@onerjs/core 8.27.1 → 8.27.3
This diff represents the content of publicly available package versions that have been released to one of the supported registries. The information contained in this diff is provided for informational purposes only and reflects changes between package versions as they appear in their respective public registries.
- package/Animations/runtimeAnimation.js +6 -1
- package/Animations/runtimeAnimation.js.map +1 -1
- package/Cameras/camera.d.ts +2 -2
- package/Cameras/camera.js +2 -2
- package/Cameras/camera.js.map +1 -1
- package/Decorators/nodeDecorator.d.ts +7 -5
- package/Decorators/nodeDecorator.js +7 -5
- package/Decorators/nodeDecorator.js.map +1 -1
- package/FrameGraph/Node/Blocks/Layers/glowLayerBlock.js +1 -1
- package/FrameGraph/Node/Blocks/Layers/highlightLayerBlock.js +1 -1
- package/FrameGraph/Node/Blocks/PostProcesses/basePostProcessBlock.js +1 -1
- package/FrameGraph/Node/Blocks/PostProcesses/circleOfConfusionPostProcessBlock.js +1 -1
- package/FrameGraph/Node/Blocks/PostProcesses/depthOfFieldPostProcessBlock.js +2 -2
- package/FrameGraph/Node/Blocks/PostProcesses/imageProcessingPostProcessBlock.js +3 -3
- package/FrameGraph/Node/Blocks/PostProcesses/ssrPostProcessBlock.js +1 -1
- package/FrameGraph/Node/Blocks/Rendering/baseObjectRendererBlock.d.ts +19 -2
- package/FrameGraph/Node/Blocks/Rendering/baseObjectRendererBlock.js +72 -4
- package/FrameGraph/Node/Blocks/Rendering/baseObjectRendererBlock.js.map +1 -1
- package/FrameGraph/Node/Blocks/Rendering/baseShadowGeneratorBlock.js +3 -3
- package/FrameGraph/Node/Blocks/Rendering/csmShadowGeneratorBlock.js +1 -1
- package/FrameGraph/Node/Blocks/Rendering/geometryRendererBlock.d.ts +8 -3
- package/FrameGraph/Node/Blocks/Rendering/geometryRendererBlock.js +56 -34
- package/FrameGraph/Node/Blocks/Rendering/geometryRendererBlock.js.map +1 -1
- package/FrameGraph/Node/Blocks/Rendering/objectRendererBlock.d.ts +0 -12
- package/FrameGraph/Node/Blocks/Rendering/objectRendererBlock.js +0 -45
- package/FrameGraph/Node/Blocks/Rendering/objectRendererBlock.js.map +1 -1
- package/FrameGraph/Node/Blocks/Rendering/taaObjectRendererBlock.d.ts +7 -3
- package/FrameGraph/Node/Blocks/Rendering/taaObjectRendererBlock.js +18 -32
- package/FrameGraph/Node/Blocks/Rendering/taaObjectRendererBlock.js.map +1 -1
- package/FrameGraph/Node/Blocks/Textures/clearBlock.js +1 -1
- package/FrameGraph/Node/Blocks/index.d.ts +1 -0
- package/FrameGraph/Node/Blocks/index.js +1 -0
- package/FrameGraph/Node/Blocks/index.js.map +1 -1
- package/FrameGraph/Node/nodeRenderGraph.js +2 -1
- package/FrameGraph/Node/nodeRenderGraph.js.map +1 -1
- package/FrameGraph/frameGraphTextureManager.d.ts +4 -0
- package/FrameGraph/frameGraphTextureManager.js +7 -1
- package/FrameGraph/frameGraphTextureManager.js.map +1 -1
- package/Layers/layerSceneComponent.js +3 -3
- package/Layers/layerSceneComponent.js.map +1 -1
- package/Lights/Clustered/clusteredLightContainer.d.ts +4 -1
- package/Lights/Clustered/clusteredLightContainer.js +17 -2
- package/Lights/Clustered/clusteredLightContainer.js.map +1 -1
- package/Lights/index.d.ts +1 -0
- package/Lights/index.js +1 -0
- package/Lights/index.js.map +1 -1
- package/Materials/Node/Blocks/Fragment/fragmentOutputBlock.js +1 -1
- package/Materials/Node/Blocks/PBR/pbrMetallicRoughnessBlock.js +4 -4
- package/Materials/Node/Blocks/conditionalBlock.js +1 -1
- package/Materials/Node/Blocks/curveBlock.js +1 -1
- package/Materials/Node/Blocks/meshAttributeExistsBlock.js +1 -1
- package/Materials/Node/Blocks/trigonometryBlock.js +1 -1
- package/Materials/Node/Blocks/waveBlock.js +1 -1
- package/Materials/PBR/openPbrMaterial.d.ts +2 -0
- package/Materials/PBR/openPbrMaterial.js +2 -0
- package/Materials/PBR/openPbrMaterial.js.map +1 -1
- package/Materials/PBR/pbrBaseMaterial.d.ts +2 -0
- package/Materials/PBR/pbrBaseMaterial.js +2 -0
- package/Materials/PBR/pbrBaseMaterial.js.map +1 -1
- package/Materials/Textures/renderTargetTexture.d.ts +2 -0
- package/Materials/Textures/renderTargetTexture.js +3 -0
- package/Materials/Textures/renderTargetTexture.js.map +1 -1
- package/Materials/materialHelper.functions.js +1 -0
- package/Materials/materialHelper.functions.js.map +1 -1
- package/Materials/standardMaterial.d.ts +2 -0
- package/Materials/standardMaterial.js +2 -0
- package/Materials/standardMaterial.js.map +1 -1
- package/Meshes/Node/Blocks/Set/aggregatorBlock.js +1 -1
- package/Meshes/Node/Blocks/Set/setUVsBlock.js +1 -1
- package/Meshes/Node/Blocks/booleanGeometryBlock.js +1 -1
- package/Meshes/Node/Blocks/conditionBlock.js +1 -1
- package/Meshes/Node/Blocks/geometryCurveBlock.js +1 -1
- package/Meshes/Node/Blocks/geometryEaseBlock.js +1 -1
- package/Meshes/Node/Blocks/geometryTrigonometryBlock.js +1 -1
- package/Meshes/Node/Blocks/mappingBlock.js +1 -1
- package/Meshes/Node/Blocks/mathBlock.js +1 -1
- package/Meshes/Node/Blocks/randomBlock.js +1 -1
- package/Meshes/abstractMesh.d.ts +4 -0
- package/Meshes/abstractMesh.js +7 -0
- package/Meshes/abstractMesh.js.map +1 -1
- package/Misc/index.d.ts +1 -0
- package/Misc/index.js +1 -0
- package/Misc/index.js.map +1 -1
- package/Navigation/INavigationEngine.d.ts +17 -5
- package/Navigation/INavigationEngine.js.map +1 -1
- package/Navigation/Plugins/recastJSPlugin.d.ts +3 -2
- package/Navigation/Plugins/recastJSPlugin.js.map +1 -1
- package/Particles/Node/Blocks/Conditions/particleConditionBlock.js +1 -1
- package/Particles/Node/Blocks/particleLocalVariableBlock.js +1 -1
- package/Particles/Node/Blocks/particleMathBlock.js +1 -1
- package/Particles/Node/Blocks/particleRandomBlock.js +1 -1
- package/Particles/Node/Blocks/particleTrigonometryBlock.js +1 -1
- package/Particles/Node/Blocks/systemBlock.js +1 -1
- package/Particles/gpuParticleSystem.js +1 -0
- package/Particles/gpuParticleSystem.js.map +1 -1
- package/PostProcesses/RenderPipeline/Pipelines/ssao2RenderingPipeline.d.ts +4 -0
- package/PostProcesses/RenderPipeline/Pipelines/ssao2RenderingPipeline.js +10 -1
- package/PostProcesses/RenderPipeline/Pipelines/ssao2RenderingPipeline.js.map +1 -1
- package/PostProcesses/motionBlurPostProcess.d.ts +3 -1
- package/PostProcesses/motionBlurPostProcess.js +13 -4
- package/PostProcesses/motionBlurPostProcess.js.map +1 -1
- package/Rendering/objectRenderer.d.ts +2 -0
- package/Rendering/objectRenderer.js +13 -0
- package/Rendering/objectRenderer.js.map +1 -1
- package/Shaders/ShadersInclude/lightFragment.js +1 -1
- package/Shaders/ShadersInclude/lightFragment.js.map +1 -1
- package/ShadersWGSL/ShadersInclude/lightsFragmentFunctions.js +1 -1
- package/ShadersWGSL/ShadersInclude/lightsFragmentFunctions.js.map +1 -1
- package/ShadersWGSL/ShadersInclude/pbrDirectLightingFunctions.js +1 -1
- package/ShadersWGSL/ShadersInclude/pbrDirectLightingFunctions.js.map +1 -1
- package/ShadersWGSL/ShadersInclude/pbrFragmentExtraDeclaration.js +1 -1
- package/ShadersWGSL/ShadersInclude/pbrFragmentExtraDeclaration.js.map +1 -1
- package/ShadersWGSL/default.fragment.js +1 -1
- package/ShadersWGSL/default.fragment.js.map +1 -1
- package/ShadersWGSL/default.vertex.js +2 -2
- package/ShadersWGSL/default.vertex.js.map +1 -1
- package/ShadersWGSL/pbr.vertex.js +2 -2
- package/ShadersWGSL/pbr.vertex.js.map +1 -1
- package/package.json +1 -1
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type {\r\n Scene,\r\n AbstractEngine,\r\n TextureSize,\r\n Nullable,\r\n FrameGraphTextureCreationOptions,\r\n FrameGraphTextureHandle,\r\n InternalTextureCreationOptions,\r\n InternalTexture,\r\n FrameGraphTextureOptions,\r\n FrameGraphTextureDescription,\r\n RenderTargetWrapper,\r\n FrameGraphTask,\r\n IFrameGraphPass,\r\n} from \"core/index\";\r\nimport { getDimensionsFromTextureSize, textureSizeIsObject } from \"../Materials/Textures/textureCreationOptions\";\r\nimport { Texture } from \"../Materials/Textures/texture\";\r\nimport { backbufferColorTextureHandle, backbufferDepthStencilTextureHandle } from \"./frameGraphTypes\";\r\nimport { Constants } from \"../Engines/constants\";\r\nimport { InternalTextureSource } from \"../Materials/Textures/internalTexture\";\r\nimport { FrameGraphRenderTarget } from \"./frameGraphRenderTarget\";\r\nimport { FrameGraphRenderPass } from \"./Passes/renderPass\";\r\nimport { Logger } from \"../Misc/logger\";\r\nimport { GetTypeForDepthTexture, IsDepthTexture, HasStencilAspect } from \"core/Materials/Textures/textureHelper.functions\";\r\n\r\ntype HistoryTexture = {\r\n textures: Array<Nullable<InternalTexture>>;\r\n handles: Array<FrameGraphTextureHandle>;\r\n index: number; // current index in textures array\r\n references: Array<{ renderTargetWrapper: RenderTargetWrapper; textureIndex: number }>; // render target wrappers that reference this history texture\r\n};\r\n\r\ntype TextureLifespan = {\r\n firstTask: number;\r\n lastTask: number;\r\n};\r\n\r\ntype TextureEntry = {\r\n texture: Nullable<InternalTexture>;\r\n name: string;\r\n creationOptions: FrameGraphTextureCreationOptions; // in TextureEntry, creationOptions.size is always an object\r\n namespace: FrameGraphTextureNamespace;\r\n textureIndex?: number; // Index of the texture in the types, formats, etc array of FrameGraphTextureOptions (default: 0)\r\n debug?: Texture;\r\n refHandle?: FrameGraphTextureHandle; // Handle of the texture this one is referencing - used for dangling handles\r\n textureDescriptionHash?: string; // a hash of the texture creation options\r\n lifespan?: TextureLifespan;\r\n aliasHandle?: FrameGraphTextureHandle; // Handle of the texture this one is aliasing - can be set after execution of texture allocation optimization\r\n};\r\n\r\nenum FrameGraphTextureNamespace {\r\n Task,\r\n Graph,\r\n External,\r\n}\r\n\r\n/**\r\n * Manages the textures used by a frame graph\r\n * @experimental\r\n */\r\nexport class FrameGraphTextureManager {\r\n private static _Counter = 2; // 0 and 1 are reserved for backbuffer textures\r\n\r\n /** @internal */\r\n public readonly _textures: Map<FrameGraphTextureHandle, TextureEntry> = new Map();\r\n\r\n /** @internal */\r\n public readonly _historyTextures: Map<FrameGraphTextureHandle, HistoryTexture> = new Map();\r\n\r\n /** @internal */\r\n public _isRecordingTask = false;\r\n\r\n /**\r\n * Gets or sets a boolean indicating if debug logs should be shown when applying texture allocation optimization (default: false)\r\n */\r\n public showDebugLogsForTextureAllcationOptimization = false;\r\n\r\n /**\r\n * Constructs a new instance of the texture manager\r\n * @param engine The engine to use\r\n * @param _debugTextures If true, debug textures will be created so that they are visible in the inspector\r\n * @param _scene The scene the manager belongs to\r\n */\r\n constructor(\r\n public readonly engine: AbstractEngine,\r\n private readonly _debugTextures = false,\r\n private readonly _scene: Scene\r\n ) {\r\n this._addSystemTextures();\r\n }\r\n\r\n /**\r\n * Checks if a handle is a backbuffer handle (color or depth/stencil)\r\n * @param handle The handle to check\r\n * @returns True if the handle is a backbuffer handle\r\n */\r\n public isBackbuffer(handle: FrameGraphTextureHandle): boolean {\r\n if (handle === backbufferColorTextureHandle || handle === backbufferDepthStencilTextureHandle) {\r\n return true;\r\n }\r\n\r\n const textureEntry = this._textures.get(handle);\r\n if (!textureEntry) {\r\n return false;\r\n }\r\n\r\n return textureEntry.refHandle === backbufferColorTextureHandle || textureEntry.refHandle === backbufferDepthStencilTextureHandle;\r\n }\r\n\r\n /**\r\n * Checks if a handle is a backbuffer color handle\r\n * @param handle The handle to check\r\n * @returns True if the handle is a backbuffer color handle\r\n */\r\n public isBackbufferColor(handle: FrameGraphTextureHandle): boolean {\r\n if (handle === backbufferColorTextureHandle) {\r\n return true;\r\n }\r\n\r\n const textureEntry = this._textures.get(handle);\r\n if (!textureEntry) {\r\n return false;\r\n }\r\n\r\n return textureEntry.refHandle === backbufferColorTextureHandle;\r\n }\r\n\r\n /**\r\n * Checks if a handle is a backbuffer depth/stencil handle\r\n * @param handle The handle to check\r\n * @returns True if the handle is a backbuffer depth/stencil handle\r\n */\r\n public isBackbufferDepthStencil(handle: FrameGraphTextureHandle): boolean {\r\n if (handle === backbufferDepthStencilTextureHandle) {\r\n return true;\r\n }\r\n\r\n const textureEntry = this._textures.get(handle);\r\n if (!textureEntry) {\r\n return false;\r\n }\r\n\r\n return textureEntry.refHandle === backbufferDepthStencilTextureHandle;\r\n }\r\n\r\n /**\r\n * Checks if a handle is a history texture (or points to a history texture, for a dangling handle)\r\n * @param handle The handle to check\r\n * @returns True if the handle is a history texture, otherwise false\r\n */\r\n public isHistoryTexture(handle: FrameGraphTextureHandle): boolean {\r\n const entry = this._textures.get(handle);\r\n if (!entry) {\r\n return false;\r\n }\r\n\r\n handle = entry.refHandle ?? handle;\r\n\r\n return this._historyTextures.has(handle);\r\n }\r\n\r\n /**\r\n * Gets the creation options of a texture\r\n * @param handle Handle of the texture\r\n * @returns The creation options of the texture\r\n */\r\n public getTextureCreationOptions(handle: FrameGraphTextureHandle): FrameGraphTextureCreationOptions {\r\n const entry = this._textures.get(handle)!;\r\n const creationOptions = entry.creationOptions;\r\n\r\n return {\r\n size: textureSizeIsObject(creationOptions.size) ? { ...creationOptions.size } : creationOptions.size,\r\n sizeIsPercentage: creationOptions.sizeIsPercentage,\r\n options: FrameGraphTextureManager.CloneTextureOptions(creationOptions.options, entry.textureIndex),\r\n isHistoryTexture: creationOptions.isHistoryTexture,\r\n };\r\n }\r\n\r\n /**\r\n * Gets the description of a texture\r\n * @param handle Handle of the texture\r\n * @returns The description of the texture\r\n */\r\n public getTextureDescription(handle: FrameGraphTextureHandle): FrameGraphTextureDescription {\r\n const creationOptions = this.getTextureCreationOptions(handle);\r\n\r\n const size = !creationOptions.sizeIsPercentage\r\n ? textureSizeIsObject(creationOptions.size)\r\n ? creationOptions.size\r\n : { width: creationOptions.size, height: creationOptions.size }\r\n : this.getAbsoluteDimensions(creationOptions.size);\r\n\r\n return {\r\n size,\r\n options: creationOptions.options,\r\n };\r\n }\r\n\r\n /**\r\n * Gets a texture handle or creates a new texture if the handle is not provided.\r\n * If handle is not provided, newTextureName and creationOptions must be provided.\r\n * @param handle If provided, will simply return the handle\r\n * @param newTextureName Name of the new texture to create\r\n * @param creationOptions Options to use when creating the new texture\r\n * @returns The handle to the texture.\r\n */\r\n public getTextureHandleOrCreateTexture(handle?: FrameGraphTextureHandle, newTextureName?: string, creationOptions?: FrameGraphTextureCreationOptions): FrameGraphTextureHandle {\r\n if (handle === undefined) {\r\n if (newTextureName === undefined || creationOptions === undefined) {\r\n throw new Error(\"getTextureHandleOrCreateTexture: Either handle or newTextureName and creationOptions must be provided.\");\r\n }\r\n return this.createRenderTargetTexture(newTextureName, creationOptions);\r\n }\r\n return handle;\r\n }\r\n\r\n /**\r\n * Gets a texture from a handle.\r\n * Note that if the texture is a history texture, the read texture for the current frame will be returned.\r\n * @param handle The handle of the texture\r\n * @returns The texture or null if not found\r\n */\r\n public getTextureFromHandle(handle: FrameGraphTextureHandle): Nullable<InternalTexture> {\r\n const historyEntry = this._historyTextures.get(handle);\r\n if (historyEntry) {\r\n return historyEntry.textures[historyEntry.index ^ 1]; // gets the read texture\r\n }\r\n return this._textures.get(handle)!.texture;\r\n }\r\n\r\n /**\r\n * Imports a texture into the texture manager\r\n * @param name Name of the texture\r\n * @param texture Texture to import\r\n * @param handle Existing handle to use for the texture. If not provided (default), a new handle will be created.\r\n * @returns The handle to the texture\r\n */\r\n public importTexture(name: string, texture: InternalTexture, handle?: FrameGraphTextureHandle): FrameGraphTextureHandle {\r\n if (handle !== undefined) {\r\n this._freeEntry(handle);\r\n }\r\n\r\n const creationOptions: FrameGraphTextureCreationOptions = {\r\n size: { width: texture.width, height: texture.height },\r\n sizeIsPercentage: false,\r\n isHistoryTexture: false,\r\n options: {\r\n createMipMaps: texture.generateMipMaps,\r\n samples: texture.samples,\r\n types: [texture.type],\r\n formats: [texture.format],\r\n useSRGBBuffers: [texture._useSRGBBuffer],\r\n creationFlags: [texture._creationFlags],\r\n labels: texture.label ? [texture.label] : [\"imported\"],\r\n },\r\n };\r\n\r\n return this._createHandleForTexture(name, texture, creationOptions, FrameGraphTextureNamespace.External, handle);\r\n }\r\n\r\n /**\r\n * Creates a new render target texture\r\n * If multiple textures are described in FrameGraphTextureCreationOptions, the handle of the first texture is returned, handle+1 is the handle of the second texture, etc.\r\n * @param name Name of the texture\r\n * @param creationOptions Options to use when creating the texture\r\n * @param handle Existing handle to use for the texture. If not provided (default), a new handle will be created.\r\n * @returns The handle to the texture\r\n */\r\n public createRenderTargetTexture(name: string, creationOptions: FrameGraphTextureCreationOptions, handle?: FrameGraphTextureHandle): FrameGraphTextureHandle {\r\n return this._createHandleForTexture(\r\n name,\r\n null,\r\n {\r\n size: textureSizeIsObject(creationOptions.size) ? { ...creationOptions.size } : creationOptions.size,\r\n sizeIsPercentage: creationOptions.sizeIsPercentage,\r\n isHistoryTexture: creationOptions.isHistoryTexture,\r\n options: FrameGraphTextureManager.CloneTextureOptions(creationOptions.options, undefined, true),\r\n },\r\n this._isRecordingTask ? FrameGraphTextureNamespace.Task : FrameGraphTextureNamespace.Graph,\r\n handle\r\n );\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 const renderTarget = new FrameGraphRenderTarget(name, this, renderTargets, renderTargetDepth);\r\n\r\n const rtw = renderTarget.renderTargetWrapper;\r\n\r\n if (rtw !== undefined) {\r\n rtw.depthReadOnly = !!depthReadOnly;\r\n rtw.stencilReadOnly = !!stencilReadOnly;\r\n\r\n if (renderTargets) {\r\n const handles = Array.isArray(renderTargets) ? renderTargets : [renderTargets];\r\n\r\n for (let i = 0; i < handles.length; i++) {\r\n let handle = handles[i];\r\n handle = this._textures.get(handle)?.refHandle ?? handle;\r\n\r\n const historyEntry = this._historyTextures.get(handle);\r\n if (historyEntry) {\r\n historyEntry.references.push({ renderTargetWrapper: rtw, textureIndex: i });\r\n\r\n rtw.setTexture(historyEntry.textures[historyEntry.index]!, i, false);\r\n }\r\n }\r\n }\r\n }\r\n\r\n return renderTarget;\r\n }\r\n\r\n /**\r\n * Creates a handle which is not associated with any texture.\r\n * Call resolveDanglingHandle to associate the handle with a valid texture handle.\r\n * @returns The dangling handle\r\n */\r\n public createDanglingHandle() {\r\n return FrameGraphTextureManager._Counter++;\r\n }\r\n\r\n /**\r\n * Associates a texture with a dangling handle\r\n * @param danglingHandle The dangling handle\r\n * @param handle The handle to associate with the dangling handle (if not provided, a new texture handle will be created, using the newTextureName and creationOptions parameters)\r\n * @param newTextureName The name of the new texture to create (if handle is not provided)\r\n * @param creationOptions The options to use when creating the new texture (if handle is not provided)\r\n */\r\n public resolveDanglingHandle(\r\n danglingHandle: FrameGraphTextureHandle,\r\n handle?: FrameGraphTextureHandle,\r\n newTextureName?: string,\r\n creationOptions?: FrameGraphTextureCreationOptions\r\n ) {\r\n if (handle === undefined) {\r\n if (newTextureName === undefined || creationOptions === undefined) {\r\n throw new Error(\"resolveDanglingHandle: Either handle or newTextureName and creationOptions must be provided.\");\r\n }\r\n this.createRenderTargetTexture(newTextureName, creationOptions, danglingHandle);\r\n return;\r\n }\r\n\r\n const textureEntry = this._textures.get(handle);\r\n\r\n if (textureEntry === undefined) {\r\n throw new Error(`resolveDanglingHandle: Handle ${handle} does not exist!`);\r\n }\r\n\r\n this._textures.set(danglingHandle, {\r\n texture: textureEntry.texture,\r\n refHandle: handle,\r\n name: textureEntry.name,\r\n creationOptions: {\r\n size: { ...(textureEntry.creationOptions.size as { width: number; height: number; depth?: number; layers?: number }) },\r\n options: FrameGraphTextureManager.CloneTextureOptions(textureEntry.creationOptions.options),\r\n sizeIsPercentage: textureEntry.creationOptions.sizeIsPercentage,\r\n isHistoryTexture: false,\r\n },\r\n namespace: textureEntry.namespace,\r\n textureIndex: textureEntry.textureIndex,\r\n });\r\n }\r\n\r\n /**\r\n * Gets the absolute dimensions of a texture.\r\n * @param size The size of the texture. Width and height must be expressed as a percentage of the screen size (100=100%)!\r\n * @param screenWidth The width of the screen (default: the width of the rendering canvas)\r\n * @param screenHeight The height of the screen (default: the height of the rendering canvas)\r\n * @returns The absolute dimensions of the texture\r\n */\r\n public getAbsoluteDimensions(\r\n size: TextureSize,\r\n screenWidth = this.engine.getRenderWidth(true),\r\n screenHeight = this.engine.getRenderHeight(true)\r\n ): { width: number; height: number } {\r\n const { width, height } = getDimensionsFromTextureSize(size);\r\n\r\n return {\r\n width: Math.floor((width * screenWidth) / 100),\r\n height: Math.floor((height * screenHeight) / 100),\r\n };\r\n }\r\n\r\n /**\r\n * Calculates the total byte size of all textures used by the frame graph texture manager (including external textures)\r\n * @param optimizedSize True if the calculation should not factor in aliased textures\r\n * @param outputWidth The output width of the frame graph. Will be used to calculate the size of percentage-based textures\r\n * @param outputHeight The output height of the frame graph. Will be used to calculate the size of percentage-based textures\r\n * @returns The total size of all textures\r\n */\r\n public computeTotalTextureSize(optimizedSize: boolean, outputWidth: number, outputHeight: number) {\r\n let totalSize = 0;\r\n\r\n this._textures.forEach((entry, handle) => {\r\n if (handle === backbufferColorTextureHandle || handle === backbufferDepthStencilTextureHandle || entry.refHandle !== undefined) {\r\n return;\r\n }\r\n if (optimizedSize && entry.aliasHandle !== undefined) {\r\n return;\r\n }\r\n\r\n const options = entry.creationOptions;\r\n const textureIndex = entry.textureIndex || 0;\r\n const dimensions = options.sizeIsPercentage ? this.getAbsoluteDimensions(options.size, outputWidth, outputHeight) : getDimensionsFromTextureSize(options.size);\r\n\r\n const blockInfo = FrameGraphTextureManager._GetTextureBlockInformation(\r\n options.options.types?.[textureIndex] ?? Constants.TEXTURETYPE_UNSIGNED_BYTE,\r\n options.options.formats![textureIndex]\r\n );\r\n\r\n const textureByteSize = Math.ceil(dimensions.width / blockInfo.width) * Math.ceil(dimensions.height / blockInfo.height) * blockInfo.length;\r\n\r\n let byteSize = textureByteSize;\r\n\r\n if (options.options.createMipMaps) {\r\n byteSize = Math.floor((byteSize * 4) / 3);\r\n }\r\n\r\n if ((options.options.samples || 1) > 1) {\r\n // We need an additional texture in the case of MSAA\r\n byteSize += textureByteSize;\r\n }\r\n\r\n totalSize += byteSize;\r\n });\r\n\r\n return totalSize;\r\n }\r\n\r\n /** @internal */\r\n public _dispose(): void {\r\n this._releaseTextures();\r\n }\r\n\r\n /** @internal */\r\n public _allocateTextures(tasks?: FrameGraphTask[]): void {\r\n if (tasks) {\r\n this._optimizeTextureAllocation(tasks);\r\n }\r\n\r\n this._textures.forEach((entry) => {\r\n if (!entry.texture) {\r\n if (entry.refHandle !== undefined) {\r\n // entry is a dangling handle which has been resolved to point to refHandle\r\n // We simply update the texture to point to the refHandle texture\r\n const refEntry = this._textures.get(entry.refHandle)!;\r\n\r\n entry.texture = refEntry.texture;\r\n entry.texture?.incrementReferences();\r\n\r\n if (refEntry.refHandle === backbufferColorTextureHandle) {\r\n entry.refHandle = backbufferColorTextureHandle;\r\n }\r\n if (refEntry.refHandle === backbufferDepthStencilTextureHandle) {\r\n entry.refHandle = backbufferDepthStencilTextureHandle;\r\n }\r\n } else if (entry.namespace !== FrameGraphTextureNamespace.External) {\r\n if (entry.aliasHandle !== undefined) {\r\n const aliasEntry = this._textures.get(entry.aliasHandle)!;\r\n\r\n entry.texture = aliasEntry.texture!;\r\n entry.texture.incrementReferences();\r\n } else {\r\n const creationOptions = entry.creationOptions;\r\n const size = creationOptions.sizeIsPercentage ? this.getAbsoluteDimensions(creationOptions.size) : creationOptions.size;\r\n const textureIndex = entry.textureIndex || 0;\r\n\r\n const internalTextureCreationOptions: InternalTextureCreationOptions = {\r\n createMipMaps: creationOptions.options.createMipMaps,\r\n samples: creationOptions.options.samples,\r\n type: creationOptions.options.types?.[textureIndex],\r\n format: creationOptions.options.formats?.[textureIndex],\r\n useSRGBBuffer: creationOptions.options.useSRGBBuffers?.[textureIndex],\r\n creationFlags: creationOptions.options.creationFlags?.[textureIndex],\r\n label: creationOptions.options.labels?.[textureIndex] ?? `${entry.name}${textureIndex > 0 ? \"#\" + textureIndex : \"\"}`,\r\n samplingMode: Constants.TEXTURE_NEAREST_SAMPLINGMODE,\r\n createMSAATexture: creationOptions.options.samples! > 1,\r\n };\r\n\r\n const isDepthTexture = IsDepthTexture(internalTextureCreationOptions.format!);\r\n const hasStencil = HasStencilAspect(internalTextureCreationOptions.format!);\r\n const source =\r\n isDepthTexture && hasStencil\r\n ? InternalTextureSource.DepthStencil\r\n : isDepthTexture || hasStencil\r\n ? InternalTextureSource.Depth\r\n : InternalTextureSource.RenderTarget;\r\n\r\n const internalTexture = this.engine._createInternalTexture(size, internalTextureCreationOptions, false, source);\r\n\r\n if (isDepthTexture) {\r\n internalTexture.type = GetTypeForDepthTexture(internalTexture.format);\r\n }\r\n\r\n entry.texture = internalTexture;\r\n }\r\n }\r\n }\r\n\r\n if (entry.texture && entry.refHandle === undefined) {\r\n entry.debug?.dispose();\r\n entry.debug = this._createDebugTexture(entry.name, entry.texture);\r\n }\r\n });\r\n\r\n this._historyTextures.forEach((entry) => {\r\n for (let i = 0; i < entry.handles.length; i++) {\r\n entry.textures[i] = this._textures.get(entry.handles[i])!.texture;\r\n }\r\n });\r\n }\r\n\r\n /** @internal */\r\n public _releaseTextures(releaseAll = true): void {\r\n this._textures.forEach((entry, handle) => {\r\n if (entry.lifespan) {\r\n entry.lifespan.firstTask = Number.MAX_VALUE;\r\n entry.lifespan.lastTask = 0;\r\n }\r\n\r\n entry.aliasHandle = undefined;\r\n\r\n if (releaseAll || entry.namespace !== FrameGraphTextureNamespace.External) {\r\n entry.debug?.dispose();\r\n entry.debug = undefined;\r\n }\r\n\r\n if (entry.namespace === FrameGraphTextureNamespace.External) {\r\n return;\r\n }\r\n\r\n // We dispose of \"Graph\" and \"Task\" textures:\r\n // - \"Graph\" textures will be recreated by _allocateTextures because the entry still exists in this._textures, but entry.texture is null\r\n // - \"Task\" textures will be re-added to this._textures when the task is recorded (by a call to FrameGraph.build): that's why we delete the entry from this._textures below\r\n entry.texture?.dispose();\r\n entry.texture = null;\r\n\r\n if (releaseAll || entry.namespace === FrameGraphTextureNamespace.Task) {\r\n this._textures.delete(handle);\r\n }\r\n });\r\n\r\n this._historyTextures.forEach((entry) => {\r\n for (let i = 0; i < entry.handles.length; i++) {\r\n entry.textures[i] = null;\r\n }\r\n });\r\n\r\n if (releaseAll) {\r\n this._textures.clear();\r\n this._historyTextures.clear();\r\n this._addSystemTextures();\r\n }\r\n }\r\n\r\n /** @internal */\r\n public _updateHistoryTextures(): void {\r\n this._historyTextures.forEach((entry) => {\r\n entry.index = entry.index ^ 1;\r\n const currentTexture = entry.textures[entry.index];\r\n if (currentTexture) {\r\n for (const { renderTargetWrapper, textureIndex } of entry.references) {\r\n renderTargetWrapper.setTexture(currentTexture, textureIndex, false);\r\n }\r\n }\r\n });\r\n }\r\n\r\n private _addSystemTextures() {\r\n const size = { width: this.engine.getRenderWidth(true), height: this.engine.getRenderHeight(true) };\r\n\r\n this._textures.set(backbufferColorTextureHandle, {\r\n name: \"backbuffer color\",\r\n texture: null,\r\n creationOptions: {\r\n size,\r\n options: {\r\n createMipMaps: false,\r\n samples: this.engine.getCreationOptions().antialias ? 4 : 1,\r\n types: [Constants.TEXTURETYPE_UNSIGNED_BYTE], // todo? get from engine\r\n formats: [Constants.TEXTUREFORMAT_RGBA], // todo? get from engine\r\n useSRGBBuffers: [false],\r\n creationFlags: [0],\r\n labels: [\"backbuffer color\"],\r\n },\r\n sizeIsPercentage: false,\r\n },\r\n namespace: FrameGraphTextureNamespace.External,\r\n });\r\n\r\n this._textures.set(backbufferDepthStencilTextureHandle, {\r\n name: \"backbuffer depth/stencil\",\r\n texture: null,\r\n creationOptions: {\r\n size,\r\n options: {\r\n createMipMaps: false,\r\n samples: this.engine.getCreationOptions().antialias ? 4 : 1,\r\n types: [Constants.TEXTURETYPE_UNSIGNED_BYTE], // todo? get from engine\r\n formats: [Constants.TEXTUREFORMAT_DEPTH24], // todo? get from engine\r\n useSRGBBuffers: [false],\r\n creationFlags: [0],\r\n labels: [\"backbuffer depth/stencil\"],\r\n },\r\n sizeIsPercentage: false,\r\n },\r\n namespace: FrameGraphTextureNamespace.External,\r\n });\r\n }\r\n\r\n private _createDebugTexture(name: string, texture: InternalTexture): Texture | undefined {\r\n if (!this._debugTextures) {\r\n return;\r\n }\r\n\r\n const textureDebug = new Texture(null, this._scene);\r\n\r\n textureDebug.name = name;\r\n textureDebug._texture = texture;\r\n textureDebug._texture.incrementReferences();\r\n\r\n return textureDebug;\r\n }\r\n\r\n private _freeEntry(handle: number): void {\r\n const entry = this._textures.get(handle);\r\n\r\n if (entry) {\r\n entry.debug?.dispose();\r\n this._textures.delete(handle);\r\n }\r\n }\r\n\r\n private _createHandleForTexture(\r\n name: string,\r\n texture: Nullable<InternalTexture>,\r\n creationOptions: FrameGraphTextureCreationOptions,\r\n namespace: FrameGraphTextureNamespace,\r\n handle?: FrameGraphTextureHandle,\r\n textureIndex?: number\r\n ): FrameGraphTextureHandle {\r\n handle = handle ?? FrameGraphTextureManager._Counter++;\r\n textureIndex = textureIndex || 0;\r\n\r\n const textureName = creationOptions.isHistoryTexture ? `${name} ping` : name;\r\n\r\n let label = creationOptions.options.labels?.[textureIndex] ?? \"\";\r\n if (label === textureName) {\r\n label = \"\";\r\n }\r\n\r\n const textureEntry: TextureEntry = {\r\n texture,\r\n name: `${textureName}${label ? \" \" + label : \"\"}`,\r\n creationOptions: {\r\n size: textureSizeIsObject(creationOptions.size) ? creationOptions.size : { width: creationOptions.size, height: creationOptions.size },\r\n options: creationOptions.options,\r\n sizeIsPercentage: creationOptions.sizeIsPercentage,\r\n isHistoryTexture: creationOptions.isHistoryTexture,\r\n },\r\n namespace,\r\n textureIndex,\r\n textureDescriptionHash: this._createTextureDescriptionHash(creationOptions),\r\n lifespan: {\r\n firstTask: Number.MAX_VALUE,\r\n lastTask: 0,\r\n },\r\n };\r\n\r\n this._textures.set(handle, textureEntry);\r\n\r\n if (namespace === FrameGraphTextureNamespace.External) {\r\n return handle;\r\n }\r\n\r\n if (creationOptions.isHistoryTexture) {\r\n const pongCreationOptions: FrameGraphTextureCreationOptions = {\r\n size: { ...(textureEntry.creationOptions.size as { width: number; height: number }) },\r\n options: { ...textureEntry.creationOptions.options },\r\n sizeIsPercentage: textureEntry.creationOptions.sizeIsPercentage,\r\n isHistoryTexture: false,\r\n };\r\n\r\n const pongTexture = this._createHandleForTexture(`${name} pong`, null, pongCreationOptions, namespace);\r\n\r\n this._historyTextures.set(handle, { textures: [null, null], handles: [handle, pongTexture], index: 0, references: [] });\r\n\r\n return handle;\r\n }\r\n\r\n if (creationOptions.options.types && creationOptions.options.types.length > 1 && textureIndex === 0) {\r\n const textureCount = creationOptions.options.types.length;\r\n const creationOptionsForTexture: FrameGraphTextureCreationOptions = {\r\n size: textureSizeIsObject(creationOptions.size) ? creationOptions.size : { width: creationOptions.size, height: creationOptions.size },\r\n options: creationOptions.options,\r\n sizeIsPercentage: creationOptions.sizeIsPercentage,\r\n };\r\n\r\n for (let i = 1; i < textureCount; i++) {\r\n this._createHandleForTexture(textureName, null, creationOptionsForTexture, namespace, handle + i, i);\r\n }\r\n\r\n FrameGraphTextureManager._Counter += textureCount - 1;\r\n }\r\n\r\n return handle;\r\n }\r\n\r\n private _createTextureDescriptionHash(options: FrameGraphTextureCreationOptions): string {\r\n const hash: string[] = [];\r\n\r\n hash.push(textureSizeIsObject(options.size) ? `${options.size.width}_${options.size.height}` : `${options.size}`);\r\n hash.push(options.sizeIsPercentage ? \"%\" : \"A\");\r\n hash.push(options.options.createMipMaps ? \"M\" : \"N\");\r\n hash.push(options.options.samples ? `${options.options.samples}` : \"S1\");\r\n hash.push(options.options.types ? options.options.types.join(\"_\") : `${Constants.TEXTURETYPE_UNSIGNED_BYTE}`);\r\n hash.push(options.options.formats ? options.options.formats.join(\"_\") : `${Constants.TEXTUREFORMAT_RGBA}`);\r\n hash.push(options.options.useSRGBBuffers ? options.options.useSRGBBuffers.join(\"_\") : \"false\");\r\n hash.push(options.options.creationFlags ? options.options.creationFlags.join(\"_\") : \"0\");\r\n\r\n return hash.join(\"_\");\r\n }\r\n\r\n private _optimizeTextureAllocation(tasks: FrameGraphTask[]): void {\r\n this._computeTextureLifespan(tasks);\r\n\r\n if (this.showDebugLogsForTextureAllcationOptimization) {\r\n Logger.Log(`================== Optimization of texture allocation ==================`);\r\n }\r\n\r\n const cache: Map<string, Array<[FrameGraphTextureHandle, Array<TextureLifespan>]>> = new Map();\r\n\r\n const iterator = this._textures.keys();\r\n for (let key = iterator.next(); key.done !== true; key = iterator.next()) {\r\n const textureHandle = key.value;\r\n const textureEntry = this._textures.get(textureHandle)!;\r\n if (textureEntry.refHandle !== undefined || textureEntry.namespace === FrameGraphTextureNamespace.External || this._historyTextures.has(textureHandle)) {\r\n continue;\r\n }\r\n\r\n const textureHash = textureEntry.textureDescriptionHash!;\r\n const textureLifespan = textureEntry.lifespan!;\r\n\r\n const cacheEntries = cache.get(textureHash);\r\n if (cacheEntries) {\r\n let cacheEntryFound = false;\r\n for (const cacheEntry of cacheEntries) {\r\n const [sourceHandle, lifespanArray] = cacheEntry;\r\n\r\n let overlapped = false;\r\n for (const lifespan of lifespanArray) {\r\n if (lifespan.firstTask <= textureLifespan.lastTask && lifespan.lastTask >= textureLifespan.firstTask) {\r\n overlapped = true;\r\n break;\r\n }\r\n }\r\n\r\n if (!overlapped) {\r\n // No overlap between texture lifespan and all lifespans in the array, this texture can reuse the same entry cache\r\n if (this.showDebugLogsForTextureAllcationOptimization) {\r\n Logger.Log(`Texture ${textureHandle} (${textureEntry.name}) reuses cache entry ${sourceHandle}`);\r\n }\r\n\r\n lifespanArray.push(textureLifespan);\r\n textureEntry.aliasHandle = sourceHandle;\r\n cacheEntryFound = true;\r\n break;\r\n }\r\n }\r\n if (!cacheEntryFound) {\r\n cacheEntries.push([textureHandle, [textureLifespan]]);\r\n }\r\n } else {\r\n cache.set(textureHash, [[textureHandle, [textureLifespan]]]);\r\n }\r\n }\r\n }\r\n\r\n // Loop through all task/pass dependencies and compute the lifespan of each texture (that is, the first task/pass that uses it and the last task/pass that uses it)\r\n private _computeTextureLifespan(tasks: FrameGraphTask[]): void {\r\n if (this.showDebugLogsForTextureAllcationOptimization) {\r\n Logger.Log(`================== Dump of texture dependencies for all tasks/passes ==================`);\r\n }\r\n\r\n for (let t = 0; t < tasks.length; ++t) {\r\n const task = tasks[t];\r\n\r\n if (task.passes.length > 0) {\r\n this._computeTextureLifespanForPasses(task, t, task.passes);\r\n }\r\n\r\n if (task.passesDisabled.length > 0) {\r\n this._computeTextureLifespanForPasses(task, t, task.passesDisabled);\r\n }\r\n\r\n if (task.dependencies) {\r\n if (this.showDebugLogsForTextureAllcationOptimization) {\r\n Logger.Log(`task#${t} (${task.name}), global dependencies`);\r\n }\r\n\r\n this._updateLifespan(t * 100 + 99, task.dependencies);\r\n }\r\n }\r\n\r\n if (this.showDebugLogsForTextureAllcationOptimization) {\r\n Logger.Log(`================== Texture lifespans ==================`);\r\n const iterator = this._textures.keys();\r\n for (let key = iterator.next(); key.done !== true; key = iterator.next()) {\r\n const textureHandle = key.value;\r\n const textureEntry = this._textures.get(textureHandle)!;\r\n if (textureEntry.refHandle !== undefined || textureEntry.namespace === FrameGraphTextureNamespace.External || this._historyTextures.has(textureHandle)) {\r\n continue;\r\n }\r\n Logger.Log(`${textureHandle} (${textureEntry.name}): ${textureEntry.lifespan!.firstTask} - ${textureEntry.lifespan!.lastTask}`);\r\n }\r\n }\r\n }\r\n\r\n private _computeTextureLifespanForPasses(task: FrameGraphTask, taskIndex: number, passes: IFrameGraphPass[]): void {\r\n for (let p = 0; p < passes.length; ++p) {\r\n const dependencies = new Set<FrameGraphTextureHandle>();\r\n const pass = passes[p];\r\n\r\n if (!FrameGraphRenderPass.IsRenderPass(pass)) {\r\n continue;\r\n }\r\n\r\n pass.collectDependencies(dependencies);\r\n\r\n if (this.showDebugLogsForTextureAllcationOptimization) {\r\n Logger.Log(`task#${taskIndex} (${task.name}), pass#${p} (${pass.name})`);\r\n }\r\n\r\n this._updateLifespan(taskIndex * 100 + p, dependencies);\r\n }\r\n }\r\n\r\n private _updateLifespan(passOrderNum: number, dependencies: Set<FrameGraphTextureHandle>) {\r\n const iterator = dependencies.keys();\r\n for (let key = iterator.next(); key.done !== true; key = iterator.next()) {\r\n const textureHandle = key.value;\r\n let textureEntry = this._textures.get(textureHandle);\r\n if (!textureEntry) {\r\n throw new Error(`FrameGraph._computeTextureLifespan: Texture handle \"${textureHandle}\" not found in the texture manager.`);\r\n }\r\n let handle = textureHandle;\r\n while (textureEntry.refHandle !== undefined) {\r\n handle = textureEntry.refHandle;\r\n textureEntry = this._textures.get(handle);\r\n if (!textureEntry) {\r\n throw new Error(`FrameGraph._computeTextureLifespan: Texture handle \"${handle}\" not found in the texture manager (source handle=\"${textureHandle}\").`);\r\n }\r\n }\r\n if (textureEntry.namespace === FrameGraphTextureNamespace.External || this._historyTextures.has(handle)) {\r\n continue;\r\n }\r\n\r\n if (this.showDebugLogsForTextureAllcationOptimization) {\r\n Logger.Log(` ${handle} (${textureEntry.name})`);\r\n }\r\n\r\n textureEntry.lifespan!.firstTask = Math.min(textureEntry.lifespan!.firstTask, passOrderNum);\r\n textureEntry.lifespan!.lastTask = Math.max(textureEntry.lifespan!.lastTask, passOrderNum);\r\n }\r\n }\r\n\r\n /**\r\n * Clones a texture options\r\n * @param options The options to clone\r\n * @param textureIndex The index of the texture in the types, formats, etc array of FrameGraphTextureOptions. If not provided, all options are cloned.\r\n * @param preserveLabels True if the labels should be preserved (default: false)\r\n * @returns The cloned options\r\n */\r\n public static CloneTextureOptions(options: FrameGraphTextureOptions, textureIndex?: number, preserveLabels?: boolean): FrameGraphTextureOptions {\r\n return textureIndex !== undefined\r\n ? {\r\n createMipMaps: options.createMipMaps,\r\n samples: options.samples,\r\n types: options.types ? [options.types[textureIndex]] : undefined,\r\n formats: options.formats ? [options.formats[textureIndex]] : undefined,\r\n useSRGBBuffers: options.useSRGBBuffers ? [options.useSRGBBuffers[textureIndex]] : undefined,\r\n creationFlags: options.creationFlags ? [options.creationFlags[textureIndex]] : undefined,\r\n labels: options.labels ? [options.labels[textureIndex]] : undefined,\r\n }\r\n : {\r\n createMipMaps: options.createMipMaps,\r\n samples: options.samples,\r\n types: options.types ? [...options.types] : undefined,\r\n formats: options.formats ? [...options.formats] : undefined,\r\n useSRGBBuffers: options.useSRGBBuffers ? [...options.useSRGBBuffers] : undefined,\r\n creationFlags: options.creationFlags ? [...options.creationFlags] : undefined,\r\n labels: options.labels && preserveLabels ? [...options.labels] : undefined,\r\n };\r\n }\r\n\r\n /**\r\n * Gets the texture block information.\r\n * @param type Type of the texture.\r\n * @param format Format of the texture.\r\n * @returns The texture block information. You can calculate the byte size of the texture by doing: Math.ceil(width / blockInfo.width) * Math.ceil(height / blockInfo.height) * blockInfo.length\r\n */\r\n private static _GetTextureBlockInformation(type: number, format: number): { width: number; height: number; length: number } {\r\n switch (format) {\r\n case Constants.TEXTUREFORMAT_DEPTH16:\r\n return { width: 1, height: 1, length: 2 };\r\n case Constants.TEXTUREFORMAT_DEPTH24:\r\n return { width: 1, height: 1, length: 3 };\r\n case Constants.TEXTUREFORMAT_DEPTH24_STENCIL8:\r\n return { width: 1, height: 1, length: 4 };\r\n case Constants.TEXTUREFORMAT_DEPTH32_FLOAT:\r\n return { width: 1, height: 1, length: 4 };\r\n case Constants.TEXTUREFORMAT_DEPTH32FLOAT_STENCIL8:\r\n return { width: 1, height: 1, length: 5 };\r\n case Constants.TEXTUREFORMAT_STENCIL8:\r\n return { width: 1, height: 1, length: 1 };\r\n\r\n case Constants.TEXTUREFORMAT_COMPRESSED_RGBA_BPTC_UNORM:\r\n return { width: 4, height: 4, length: 16 };\r\n case Constants.TEXTUREFORMAT_COMPRESSED_RGB_BPTC_UNSIGNED_FLOAT:\r\n return { width: 4, height: 4, length: 16 };\r\n case Constants.TEXTUREFORMAT_COMPRESSED_RGB_BPTC_SIGNED_FLOAT:\r\n return { width: 4, height: 4, length: 16 };\r\n case Constants.TEXTUREFORMAT_COMPRESSED_RGBA_S3TC_DXT5:\r\n return { width: 4, height: 4, length: 16 };\r\n case Constants.TEXTUREFORMAT_COMPRESSED_RGBA_S3TC_DXT3:\r\n return { width: 4, height: 4, length: 16 };\r\n case Constants.TEXTUREFORMAT_COMPRESSED_RGBA_S3TC_DXT1:\r\n case Constants.TEXTUREFORMAT_COMPRESSED_RGB_S3TC_DXT1:\r\n return { width: 4, height: 4, length: 8 };\r\n case Constants.TEXTUREFORMAT_COMPRESSED_RGBA_ASTC_4x4:\r\n return { width: 4, height: 4, length: 16 };\r\n case Constants.TEXTUREFORMAT_COMPRESSED_RGB_ETC1_WEBGL:\r\n case Constants.TEXTUREFORMAT_COMPRESSED_RGB8_ETC2:\r\n return { width: 4, height: 4, length: 8 };\r\n case Constants.TEXTUREFORMAT_COMPRESSED_RGBA8_ETC2_EAC:\r\n return { width: 4, height: 4, length: 16 };\r\n }\r\n\r\n switch (type) {\r\n case Constants.TEXTURETYPE_BYTE:\r\n case Constants.TEXTURETYPE_UNSIGNED_BYTE:\r\n switch (format) {\r\n case Constants.TEXTUREFORMAT_R:\r\n case Constants.TEXTUREFORMAT_R_INTEGER:\r\n case Constants.TEXTUREFORMAT_ALPHA:\r\n case Constants.TEXTUREFORMAT_LUMINANCE:\r\n case Constants.TEXTUREFORMAT_LUMINANCE_ALPHA:\r\n return { width: 1, height: 1, length: 1 };\r\n case Constants.TEXTUREFORMAT_RG:\r\n case Constants.TEXTUREFORMAT_RG_INTEGER:\r\n return { width: 1, height: 1, length: 2 };\r\n case Constants.TEXTUREFORMAT_RGB:\r\n case Constants.TEXTUREFORMAT_RGB_INTEGER:\r\n return { width: 1, height: 1, length: 3 };\r\n case Constants.TEXTUREFORMAT_RGBA_INTEGER:\r\n return { width: 1, height: 1, length: 4 };\r\n default:\r\n return { width: 1, height: 1, length: 4 };\r\n }\r\n case Constants.TEXTURETYPE_SHORT:\r\n case Constants.TEXTURETYPE_UNSIGNED_SHORT:\r\n switch (format) {\r\n case Constants.TEXTUREFORMAT_RED_INTEGER:\r\n return { width: 1, height: 1, length: 2 };\r\n case Constants.TEXTUREFORMAT_RG_INTEGER:\r\n return { width: 1, height: 1, length: 4 };\r\n case Constants.TEXTUREFORMAT_RGB_INTEGER:\r\n return { width: 1, height: 1, length: 6 };\r\n case Constants.TEXTUREFORMAT_RGBA_INTEGER:\r\n return { width: 1, height: 1, length: 8 };\r\n default:\r\n return { width: 1, height: 1, length: 8 };\r\n }\r\n case Constants.TEXTURETYPE_INT:\r\n case Constants.TEXTURETYPE_UNSIGNED_INTEGER: // Refers to UNSIGNED_INT\r\n switch (format) {\r\n case Constants.TEXTUREFORMAT_RED_INTEGER:\r\n return { width: 1, height: 1, length: 4 };\r\n case Constants.TEXTUREFORMAT_RG_INTEGER:\r\n return { width: 1, height: 1, length: 8 };\r\n case Constants.TEXTUREFORMAT_RGB_INTEGER:\r\n return { width: 1, height: 1, length: 12 };\r\n case Constants.TEXTUREFORMAT_RGBA_INTEGER:\r\n return { width: 1, height: 1, length: 16 };\r\n default:\r\n return { width: 1, height: 1, length: 16 };\r\n }\r\n case Constants.TEXTURETYPE_FLOAT:\r\n switch (format) {\r\n case Constants.TEXTUREFORMAT_RED:\r\n return { width: 1, height: 1, length: 4 };\r\n case Constants.TEXTUREFORMAT_RG:\r\n return { width: 1, height: 1, length: 8 };\r\n case Constants.TEXTUREFORMAT_RGB:\r\n return { width: 1, height: 1, length: 12 };\r\n case Constants.TEXTUREFORMAT_RGBA:\r\n return { width: 1, height: 1, length: 16 };\r\n default:\r\n return { width: 1, height: 1, length: 16 };\r\n }\r\n case Constants.TEXTURETYPE_HALF_FLOAT:\r\n switch (format) {\r\n case Constants.TEXTUREFORMAT_RED:\r\n return { width: 1, height: 1, length: 2 };\r\n case Constants.TEXTUREFORMAT_RG:\r\n return { width: 1, height: 1, length: 4 };\r\n case Constants.TEXTUREFORMAT_RGB:\r\n return { width: 1, height: 1, length: 6 };\r\n case Constants.TEXTUREFORMAT_RGBA:\r\n return { width: 1, height: 1, length: 8 };\r\n default:\r\n return { width: 1, height: 1, length: 8 };\r\n }\r\n case Constants.TEXTURETYPE_UNSIGNED_SHORT_5_6_5:\r\n return { width: 1, height: 1, length: 2 };\r\n case Constants.TEXTURETYPE_UNSIGNED_INT_10F_11F_11F_REV:\r\n switch (format) {\r\n case Constants.TEXTUREFORMAT_RGBA:\r\n case Constants.TEXTUREFORMAT_RGBA_INTEGER:\r\n return { width: 1, height: 1, length: 4 };\r\n default:\r\n return { width: 1, height: 1, length: 4 };\r\n }\r\n case Constants.TEXTURETYPE_UNSIGNED_INT_5_9_9_9_REV:\r\n switch (format) {\r\n case Constants.TEXTUREFORMAT_RGBA:\r\n case Constants.TEXTUREFORMAT_RGBA_INTEGER:\r\n return { width: 1, height: 1, length: 4 };\r\n default:\r\n return { width: 1, height: 1, length: 4 };\r\n }\r\n case Constants.TEXTURETYPE_UNSIGNED_SHORT_4_4_4_4:\r\n return { width: 1, height: 1, length: 2 };\r\n case Constants.TEXTURETYPE_UNSIGNED_SHORT_5_5_5_1:\r\n return { width: 1, height: 1, length: 2 };\r\n case Constants.TEXTURETYPE_UNSIGNED_INT_2_10_10_10_REV:\r\n switch (format) {\r\n case Constants.TEXTUREFORMAT_RGBA:\r\n return { width: 1, height: 1, length: 4 };\r\n case Constants.TEXTUREFORMAT_RGBA_INTEGER:\r\n return { width: 1, height: 1, length: 4 };\r\n default:\r\n return { width: 1, height: 1, length: 4 };\r\n }\r\n }\r\n\r\n return { width: 1, height: 1, length: 4 };\r\n }\r\n}\r\n"]}
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1
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+
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type {\r\n Scene,\r\n AbstractEngine,\r\n TextureSize,\r\n Nullable,\r\n FrameGraphTextureCreationOptions,\r\n FrameGraphTextureHandle,\r\n InternalTextureCreationOptions,\r\n InternalTexture,\r\n FrameGraphTextureOptions,\r\n FrameGraphTextureDescription,\r\n RenderTargetWrapper,\r\n FrameGraphTask,\r\n IFrameGraphPass,\r\n} from \"core/index\";\r\nimport { getDimensionsFromTextureSize, textureSizeIsObject } from \"../Materials/Textures/textureCreationOptions\";\r\nimport { Texture } from \"../Materials/Textures/texture\";\r\nimport { backbufferColorTextureHandle, backbufferDepthStencilTextureHandle } from \"./frameGraphTypes\";\r\nimport { Constants } from \"../Engines/constants\";\r\nimport { InternalTextureSource } from \"../Materials/Textures/internalTexture\";\r\nimport { FrameGraphRenderTarget } from \"./frameGraphRenderTarget\";\r\nimport { FrameGraphRenderPass } from \"./Passes/renderPass\";\r\nimport { Logger } from \"../Misc/logger\";\r\nimport { GetTypeForDepthTexture, IsDepthTexture, HasStencilAspect } from \"core/Materials/Textures/textureHelper.functions\";\r\n\r\ntype HistoryTexture = {\r\n textures: Array<Nullable<InternalTexture>>;\r\n handles: Array<FrameGraphTextureHandle>;\r\n index: number; // current index in textures array\r\n references: Array<{ renderTargetWrapper: RenderTargetWrapper; textureIndex: number }>; // render target wrappers that reference this history texture\r\n};\r\n\r\ntype TextureLifespan = {\r\n firstTask: number;\r\n lastTask: number;\r\n};\r\n\r\ntype TextureEntry = {\r\n texture: Nullable<InternalTexture>;\r\n name: string;\r\n creationOptions: FrameGraphTextureCreationOptions; // in TextureEntry, creationOptions.size is always an object\r\n namespace: FrameGraphTextureNamespace;\r\n textureIndex?: number; // Index of the texture in the types, formats, etc array of FrameGraphTextureOptions (default: 0)\r\n debug?: Texture;\r\n refHandle?: FrameGraphTextureHandle; // Handle of the texture this one is referencing - used for dangling handles\r\n textureDescriptionHash?: string; // a hash of the texture creation options\r\n lifespan?: TextureLifespan;\r\n aliasHandle?: FrameGraphTextureHandle; // Handle of the texture this one is aliasing - can be set after execution of texture allocation optimization\r\n};\r\n\r\nenum FrameGraphTextureNamespace {\r\n Task,\r\n Graph,\r\n External,\r\n}\r\n\r\n/**\r\n * Manages the textures used by a frame graph\r\n * @experimental\r\n */\r\nexport class FrameGraphTextureManager {\r\n private static _Counter = 2; // 0 and 1 are reserved for backbuffer textures\r\n\r\n /** @internal */\r\n public readonly _textures: Map<FrameGraphTextureHandle, TextureEntry> = new Map();\r\n\r\n /** @internal */\r\n public readonly _historyTextures: Map<FrameGraphTextureHandle, HistoryTexture> = new Map();\r\n\r\n /** @internal */\r\n public _isRecordingTask = false;\r\n\r\n /**\r\n * Gets or sets a boolean indicating if debug logs should be shown when applying texture allocation optimization (default: false)\r\n */\r\n public showDebugLogsForTextureAllcationOptimization = false;\r\n\r\n /** If provided (greater than 0), forces the output screen width for percentage-based textures. If not provided (0), engine.getRenderWidth() will be used */\r\n public forcedOutputScreenWidth = 0;\r\n\r\n /** If provided (greater than 0), forces the output screen height for percentage-based textures. If not provided (0), engine.getRenderHeight() will be used */\r\n public forcedOutputScreenHeight = 0;\r\n\r\n /**\r\n * Constructs a new instance of the texture manager\r\n * @param engine The engine to use\r\n * @param _debugTextures If true, debug textures will be created so that they are visible in the inspector\r\n * @param _scene The scene the manager belongs to\r\n */\r\n constructor(\r\n public readonly engine: AbstractEngine,\r\n private readonly _debugTextures = false,\r\n private readonly _scene: Scene\r\n ) {\r\n this._addSystemTextures();\r\n }\r\n\r\n /**\r\n * Checks if a handle is a backbuffer handle (color or depth/stencil)\r\n * @param handle The handle to check\r\n * @returns True if the handle is a backbuffer handle\r\n */\r\n public isBackbuffer(handle: FrameGraphTextureHandle): boolean {\r\n if (handle === backbufferColorTextureHandle || handle === backbufferDepthStencilTextureHandle) {\r\n return true;\r\n }\r\n\r\n const textureEntry = this._textures.get(handle);\r\n if (!textureEntry) {\r\n return false;\r\n }\r\n\r\n return textureEntry.refHandle === backbufferColorTextureHandle || textureEntry.refHandle === backbufferDepthStencilTextureHandle;\r\n }\r\n\r\n /**\r\n * Checks if a handle is a backbuffer color handle\r\n * @param handle The handle to check\r\n * @returns True if the handle is a backbuffer color handle\r\n */\r\n public isBackbufferColor(handle: FrameGraphTextureHandle): boolean {\r\n if (handle === backbufferColorTextureHandle) {\r\n return true;\r\n }\r\n\r\n const textureEntry = this._textures.get(handle);\r\n if (!textureEntry) {\r\n return false;\r\n }\r\n\r\n return textureEntry.refHandle === backbufferColorTextureHandle;\r\n }\r\n\r\n /**\r\n * Checks if a handle is a backbuffer depth/stencil handle\r\n * @param handle The handle to check\r\n * @returns True if the handle is a backbuffer depth/stencil handle\r\n */\r\n public isBackbufferDepthStencil(handle: FrameGraphTextureHandle): boolean {\r\n if (handle === backbufferDepthStencilTextureHandle) {\r\n return true;\r\n }\r\n\r\n const textureEntry = this._textures.get(handle);\r\n if (!textureEntry) {\r\n return false;\r\n }\r\n\r\n return textureEntry.refHandle === backbufferDepthStencilTextureHandle;\r\n }\r\n\r\n /**\r\n * Checks if a handle is a history texture (or points to a history texture, for a dangling handle)\r\n * @param handle The handle to check\r\n * @returns True if the handle is a history texture, otherwise false\r\n */\r\n public isHistoryTexture(handle: FrameGraphTextureHandle): boolean {\r\n const entry = this._textures.get(handle);\r\n if (!entry) {\r\n return false;\r\n }\r\n\r\n handle = entry.refHandle ?? handle;\r\n\r\n return this._historyTextures.has(handle);\r\n }\r\n\r\n /**\r\n * Gets the creation options of a texture\r\n * @param handle Handle of the texture\r\n * @returns The creation options of the texture\r\n */\r\n public getTextureCreationOptions(handle: FrameGraphTextureHandle): FrameGraphTextureCreationOptions {\r\n const entry = this._textures.get(handle)!;\r\n const creationOptions = entry.creationOptions;\r\n\r\n return {\r\n size: textureSizeIsObject(creationOptions.size) ? { ...creationOptions.size } : creationOptions.size,\r\n sizeIsPercentage: creationOptions.sizeIsPercentage,\r\n options: FrameGraphTextureManager.CloneTextureOptions(creationOptions.options, entry.textureIndex),\r\n isHistoryTexture: creationOptions.isHistoryTexture,\r\n };\r\n }\r\n\r\n /**\r\n * Gets the description of a texture\r\n * @param handle Handle of the texture\r\n * @returns The description of the texture\r\n */\r\n public getTextureDescription(handle: FrameGraphTextureHandle): FrameGraphTextureDescription {\r\n const creationOptions = this.getTextureCreationOptions(handle);\r\n\r\n const size = !creationOptions.sizeIsPercentage\r\n ? textureSizeIsObject(creationOptions.size)\r\n ? creationOptions.size\r\n : { width: creationOptions.size, height: creationOptions.size }\r\n : this.getAbsoluteDimensions(creationOptions.size);\r\n\r\n return {\r\n size,\r\n options: creationOptions.options,\r\n };\r\n }\r\n\r\n /**\r\n * Gets a texture handle or creates a new texture if the handle is not provided.\r\n * If handle is not provided, newTextureName and creationOptions must be provided.\r\n * @param handle If provided, will simply return the handle\r\n * @param newTextureName Name of the new texture to create\r\n * @param creationOptions Options to use when creating the new texture\r\n * @returns The handle to the texture.\r\n */\r\n public getTextureHandleOrCreateTexture(handle?: FrameGraphTextureHandle, newTextureName?: string, creationOptions?: FrameGraphTextureCreationOptions): FrameGraphTextureHandle {\r\n if (handle === undefined) {\r\n if (newTextureName === undefined || creationOptions === undefined) {\r\n throw new Error(\"getTextureHandleOrCreateTexture: Either handle or newTextureName and creationOptions must be provided.\");\r\n }\r\n return this.createRenderTargetTexture(newTextureName, creationOptions);\r\n }\r\n return handle;\r\n }\r\n\r\n /**\r\n * Gets a texture from a handle.\r\n * Note that if the texture is a history texture, the read texture for the current frame will be returned.\r\n * @param handle The handle of the texture\r\n * @returns The texture or null if not found\r\n */\r\n public getTextureFromHandle(handle: FrameGraphTextureHandle): Nullable<InternalTexture> {\r\n const historyEntry = this._historyTextures.get(handle);\r\n if (historyEntry) {\r\n return historyEntry.textures[historyEntry.index ^ 1]; // gets the read texture\r\n }\r\n return this._textures.get(handle)!.texture;\r\n }\r\n\r\n /**\r\n * Imports a texture into the texture manager\r\n * @param name Name of the texture\r\n * @param texture Texture to import\r\n * @param handle Existing handle to use for the texture. If not provided (default), a new handle will be created.\r\n * @returns The handle to the texture\r\n */\r\n public importTexture(name: string, texture: InternalTexture, handle?: FrameGraphTextureHandle): FrameGraphTextureHandle {\r\n if (handle !== undefined) {\r\n this._freeEntry(handle);\r\n }\r\n\r\n const creationOptions: FrameGraphTextureCreationOptions = {\r\n size: { width: texture.width, height: texture.height },\r\n sizeIsPercentage: false,\r\n isHistoryTexture: false,\r\n options: {\r\n createMipMaps: texture.generateMipMaps,\r\n samples: texture.samples,\r\n types: [texture.type],\r\n formats: [texture.format],\r\n useSRGBBuffers: [texture._useSRGBBuffer],\r\n creationFlags: [texture._creationFlags],\r\n labels: texture.label ? [texture.label] : [\"imported\"],\r\n },\r\n };\r\n\r\n return this._createHandleForTexture(name, texture, creationOptions, FrameGraphTextureNamespace.External, handle);\r\n }\r\n\r\n /**\r\n * Creates a new render target texture\r\n * If multiple textures are described in FrameGraphTextureCreationOptions, the handle of the first texture is returned, handle+1 is the handle of the second texture, etc.\r\n * @param name Name of the texture\r\n * @param creationOptions Options to use when creating the texture\r\n * @param handle Existing handle to use for the texture. If not provided (default), a new handle will be created.\r\n * @returns The handle to the texture\r\n */\r\n public createRenderTargetTexture(name: string, creationOptions: FrameGraphTextureCreationOptions, handle?: FrameGraphTextureHandle): FrameGraphTextureHandle {\r\n return this._createHandleForTexture(\r\n name,\r\n null,\r\n {\r\n size: textureSizeIsObject(creationOptions.size) ? { ...creationOptions.size } : creationOptions.size,\r\n sizeIsPercentage: creationOptions.sizeIsPercentage,\r\n isHistoryTexture: creationOptions.isHistoryTexture,\r\n options: FrameGraphTextureManager.CloneTextureOptions(creationOptions.options, undefined, true),\r\n },\r\n this._isRecordingTask ? FrameGraphTextureNamespace.Task : FrameGraphTextureNamespace.Graph,\r\n handle\r\n );\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 const renderTarget = new FrameGraphRenderTarget(name, this, renderTargets, renderTargetDepth);\r\n\r\n const rtw = renderTarget.renderTargetWrapper;\r\n\r\n if (rtw !== undefined) {\r\n rtw.depthReadOnly = !!depthReadOnly;\r\n rtw.stencilReadOnly = !!stencilReadOnly;\r\n\r\n if (renderTargets) {\r\n const handles = Array.isArray(renderTargets) ? renderTargets : [renderTargets];\r\n\r\n for (let i = 0; i < handles.length; i++) {\r\n let handle = handles[i];\r\n handle = this._textures.get(handle)?.refHandle ?? handle;\r\n\r\n const historyEntry = this._historyTextures.get(handle);\r\n if (historyEntry) {\r\n historyEntry.references.push({ renderTargetWrapper: rtw, textureIndex: i });\r\n\r\n rtw.setTexture(historyEntry.textures[historyEntry.index]!, i, false);\r\n }\r\n }\r\n }\r\n }\r\n\r\n return renderTarget;\r\n }\r\n\r\n /**\r\n * Creates a handle which is not associated with any texture.\r\n * Call resolveDanglingHandle to associate the handle with a valid texture handle.\r\n * @returns The dangling handle\r\n */\r\n public createDanglingHandle() {\r\n return FrameGraphTextureManager._Counter++;\r\n }\r\n\r\n /**\r\n * Associates a texture with a dangling handle\r\n * @param danglingHandle The dangling handle\r\n * @param handle The handle to associate with the dangling handle (if not provided, a new texture handle will be created, using the newTextureName and creationOptions parameters)\r\n * @param newTextureName The name of the new texture to create (if handle is not provided)\r\n * @param creationOptions The options to use when creating the new texture (if handle is not provided)\r\n */\r\n public resolveDanglingHandle(\r\n danglingHandle: FrameGraphTextureHandle,\r\n handle?: FrameGraphTextureHandle,\r\n newTextureName?: string,\r\n creationOptions?: FrameGraphTextureCreationOptions\r\n ) {\r\n if (handle === undefined) {\r\n if (newTextureName === undefined || creationOptions === undefined) {\r\n throw new Error(\"resolveDanglingHandle: Either handle or newTextureName and creationOptions must be provided.\");\r\n }\r\n this.createRenderTargetTexture(newTextureName, creationOptions, danglingHandle);\r\n return;\r\n }\r\n\r\n const textureEntry = this._textures.get(handle);\r\n\r\n if (textureEntry === undefined) {\r\n throw new Error(`resolveDanglingHandle: Handle ${handle} does not exist!`);\r\n }\r\n\r\n this._textures.set(danglingHandle, {\r\n texture: textureEntry.texture,\r\n refHandle: handle,\r\n name: textureEntry.name,\r\n creationOptions: {\r\n size: { ...(textureEntry.creationOptions.size as { width: number; height: number; depth?: number; layers?: number }) },\r\n options: FrameGraphTextureManager.CloneTextureOptions(textureEntry.creationOptions.options),\r\n sizeIsPercentage: textureEntry.creationOptions.sizeIsPercentage,\r\n isHistoryTexture: false,\r\n },\r\n namespace: textureEntry.namespace,\r\n textureIndex: textureEntry.textureIndex,\r\n });\r\n }\r\n\r\n /**\r\n * Gets the absolute dimensions of a texture.\r\n * @param size The size of the texture. Width and height must be expressed as a percentage of the screen size (100=100%)!\r\n * @param screenWidth The width of the screen (default: the width of the rendering canvas)\r\n * @param screenHeight The height of the screen (default: the height of the rendering canvas)\r\n * @returns The absolute dimensions of the texture\r\n */\r\n public getAbsoluteDimensions(size: TextureSize, screenWidth?: number, screenHeight?: number): { width: number; height: number } {\r\n screenWidth = this.forcedOutputScreenWidth || this.engine.getRenderWidth(true);\r\n screenHeight = this.forcedOutputScreenHeight || this.engine.getRenderHeight(true);\r\n\r\n const { width, height } = getDimensionsFromTextureSize(size);\r\n\r\n return {\r\n width: Math.floor((width * screenWidth) / 100),\r\n height: Math.floor((height * screenHeight) / 100),\r\n };\r\n }\r\n\r\n /**\r\n * Calculates the total byte size of all textures used by the frame graph texture manager (including external textures)\r\n * @param optimizedSize True if the calculation should not factor in aliased textures\r\n * @param outputWidth The output width of the frame graph. Will be used to calculate the size of percentage-based textures\r\n * @param outputHeight The output height of the frame graph. Will be used to calculate the size of percentage-based textures\r\n * @returns The total size of all textures\r\n */\r\n public computeTotalTextureSize(optimizedSize: boolean, outputWidth: number, outputHeight: number) {\r\n let totalSize = 0;\r\n\r\n this._textures.forEach((entry, handle) => {\r\n if (handle === backbufferColorTextureHandle || handle === backbufferDepthStencilTextureHandle || entry.refHandle !== undefined) {\r\n return;\r\n }\r\n if (optimizedSize && entry.aliasHandle !== undefined) {\r\n return;\r\n }\r\n\r\n const options = entry.creationOptions;\r\n const textureIndex = entry.textureIndex || 0;\r\n const dimensions = options.sizeIsPercentage ? this.getAbsoluteDimensions(options.size, outputWidth, outputHeight) : getDimensionsFromTextureSize(options.size);\r\n\r\n const blockInfo = FrameGraphTextureManager._GetTextureBlockInformation(\r\n options.options.types?.[textureIndex] ?? Constants.TEXTURETYPE_UNSIGNED_BYTE,\r\n options.options.formats![textureIndex]\r\n );\r\n\r\n const textureByteSize = Math.ceil(dimensions.width / blockInfo.width) * Math.ceil(dimensions.height / blockInfo.height) * blockInfo.length;\r\n\r\n let byteSize = textureByteSize;\r\n\r\n if (options.options.createMipMaps) {\r\n byteSize = Math.floor((byteSize * 4) / 3);\r\n }\r\n\r\n if ((options.options.samples || 1) > 1) {\r\n // We need an additional texture in the case of MSAA\r\n byteSize += textureByteSize;\r\n }\r\n\r\n totalSize += byteSize;\r\n });\r\n\r\n return totalSize;\r\n }\r\n\r\n /** @internal */\r\n public _dispose(): void {\r\n this._releaseTextures();\r\n }\r\n\r\n /** @internal */\r\n public _allocateTextures(tasks?: FrameGraphTask[]): void {\r\n if (tasks) {\r\n this._optimizeTextureAllocation(tasks);\r\n }\r\n\r\n this._textures.forEach((entry) => {\r\n if (!entry.texture) {\r\n if (entry.refHandle !== undefined) {\r\n // entry is a dangling handle which has been resolved to point to refHandle\r\n // We simply update the texture to point to the refHandle texture\r\n const refEntry = this._textures.get(entry.refHandle)!;\r\n\r\n entry.texture = refEntry.texture;\r\n entry.texture?.incrementReferences();\r\n\r\n if (refEntry.refHandle === backbufferColorTextureHandle) {\r\n entry.refHandle = backbufferColorTextureHandle;\r\n }\r\n if (refEntry.refHandle === backbufferDepthStencilTextureHandle) {\r\n entry.refHandle = backbufferDepthStencilTextureHandle;\r\n }\r\n } else if (entry.namespace !== FrameGraphTextureNamespace.External) {\r\n if (entry.aliasHandle !== undefined) {\r\n const aliasEntry = this._textures.get(entry.aliasHandle)!;\r\n\r\n entry.texture = aliasEntry.texture!;\r\n entry.texture.incrementReferences();\r\n } else {\r\n const creationOptions = entry.creationOptions;\r\n const size = creationOptions.sizeIsPercentage ? this.getAbsoluteDimensions(creationOptions.size) : creationOptions.size;\r\n const textureIndex = entry.textureIndex || 0;\r\n\r\n const internalTextureCreationOptions: InternalTextureCreationOptions = {\r\n createMipMaps: creationOptions.options.createMipMaps,\r\n samples: creationOptions.options.samples,\r\n type: creationOptions.options.types?.[textureIndex],\r\n format: creationOptions.options.formats?.[textureIndex],\r\n useSRGBBuffer: creationOptions.options.useSRGBBuffers?.[textureIndex],\r\n creationFlags: creationOptions.options.creationFlags?.[textureIndex],\r\n label: creationOptions.options.labels?.[textureIndex] ?? `${entry.name}${textureIndex > 0 ? \"#\" + textureIndex : \"\"}`,\r\n samplingMode: Constants.TEXTURE_NEAREST_SAMPLINGMODE,\r\n createMSAATexture: creationOptions.options.samples! > 1,\r\n };\r\n\r\n const isDepthTexture = IsDepthTexture(internalTextureCreationOptions.format!);\r\n const hasStencil = HasStencilAspect(internalTextureCreationOptions.format!);\r\n const source =\r\n isDepthTexture && hasStencil\r\n ? InternalTextureSource.DepthStencil\r\n : isDepthTexture || hasStencil\r\n ? InternalTextureSource.Depth\r\n : InternalTextureSource.RenderTarget;\r\n\r\n const internalTexture = this.engine._createInternalTexture(size, internalTextureCreationOptions, false, source);\r\n\r\n if (isDepthTexture) {\r\n internalTexture.type = GetTypeForDepthTexture(internalTexture.format);\r\n }\r\n\r\n entry.texture = internalTexture;\r\n }\r\n }\r\n }\r\n\r\n if (entry.texture && entry.refHandle === undefined) {\r\n entry.debug?.dispose();\r\n entry.debug = this._createDebugTexture(entry.name, entry.texture);\r\n }\r\n });\r\n\r\n this._historyTextures.forEach((entry) => {\r\n for (let i = 0; i < entry.handles.length; i++) {\r\n entry.textures[i] = this._textures.get(entry.handles[i])!.texture;\r\n }\r\n });\r\n }\r\n\r\n /** @internal */\r\n public _releaseTextures(releaseAll = true): void {\r\n this._textures.forEach((entry, handle) => {\r\n if (entry.lifespan) {\r\n entry.lifespan.firstTask = Number.MAX_VALUE;\r\n entry.lifespan.lastTask = 0;\r\n }\r\n\r\n entry.aliasHandle = undefined;\r\n\r\n if (releaseAll || entry.namespace !== FrameGraphTextureNamespace.External) {\r\n entry.debug?.dispose();\r\n entry.debug = undefined;\r\n }\r\n\r\n if (entry.namespace === FrameGraphTextureNamespace.External) {\r\n return;\r\n }\r\n\r\n // We dispose of \"Graph\" and \"Task\" textures:\r\n // - \"Graph\" textures will be recreated by _allocateTextures because the entry still exists in this._textures, but entry.texture is null\r\n // - \"Task\" textures will be re-added to this._textures when the task is recorded (by a call to FrameGraph.build): that's why we delete the entry from this._textures below\r\n entry.texture?.dispose();\r\n entry.texture = null;\r\n\r\n if (releaseAll || entry.namespace === FrameGraphTextureNamespace.Task) {\r\n this._textures.delete(handle);\r\n }\r\n });\r\n\r\n this._historyTextures.forEach((entry) => {\r\n for (let i = 0; i < entry.handles.length; i++) {\r\n entry.textures[i] = null;\r\n }\r\n });\r\n\r\n if (releaseAll) {\r\n this._textures.clear();\r\n this._historyTextures.clear();\r\n this._addSystemTextures();\r\n }\r\n }\r\n\r\n /** @internal */\r\n public _updateHistoryTextures(): void {\r\n this._historyTextures.forEach((entry) => {\r\n entry.index = entry.index ^ 1;\r\n const currentTexture = entry.textures[entry.index];\r\n if (currentTexture) {\r\n for (const { renderTargetWrapper, textureIndex } of entry.references) {\r\n renderTargetWrapper.setTexture(currentTexture, textureIndex, false);\r\n }\r\n }\r\n });\r\n }\r\n\r\n private _addSystemTextures() {\r\n const size = { width: this.engine.getRenderWidth(true), height: this.engine.getRenderHeight(true) };\r\n\r\n this._textures.set(backbufferColorTextureHandle, {\r\n name: \"backbuffer color\",\r\n texture: null,\r\n creationOptions: {\r\n size,\r\n options: {\r\n createMipMaps: false,\r\n samples: this.engine.getCreationOptions().antialias ? 4 : 1,\r\n types: [Constants.TEXTURETYPE_UNSIGNED_BYTE], // todo? get from engine\r\n formats: [Constants.TEXTUREFORMAT_RGBA], // todo? get from engine\r\n useSRGBBuffers: [false],\r\n creationFlags: [0],\r\n labels: [\"backbuffer color\"],\r\n },\r\n sizeIsPercentage: false,\r\n },\r\n namespace: FrameGraphTextureNamespace.External,\r\n });\r\n\r\n this._textures.set(backbufferDepthStencilTextureHandle, {\r\n name: \"backbuffer depth/stencil\",\r\n texture: null,\r\n creationOptions: {\r\n size,\r\n options: {\r\n createMipMaps: false,\r\n samples: this.engine.getCreationOptions().antialias ? 4 : 1,\r\n types: [Constants.TEXTURETYPE_UNSIGNED_BYTE], // todo? get from engine\r\n formats: [Constants.TEXTUREFORMAT_DEPTH24], // todo? get from engine\r\n useSRGBBuffers: [false],\r\n creationFlags: [0],\r\n labels: [\"backbuffer depth/stencil\"],\r\n },\r\n sizeIsPercentage: false,\r\n },\r\n namespace: FrameGraphTextureNamespace.External,\r\n });\r\n }\r\n\r\n private _createDebugTexture(name: string, texture: InternalTexture): Texture | undefined {\r\n if (!this._debugTextures) {\r\n return;\r\n }\r\n\r\n const textureDebug = new Texture(null, this._scene);\r\n\r\n textureDebug.name = name;\r\n textureDebug._texture = texture;\r\n textureDebug._texture.incrementReferences();\r\n\r\n return textureDebug;\r\n }\r\n\r\n private _freeEntry(handle: number): void {\r\n const entry = this._textures.get(handle);\r\n\r\n if (entry) {\r\n entry.debug?.dispose();\r\n this._textures.delete(handle);\r\n }\r\n }\r\n\r\n private _createHandleForTexture(\r\n name: string,\r\n texture: Nullable<InternalTexture>,\r\n creationOptions: FrameGraphTextureCreationOptions,\r\n namespace: FrameGraphTextureNamespace,\r\n handle?: FrameGraphTextureHandle,\r\n textureIndex?: number\r\n ): FrameGraphTextureHandle {\r\n handle = handle ?? FrameGraphTextureManager._Counter++;\r\n textureIndex = textureIndex || 0;\r\n\r\n const textureName = creationOptions.isHistoryTexture ? `${name} ping` : name;\r\n\r\n let label = creationOptions.options.labels?.[textureIndex] ?? \"\";\r\n if (label === textureName) {\r\n label = \"\";\r\n }\r\n\r\n const textureEntry: TextureEntry = {\r\n texture,\r\n name: `${textureName}${label ? \" \" + label : \"\"}`,\r\n creationOptions: {\r\n size: textureSizeIsObject(creationOptions.size) ? creationOptions.size : { width: creationOptions.size, height: creationOptions.size },\r\n options: creationOptions.options,\r\n sizeIsPercentage: creationOptions.sizeIsPercentage,\r\n isHistoryTexture: creationOptions.isHistoryTexture,\r\n },\r\n namespace,\r\n textureIndex,\r\n textureDescriptionHash: this._createTextureDescriptionHash(creationOptions),\r\n lifespan: {\r\n firstTask: Number.MAX_VALUE,\r\n lastTask: 0,\r\n },\r\n };\r\n\r\n this._textures.set(handle, textureEntry);\r\n\r\n if (namespace === FrameGraphTextureNamespace.External) {\r\n return handle;\r\n }\r\n\r\n if (creationOptions.isHistoryTexture) {\r\n const pongCreationOptions: FrameGraphTextureCreationOptions = {\r\n size: { ...(textureEntry.creationOptions.size as { width: number; height: number }) },\r\n options: { ...textureEntry.creationOptions.options },\r\n sizeIsPercentage: textureEntry.creationOptions.sizeIsPercentage,\r\n isHistoryTexture: false,\r\n };\r\n\r\n const pongTexture = this._createHandleForTexture(`${name} pong`, null, pongCreationOptions, namespace);\r\n\r\n this._historyTextures.set(handle, { textures: [null, null], handles: [handle, pongTexture], index: 0, references: [] });\r\n\r\n return handle;\r\n }\r\n\r\n if (creationOptions.options.types && creationOptions.options.types.length > 1 && textureIndex === 0) {\r\n const textureCount = creationOptions.options.types.length;\r\n const creationOptionsForTexture: FrameGraphTextureCreationOptions = {\r\n size: textureSizeIsObject(creationOptions.size) ? creationOptions.size : { width: creationOptions.size, height: creationOptions.size },\r\n options: creationOptions.options,\r\n sizeIsPercentage: creationOptions.sizeIsPercentage,\r\n };\r\n\r\n for (let i = 1; i < textureCount; i++) {\r\n this._createHandleForTexture(textureName, null, creationOptionsForTexture, namespace, handle + i, i);\r\n }\r\n\r\n FrameGraphTextureManager._Counter += textureCount - 1;\r\n }\r\n\r\n return handle;\r\n }\r\n\r\n private _createTextureDescriptionHash(options: FrameGraphTextureCreationOptions): string {\r\n const hash: string[] = [];\r\n\r\n hash.push(textureSizeIsObject(options.size) ? `${options.size.width}_${options.size.height}` : `${options.size}`);\r\n hash.push(options.sizeIsPercentage ? \"%\" : \"A\");\r\n hash.push(options.options.createMipMaps ? \"M\" : \"N\");\r\n hash.push(options.options.samples ? `${options.options.samples}` : \"S1\");\r\n hash.push(options.options.types ? options.options.types.join(\"_\") : `${Constants.TEXTURETYPE_UNSIGNED_BYTE}`);\r\n hash.push(options.options.formats ? options.options.formats.join(\"_\") : `${Constants.TEXTUREFORMAT_RGBA}`);\r\n hash.push(options.options.useSRGBBuffers ? options.options.useSRGBBuffers.join(\"_\") : \"false\");\r\n hash.push(options.options.creationFlags ? options.options.creationFlags.join(\"_\") : \"0\");\r\n\r\n return hash.join(\"_\");\r\n }\r\n\r\n private _optimizeTextureAllocation(tasks: FrameGraphTask[]): void {\r\n this._computeTextureLifespan(tasks);\r\n\r\n if (this.showDebugLogsForTextureAllcationOptimization) {\r\n Logger.Log(`================== Optimization of texture allocation ==================`);\r\n }\r\n\r\n const cache: Map<string, Array<[FrameGraphTextureHandle, Array<TextureLifespan>]>> = new Map();\r\n\r\n const iterator = this._textures.keys();\r\n for (let key = iterator.next(); key.done !== true; key = iterator.next()) {\r\n const textureHandle = key.value;\r\n const textureEntry = this._textures.get(textureHandle)!;\r\n if (textureEntry.refHandle !== undefined || textureEntry.namespace === FrameGraphTextureNamespace.External || this._historyTextures.has(textureHandle)) {\r\n continue;\r\n }\r\n\r\n const textureHash = textureEntry.textureDescriptionHash!;\r\n const textureLifespan = textureEntry.lifespan!;\r\n\r\n const cacheEntries = cache.get(textureHash);\r\n if (cacheEntries) {\r\n let cacheEntryFound = false;\r\n for (const cacheEntry of cacheEntries) {\r\n const [sourceHandle, lifespanArray] = cacheEntry;\r\n\r\n let overlapped = false;\r\n for (const lifespan of lifespanArray) {\r\n if (lifespan.firstTask <= textureLifespan.lastTask && lifespan.lastTask >= textureLifespan.firstTask) {\r\n overlapped = true;\r\n break;\r\n }\r\n }\r\n\r\n if (!overlapped) {\r\n // No overlap between texture lifespan and all lifespans in the array, this texture can reuse the same entry cache\r\n if (this.showDebugLogsForTextureAllcationOptimization) {\r\n Logger.Log(`Texture ${textureHandle} (${textureEntry.name}) reuses cache entry ${sourceHandle}`);\r\n }\r\n\r\n lifespanArray.push(textureLifespan);\r\n textureEntry.aliasHandle = sourceHandle;\r\n cacheEntryFound = true;\r\n break;\r\n }\r\n }\r\n if (!cacheEntryFound) {\r\n cacheEntries.push([textureHandle, [textureLifespan]]);\r\n }\r\n } else {\r\n cache.set(textureHash, [[textureHandle, [textureLifespan]]]);\r\n }\r\n }\r\n }\r\n\r\n // Loop through all task/pass dependencies and compute the lifespan of each texture (that is, the first task/pass that uses it and the last task/pass that uses it)\r\n private _computeTextureLifespan(tasks: FrameGraphTask[]): void {\r\n if (this.showDebugLogsForTextureAllcationOptimization) {\r\n Logger.Log(`================== Dump of texture dependencies for all tasks/passes ==================`);\r\n }\r\n\r\n for (let t = 0; t < tasks.length; ++t) {\r\n const task = tasks[t];\r\n\r\n if (task.passes.length > 0) {\r\n this._computeTextureLifespanForPasses(task, t, task.passes);\r\n }\r\n\r\n if (task.passesDisabled.length > 0) {\r\n this._computeTextureLifespanForPasses(task, t, task.passesDisabled);\r\n }\r\n\r\n if (task.dependencies) {\r\n if (this.showDebugLogsForTextureAllcationOptimization) {\r\n Logger.Log(`task#${t} (${task.name}), global dependencies`);\r\n }\r\n\r\n this._updateLifespan(t * 100 + 99, task.dependencies);\r\n }\r\n }\r\n\r\n if (this.showDebugLogsForTextureAllcationOptimization) {\r\n Logger.Log(`================== Texture lifespans ==================`);\r\n const iterator = this._textures.keys();\r\n for (let key = iterator.next(); key.done !== true; key = iterator.next()) {\r\n const textureHandle = key.value;\r\n const textureEntry = this._textures.get(textureHandle)!;\r\n if (textureEntry.refHandle !== undefined || textureEntry.namespace === FrameGraphTextureNamespace.External || this._historyTextures.has(textureHandle)) {\r\n continue;\r\n }\r\n Logger.Log(`${textureHandle} (${textureEntry.name}): ${textureEntry.lifespan!.firstTask} - ${textureEntry.lifespan!.lastTask}`);\r\n }\r\n }\r\n }\r\n\r\n private _computeTextureLifespanForPasses(task: FrameGraphTask, taskIndex: number, passes: IFrameGraphPass[]): void {\r\n for (let p = 0; p < passes.length; ++p) {\r\n const dependencies = new Set<FrameGraphTextureHandle>();\r\n const pass = passes[p];\r\n\r\n if (!FrameGraphRenderPass.IsRenderPass(pass)) {\r\n continue;\r\n }\r\n\r\n pass.collectDependencies(dependencies);\r\n\r\n if (this.showDebugLogsForTextureAllcationOptimization) {\r\n Logger.Log(`task#${taskIndex} (${task.name}), pass#${p} (${pass.name})`);\r\n }\r\n\r\n this._updateLifespan(taskIndex * 100 + p, dependencies);\r\n }\r\n }\r\n\r\n private _updateLifespan(passOrderNum: number, dependencies: Set<FrameGraphTextureHandle>) {\r\n const iterator = dependencies.keys();\r\n for (let key = iterator.next(); key.done !== true; key = iterator.next()) {\r\n const textureHandle = key.value;\r\n let textureEntry = this._textures.get(textureHandle);\r\n if (!textureEntry) {\r\n throw new Error(`FrameGraph._computeTextureLifespan: Texture handle \"${textureHandle}\" not found in the texture manager.`);\r\n }\r\n let handle = textureHandle;\r\n while (textureEntry.refHandle !== undefined) {\r\n handle = textureEntry.refHandle;\r\n textureEntry = this._textures.get(handle);\r\n if (!textureEntry) {\r\n throw new Error(`FrameGraph._computeTextureLifespan: Texture handle \"${handle}\" not found in the texture manager (source handle=\"${textureHandle}\").`);\r\n }\r\n }\r\n if (textureEntry.namespace === FrameGraphTextureNamespace.External || this._historyTextures.has(handle)) {\r\n continue;\r\n }\r\n\r\n if (this.showDebugLogsForTextureAllcationOptimization) {\r\n Logger.Log(` ${handle} (${textureEntry.name})`);\r\n }\r\n\r\n textureEntry.lifespan!.firstTask = Math.min(textureEntry.lifespan!.firstTask, passOrderNum);\r\n textureEntry.lifespan!.lastTask = Math.max(textureEntry.lifespan!.lastTask, passOrderNum);\r\n }\r\n }\r\n\r\n /**\r\n * Clones a texture options\r\n * @param options The options to clone\r\n * @param textureIndex The index of the texture in the types, formats, etc array of FrameGraphTextureOptions. If not provided, all options are cloned.\r\n * @param preserveLabels True if the labels should be preserved (default: false)\r\n * @returns The cloned options\r\n */\r\n public static CloneTextureOptions(options: FrameGraphTextureOptions, textureIndex?: number, preserveLabels?: boolean): FrameGraphTextureOptions {\r\n return textureIndex !== undefined\r\n ? {\r\n createMipMaps: options.createMipMaps,\r\n samples: options.samples,\r\n types: options.types ? [options.types[textureIndex]] : undefined,\r\n formats: options.formats ? [options.formats[textureIndex]] : undefined,\r\n useSRGBBuffers: options.useSRGBBuffers ? [options.useSRGBBuffers[textureIndex]] : undefined,\r\n creationFlags: options.creationFlags ? [options.creationFlags[textureIndex]] : undefined,\r\n labels: options.labels ? [options.labels[textureIndex]] : undefined,\r\n }\r\n : {\r\n createMipMaps: options.createMipMaps,\r\n samples: options.samples,\r\n types: options.types ? [...options.types] : undefined,\r\n formats: options.formats ? [...options.formats] : undefined,\r\n useSRGBBuffers: options.useSRGBBuffers ? [...options.useSRGBBuffers] : undefined,\r\n creationFlags: options.creationFlags ? [...options.creationFlags] : undefined,\r\n labels: options.labels && preserveLabels ? [...options.labels] : undefined,\r\n };\r\n }\r\n\r\n /**\r\n * Gets the texture block information.\r\n * @param type Type of the texture.\r\n * @param format Format of the texture.\r\n * @returns The texture block information. You can calculate the byte size of the texture by doing: Math.ceil(width / blockInfo.width) * Math.ceil(height / blockInfo.height) * blockInfo.length\r\n */\r\n private static _GetTextureBlockInformation(type: number, format: number): { width: number; height: number; length: number } {\r\n switch (format) {\r\n case Constants.TEXTUREFORMAT_DEPTH16:\r\n return { width: 1, height: 1, length: 2 };\r\n case Constants.TEXTUREFORMAT_DEPTH24:\r\n return { width: 1, height: 1, length: 3 };\r\n case Constants.TEXTUREFORMAT_DEPTH24_STENCIL8:\r\n return { width: 1, height: 1, length: 4 };\r\n case Constants.TEXTUREFORMAT_DEPTH32_FLOAT:\r\n return { width: 1, height: 1, length: 4 };\r\n case Constants.TEXTUREFORMAT_DEPTH32FLOAT_STENCIL8:\r\n return { width: 1, height: 1, length: 5 };\r\n case Constants.TEXTUREFORMAT_STENCIL8:\r\n return { width: 1, height: 1, length: 1 };\r\n\r\n case Constants.TEXTUREFORMAT_COMPRESSED_RGBA_BPTC_UNORM:\r\n return { width: 4, height: 4, length: 16 };\r\n case Constants.TEXTUREFORMAT_COMPRESSED_RGB_BPTC_UNSIGNED_FLOAT:\r\n return { width: 4, height: 4, length: 16 };\r\n case Constants.TEXTUREFORMAT_COMPRESSED_RGB_BPTC_SIGNED_FLOAT:\r\n return { width: 4, height: 4, length: 16 };\r\n case Constants.TEXTUREFORMAT_COMPRESSED_RGBA_S3TC_DXT5:\r\n return { width: 4, height: 4, length: 16 };\r\n case Constants.TEXTUREFORMAT_COMPRESSED_RGBA_S3TC_DXT3:\r\n return { width: 4, height: 4, length: 16 };\r\n case Constants.TEXTUREFORMAT_COMPRESSED_RGBA_S3TC_DXT1:\r\n case Constants.TEXTUREFORMAT_COMPRESSED_RGB_S3TC_DXT1:\r\n return { width: 4, height: 4, length: 8 };\r\n case Constants.TEXTUREFORMAT_COMPRESSED_RGBA_ASTC_4x4:\r\n return { width: 4, height: 4, length: 16 };\r\n case Constants.TEXTUREFORMAT_COMPRESSED_RGB_ETC1_WEBGL:\r\n case Constants.TEXTUREFORMAT_COMPRESSED_RGB8_ETC2:\r\n return { width: 4, height: 4, length: 8 };\r\n case Constants.TEXTUREFORMAT_COMPRESSED_RGBA8_ETC2_EAC:\r\n return { width: 4, height: 4, length: 16 };\r\n }\r\n\r\n switch (type) {\r\n case Constants.TEXTURETYPE_BYTE:\r\n case Constants.TEXTURETYPE_UNSIGNED_BYTE:\r\n switch (format) {\r\n case Constants.TEXTUREFORMAT_R:\r\n case Constants.TEXTUREFORMAT_R_INTEGER:\r\n case Constants.TEXTUREFORMAT_ALPHA:\r\n case Constants.TEXTUREFORMAT_LUMINANCE:\r\n case Constants.TEXTUREFORMAT_LUMINANCE_ALPHA:\r\n return { width: 1, height: 1, length: 1 };\r\n case Constants.TEXTUREFORMAT_RG:\r\n case Constants.TEXTUREFORMAT_RG_INTEGER:\r\n return { width: 1, height: 1, length: 2 };\r\n case Constants.TEXTUREFORMAT_RGB:\r\n case Constants.TEXTUREFORMAT_RGB_INTEGER:\r\n return { width: 1, height: 1, length: 3 };\r\n case Constants.TEXTUREFORMAT_RGBA_INTEGER:\r\n return { width: 1, height: 1, length: 4 };\r\n default:\r\n return { width: 1, height: 1, length: 4 };\r\n }\r\n case Constants.TEXTURETYPE_SHORT:\r\n case Constants.TEXTURETYPE_UNSIGNED_SHORT:\r\n switch (format) {\r\n case Constants.TEXTUREFORMAT_RED_INTEGER:\r\n return { width: 1, height: 1, length: 2 };\r\n case Constants.TEXTUREFORMAT_RG_INTEGER:\r\n return { width: 1, height: 1, length: 4 };\r\n case Constants.TEXTUREFORMAT_RGB_INTEGER:\r\n return { width: 1, height: 1, length: 6 };\r\n case Constants.TEXTUREFORMAT_RGBA_INTEGER:\r\n return { width: 1, height: 1, length: 8 };\r\n default:\r\n return { width: 1, height: 1, length: 8 };\r\n }\r\n case Constants.TEXTURETYPE_INT:\r\n case Constants.TEXTURETYPE_UNSIGNED_INTEGER: // Refers to UNSIGNED_INT\r\n switch (format) {\r\n case Constants.TEXTUREFORMAT_RED_INTEGER:\r\n return { width: 1, height: 1, length: 4 };\r\n case Constants.TEXTUREFORMAT_RG_INTEGER:\r\n return { width: 1, height: 1, length: 8 };\r\n case Constants.TEXTUREFORMAT_RGB_INTEGER:\r\n return { width: 1, height: 1, length: 12 };\r\n case Constants.TEXTUREFORMAT_RGBA_INTEGER:\r\n return { width: 1, height: 1, length: 16 };\r\n default:\r\n return { width: 1, height: 1, length: 16 };\r\n }\r\n case Constants.TEXTURETYPE_FLOAT:\r\n switch (format) {\r\n case Constants.TEXTUREFORMAT_RED:\r\n return { width: 1, height: 1, length: 4 };\r\n case Constants.TEXTUREFORMAT_RG:\r\n return { width: 1, height: 1, length: 8 };\r\n case Constants.TEXTUREFORMAT_RGB:\r\n return { width: 1, height: 1, length: 12 };\r\n case Constants.TEXTUREFORMAT_RGBA:\r\n return { width: 1, height: 1, length: 16 };\r\n default:\r\n return { width: 1, height: 1, length: 16 };\r\n }\r\n case Constants.TEXTURETYPE_HALF_FLOAT:\r\n switch (format) {\r\n case Constants.TEXTUREFORMAT_RED:\r\n return { width: 1, height: 1, length: 2 };\r\n case Constants.TEXTUREFORMAT_RG:\r\n return { width: 1, height: 1, length: 4 };\r\n case Constants.TEXTUREFORMAT_RGB:\r\n return { width: 1, height: 1, length: 6 };\r\n case Constants.TEXTUREFORMAT_RGBA:\r\n return { width: 1, height: 1, length: 8 };\r\n default:\r\n return { width: 1, height: 1, length: 8 };\r\n }\r\n case Constants.TEXTURETYPE_UNSIGNED_SHORT_5_6_5:\r\n return { width: 1, height: 1, length: 2 };\r\n case Constants.TEXTURETYPE_UNSIGNED_INT_10F_11F_11F_REV:\r\n switch (format) {\r\n case Constants.TEXTUREFORMAT_RGBA:\r\n case Constants.TEXTUREFORMAT_RGBA_INTEGER:\r\n return { width: 1, height: 1, length: 4 };\r\n default:\r\n return { width: 1, height: 1, length: 4 };\r\n }\r\n case Constants.TEXTURETYPE_UNSIGNED_INT_5_9_9_9_REV:\r\n switch (format) {\r\n case Constants.TEXTUREFORMAT_RGBA:\r\n case Constants.TEXTUREFORMAT_RGBA_INTEGER:\r\n return { width: 1, height: 1, length: 4 };\r\n default:\r\n return { width: 1, height: 1, length: 4 };\r\n }\r\n case Constants.TEXTURETYPE_UNSIGNED_SHORT_4_4_4_4:\r\n return { width: 1, height: 1, length: 2 };\r\n case Constants.TEXTURETYPE_UNSIGNED_SHORT_5_5_5_1:\r\n return { width: 1, height: 1, length: 2 };\r\n case Constants.TEXTURETYPE_UNSIGNED_INT_2_10_10_10_REV:\r\n switch (format) {\r\n case Constants.TEXTUREFORMAT_RGBA:\r\n return { width: 1, height: 1, length: 4 };\r\n case Constants.TEXTUREFORMAT_RGBA_INTEGER:\r\n return { width: 1, height: 1, length: 4 };\r\n default:\r\n return { width: 1, height: 1, length: 4 };\r\n }\r\n }\r\n\r\n return { width: 1, height: 1, length: 4 };\r\n }\r\n}\r\n"]}
|
|
@@ -92,17 +92,17 @@ export class LayerSceneComponent {
|
|
|
92
92
|
}
|
|
93
93
|
_drawRenderTargetBackground(renderTarget) {
|
|
94
94
|
this._draw((layer) => {
|
|
95
|
-
return this._drawRenderTargetPredicate(layer, true, true, this.scene.activeCamera.layerMask, renderTarget);
|
|
95
|
+
return this._drawRenderTargetPredicate(layer, true, true, this.scene.activeCamera ? this.scene.activeCamera.layerMask : 0, renderTarget);
|
|
96
96
|
});
|
|
97
97
|
}
|
|
98
98
|
_drawRenderTargetForegroundWithPostProcessing(renderTarget) {
|
|
99
99
|
this._draw((layer) => {
|
|
100
|
-
return this._drawRenderTargetPredicate(layer, false, true, this.scene.activeCamera.layerMask, renderTarget);
|
|
100
|
+
return this._drawRenderTargetPredicate(layer, false, true, this.scene.activeCamera ? this.scene.activeCamera.layerMask : 0, renderTarget);
|
|
101
101
|
});
|
|
102
102
|
}
|
|
103
103
|
_drawRenderTargetForegroundWithoutPostProcessing(renderTarget) {
|
|
104
104
|
this._draw((layer) => {
|
|
105
|
-
return this._drawRenderTargetPredicate(layer, false, false, this.scene.activeCamera.layerMask, renderTarget);
|
|
105
|
+
return this._drawRenderTargetPredicate(layer, false, false, this.scene.activeCamera ? this.scene.activeCamera.layerMask : 0, renderTarget);
|
|
106
106
|
});
|
|
107
107
|
}
|
|
108
108
|
/**
|
|
@@ -1 +1 @@
|
|
|
1
|
-
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type { Camera } from \"../Cameras/camera\";\r\nimport type { Scene } from \"../scene\";\r\nimport type { AbstractEngine } from \"../Engines/abstractEngine\";\r\nimport type { ISceneComponent } from \"../sceneComponent\";\r\nimport { SceneComponentConstants } from \"../sceneComponent\";\r\nimport type { Layer } from \"./layer\";\r\nimport type { RenderTargetTexture } from \"../Materials/Textures/renderTargetTexture\";\r\nimport { EngineStore } from \"../Engines/engineStore\";\r\nimport type { IAssetContainer } from \"core/IAssetContainer\";\r\n\r\n/**\r\n * Defines the layer scene component responsible to manage any layers\r\n * in a given scene.\r\n */\r\nexport class LayerSceneComponent implements ISceneComponent {\r\n /**\r\n * The component name helpful to identify the component in the list of scene components.\r\n */\r\n public readonly name = SceneComponentConstants.NAME_LAYER;\r\n\r\n /**\r\n * The scene the component belongs to.\r\n */\r\n public scene: Scene;\r\n\r\n private _engine: AbstractEngine;\r\n\r\n /**\r\n * Creates a new instance of the component for the given scene\r\n * @param scene Defines the scene to register the component in\r\n */\r\n constructor(scene?: Scene) {\r\n this.scene = scene || <Scene>EngineStore.LastCreatedScene;\r\n if (!this.scene) {\r\n return;\r\n }\r\n this._engine = this.scene.getEngine();\r\n }\r\n\r\n /**\r\n * Registers the component in a given scene\r\n */\r\n public register(): void {\r\n this.scene._beforeCameraDrawStage.registerStep(SceneComponentConstants.STEP_BEFORECAMERADRAW_LAYER, this, this._drawCameraBackground);\r\n this.scene._afterCameraDrawStage.registerStep(SceneComponentConstants.STEP_AFTERCAMERADRAW_LAYER, this, this._drawCameraForegroundWithPostProcessing);\r\n this.scene._afterCameraPostProcessStage.registerStep(SceneComponentConstants.STEP_AFTERCAMERAPOSTPROCESS_LAYER, this, this._drawCameraForegroundWithoutPostProcessing);\r\n\r\n this.scene._beforeRenderTargetDrawStage.registerStep(SceneComponentConstants.STEP_BEFORERENDERTARGETDRAW_LAYER, this, this._drawRenderTargetBackground);\r\n this.scene._afterRenderTargetDrawStage.registerStep(SceneComponentConstants.STEP_AFTERRENDERTARGETDRAW_LAYER, this, this._drawRenderTargetForegroundWithPostProcessing);\r\n this.scene._afterRenderTargetPostProcessStage.registerStep(\r\n SceneComponentConstants.STEP_AFTERRENDERTARGETPOSTPROCESS_LAYER,\r\n this,\r\n this._drawRenderTargetForegroundWithoutPostProcessing\r\n );\r\n }\r\n\r\n /**\r\n * Rebuilds the elements related to this component in case of\r\n * context lost for instance.\r\n */\r\n public rebuild(): void {\r\n const layers = this.scene.layers;\r\n\r\n for (const layer of layers) {\r\n layer._rebuild();\r\n }\r\n }\r\n\r\n /**\r\n * Disposes the component and the associated resources.\r\n */\r\n public dispose(): void {\r\n const layers = this.scene.layers;\r\n\r\n while (layers.length) {\r\n layers[0].dispose();\r\n }\r\n }\r\n\r\n private _draw(predicate: (layer: Layer) => boolean): void {\r\n const layers = this.scene.layers;\r\n\r\n if (layers.length) {\r\n this._engine.setDepthBuffer(false);\r\n for (const layer of layers) {\r\n if (predicate(layer)) {\r\n layer.render();\r\n }\r\n }\r\n this._engine.setDepthBuffer(true);\r\n }\r\n }\r\n\r\n private _drawCameraPredicate(layer: Layer, isBackground: boolean, applyPostProcess: boolean, cameraLayerMask: number): boolean {\r\n return (\r\n !layer.renderOnlyInRenderTargetTextures &&\r\n layer.isBackground === isBackground &&\r\n layer.applyPostProcess === applyPostProcess &&\r\n (layer.layerMask & cameraLayerMask) !== 0\r\n );\r\n }\r\n\r\n private _drawCameraBackground(camera: Camera): void {\r\n this._draw((layer: Layer) => {\r\n return this._drawCameraPredicate(layer, true, true, camera.layerMask);\r\n });\r\n }\r\n\r\n private _drawCameraForegroundWithPostProcessing(camera: Camera): void {\r\n this._draw((layer: Layer) => {\r\n return this._drawCameraPredicate(layer, false, true, camera.layerMask);\r\n });\r\n }\r\n\r\n private _drawCameraForegroundWithoutPostProcessing(camera: Camera): void {\r\n this._draw((layer: Layer) => {\r\n return this._drawCameraPredicate(layer, false, false, camera.layerMask);\r\n });\r\n }\r\n\r\n private _drawRenderTargetPredicate(layer: Layer, isBackground: boolean, applyPostProcess: boolean, cameraLayerMask: number, renderTargetTexture: RenderTargetTexture): boolean {\r\n return (\r\n layer.renderTargetTextures.length > 0 &&\r\n layer.isBackground === isBackground &&\r\n layer.applyPostProcess === applyPostProcess &&\r\n layer.renderTargetTextures.indexOf(renderTargetTexture) > -1 &&\r\n (layer.layerMask & cameraLayerMask) !== 0\r\n );\r\n }\r\n\r\n private _drawRenderTargetBackground(renderTarget: RenderTargetTexture): void {\r\n this._draw((layer: Layer) => {\r\n return this._drawRenderTargetPredicate(layer, true, true, this.scene.activeCamera!.layerMask, renderTarget);\r\n });\r\n }\r\n\r\n private _drawRenderTargetForegroundWithPostProcessing(renderTarget: RenderTargetTexture): void {\r\n this._draw((layer: Layer) => {\r\n return this._drawRenderTargetPredicate(layer, false, true, this.scene.activeCamera!.layerMask, renderTarget);\r\n });\r\n }\r\n\r\n private _drawRenderTargetForegroundWithoutPostProcessing(renderTarget: RenderTargetTexture): void {\r\n this._draw((layer: Layer) => {\r\n return this._drawRenderTargetPredicate(layer, false, false, this.scene.activeCamera!.layerMask, renderTarget);\r\n });\r\n }\r\n\r\n /**\r\n * Adds all the elements from the container to the scene\r\n * @param container the container holding the elements\r\n */\r\n public addFromContainer(container: IAssetContainer): void {\r\n if (!container.layers) {\r\n return;\r\n }\r\n for (const layer of container.layers) {\r\n this.scene.layers.push(layer);\r\n }\r\n }\r\n\r\n /**\r\n * Removes all the elements in the container from the scene\r\n * @param container contains the elements to remove\r\n * @param dispose if the removed element should be disposed (default: false)\r\n */\r\n public removeFromContainer(container: IAssetContainer, dispose = false): void {\r\n if (!container.layers) {\r\n return;\r\n }\r\n for (const layer of container.layers) {\r\n const index = this.scene.layers.indexOf(layer);\r\n if (index !== -1) {\r\n this.scene.layers.splice(index, 1);\r\n }\r\n if (dispose) {\r\n layer.dispose();\r\n }\r\n }\r\n }\r\n}\r\n"]}
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+
{"version":3,"file":"layerSceneComponent.js","sourceRoot":"","sources":["../../../../dev/core/src/Layers/layerSceneComponent.ts"],"names":[],"mappings":"AAIA,OAAO,EAAE,uBAAuB,EAAE,MAAM,mBAAmB,CAAC;AAG5D,OAAO,EAAE,WAAW,EAAE,MAAM,wBAAwB,CAAC;AAGrD;;;GAGG;AACH,MAAM,OAAO,mBAAmB;IAa5B;;;OAGG;IACH,YAAY,KAAa;QAhBzB;;WAEG;QACa,SAAI,GAAG,uBAAuB,CAAC,UAAU,CAAC;QActD,IAAI,CAAC,KAAK,GAAG,KAAK,IAAW,WAAW,CAAC,gBAAgB,CAAC;QAC1D,IAAI,CAAC,IAAI,CAAC,KAAK,EAAE,CAAC;YACd,OAAO;QACX,CAAC;QACD,IAAI,CAAC,OAAO,GAAG,IAAI,CAAC,KAAK,CAAC,SAAS,EAAE,CAAC;IAC1C,CAAC;IAED;;OAEG;IACI,QAAQ;QACX,IAAI,CAAC,KAAK,CAAC,sBAAsB,CAAC,YAAY,CAAC,uBAAuB,CAAC,2BAA2B,EAAE,IAAI,EAAE,IAAI,CAAC,qBAAqB,CAAC,CAAC;QACtI,IAAI,CAAC,KAAK,CAAC,qBAAqB,CAAC,YAAY,CAAC,uBAAuB,CAAC,0BAA0B,EAAE,IAAI,EAAE,IAAI,CAAC,uCAAuC,CAAC,CAAC;QACtJ,IAAI,CAAC,KAAK,CAAC,4BAA4B,CAAC,YAAY,CAAC,uBAAuB,CAAC,iCAAiC,EAAE,IAAI,EAAE,IAAI,CAAC,0CAA0C,CAAC,CAAC;QAEvK,IAAI,CAAC,KAAK,CAAC,4BAA4B,CAAC,YAAY,CAAC,uBAAuB,CAAC,iCAAiC,EAAE,IAAI,EAAE,IAAI,CAAC,2BAA2B,CAAC,CAAC;QACxJ,IAAI,CAAC,KAAK,CAAC,2BAA2B,CAAC,YAAY,CAAC,uBAAuB,CAAC,gCAAgC,EAAE,IAAI,EAAE,IAAI,CAAC,6CAA6C,CAAC,CAAC;QACxK,IAAI,CAAC,KAAK,CAAC,kCAAkC,CAAC,YAAY,CACtD,uBAAuB,CAAC,uCAAuC,EAC/D,IAAI,EACJ,IAAI,CAAC,gDAAgD,CACxD,CAAC;IACN,CAAC;IAED;;;OAGG;IACI,OAAO;QACV,MAAM,MAAM,GAAG,IAAI,CAAC,KAAK,CAAC,MAAM,CAAC;QAEjC,KAAK,MAAM,KAAK,IAAI,MAAM,EAAE,CAAC;YACzB,KAAK,CAAC,QAAQ,EAAE,CAAC;QACrB,CAAC;IACL,CAAC;IAED;;OAEG;IACI,OAAO;QACV,MAAM,MAAM,GAAG,IAAI,CAAC,KAAK,CAAC,MAAM,CAAC;QAEjC,OAAO,MAAM,CAAC,MAAM,EAAE,CAAC;YACnB,MAAM,CAAC,CAAC,CAAC,CAAC,OAAO,EAAE,CAAC;QACxB,CAAC;IACL,CAAC;IAEO,KAAK,CAAC,SAAoC;QAC9C,MAAM,MAAM,GAAG,IAAI,CAAC,KAAK,CAAC,MAAM,CAAC;QAEjC,IAAI,MAAM,CAAC,MAAM,EAAE,CAAC;YAChB,IAAI,CAAC,OAAO,CAAC,cAAc,CAAC,KAAK,CAAC,CAAC;YACnC,KAAK,MAAM,KAAK,IAAI,MAAM,EAAE,CAAC;gBACzB,IAAI,SAAS,CAAC,KAAK,CAAC,EAAE,CAAC;oBACnB,KAAK,CAAC,MAAM,EAAE,CAAC;gBACnB,CAAC;YACL,CAAC;YACD,IAAI,CAAC,OAAO,CAAC,cAAc,CAAC,IAAI,CAAC,CAAC;QACtC,CAAC;IACL,CAAC;IAEO,oBAAoB,CAAC,KAAY,EAAE,YAAqB,EAAE,gBAAyB,EAAE,eAAuB;QAChH,OAAO,CACH,CAAC,KAAK,CAAC,gCAAgC;YACvC,KAAK,CAAC,YAAY,KAAK,YAAY;YACnC,KAAK,CAAC,gBAAgB,KAAK,gBAAgB;YAC3C,CAAC,KAAK,CAAC,SAAS,GAAG,eAAe,CAAC,KAAK,CAAC,CAC5C,CAAC;IACN,CAAC;IAEO,qBAAqB,CAAC,MAAc;QACxC,IAAI,CAAC,KAAK,CAAC,CAAC,KAAY,EAAE,EAAE;YACxB,OAAO,IAAI,CAAC,oBAAoB,CAAC,KAAK,EAAE,IAAI,EAAE,IAAI,EAAE,MAAM,CAAC,SAAS,CAAC,CAAC;QAC1E,CAAC,CAAC,CAAC;IACP,CAAC;IAEO,uCAAuC,CAAC,MAAc;QAC1D,IAAI,CAAC,KAAK,CAAC,CAAC,KAAY,EAAE,EAAE;YACxB,OAAO,IAAI,CAAC,oBAAoB,CAAC,KAAK,EAAE,KAAK,EAAE,IAAI,EAAE,MAAM,CAAC,SAAS,CAAC,CAAC;QAC3E,CAAC,CAAC,CAAC;IACP,CAAC;IAEO,0CAA0C,CAAC,MAAc;QAC7D,IAAI,CAAC,KAAK,CAAC,CAAC,KAAY,EAAE,EAAE;YACxB,OAAO,IAAI,CAAC,oBAAoB,CAAC,KAAK,EAAE,KAAK,EAAE,KAAK,EAAE,MAAM,CAAC,SAAS,CAAC,CAAC;QAC5E,CAAC,CAAC,CAAC;IACP,CAAC;IAEO,0BAA0B,CAAC,KAAY,EAAE,YAAqB,EAAE,gBAAyB,EAAE,eAAuB,EAAE,mBAAwC;QAChK,OAAO,CACH,KAAK,CAAC,oBAAoB,CAAC,MAAM,GAAG,CAAC;YACrC,KAAK,CAAC,YAAY,KAAK,YAAY;YACnC,KAAK,CAAC,gBAAgB,KAAK,gBAAgB;YAC3C,KAAK,CAAC,oBAAoB,CAAC,OAAO,CAAC,mBAAmB,CAAC,GAAG,CAAC,CAAC;YAC5D,CAAC,KAAK,CAAC,SAAS,GAAG,eAAe,CAAC,KAAK,CAAC,CAC5C,CAAC;IACN,CAAC;IAEO,2BAA2B,CAAC,YAAiC;QACjE,IAAI,CAAC,KAAK,CAAC,CAAC,KAAY,EAAE,EAAE;YACxB,OAAO,IAAI,CAAC,0BAA0B,CAAC,KAAK,EAAE,IAAI,EAAE,IAAI,EAAE,IAAI,CAAC,KAAK,CAAC,YAAY,CAAC,CAAC,CAAC,IAAI,CAAC,KAAK,CAAC,YAAY,CAAC,SAAS,CAAC,CAAC,CAAC,CAAC,EAAE,YAAY,CAAC,CAAC;QAC7I,CAAC,CAAC,CAAC;IACP,CAAC;IAEO,6CAA6C,CAAC,YAAiC;QACnF,IAAI,CAAC,KAAK,CAAC,CAAC,KAAY,EAAE,EAAE;YACxB,OAAO,IAAI,CAAC,0BAA0B,CAAC,KAAK,EAAE,KAAK,EAAE,IAAI,EAAE,IAAI,CAAC,KAAK,CAAC,YAAY,CAAC,CAAC,CAAC,IAAI,CAAC,KAAK,CAAC,YAAY,CAAC,SAAS,CAAC,CAAC,CAAC,CAAC,EAAE,YAAY,CAAC,CAAC;QAC9I,CAAC,CAAC,CAAC;IACP,CAAC;IAEO,gDAAgD,CAAC,YAAiC;QACtF,IAAI,CAAC,KAAK,CAAC,CAAC,KAAY,EAAE,EAAE;YACxB,OAAO,IAAI,CAAC,0BAA0B,CAAC,KAAK,EAAE,KAAK,EAAE,KAAK,EAAE,IAAI,CAAC,KAAK,CAAC,YAAY,CAAC,CAAC,CAAC,IAAI,CAAC,KAAK,CAAC,YAAY,CAAC,SAAS,CAAC,CAAC,CAAC,CAAC,EAAE,YAAY,CAAC,CAAC;QAC/I,CAAC,CAAC,CAAC;IACP,CAAC;IAED;;;OAGG;IACI,gBAAgB,CAAC,SAA0B;QAC9C,IAAI,CAAC,SAAS,CAAC,MAAM,EAAE,CAAC;YACpB,OAAO;QACX,CAAC;QACD,KAAK,MAAM,KAAK,IAAI,SAAS,CAAC,MAAM,EAAE,CAAC;YACnC,IAAI,CAAC,KAAK,CAAC,MAAM,CAAC,IAAI,CAAC,KAAK,CAAC,CAAC;QAClC,CAAC;IACL,CAAC;IAED;;;;OAIG;IACI,mBAAmB,CAAC,SAA0B,EAAE,OAAO,GAAG,KAAK;QAClE,IAAI,CAAC,SAAS,CAAC,MAAM,EAAE,CAAC;YACpB,OAAO;QACX,CAAC;QACD,KAAK,MAAM,KAAK,IAAI,SAAS,CAAC,MAAM,EAAE,CAAC;YACnC,MAAM,KAAK,GAAG,IAAI,CAAC,KAAK,CAAC,MAAM,CAAC,OAAO,CAAC,KAAK,CAAC,CAAC;YAC/C,IAAI,KAAK,KAAK,CAAC,CAAC,EAAE,CAAC;gBACf,IAAI,CAAC,KAAK,CAAC,MAAM,CAAC,MAAM,CAAC,KAAK,EAAE,CAAC,CAAC,CAAC;YACvC,CAAC;YACD,IAAI,OAAO,EAAE,CAAC;gBACV,KAAK,CAAC,OAAO,EAAE,CAAC;YACpB,CAAC;QACL,CAAC;IACL,CAAC;CACJ","sourcesContent":["import type { Camera } from \"../Cameras/camera\";\r\nimport type { Scene } from \"../scene\";\r\nimport type { AbstractEngine } from \"../Engines/abstractEngine\";\r\nimport type { ISceneComponent } from \"../sceneComponent\";\r\nimport { SceneComponentConstants } from \"../sceneComponent\";\r\nimport type { Layer } from \"./layer\";\r\nimport type { RenderTargetTexture } from \"../Materials/Textures/renderTargetTexture\";\r\nimport { EngineStore } from \"../Engines/engineStore\";\r\nimport type { IAssetContainer } from \"core/IAssetContainer\";\r\n\r\n/**\r\n * Defines the layer scene component responsible to manage any layers\r\n * in a given scene.\r\n */\r\nexport class LayerSceneComponent implements ISceneComponent {\r\n /**\r\n * The component name helpful to identify the component in the list of scene components.\r\n */\r\n public readonly name = SceneComponentConstants.NAME_LAYER;\r\n\r\n /**\r\n * The scene the component belongs to.\r\n */\r\n public scene: Scene;\r\n\r\n private _engine: AbstractEngine;\r\n\r\n /**\r\n * Creates a new instance of the component for the given scene\r\n * @param scene Defines the scene to register the component in\r\n */\r\n constructor(scene?: Scene) {\r\n this.scene = scene || <Scene>EngineStore.LastCreatedScene;\r\n if (!this.scene) {\r\n return;\r\n }\r\n this._engine = this.scene.getEngine();\r\n }\r\n\r\n /**\r\n * Registers the component in a given scene\r\n */\r\n public register(): void {\r\n this.scene._beforeCameraDrawStage.registerStep(SceneComponentConstants.STEP_BEFORECAMERADRAW_LAYER, this, this._drawCameraBackground);\r\n this.scene._afterCameraDrawStage.registerStep(SceneComponentConstants.STEP_AFTERCAMERADRAW_LAYER, this, this._drawCameraForegroundWithPostProcessing);\r\n this.scene._afterCameraPostProcessStage.registerStep(SceneComponentConstants.STEP_AFTERCAMERAPOSTPROCESS_LAYER, this, this._drawCameraForegroundWithoutPostProcessing);\r\n\r\n this.scene._beforeRenderTargetDrawStage.registerStep(SceneComponentConstants.STEP_BEFORERENDERTARGETDRAW_LAYER, this, this._drawRenderTargetBackground);\r\n this.scene._afterRenderTargetDrawStage.registerStep(SceneComponentConstants.STEP_AFTERRENDERTARGETDRAW_LAYER, this, this._drawRenderTargetForegroundWithPostProcessing);\r\n this.scene._afterRenderTargetPostProcessStage.registerStep(\r\n SceneComponentConstants.STEP_AFTERRENDERTARGETPOSTPROCESS_LAYER,\r\n this,\r\n this._drawRenderTargetForegroundWithoutPostProcessing\r\n );\r\n }\r\n\r\n /**\r\n * Rebuilds the elements related to this component in case of\r\n * context lost for instance.\r\n */\r\n public rebuild(): void {\r\n const layers = this.scene.layers;\r\n\r\n for (const layer of layers) {\r\n layer._rebuild();\r\n }\r\n }\r\n\r\n /**\r\n * Disposes the component and the associated resources.\r\n */\r\n public dispose(): void {\r\n const layers = this.scene.layers;\r\n\r\n while (layers.length) {\r\n layers[0].dispose();\r\n }\r\n }\r\n\r\n private _draw(predicate: (layer: Layer) => boolean): void {\r\n const layers = this.scene.layers;\r\n\r\n if (layers.length) {\r\n this._engine.setDepthBuffer(false);\r\n for (const layer of layers) {\r\n if (predicate(layer)) {\r\n layer.render();\r\n }\r\n }\r\n this._engine.setDepthBuffer(true);\r\n }\r\n }\r\n\r\n private _drawCameraPredicate(layer: Layer, isBackground: boolean, applyPostProcess: boolean, cameraLayerMask: number): boolean {\r\n return (\r\n !layer.renderOnlyInRenderTargetTextures &&\r\n layer.isBackground === isBackground &&\r\n layer.applyPostProcess === applyPostProcess &&\r\n (layer.layerMask & cameraLayerMask) !== 0\r\n );\r\n }\r\n\r\n private _drawCameraBackground(camera: Camera): void {\r\n this._draw((layer: Layer) => {\r\n return this._drawCameraPredicate(layer, true, true, camera.layerMask);\r\n });\r\n }\r\n\r\n private _drawCameraForegroundWithPostProcessing(camera: Camera): void {\r\n this._draw((layer: Layer) => {\r\n return this._drawCameraPredicate(layer, false, true, camera.layerMask);\r\n });\r\n }\r\n\r\n private _drawCameraForegroundWithoutPostProcessing(camera: Camera): void {\r\n this._draw((layer: Layer) => {\r\n return this._drawCameraPredicate(layer, false, false, camera.layerMask);\r\n });\r\n }\r\n\r\n private _drawRenderTargetPredicate(layer: Layer, isBackground: boolean, applyPostProcess: boolean, cameraLayerMask: number, renderTargetTexture: RenderTargetTexture): boolean {\r\n return (\r\n layer.renderTargetTextures.length > 0 &&\r\n layer.isBackground === isBackground &&\r\n layer.applyPostProcess === applyPostProcess &&\r\n layer.renderTargetTextures.indexOf(renderTargetTexture) > -1 &&\r\n (layer.layerMask & cameraLayerMask) !== 0\r\n );\r\n }\r\n\r\n private _drawRenderTargetBackground(renderTarget: RenderTargetTexture): void {\r\n this._draw((layer: Layer) => {\r\n return this._drawRenderTargetPredicate(layer, true, true, this.scene.activeCamera ? this.scene.activeCamera.layerMask : 0, renderTarget);\r\n });\r\n }\r\n\r\n private _drawRenderTargetForegroundWithPostProcessing(renderTarget: RenderTargetTexture): void {\r\n this._draw((layer: Layer) => {\r\n return this._drawRenderTargetPredicate(layer, false, true, this.scene.activeCamera ? this.scene.activeCamera.layerMask : 0, renderTarget);\r\n });\r\n }\r\n\r\n private _drawRenderTargetForegroundWithoutPostProcessing(renderTarget: RenderTargetTexture): void {\r\n this._draw((layer: Layer) => {\r\n return this._drawRenderTargetPredicate(layer, false, false, this.scene.activeCamera ? this.scene.activeCamera.layerMask : 0, renderTarget);\r\n });\r\n }\r\n\r\n /**\r\n * Adds all the elements from the container to the scene\r\n * @param container the container holding the elements\r\n */\r\n public addFromContainer(container: IAssetContainer): void {\r\n if (!container.layers) {\r\n return;\r\n }\r\n for (const layer of container.layers) {\r\n this.scene.layers.push(layer);\r\n }\r\n }\r\n\r\n /**\r\n * Removes all the elements in the container from the scene\r\n * @param container contains the elements to remove\r\n * @param dispose if the removed element should be disposed (default: false)\r\n */\r\n public removeFromContainer(container: IAssetContainer, dispose = false): void {\r\n if (!container.layers) {\r\n return;\r\n }\r\n for (const layer of container.layers) {\r\n const index = this.scene.layers.indexOf(layer);\r\n if (index !== -1) {\r\n this.scene.layers.splice(index, 1);\r\n }\r\n if (dispose) {\r\n layer.dispose();\r\n }\r\n }\r\n }\r\n}\r\n"]}
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@@ -1,6 +1,8 @@
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import type { Camera } from "../../Cameras/camera.js";
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import type { Effect } from "../../Materials/effect.js";
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import { RenderTargetTexture } from "../../Materials/Textures/renderTargetTexture.js";
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import type { Scene } from "../../scene.js";
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import type { Nullable } from "../../types.js";
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import { Light } from "../light.js";
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import "../../Meshes/thinInstanceMesh.js";
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* Gets the current list of lights added to this clustering system.
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get lights(): readonly Light[];
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private _camera;
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private readonly _sortedLights;
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private _lightDataBuffer;
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private _lightDataTexture;
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@@ -78,7 +81,7 @@ export declare class ClusteredLightContainer extends Light {
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getClassName(): string;
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getTypeID(): number;
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_updateBatches(): RenderTargetTexture;
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_updateBatches(camera?: Nullable<Camera>): RenderTargetTexture;
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private _getSliceIndex;
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private _updateLightData;
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dispose(doNotRecurse?: boolean, disposeMaterialAndTextures?: boolean): void;
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constructor(name, lights = [], scene) {
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super(name, scene);
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this._lights = [];
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this._camera = null;
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this._sortedLights = [];
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this._lightDataRenderId = -1;
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@@ -214,7 +215,8 @@ export class ClusteredLightContainer extends Light {
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return LightConstants.LIGHTTYPEID_CLUSTERED_CONTAINER;
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}
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_updateBatches() {
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_updateBatches(camera = null) {
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this._camera = camera;
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this._proxyMesh.isVisible = this._sortedLights.length > 0;
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// Ensure space for atleast 1 batch
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const batches = Math.max(Math.ceil(this._sortedLights.length / this._batchSize), 1);
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@@ -228,6 +230,7 @@ export class ClusteredLightContainer extends Light {
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this._lightDataBuffer = new Float32Array(20 * maxLights);
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this._lightDataTexture?.dispose();
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this._lightDataTexture = new RawTexture(this._lightDataBuffer, 5, maxLights, 5, this._scene, false, false, 1, 1);
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this._lightDataTexture.name = "LightDataTexture_clustered_" + this.name;
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this._proxyMaterial.setTexture("lightDataTexture", this._lightDataTexture);
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this._tileMaskTexture?.dispose();
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const textureSize = { width: this._horizontalTiles, height: this._verticalTiles };
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@@ -245,9 +248,21 @@ export class ClusteredLightContainer extends Light {
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this._tileMaskTexture.renderSprites = false;
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this._tileMaskTexture.noPrePassRenderer = true;
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this._tileMaskTexture.renderList = [this._proxyMesh];
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let currentRenderTarget = null;
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this._tileMaskTexture.onBeforeBindObservable.add(() => {
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currentRenderTarget = engine._currentRenderTarget;
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this._updateLightData();
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});
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+
this._tileMaskTexture.onAfterUnbindObservable.add(() => {
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if (engine._currentRenderTarget !== currentRenderTarget) {
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if (!currentRenderTarget) {
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engine.restoreDefaultFramebuffer();
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}
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else {
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engine.bindFramebuffer(currentRenderTarget);
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}
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}
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});
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this._tileMaskTexture.onClearObservable.add(() => {
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if (engine.isWebGPU) {
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// Clear the storage buffer for WebGPU
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@@ -280,7 +295,7 @@ export class ClusteredLightContainer extends Light {
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return Math.floor(Math.log(depth) * this._sliceScale + this._sliceBias);
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}
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_updateLightData() {
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-
const camera = this._scene.activeCamera;
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const camera = this._camera || this._scene.activeCamera;
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const renderId = this._scene.getRenderId();
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if (!camera || this._lightDataRenderId === renderId) {
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return;
|