@babylonjs/core 9.11.0 → 9.12.0

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 (1012) hide show
  1. package/Actions/actionManager.d.ts +1 -1
  2. package/Actions/actionManager.js +8 -5
  3. package/Actions/actionManager.js.map +1 -1
  4. package/Animations/animatable.core.d.ts +1 -1
  5. package/Animations/animatable.core.js +2 -2
  6. package/Animations/animatable.core.js.map +1 -1
  7. package/Animations/animationPropertiesOverride.js +1 -1
  8. package/Animations/animationPropertiesOverride.js.map +1 -1
  9. package/Animations/animatorAvatar.d.ts +2 -2
  10. package/Animations/animatorAvatar.js +3 -3
  11. package/Animations/animatorAvatar.js.map +1 -1
  12. package/Animations/pathCursor.d.ts +1 -1
  13. package/Animations/pathCursor.js +1 -1
  14. package/Animations/pathCursor.js.map +1 -1
  15. package/Animations/runtimeAnimation.d.ts +1 -1
  16. package/Animations/runtimeAnimation.js +2 -2
  17. package/Animations/runtimeAnimation.js.map +1 -1
  18. package/Audio/analyser.js +1 -1
  19. package/Audio/analyser.js.map +1 -1
  20. package/AudioV2/abstractAudio/components/spatialAudioAttacherComponent.js +1 -1
  21. package/AudioV2/abstractAudio/components/spatialAudioAttacherComponent.js.map +1 -1
  22. package/AudioV2/abstractAudio/subProperties/abstractSpatialAudio.d.ts +1 -1
  23. package/AudioV2/abstractAudio/subProperties/abstractSpatialAudio.js +1 -1
  24. package/AudioV2/abstractAudio/subProperties/abstractSpatialAudio.js.map +1 -1
  25. package/AudioV2/abstractAudio/subProperties/abstractSpatialAudioListener.d.ts +1 -1
  26. package/AudioV2/abstractAudio/subProperties/abstractSpatialAudioListener.js +1 -1
  27. package/AudioV2/abstractAudio/subProperties/abstractSpatialAudioListener.js.map +1 -1
  28. package/AudioV2/webAudio/subNodes/spatialWebAudioSubNode.d.ts +1 -1
  29. package/AudioV2/webAudio/subNodes/spatialWebAudioSubNode.js +1 -1
  30. package/AudioV2/webAudio/subNodes/spatialWebAudioSubNode.js.map +1 -1
  31. package/AudioV2/webAudio/subProperties/spatialWebAudioListener.js +1 -1
  32. package/AudioV2/webAudio/subProperties/spatialWebAudioListener.js.map +1 -1
  33. package/AudioV2/webAudio/webAudioStreamingSound.js +1 -1
  34. package/AudioV2/webAudio/webAudioStreamingSound.js.map +1 -1
  35. package/BakedVertexAnimation/bakedVertexAnimationManager.d.ts +1 -1
  36. package/BakedVertexAnimation/bakedVertexAnimationManager.js +1 -1
  37. package/BakedVertexAnimation/bakedVertexAnimationManager.js.map +1 -1
  38. package/BakedVertexAnimation/vertexAnimationBaker.js +1 -1
  39. package/BakedVertexAnimation/vertexAnimationBaker.js.map +1 -1
  40. package/Behaviors/Cameras/bouncingBehavior.js +1 -1
  41. package/Behaviors/Cameras/bouncingBehavior.js.map +1 -1
  42. package/Behaviors/Cameras/framingBehavior.d.ts +1 -1
  43. package/Behaviors/Cameras/framingBehavior.js +2 -2
  44. package/Behaviors/Cameras/framingBehavior.js.map +1 -1
  45. package/Behaviors/Cameras/interpolatingBehavior.d.ts +13 -1
  46. package/Behaviors/Cameras/interpolatingBehavior.js +13 -1
  47. package/Behaviors/Cameras/interpolatingBehavior.js.map +1 -1
  48. package/Behaviors/Meshes/attachToBoxBehavior.js +1 -1
  49. package/Behaviors/Meshes/attachToBoxBehavior.js.map +1 -1
  50. package/Behaviors/Meshes/baseSixDofDragBehavior.d.ts +3 -3
  51. package/Behaviors/Meshes/baseSixDofDragBehavior.js +4 -4
  52. package/Behaviors/Meshes/baseSixDofDragBehavior.js.map +1 -1
  53. package/Behaviors/Meshes/followBehavior.js +1 -1
  54. package/Behaviors/Meshes/followBehavior.js.map +1 -1
  55. package/Behaviors/Meshes/handConstraintBehavior.js +2 -2
  56. package/Behaviors/Meshes/handConstraintBehavior.js.map +1 -1
  57. package/Behaviors/Meshes/multiPointerScaleBehavior.js +1 -1
  58. package/Behaviors/Meshes/multiPointerScaleBehavior.js.map +1 -1
  59. package/Behaviors/Meshes/pointerDragBehavior.d.ts +3 -3
  60. package/Behaviors/Meshes/pointerDragBehavior.js +5 -5
  61. package/Behaviors/Meshes/pointerDragBehavior.js.map +1 -1
  62. package/Behaviors/Meshes/sixDofDragBehavior.d.ts +1 -1
  63. package/Behaviors/Meshes/sixDofDragBehavior.js +2 -2
  64. package/Behaviors/Meshes/sixDofDragBehavior.js.map +1 -1
  65. package/Behaviors/Meshes/surfaceMagnetismBehavior.js +1 -1
  66. package/Behaviors/Meshes/surfaceMagnetismBehavior.js.map +1 -1
  67. package/Bones/boneIKController.d.ts +1 -1
  68. package/Bones/boneIKController.js +1 -1
  69. package/Bones/boneIKController.js.map +1 -1
  70. package/Bones/boneLookController.d.ts +1 -1
  71. package/Bones/boneLookController.js +1 -1
  72. package/Bones/boneLookController.js.map +1 -1
  73. package/Bones/skeleton.d.ts +2 -2
  74. package/Bones/skeleton.functions.d.ts +1 -1
  75. package/Bones/skeleton.functions.js +3 -3
  76. package/Bones/skeleton.functions.js.map +1 -1
  77. package/Bones/skeleton.js +3 -4
  78. package/Bones/skeleton.js.map +1 -1
  79. package/Buffers/buffer.align.pure.js +6 -0
  80. package/Buffers/buffer.align.pure.js.map +1 -1
  81. package/Buffers/buffer.nonFloatVertexBuffers.js +2 -1
  82. package/Buffers/buffer.nonFloatVertexBuffers.js.map +1 -1
  83. package/Buffers/buffer.pure.d.ts +8 -0
  84. package/Buffers/buffer.pure.js +31 -2
  85. package/Buffers/buffer.pure.js.map +1 -1
  86. package/Buffers/bufferUtils.js +17 -5
  87. package/Buffers/bufferUtils.js.map +1 -1
  88. package/Cameras/Inputs/BaseCameraMouseWheelInput.js +1 -1
  89. package/Cameras/Inputs/BaseCameraMouseWheelInput.js.map +1 -1
  90. package/Cameras/Inputs/BaseCameraPointersInput.js +1 -1
  91. package/Cameras/Inputs/BaseCameraPointersInput.js.map +1 -1
  92. package/Cameras/Inputs/arcRotateCameraKeyboardMoveInput.js +1 -1
  93. package/Cameras/Inputs/arcRotateCameraKeyboardMoveInput.js.map +1 -1
  94. package/Cameras/Inputs/arcRotateCameraMouseWheelInput.js +2 -2
  95. package/Cameras/Inputs/arcRotateCameraMouseWheelInput.js.map +1 -1
  96. package/Cameras/Inputs/flyCameraKeyboardInput.js +2 -2
  97. package/Cameras/Inputs/flyCameraKeyboardInput.js.map +1 -1
  98. package/Cameras/Inputs/flyCameraMouseInput.js +2 -2
  99. package/Cameras/Inputs/flyCameraMouseInput.js.map +1 -1
  100. package/Cameras/Inputs/followCameraKeyboardMoveInput.js +1 -1
  101. package/Cameras/Inputs/followCameraKeyboardMoveInput.js.map +1 -1
  102. package/Cameras/Inputs/followCameraMouseWheelInput.js +1 -1
  103. package/Cameras/Inputs/followCameraMouseWheelInput.js.map +1 -1
  104. package/Cameras/Inputs/freeCameraGamepadInput.js +1 -1
  105. package/Cameras/Inputs/freeCameraGamepadInput.js.map +1 -1
  106. package/Cameras/Inputs/freeCameraKeyboardMoveInput.js +2 -2
  107. package/Cameras/Inputs/freeCameraKeyboardMoveInput.js.map +1 -1
  108. package/Cameras/Inputs/freeCameraMouseInput.js +1 -1
  109. package/Cameras/Inputs/freeCameraMouseInput.js.map +1 -1
  110. package/Cameras/Inputs/freeCameraMouseWheelInput.js +1 -1
  111. package/Cameras/Inputs/freeCameraMouseWheelInput.js.map +1 -1
  112. package/Cameras/Inputs/freeCameraTouchInput.js +2 -2
  113. package/Cameras/Inputs/freeCameraTouchInput.js.map +1 -1
  114. package/Cameras/Inputs/geospatialCameraKeyboardInput.js +1 -1
  115. package/Cameras/Inputs/geospatialCameraKeyboardInput.js.map +1 -1
  116. package/Cameras/Limits/geospatialLimits.d.ts +1 -1
  117. package/Cameras/Limits/geospatialLimits.js +1 -1
  118. package/Cameras/Limits/geospatialLimits.js.map +1 -1
  119. package/Cameras/RigModes/stereoscopicAnaglyphRigMode.js +2 -2
  120. package/Cameras/RigModes/stereoscopicAnaglyphRigMode.js.map +1 -1
  121. package/Cameras/RigModes/stereoscopicRigMode.d.ts +1 -1
  122. package/Cameras/RigModes/stereoscopicRigMode.js +3 -3
  123. package/Cameras/RigModes/stereoscopicRigMode.js.map +1 -1
  124. package/Cameras/RigModes/vrRigMode.js +2 -2
  125. package/Cameras/RigModes/vrRigMode.js.map +1 -1
  126. package/Cameras/Stereoscopic/stereoscopicScreenUniversalCamera.d.ts +3 -3
  127. package/Cameras/Stereoscopic/stereoscopicScreenUniversalCamera.js +5 -5
  128. package/Cameras/Stereoscopic/stereoscopicScreenUniversalCamera.js.map +1 -1
  129. package/Cameras/VR/vrCameraMetrics.d.ts +1 -1
  130. package/Cameras/VR/vrCameraMetrics.js +1 -1
  131. package/Cameras/VR/vrCameraMetrics.js.map +1 -1
  132. package/Cameras/cameraInputsManager.d.ts +1 -1
  133. package/Cameras/cameraInputsManager.js +1 -1
  134. package/Cameras/cameraInputsManager.js.map +1 -1
  135. package/Collisions/collider.d.ts +1 -1
  136. package/Collisions/collider.js +1 -1
  137. package/Collisions/collider.js.map +1 -1
  138. package/Collisions/gpuPicker.d.ts +1 -1
  139. package/Collisions/gpuPicker.js +5 -5
  140. package/Collisions/gpuPicker.js.map +1 -1
  141. package/Collisions/meshCollisionData.d.ts +1 -1
  142. package/Collisions/meshCollisionData.js +1 -1
  143. package/Collisions/meshCollisionData.js.map +1 -1
  144. package/Collisions/pickingInfo.d.ts +1 -1
  145. package/Collisions/pickingInfo.js +2 -2
  146. package/Collisions/pickingInfo.js.map +1 -1
  147. package/Culling/Octrees/octreeBlock.d.ts +1 -1
  148. package/Culling/Octrees/octreeBlock.js +1 -1
  149. package/Culling/Octrees/octreeBlock.js.map +1 -1
  150. package/Culling/boundingBox.d.ts +1 -1
  151. package/Culling/boundingBox.js +1 -1
  152. package/Culling/boundingBox.js.map +1 -1
  153. package/Culling/boundingInfo.d.ts +1 -1
  154. package/Culling/boundingInfo.js +1 -1
  155. package/Culling/boundingInfo.js.map +1 -1
  156. package/Culling/boundingSphere.d.ts +1 -1
  157. package/Culling/boundingSphere.js +1 -1
  158. package/Culling/boundingSphere.js.map +1 -1
  159. package/Culling/ray.core.d.ts +1 -1
  160. package/Culling/ray.core.js +1 -1
  161. package/Culling/ray.core.js.map +1 -1
  162. package/Debug/axesViewer.d.ts +1 -1
  163. package/Debug/axesViewer.js +3 -3
  164. package/Debug/axesViewer.js.map +1 -1
  165. package/Debug/boneAxesViewer.d.ts +1 -1
  166. package/Debug/boneAxesViewer.js +1 -1
  167. package/Debug/boneAxesViewer.js.map +1 -1
  168. package/Debug/directionalLightFrustumViewer.d.ts +1 -1
  169. package/Debug/directionalLightFrustumViewer.js +6 -6
  170. package/Debug/directionalLightFrustumViewer.js.map +1 -1
  171. package/Debug/rayHelper.d.ts +1 -1
  172. package/Debug/rayHelper.js +2 -2
  173. package/Debug/rayHelper.js.map +1 -1
  174. package/Debug/skeletonViewer.d.ts +2 -2
  175. package/Debug/skeletonViewer.js +10 -10
  176. package/Debug/skeletonViewer.js.map +1 -1
  177. package/DeviceInput/internalDeviceSourceManager.d.ts +1 -1
  178. package/DeviceInput/internalDeviceSourceManager.js +0 -1
  179. package/DeviceInput/internalDeviceSourceManager.js.map +1 -1
  180. package/DeviceInput/webDeviceInputSystem.js +1 -1
  181. package/DeviceInput/webDeviceInputSystem.js.map +1 -1
  182. package/Engines/Extensions/engine.views.d.ts +1 -1
  183. package/Engines/Extensions/engine.views.js +1 -1
  184. package/Engines/Extensions/engine.views.js.map +1 -1
  185. package/Engines/Native/nativeHelpers.js +4 -1
  186. package/Engines/Native/nativeHelpers.js.map +1 -1
  187. package/Engines/WebGPU/webgpuCacheRenderPipeline.d.ts +1 -1
  188. package/Engines/WebGPU/webgpuCacheRenderPipeline.js +11 -1
  189. package/Engines/WebGPU/webgpuCacheRenderPipeline.js.map +1 -1
  190. package/Engines/WebGPU/webgpuComputeContext.d.ts +1 -1
  191. package/Engines/WebGPU/webgpuComputeContext.js.map +1 -1
  192. package/Engines/WebGPU/webgpuTintWASM.js +1 -1
  193. package/Engines/WebGPU/webgpuTintWASM.js.map +1 -1
  194. package/Engines/abstractEngine.pure.js +2 -2
  195. package/Engines/abstractEngine.pure.js.map +1 -1
  196. package/Engines/constants.d.ts +4 -0
  197. package/Engines/constants.js +4 -0
  198. package/Engines/constants.js.map +1 -1
  199. package/Engines/engineFactory.d.ts +2 -2
  200. package/Engines/engineFactory.js +3 -3
  201. package/Engines/engineFactory.js.map +1 -1
  202. package/Events/pointerEvents.d.ts +1 -1
  203. package/Events/pointerEvents.js +1 -1
  204. package/Events/pointerEvents.js.map +1 -1
  205. package/FlowGraph/Blocks/Data/Utils/flowGraphCodeExecutionBlock.js +1 -1
  206. package/FlowGraph/Blocks/Data/Utils/flowGraphCodeExecutionBlock.js.map +1 -1
  207. package/FlowGraph/Blocks/Data/flowGraphCachedOperationBlock.d.ts +1 -1
  208. package/FlowGraph/Blocks/Data/flowGraphCachedOperationBlock.js +1 -1
  209. package/FlowGraph/Blocks/Data/flowGraphCachedOperationBlock.js.map +1 -1
  210. package/FlowGraph/Blocks/Event/flowGraphKeyboardEventBlock.js +1 -1
  211. package/FlowGraph/Blocks/Event/flowGraphKeyboardEventBlock.js.map +1 -1
  212. package/FlowGraph/Blocks/Execution/Animation/flowGraphInterpolationBlock.pure.d.ts +1 -1
  213. package/FlowGraph/Blocks/Execution/Animation/flowGraphInterpolationBlock.pure.js +3 -3
  214. package/FlowGraph/Blocks/Execution/Animation/flowGraphInterpolationBlock.pure.js.map +1 -1
  215. package/FlowGraph/CustomTypes/flowGraphMatrix.d.ts +1 -1
  216. package/FlowGraph/CustomTypes/flowGraphMatrix.js +1 -1
  217. package/FlowGraph/CustomTypes/flowGraphMatrix.js.map +1 -1
  218. package/FlowGraph/flowGraphBlock.d.ts +1 -1
  219. package/FlowGraph/flowGraphBlock.js +1 -1
  220. package/FlowGraph/flowGraphBlock.js.map +1 -1
  221. package/FlowGraph/flowGraphExecutionBlock.d.ts +1 -1
  222. package/FlowGraph/flowGraphExecutionBlock.js +1 -1
  223. package/FlowGraph/flowGraphExecutionBlock.js.map +1 -1
  224. package/FlowGraph/flowGraphMath.d.ts +1 -1
  225. package/FlowGraph/flowGraphMath.js +1 -1
  226. package/FlowGraph/flowGraphMath.js.map +1 -1
  227. package/FlowGraph/flowGraphParser.js +1 -1
  228. package/FlowGraph/flowGraphParser.js.map +1 -1
  229. package/FlowGraph/flowGraphPathConverterComponent.d.ts +1 -1
  230. package/FlowGraph/flowGraphPathConverterComponent.js +2 -2
  231. package/FlowGraph/flowGraphPathConverterComponent.js.map +1 -1
  232. package/FlowGraph/flowGraphValidator.js.map +1 -1
  233. package/FlowGraph/serialization.js +4 -4
  234. package/FlowGraph/serialization.js.map +1 -1
  235. package/FlowGraph/utils.js.map +1 -1
  236. package/FrameGraph/Node/nodeRenderGraph.d.ts +2 -2
  237. package/FrameGraph/Node/nodeRenderGraph.js +7 -7
  238. package/FrameGraph/Node/nodeRenderGraph.js.map +1 -1
  239. package/FrameGraph/Tasks/Layers/baseLayerTask.d.ts +30 -0
  240. package/FrameGraph/Tasks/Layers/baseLayerTask.js +28 -1
  241. package/FrameGraph/Tasks/Layers/baseLayerTask.js.map +1 -1
  242. package/FrameGraph/Tasks/Misc/computeShaderTask.d.ts +2 -2
  243. package/FrameGraph/Tasks/Misc/computeShaderTask.js +2 -2
  244. package/FrameGraph/Tasks/Misc/computeShaderTask.js.map +1 -1
  245. package/FrameGraph/Tasks/Misc/lightingVolumeTask.d.ts +1 -1
  246. package/FrameGraph/Tasks/Misc/lightingVolumeTask.js +2 -2
  247. package/FrameGraph/Tasks/Misc/lightingVolumeTask.js.map +1 -1
  248. package/FrameGraph/Tasks/PostProcesses/blurTask.d.ts +7 -0
  249. package/FrameGraph/Tasks/PostProcesses/blurTask.js +8 -1
  250. package/FrameGraph/Tasks/PostProcesses/blurTask.js.map +1 -1
  251. package/FrameGraph/Tasks/PostProcesses/depthOfFieldBlurTask.js +1 -1
  252. package/FrameGraph/Tasks/PostProcesses/depthOfFieldBlurTask.js.map +1 -1
  253. package/FrameGraph/Tasks/PostProcesses/ssrBlurTask.js +1 -1
  254. package/FrameGraph/Tasks/PostProcesses/ssrBlurTask.js.map +1 -1
  255. package/FrameGraph/Tasks/PostProcesses/volumetricLightingBlendVolumeTask.d.ts +1 -1
  256. package/FrameGraph/Tasks/PostProcesses/volumetricLightingBlendVolumeTask.js +1 -1
  257. package/FrameGraph/Tasks/PostProcesses/volumetricLightingBlendVolumeTask.js.map +1 -1
  258. package/FrameGraph/Tasks/PostProcesses/volumetricLightingTask.d.ts +2 -2
  259. package/FrameGraph/Tasks/PostProcesses/volumetricLightingTask.js +3 -3
  260. package/FrameGraph/Tasks/PostProcesses/volumetricLightingTask.js.map +1 -1
  261. package/FrameGraph/Tasks/Rendering/csmShadowGeneratorTask.d.ts +1 -1
  262. package/FrameGraph/Tasks/Rendering/csmShadowGeneratorTask.js +2 -2
  263. package/FrameGraph/Tasks/Rendering/csmShadowGeneratorTask.js.map +1 -1
  264. package/FrameGraph/Tasks/Rendering/geometryRendererTask.d.ts +6 -0
  265. package/FrameGraph/Tasks/Rendering/geometryRendererTask.js +14 -5
  266. package/FrameGraph/Tasks/Rendering/geometryRendererTask.js.map +1 -1
  267. package/FrameGraph/Tasks/Rendering/iblShadows/iblShadowsAccumulationTask.d.ts +1 -1
  268. package/FrameGraph/Tasks/Rendering/iblShadows/iblShadowsAccumulationTask.js +1 -1
  269. package/FrameGraph/Tasks/Rendering/iblShadows/iblShadowsAccumulationTask.js.map +1 -1
  270. package/FrameGraph/Tasks/Rendering/iblShadows/iblShadowsSpatialBlurTask.d.ts +1 -1
  271. package/FrameGraph/Tasks/Rendering/iblShadows/iblShadowsSpatialBlurTask.js +1 -1
  272. package/FrameGraph/Tasks/Rendering/iblShadows/iblShadowsSpatialBlurTask.js.map +1 -1
  273. package/FrameGraph/Tasks/Rendering/iblShadows/iblShadowsTracingTask.d.ts +1 -1
  274. package/FrameGraph/Tasks/Rendering/iblShadows/iblShadowsTracingTask.js +2 -2
  275. package/FrameGraph/Tasks/Rendering/iblShadows/iblShadowsTracingTask.js.map +1 -1
  276. package/FrameGraph/Tasks/Rendering/iblShadows/iblShadowsVoxelizationTask.d.ts +1 -1
  277. package/FrameGraph/Tasks/Rendering/iblShadows/iblShadowsVoxelizationTask.js +2 -2
  278. package/FrameGraph/Tasks/Rendering/iblShadows/iblShadowsVoxelizationTask.js.map +1 -1
  279. package/FrameGraph/Tasks/Rendering/objectRendererTask.d.ts +7 -1
  280. package/FrameGraph/Tasks/Rendering/objectRendererTask.js +7 -1
  281. package/FrameGraph/Tasks/Rendering/objectRendererTask.js.map +1 -1
  282. package/FrameGraph/Tasks/Texture/clearTextureTask.d.ts +1 -1
  283. package/FrameGraph/Tasks/Texture/clearTextureTask.js +1 -1
  284. package/FrameGraph/Tasks/Texture/clearTextureTask.js.map +1 -1
  285. package/FrameGraph/frameGraphRenderContext.js +1 -1
  286. package/FrameGraph/frameGraphRenderContext.js.map +1 -1
  287. package/FrameGraph/frameGraphTextureManager.d.ts +1 -1
  288. package/FrameGraph/frameGraphTextureManager.js +1 -1
  289. package/FrameGraph/frameGraphTextureManager.js.map +1 -1
  290. package/Gamepads/gamepadManager.js +1 -1
  291. package/Gamepads/gamepadManager.js.map +1 -1
  292. package/Gizmos/axisDragGizmo.d.ts +5 -5
  293. package/Gizmos/axisDragGizmo.js +6 -6
  294. package/Gizmos/axisDragGizmo.js.map +1 -1
  295. package/Gizmos/axisScaleGizmo.d.ts +4 -4
  296. package/Gizmos/axisScaleGizmo.js +6 -6
  297. package/Gizmos/axisScaleGizmo.js.map +1 -1
  298. package/Gizmos/boundingBoxGizmo.d.ts +5 -5
  299. package/Gizmos/boundingBoxGizmo.js +7 -7
  300. package/Gizmos/boundingBoxGizmo.js.map +1 -1
  301. package/Gizmos/cameraGizmo.d.ts +3 -3
  302. package/Gizmos/cameraGizmo.js +7 -7
  303. package/Gizmos/cameraGizmo.js.map +1 -1
  304. package/Gizmos/gizmo.d.ts +2 -2
  305. package/Gizmos/gizmo.js +3 -3
  306. package/Gizmos/gizmo.js.map +1 -1
  307. package/Gizmos/gizmoManager.d.ts +2 -2
  308. package/Gizmos/gizmoManager.js +2 -2
  309. package/Gizmos/gizmoManager.js.map +1 -1
  310. package/Gizmos/lightGizmo.d.ts +4 -4
  311. package/Gizmos/lightGizmo.js +11 -11
  312. package/Gizmos/lightGizmo.js.map +1 -1
  313. package/Gizmos/planeDragGizmo.d.ts +4 -4
  314. package/Gizmos/planeDragGizmo.js +5 -5
  315. package/Gizmos/planeDragGizmo.js.map +1 -1
  316. package/Gizmos/positionGizmo.d.ts +1 -1
  317. package/Gizmos/positionGizmo.js +2 -2
  318. package/Gizmos/positionGizmo.js.map +1 -1
  319. package/Gizmos/rotationGizmo.d.ts +3 -3
  320. package/Gizmos/rotationGizmo.js +3 -3
  321. package/Gizmos/rotationGizmo.js.map +1 -1
  322. package/Gizmos/scaleGizmo.d.ts +2 -2
  323. package/Gizmos/scaleGizmo.js +4 -4
  324. package/Gizmos/scaleGizmo.js.map +1 -1
  325. package/Gizmos/spatialAudioGizmo.d.ts +2 -2
  326. package/Gizmos/spatialAudioGizmo.js +6 -6
  327. package/Gizmos/spatialAudioGizmo.js.map +1 -1
  328. package/Helpers/environmentHelper.d.ts +6 -6
  329. package/Helpers/environmentHelper.js +12 -12
  330. package/Helpers/environmentHelper.js.map +1 -1
  331. package/Helpers/materialConversionHelper.d.ts +1 -1
  332. package/Helpers/materialConversionHelper.js +1 -1
  333. package/Helpers/materialConversionHelper.js.map +1 -1
  334. package/Helpers/photoDome.d.ts +1 -1
  335. package/Helpers/photoDome.js +1 -1
  336. package/Helpers/photoDome.js.map +1 -1
  337. package/Helpers/textureDome.d.ts +4 -4
  338. package/Helpers/textureDome.js +6 -6
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{ type FrameGraph, type FrameGraphObjectList, type FrameGraphTextureHandle, type Mesh, type Observer } from \"core/index\";\r\nimport { Matrix, Quaternion, Vector3 } from \"core/Maths/math.vector\";\r\nimport { Observable } from \"core/Misc/observable\";\r\nimport { _IblShadowsVoxelRenderer } from \"core/Rendering/IBLShadows/iblShadowsVoxelRenderer\";\r\nimport { FrameGraphTask } from \"../../../frameGraphTask\";\r\n\r\n/**\r\n * Task used to voxelize shadow casting objects for IBL shadows.\r\n * @internal\r\n */\r\nexport class FrameGraphIblShadowsVoxelizationTask extends FrameGraphTask {\r\n /**\r\n * Observable raised when voxelization completes.\r\n */\r\n public readonly onVoxelizationCompleteObservable = new Observable<void>();\r\n\r\n /**\r\n * Input object list containing the meshes to voxelize.\r\n */\r\n public objectList: FrameGraphObjectList;\r\n\r\n /**\r\n * World-space voxel grid size.\r\n */\r\n public voxelGridSize = 1;\r\n\r\n /**\r\n * Voxel grid resolution exponent. Actual resolution is 2^resolutionExp.\r\n */\r\n private _resolutionExp = 6;\r\n /**\r\n * Sets voxel grid resolution exponent. Actual resolution is 2^resolutionExp.\r\n */\r\n public set resolutionExp(value: number) {\r\n const newValue = Math.round(Math.max(1, Math.min(value, 8)));\r\n if (newValue === this._resolutionExp) {\r\n return;\r\n }\r\n this._resolutionExp = newValue;\r\n if (this._voxelRenderer) {\r\n this._voxelRenderer.voxelResolutionExp = this._resolutionExp;\r\n }\r\n this.dirty = true;\r\n }\r\n /**\r\n * Gets voxel grid resolution exponent. Actual resolution is 2^resolutionExp.\r\n */\r\n public get resolutionExp(): number {\r\n return this._resolutionExp;\r\n }\r\n\r\n /**\r\n * Enables tri-planar voxelization mode.\r\n */\r\n public triPlanarVoxelization = true;\r\n\r\n /**\r\n * Indicates whether voxelization should be refreshed.\r\n */\r\n public dirty = true;\r\n\r\n private _refreshRate = -1;\r\n\r\n /**\r\n * Controls how often voxelization is refreshed.\r\n * - -1: manual only (requires setting `dirty = true`)\r\n * - 0: every frame\r\n * - 1: skip 1 frame between updates\r\n * - N: skip N frames between updates\r\n */\r\n public get refreshRate(): number {\r\n return this._refreshRate;\r\n }\r\n\r\n public set refreshRate(value: number) {\r\n this._refreshRate = Math.max(-1, Math.round(value));\r\n }\r\n\r\n /**\r\n * World-to-voxel normalization matrix used by tracing.\r\n */\r\n public readonly worldScaleMatrix = Matrix.Identity();\r\n\r\n /**\r\n * Output voxel grid texture handle.\r\n */\r\n public readonly outputVoxelGridTexture: FrameGraphTextureHandle;\r\n\r\n private _voxelRenderer?: _IblShadowsVoxelRenderer;\r\n private _voxelRendererResolutionExp?: number;\r\n private _voxelRendererTriPlanar?: boolean;\r\n private _voxelizationCompleteObserver: Observer<void> | null = null;\r\n private _voxelRTTextureHandle?: FrameGraphTextureHandle;\r\n private _voxelGridTextureHandle?: FrameGraphTextureHandle;\r\n private _frameCounter = 0;\r\n\r\n /**\r\n * Creates a new voxelization task.\r\n * @param name The task name.\r\n * @param frameGraph The frame graph this task belongs to.\r\n */\r\n constructor(name: string, frameGraph: FrameGraph) {\r\n super(name, frameGraph);\r\n\r\n this.outputVoxelGridTexture = this._frameGraph.textureManager.createDanglingHandle();\r\n }\r\n\r\n /**\r\n * Gets the class name.\r\n * @returns The class name.\r\n */\r\n public override getClassName(): string {\r\n return \"FrameGraphIblShadowsVoxelizationTask\";\r\n }\r\n\r\n /**\r\n * Checks whether the task has all required inputs.\r\n * @returns True when ready.\r\n */\r\n public override isReady(): boolean {\r\n return true;\r\n }\r\n\r\n /**\r\n * Requests a voxelization update on the next eligible frame.\r\n */\r\n public requestVoxelizationUpdate(): void {\r\n this.dirty = true;\r\n }\r\n\r\n /**\r\n * Recomputes voxel world bounds from the current object list and updates worldScaleMatrix.\r\n */\r\n public updateSceneBounds(): void {\r\n this._updateWorldScaleMatrix();\r\n }\r\n\r\n /**\r\n * Records the voxelization passes.\r\n */\r\n public override record() {\r\n if (this.objectList === undefined) {\r\n throw new Error(`FrameGraphIblShadowsVoxelizationTask ${this.name}: objectList is required`);\r\n }\r\n\r\n this._ensureVoxelRenderer();\r\n this._updateWorldScaleMatrix();\r\n\r\n this._updateOutputTextureHandlesFromRenderer();\r\n\r\n const voxelRT = this._voxelRenderer!.getRT();\r\n const voxelRTInternalTexture = voxelRT.getInternalTexture();\r\n if (!voxelRTInternalTexture) {\r\n throw new Error(`FrameGraphIblShadowsVoxelizationTask ${this.name}: voxel renderer RT texture is unavailable`);\r\n }\r\n this._voxelRTTextureHandle = this._frameGraph.textureManager.importTexture(`${this.name} Voxel RT`, voxelRTInternalTexture, this._voxelRTTextureHandle);\r\n\r\n const pass = this._frameGraph.addRenderPass(this.name);\r\n pass.setRenderTarget(this._voxelRTTextureHandle);\r\n pass.addDependencies(this.outputVoxelGridTexture);\r\n pass.setExecuteFunc((context) => {\r\n context.restoreDefaultFramebuffer();\r\n\r\n this._frameCounter++;\r\n const shouldRefreshFromRate = this.refreshRate >= 0 && (this._frameCounter - 1) % (this.refreshRate + 1) === 0;\r\n\r\n if (this._voxelRenderer!.isVoxelizationInProgress()) {\r\n this._voxelRenderer!.processVoxelization();\r\n return;\r\n }\r\n\r\n if (this.dirty || shouldRefreshFromRate) {\r\n const meshes = this.objectList!.meshes as Mesh[];\r\n if (meshes.length === 0) {\r\n return;\r\n }\r\n\r\n this._ensureVoxelRenderer();\r\n this._updateWorldScaleMatrix();\r\n this._voxelRenderer!.setWorldScaleMatrix(this.worldScaleMatrix);\r\n this._voxelRenderer!.updateVoxelGrid(meshes, false);\r\n this.dirty = false;\r\n }\r\n\r\n if (this._voxelRenderer!.isVoxelizationInProgress()) {\r\n this._voxelRenderer!.processVoxelization();\r\n }\r\n });\r\n }\r\n\r\n /**\r\n * Disposes internal resources.\r\n */\r\n public override dispose(): void {\r\n this._detachVoxelizationObserver();\r\n this._voxelRenderer?.dispose();\r\n this._voxelRenderer = undefined;\r\n this.onVoxelizationCompleteObservable.clear();\r\n super.dispose();\r\n }\r\n\r\n private _ensureVoxelRenderer(): void {\r\n const needsNewRenderer = !this._voxelRenderer || this._voxelRendererResolutionExp !== this.resolutionExp || this._voxelRendererTriPlanar !== this.triPlanarVoxelization;\r\n\r\n if (!needsNewRenderer) {\r\n return;\r\n }\r\n\r\n this._voxelRenderer?.dispose();\r\n this._voxelRenderer = new _IblShadowsVoxelRenderer(this._frameGraph.scene, {} as never, this.resolutionExp, this.triPlanarVoxelization);\r\n this._attachVoxelizationObserver();\r\n this._voxelRendererResolutionExp = this.resolutionExp;\r\n this._voxelRendererTriPlanar = this.triPlanarVoxelization;\r\n }\r\n\r\n private _attachVoxelizationObserver(): void {\r\n this._detachVoxelizationObserver();\r\n\r\n if (!this._voxelRenderer) {\r\n return;\r\n }\r\n\r\n this._voxelizationCompleteObserver = this._voxelRenderer.onVoxelizationCompleteObservable.add(() => {\r\n this._updateOutputTextureHandlesFromRenderer();\r\n this.onVoxelizationCompleteObservable.notifyObservers();\r\n });\r\n }\r\n\r\n private _detachVoxelizationObserver(): void {\r\n if (this._voxelRenderer && this._voxelizationCompleteObserver) {\r\n this._voxelRenderer.onVoxelizationCompleteObservable.remove(this._voxelizationCompleteObserver);\r\n }\r\n\r\n this._voxelizationCompleteObserver = null;\r\n }\r\n\r\n private _updateWorldScaleMatrix(): void {\r\n const meshes = this.objectList?.meshes as Mesh[] | undefined;\r\n if (!meshes || meshes.length === 0 || !isFinite(this.voxelGridSize) || this.voxelGridSize <= 0) {\r\n this.worldScaleMatrix.copyFrom(Matrix.Identity());\r\n return;\r\n }\r\n\r\n const bounds = {\r\n min: new Vector3(Number.MAX_VALUE, Number.MAX_VALUE, Number.MAX_VALUE),\r\n max: new Vector3(-Number.MAX_VALUE, -Number.MAX_VALUE, -Number.MAX_VALUE),\r\n };\r\n\r\n for (const mesh of meshes) {\r\n const localBounds = mesh.getHierarchyBoundingVectors(true);\r\n bounds.min = Vector3.Minimize(bounds.min, localBounds.min);\r\n bounds.max = Vector3.Maximize(bounds.max, localBounds.max);\r\n }\r\n\r\n const size = bounds.max.subtract(bounds.min);\r\n this.voxelGridSize = Math.max(size.x, size.y, size.z);\r\n\r\n const halfSize = this.voxelGridSize / 2.0;\r\n const centerOffset = bounds.max.add(bounds.min).multiplyByFloats(-0.5, -0.5, -0.5);\r\n const invWorldScaleMatrix = Matrix.Compose(new Vector3(1.0 / halfSize, 1.0 / halfSize, 1.0 / halfSize), new Quaternion(), Vector3.Zero());\r\n const invTranslationMatrix = Matrix.Compose(new Vector3(1.0, 1.0, 1.0), new Quaternion(), centerOffset);\r\n invTranslationMatrix.multiplyToRef(invWorldScaleMatrix, this.worldScaleMatrix);\r\n }\r\n\r\n private _updateOutputTextureHandlesFromRenderer(): void {\r\n const voxelTexture = this._voxelRenderer!.getVoxelGrid();\r\n const voxelInternalTexture = voxelTexture.getInternalTexture();\r\n if (!voxelInternalTexture) {\r\n throw new Error(`FrameGraphIblShadowsVoxelizationTask ${this.name}: voxel renderer texture is unavailable`);\r\n }\r\n\r\n this._voxelGridTextureHandle = this._frameGraph.textureManager.importTexture(`${this.name} Voxel Grid`, voxelInternalTexture, this._voxelGridTextureHandle);\r\n this._frameGraph.textureManager.resolveDanglingHandle(this.outputVoxelGridTexture, this._voxelGridTextureHandle);\r\n }\r\n}\r\n"]}
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{ type FrameGraph, type FrameGraphObjectList, type FrameGraphTextureHandle, type Mesh, type Observer } from \"core/index\";\r\nimport { Matrix, Quaternion, Vector3 } from \"core/Maths/math.vector.pure\";\r\nimport { Observable } from \"core/Misc/observable\";\r\nimport { _IblShadowsVoxelRenderer } from \"core/Rendering/IBLShadows/iblShadowsVoxelRenderer.pure\";\r\nimport { FrameGraphTask } from \"../../../frameGraphTask\";\r\n\r\n/**\r\n * Task used to voxelize shadow casting objects for IBL shadows.\r\n * @internal\r\n */\r\nexport class FrameGraphIblShadowsVoxelizationTask extends FrameGraphTask {\r\n /**\r\n * Observable raised when voxelization completes.\r\n */\r\n public readonly onVoxelizationCompleteObservable = new Observable<void>();\r\n\r\n /**\r\n * Input object list containing the meshes to voxelize.\r\n */\r\n public objectList: FrameGraphObjectList;\r\n\r\n /**\r\n * World-space voxel grid size.\r\n */\r\n public voxelGridSize = 1;\r\n\r\n /**\r\n * Voxel grid resolution exponent. Actual resolution is 2^resolutionExp.\r\n */\r\n private _resolutionExp = 6;\r\n /**\r\n * Sets voxel grid resolution exponent. Actual resolution is 2^resolutionExp.\r\n */\r\n public set resolutionExp(value: number) {\r\n const newValue = Math.round(Math.max(1, Math.min(value, 8)));\r\n if (newValue === this._resolutionExp) {\r\n return;\r\n }\r\n this._resolutionExp = newValue;\r\n if (this._voxelRenderer) {\r\n this._voxelRenderer.voxelResolutionExp = this._resolutionExp;\r\n }\r\n this.dirty = true;\r\n }\r\n /**\r\n * Gets voxel grid resolution exponent. Actual resolution is 2^resolutionExp.\r\n */\r\n public get resolutionExp(): number {\r\n return this._resolutionExp;\r\n }\r\n\r\n /**\r\n * Enables tri-planar voxelization mode.\r\n */\r\n public triPlanarVoxelization = true;\r\n\r\n /**\r\n * Indicates whether voxelization should be refreshed.\r\n */\r\n public dirty = true;\r\n\r\n private _refreshRate = -1;\r\n\r\n /**\r\n * Controls how often voxelization is refreshed.\r\n * - -1: manual only (requires setting `dirty = true`)\r\n * - 0: every frame\r\n * - 1: skip 1 frame between updates\r\n * - N: skip N frames between updates\r\n */\r\n public get refreshRate(): number {\r\n return this._refreshRate;\r\n }\r\n\r\n public set refreshRate(value: number) {\r\n this._refreshRate = Math.max(-1, Math.round(value));\r\n }\r\n\r\n /**\r\n * World-to-voxel normalization matrix used by tracing.\r\n */\r\n public readonly worldScaleMatrix = Matrix.Identity();\r\n\r\n /**\r\n * Output voxel grid texture handle.\r\n */\r\n public readonly outputVoxelGridTexture: FrameGraphTextureHandle;\r\n\r\n private _voxelRenderer?: _IblShadowsVoxelRenderer;\r\n private _voxelRendererResolutionExp?: number;\r\n private _voxelRendererTriPlanar?: boolean;\r\n private _voxelizationCompleteObserver: Observer<void> | null = null;\r\n private _voxelRTTextureHandle?: FrameGraphTextureHandle;\r\n private _voxelGridTextureHandle?: FrameGraphTextureHandle;\r\n private _frameCounter = 0;\r\n\r\n /**\r\n * Creates a new voxelization task.\r\n * @param name The task name.\r\n * @param frameGraph The frame graph this task belongs to.\r\n */\r\n constructor(name: string, frameGraph: FrameGraph) {\r\n super(name, frameGraph);\r\n\r\n this.outputVoxelGridTexture = this._frameGraph.textureManager.createDanglingHandle();\r\n }\r\n\r\n /**\r\n * Gets the class name.\r\n * @returns The class name.\r\n */\r\n public override getClassName(): string {\r\n return \"FrameGraphIblShadowsVoxelizationTask\";\r\n }\r\n\r\n /**\r\n * Checks whether the task has all required inputs.\r\n * @returns True when ready.\r\n */\r\n public override isReady(): boolean {\r\n return true;\r\n }\r\n\r\n /**\r\n * Requests a voxelization update on the next eligible frame.\r\n */\r\n public requestVoxelizationUpdate(): void {\r\n this.dirty = true;\r\n }\r\n\r\n /**\r\n * Recomputes voxel world bounds from the current object list and updates worldScaleMatrix.\r\n */\r\n public updateSceneBounds(): void {\r\n this._updateWorldScaleMatrix();\r\n }\r\n\r\n /**\r\n * Records the voxelization passes.\r\n */\r\n public override record() {\r\n if (this.objectList === undefined) {\r\n throw new Error(`FrameGraphIblShadowsVoxelizationTask ${this.name}: objectList is required`);\r\n }\r\n\r\n this._ensureVoxelRenderer();\r\n this._updateWorldScaleMatrix();\r\n\r\n this._updateOutputTextureHandlesFromRenderer();\r\n\r\n const voxelRT = this._voxelRenderer!.getRT();\r\n const voxelRTInternalTexture = voxelRT.getInternalTexture();\r\n if (!voxelRTInternalTexture) {\r\n throw new Error(`FrameGraphIblShadowsVoxelizationTask ${this.name}: voxel renderer RT texture is unavailable`);\r\n }\r\n this._voxelRTTextureHandle = this._frameGraph.textureManager.importTexture(`${this.name} Voxel RT`, voxelRTInternalTexture, this._voxelRTTextureHandle);\r\n\r\n const pass = this._frameGraph.addRenderPass(this.name);\r\n pass.setRenderTarget(this._voxelRTTextureHandle);\r\n pass.addDependencies(this.outputVoxelGridTexture);\r\n pass.setExecuteFunc((context) => {\r\n context.restoreDefaultFramebuffer();\r\n\r\n this._frameCounter++;\r\n const shouldRefreshFromRate = this.refreshRate >= 0 && (this._frameCounter - 1) % (this.refreshRate + 1) === 0;\r\n\r\n if (this._voxelRenderer!.isVoxelizationInProgress()) {\r\n this._voxelRenderer!.processVoxelization();\r\n return;\r\n }\r\n\r\n if (this.dirty || shouldRefreshFromRate) {\r\n const meshes = this.objectList!.meshes as Mesh[];\r\n if (meshes.length === 0) {\r\n return;\r\n }\r\n\r\n this._ensureVoxelRenderer();\r\n this._updateWorldScaleMatrix();\r\n this._voxelRenderer!.setWorldScaleMatrix(this.worldScaleMatrix);\r\n this._voxelRenderer!.updateVoxelGrid(meshes, false);\r\n this.dirty = false;\r\n }\r\n\r\n if (this._voxelRenderer!.isVoxelizationInProgress()) {\r\n this._voxelRenderer!.processVoxelization();\r\n }\r\n });\r\n }\r\n\r\n /**\r\n * Disposes internal resources.\r\n */\r\n public override dispose(): void {\r\n this._detachVoxelizationObserver();\r\n this._voxelRenderer?.dispose();\r\n this._voxelRenderer = undefined;\r\n this.onVoxelizationCompleteObservable.clear();\r\n super.dispose();\r\n }\r\n\r\n private _ensureVoxelRenderer(): void {\r\n const needsNewRenderer = !this._voxelRenderer || this._voxelRendererResolutionExp !== this.resolutionExp || this._voxelRendererTriPlanar !== this.triPlanarVoxelization;\r\n\r\n if (!needsNewRenderer) {\r\n return;\r\n }\r\n\r\n this._voxelRenderer?.dispose();\r\n this._voxelRenderer = new _IblShadowsVoxelRenderer(this._frameGraph.scene, {} as never, this.resolutionExp, this.triPlanarVoxelization);\r\n this._attachVoxelizationObserver();\r\n this._voxelRendererResolutionExp = this.resolutionExp;\r\n this._voxelRendererTriPlanar = this.triPlanarVoxelization;\r\n }\r\n\r\n private _attachVoxelizationObserver(): void {\r\n this._detachVoxelizationObserver();\r\n\r\n if (!this._voxelRenderer) {\r\n return;\r\n }\r\n\r\n this._voxelizationCompleteObserver = this._voxelRenderer.onVoxelizationCompleteObservable.add(() => {\r\n this._updateOutputTextureHandlesFromRenderer();\r\n this.onVoxelizationCompleteObservable.notifyObservers();\r\n });\r\n }\r\n\r\n private _detachVoxelizationObserver(): void {\r\n if (this._voxelRenderer && this._voxelizationCompleteObserver) {\r\n this._voxelRenderer.onVoxelizationCompleteObservable.remove(this._voxelizationCompleteObserver);\r\n }\r\n\r\n this._voxelizationCompleteObserver = null;\r\n }\r\n\r\n private _updateWorldScaleMatrix(): void {\r\n const meshes = this.objectList?.meshes as Mesh[] | undefined;\r\n if (!meshes || meshes.length === 0 || !isFinite(this.voxelGridSize) || this.voxelGridSize <= 0) {\r\n this.worldScaleMatrix.copyFrom(Matrix.Identity());\r\n return;\r\n }\r\n\r\n const bounds = {\r\n min: new Vector3(Number.MAX_VALUE, Number.MAX_VALUE, Number.MAX_VALUE),\r\n max: new Vector3(-Number.MAX_VALUE, -Number.MAX_VALUE, -Number.MAX_VALUE),\r\n };\r\n\r\n for (const mesh of meshes) {\r\n const localBounds = mesh.getHierarchyBoundingVectors(true);\r\n bounds.min = Vector3.Minimize(bounds.min, localBounds.min);\r\n bounds.max = Vector3.Maximize(bounds.max, localBounds.max);\r\n }\r\n\r\n const size = bounds.max.subtract(bounds.min);\r\n this.voxelGridSize = Math.max(size.x, size.y, size.z);\r\n\r\n const halfSize = this.voxelGridSize / 2.0;\r\n const centerOffset = bounds.max.add(bounds.min).multiplyByFloats(-0.5, -0.5, -0.5);\r\n const invWorldScaleMatrix = Matrix.Compose(new Vector3(1.0 / halfSize, 1.0 / halfSize, 1.0 / halfSize), new Quaternion(), Vector3.Zero());\r\n const invTranslationMatrix = Matrix.Compose(new Vector3(1.0, 1.0, 1.0), new Quaternion(), centerOffset);\r\n invTranslationMatrix.multiplyToRef(invWorldScaleMatrix, this.worldScaleMatrix);\r\n }\r\n\r\n private _updateOutputTextureHandlesFromRenderer(): void {\r\n const voxelTexture = this._voxelRenderer!.getVoxelGrid();\r\n const voxelInternalTexture = voxelTexture.getInternalTexture();\r\n if (!voxelInternalTexture) {\r\n throw new Error(`FrameGraphIblShadowsVoxelizationTask ${this.name}: voxel renderer texture is unavailable`);\r\n }\r\n\r\n this._voxelGridTextureHandle = this._frameGraph.textureManager.importTexture(`${this.name} Voxel Grid`, voxelInternalTexture, this._voxelGridTextureHandle);\r\n this._frameGraph.textureManager.resolveDanglingHandle(this.outputVoxelGridTexture, this._voxelGridTextureHandle);\r\n }\r\n}\r\n"]}
@@ -1,7 +1,7 @@
1
1
  import { type FrameGraph, type FrameGraphTextureHandle, type Scene, type Camera, type FrameGraphObjectList, type FrameGraphRenderContext, type ObjectRendererOptions, type Nullable, type Observer, type FrameGraphShadowGeneratorTask, type FrameGraphRenderPass, type AbstractEngine, type SmartArray, type SubMesh, type RenderingGroup } from "../../../index.js";
2
2
  import { FrameGraphTaskMultiRenderTarget } from "../../frameGraphTaskMultiRenderTarget.js";
3
3
  import { ObjectRenderer } from "../../../Rendering/objectRenderer.js";
4
- import { ThinDepthPeelingRenderer } from "../../../Rendering/thinDepthPeelingRenderer.js";
4
+ import { ThinDepthPeelingRenderer } from "../../../Rendering/thinDepthPeelingRenderer.pure.js";
5
5
  import { FrameGraphRenderTarget } from "../../frameGraphRenderTarget.js";
6
6
  /**
7
7
  * Task used to render objects to a texture.
@@ -173,6 +173,12 @@ export declare class FrameGraphObjectRendererTask extends FrameGraphTaskMultiRen
173
173
  constructor(name: string, frameGraph: FrameGraph, scene: Scene, options?: ObjectRendererOptions, existingObjectRenderer?: ObjectRenderer);
174
174
  isReady(): boolean;
175
175
  getClassName(): string;
176
+ /**
177
+ * Records the object renderer task into the frame graph.
178
+ * @param skipCreationOfDisabledPasses defines whether disabled passes should be skipped
179
+ * @param additionalExecute defines an optional callback executed by the pass
180
+ * @returns the recorded render pass
181
+ */
176
182
  record(skipCreationOfDisabledPasses?: boolean, additionalExecute?: (context: FrameGraphRenderContext) => void): FrameGraphRenderPass;
177
183
  dispose(): void;
178
184
  protected _resolveDanglingHandles(targetTextures: FrameGraphTextureHandle[]): void;
@@ -2,7 +2,7 @@ import { backbufferColorTextureHandle, backbufferDepthStencilTextureHandle } fro
2
2
  import { FrameGraphTaskMultiRenderTarget } from "../../frameGraphTaskMultiRenderTarget.js";
3
3
  import { ObjectRenderer } from "../../../Rendering/objectRenderer.js";
4
4
 
5
- import { ThinDepthPeelingRenderer } from "../../../Rendering/thinDepthPeelingRenderer.js";
5
+ import { ThinDepthPeelingRenderer } from "../../../Rendering/thinDepthPeelingRenderer.pure.js";
6
6
  import { FrameGraphRenderTarget } from "../../frameGraphRenderTarget.js";
7
7
  /**
8
8
  * Task used to render objects to a texture.
@@ -294,6 +294,12 @@ export class FrameGraphObjectRendererTask extends FrameGraphTaskMultiRenderTarge
294
294
  getClassName() {
295
295
  return "FrameGraphObjectRendererTask";
296
296
  }
297
+ /**
298
+ * Records the object renderer task into the frame graph.
299
+ * @param skipCreationOfDisabledPasses defines whether disabled passes should be skipped
300
+ * @param additionalExecute defines an optional callback executed by the pass
301
+ * @returns the recorded render pass
302
+ */
297
303
  record(skipCreationOfDisabledPasses = false, additionalExecute) {
298
304
  this._checkParameters();
299
305
  const targetTextures = this._getTargetHandles();
@@ -1 +1 @@
1
- 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{\r\n type FrameGraph,\r\n type FrameGraphTextureHandle,\r\n type Scene,\r\n type Camera,\r\n type FrameGraphObjectList,\r\n type FrameGraphRenderContext,\r\n type ObjectRendererOptions,\r\n type Light,\r\n type Nullable,\r\n type Observer,\r\n type FrameGraphShadowGeneratorTask,\r\n type FrameGraphRenderPass,\r\n type AbstractEngine,\r\n type BoundingBoxRenderer,\r\n type ShadowLight,\r\n type SmartArray,\r\n type SubMesh,\r\n type RenderingGroup,\r\n} from \"core/index\";\r\nimport { backbufferColorTextureHandle, backbufferDepthStencilTextureHandle } from \"../../frameGraphTypes\";\r\nimport { FrameGraphTaskMultiRenderTarget } from \"../../frameGraphTaskMultiRenderTarget\";\r\nimport { ObjectRenderer } from \"../../../Rendering/objectRenderer\";\r\nimport { Constants } from \"../../../Engines/constants\";\r\nimport { ThinDepthPeelingRenderer } from \"../../../Rendering/thinDepthPeelingRenderer\";\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 FrameGraphTaskMultiRenderTarget {\r\n /**\r\n * The target texture(s) 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\r\n ? (transparentSubMeshes: SmartArray<SubMesh>, renderingGroup?: RenderingGroup) => this._renderTransparentMeshesWithOIT(transparentSubMeshes, renderingGroup!)\r\n : 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 this._renderer.renderList = this.objectList.meshes;\r\n this._renderer.particleSystemList = this.objectList.particleSystems;\r\n\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 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 this._updateLayerAndFaceIndices(pass);\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 const attachments = 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.pushDebugGroup(`Render objects for camera rig ${index} \"${rigCamera.name}\"`);\r\n context.bindRenderTarget(pass.frameGraphRenderTarget);\r\n attachments && context.bindAttachments(attachments);\r\n context.render(this._renderer, this._textureWidth, this._textureHeight, true);\r\n context.popDebugGroup();\r\n\r\n rigCamera.rigParent = camera;\r\n }\r\n this._renderer.activeCamera = camera;\r\n } else {\r\n context.pushDebugGroup(`Render objects for camera \"${this._renderer.activeCamera?.name ?? \"undefined\"}\"`);\r\n context.bindRenderTarget(pass.frameGraphRenderTarget);\r\n attachments && context.bindAttachments(attachments);\r\n context.render(this._renderer, this._textureWidth, this._textureHeight, true);\r\n context.popDebugGroup();\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): Nullable<number[]> {\r\n context.setDepthStates(this.depthTest && depthEnabled, this.depthWrite && depthEnabled);\r\n return null;\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 (shadowGeneratorTask.getClassName() === \"FrameGraphCascadedShadowGeneratorTask\") {\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>, renderingGroup: RenderingGroup): void {\r\n const saveOIT = this._scene._useOrderIndependentTransparency;\r\n\r\n this._scene._useOrderIndependentTransparency = true;\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 this._scene._useOrderIndependentTransparency = saveOIT;\r\n }\r\n}\r\n"]}
1
+ 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{\r\n type FrameGraph,\r\n type FrameGraphTextureHandle,\r\n type Scene,\r\n type Camera,\r\n type FrameGraphObjectList,\r\n type FrameGraphRenderContext,\r\n type ObjectRendererOptions,\r\n type Light,\r\n type Nullable,\r\n type Observer,\r\n type FrameGraphShadowGeneratorTask,\r\n type FrameGraphRenderPass,\r\n type AbstractEngine,\r\n type BoundingBoxRenderer,\r\n type ShadowLight,\r\n type SmartArray,\r\n type SubMesh,\r\n type RenderingGroup,\r\n} from \"core/index\";\r\nimport { backbufferColorTextureHandle, backbufferDepthStencilTextureHandle } from \"../../frameGraphTypes\";\r\nimport { FrameGraphTaskMultiRenderTarget } from \"../../frameGraphTaskMultiRenderTarget\";\r\nimport { ObjectRenderer } from \"../../../Rendering/objectRenderer\";\r\nimport { Constants } from \"../../../Engines/constants\";\r\nimport { ThinDepthPeelingRenderer } from \"../../../Rendering/thinDepthPeelingRenderer.pure\";\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 FrameGraphTaskMultiRenderTarget {\r\n /**\r\n * The target texture(s) 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\r\n ? (transparentSubMeshes: SmartArray<SubMesh>, renderingGroup?: RenderingGroup) => this._renderTransparentMeshesWithOIT(transparentSubMeshes, renderingGroup!)\r\n : 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 this._renderer.renderList = this.objectList.meshes;\r\n this._renderer.particleSystemList = this.objectList.particleSystems;\r\n\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 /**\r\n * Records the object renderer task into the frame graph.\r\n * @param skipCreationOfDisabledPasses defines whether disabled passes should be skipped\r\n * @param additionalExecute defines an optional callback executed by the pass\r\n * @returns the recorded render pass\r\n */\r\n public record(skipCreationOfDisabledPasses = false, additionalExecute?: (context: FrameGraphRenderContext) => void): FrameGraphRenderPass {\r\n this._checkParameters();\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 this._updateLayerAndFaceIndices(pass);\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 const attachments = 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.pushDebugGroup(`Render objects for camera rig ${index} \"${rigCamera.name}\"`);\r\n context.bindRenderTarget(pass.frameGraphRenderTarget);\r\n attachments && context.bindAttachments(attachments);\r\n context.render(this._renderer, this._textureWidth, this._textureHeight, true);\r\n context.popDebugGroup();\r\n\r\n rigCamera.rigParent = camera;\r\n }\r\n this._renderer.activeCamera = camera;\r\n } else {\r\n context.pushDebugGroup(`Render objects for camera \"${this._renderer.activeCamera?.name ?? \"undefined\"}\"`);\r\n context.bindRenderTarget(pass.frameGraphRenderTarget);\r\n attachments && context.bindAttachments(attachments);\r\n context.render(this._renderer, this._textureWidth, this._textureHeight, true);\r\n context.popDebugGroup();\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): Nullable<number[]> {\r\n context.setDepthStates(this.depthTest && depthEnabled, this.depthWrite && depthEnabled);\r\n return null;\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 (shadowGeneratorTask.getClassName() === \"FrameGraphCascadedShadowGeneratorTask\") {\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>, renderingGroup: RenderingGroup): void {\r\n const saveOIT = this._scene._useOrderIndependentTransparency;\r\n\r\n this._scene._useOrderIndependentTransparency = true;\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 this._scene._useOrderIndependentTransparency = saveOIT;\r\n }\r\n}\r\n"]}
@@ -1,5 +1,5 @@
1
1
  import { type FrameGraph, type FrameGraphTextureHandle, type FrameGraphRenderPass } from "../../../index.js";
2
- import { Color4 } from "../../../Maths/math.color.js";
2
+ import { Color4 } from "../../../Maths/math.color.pure.js";
3
3
  import { FrameGraphTaskMultiRenderTarget } from "../../frameGraphTaskMultiRenderTarget.js";
4
4
  /**
5
5
  * Task used to clear a texture.
@@ -1,4 +1,4 @@
1
- import { Color4, TmpColors } from "../../../Maths/math.color.js";
1
+ import { Color4, TmpColors } from "../../../Maths/math.color.pure.js";
2
2
  import { FrameGraphTaskMultiRenderTarget } from "../../frameGraphTaskMultiRenderTarget.js";
3
3
  import { backbufferColorTextureHandle } from "../../frameGraphTypes.js";
4
4
  /**
@@ -1 +1 @@
1
- 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{ type FrameGraph, type FrameGraphTextureHandle, type FrameGraphRenderPass } from \"core/index\";\r\nimport { Color4, TmpColors } from \"../../../Maths/math.color\";\r\nimport { FrameGraphTaskMultiRenderTarget } from \"../../frameGraphTaskMultiRenderTarget\";\r\nimport { backbufferColorTextureHandle } from \"../../frameGraphTypes\";\r\n\r\n/**\r\n * Task used to clear a texture.\r\n */\r\nexport class FrameGraphClearTextureTask extends FrameGraphTaskMultiRenderTarget {\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 this._updateLayerAndFaceIndices(pass);\r\n\r\n color.copyFrom(this.color);\r\n if (this.convertColorToLinearSpace) {\r\n color.toLinearSpaceToRef(color);\r\n }\r\n\r\n context.clearAttachments(color, attachments, !!this.clearColor, !!this.clearDepth, !!this.clearStencil, this.stencilValue);\r\n });\r\n\r\n if (!skipCreationOfDisabledPasses) {\r\n const passDisabled = this._frameGraph.addRenderPass(this.name + \"_disabled\", true);\r\n\r\n passDisabled.setRenderTarget(targetTextures);\r\n passDisabled.setRenderTargetDepth(this.depthTexture);\r\n passDisabled.setExecuteFunc((_context) => {});\r\n }\r\n\r\n return pass;\r\n }\r\n}\r\n"]}
1
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{ type FrameGraph, type FrameGraphTextureHandle, type FrameGraphRenderPass } from \"core/index\";\r\nimport { Color4, TmpColors } from \"../../../Maths/math.color.pure\";\r\nimport { FrameGraphTaskMultiRenderTarget } from \"../../frameGraphTaskMultiRenderTarget\";\r\nimport { backbufferColorTextureHandle } from \"../../frameGraphTypes\";\r\n\r\n/**\r\n * Task used to clear a texture.\r\n */\r\nexport class FrameGraphClearTextureTask extends FrameGraphTaskMultiRenderTarget {\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 this._updateLayerAndFaceIndices(pass);\r\n\r\n color.copyFrom(this.color);\r\n if (this.convertColorToLinearSpace) {\r\n color.toLinearSpaceToRef(color);\r\n }\r\n\r\n context.clearAttachments(color, attachments, !!this.clearColor, !!this.clearDepth, !!this.clearStencil, this.stencilValue);\r\n });\r\n\r\n if (!skipCreationOfDisabledPasses) {\r\n const passDisabled = this._frameGraph.addRenderPass(this.name + \"_disabled\", true);\r\n\r\n passDisabled.setRenderTarget(targetTextures);\r\n passDisabled.setRenderTargetDepth(this.depthTexture);\r\n passDisabled.setExecuteFunc((_context) => {});\r\n }\r\n\r\n return pass;\r\n }\r\n}\r\n"]}
@@ -1,5 +1,5 @@
1
1
 
2
- import { EffectRenderer } from "../Materials/effectRenderer.js";
2
+ import { EffectRenderer } from "../Materials/effectRenderer.pure.js";
3
3
  import { CopyTextureToTexture } from "../Misc/copyTextureToTexture.js";
4
4
  import { FrameGraphContext } from "./frameGraphContext.js";
5
5
  import { IsDepthTexture } from "../Materials/Textures/textureHelper.functions.js";
@@ -1 +1 @@
1
- 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{\r\n type Nullable,\r\n type AbstractEngine,\r\n type DrawWrapper,\r\n type IColor4Like,\r\n type Layer,\r\n type FrameGraphTextureHandle,\r\n type Effect,\r\n type FrameGraphTextureManager,\r\n type ObjectRenderer,\r\n type Scene,\r\n type FrameGraphRenderTarget,\r\n type InternalTexture,\r\n type UtilityLayerRenderer,\r\n type IStencilState,\r\n type IStencilStateProperties,\r\n} from \"core/index\";\r\nimport { Constants } from \"../Engines/constants\";\r\nimport { EffectRenderer } from \"../Materials/effectRenderer\";\r\nimport { CopyTextureToTexture } from \"../Misc/copyTextureToTexture\";\r\nimport { FrameGraphContext } from \"./frameGraphContext\";\r\nimport { IsDepthTexture } from \"../Materials/Textures/textureHelper.functions\";\r\n\r\nconst SamplingModeHasMipMapFiltering = [\r\n false, // not used\r\n false, // TEXTURE_NEAREST_SAMPLINGMODE / TEXTURE_NEAREST_NEAREST\r\n false, // TEXTURE_BILINEAR_SAMPLINGMODE / TEXTURE_LINEAR_LINEAR\r\n true, // TEXTURE_TRILINEAR_SAMPLINGMODE / TEXTURE_LINEAR_LINEAR_MIPLINEAR\r\n true, // TEXTURE_NEAREST_NEAREST_MIPNEAREST\r\n true, // TEXTURE_NEAREST_LINEAR_MIPNEAREST\r\n true, // TEXTURE_NEAREST_LINEAR_MIPLINEAR\r\n false, // TEXTURE_NEAREST_LINEAR\r\n true, // TEXTURE_NEAREST_NEAREST_MIPLINEAR\r\n true, // TEXTURE_LINEAR_NEAREST_MIPNEAREST\r\n true, // TEXTURE_LINEAR_NEAREST_MIPLINEAR\r\n true, // TEXTURE_LINEAR_LINEAR_MIPNEAREST\r\n false, // TEXTURE_LINEAR_NEAREST\r\n];\r\n\r\n/**\r\n * Frame graph context used render passes.\r\n */\r\nexport class FrameGraphRenderContext extends FrameGraphContext {\r\n private readonly _effectRenderer: EffectRenderer;\r\n private readonly _effectRendererBack: EffectRenderer;\r\n private _currentRenderTarget: FrameGraphRenderTarget | undefined;\r\n private _renderTargetIsBound = true;\r\n private readonly _copyTexture: CopyTextureToTexture;\r\n private readonly _copyDepthTexture: CopyTextureToTexture;\r\n\r\n private static _IsObjectRenderer(value: Layer | ObjectRenderer | UtilityLayerRenderer): value is ObjectRenderer {\r\n return (value as ObjectRenderer).initRender !== undefined;\r\n }\r\n\r\n /** @internal */\r\n constructor(engine: AbstractEngine, textureManager: FrameGraphTextureManager, scene: Scene) {\r\n super(engine, textureManager, scene);\r\n this._effectRenderer = new EffectRenderer(this._engine);\r\n this._effectRendererBack = new EffectRenderer(this._engine, {\r\n positions: [1, 1, -1, 1, -1, -1, 1, -1],\r\n indices: [0, 2, 1, 0, 3, 2],\r\n });\r\n this._copyTexture = new CopyTextureToTexture(this._engine);\r\n this._copyDepthTexture = new CopyTextureToTexture(this._engine, true);\r\n }\r\n\r\n /**\r\n * Checks whether a texture handle points to the backbuffer's color or depth texture\r\n * @param handle The handle to check\r\n * @returns True if the handle points to the backbuffer's color or depth texture, otherwise false\r\n */\r\n public isBackbuffer(handle: FrameGraphTextureHandle): boolean {\r\n return this._textureManager._isBackbuffer(handle);\r\n }\r\n\r\n /**\r\n * Checks whether a texture handle points to the backbuffer's color texture\r\n * @param handle The handle to check\r\n * @returns True if the handle points to the backbuffer's color texture, otherwise false\r\n */\r\n public isBackbufferColor(handle: FrameGraphTextureHandle): boolean {\r\n return this._textureManager.isBackbufferColor(handle);\r\n }\r\n\r\n /**\r\n * Checks whether a texture handle points to the backbuffer's depth texture\r\n * @param handle The handle to check\r\n * @returns True if the handle points to the backbuffer's depth texture, otherwise false\r\n */\r\n public isBackbufferDepthStencil(handle: FrameGraphTextureHandle): boolean {\r\n return this._textureManager.isBackbufferDepthStencil(handle);\r\n }\r\n\r\n /**\r\n * Creates a (frame graph) render target wrapper\r\n * Note that renderTargets or renderTargetDepth can be undefined, but not both at the same time!\r\n * @param name Name of the render target wrapper\r\n * @param renderTargets Render target handles (textures) to use\r\n * @param renderTargetDepth Render target depth handle (texture) to use\r\n * @param depthReadOnly If true, the depth buffer will be read-only\r\n * @param stencilReadOnly If true, the stencil buffer will be read-only\r\n * @returns The created render target wrapper\r\n */\r\n public createRenderTarget(\r\n name: string,\r\n renderTargets?: FrameGraphTextureHandle | FrameGraphTextureHandle[],\r\n renderTargetDepth?: FrameGraphTextureHandle,\r\n depthReadOnly?: boolean,\r\n stencilReadOnly?: boolean\r\n ): FrameGraphRenderTarget {\r\n return this._textureManager.createRenderTarget(name, renderTargets, renderTargetDepth, depthReadOnly, stencilReadOnly);\r\n }\r\n\r\n /**\r\n * Clears the current render buffer or the current render target (if any is set up)\r\n * @param color Defines the color to use\r\n * @param backBuffer Defines if the back buffer must be cleared\r\n * @param depth Defines if the depth buffer must be cleared\r\n * @param stencil Defines if the stencil buffer must be cleared\r\n * @param stencilClearValue Defines the value to use to clear the stencil buffer (default is 0)\r\n */\r\n public clear(color: Nullable<IColor4Like>, backBuffer: boolean, depth: boolean, stencil?: boolean, stencilClearValue = 0): void {\r\n this._applyRenderTarget();\r\n this._engine.clear(color, backBuffer, depth, stencil, stencilClearValue);\r\n }\r\n\r\n /**\r\n * Clears the color attachments of the current render target\r\n * @param color Defines the color to use\r\n * @param attachments The attachments to clear\r\n */\r\n public clearColorAttachments(color: Nullable<IColor4Like>, attachments: number[]): void {\r\n this._applyRenderTarget();\r\n this._engine.bindAttachments(attachments);\r\n this._engine.clear(color, true, false, false);\r\n }\r\n\r\n /**\r\n * Clears all attachments (color(s) + depth/stencil) of the current render target\r\n * @param color Defines the color to use\r\n * @param attachments The attachments to clear\r\n * @param backBuffer Defines if the back buffer must be cleared\r\n * @param depth Defines if the depth buffer must be cleared\r\n * @param stencil Defines if the stencil buffer must be cleared\r\n * @param stencilClearValue Defines the value to use to clear the stencil buffer (default is 0)\r\n */\r\n public clearAttachments(color: Nullable<IColor4Like>, attachments: number[], backBuffer: boolean, depth: boolean, stencil?: boolean, stencilClearValue = 0): void {\r\n this._applyRenderTarget();\r\n this._engine.bindAttachments(attachments);\r\n this._engine.clear(color, backBuffer, depth, stencil, stencilClearValue);\r\n }\r\n\r\n /**\r\n * Binds the attachments to the current render target\r\n * @param attachments The attachments to bind\r\n */\r\n public bindAttachments(attachments: number[]): void {\r\n this._applyRenderTarget();\r\n this._engine.bindAttachments(attachments);\r\n }\r\n\r\n /**\r\n * Generates mipmaps for the current render target\r\n * @param handle Optional handle of the texture to generate mipmaps for (if not provided, will generate mipmaps for all textures in the current render target)\r\n */\r\n public generateMipMaps(handle?: FrameGraphTextureHandle): void {\r\n if (handle !== undefined) {\r\n const internalTexture = this._textureManager.getTextureFromHandle(handle);\r\n if (internalTexture) {\r\n this._engine.generateMipmaps(internalTexture);\r\n }\r\n return;\r\n }\r\n if (this._currentRenderTarget?.renderTargetWrapper === undefined) {\r\n return;\r\n }\r\n\r\n if (this._engine._currentRenderTarget && (!this._engine.isWebGPU || this._renderTargetIsBound)) {\r\n // we can't generate the mipmaps if the render target (which is the texture we want to generate mipmaps for) is bound\r\n // Also, for some reasons, on WebGL2, generating mipmaps doesn't work if a render target is bound, even if it's not the texture we want to generate mipmaps for...\r\n this._engine.unBindFramebuffer(this._engine._currentRenderTarget);\r\n this._renderTargetIsBound = false;\r\n }\r\n\r\n const textures = this._currentRenderTarget.renderTargetWrapper.textures;\r\n if (textures) {\r\n for (const texture of textures) {\r\n this._engine.generateMipmaps(texture);\r\n }\r\n }\r\n }\r\n\r\n /**\r\n * Sets the texture sampling mode for a given texture handle\r\n * @param handle Handle of the texture to set the sampling mode for\r\n * @param samplingMode Sampling mode to set\r\n */\r\n public setTextureSamplingMode(handle: FrameGraphTextureHandle, samplingMode: number): void {\r\n const internalTexture = this._textureManager.getTextureFromHandle(handle);\r\n if (internalTexture && internalTexture.samplingMode !== samplingMode) {\r\n internalTexture.useMipMaps = SamplingModeHasMipMapFiltering[samplingMode];\r\n this._engine.updateTextureSamplingMode(samplingMode, internalTexture);\r\n }\r\n }\r\n\r\n /**\r\n * Binds a texture handle to a given effect (resolves the handle to a texture and binds it to the effect)\r\n * @param effect The effect to bind the texture to\r\n * @param name The name of the texture in the effect\r\n * @param handle The handle of the texture to bind\r\n */\r\n public bindTextureHandle(effect: Effect, name: string, handle: FrameGraphTextureHandle): void {\r\n let texture: Nullable<InternalTexture>;\r\n\r\n const historyEntry = this._textureManager._historyTextures.get(handle);\r\n if (historyEntry) {\r\n texture = historyEntry.textures[historyEntry.index]; // texture we write to in this frame\r\n if (\r\n this._currentRenderTarget !== undefined &&\r\n this._currentRenderTarget.renderTargetWrapper !== undefined &&\r\n this._currentRenderTarget.renderTargetWrapper.textures!.includes(texture!)\r\n ) {\r\n // If the current render target renders to the history write texture, we bind the read texture instead\r\n texture = historyEntry.textures[historyEntry.index ^ 1];\r\n }\r\n } else {\r\n texture = this._textureManager._textures.get(handle)!.texture;\r\n }\r\n\r\n effect._bindTexture(name, texture);\r\n }\r\n\r\n /**\r\n * Applies a full-screen effect to the current render target\r\n * @param drawWrapper The draw wrapper containing the effect to apply\r\n * @param customBindings The custom bindings to use when applying the effect (optional)\r\n * @param stencilState The stencil state to use when applying the effect (optional)\r\n * @param disableColorWrite If true, color write will be disabled when applying the effect (optional)\r\n * @param drawBackFace If true, the fullscreen quad will be drawn as a back face (in CW - optional)\r\n * @param depthTest If true, depth testing will be enabled when applying the effect (default is false)\r\n * @param noViewport If true, the current viewport will be left unchanged (optional). If false or undefined, the viewport will be set to the full render target size.\r\n * @param alphaMode The alpha mode to use when applying the effect (default is ALPHA_DISABLE)\r\n * @returns True if the effect was applied, otherwise false (effect not ready)\r\n */\r\n public applyFullScreenEffect(\r\n drawWrapper: DrawWrapper,\r\n customBindings?: () => void,\r\n stencilState?: IStencilState | IStencilStateProperties,\r\n disableColorWrite?: boolean,\r\n drawBackFace?: boolean,\r\n depthTest?: boolean,\r\n noViewport?: boolean,\r\n alphaMode = Constants.ALPHA_DISABLE\r\n ): boolean {\r\n if (!drawWrapper.effect?.isReady()) {\r\n return false;\r\n }\r\n\r\n this._applyRenderTarget();\r\n\r\n const engineDepthMask = this._engine.getDepthWrite(); // for some reasons, depthWrite is not restored by EffectRenderer.restoreStates\r\n const engineDepthFunc = this._engine.getDepthFunction();\r\n\r\n const effectRenderer = drawBackFace ? this._effectRendererBack : this._effectRenderer;\r\n\r\n effectRenderer.saveStates();\r\n if (!noViewport) {\r\n effectRenderer.setViewport();\r\n }\r\n\r\n this._engine.enableEffect(drawWrapper);\r\n this._engine.setState(false, undefined, undefined, undefined, undefined, stencilState);\r\n this._engine.setDepthBuffer(!!depthTest);\r\n if (disableColorWrite) {\r\n this._engine.setColorWrite(false);\r\n }\r\n this._engine.setDepthWrite(false);\r\n this._engine.setAlphaMode(alphaMode);\r\n\r\n effectRenderer.bindBuffers(drawWrapper.effect);\r\n customBindings?.();\r\n effectRenderer.draw();\r\n effectRenderer.restoreStates();\r\n if (disableColorWrite) {\r\n this._engine.setColorWrite(true);\r\n }\r\n this._engine.setDepthWrite(engineDepthMask);\r\n if (engineDepthFunc) {\r\n this._engine.setDepthFunction(engineDepthFunc);\r\n }\r\n this._engine.setAlphaMode(Constants.ALPHA_DISABLE);\r\n\r\n return true;\r\n }\r\n\r\n /**\r\n * Copies a texture to the current render target\r\n * @param sourceTexture The source texture to copy from\r\n * @param forceCopyToBackbuffer If true, the copy will be done to the back buffer regardless of the current render target\r\n * @param noViewport If true, the current viewport will be left unchanged (optional). If false or undefined, the viewport will be set to the full render target size.\r\n * @param lodLevel The LOD level to use when copying the texture (default: 0).\r\n */\r\n public copyTexture(sourceTexture: FrameGraphTextureHandle, forceCopyToBackbuffer = false, noViewport?: boolean, lodLevel = 0): void {\r\n if (forceCopyToBackbuffer) {\r\n this.bindRenderTarget();\r\n }\r\n\r\n const texture = this._textureManager.getTextureFromHandle(sourceTexture, true)!;\r\n const copyTexture = IsDepthTexture(texture.format) ? this._copyDepthTexture : this._copyTexture;\r\n\r\n copyTexture.source = texture;\r\n copyTexture.lodLevel = lodLevel;\r\n\r\n this.applyFullScreenEffect(\r\n copyTexture.effectWrapper.drawWrapper,\r\n () => {\r\n copyTexture.effectWrapper.onApplyObservable.notifyObservers({});\r\n },\r\n undefined,\r\n undefined,\r\n undefined,\r\n undefined,\r\n noViewport\r\n );\r\n }\r\n\r\n /**\r\n * Renders a RenderTargetTexture or a layer\r\n * @param object The RenderTargetTexture/Layer to render\r\n * @param viewportWidth The width of the viewport (optional for Layer, but mandatory for ObjectRenderer)\r\n * @param viewportHeight The height of the viewport (optional for Layer, but mandatory for ObjectRenderer)\r\n * @param restoreDefaultFramebuffer If true, the default framebuffer will be restored after rendering (default: false)\r\n */\r\n public render(object: Layer | ObjectRenderer | UtilityLayerRenderer, viewportWidth?: number, viewportHeight?: number, restoreDefaultFramebuffer = false): void {\r\n if (FrameGraphRenderContext._IsObjectRenderer(object)) {\r\n this._scene._intermediateRendering = true;\r\n if (object.shouldRender()) {\r\n this._scene.incrementRenderId();\r\n this._scene.resetCachedMaterial();\r\n\r\n object.prepareRenderList();\r\n\r\n object.initRender(viewportWidth!, viewportHeight!);\r\n\r\n this._applyRenderTarget();\r\n\r\n object.render();\r\n\r\n object.finishRender();\r\n\r\n if (restoreDefaultFramebuffer) {\r\n this.restoreDefaultFramebuffer();\r\n }\r\n }\r\n this._scene._intermediateRendering = false;\r\n } else {\r\n this._applyRenderTarget();\r\n object.render();\r\n }\r\n }\r\n\r\n /**\r\n * Binds a render target texture so that upcoming draw calls will render to it\r\n * Note: it is a lazy operation, so the render target will only be bound when needed. This way, it is possible to call\r\n * this method several times with different render targets without incurring the cost of binding if no draw calls are made\r\n * @param renderTarget The handle of the render target texture to bind (default: undefined, meaning \"back buffer\"). Pass an array for MRT rendering.\r\n * @param applyImmediately If true, the render target will be applied immediately (otherwise it will be applied at first use). Default is false (delayed application).\r\n */\r\n public bindRenderTarget(renderTarget?: FrameGraphRenderTarget, applyImmediately = false): void {\r\n this._currentRenderTarget = renderTarget?.renderTargetWrapper === undefined ? undefined : renderTarget;\r\n this._renderTargetIsBound = false;\r\n if (applyImmediately) {\r\n this._applyRenderTarget();\r\n }\r\n }\r\n\r\n /**\r\n * Restores the default framebuffer (back buffer) as the current render target\r\n */\r\n public restoreDefaultFramebuffer(): void {\r\n this._engine.restoreDefaultFramebuffer(true);\r\n this._renderTargetIsBound = false;\r\n this._currentRenderTarget = undefined;\r\n }\r\n\r\n /** @internal */\r\n public _applyRenderTarget() {\r\n if (this._renderTargetIsBound) {\r\n return;\r\n }\r\n\r\n const renderTargetWrapper = this._currentRenderTarget?.renderTargetWrapper;\r\n\r\n if (renderTargetWrapper === undefined) {\r\n if (this._engine._currentRenderTarget) {\r\n this._engine.restoreDefaultFramebuffer(true);\r\n }\r\n } else if (this._engine._currentRenderTarget !== renderTargetWrapper) {\r\n if (this._engine._currentRenderTarget) {\r\n this._engine.unBindFramebuffer(this._engine._currentRenderTarget);\r\n }\r\n this._engine.bindFramebuffer(renderTargetWrapper);\r\n }\r\n\r\n this._renderTargetIsBound = true;\r\n }\r\n\r\n /** @internal */\r\n public _isReady(): boolean {\r\n return this._copyTexture.isReady() && this._copyDepthTexture.isReady();\r\n }\r\n\r\n /** @internal */\r\n public _dispose() {\r\n this._effectRenderer.dispose();\r\n this._effectRendererBack.dispose();\r\n this._copyTexture.dispose();\r\n this._copyDepthTexture.dispose();\r\n }\r\n}\r\n"]}
1
+ 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{\r\n type Nullable,\r\n type AbstractEngine,\r\n type DrawWrapper,\r\n type IColor4Like,\r\n type Layer,\r\n type FrameGraphTextureHandle,\r\n type Effect,\r\n type FrameGraphTextureManager,\r\n type ObjectRenderer,\r\n type Scene,\r\n type FrameGraphRenderTarget,\r\n type InternalTexture,\r\n type UtilityLayerRenderer,\r\n type IStencilState,\r\n type IStencilStateProperties,\r\n} from \"core/index\";\r\nimport { Constants } from \"../Engines/constants\";\r\nimport { EffectRenderer } from \"../Materials/effectRenderer.pure\";\r\nimport { CopyTextureToTexture } from \"../Misc/copyTextureToTexture\";\r\nimport { FrameGraphContext } from \"./frameGraphContext\";\r\nimport { IsDepthTexture } from \"../Materials/Textures/textureHelper.functions\";\r\n\r\nconst SamplingModeHasMipMapFiltering = [\r\n false, // not used\r\n false, // TEXTURE_NEAREST_SAMPLINGMODE / TEXTURE_NEAREST_NEAREST\r\n false, // TEXTURE_BILINEAR_SAMPLINGMODE / TEXTURE_LINEAR_LINEAR\r\n true, // TEXTURE_TRILINEAR_SAMPLINGMODE / TEXTURE_LINEAR_LINEAR_MIPLINEAR\r\n true, // TEXTURE_NEAREST_NEAREST_MIPNEAREST\r\n true, // TEXTURE_NEAREST_LINEAR_MIPNEAREST\r\n true, // TEXTURE_NEAREST_LINEAR_MIPLINEAR\r\n false, // TEXTURE_NEAREST_LINEAR\r\n true, // TEXTURE_NEAREST_NEAREST_MIPLINEAR\r\n true, // TEXTURE_LINEAR_NEAREST_MIPNEAREST\r\n true, // TEXTURE_LINEAR_NEAREST_MIPLINEAR\r\n true, // TEXTURE_LINEAR_LINEAR_MIPNEAREST\r\n false, // TEXTURE_LINEAR_NEAREST\r\n];\r\n\r\n/**\r\n * Frame graph context used render passes.\r\n */\r\nexport class FrameGraphRenderContext extends FrameGraphContext {\r\n private readonly _effectRenderer: EffectRenderer;\r\n private readonly _effectRendererBack: EffectRenderer;\r\n private _currentRenderTarget: FrameGraphRenderTarget | undefined;\r\n private _renderTargetIsBound = true;\r\n private readonly _copyTexture: CopyTextureToTexture;\r\n private readonly _copyDepthTexture: CopyTextureToTexture;\r\n\r\n private static _IsObjectRenderer(value: Layer | ObjectRenderer | UtilityLayerRenderer): value is ObjectRenderer {\r\n return (value as ObjectRenderer).initRender !== undefined;\r\n }\r\n\r\n /** @internal */\r\n constructor(engine: AbstractEngine, textureManager: FrameGraphTextureManager, scene: Scene) {\r\n super(engine, textureManager, scene);\r\n this._effectRenderer = new EffectRenderer(this._engine);\r\n this._effectRendererBack = new EffectRenderer(this._engine, {\r\n positions: [1, 1, -1, 1, -1, -1, 1, -1],\r\n indices: [0, 2, 1, 0, 3, 2],\r\n });\r\n this._copyTexture = new CopyTextureToTexture(this._engine);\r\n this._copyDepthTexture = new CopyTextureToTexture(this._engine, true);\r\n }\r\n\r\n /**\r\n * Checks whether a texture handle points to the backbuffer's color or depth texture\r\n * @param handle The handle to check\r\n * @returns True if the handle points to the backbuffer's color or depth texture, otherwise false\r\n */\r\n public isBackbuffer(handle: FrameGraphTextureHandle): boolean {\r\n return this._textureManager._isBackbuffer(handle);\r\n }\r\n\r\n /**\r\n * Checks whether a texture handle points to the backbuffer's color texture\r\n * @param handle The handle to check\r\n * @returns True if the handle points to the backbuffer's color texture, otherwise false\r\n */\r\n public isBackbufferColor(handle: FrameGraphTextureHandle): boolean {\r\n return this._textureManager.isBackbufferColor(handle);\r\n }\r\n\r\n /**\r\n * Checks whether a texture handle points to the backbuffer's depth texture\r\n * @param handle The handle to check\r\n * @returns True if the handle points to the backbuffer's depth texture, otherwise false\r\n */\r\n public isBackbufferDepthStencil(handle: FrameGraphTextureHandle): boolean {\r\n return this._textureManager.isBackbufferDepthStencil(handle);\r\n }\r\n\r\n /**\r\n * Creates a (frame graph) render target wrapper\r\n * Note that renderTargets or renderTargetDepth can be undefined, but not both at the same time!\r\n * @param name Name of the render target wrapper\r\n * @param renderTargets Render target handles (textures) to use\r\n * @param renderTargetDepth Render target depth handle (texture) to use\r\n * @param depthReadOnly If true, the depth buffer will be read-only\r\n * @param stencilReadOnly If true, the stencil buffer will be read-only\r\n * @returns The created render target wrapper\r\n */\r\n public createRenderTarget(\r\n name: string,\r\n renderTargets?: FrameGraphTextureHandle | FrameGraphTextureHandle[],\r\n renderTargetDepth?: FrameGraphTextureHandle,\r\n depthReadOnly?: boolean,\r\n stencilReadOnly?: boolean\r\n ): FrameGraphRenderTarget {\r\n return this._textureManager.createRenderTarget(name, renderTargets, renderTargetDepth, depthReadOnly, stencilReadOnly);\r\n }\r\n\r\n /**\r\n * Clears the current render buffer or the current render target (if any is set up)\r\n * @param color Defines the color to use\r\n * @param backBuffer Defines if the back buffer must be cleared\r\n * @param depth Defines if the depth buffer must be cleared\r\n * @param stencil Defines if the stencil buffer must be cleared\r\n * @param stencilClearValue Defines the value to use to clear the stencil buffer (default is 0)\r\n */\r\n public clear(color: Nullable<IColor4Like>, backBuffer: boolean, depth: boolean, stencil?: boolean, stencilClearValue = 0): void {\r\n this._applyRenderTarget();\r\n this._engine.clear(color, backBuffer, depth, stencil, stencilClearValue);\r\n }\r\n\r\n /**\r\n * Clears the color attachments of the current render target\r\n * @param color Defines the color to use\r\n * @param attachments The attachments to clear\r\n */\r\n public clearColorAttachments(color: Nullable<IColor4Like>, attachments: number[]): void {\r\n this._applyRenderTarget();\r\n this._engine.bindAttachments(attachments);\r\n this._engine.clear(color, true, false, false);\r\n }\r\n\r\n /**\r\n * Clears all attachments (color(s) + depth/stencil) of the current render target\r\n * @param color Defines the color to use\r\n * @param attachments The attachments to clear\r\n * @param backBuffer Defines if the back buffer must be cleared\r\n * @param depth Defines if the depth buffer must be cleared\r\n * @param stencil Defines if the stencil buffer must be cleared\r\n * @param stencilClearValue Defines the value to use to clear the stencil buffer (default is 0)\r\n */\r\n public clearAttachments(color: Nullable<IColor4Like>, attachments: number[], backBuffer: boolean, depth: boolean, stencil?: boolean, stencilClearValue = 0): void {\r\n this._applyRenderTarget();\r\n this._engine.bindAttachments(attachments);\r\n this._engine.clear(color, backBuffer, depth, stencil, stencilClearValue);\r\n }\r\n\r\n /**\r\n * Binds the attachments to the current render target\r\n * @param attachments The attachments to bind\r\n */\r\n public bindAttachments(attachments: number[]): void {\r\n this._applyRenderTarget();\r\n this._engine.bindAttachments(attachments);\r\n }\r\n\r\n /**\r\n * Generates mipmaps for the current render target\r\n * @param handle Optional handle of the texture to generate mipmaps for (if not provided, will generate mipmaps for all textures in the current render target)\r\n */\r\n public generateMipMaps(handle?: FrameGraphTextureHandle): void {\r\n if (handle !== undefined) {\r\n const internalTexture = this._textureManager.getTextureFromHandle(handle);\r\n if (internalTexture) {\r\n this._engine.generateMipmaps(internalTexture);\r\n }\r\n return;\r\n }\r\n if (this._currentRenderTarget?.renderTargetWrapper === undefined) {\r\n return;\r\n }\r\n\r\n if (this._engine._currentRenderTarget && (!this._engine.isWebGPU || this._renderTargetIsBound)) {\r\n // we can't generate the mipmaps if the render target (which is the texture we want to generate mipmaps for) is bound\r\n // Also, for some reasons, on WebGL2, generating mipmaps doesn't work if a render target is bound, even if it's not the texture we want to generate mipmaps for...\r\n this._engine.unBindFramebuffer(this._engine._currentRenderTarget);\r\n this._renderTargetIsBound = false;\r\n }\r\n\r\n const textures = this._currentRenderTarget.renderTargetWrapper.textures;\r\n if (textures) {\r\n for (const texture of textures) {\r\n this._engine.generateMipmaps(texture);\r\n }\r\n }\r\n }\r\n\r\n /**\r\n * Sets the texture sampling mode for a given texture handle\r\n * @param handle Handle of the texture to set the sampling mode for\r\n * @param samplingMode Sampling mode to set\r\n */\r\n public setTextureSamplingMode(handle: FrameGraphTextureHandle, samplingMode: number): void {\r\n const internalTexture = this._textureManager.getTextureFromHandle(handle);\r\n if (internalTexture && internalTexture.samplingMode !== samplingMode) {\r\n internalTexture.useMipMaps = SamplingModeHasMipMapFiltering[samplingMode];\r\n this._engine.updateTextureSamplingMode(samplingMode, internalTexture);\r\n }\r\n }\r\n\r\n /**\r\n * Binds a texture handle to a given effect (resolves the handle to a texture and binds it to the effect)\r\n * @param effect The effect to bind the texture to\r\n * @param name The name of the texture in the effect\r\n * @param handle The handle of the texture to bind\r\n */\r\n public bindTextureHandle(effect: Effect, name: string, handle: FrameGraphTextureHandle): void {\r\n let texture: Nullable<InternalTexture>;\r\n\r\n const historyEntry = this._textureManager._historyTextures.get(handle);\r\n if (historyEntry) {\r\n texture = historyEntry.textures[historyEntry.index]; // texture we write to in this frame\r\n if (\r\n this._currentRenderTarget !== undefined &&\r\n this._currentRenderTarget.renderTargetWrapper !== undefined &&\r\n this._currentRenderTarget.renderTargetWrapper.textures!.includes(texture!)\r\n ) {\r\n // If the current render target renders to the history write texture, we bind the read texture instead\r\n texture = historyEntry.textures[historyEntry.index ^ 1];\r\n }\r\n } else {\r\n texture = this._textureManager._textures.get(handle)!.texture;\r\n }\r\n\r\n effect._bindTexture(name, texture);\r\n }\r\n\r\n /**\r\n * Applies a full-screen effect to the current render target\r\n * @param drawWrapper The draw wrapper containing the effect to apply\r\n * @param customBindings The custom bindings to use when applying the effect (optional)\r\n * @param stencilState The stencil state to use when applying the effect (optional)\r\n * @param disableColorWrite If true, color write will be disabled when applying the effect (optional)\r\n * @param drawBackFace If true, the fullscreen quad will be drawn as a back face (in CW - optional)\r\n * @param depthTest If true, depth testing will be enabled when applying the effect (default is false)\r\n * @param noViewport If true, the current viewport will be left unchanged (optional). If false or undefined, the viewport will be set to the full render target size.\r\n * @param alphaMode The alpha mode to use when applying the effect (default is ALPHA_DISABLE)\r\n * @returns True if the effect was applied, otherwise false (effect not ready)\r\n */\r\n public applyFullScreenEffect(\r\n drawWrapper: DrawWrapper,\r\n customBindings?: () => void,\r\n stencilState?: IStencilState | IStencilStateProperties,\r\n disableColorWrite?: boolean,\r\n drawBackFace?: boolean,\r\n depthTest?: boolean,\r\n noViewport?: boolean,\r\n alphaMode = Constants.ALPHA_DISABLE\r\n ): boolean {\r\n if (!drawWrapper.effect?.isReady()) {\r\n return false;\r\n }\r\n\r\n this._applyRenderTarget();\r\n\r\n const engineDepthMask = this._engine.getDepthWrite(); // for some reasons, depthWrite is not restored by EffectRenderer.restoreStates\r\n const engineDepthFunc = this._engine.getDepthFunction();\r\n\r\n const effectRenderer = drawBackFace ? this._effectRendererBack : this._effectRenderer;\r\n\r\n effectRenderer.saveStates();\r\n if (!noViewport) {\r\n effectRenderer.setViewport();\r\n }\r\n\r\n this._engine.enableEffect(drawWrapper);\r\n this._engine.setState(false, undefined, undefined, undefined, undefined, stencilState);\r\n this._engine.setDepthBuffer(!!depthTest);\r\n if (disableColorWrite) {\r\n this._engine.setColorWrite(false);\r\n }\r\n this._engine.setDepthWrite(false);\r\n this._engine.setAlphaMode(alphaMode);\r\n\r\n effectRenderer.bindBuffers(drawWrapper.effect);\r\n customBindings?.();\r\n effectRenderer.draw();\r\n effectRenderer.restoreStates();\r\n if (disableColorWrite) {\r\n this._engine.setColorWrite(true);\r\n }\r\n this._engine.setDepthWrite(engineDepthMask);\r\n if (engineDepthFunc) {\r\n this._engine.setDepthFunction(engineDepthFunc);\r\n }\r\n this._engine.setAlphaMode(Constants.ALPHA_DISABLE);\r\n\r\n return true;\r\n }\r\n\r\n /**\r\n * Copies a texture to the current render target\r\n * @param sourceTexture The source texture to copy from\r\n * @param forceCopyToBackbuffer If true, the copy will be done to the back buffer regardless of the current render target\r\n * @param noViewport If true, the current viewport will be left unchanged (optional). If false or undefined, the viewport will be set to the full render target size.\r\n * @param lodLevel The LOD level to use when copying the texture (default: 0).\r\n */\r\n public copyTexture(sourceTexture: FrameGraphTextureHandle, forceCopyToBackbuffer = false, noViewport?: boolean, lodLevel = 0): void {\r\n if (forceCopyToBackbuffer) {\r\n this.bindRenderTarget();\r\n }\r\n\r\n const texture = this._textureManager.getTextureFromHandle(sourceTexture, true)!;\r\n const copyTexture = IsDepthTexture(texture.format) ? this._copyDepthTexture : this._copyTexture;\r\n\r\n copyTexture.source = texture;\r\n copyTexture.lodLevel = lodLevel;\r\n\r\n this.applyFullScreenEffect(\r\n copyTexture.effectWrapper.drawWrapper,\r\n () => {\r\n copyTexture.effectWrapper.onApplyObservable.notifyObservers({});\r\n },\r\n undefined,\r\n undefined,\r\n undefined,\r\n undefined,\r\n noViewport\r\n );\r\n }\r\n\r\n /**\r\n * Renders a RenderTargetTexture or a layer\r\n * @param object The RenderTargetTexture/Layer to render\r\n * @param viewportWidth The width of the viewport (optional for Layer, but mandatory for ObjectRenderer)\r\n * @param viewportHeight The height of the viewport (optional for Layer, but mandatory for ObjectRenderer)\r\n * @param restoreDefaultFramebuffer If true, the default framebuffer will be restored after rendering (default: false)\r\n */\r\n public render(object: Layer | ObjectRenderer | UtilityLayerRenderer, viewportWidth?: number, viewportHeight?: number, restoreDefaultFramebuffer = false): void {\r\n if (FrameGraphRenderContext._IsObjectRenderer(object)) {\r\n this._scene._intermediateRendering = true;\r\n if (object.shouldRender()) {\r\n this._scene.incrementRenderId();\r\n this._scene.resetCachedMaterial();\r\n\r\n object.prepareRenderList();\r\n\r\n object.initRender(viewportWidth!, viewportHeight!);\r\n\r\n this._applyRenderTarget();\r\n\r\n object.render();\r\n\r\n object.finishRender();\r\n\r\n if (restoreDefaultFramebuffer) {\r\n this.restoreDefaultFramebuffer();\r\n }\r\n }\r\n this._scene._intermediateRendering = false;\r\n } else {\r\n this._applyRenderTarget();\r\n object.render();\r\n }\r\n }\r\n\r\n /**\r\n * Binds a render target texture so that upcoming draw calls will render to it\r\n * Note: it is a lazy operation, so the render target will only be bound when needed. This way, it is possible to call\r\n * this method several times with different render targets without incurring the cost of binding if no draw calls are made\r\n * @param renderTarget The handle of the render target texture to bind (default: undefined, meaning \"back buffer\"). Pass an array for MRT rendering.\r\n * @param applyImmediately If true, the render target will be applied immediately (otherwise it will be applied at first use). Default is false (delayed application).\r\n */\r\n public bindRenderTarget(renderTarget?: FrameGraphRenderTarget, applyImmediately = false): void {\r\n this._currentRenderTarget = renderTarget?.renderTargetWrapper === undefined ? undefined : renderTarget;\r\n this._renderTargetIsBound = false;\r\n if (applyImmediately) {\r\n this._applyRenderTarget();\r\n }\r\n }\r\n\r\n /**\r\n * Restores the default framebuffer (back buffer) as the current render target\r\n */\r\n public restoreDefaultFramebuffer(): void {\r\n this._engine.restoreDefaultFramebuffer(true);\r\n this._renderTargetIsBound = false;\r\n this._currentRenderTarget = undefined;\r\n }\r\n\r\n /** @internal */\r\n public _applyRenderTarget() {\r\n if (this._renderTargetIsBound) {\r\n return;\r\n }\r\n\r\n const renderTargetWrapper = this._currentRenderTarget?.renderTargetWrapper;\r\n\r\n if (renderTargetWrapper === undefined) {\r\n if (this._engine._currentRenderTarget) {\r\n this._engine.restoreDefaultFramebuffer(true);\r\n }\r\n } else if (this._engine._currentRenderTarget !== renderTargetWrapper) {\r\n if (this._engine._currentRenderTarget) {\r\n this._engine.unBindFramebuffer(this._engine._currentRenderTarget);\r\n }\r\n this._engine.bindFramebuffer(renderTargetWrapper);\r\n }\r\n\r\n this._renderTargetIsBound = true;\r\n }\r\n\r\n /** @internal */\r\n public _isReady(): boolean {\r\n return this._copyTexture.isReady() && this._copyDepthTexture.isReady();\r\n }\r\n\r\n /** @internal */\r\n public _dispose() {\r\n this._effectRenderer.dispose();\r\n this._effectRendererBack.dispose();\r\n this._copyTexture.dispose();\r\n this._copyDepthTexture.dispose();\r\n }\r\n}\r\n"]}
@@ -1,5 +1,5 @@
1
1
  import { type Scene, type AbstractEngine, type TextureSize, type Nullable, type FrameGraphTextureCreationOptions, type FrameGraphTextureHandle, type InternalTexture, type FrameGraphTextureOptions, type FrameGraphTextureDescription, type RenderTargetWrapper, type FrameGraphTask } from "../index.js";
2
- import { Texture } from "../Materials/Textures/texture.js";
2
+ import { Texture } from "../Materials/Textures/texture.pure.js";
3
3
  import { FrameGraphRenderTarget } from "./frameGraphRenderTarget.js";
4
4
  type HistoryTexture = {
5
5
  textures: Array<Nullable<InternalTexture>>;
@@ -1,5 +1,5 @@
1
1
  import { getDimensionsFromTextureSize, textureSizeIsObject } from "../Materials/Textures/textureCreationOptions.js";
2
- import { Texture } from "../Materials/Textures/texture.js";
2
+ import { Texture } from "../Materials/Textures/texture.pure.js";
3
3
  import { backbufferColorTextureHandle, backbufferDepthStencilTextureHandle } from "./frameGraphTypes.js";
4
4
 
5
5
  import { FrameGraphRenderTarget } from "./frameGraphRenderTarget.js";