\n return this._cascadeBlendPercentage;\r\n }\r\n\r\n public set cascadeBlendPercentage(value: number) {\r\n if (value === this._cascadeBlendPercentage) {\r\n return;\r\n }\r\n\r\n this._cascadeBlendPercentage = value;\r\n if (this._shadowGenerator) {\r\n this._shadowGenerator.cascadeBlendPercentage = value;\r\n }\r\n }\r\n\r\n private _depthClamp = true;\r\n /**\r\n * Gets or sets a value indicating whether the shadow generator should use depth clamping.\r\n */\r\n public get depthClamp() {\r\n return this._depthClamp;\r\n }\r\n\r\n public set depthClamp(value: boolean) {\r\n if (value === this._depthClamp) {\r\n return;\r\n }\r\n\r\n this._depthClamp = value;\r\n if (this._shadowGenerator) {\r\n this._shadowGenerator.depthClamp = value;\r\n }\r\n }\r\n\r\n private _autoCalcDepthBounds = false;\r\n /**\r\n * Gets or sets a value indicating whether the shadow generator should automatically calculate the depth bounds.\r\n */\r\n public get autoCalcDepthBounds() {\r\n return this._autoCalcDepthBounds;\r\n }\r\n\r\n public set autoCalcDepthBounds(value: boolean) {\r\n if (value === this._autoCalcDepthBounds) {\r\n return;\r\n }\r\n\r\n this._autoCalcDepthBounds = value;\r\n if (this._shadowGenerator) {\r\n this._shadowGenerator.autoCalcDepthBounds = value;\r\n }\r\n }\r\n\r\n private _shadowMaxZ = 10000;\r\n /**\r\n * Gets or sets the maximum shadow Z value.\r\n */\r\n public get shadowMaxZ() {\r\n return this._shadowMaxZ;\r\n }\r\n\r\n public set shadowMaxZ(value: number) {\r\n if (value === this._shadowMaxZ) {\r\n return;\r\n }\r\n\r\n this._shadowMaxZ = value;\r\n if (this._shadowGenerator) {\r\n this._shadowGenerator.shadowMaxZ = value;\r\n }\r\n }\r\n\r\n protected override _createShadowGenerator() {\r\n if (!(this.light instanceof DirectionalLight)) {\r\n throw new Error(`FrameGraphCascadedShadowGeneratorTask ${this.name}: the CSM shadow generator only supports directional lights.`);\r\n }\r\n this._shadowGenerator = new CascadedShadowGenerator(this.mapSize, this.light, this.useFloat32TextureType, this.camera, this.useRedTextureFormat);\r\n this._shadowGenerator.numCascades = this._numCascades;\r\n }\r\n\r\n protected override _setupShadowGenerator() {\r\n super._setupShadowGenerator();\r\n\r\n const shadowGenerator = this._shadowGenerator;\r\n if (shadowGenerator === undefined) {\r\n return;\r\n }\r\n\r\n shadowGenerator.debug = this._debug;\r\n shadowGenerator.stabilizeCascades = this._stabilizeCascades;\r\n shadowGenerator.lambda = this._lambda;\r\n shadowGenerator.cascadeBlendPercentage = this._cascadeBlendPercentage;\r\n shadowGenerator.depthClamp = this._depthClamp;\r\n shadowGenerator.autoCalcDepthBounds = this._autoCalcDepthBounds;\r\n shadowGenerator.shadowMaxZ = this._shadowMaxZ;\r\n }\r\n}\r\n"]}
1
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{ CascadedShadowGenerator } from \"../../../Lights/Shadows/cascadedShadowGenerator\";\r\nimport { FrameGraphShadowGeneratorTask } from \"./shadowGeneratorTask\";\r\nimport { DirectionalLight } from \"../../../Lights/directionalLight\";\r\n\r\n/**\r\n * Task used to generate a cascaded shadow map from a list of objects.\r\n */\r\nexport class FrameGraphCascadedShadowGeneratorTask extends FrameGraphShadowGeneratorTask {\r\n protected override _shadowGenerator: CascadedShadowGenerator | undefined;\r\n\r\n /**\r\n * Checks if a shadow generator task is a cascaded shadow generator task.\r\n * @param task The task to check.\r\n * @returns True if the task is a cascaded shadow generator task, else false.\r\n */\r\n public static IsCascadedShadowGenerator(task: FrameGraphShadowGeneratorTask): task is FrameGraphCascadedShadowGeneratorTask {\r\n return (task as FrameGraphCascadedShadowGeneratorTask).numCascades !== undefined;\r\n }\r\n\r\n private _numCascades = CascadedShadowGenerator.DEFAULT_CASCADES_COUNT;\r\n /**\r\n * The number of cascades.\r\n */\r\n public get numCascades() {\r\n return this._numCascades;\r\n }\r\n\r\n public set numCascades(value: number) {\r\n if (value === this._numCascades) {\r\n return;\r\n }\r\n\r\n this._numCascades = value;\r\n this._setupShadowGenerator();\r\n }\r\n\r\n private _debug = false;\r\n /**\r\n * Gets or sets a value indicating whether the shadow generator should display the cascades.\r\n */\r\n public get debug() {\r\n return this._debug;\r\n }\r\n\r\n public set debug(value: boolean) {\r\n if (value === this._debug) {\r\n return;\r\n }\r\n\r\n this._debug = value;\r\n if (this._shadowGenerator) {\r\n this._shadowGenerator.debug = value;\r\n }\r\n }\r\n\r\n private _stabilizeCascades = false;\r\n /**\r\n * Gets or sets a value indicating whether the shadow generator should stabilize the cascades.\r\n */\r\n public get stabilizeCascades() {\r\n return this._stabilizeCascades;\r\n }\r\n\r\n public set stabilizeCascades(value: boolean) {\r\n if (value === this._stabilizeCascades) {\r\n return;\r\n }\r\n\r\n this._stabilizeCascades = value;\r\n if (this._shadowGenerator) {\r\n this._shadowGenerator.stabilizeCascades = value;\r\n }\r\n }\r\n\r\n private _lambda = 0.5;\r\n /**\r\n * Gets or sets the lambda parameter of the shadow generator.\r\n */\r\n public get lambda() {\r\n return this._lambda;\r\n }\r\n\r\n public set lambda(value: number) {\r\n if (value === this._lambda) {\r\n return;\r\n }\r\n\r\n this._lambda = value;\r\n if (this._shadowGenerator) {\r\n this._shadowGenerator.lambda = value;\r\n }\r\n }\r\n\r\n private _cascadeBlendPercentage = 0.1;\r\n /**\r\n * Gets or sets the cascade blend percentage.\r\n */\r\n public get cascadeBlendPercentage() {\r\n return this._cascadeBlendPercentage;\r\n }\r\n\r\n public set cascadeBlendPercentage(value: number) {\r\n if (value === this._cascadeBlendPercentage) {\r\n return;\r\n }\r\n\r\n this._cascadeBlendPercentage = value;\r\n if (this._shadowGenerator) {\r\n this._shadowGenerator.cascadeBlendPercentage = value;\r\n }\r\n }\r\n\r\n private _depthClamp = true;\r\n /**\r\n * Gets or sets a value indicating whether the shadow generator should use depth clamping.\r\n */\r\n public get depthClamp() {\r\n return this._depthClamp;\r\n }\r\n\r\n public set depthClamp(value: boolean) {\r\n if (value === this._depthClamp) {\r\n return;\r\n }\r\n\r\n this._depthClamp = value;\r\n if (this._shadowGenerator) {\r\n this._shadowGenerator.depthClamp = value;\r\n }\r\n }\r\n\r\n private _autoCalcDepthBounds = false;\r\n /**\r\n * Gets or sets a value indicating whether the shadow generator should automatically calculate the depth bounds.\r\n */\r\n public get autoCalcDepthBounds() {\r\n return this._autoCalcDepthBounds;\r\n }\r\n\r\n public set autoCalcDepthBounds(value: boolean) {\r\n if (value === this._autoCalcDepthBounds) {\r\n return;\r\n }\r\n\r\n this._autoCalcDepthBounds = value;\r\n if (this._shadowGenerator) {\r\n this._shadowGenerator.autoCalcDepthBounds = value;\r\n }\r\n }\r\n\r\n private _autoCalcDepthBoundsRefreshRate = 1;\r\n /**\r\n * Defines the refresh rate of the min/max computation used when autoCalcDepthBounds is set to true\r\n * Use 0 to compute just once, 1 to compute on every frame, 2 to compute every two frames and so on...\r\n */\r\n public get autoCalcDepthBoundsRefreshRate() {\r\n return this._autoCalcDepthBoundsRefreshRate;\r\n }\r\n\r\n public set autoCalcDepthBoundsRefreshRate(value: number) {\r\n if (value === this._autoCalcDepthBoundsRefreshRate) {\r\n return;\r\n }\r\n\r\n this._autoCalcDepthBoundsRefreshRate = value;\r\n if (this._shadowGenerator) {\r\n this._shadowGenerator.autoCalcDepthBoundsRefreshRate = value;\r\n }\r\n }\r\n\r\n private _shadowMaxZ = 10000;\r\n /**\r\n * Gets or sets the maximum shadow Z value.\r\n */\r\n public get shadowMaxZ() {\r\n return this._shadowMaxZ;\r\n }\r\n\r\n public set shadowMaxZ(value: number) {\r\n if (value === this._shadowMaxZ) {\r\n return;\r\n }\r\n\r\n this._shadowMaxZ = value;\r\n if (this._shadowGenerator) {\r\n this._shadowGenerator.shadowMaxZ = value;\r\n }\r\n }\r\n\r\n protected override _createShadowGenerator() {\r\n if (!(this.light instanceof DirectionalLight)) {\r\n throw new Error(`FrameGraphCascadedShadowGeneratorTask ${this.name}: the CSM shadow generator only supports directional lights.`);\r\n }\r\n this._shadowGenerator = new CascadedShadowGenerator(this.mapSize, this.light, this.useFloat32TextureType, this.camera, this.useRedTextureFormat);\r\n this._shadowGenerator.numCascades = this._numCascades;\r\n }\r\n\r\n protected override _setupShadowGenerator() {\r\n super._setupShadowGenerator();\r\n\r\n const shadowGenerator = this._shadowGenerator;\r\n if (shadowGenerator === undefined) {\r\n return;\r\n }\r\n\r\n shadowGenerator.debug = this._debug;\r\n shadowGenerator.stabilizeCascades = this._stabilizeCascades;\r\n shadowGenerator.lambda = this._lambda;\r\n shadowGenerator.cascadeBlendPercentage = this._cascadeBlendPercentage;\r\n shadowGenerator.depthClamp = this._depthClamp;\r\n shadowGenerator.autoCalcDepthBounds = this._autoCalcDepthBounds;\r\n shadowGenerator.shadowMaxZ = this._shadowMaxZ;\r\n }\r\n}\r\n"]}
@@ -5,6 +5,8 @@ import { FrameGraphCullPass } from "./Passes/cullPass.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";
8
10
  /**
9
11
  * Class used to implement a frame graph
10
12
  * @experimental
@@ -7,6 +7,8 @@ import { FrameGraphTextureManager } from "./frameGraphTextureManager.js";
7
7
  import { Observable } from "../Misc/observable.js";
8
8
  import { _RetryWithInterval } from "../Misc/timingTools.js";
9
9
  import { Logger } from "../Misc/logger.js";
10
+ import "../Engines/Extensions/engine.multiRender.js";
11
+ import "../Engines/WebGPU/Extensions/engine.multiRender.js";
10
12
  var FrameGraphPassType;
11
13
  (function (FrameGraphPassType) {
12
14
  FrameGraphPassType[FrameGraphPassType["Normal"] = 0] = "Normal";
@@ -1 +1 @@
1
- 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eslint-disable import/no-internal-modules */\r\nimport type { Scene, AbstractEngine, FrameGraphTask, Nullable, NodeRenderGraph } from \"core/index\";\r\nimport { FrameGraphPass } from \"./Passes/pass\";\r\nimport { FrameGraphRenderPass } from \"./Passes/renderPass\";\r\nimport { FrameGraphCullPass } from \"./Passes/cullPass\";\r\nimport { FrameGraphRenderContext } from \"./frameGraphRenderContext\";\r\nimport { FrameGraphContext } from \"./frameGraphContext\";\r\nimport { FrameGraphTextureManager } from \"./frameGraphTextureManager\";\r\nimport { Observable } from \"core/Misc/observable\";\r\nimport { _RetryWithInterval } from \"core/Misc/timingTools\";\r\nimport { Logger } from \"core/Misc/logger\";\r\n\r\nenum FrameGraphPassType {\r\n Normal = 0,\r\n Render = 1,\r\n Cull = 2,\r\n}\r\n\r\n/**\r\n * Class used to implement a frame graph\r\n * @experimental\r\n */\r\nexport class FrameGraph {\r\n /**\r\n * Gets the texture manager used by the frame graph\r\n */\r\n public readonly textureManager: FrameGraphTextureManager;\r\n\r\n private readonly _engine: AbstractEngine;\r\n private readonly _scene: Scene;\r\n private readonly _tasks: FrameGraphTask[] = [];\r\n private readonly _passContext: FrameGraphContext;\r\n private readonly _renderContext: FrameGraphRenderContext;\r\n private _currentProcessedTask: FrameGraphTask | null = null;\r\n private _whenReadyAsyncCancel: Nullable<() => void> = null;\r\n\r\n /**\r\n * Name of the frame graph\r\n */\r\n public name = \"Frame Graph\";\r\n\r\n /**\r\n * Gets or sets a boolean indicating that texture allocation should be optimized (that is, reuse existing textures when possible to limit GPU memory usage) (default: true)\r\n */\r\n public optimizeTextureAllocation = true;\r\n\r\n /**\r\n * Observable raised when the node render graph is built\r\n */\r\n public onBuildObservable = new Observable<FrameGraph>();\r\n\r\n /**\r\n * Gets the engine used by the frame graph\r\n */\r\n public get engine() {\r\n return this._engine;\r\n }\r\n\r\n /**\r\n * Gets the scene used by the frame graph\r\n */\r\n public get scene() {\r\n return this._scene;\r\n }\r\n\r\n /**\r\n * Gets the list of tasks in the frame graph\r\n */\r\n public get tasks() {\r\n return this._tasks;\r\n }\r\n\r\n /**\r\n * Gets the node render graph linked to the frame graph (if any)\r\n * @returns the linked node render graph or null if none\r\n */\r\n public getLinkedNodeRenderGraph(): Nullable<NodeRenderGraph> {\r\n return this._linkedNodeRenderGraph;\r\n }\r\n\r\n /**\r\n * Constructs the frame graph\r\n * @param scene defines the scene the frame graph is associated with\r\n * @param debugTextures defines a boolean indicating that textures created by the frame graph should be visible in the inspector (default is false)\r\n * @param _linkedNodeRenderGraph defines the linked node render graph (if any)\r\n */\r\n constructor(\r\n scene: Scene,\r\n debugTextures = false,\r\n private readonly _linkedNodeRenderGraph: Nullable<NodeRenderGraph> = null\r\n ) {\r\n this._scene = scene;\r\n this._engine = scene.getEngine();\r\n this.textureManager = new FrameGraphTextureManager(this._engine, debugTextures, scene);\r\n this._passContext = new FrameGraphContext();\r\n this._renderContext = new FrameGraphRenderContext(this._engine, this.textureManager, scene);\r\n\r\n this._scene.frameGraphs.push(this);\r\n }\r\n\r\n /**\r\n * Gets the class name of the frame graph\r\n * @returns the class name\r\n */\r\n public getClassName() {\r\n return \"FrameGraph\";\r\n }\r\n\r\n /**\r\n * Gets a task by name\r\n * @param name Name of the task to get\r\n * @returns The task or undefined if not found\r\n */\r\n public getTaskByName<T extends FrameGraphTask>(name: string): T | undefined {\r\n return this._tasks.find((t) => t.name === name) as T;\r\n }\r\n\r\n /**\r\n * Adds a task to the frame graph\r\n * @param task Task to add\r\n */\r\n public addTask(task: FrameGraphTask): void {\r\n if (this._currentProcessedTask !== null) {\r\n throw new Error(`FrameGraph.addTask: Can't add the task \"${task.name}\" while another task is currently building (task: ${this._currentProcessedTask.name}).`);\r\n }\r\n\r\n this._tasks.push(task);\r\n }\r\n\r\n /**\r\n * Adds a pass to a task. This method can only be called during a Task.record execution.\r\n * @param name The name of the pass\r\n * @param whenTaskDisabled If true, the pass will be added to the list of passes to execute when the task is disabled (default is false)\r\n * @returns The render pass created\r\n */\r\n public addPass(name: string, whenTaskDisabled = false): FrameGraphPass<FrameGraphContext> {\r\n return this._addPass(name, FrameGraphPassType.Normal, whenTaskDisabled) as FrameGraphPass<FrameGraphContext>;\r\n }\r\n\r\n /**\r\n * Adds a render pass to a task. This method can only be called during a Task.record execution.\r\n * @param name The name of the pass\r\n * @param whenTaskDisabled If true, the pass will be added to the list of passes to execute when the task is disabled (default is false)\r\n * @returns The render pass created\r\n */\r\n public addRenderPass(name: string, whenTaskDisabled = false): FrameGraphRenderPass {\r\n return this._addPass(name, FrameGraphPassType.Render, whenTaskDisabled) as FrameGraphRenderPass;\r\n }\r\n\r\n /**\r\n * Adds a cull pass to a task. This method can only be called during a Task.record execution.\r\n * @param name The name of the pass\r\n * @param whenTaskDisabled If true, the pass will be added to the list of passes to execute when the task is disabled (default is false)\r\n * @returns The cull pass created\r\n */\r\n public addCullPass(name: string, whenTaskDisabled = false): FrameGraphCullPass {\r\n return this._addPass(name, FrameGraphPassType.Cull, whenTaskDisabled) as FrameGraphCullPass;\r\n }\r\n\r\n private _addPass(name: string, passType: FrameGraphPassType, whenTaskDisabled = false): FrameGraphPass<FrameGraphContext> | FrameGraphRenderPass {\r\n if (!this._currentProcessedTask) {\r\n throw new Error(\"FrameGraph: A pass must be created during a Task.record execution only.\");\r\n }\r\n\r\n let pass: FrameGraphPass<FrameGraphContext> | FrameGraphRenderPass;\r\n\r\n switch (passType) {\r\n case FrameGraphPassType.Render:\r\n pass = new FrameGraphRenderPass(name, this._currentProcessedTask, this._renderContext, this._engine);\r\n break;\r\n case FrameGraphPassType.Cull:\r\n pass = new FrameGraphCullPass(name, this._currentProcessedTask, this._passContext, this._engine);\r\n break;\r\n default:\r\n pass = new FrameGraphPass(name, this._currentProcessedTask, this._passContext);\r\n break;\r\n }\r\n\r\n this._currentProcessedTask._addPass(pass, whenTaskDisabled);\r\n\r\n return pass;\r\n }\r\n\r\n /**\r\n * Builds the frame graph.\r\n * This method should be called after all tasks have been added to the frame graph (FrameGraph.addTask) and before the graph is executed (FrameGraph.execute).\r\n */\r\n public build(): void {\r\n this.textureManager._releaseTextures(false);\r\n\r\n try {\r\n for (const task of this._tasks) {\r\n task._reset();\r\n\r\n this._currentProcessedTask = task;\r\n this.textureManager._isRecordingTask = true;\r\n\r\n task.record();\r\n\r\n this.textureManager._isRecordingTask = false;\r\n this._currentProcessedTask = null;\r\n }\r\n\r\n this.textureManager._allocateTextures(this.optimizeTextureAllocation ? this._tasks : undefined);\r\n\r\n for (const task of this._tasks) {\r\n task._checkTask();\r\n }\r\n\r\n for (const task of this._tasks) {\r\n task.onTexturesAllocatedObservable.notifyObservers(this._renderContext);\r\n }\r\n\r\n this.onBuildObservable.notifyObservers(this);\r\n } catch (e) {\r\n this._tasks.length = 0;\r\n this._currentProcessedTask = null;\r\n this.textureManager._isRecordingTask = false;\r\n throw e;\r\n }\r\n }\r\n\r\n /**\r\n * Returns a promise that resolves when the frame graph is ready to be executed\r\n * This method must be called after the graph has been built (FrameGraph.build called)!\r\n * @param timeStep Time step in ms between retries (default is 16)\r\n * @param maxTimeout Maximum time in ms to wait for the graph to be ready (default is 30000)\r\n * @returns The promise that resolves when the graph is ready\r\n */\r\n public async whenReadyAsync(timeStep = 16, maxTimeout = 30000): Promise<void> {\r\n let firstNotReadyTask: FrameGraphTask | null = null;\r\n return await new Promise((resolve) => {\r\n this._whenReadyAsyncCancel = _RetryWithInterval(\r\n () => {\r\n let ready = this._renderContext._isReady();\r\n for (const task of this._tasks) {\r\n const taskIsReady = task.isReady();\r\n if (!taskIsReady && !firstNotReadyTask) {\r\n firstNotReadyTask = task;\r\n }\r\n ready &&= taskIsReady;\r\n }\r\n return ready;\r\n },\r\n () => {\r\n this._whenReadyAsyncCancel = null;\r\n resolve();\r\n },\r\n (err, isTimeout) => {\r\n this._whenReadyAsyncCancel = null;\r\n if (!isTimeout) {\r\n Logger.Error(\"FrameGraph: An unexpected error occurred while waiting for the frame graph to be ready.\");\r\n if (err) {\r\n Logger.Error(err);\r\n if (err.stack) {\r\n Logger.Error(err.stack);\r\n }\r\n }\r\n } else {\r\n Logger.Error(\r\n `FrameGraph: Timeout while waiting for the frame graph to be ready.${firstNotReadyTask ? ` First task not ready: ${firstNotReadyTask.name}` : \"\"}`\r\n );\r\n if (err) {\r\n Logger.Error(err);\r\n }\r\n }\r\n },\r\n timeStep,\r\n maxTimeout\r\n );\r\n });\r\n }\r\n\r\n /**\r\n * Executes the frame graph.\r\n */\r\n public execute(): void {\r\n this._renderContext.bindRenderTarget();\r\n\r\n this.textureManager._updateHistoryTextures();\r\n\r\n for (const task of this._tasks) {\r\n const passes = task._getPasses();\r\n\r\n for (const pass of passes) {\r\n pass._execute();\r\n }\r\n }\r\n }\r\n\r\n /**\r\n * Clears the frame graph (remove the tasks and release the textures).\r\n * The frame graph can be built again after this method is called.\r\n */\r\n public clear(): void {\r\n this._whenReadyAsyncCancel?.();\r\n this._whenReadyAsyncCancel = null;\r\n\r\n for (const task of this._tasks) {\r\n task._reset();\r\n }\r\n\r\n this._tasks.length = 0;\r\n this.textureManager._releaseTextures();\r\n this._currentProcessedTask = null;\r\n }\r\n\r\n /**\r\n * Disposes the frame graph\r\n */\r\n public dispose(): void {\r\n this._whenReadyAsyncCancel?.();\r\n this._whenReadyAsyncCancel = null;\r\n this.clear();\r\n this.textureManager._dispose();\r\n this._renderContext._dispose();\r\n\r\n const index = this._scene.frameGraphs.indexOf(this);\r\n if (index !== -1) {\r\n this._scene.frameGraphs.splice(index, 1);\r\n }\r\n }\r\n}\r\n"]}
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eslint-disable import/no-internal-modules */\r\nimport type { Scene, AbstractEngine, FrameGraphTask, Nullable, NodeRenderGraph } from \"core/index\";\r\nimport { FrameGraphPass } from \"./Passes/pass\";\r\nimport { FrameGraphRenderPass } from \"./Passes/renderPass\";\r\nimport { FrameGraphCullPass } from \"./Passes/cullPass\";\r\nimport { FrameGraphRenderContext } from \"./frameGraphRenderContext\";\r\nimport { FrameGraphContext } from \"./frameGraphContext\";\r\nimport { FrameGraphTextureManager } from \"./frameGraphTextureManager\";\r\nimport { Observable } from \"core/Misc/observable\";\r\nimport { _RetryWithInterval } from \"core/Misc/timingTools\";\r\nimport { Logger } from \"core/Misc/logger\";\r\n\r\nimport \"core/Engines/Extensions/engine.multiRender\";\r\nimport \"core/Engines/WebGPU/Extensions/engine.multiRender\";\r\n\r\nenum FrameGraphPassType {\r\n Normal = 0,\r\n Render = 1,\r\n Cull = 2,\r\n}\r\n\r\n/**\r\n * Class used to implement a frame graph\r\n * @experimental\r\n */\r\nexport class FrameGraph {\r\n /**\r\n * Gets the texture manager used by the frame graph\r\n */\r\n public readonly textureManager: FrameGraphTextureManager;\r\n\r\n private readonly _engine: AbstractEngine;\r\n private readonly _scene: Scene;\r\n private readonly _tasks: FrameGraphTask[] = [];\r\n private readonly _passContext: FrameGraphContext;\r\n private readonly _renderContext: FrameGraphRenderContext;\r\n private _currentProcessedTask: FrameGraphTask | null = null;\r\n private _whenReadyAsyncCancel: Nullable<() => void> = null;\r\n\r\n /**\r\n * Name of the frame graph\r\n */\r\n public name = \"Frame Graph\";\r\n\r\n /**\r\n * Gets or sets a boolean indicating that texture allocation should be optimized (that is, reuse existing textures when possible to limit GPU memory usage) (default: true)\r\n */\r\n public optimizeTextureAllocation = true;\r\n\r\n /**\r\n * Observable raised when the node render graph is built\r\n */\r\n public onBuildObservable = new Observable<FrameGraph>();\r\n\r\n /**\r\n * Gets the engine used by the frame graph\r\n */\r\n public get engine() {\r\n return this._engine;\r\n }\r\n\r\n /**\r\n * Gets the scene used by the frame graph\r\n */\r\n public get scene() {\r\n return this._scene;\r\n }\r\n\r\n /**\r\n * Gets the list of tasks in the frame graph\r\n */\r\n public get tasks() {\r\n return this._tasks;\r\n }\r\n\r\n /**\r\n * Gets the node render graph linked to the frame graph (if any)\r\n * @returns the linked node render graph or null if none\r\n */\r\n public getLinkedNodeRenderGraph(): Nullable<NodeRenderGraph> {\r\n return this._linkedNodeRenderGraph;\r\n }\r\n\r\n /**\r\n * Constructs the frame graph\r\n * @param scene defines the scene the frame graph is associated with\r\n * @param debugTextures defines a boolean indicating that textures created by the frame graph should be visible in the inspector (default is false)\r\n * @param _linkedNodeRenderGraph defines the linked node render graph (if any)\r\n */\r\n constructor(\r\n scene: Scene,\r\n debugTextures = false,\r\n private readonly _linkedNodeRenderGraph: Nullable<NodeRenderGraph> = null\r\n ) {\r\n this._scene = scene;\r\n this._engine = scene.getEngine();\r\n this.textureManager = new FrameGraphTextureManager(this._engine, debugTextures, scene);\r\n this._passContext = new FrameGraphContext();\r\n this._renderContext = new FrameGraphRenderContext(this._engine, this.textureManager, scene);\r\n\r\n this._scene.frameGraphs.push(this);\r\n }\r\n\r\n /**\r\n * Gets the class name of the frame graph\r\n * @returns the class name\r\n */\r\n public getClassName() {\r\n return \"FrameGraph\";\r\n }\r\n\r\n /**\r\n * Gets a task by name\r\n * @param name Name of the task to get\r\n * @returns The task or undefined if not found\r\n */\r\n public getTaskByName<T extends FrameGraphTask>(name: string): T | undefined {\r\n return this._tasks.find((t) => t.name === name) as T;\r\n }\r\n\r\n /**\r\n * Adds a task to the frame graph\r\n * @param task Task to add\r\n */\r\n public addTask(task: FrameGraphTask): void {\r\n if (this._currentProcessedTask !== null) {\r\n throw new Error(`FrameGraph.addTask: Can't add the task \"${task.name}\" while another task is currently building (task: ${this._currentProcessedTask.name}).`);\r\n }\r\n\r\n this._tasks.push(task);\r\n }\r\n\r\n /**\r\n * Adds a pass to a task. This method can only be called during a Task.record execution.\r\n * @param name The name of the pass\r\n * @param whenTaskDisabled If true, the pass will be added to the list of passes to execute when the task is disabled (default is false)\r\n * @returns The render pass created\r\n */\r\n public addPass(name: string, whenTaskDisabled = false): FrameGraphPass<FrameGraphContext> {\r\n return this._addPass(name, FrameGraphPassType.Normal, whenTaskDisabled) as FrameGraphPass<FrameGraphContext>;\r\n }\r\n\r\n /**\r\n * Adds a render pass to a task. This method can only be called during a Task.record execution.\r\n * @param name The name of the pass\r\n * @param whenTaskDisabled If true, the pass will be added to the list of passes to execute when the task is disabled (default is false)\r\n * @returns The render pass created\r\n */\r\n public addRenderPass(name: string, whenTaskDisabled = false): FrameGraphRenderPass {\r\n return this._addPass(name, FrameGraphPassType.Render, whenTaskDisabled) as FrameGraphRenderPass;\r\n }\r\n\r\n /**\r\n * Adds a cull pass to a task. This method can only be called during a Task.record execution.\r\n * @param name The name of the pass\r\n * @param whenTaskDisabled If true, the pass will be added to the list of passes to execute when the task is disabled (default is false)\r\n * @returns The cull pass created\r\n */\r\n public addCullPass(name: string, whenTaskDisabled = false): FrameGraphCullPass {\r\n return this._addPass(name, FrameGraphPassType.Cull, whenTaskDisabled) as FrameGraphCullPass;\r\n }\r\n\r\n private _addPass(name: string, passType: FrameGraphPassType, whenTaskDisabled = false): FrameGraphPass<FrameGraphContext> | FrameGraphRenderPass {\r\n if (!this._currentProcessedTask) {\r\n throw new Error(\"FrameGraph: A pass must be created during a Task.record execution only.\");\r\n }\r\n\r\n let pass: FrameGraphPass<FrameGraphContext> | FrameGraphRenderPass;\r\n\r\n switch (passType) {\r\n case FrameGraphPassType.Render:\r\n pass = new FrameGraphRenderPass(name, this._currentProcessedTask, this._renderContext, this._engine);\r\n break;\r\n case FrameGraphPassType.Cull:\r\n pass = new FrameGraphCullPass(name, this._currentProcessedTask, this._passContext, this._engine);\r\n break;\r\n default:\r\n pass = new FrameGraphPass(name, this._currentProcessedTask, this._passContext);\r\n break;\r\n }\r\n\r\n this._currentProcessedTask._addPass(pass, whenTaskDisabled);\r\n\r\n return pass;\r\n }\r\n\r\n /**\r\n * Builds the frame graph.\r\n * This method should be called after all tasks have been added to the frame graph (FrameGraph.addTask) and before the graph is executed (FrameGraph.execute).\r\n */\r\n public build(): void {\r\n this.textureManager._releaseTextures(false);\r\n\r\n try {\r\n for (const task of this._tasks) {\r\n task._reset();\r\n\r\n this._currentProcessedTask = task;\r\n this.textureManager._isRecordingTask = true;\r\n\r\n task.record();\r\n\r\n this.textureManager._isRecordingTask = false;\r\n this._currentProcessedTask = null;\r\n }\r\n\r\n this.textureManager._allocateTextures(this.optimizeTextureAllocation ? this._tasks : undefined);\r\n\r\n for (const task of this._tasks) {\r\n task._checkTask();\r\n }\r\n\r\n for (const task of this._tasks) {\r\n task.onTexturesAllocatedObservable.notifyObservers(this._renderContext);\r\n }\r\n\r\n this.onBuildObservable.notifyObservers(this);\r\n } catch (e) {\r\n this._tasks.length = 0;\r\n this._currentProcessedTask = null;\r\n this.textureManager._isRecordingTask = false;\r\n throw e;\r\n }\r\n }\r\n\r\n /**\r\n * Returns a promise that resolves when the frame graph is ready to be executed\r\n * This method must be called after the graph has been built (FrameGraph.build called)!\r\n * @param timeStep Time step in ms between retries (default is 16)\r\n * @param maxTimeout Maximum time in ms to wait for the graph to be ready (default is 30000)\r\n * @returns The promise that resolves when the graph is ready\r\n */\r\n public async whenReadyAsync(timeStep = 16, maxTimeout = 30000): Promise<void> {\r\n let firstNotReadyTask: FrameGraphTask | null = null;\r\n return await new Promise((resolve) => {\r\n this._whenReadyAsyncCancel = _RetryWithInterval(\r\n () => {\r\n let ready = this._renderContext._isReady();\r\n for (const task of this._tasks) {\r\n const taskIsReady = task.isReady();\r\n if (!taskIsReady && !firstNotReadyTask) {\r\n firstNotReadyTask = task;\r\n }\r\n ready &&= taskIsReady;\r\n }\r\n return ready;\r\n },\r\n () => {\r\n this._whenReadyAsyncCancel = null;\r\n resolve();\r\n },\r\n (err, isTimeout) => {\r\n this._whenReadyAsyncCancel = null;\r\n if (!isTimeout) {\r\n Logger.Error(\"FrameGraph: An unexpected error occurred while waiting for the frame graph to be ready.\");\r\n if (err) {\r\n Logger.Error(err);\r\n if (err.stack) {\r\n Logger.Error(err.stack);\r\n }\r\n }\r\n } else {\r\n Logger.Error(\r\n `FrameGraph: Timeout while waiting for the frame graph to be ready.${firstNotReadyTask ? ` First task not ready: ${firstNotReadyTask.name}` : \"\"}`\r\n );\r\n if (err) {\r\n Logger.Error(err);\r\n }\r\n }\r\n },\r\n timeStep,\r\n maxTimeout\r\n );\r\n });\r\n }\r\n\r\n /**\r\n * Executes the frame graph.\r\n */\r\n public execute(): void {\r\n this._renderContext.bindRenderTarget();\r\n\r\n this.textureManager._updateHistoryTextures();\r\n\r\n for (const task of this._tasks) {\r\n const passes = task._getPasses();\r\n\r\n for (const pass of passes) {\r\n pass._execute();\r\n }\r\n }\r\n }\r\n\r\n /**\r\n * Clears the frame graph (remove the tasks and release the textures).\r\n * The frame graph can be built again after this method is called.\r\n */\r\n public clear(): void {\r\n this._whenReadyAsyncCancel?.();\r\n this._whenReadyAsyncCancel = null;\r\n\r\n for (const task of this._tasks) {\r\n task._reset();\r\n }\r\n\r\n this._tasks.length = 0;\r\n this.textureManager._releaseTextures();\r\n this._currentProcessedTask = null;\r\n }\r\n\r\n /**\r\n * Disposes the frame graph\r\n */\r\n public dispose(): void {\r\n this._whenReadyAsyncCancel?.();\r\n this._whenReadyAsyncCancel = null;\r\n this.clear();\r\n this.textureManager._dispose();\r\n this._renderContext._dispose();\r\n\r\n const index = this._scene.frameGraphs.indexOf(this);\r\n if (index !== -1) {\r\n this._scene.frameGraphs.splice(index, 1);\r\n }\r\n }\r\n}\r\n"]}
@@ -243,7 +243,7 @@ export class PlaneRotationGizmo extends Gizmo {
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  tmpSnapEvent.snapDistance = angle;
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  this.onSnapObservable.notifyObservers(tmpSnapEvent);
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  }
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- this._angles.y += angle;
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+ this._angles.y += gizmoLayer.utilityLayerScene.useRightHandedSystem ? -angle : angle;
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  this.angle += cameraFlipped ? -angle : angle;
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  this._rotationShaderMaterial.setVector3("angles", this._angles);
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  this._matrixChanged();