@onerjs/core 8.30.5 → 8.30.7

This diff represents the content of publicly available package versions that have been released to one of the supported registries. The information contained in this diff is provided for informational purposes only and reflects changes between package versions as they appear in their respective public registries.
Files changed (219) hide show
  1. package/Actions/action.d.ts +5 -0
  2. package/Actions/action.js.map +1 -1
  3. package/Actions/actionManager.js +6 -2
  4. package/Actions/actionManager.js.map +1 -1
  5. package/Animations/runtimeAnimation.d.ts +0 -2
  6. package/Animations/runtimeAnimation.js +3 -5
  7. package/Animations/runtimeAnimation.js.map +1 -1
  8. package/AudioV2/abstractAudio/abstractSound.js +1 -0
  9. package/AudioV2/abstractAudio/abstractSound.js.map +1 -1
  10. package/AudioV2/abstractAudio/audioEngineV2.d.ts +2 -0
  11. package/AudioV2/abstractAudio/audioEngineV2.js +18 -8
  12. package/AudioV2/abstractAudio/audioEngineV2.js.map +1 -1
  13. package/AudioV2/webAudio/webAudioStaticSound.js +8 -3
  14. package/AudioV2/webAudio/webAudioStaticSound.js.map +1 -1
  15. package/Collisions/gpuPicker.js +0 -1
  16. package/Collisions/gpuPicker.js.map +1 -1
  17. package/Debug/debugLayer.d.ts +1 -1
  18. package/Debug/debugLayer.js.map +1 -1
  19. package/Decorators/nodeDecorator.d.ts +3 -1
  20. package/Decorators/nodeDecorator.js +2 -0
  21. package/Decorators/nodeDecorator.js.map +1 -1
  22. package/Engines/Native/nativeInterfaces.d.ts +1 -1
  23. package/Engines/Native/nativeInterfaces.js.map +1 -1
  24. package/Engines/WebGPU/webgpuCacheSampler.js +4 -0
  25. package/Engines/WebGPU/webgpuCacheSampler.js.map +1 -1
  26. package/Engines/abstractEngine.js +2 -2
  27. package/Engines/abstractEngine.js.map +1 -1
  28. package/Engines/nativeEngine.js +12 -13
  29. package/Engines/nativeEngine.js.map +1 -1
  30. package/FrameGraph/Node/Blocks/PostProcesses/anaglyphPostProcessBlock.d.ts +2 -2
  31. package/FrameGraph/Node/Blocks/PostProcesses/anaglyphPostProcessBlock.js +2 -2
  32. package/FrameGraph/Node/Blocks/PostProcesses/anaglyphPostProcessBlock.js.map +1 -1
  33. package/FrameGraph/Node/Blocks/PostProcesses/basePostProcessBlock.d.ts +1 -1
  34. package/FrameGraph/Node/Blocks/PostProcesses/basePostProcessBlock.js +2 -2
  35. package/FrameGraph/Node/Blocks/PostProcesses/basePostProcessBlock.js.map +1 -1
  36. package/FrameGraph/Node/Blocks/PostProcesses/baseWithPropertiesPostProcessBlock.d.ts +44 -0
  37. package/FrameGraph/Node/Blocks/PostProcesses/baseWithPropertiesPostProcessBlock.js +152 -0
  38. package/FrameGraph/Node/Blocks/PostProcesses/baseWithPropertiesPostProcessBlock.js.map +1 -0
  39. package/FrameGraph/Node/Blocks/PostProcesses/blackAndWhitePostProcessBlock.d.ts +2 -2
  40. package/FrameGraph/Node/Blocks/PostProcesses/blackAndWhitePostProcessBlock.js +2 -2
  41. package/FrameGraph/Node/Blocks/PostProcesses/blackAndWhitePostProcessBlock.js.map +1 -1
  42. package/FrameGraph/Node/Blocks/PostProcesses/blurPostProcessBlock.d.ts +2 -2
  43. package/FrameGraph/Node/Blocks/PostProcesses/blurPostProcessBlock.js +2 -2
  44. package/FrameGraph/Node/Blocks/PostProcesses/blurPostProcessBlock.js.map +1 -1
  45. package/FrameGraph/Node/Blocks/PostProcesses/chromaticAberrationPostProcessBlock.d.ts +2 -2
  46. package/FrameGraph/Node/Blocks/PostProcesses/chromaticAberrationPostProcessBlock.js +2 -2
  47. package/FrameGraph/Node/Blocks/PostProcesses/chromaticAberrationPostProcessBlock.js.map +1 -1
  48. package/FrameGraph/Node/Blocks/PostProcesses/circleOfConfusionPostProcessBlock.d.ts +2 -2
  49. package/FrameGraph/Node/Blocks/PostProcesses/circleOfConfusionPostProcessBlock.js +2 -2
  50. package/FrameGraph/Node/Blocks/PostProcesses/circleOfConfusionPostProcessBlock.js.map +1 -1
  51. package/FrameGraph/Node/Blocks/PostProcesses/colorCorrectionPostProcessBlock.d.ts +2 -2
  52. package/FrameGraph/Node/Blocks/PostProcesses/colorCorrectionPostProcessBlock.js +2 -2
  53. package/FrameGraph/Node/Blocks/PostProcesses/colorCorrectionPostProcessBlock.js.map +1 -1
  54. package/FrameGraph/Node/Blocks/PostProcesses/convolutionPostProcessBlock.d.ts +2 -2
  55. package/FrameGraph/Node/Blocks/PostProcesses/convolutionPostProcessBlock.js +2 -2
  56. package/FrameGraph/Node/Blocks/PostProcesses/convolutionPostProcessBlock.js.map +1 -1
  57. package/FrameGraph/Node/Blocks/PostProcesses/extractHighlightsPostProcessBlock.d.ts +2 -2
  58. package/FrameGraph/Node/Blocks/PostProcesses/extractHighlightsPostProcessBlock.js +2 -2
  59. package/FrameGraph/Node/Blocks/PostProcesses/extractHighlightsPostProcessBlock.js.map +1 -1
  60. package/FrameGraph/Node/Blocks/PostProcesses/filterPostProcessBlock.d.ts +2 -2
  61. package/FrameGraph/Node/Blocks/PostProcesses/filterPostProcessBlock.js +2 -2
  62. package/FrameGraph/Node/Blocks/PostProcesses/filterPostProcessBlock.js.map +1 -1
  63. package/FrameGraph/Node/Blocks/PostProcesses/fxaaPostProcessBlock.d.ts +2 -2
  64. package/FrameGraph/Node/Blocks/PostProcesses/fxaaPostProcessBlock.js +2 -2
  65. package/FrameGraph/Node/Blocks/PostProcesses/fxaaPostProcessBlock.js.map +1 -1
  66. package/FrameGraph/Node/Blocks/PostProcesses/grainPostProcessBlock.d.ts +2 -2
  67. package/FrameGraph/Node/Blocks/PostProcesses/grainPostProcessBlock.js +2 -2
  68. package/FrameGraph/Node/Blocks/PostProcesses/grainPostProcessBlock.js.map +1 -1
  69. package/FrameGraph/Node/Blocks/PostProcesses/imageProcessingPostProcessBlock.d.ts +2 -2
  70. package/FrameGraph/Node/Blocks/PostProcesses/imageProcessingPostProcessBlock.js +3 -3
  71. package/FrameGraph/Node/Blocks/PostProcesses/imageProcessingPostProcessBlock.js.map +1 -1
  72. package/FrameGraph/Node/Blocks/PostProcesses/motionBlurPostProcessBlock.d.ts +2 -2
  73. package/FrameGraph/Node/Blocks/PostProcesses/motionBlurPostProcessBlock.js +2 -2
  74. package/FrameGraph/Node/Blocks/PostProcesses/motionBlurPostProcessBlock.js.map +1 -1
  75. package/FrameGraph/Node/Blocks/PostProcesses/passPostProcessBlock.d.ts +3 -3
  76. package/FrameGraph/Node/Blocks/PostProcesses/passPostProcessBlock.js +3 -3
  77. package/FrameGraph/Node/Blocks/PostProcesses/passPostProcessBlock.js.map +1 -1
  78. package/FrameGraph/Node/Blocks/PostProcesses/screenSpaceCurvaturePostProcessBlock.d.ts +2 -2
  79. package/FrameGraph/Node/Blocks/PostProcesses/screenSpaceCurvaturePostProcessBlock.js +2 -2
  80. package/FrameGraph/Node/Blocks/PostProcesses/screenSpaceCurvaturePostProcessBlock.js.map +1 -1
  81. package/FrameGraph/Node/Blocks/PostProcesses/sharpenPostProcessBlock.d.ts +2 -2
  82. package/FrameGraph/Node/Blocks/PostProcesses/sharpenPostProcessBlock.js +4 -4
  83. package/FrameGraph/Node/Blocks/PostProcesses/sharpenPostProcessBlock.js.map +1 -1
  84. package/FrameGraph/Node/Blocks/PostProcesses/taaPostProcessBlock.d.ts +2 -2
  85. package/FrameGraph/Node/Blocks/PostProcesses/taaPostProcessBlock.js +2 -2
  86. package/FrameGraph/Node/Blocks/PostProcesses/taaPostProcessBlock.js.map +1 -1
  87. package/FrameGraph/Node/Blocks/PostProcesses/tonemapPostProcessBlock.d.ts +2 -2
  88. package/FrameGraph/Node/Blocks/PostProcesses/tonemapPostProcessBlock.js +2 -2
  89. package/FrameGraph/Node/Blocks/PostProcesses/tonemapPostProcessBlock.js.map +1 -1
  90. package/FrameGraph/Node/Blocks/Rendering/csmShadowGeneratorBlock.js +1 -1
  91. package/FrameGraph/Node/Blocks/Rendering/csmShadowGeneratorBlock.js.map +1 -1
  92. package/FrameGraph/Node/Blocks/Rendering/shadowGeneratorBlock.js +1 -1
  93. package/FrameGraph/Node/Blocks/Rendering/shadowGeneratorBlock.js.map +1 -1
  94. package/FrameGraph/Node/Blocks/Textures/copyTextureBlock.d.ts +20 -1
  95. package/FrameGraph/Node/Blocks/Textures/copyTextureBlock.js +83 -0
  96. package/FrameGraph/Node/Blocks/Textures/copyTextureBlock.js.map +1 -1
  97. package/FrameGraph/Node/Blocks/index.d.ts +1 -0
  98. package/FrameGraph/Node/Blocks/index.js +1 -0
  99. package/FrameGraph/Node/Blocks/index.js.map +1 -1
  100. package/FrameGraph/Tasks/PostProcesses/postProcessTask.d.ts +7 -1
  101. package/FrameGraph/Tasks/PostProcesses/postProcessTask.js +8 -2
  102. package/FrameGraph/Tasks/PostProcesses/postProcessTask.js.map +1 -1
  103. package/FrameGraph/Tasks/PostProcesses/taaTask.d.ts +1 -1
  104. package/FrameGraph/Tasks/PostProcesses/taaTask.js.map +1 -1
  105. package/FrameGraph/Tasks/Rendering/csmShadowGeneratorTask.d.ts +4 -4
  106. package/FrameGraph/Tasks/Rendering/csmShadowGeneratorTask.js +3 -4
  107. package/FrameGraph/Tasks/Rendering/csmShadowGeneratorTask.js.map +1 -1
  108. package/FrameGraph/Tasks/Rendering/objectRendererTask.d.ts +4 -4
  109. package/FrameGraph/Tasks/Rendering/objectRendererTask.js +3 -3
  110. package/FrameGraph/Tasks/Rendering/objectRendererTask.js.map +1 -1
  111. package/FrameGraph/Tasks/Rendering/shadowGeneratorTask.d.ts +2 -3
  112. package/FrameGraph/Tasks/Rendering/shadowGeneratorTask.js +1 -2
  113. package/FrameGraph/Tasks/Rendering/shadowGeneratorTask.js.map +1 -1
  114. package/FrameGraph/Tasks/Rendering/utilityLayerRendererTask.d.ts +3 -1
  115. package/FrameGraph/Tasks/Rendering/utilityLayerRendererTask.js +11 -1
  116. package/FrameGraph/Tasks/Rendering/utilityLayerRendererTask.js.map +1 -1
  117. package/FrameGraph/Tasks/Texture/copyToTextureTask.d.ts +11 -1
  118. package/FrameGraph/Tasks/Texture/copyToTextureTask.js +10 -1
  119. package/FrameGraph/Tasks/Texture/copyToTextureTask.js.map +1 -1
  120. package/FrameGraph/frameGraphContext.d.ts +8 -1
  121. package/FrameGraph/frameGraphContext.js +9 -0
  122. package/FrameGraph/frameGraphContext.js.map +1 -1
  123. package/FrameGraph/frameGraphRenderContext.d.ts +5 -2
  124. package/FrameGraph/frameGraphRenderContext.js +32 -7
  125. package/FrameGraph/frameGraphRenderContext.js.map +1 -1
  126. package/FrameGraph/frameGraphTask.d.ts +8 -0
  127. package/FrameGraph/frameGraphTask.js +12 -0
  128. package/FrameGraph/frameGraphTask.js.map +1 -1
  129. package/Materials/PBR/openpbrMaterial.js +2 -1
  130. package/Materials/PBR/openpbrMaterial.js.map +1 -1
  131. package/Materials/Textures/mirrorTexture.js +4 -1
  132. package/Materials/Textures/mirrorTexture.js.map +1 -1
  133. package/Materials/clipPlaneMaterialHelper.js +11 -1
  134. package/Materials/clipPlaneMaterialHelper.js.map +1 -1
  135. package/Materials/floatingOriginMatrixOverrides.d.ts +4 -1
  136. package/Materials/floatingOriginMatrixOverrides.js +14 -2
  137. package/Materials/floatingOriginMatrixOverrides.js.map +1 -1
  138. package/Materials/index.d.ts +1 -0
  139. package/Materials/index.js +1 -0
  140. package/Materials/index.js.map +1 -1
  141. package/Materials/shaderMaterial.js +1 -1
  142. package/Materials/shaderMaterial.js.map +1 -1
  143. package/Maths/math.vector.functions.d.ts +31 -5
  144. package/Maths/math.vector.functions.js +41 -4
  145. package/Maths/math.vector.functions.js.map +1 -1
  146. package/Meshes/Node/Blocks/randomBlock.js +11 -11
  147. package/Meshes/Node/Blocks/randomBlock.js.map +1 -1
  148. package/Misc/copyTextureToTexture.d.ts +18 -1
  149. package/Misc/copyTextureToTexture.js +31 -2
  150. package/Misc/copyTextureToTexture.js.map +1 -1
  151. package/Particles/Node/Blocks/Emitters/boxShapeBlock.js +7 -7
  152. package/Particles/Node/Blocks/Emitters/boxShapeBlock.js.map +1 -1
  153. package/Particles/Node/Blocks/Emitters/createParticleBlock.d.ts +4 -0
  154. package/Particles/Node/Blocks/Emitters/createParticleBlock.js +18 -2
  155. package/Particles/Node/Blocks/Emitters/createParticleBlock.js.map +1 -1
  156. package/Particles/Node/Blocks/Emitters/customShapeBlock.js +7 -7
  157. package/Particles/Node/Blocks/Emitters/customShapeBlock.js.map +1 -1
  158. package/Particles/Node/Blocks/Emitters/cylinderShapeBlock.js +8 -8
  159. package/Particles/Node/Blocks/Emitters/cylinderShapeBlock.js.map +1 -1
  160. package/Particles/Node/Blocks/Emitters/meshShapeBlock.js +9 -9
  161. package/Particles/Node/Blocks/Emitters/meshShapeBlock.js.map +1 -1
  162. package/Particles/Node/Blocks/Emitters/pointShapeBlock.js +6 -6
  163. package/Particles/Node/Blocks/Emitters/pointShapeBlock.js.map +1 -1
  164. package/Particles/Node/Blocks/Emitters/sphereShapeBlock.js +7 -7
  165. package/Particles/Node/Blocks/Emitters/sphereShapeBlock.js.map +1 -1
  166. package/Particles/Node/Blocks/particleRandomBlock.js +10 -10
  167. package/Particles/Node/Blocks/particleRandomBlock.js.map +1 -1
  168. package/Particles/Node/Blocks/systemBlock.d.ts +33 -1
  169. package/Particles/Node/Blocks/systemBlock.js +83 -3
  170. package/Particles/Node/Blocks/systemBlock.js.map +1 -1
  171. package/Particles/Node/nodeParticleBuildState.d.ts +2 -7
  172. package/Particles/Node/nodeParticleBuildState.js +7 -22
  173. package/Particles/Node/nodeParticleBuildState.js.map +1 -1
  174. package/Particles/Node/nodeParticleSystemSet.helper.js +224 -58
  175. package/Particles/Node/nodeParticleSystemSet.helper.js.map +1 -1
  176. package/Particles/Node/nodeParticleSystemSet.js +1 -1
  177. package/Particles/Node/nodeParticleSystemSet.js.map +1 -1
  178. package/Particles/thinParticleSystem.js +1 -0
  179. package/Particles/thinParticleSystem.js.map +1 -1
  180. package/Physics/v2/IPhysicsEnginePlugin.d.ts +1 -1
  181. package/Physics/v2/IPhysicsEnginePlugin.js.map +1 -1
  182. package/Physics/v2/Plugins/havokPlugin.d.ts +27 -4
  183. package/Physics/v2/Plugins/havokPlugin.js +72 -8
  184. package/Physics/v2/Plugins/havokPlugin.js.map +1 -1
  185. package/Physics/v2/physicsEngine.d.ts +12 -2
  186. package/Physics/v2/physicsEngine.js +15 -1
  187. package/Physics/v2/physicsEngine.js.map +1 -1
  188. package/Rendering/IBLShadows/iblShadowsRenderPipeline.js +2 -1
  189. package/Rendering/IBLShadows/iblShadowsRenderPipeline.js.map +1 -1
  190. package/Rendering/IBLShadows/iblShadowsVoxelRenderer.js +3 -0
  191. package/Rendering/IBLShadows/iblShadowsVoxelRenderer.js.map +1 -1
  192. package/Shaders/copyTextureToTexture.fragment.js +2 -2
  193. package/Shaders/copyTextureToTexture.fragment.js.map +1 -1
  194. package/Shaders/picking.fragment.js +1 -1
  195. package/Shaders/picking.fragment.js.map +1 -1
  196. package/Shaders/picking.vertex.js +1 -1
  197. package/Shaders/picking.vertex.js.map +1 -1
  198. package/ShadersWGSL/copyTextureToTexture.fragment.js +3 -3
  199. package/ShadersWGSL/copyTextureToTexture.fragment.js.map +1 -1
  200. package/ShadersWGSL/iblVoxelGrid.vertex.js +1 -1
  201. package/ShadersWGSL/iblVoxelGrid.vertex.js.map +1 -1
  202. package/ShadersWGSL/picking.fragment.js +1 -1
  203. package/ShadersWGSL/picking.fragment.js.map +1 -1
  204. package/ShadersWGSL/picking.vertex.js +1 -1
  205. package/ShadersWGSL/picking.vertex.js.map +1 -1
  206. package/Sprites/spriteRenderer.js +10 -8
  207. package/Sprites/spriteRenderer.js.map +1 -1
  208. package/XR/features/WebXRLightEstimation.d.ts +8 -0
  209. package/XR/features/WebXRLightEstimation.js +6 -1
  210. package/XR/features/WebXRLightEstimation.js.map +1 -1
  211. package/XR/webXRSessionManager.js +4 -0
  212. package/XR/webXRSessionManager.js.map +1 -1
  213. package/assetContainer.d.ts +1 -1
  214. package/assetContainer.js +1 -1
  215. package/assetContainer.js.map +1 -1
  216. package/package.json +1 -1
  217. package/scene.d.ts +5 -2
  218. package/scene.js +9 -14
  219. package/scene.js.map +1 -1
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type {\r\n FrameGraph,\r\n FrameGraphTextureHandle,\r\n Scene,\r\n Camera,\r\n FrameGraphObjectList,\r\n FrameGraphRenderContext,\r\n ObjectRendererOptions,\r\n Light,\r\n Nullable,\r\n Observer,\r\n FrameGraphShadowGeneratorTask,\r\n FrameGraphRenderPass,\r\n AbstractEngine,\r\n BoundingBoxRenderer,\r\n ShadowLight,\r\n} from \"core/index\";\r\nimport { backbufferColorTextureHandle, backbufferDepthStencilTextureHandle } from \"../../frameGraphTypes\";\r\nimport { FrameGraphTask } from \"../../frameGraphTask\";\r\nimport { ObjectRenderer } from \"../../../Rendering/objectRenderer\";\r\nimport { FrameGraphCascadedShadowGeneratorTask } from \"./csmShadowGeneratorTask\";\r\nimport { Constants } from \"../../../Engines/constants\";\r\n\r\n/**\r\n * Task used to render objects to a texture.\r\n */\r\nexport class FrameGraphObjectRendererTask extends FrameGraphTask {\r\n /**\r\n * The target texture where the objects will be rendered.\r\n */\r\n public targetTexture: FrameGraphTextureHandle | FrameGraphTextureHandle[];\r\n\r\n /**\r\n * The depth attachment texture where the objects will be rendered (optional).\r\n */\r\n public depthTexture?: FrameGraphTextureHandle;\r\n\r\n /**\r\n * The shadow generators used to render the objects (optional).\r\n */\r\n public shadowGenerators?: FrameGraphShadowGeneratorTask[] = [];\r\n\r\n private _camera: Camera;\r\n\r\n /**\r\n * Gets or sets the camera used to render the objects.\r\n */\r\n public get camera() {\r\n return this._camera;\r\n }\r\n\r\n public set camera(camera: Camera) {\r\n this._camera = camera;\r\n this._renderer.activeCamera = this.camera;\r\n }\r\n\r\n /**\r\n * The list of objects to render.\r\n */\r\n public objectList: FrameGraphObjectList;\r\n\r\n /**\r\n * If depth testing should be enabled (default is true).\r\n */\r\n public depthTest = true;\r\n\r\n /**\r\n * If depth writing should be enabled (default is true).\r\n */\r\n public depthWrite = true;\r\n\r\n /**\r\n * If shadows should be disabled (default is false).\r\n */\r\n public disableShadows = false;\r\n\r\n private _disableImageProcessing = false;\r\n /**\r\n * If image processing should be disabled (default is false).\r\n * false means that the default image processing configuration will be applied (the one from the scene)\r\n */\r\n public get disableImageProcessing() {\r\n return this._disableImageProcessing;\r\n }\r\n\r\n public set disableImageProcessing(value: boolean) {\r\n if (value === this._disableImageProcessing) {\r\n return;\r\n }\r\n\r\n this._disableImageProcessing = value;\r\n this._renderer.disableImageProcessing = value;\r\n }\r\n\r\n /**\r\n * Sets this property to true if this task is the main object renderer of the frame graph.\r\n * It will help to locate the main object renderer in the frame graph when multiple object renderers are used.\r\n * This is useful for the inspector to know which object renderer to use for additional rendering features like wireframe rendering or frustum light debugging.\r\n * It is also used to determine the main camera used by the frame graph: this is the camera used by the main object renderer.\r\n */\r\n public isMainObjectRenderer = false;\r\n\r\n private _renderParticles = true;\r\n /**\r\n * Define if particles should be rendered (default is true).\r\n */\r\n public get renderParticles() {\r\n return this._renderParticles;\r\n }\r\n\r\n public set renderParticles(value: boolean) {\r\n if (value === this._renderParticles) {\r\n return;\r\n }\r\n\r\n this._renderParticles = value;\r\n this._renderer.renderParticles = value;\r\n }\r\n\r\n private _renderSprites = true;\r\n /**\r\n * Define if sprites should be rendered (default is true).\r\n */\r\n public get renderSprites() {\r\n return this._renderSprites;\r\n }\r\n\r\n public set renderSprites(value: boolean) {\r\n if (value === this._renderSprites) {\r\n return;\r\n }\r\n\r\n this._renderSprites = value;\r\n this._renderer.renderSprites = value;\r\n }\r\n\r\n private _forceLayerMaskCheck = true;\r\n /**\r\n * Force checking the layerMask property even if a custom list of meshes is provided (ie. if renderList is not undefined). Default is true.\r\n */\r\n public get forceLayerMaskCheck() {\r\n return this._forceLayerMaskCheck;\r\n }\r\n\r\n public set forceLayerMaskCheck(value: boolean) {\r\n if (value === this._forceLayerMaskCheck) {\r\n return;\r\n }\r\n\r\n this._forceLayerMaskCheck = value;\r\n this._renderer.forceLayerMaskCheck = value;\r\n }\r\n\r\n private _enableBoundingBoxRendering = true;\r\n /**\r\n * Enables the rendering of bounding boxes for meshes (still subject to Mesh.showBoundingBox or scene.forceShowBoundingBoxes). Default is true.\r\n */\r\n public get enableBoundingBoxRendering() {\r\n return this._enableBoundingBoxRendering;\r\n }\r\n\r\n public set enableBoundingBoxRendering(value: boolean) {\r\n if (value === this._enableBoundingBoxRendering) {\r\n return;\r\n }\r\n\r\n this._enableBoundingBoxRendering = value;\r\n this._renderer.enableBoundingBoxRendering = value;\r\n }\r\n\r\n private _enableOutlineRendering = true;\r\n /**\r\n * Enables the rendering of outlines/overlays for meshes (still subject to Mesh.renderOutline/Mesh.renderOverlay). Default is true.\r\n */\r\n public get enableOutlineRendering() {\r\n return this._enableOutlineRendering;\r\n }\r\n\r\n public set enableOutlineRendering(value: boolean) {\r\n if (value === this._enableOutlineRendering) {\r\n return;\r\n }\r\n\r\n this._enableOutlineRendering = value;\r\n this._renderer.enableOutlineRendering = value;\r\n }\r\n\r\n /**\r\n * The output texture.\r\n * This texture will point to the same texture than the targetTexture property if it is set.\r\n * Note, however, that the handle itself will be different!\r\n */\r\n public readonly outputTexture: FrameGraphTextureHandle;\r\n\r\n /**\r\n * The output depth attachment texture.\r\n * This texture will point to the same texture than the depthTexture property if it is set.\r\n * Note, however, that the handle itself will be different!\r\n */\r\n public readonly outputDepthTexture: FrameGraphTextureHandle;\r\n\r\n /**\r\n * The object renderer used to render the objects.\r\n */\r\n public get objectRenderer() {\r\n return this._renderer;\r\n }\r\n\r\n public override get name() {\r\n return this._name;\r\n }\r\n\r\n public override set name(value: string) {\r\n this._name = value;\r\n if (this._renderer) {\r\n this._renderer.name = value;\r\n }\r\n }\r\n\r\n protected readonly _engine: AbstractEngine;\r\n protected readonly _scene: Scene;\r\n protected readonly _renderer: ObjectRenderer;\r\n protected _textureWidth: number;\r\n protected _textureHeight: number;\r\n protected _onBeforeRenderObservable: Nullable<Observer<number>> = null;\r\n protected _onAfterRenderObservable: Nullable<Observer<number>> = null;\r\n protected _externalObjectRenderer = false;\r\n\r\n /**\r\n * Constructs a new object renderer task.\r\n * @param name The name of the task.\r\n * @param frameGraph The frame graph the task belongs to.\r\n * @param scene The scene the frame graph is associated with.\r\n * @param options The options of the object renderer.\r\n * @param existingObjectRenderer An existing object renderer to use (optional). If provided, the options parameter will be ignored.\r\n */\r\n constructor(name: string, frameGraph: FrameGraph, scene: Scene, options?: ObjectRendererOptions, existingObjectRenderer?: ObjectRenderer) {\r\n super(name, frameGraph);\r\n\r\n this._scene = scene;\r\n this._engine = scene.getEngine();\r\n this._externalObjectRenderer = !!existingObjectRenderer;\r\n this._renderer = existingObjectRenderer ?? new ObjectRenderer(name, scene, options);\r\n this.name = name;\r\n\r\n this._renderer.disableImageProcessing = this._disableImageProcessing;\r\n this._renderer.renderParticles = this._renderParticles;\r\n this._renderer.renderSprites = this._renderSprites;\r\n this._renderer.enableBoundingBoxRendering = this._enableBoundingBoxRendering;\r\n this._renderer.forceLayerMaskCheck = this._forceLayerMaskCheck;\r\n\r\n if (!this._externalObjectRenderer) {\r\n this._renderer.onBeforeRenderingManagerRenderObservable.add(() => {\r\n if (!this._renderer.options.doNotChangeAspectRatio) {\r\n scene.updateTransformMatrix(true);\r\n }\r\n });\r\n }\r\n\r\n this.outputTexture = this._frameGraph.textureManager.createDanglingHandle();\r\n this.outputDepthTexture = this._frameGraph.textureManager.createDanglingHandle();\r\n }\r\n\r\n public override isReady() {\r\n return this._renderer.isReadyForRendering(this._textureWidth, this._textureHeight);\r\n }\r\n\r\n public record(skipCreationOfDisabledPasses = false, additionalExecute?: (context: FrameGraphRenderContext) => void): FrameGraphRenderPass {\r\n if (this.targetTexture === undefined || this.objectList === undefined) {\r\n throw new Error(`FrameGraphObjectRendererTask ${this.name}: targetTexture and objectList are required`);\r\n }\r\n\r\n // Make sure the renderList / particleSystemList are set when FrameGraphObjectRendererTask.isReady() is called!\r\n this._renderer.renderList = this.objectList.meshes;\r\n this._renderer.particleSystemList = this.objectList.particleSystems;\r\n\r\n const targetTextures = Array.isArray(this.targetTexture) ? this.targetTexture : [this.targetTexture];\r\n\r\n const outputTextureDescription = this._frameGraph.textureManager.getTextureDescription(targetTextures[0]);\r\n\r\n let depthEnabled = false;\r\n\r\n if (this.depthTexture !== undefined) {\r\n if (this.depthTexture === backbufferDepthStencilTextureHandle && (targetTextures[0] !== backbufferColorTextureHandle || targetTextures.length > 1)) {\r\n throw new Error(\r\n `FrameGraphObjectRendererTask ${this.name}: the back buffer color texture is the only color texture allowed when the depth is the back buffer depth/stencil`\r\n );\r\n }\r\n if (this.depthTexture !== backbufferDepthStencilTextureHandle && targetTextures[0] === backbufferColorTextureHandle) {\r\n throw new Error(\r\n `FrameGraphObjectRendererTask ${this.name}: the back buffer depth/stencil texture is the only depth texture allowed when the target is the back buffer color`\r\n );\r\n }\r\n\r\n const depthTextureDescription = this._frameGraph.textureManager.getTextureDescription(this.depthTexture);\r\n if (depthTextureDescription.options.samples !== outputTextureDescription.options.samples) {\r\n throw new Error(`FrameGraphObjectRendererTask ${this.name}: the depth texture and the output texture must have the same number of samples`);\r\n }\r\n\r\n depthEnabled = true;\r\n }\r\n\r\n this._frameGraph.textureManager.resolveDanglingHandle(this.outputTexture, targetTextures[0]);\r\n if (this.depthTexture !== undefined) {\r\n this._frameGraph.textureManager.resolveDanglingHandle(this.outputDepthTexture, this.depthTexture);\r\n }\r\n\r\n this._textureWidth = outputTextureDescription.size.width;\r\n this._textureHeight = outputTextureDescription.size.height;\r\n\r\n this._setLightsForShadow();\r\n\r\n const pass = this._frameGraph.addRenderPass(this.name);\r\n\r\n pass.setRenderTarget(targetTextures);\r\n pass.setRenderTargetDepth(this.depthTexture);\r\n pass.setExecuteFunc((context) => {\r\n this._renderer.renderList = this.objectList.meshes;\r\n this._renderer.particleSystemList = this.objectList.particleSystems;\r\n\r\n // The cast to \"any\" is to avoid an error in ES6 in case you don't import boundingBoxRenderer\r\n const boundingBoxRenderer = (this as any).getBoundingBoxRenderer?.() as Nullable<BoundingBoxRenderer>;\r\n\r\n const currentBoundingBoxMeshList = boundingBoxRenderer && boundingBoxRenderer.renderList.length > 0 ? boundingBoxRenderer.renderList.data.slice() : [];\r\n if (boundingBoxRenderer) {\r\n currentBoundingBoxMeshList.length = boundingBoxRenderer.renderList.length;\r\n }\r\n\r\n context.setDepthStates(this.depthTest && depthEnabled, this.depthWrite && depthEnabled);\r\n\r\n const camera = this._renderer.activeCamera;\r\n if (camera && camera.cameraRigMode !== Constants.RIG_MODE_NONE && !camera._renderingMultiview) {\r\n for (let index = 0; index < camera._rigCameras.length; index++) {\r\n const rigCamera = camera._rigCameras[index];\r\n\r\n rigCamera.rigParent = undefined; // for some reasons, ObjectRenderer uses the rigParent viewport if rigParent is defined (we want to use rigCamera.viewport instead)\r\n\r\n this._renderer.activeCamera = rigCamera;\r\n\r\n context.render(this._renderer, this._textureWidth, this._textureHeight);\r\n\r\n rigCamera.rigParent = camera;\r\n }\r\n this._renderer.activeCamera = camera;\r\n } else {\r\n context.render(this._renderer, this._textureWidth, this._textureHeight);\r\n }\r\n\r\n additionalExecute?.(context);\r\n\r\n if (boundingBoxRenderer) {\r\n boundingBoxRenderer.renderList.data = currentBoundingBoxMeshList;\r\n boundingBoxRenderer.renderList.length = currentBoundingBoxMeshList.length;\r\n }\r\n });\r\n\r\n if (!skipCreationOfDisabledPasses) {\r\n const passDisabled = this._frameGraph.addRenderPass(this.name + \"_disabled\", true);\r\n\r\n passDisabled.setRenderTarget(targetTextures);\r\n passDisabled.setRenderTargetDepth(this.depthTexture);\r\n passDisabled.setExecuteFunc((_context) => {});\r\n }\r\n\r\n return pass;\r\n }\r\n\r\n public override dispose(): void {\r\n this._renderer.onBeforeRenderObservable.remove(this._onBeforeRenderObservable);\r\n this._renderer.onAfterRenderObservable.remove(this._onAfterRenderObservable);\r\n if (!this._externalObjectRenderer) {\r\n this._renderer.dispose();\r\n }\r\n super.dispose();\r\n }\r\n\r\n protected _setLightsForShadow() {\r\n const lightsForShadow: Set<Light> = new Set();\r\n const shadowEnabled: Map<Light, boolean> = new Map();\r\n\r\n if (this.shadowGenerators) {\r\n for (const shadowGeneratorTask of this.shadowGenerators) {\r\n const shadowGenerator = shadowGeneratorTask.shadowGenerator;\r\n const light = shadowGenerator.getLight();\r\n if (light.isEnabled() && light.shadowEnabled) {\r\n lightsForShadow.add(light);\r\n if (FrameGraphCascadedShadowGeneratorTask.IsCascadedShadowGenerator(shadowGeneratorTask)) {\r\n light._shadowGenerators!.set(shadowGeneratorTask.camera, shadowGenerator);\r\n } else {\r\n light._shadowGenerators!.set(null, shadowGenerator);\r\n }\r\n }\r\n }\r\n }\r\n\r\n this._renderer.onBeforeRenderObservable.remove(this._onBeforeRenderObservable);\r\n this._onBeforeRenderObservable = this._renderer.onBeforeRenderObservable.add(() => {\r\n for (let i = 0; i < this._scene.lights.length; i++) {\r\n const light = this._scene.lights[i];\r\n if (!(light as ShadowLight).setShadowProjectionMatrix) {\r\n continue; // Ignore lights that cannot cast shadows\r\n }\r\n shadowEnabled.set(light, light.shadowEnabled);\r\n light.shadowEnabled = !this.disableShadows && lightsForShadow.has(light);\r\n }\r\n });\r\n\r\n this._renderer.onAfterRenderObservable.remove(this._onAfterRenderObservable);\r\n this._onAfterRenderObservable = this._renderer.onAfterRenderObservable.add(() => {\r\n for (let i = 0; i < this._scene.lights.length; i++) {\r\n const light = this._scene.lights[i];\r\n if (!(light as ShadowLight).setShadowProjectionMatrix) {\r\n continue; // Ignore lights that cannot cast shadows\r\n }\r\n light.shadowEnabled = shadowEnabled.get(light)!;\r\n }\r\n });\r\n }\r\n}\r\n"]}
1
+ 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type {\r\n FrameGraph,\r\n FrameGraphTextureHandle,\r\n Scene,\r\n Camera,\r\n FrameGraphObjectList,\r\n FrameGraphRenderContext,\r\n ObjectRendererOptions,\r\n Light,\r\n Nullable,\r\n Observer,\r\n FrameGraphShadowGeneratorTask,\r\n FrameGraphRenderPass,\r\n AbstractEngine,\r\n BoundingBoxRenderer,\r\n ShadowLight,\r\n} from \"core/index\";\r\nimport { backbufferColorTextureHandle, backbufferDepthStencilTextureHandle } from \"../../frameGraphTypes\";\r\nimport { FrameGraphTask } from \"../../frameGraphTask\";\r\nimport { ObjectRenderer } from \"../../../Rendering/objectRenderer\";\r\nimport { FrameGraphCascadedShadowGeneratorTask } from \"./csmShadowGeneratorTask\";\r\nimport { Constants } from \"../../../Engines/constants\";\r\n\r\n/**\r\n * Task used to render objects to a texture.\r\n */\r\nexport class FrameGraphObjectRendererTask extends FrameGraphTask {\r\n /**\r\n * The target texture where the objects will be rendered.\r\n */\r\n public targetTexture: FrameGraphTextureHandle | FrameGraphTextureHandle[];\r\n\r\n /**\r\n * The depth attachment texture where the objects will be rendered (optional).\r\n */\r\n public depthTexture?: FrameGraphTextureHandle;\r\n\r\n /**\r\n * The shadow generators used to render the objects (optional).\r\n */\r\n public shadowGenerators?: FrameGraphShadowGeneratorTask[] = [];\r\n\r\n private _camera: Camera;\r\n\r\n /**\r\n * Gets or sets the camera used to render the objects.\r\n */\r\n public get camera() {\r\n return this._camera;\r\n }\r\n\r\n public set camera(camera: Camera) {\r\n this._camera = camera;\r\n this._renderer.activeCamera = this.camera;\r\n }\r\n\r\n /**\r\n * The list of objects to render.\r\n */\r\n public objectList: FrameGraphObjectList;\r\n\r\n /**\r\n * If depth testing should be enabled (default is true).\r\n */\r\n public depthTest = true;\r\n\r\n /**\r\n * If depth writing should be enabled (default is true).\r\n */\r\n public depthWrite = true;\r\n\r\n /**\r\n * If shadows should be disabled (default is false).\r\n */\r\n public disableShadows = false;\r\n\r\n private _disableImageProcessing = false;\r\n /**\r\n * If image processing should be disabled (default is false).\r\n * false means that the default image processing configuration will be applied (the one from the scene)\r\n */\r\n public get disableImageProcessing() {\r\n return this._disableImageProcessing;\r\n }\r\n\r\n public set disableImageProcessing(value: boolean) {\r\n if (value === this._disableImageProcessing) {\r\n return;\r\n }\r\n\r\n this._disableImageProcessing = value;\r\n this._renderer.disableImageProcessing = value;\r\n }\r\n\r\n /**\r\n * Sets this property to true if this task is the main object renderer of the frame graph.\r\n * It will help to locate the main object renderer in the frame graph when multiple object renderers are used.\r\n * This is useful for the inspector to know which object renderer to use for additional rendering features like wireframe rendering or frustum light debugging.\r\n * It is also used to determine the main camera used by the frame graph: this is the camera used by the main object renderer.\r\n */\r\n public isMainObjectRenderer = false;\r\n\r\n private _renderParticles = true;\r\n /**\r\n * Defines if particles should be rendered (default is true).\r\n */\r\n public get renderParticles() {\r\n return this._renderParticles;\r\n }\r\n\r\n public set renderParticles(value: boolean) {\r\n if (value === this._renderParticles) {\r\n return;\r\n }\r\n\r\n this._renderParticles = value;\r\n this._renderer.renderParticles = value;\r\n }\r\n\r\n private _renderSprites = true;\r\n /**\r\n * Defines if sprites should be rendered (default is true).\r\n */\r\n public get renderSprites() {\r\n return this._renderSprites;\r\n }\r\n\r\n public set renderSprites(value: boolean) {\r\n if (value === this._renderSprites) {\r\n return;\r\n }\r\n\r\n this._renderSprites = value;\r\n this._renderer.renderSprites = value;\r\n }\r\n\r\n private _forceLayerMaskCheck = true;\r\n /**\r\n * Forces checking the layerMask property even if a custom list of meshes is provided (ie. if renderList is not undefined). Default is true.\r\n */\r\n public get forceLayerMaskCheck() {\r\n return this._forceLayerMaskCheck;\r\n }\r\n\r\n public set forceLayerMaskCheck(value: boolean) {\r\n if (value === this._forceLayerMaskCheck) {\r\n return;\r\n }\r\n\r\n this._forceLayerMaskCheck = value;\r\n this._renderer.forceLayerMaskCheck = value;\r\n }\r\n\r\n private _enableBoundingBoxRendering = true;\r\n /**\r\n * Enables the rendering of bounding boxes for meshes (still subject to Mesh.showBoundingBox or scene.forceShowBoundingBoxes). Default is true.\r\n */\r\n public get enableBoundingBoxRendering() {\r\n return this._enableBoundingBoxRendering;\r\n }\r\n\r\n public set enableBoundingBoxRendering(value: boolean) {\r\n if (value === this._enableBoundingBoxRendering) {\r\n return;\r\n }\r\n\r\n this._enableBoundingBoxRendering = value;\r\n this._renderer.enableBoundingBoxRendering = value;\r\n }\r\n\r\n private _enableOutlineRendering = true;\r\n /**\r\n * Enables the rendering of outlines/overlays for meshes (still subject to Mesh.renderOutline/Mesh.renderOverlay). Default is true.\r\n */\r\n public get enableOutlineRendering() {\r\n return this._enableOutlineRendering;\r\n }\r\n\r\n public set enableOutlineRendering(value: boolean) {\r\n if (value === this._enableOutlineRendering) {\r\n return;\r\n }\r\n\r\n this._enableOutlineRendering = value;\r\n this._renderer.enableOutlineRendering = value;\r\n }\r\n\r\n /**\r\n * The output texture.\r\n * This texture will point to the same texture than the targetTexture property.\r\n * Note, however, that the handle itself will be different!\r\n */\r\n public readonly outputTexture: FrameGraphTextureHandle;\r\n\r\n /**\r\n * The output depth attachment texture.\r\n * This texture will point to the same texture than the depthTexture property if it is set.\r\n * Note, however, that the handle itself will be different!\r\n */\r\n public readonly outputDepthTexture: FrameGraphTextureHandle;\r\n\r\n /**\r\n * The object renderer used to render the objects.\r\n */\r\n public get objectRenderer() {\r\n return this._renderer;\r\n }\r\n\r\n public override get name() {\r\n return this._name;\r\n }\r\n\r\n public override set name(value: string) {\r\n this._name = value;\r\n if (this._renderer) {\r\n this._renderer.name = value;\r\n }\r\n }\r\n\r\n protected readonly _engine: AbstractEngine;\r\n protected readonly _scene: Scene;\r\n protected readonly _renderer: ObjectRenderer;\r\n protected _textureWidth: number;\r\n protected _textureHeight: number;\r\n protected _onBeforeRenderObservable: Nullable<Observer<number>> = null;\r\n protected _onAfterRenderObservable: Nullable<Observer<number>> = null;\r\n protected _externalObjectRenderer = false;\r\n\r\n /**\r\n * Constructs a new object renderer task.\r\n * @param name The name of the task.\r\n * @param frameGraph The frame graph the task belongs to.\r\n * @param scene The scene the frame graph is associated with.\r\n * @param options The options of the object renderer.\r\n * @param existingObjectRenderer An existing object renderer to use (optional). If provided, the options parameter will be ignored.\r\n */\r\n constructor(name: string, frameGraph: FrameGraph, scene: Scene, options?: ObjectRendererOptions, existingObjectRenderer?: ObjectRenderer) {\r\n super(name, frameGraph);\r\n\r\n this._scene = scene;\r\n this._engine = scene.getEngine();\r\n this._externalObjectRenderer = !!existingObjectRenderer;\r\n this._renderer = existingObjectRenderer ?? new ObjectRenderer(name, scene, options);\r\n this.name = name;\r\n\r\n this._renderer.disableImageProcessing = this._disableImageProcessing;\r\n this._renderer.renderParticles = this._renderParticles;\r\n this._renderer.renderSprites = this._renderSprites;\r\n this._renderer.enableBoundingBoxRendering = this._enableBoundingBoxRendering;\r\n this._renderer.forceLayerMaskCheck = this._forceLayerMaskCheck;\r\n\r\n if (!this._externalObjectRenderer) {\r\n this._renderer.onBeforeRenderingManagerRenderObservable.add(() => {\r\n if (!this._renderer.options.doNotChangeAspectRatio) {\r\n scene.updateTransformMatrix(true);\r\n }\r\n });\r\n }\r\n\r\n this.outputTexture = this._frameGraph.textureManager.createDanglingHandle();\r\n this.outputDepthTexture = this._frameGraph.textureManager.createDanglingHandle();\r\n }\r\n\r\n public override isReady() {\r\n return this._renderer.isReadyForRendering(this._textureWidth, this._textureHeight);\r\n }\r\n\r\n public record(skipCreationOfDisabledPasses = false, additionalExecute?: (context: FrameGraphRenderContext) => void): FrameGraphRenderPass {\r\n if (this.targetTexture === undefined || this.objectList === undefined) {\r\n throw new Error(`FrameGraphObjectRendererTask ${this.name}: targetTexture and objectList are required`);\r\n }\r\n\r\n // Make sure the renderList / particleSystemList are set when FrameGraphObjectRendererTask.isReady() is called!\r\n this._renderer.renderList = this.objectList.meshes;\r\n this._renderer.particleSystemList = this.objectList.particleSystems;\r\n\r\n const targetTextures = Array.isArray(this.targetTexture) ? this.targetTexture : [this.targetTexture];\r\n\r\n const outputTextureDescription = this._frameGraph.textureManager.getTextureDescription(targetTextures[0]);\r\n\r\n let depthEnabled = false;\r\n\r\n if (this.depthTexture !== undefined) {\r\n if (this.depthTexture === backbufferDepthStencilTextureHandle && (targetTextures[0] !== backbufferColorTextureHandle || targetTextures.length > 1)) {\r\n throw new Error(\r\n `FrameGraphObjectRendererTask ${this.name}: the back buffer color texture is the only color texture allowed when the depth is the back buffer depth/stencil`\r\n );\r\n }\r\n if (this.depthTexture !== backbufferDepthStencilTextureHandle && targetTextures[0] === backbufferColorTextureHandle) {\r\n throw new Error(\r\n `FrameGraphObjectRendererTask ${this.name}: the back buffer depth/stencil texture is the only depth texture allowed when the target is the back buffer color`\r\n );\r\n }\r\n\r\n const depthTextureDescription = this._frameGraph.textureManager.getTextureDescription(this.depthTexture);\r\n if (depthTextureDescription.options.samples !== outputTextureDescription.options.samples) {\r\n throw new Error(`FrameGraphObjectRendererTask ${this.name}: the depth texture and the output texture must have the same number of samples`);\r\n }\r\n\r\n depthEnabled = true;\r\n }\r\n\r\n this._frameGraph.textureManager.resolveDanglingHandle(this.outputTexture, targetTextures[0]);\r\n if (this.depthTexture !== undefined) {\r\n this._frameGraph.textureManager.resolveDanglingHandle(this.outputDepthTexture, this.depthTexture);\r\n }\r\n\r\n this._textureWidth = outputTextureDescription.size.width;\r\n this._textureHeight = outputTextureDescription.size.height;\r\n\r\n this._setLightsForShadow();\r\n\r\n const pass = this._frameGraph.addRenderPass(this.name);\r\n\r\n pass.setRenderTarget(targetTextures);\r\n pass.setRenderTargetDepth(this.depthTexture);\r\n pass.setExecuteFunc((context) => {\r\n this._renderer.renderList = this.objectList.meshes;\r\n this._renderer.particleSystemList = this.objectList.particleSystems;\r\n\r\n // The cast to \"any\" is to avoid an error in ES6 in case you don't import boundingBoxRenderer\r\n const boundingBoxRenderer = (this as any).getBoundingBoxRenderer?.() as Nullable<BoundingBoxRenderer>;\r\n\r\n const currentBoundingBoxMeshList = boundingBoxRenderer && boundingBoxRenderer.renderList.length > 0 ? boundingBoxRenderer.renderList.data.slice() : [];\r\n if (boundingBoxRenderer) {\r\n currentBoundingBoxMeshList.length = boundingBoxRenderer.renderList.length;\r\n }\r\n\r\n context.setDepthStates(this.depthTest && depthEnabled, this.depthWrite && depthEnabled);\r\n\r\n const camera = this._renderer.activeCamera;\r\n if (camera && camera.cameraRigMode !== Constants.RIG_MODE_NONE && !camera._renderingMultiview) {\r\n for (let index = 0; index < camera._rigCameras.length; index++) {\r\n const rigCamera = camera._rigCameras[index];\r\n\r\n rigCamera.rigParent = undefined; // for some reasons, ObjectRenderer uses the rigParent viewport if rigParent is defined (we want to use rigCamera.viewport instead)\r\n\r\n this._renderer.activeCamera = rigCamera;\r\n\r\n context.render(this._renderer, this._textureWidth, this._textureHeight);\r\n\r\n rigCamera.rigParent = camera;\r\n }\r\n this._renderer.activeCamera = camera;\r\n } else {\r\n context.render(this._renderer, this._textureWidth, this._textureHeight);\r\n }\r\n\r\n additionalExecute?.(context);\r\n\r\n if (boundingBoxRenderer) {\r\n boundingBoxRenderer.renderList.data = currentBoundingBoxMeshList;\r\n boundingBoxRenderer.renderList.length = currentBoundingBoxMeshList.length;\r\n }\r\n });\r\n\r\n if (!skipCreationOfDisabledPasses) {\r\n const passDisabled = this._frameGraph.addRenderPass(this.name + \"_disabled\", true);\r\n\r\n passDisabled.setRenderTarget(targetTextures);\r\n passDisabled.setRenderTargetDepth(this.depthTexture);\r\n passDisabled.setExecuteFunc((_context) => {});\r\n }\r\n\r\n return pass;\r\n }\r\n\r\n public override dispose(): void {\r\n this._renderer.onBeforeRenderObservable.remove(this._onBeforeRenderObservable);\r\n this._renderer.onAfterRenderObservable.remove(this._onAfterRenderObservable);\r\n if (!this._externalObjectRenderer) {\r\n this._renderer.dispose();\r\n }\r\n super.dispose();\r\n }\r\n\r\n protected _setLightsForShadow() {\r\n const lightsForShadow: Set<Light> = new Set();\r\n const shadowEnabled: Map<Light, boolean> = new Map();\r\n\r\n if (this.shadowGenerators) {\r\n for (const shadowGeneratorTask of this.shadowGenerators) {\r\n const shadowGenerator = shadowGeneratorTask.shadowGenerator;\r\n const light = shadowGenerator.getLight();\r\n if (light.isEnabled() && light.shadowEnabled) {\r\n lightsForShadow.add(light);\r\n if (FrameGraphCascadedShadowGeneratorTask.IsCascadedShadowGenerator(shadowGeneratorTask)) {\r\n light._shadowGenerators!.set(shadowGeneratorTask.camera, shadowGenerator);\r\n } else {\r\n light._shadowGenerators!.set(null, shadowGenerator);\r\n }\r\n }\r\n }\r\n }\r\n\r\n this._renderer.onBeforeRenderObservable.remove(this._onBeforeRenderObservable);\r\n this._onBeforeRenderObservable = this._renderer.onBeforeRenderObservable.add(() => {\r\n for (let i = 0; i < this._scene.lights.length; i++) {\r\n const light = this._scene.lights[i];\r\n if (!(light as ShadowLight).setShadowProjectionMatrix) {\r\n continue; // Ignore lights that cannot cast shadows\r\n }\r\n shadowEnabled.set(light, light.shadowEnabled);\r\n light.shadowEnabled = !this.disableShadows && lightsForShadow.has(light);\r\n }\r\n });\r\n\r\n this._renderer.onAfterRenderObservable.remove(this._onAfterRenderObservable);\r\n this._onAfterRenderObservable = this._renderer.onAfterRenderObservable.add(() => {\r\n for (let i = 0; i < this._scene.lights.length; i++) {\r\n const light = this._scene.lights[i];\r\n if (!(light as ShadowLight).setShadowProjectionMatrix) {\r\n continue; // Ignore lights that cannot cast shadows\r\n }\r\n light.shadowEnabled = shadowEnabled.get(light)!;\r\n }\r\n });\r\n }\r\n}\r\n"]}
@@ -1,4 +1,4 @@
1
- import type { Scene, FrameGraph, FrameGraphObjectList, IShadowLight, FrameGraphTextureHandle, Camera } from "../../../index.js";
1
+ import type { FrameGraph, FrameGraphObjectList, IShadowLight, FrameGraphTextureHandle, Camera } from "../../../index.js";
2
2
  import { FrameGraphTask } from "../../frameGraphTask.js";
3
3
  import { ShadowGenerator } from "../../../Lights/Shadows/shadowGenerator.js";
4
4
  /**
@@ -103,9 +103,8 @@ export declare class FrameGraphShadowGeneratorTask extends FrameGraphTask {
103
103
  * Creates a new shadow generator task.
104
104
  * @param name The name of the task.
105
105
  * @param frameGraph The frame graph the task belongs to.
106
- * @param _scene The scene to create the shadow generator for.
107
106
  */
108
- constructor(name: string, frameGraph: FrameGraph, _scene: Scene);
107
+ constructor(name: string, frameGraph: FrameGraph);
109
108
  record(): void;
110
109
  dispose(): void;
111
110
  }
@@ -219,9 +219,8 @@ export class FrameGraphShadowGeneratorTask extends FrameGraphTask {
219
219
  * Creates a new shadow generator task.
220
220
  * @param name The name of the task.
221
221
  * @param frameGraph The frame graph the task belongs to.
222
- * @param _scene The scene to create the shadow generator for.
223
222
  */
224
- constructor(name, frameGraph, _scene) {
223
+ constructor(name, frameGraph) {
225
224
  super(name, frameGraph);
226
225
  this._mapSize = 1024;
227
226
  this._useFloat32TextureType = false;
@@ -1 +1 @@
1
- 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type { Scene, FrameGraph, FrameGraphObjectList, IShadowLight, WritableObject, FrameGraphTextureHandle, Camera } from \"core/index\";\r\nimport { FrameGraphTask } from \"../../frameGraphTask\";\r\nimport { ShadowGenerator } from \"../../../Lights/Shadows/shadowGenerator\";\r\n\r\n/**\r\n * Task used to generate shadows from a list of objects.\r\n */\r\nexport class FrameGraphShadowGeneratorTask extends FrameGraphTask {\r\n /**\r\n * The object list that generates shadows.\r\n */\r\n public objectList: FrameGraphObjectList;\r\n\r\n private _light: IShadowLight;\r\n /**\r\n * The light to generate shadows from.\r\n */\r\n public get light(): IShadowLight {\r\n return this._light;\r\n }\r\n\r\n public set light(value: IShadowLight) {\r\n if (value === this._light) {\r\n return;\r\n }\r\n\r\n this._light = value;\r\n this._setupShadowGenerator();\r\n }\r\n\r\n private _camera: Camera;\r\n /**\r\n * Gets or sets the camera used to generate the shadow generator.\r\n */\r\n public get camera() {\r\n return this._camera;\r\n }\r\n\r\n public set camera(camera: Camera) {\r\n this._camera = camera;\r\n this._setupShadowGenerator();\r\n }\r\n\r\n private _mapSize = 1024;\r\n /**\r\n * The size of the shadow map.\r\n */\r\n public get mapSize() {\r\n return this._mapSize;\r\n }\r\n\r\n public set mapSize(value: number) {\r\n if (value === this._mapSize) {\r\n return;\r\n }\r\n\r\n this._mapSize = value;\r\n this._setupShadowGenerator();\r\n }\r\n\r\n private _useFloat32TextureType = false;\r\n /**\r\n * If true, the shadow map will use a 32 bits float texture type (else, 16 bits float is used if supported).\r\n */\r\n public get useFloat32TextureType() {\r\n return this._useFloat32TextureType;\r\n }\r\n\r\n public set useFloat32TextureType(value: boolean) {\r\n if (value === this._useFloat32TextureType) {\r\n return;\r\n }\r\n\r\n this._useFloat32TextureType = value;\r\n this._setupShadowGenerator();\r\n }\r\n\r\n private _useRedTextureFormat = true;\r\n /**\r\n * If true, the shadow map will use a red texture format (else, a RGBA format is used).\r\n */\r\n public get useRedTextureFormat() {\r\n return this._useRedTextureFormat;\r\n }\r\n\r\n public set useRedTextureFormat(value: boolean) {\r\n if (value === this._useRedTextureFormat) {\r\n return;\r\n }\r\n\r\n this._useRedTextureFormat = value;\r\n this._setupShadowGenerator();\r\n }\r\n\r\n private _bias = 0.01;\r\n /**\r\n * The bias to apply to the shadow map.\r\n */\r\n public get bias() {\r\n return this._bias;\r\n }\r\n\r\n public set bias(value: number) {\r\n if (value === this._bias) {\r\n return;\r\n }\r\n\r\n this._bias = value;\r\n if (this._shadowGenerator) {\r\n this._shadowGenerator.bias = value;\r\n }\r\n }\r\n\r\n private _normalBias = 0;\r\n /**\r\n * The normal bias to apply to the shadow map.\r\n */\r\n public get normalBias() {\r\n return this._normalBias;\r\n }\r\n\r\n public set normalBias(value: number) {\r\n if (value === this._normalBias) {\r\n return;\r\n }\r\n\r\n this._normalBias = value;\r\n if (this._shadowGenerator) {\r\n this._shadowGenerator.normalBias = value;\r\n }\r\n }\r\n\r\n private _darkness = 0;\r\n /**\r\n * The darkness of the shadows.\r\n */\r\n public get darkness() {\r\n return this._darkness;\r\n }\r\n\r\n public set darkness(value: number) {\r\n if (value === this._darkness) {\r\n return;\r\n }\r\n\r\n this._darkness = value;\r\n if (this._shadowGenerator) {\r\n this._shadowGenerator.darkness = value;\r\n }\r\n }\r\n\r\n private _transparencyShadow = false;\r\n /**\r\n * Gets or sets the ability to have transparent shadow\r\n */\r\n public get transparencyShadow() {\r\n return this._transparencyShadow;\r\n }\r\n\r\n public set transparencyShadow(value: boolean) {\r\n if (value === this._transparencyShadow) {\r\n return;\r\n }\r\n\r\n this._transparencyShadow = value;\r\n if (this._shadowGenerator) {\r\n this._shadowGenerator.transparencyShadow = value;\r\n }\r\n }\r\n\r\n private _enableSoftTransparentShadow = false;\r\n /**\r\n * Enables or disables shadows with varying strength based on the transparency\r\n */\r\n public get enableSoftTransparentShadow() {\r\n return this._enableSoftTransparentShadow;\r\n }\r\n\r\n public set enableSoftTransparentShadow(value: boolean) {\r\n if (value === this._enableSoftTransparentShadow) {\r\n return;\r\n }\r\n\r\n this._enableSoftTransparentShadow = value;\r\n if (this._shadowGenerator) {\r\n this._shadowGenerator.enableSoftTransparentShadow = value;\r\n }\r\n }\r\n\r\n private _useOpacityTextureForTransparentShadow = false;\r\n /**\r\n * If this is true, use the opacity texture's alpha channel for transparent shadows instead of the diffuse one\r\n */\r\n public get useOpacityTextureForTransparentShadow() {\r\n return this._useOpacityTextureForTransparentShadow;\r\n }\r\n\r\n public set useOpacityTextureForTransparentShadow(value: boolean) {\r\n if (value === this._useOpacityTextureForTransparentShadow) {\r\n return;\r\n }\r\n\r\n this._useOpacityTextureForTransparentShadow = value;\r\n if (this._shadowGenerator) {\r\n this._shadowGenerator.useOpacityTextureForTransparentShadow = value;\r\n }\r\n }\r\n\r\n private _filter = ShadowGenerator.FILTER_PCF;\r\n /**\r\n * The filter to apply to the shadow map.\r\n */\r\n public get filter() {\r\n return this._filter;\r\n }\r\n\r\n public set filter(value: number) {\r\n if (value === this._filter) {\r\n return;\r\n }\r\n\r\n this._filter = value;\r\n if (this._shadowGenerator) {\r\n this._shadowGenerator.filter = value;\r\n }\r\n }\r\n\r\n private _filteringQuality = ShadowGenerator.QUALITY_HIGH;\r\n /**\r\n * The filtering quality to apply to the filter.\r\n */\r\n public get filteringQuality() {\r\n return this._filteringQuality;\r\n }\r\n\r\n public set filteringQuality(value: number) {\r\n if (value === this._filteringQuality) {\r\n return;\r\n }\r\n\r\n this._filteringQuality = value;\r\n if (this._shadowGenerator) {\r\n this._shadowGenerator.filteringQuality = value;\r\n }\r\n }\r\n\r\n /**\r\n * The shadow generator.\r\n */\r\n public readonly shadowGenerator: ShadowGenerator;\r\n\r\n /**\r\n * The shadow map texture.\r\n */\r\n public readonly outputTexture: FrameGraphTextureHandle;\r\n\r\n protected _shadowGenerator: ShadowGenerator | undefined;\r\n\r\n protected _createShadowGenerator() {\r\n this._shadowGenerator = new ShadowGenerator(this._mapSize, this._light, this._useFloat32TextureType, undefined, this._useRedTextureFormat);\r\n }\r\n\r\n protected _setupShadowGenerator() {\r\n this._shadowGenerator?.dispose();\r\n this._shadowGenerator = undefined;\r\n if (this._light !== undefined) {\r\n this._createShadowGenerator();\r\n const shadowGenerator = this._shadowGenerator as ShadowGenerator | undefined;\r\n if (shadowGenerator === undefined) {\r\n return;\r\n }\r\n shadowGenerator.bias = this._bias;\r\n shadowGenerator.normalBias = this._normalBias;\r\n shadowGenerator.darkness = this._darkness;\r\n shadowGenerator.transparencyShadow = this._transparencyShadow;\r\n shadowGenerator.enableSoftTransparentShadow = this._enableSoftTransparentShadow;\r\n shadowGenerator.useOpacityTextureForTransparentShadow = this._useOpacityTextureForTransparentShadow;\r\n shadowGenerator.filter = this._filter;\r\n shadowGenerator.filteringQuality = this._filteringQuality;\r\n\r\n const shadowMap = shadowGenerator.getShadowMap()!;\r\n shadowMap._disableEngineStages = true;\r\n shadowMap.cameraForLOD = this._camera;\r\n\r\n (this.shadowGenerator as WritableObject<ShadowGenerator | undefined>) = shadowGenerator;\r\n }\r\n }\r\n\r\n public override isReady(): boolean {\r\n return !!this._shadowGenerator && !!this._shadowGenerator.getShadowMap()?.isReadyForRendering();\r\n }\r\n\r\n /**\r\n * Creates a new shadow generator task.\r\n * @param name The name of the task.\r\n * @param frameGraph The frame graph the task belongs to.\r\n * @param _scene The scene to create the shadow generator for.\r\n */\r\n constructor(name: string, frameGraph: FrameGraph, _scene: Scene) {\r\n super(name, frameGraph);\r\n\r\n this.outputTexture = this._frameGraph.textureManager.createDanglingHandle();\r\n }\r\n\r\n public record() {\r\n if (this.light === undefined || this.objectList === undefined || this.camera === undefined) {\r\n throw new Error(`FrameGraphShadowGeneratorTask ${this.name}: light, objectList and camera are required`);\r\n }\r\n\r\n // Make sure the renderList / particleSystemList are set when FrameGraphShadowGeneratorTask.isReady() is called!\r\n const shadowMap = this._shadowGenerator!.getShadowMap()!;\r\n\r\n shadowMap.renderList = this.objectList.meshes;\r\n shadowMap.particleSystemList = this.objectList.particleSystems;\r\n\r\n const shadowTextureHandle = this._frameGraph.textureManager.importTexture(`${this.name} shadowmap`, this._shadowGenerator!.getShadowMap()!.getInternalTexture()!);\r\n\r\n this._frameGraph.textureManager.resolveDanglingHandle(this.outputTexture, shadowTextureHandle);\r\n\r\n const pass = this._frameGraph.addPass(this.name);\r\n\r\n pass.setExecuteFunc((context) => {\r\n if (!this.light.isEnabled() || !this.light.shadowEnabled) {\r\n return;\r\n }\r\n\r\n const shadowMap = this._shadowGenerator!.getShadowMap()!;\r\n\r\n shadowMap.renderList = this.objectList.meshes;\r\n shadowMap.particleSystemList = this.objectList.particleSystems;\r\n\r\n context.saveDepthStates();\r\n context.setDepthStates(true, true);\r\n\r\n context.renderUnmanaged(shadowMap);\r\n\r\n context.restoreDepthStates();\r\n });\r\n\r\n const passDisabled = this._frameGraph.addPass(this.name + \"_disabled\", true);\r\n\r\n passDisabled.setExecuteFunc((_context) => {});\r\n }\r\n\r\n public override dispose() {\r\n this._shadowGenerator?.dispose();\r\n this._shadowGenerator = undefined;\r\n }\r\n}\r\n"]}
1
+ 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type { FrameGraph, FrameGraphObjectList, IShadowLight, WritableObject, FrameGraphTextureHandle, Camera } from \"core/index\";\r\nimport { FrameGraphTask } from \"../../frameGraphTask\";\r\nimport { ShadowGenerator } from \"../../../Lights/Shadows/shadowGenerator\";\r\n\r\n/**\r\n * Task used to generate shadows from a list of objects.\r\n */\r\nexport class FrameGraphShadowGeneratorTask extends FrameGraphTask {\r\n /**\r\n * The object list that generates shadows.\r\n */\r\n public objectList: FrameGraphObjectList;\r\n\r\n private _light: IShadowLight;\r\n /**\r\n * The light to generate shadows from.\r\n */\r\n public get light(): IShadowLight {\r\n return this._light;\r\n }\r\n\r\n public set light(value: IShadowLight) {\r\n if (value === this._light) {\r\n return;\r\n }\r\n\r\n this._light = value;\r\n this._setupShadowGenerator();\r\n }\r\n\r\n private _camera: Camera;\r\n /**\r\n * Gets or sets the camera used to generate the shadow generator.\r\n */\r\n public get camera() {\r\n return this._camera;\r\n }\r\n\r\n public set camera(camera: Camera) {\r\n this._camera = camera;\r\n this._setupShadowGenerator();\r\n }\r\n\r\n private _mapSize = 1024;\r\n /**\r\n * The size of the shadow map.\r\n */\r\n public get mapSize() {\r\n return this._mapSize;\r\n }\r\n\r\n public set mapSize(value: number) {\r\n if (value === this._mapSize) {\r\n return;\r\n }\r\n\r\n this._mapSize = value;\r\n this._setupShadowGenerator();\r\n }\r\n\r\n private _useFloat32TextureType = false;\r\n /**\r\n * If true, the shadow map will use a 32 bits float texture type (else, 16 bits float is used if supported).\r\n */\r\n public get useFloat32TextureType() {\r\n return this._useFloat32TextureType;\r\n }\r\n\r\n public set useFloat32TextureType(value: boolean) {\r\n if (value === this._useFloat32TextureType) {\r\n return;\r\n }\r\n\r\n this._useFloat32TextureType = value;\r\n this._setupShadowGenerator();\r\n }\r\n\r\n private _useRedTextureFormat = true;\r\n /**\r\n * If true, the shadow map will use a red texture format (else, a RGBA format is used).\r\n */\r\n public get useRedTextureFormat() {\r\n return this._useRedTextureFormat;\r\n }\r\n\r\n public set useRedTextureFormat(value: boolean) {\r\n if (value === this._useRedTextureFormat) {\r\n return;\r\n }\r\n\r\n this._useRedTextureFormat = value;\r\n this._setupShadowGenerator();\r\n }\r\n\r\n private _bias = 0.01;\r\n /**\r\n * The bias to apply to the shadow map.\r\n */\r\n public get bias() {\r\n return this._bias;\r\n }\r\n\r\n public set bias(value: number) {\r\n if (value === this._bias) {\r\n return;\r\n }\r\n\r\n this._bias = value;\r\n if (this._shadowGenerator) {\r\n this._shadowGenerator.bias = value;\r\n }\r\n }\r\n\r\n private _normalBias = 0;\r\n /**\r\n * The normal bias to apply to the shadow map.\r\n */\r\n public get normalBias() {\r\n return this._normalBias;\r\n }\r\n\r\n public set normalBias(value: number) {\r\n if (value === this._normalBias) {\r\n return;\r\n }\r\n\r\n this._normalBias = value;\r\n if (this._shadowGenerator) {\r\n this._shadowGenerator.normalBias = value;\r\n }\r\n }\r\n\r\n private _darkness = 0;\r\n /**\r\n * The darkness of the shadows.\r\n */\r\n public get darkness() {\r\n return this._darkness;\r\n }\r\n\r\n public set darkness(value: number) {\r\n if (value === this._darkness) {\r\n return;\r\n }\r\n\r\n this._darkness = value;\r\n if (this._shadowGenerator) {\r\n this._shadowGenerator.darkness = value;\r\n }\r\n }\r\n\r\n private _transparencyShadow = false;\r\n /**\r\n * Gets or sets the ability to have transparent shadow\r\n */\r\n public get transparencyShadow() {\r\n return this._transparencyShadow;\r\n }\r\n\r\n public set transparencyShadow(value: boolean) {\r\n if (value === this._transparencyShadow) {\r\n return;\r\n }\r\n\r\n this._transparencyShadow = value;\r\n if (this._shadowGenerator) {\r\n this._shadowGenerator.transparencyShadow = value;\r\n }\r\n }\r\n\r\n private _enableSoftTransparentShadow = false;\r\n /**\r\n * Enables or disables shadows with varying strength based on the transparency\r\n */\r\n public get enableSoftTransparentShadow() {\r\n return this._enableSoftTransparentShadow;\r\n }\r\n\r\n public set enableSoftTransparentShadow(value: boolean) {\r\n if (value === this._enableSoftTransparentShadow) {\r\n return;\r\n }\r\n\r\n this._enableSoftTransparentShadow = value;\r\n if (this._shadowGenerator) {\r\n this._shadowGenerator.enableSoftTransparentShadow = value;\r\n }\r\n }\r\n\r\n private _useOpacityTextureForTransparentShadow = false;\r\n /**\r\n * If this is true, use the opacity texture's alpha channel for transparent shadows instead of the diffuse one\r\n */\r\n public get useOpacityTextureForTransparentShadow() {\r\n return this._useOpacityTextureForTransparentShadow;\r\n }\r\n\r\n public set useOpacityTextureForTransparentShadow(value: boolean) {\r\n if (value === this._useOpacityTextureForTransparentShadow) {\r\n return;\r\n }\r\n\r\n this._useOpacityTextureForTransparentShadow = value;\r\n if (this._shadowGenerator) {\r\n this._shadowGenerator.useOpacityTextureForTransparentShadow = value;\r\n }\r\n }\r\n\r\n private _filter = ShadowGenerator.FILTER_PCF;\r\n /**\r\n * The filter to apply to the shadow map.\r\n */\r\n public get filter() {\r\n return this._filter;\r\n }\r\n\r\n public set filter(value: number) {\r\n if (value === this._filter) {\r\n return;\r\n }\r\n\r\n this._filter = value;\r\n if (this._shadowGenerator) {\r\n this._shadowGenerator.filter = value;\r\n }\r\n }\r\n\r\n private _filteringQuality = ShadowGenerator.QUALITY_HIGH;\r\n /**\r\n * The filtering quality to apply to the filter.\r\n */\r\n public get filteringQuality() {\r\n return this._filteringQuality;\r\n }\r\n\r\n public set filteringQuality(value: number) {\r\n if (value === this._filteringQuality) {\r\n return;\r\n }\r\n\r\n this._filteringQuality = value;\r\n if (this._shadowGenerator) {\r\n this._shadowGenerator.filteringQuality = value;\r\n }\r\n }\r\n\r\n /**\r\n * The shadow generator.\r\n */\r\n public readonly shadowGenerator: ShadowGenerator;\r\n\r\n /**\r\n * The shadow map texture.\r\n */\r\n public readonly outputTexture: FrameGraphTextureHandle;\r\n\r\n protected _shadowGenerator: ShadowGenerator | undefined;\r\n\r\n protected _createShadowGenerator() {\r\n this._shadowGenerator = new ShadowGenerator(this._mapSize, this._light, this._useFloat32TextureType, undefined, this._useRedTextureFormat);\r\n }\r\n\r\n protected _setupShadowGenerator() {\r\n this._shadowGenerator?.dispose();\r\n this._shadowGenerator = undefined;\r\n if (this._light !== undefined) {\r\n this._createShadowGenerator();\r\n const shadowGenerator = this._shadowGenerator as ShadowGenerator | undefined;\r\n if (shadowGenerator === undefined) {\r\n return;\r\n }\r\n shadowGenerator.bias = this._bias;\r\n shadowGenerator.normalBias = this._normalBias;\r\n shadowGenerator.darkness = this._darkness;\r\n shadowGenerator.transparencyShadow = this._transparencyShadow;\r\n shadowGenerator.enableSoftTransparentShadow = this._enableSoftTransparentShadow;\r\n shadowGenerator.useOpacityTextureForTransparentShadow = this._useOpacityTextureForTransparentShadow;\r\n shadowGenerator.filter = this._filter;\r\n shadowGenerator.filteringQuality = this._filteringQuality;\r\n\r\n const shadowMap = shadowGenerator.getShadowMap()!;\r\n shadowMap._disableEngineStages = true;\r\n shadowMap.cameraForLOD = this._camera;\r\n\r\n (this.shadowGenerator as WritableObject<ShadowGenerator | undefined>) = shadowGenerator;\r\n }\r\n }\r\n\r\n public override isReady(): boolean {\r\n return !!this._shadowGenerator && !!this._shadowGenerator.getShadowMap()?.isReadyForRendering();\r\n }\r\n\r\n /**\r\n * Creates a new shadow generator task.\r\n * @param name The name of the task.\r\n * @param frameGraph The frame graph the task belongs to.\r\n */\r\n constructor(name: string, frameGraph: FrameGraph) {\r\n super(name, frameGraph);\r\n\r\n this.outputTexture = this._frameGraph.textureManager.createDanglingHandle();\r\n }\r\n\r\n public record() {\r\n if (this.light === undefined || this.objectList === undefined || this.camera === undefined) {\r\n throw new Error(`FrameGraphShadowGeneratorTask ${this.name}: light, objectList and camera are required`);\r\n }\r\n\r\n // Make sure the renderList / particleSystemList are set when FrameGraphShadowGeneratorTask.isReady() is called!\r\n const shadowMap = this._shadowGenerator!.getShadowMap()!;\r\n\r\n shadowMap.renderList = this.objectList.meshes;\r\n shadowMap.particleSystemList = this.objectList.particleSystems;\r\n\r\n const shadowTextureHandle = this._frameGraph.textureManager.importTexture(`${this.name} shadowmap`, this._shadowGenerator!.getShadowMap()!.getInternalTexture()!);\r\n\r\n this._frameGraph.textureManager.resolveDanglingHandle(this.outputTexture, shadowTextureHandle);\r\n\r\n const pass = this._frameGraph.addPass(this.name);\r\n\r\n pass.setExecuteFunc((context) => {\r\n if (!this.light.isEnabled() || !this.light.shadowEnabled) {\r\n return;\r\n }\r\n\r\n const shadowMap = this._shadowGenerator!.getShadowMap()!;\r\n\r\n shadowMap.renderList = this.objectList.meshes;\r\n shadowMap.particleSystemList = this.objectList.particleSystems;\r\n\r\n context.saveDepthStates();\r\n context.setDepthStates(true, true);\r\n\r\n context.renderUnmanaged(shadowMap);\r\n\r\n context.restoreDepthStates();\r\n });\r\n\r\n const passDisabled = this._frameGraph.addPass(this.name + \"_disabled\", true);\r\n\r\n passDisabled.setExecuteFunc((_context) => {});\r\n }\r\n\r\n public override dispose() {\r\n this._shadowGenerator?.dispose();\r\n this._shadowGenerator = undefined;\r\n }\r\n}\r\n"]}
@@ -9,10 +9,12 @@ export declare class FrameGraphUtilityLayerRendererTask extends FrameGraphTask {
9
9
  * The target texture of the task.
10
10
  */
11
11
  targetTexture: FrameGraphTextureHandle;
12
+ private _camera;
12
13
  /**
13
14
  * The camera used to render the utility layer.
14
15
  */
15
- camera: Camera;
16
+ get camera(): Camera;
17
+ set camera(value: Camera);
16
18
  /**
17
19
  * The output texture of the task.
18
20
  * This is the same texture as the target texture, but the handles are different!
@@ -4,6 +4,17 @@ import { UtilityLayerRenderer } from "../../../Rendering/utilityLayerRenderer.js
4
4
  * Task used to render an utility layer.
5
5
  */
6
6
  export class FrameGraphUtilityLayerRendererTask extends FrameGraphTask {
7
+ /**
8
+ * The camera used to render the utility layer.
9
+ */
10
+ get camera() {
11
+ return this._camera;
12
+ }
13
+ set camera(value) {
14
+ this._camera = value;
15
+ this.layer.setRenderCamera(value);
16
+ this.layer.utilityLayerScene.activeCamera = value;
17
+ }
7
18
  /**
8
19
  * Creates a new utility layer renderer task.
9
20
  * @param name The name of the task.
@@ -25,7 +36,6 @@ export class FrameGraphUtilityLayerRendererTask extends FrameGraphTask {
25
36
  const pass = this._frameGraph.addRenderPass(this.name);
26
37
  pass.setRenderTarget(this.outputTexture);
27
38
  pass.setExecuteFunc((context) => {
28
- this.layer.setRenderCamera(this.camera);
29
39
  context.render(this.layer);
30
40
  });
31
41
  const passDisabled = this._frameGraph.addRenderPass(this.name + "_disabled", true);
@@ -1 +1 @@
1
- {"version":3,"file":"utilityLayerRendererTask.js","sourceRoot":"","sources":["../../../../../../dev/core/src/FrameGraph/Tasks/Rendering/utilityLayerRendererTask.ts"],"names":[],"mappings":"AACA,OAAO,EAAE,cAAc,EAAE,MAAM,sBAAsB,CAAC;AACtD,OAAO,EAAE,oBAAoB,EAAE,mDAA4C;AAE3E;;GAEG;AACH,MAAM,OAAO,kCAAmC,SAAQ,cAAc;IAsBlE;;;;;;OAMG;IACH,YAAY,IAAY,EAAE,UAAsB,EAAE,KAAY,EAAE,YAAY,GAAG,IAAI;QAC/E,KAAK,CAAC,IAAI,EAAE,UAAU,CAAC,CAAC;QAExB,IAAI,CAAC,KAAK,GAAG,IAAI,oBAAoB,CAAC,KAAK,EAAE,YAAY,EAAE,IAAI,CAAC,CAAC;QACjE,IAAI,CAAC,KAAK,CAAC,iBAAiB,CAAC,sBAAsB,GAAG,IAAI,CAAC;QAE3D,IAAI,CAAC,aAAa,GAAG,IAAI,CAAC,WAAW,CAAC,cAAc,CAAC,oBAAoB,EAAE,CAAC;IAChF,CAAC;IAEM,MAAM;QACT,IAAI,CAAC,IAAI,CAAC,aAAa,IAAI,CAAC,IAAI,CAAC,MAAM,EAAE,CAAC;YACtC,MAAM,IAAI,KAAK,CAAC,uCAAuC,IAAI,CAAC,IAAI,0CAA0C,CAAC,CAAC;QAChH,CAAC;QAED,IAAI,CAAC,WAAW,CAAC,cAAc,CAAC,qBAAqB,CAAC,IAAI,CAAC,aAAa,EAAE,IAAI,CAAC,aAAa,CAAC,CAAC;QAE9F,MAAM,IAAI,GAAG,IAAI,CAAC,WAAW,CAAC,aAAa,CAAC,IAAI,CAAC,IAAI,CAAC,CAAC;QAEvD,IAAI,CAAC,eAAe,CAAC,IAAI,CAAC,aAAa,CAAC,CAAC;QACzC,IAAI,CAAC,cAAc,CAAC,CAAC,OAAO,EAAE,EAAE;YAC5B,IAAI,CAAC,KAAK,CAAC,eAAe,CAAC,IAAI,CAAC,MAAM,CAAC,CAAC;YAExC,OAAO,CAAC,MAAM,CAAC,IAAI,CAAC,KAAK,CAAC,CAAC;QAC/B,CAAC,CAAC,CAAC;QAEH,MAAM,YAAY,GAAG,IAAI,CAAC,WAAW,CAAC,aAAa,CAAC,IAAI,CAAC,IAAI,GAAG,WAAW,EAAE,IAAI,CAAC,CAAC;QAEnF,YAAY,CAAC,eAAe,CAAC,IAAI,CAAC,aAAa,CAAC,CAAC;QACjD,YAAY,CAAC,cAAc,CAAC,CAAC,QAAQ,EAAE,EAAE,GAAE,CAAC,CAAC,CAAC;IAClD,CAAC;IAEe,OAAO;QACnB,IAAI,CAAC,KAAK,CAAC,OAAO,EAAE,CAAC;QACrB,KAAK,CAAC,OAAO,EAAE,CAAC;IACpB,CAAC;CACJ","sourcesContent":["import type { Camera, FrameGraph, FrameGraphTextureHandle, Scene } from \"core/index\";\r\nimport { FrameGraphTask } from \"../../frameGraphTask\";\r\nimport { UtilityLayerRenderer } from \"core/Rendering/utilityLayerRenderer\";\r\n\r\n/**\r\n * Task used to render an utility layer.\r\n */\r\nexport class FrameGraphUtilityLayerRendererTask extends FrameGraphTask {\r\n /**\r\n * The target texture of the task.\r\n */\r\n public targetTexture: FrameGraphTextureHandle;\r\n\r\n /**\r\n * The camera used to render the utility layer.\r\n */\r\n public camera: Camera;\r\n\r\n /**\r\n * The output texture of the task.\r\n * This is the same texture as the target texture, but the handles are different!\r\n */\r\n public readonly outputTexture: FrameGraphTextureHandle;\r\n\r\n /**\r\n * The utility layer renderer.\r\n */\r\n public readonly layer: UtilityLayerRenderer;\r\n\r\n /**\r\n * Creates a new utility layer renderer task.\r\n * @param name The name of the task.\r\n * @param frameGraph The frame graph the task belongs to.\r\n * @param scene The scene the task belongs to.\r\n * @param handleEvents If the utility layer should handle events.\r\n */\r\n constructor(name: string, frameGraph: FrameGraph, scene: Scene, handleEvents = true) {\r\n super(name, frameGraph);\r\n\r\n this.layer = new UtilityLayerRenderer(scene, handleEvents, true);\r\n this.layer.utilityLayerScene._useCurrentFrameBuffer = true;\r\n\r\n this.outputTexture = this._frameGraph.textureManager.createDanglingHandle();\r\n }\r\n\r\n public record(): void {\r\n if (!this.targetTexture || !this.camera) {\r\n throw new Error(`FrameGraphUtilityLayerRendererTask \"${this.name}\": targetTexture and camera are required`);\r\n }\r\n\r\n this._frameGraph.textureManager.resolveDanglingHandle(this.outputTexture, this.targetTexture);\r\n\r\n const pass = this._frameGraph.addRenderPass(this.name);\r\n\r\n pass.setRenderTarget(this.outputTexture);\r\n pass.setExecuteFunc((context) => {\r\n this.layer.setRenderCamera(this.camera);\r\n\r\n context.render(this.layer);\r\n });\r\n\r\n const passDisabled = this._frameGraph.addRenderPass(this.name + \"_disabled\", true);\r\n\r\n passDisabled.setRenderTarget(this.outputTexture);\r\n passDisabled.setExecuteFunc((_context) => {});\r\n }\r\n\r\n public override dispose(): void {\r\n this.layer.dispose();\r\n super.dispose();\r\n }\r\n}\r\n"]}
1
+ {"version":3,"file":"utilityLayerRendererTask.js","sourceRoot":"","sources":["../../../../../../dev/core/src/FrameGraph/Tasks/Rendering/utilityLayerRendererTask.ts"],"names":[],"mappings":"AACA,OAAO,EAAE,cAAc,EAAE,MAAM,sBAAsB,CAAC;AACtD,OAAO,EAAE,oBAAoB,EAAE,mDAA4C;AAE3E;;GAEG;AACH,MAAM,OAAO,kCAAmC,SAAQ,cAAc;IAOlE;;OAEG;IACH,IAAW,MAAM;QACb,OAAO,IAAI,CAAC,OAAO,CAAC;IACxB,CAAC;IAED,IAAW,MAAM,CAAC,KAAa;QAC3B,IAAI,CAAC,OAAO,GAAG,KAAK,CAAC;QAErB,IAAI,CAAC,KAAK,CAAC,eAAe,CAAC,KAAK,CAAC,CAAC;QAClC,IAAI,CAAC,KAAK,CAAC,iBAAiB,CAAC,YAAY,GAAG,KAAK,CAAC;IACtD,CAAC;IAaD;;;;;;OAMG;IACH,YAAY,IAAY,EAAE,UAAsB,EAAE,KAAY,EAAE,YAAY,GAAG,IAAI;QAC/E,KAAK,CAAC,IAAI,EAAE,UAAU,CAAC,CAAC;QAExB,IAAI,CAAC,KAAK,GAAG,IAAI,oBAAoB,CAAC,KAAK,EAAE,YAAY,EAAE,IAAI,CAAC,CAAC;QACjE,IAAI,CAAC,KAAK,CAAC,iBAAiB,CAAC,sBAAsB,GAAG,IAAI,CAAC;QAE3D,IAAI,CAAC,aAAa,GAAG,IAAI,CAAC,WAAW,CAAC,cAAc,CAAC,oBAAoB,EAAE,CAAC;IAChF,CAAC;IAEM,MAAM;QACT,IAAI,CAAC,IAAI,CAAC,aAAa,IAAI,CAAC,IAAI,CAAC,MAAM,EAAE,CAAC;YACtC,MAAM,IAAI,KAAK,CAAC,uCAAuC,IAAI,CAAC,IAAI,0CAA0C,CAAC,CAAC;QAChH,CAAC;QAED,IAAI,CAAC,WAAW,CAAC,cAAc,CAAC,qBAAqB,CAAC,IAAI,CAAC,aAAa,EAAE,IAAI,CAAC,aAAa,CAAC,CAAC;QAE9F,MAAM,IAAI,GAAG,IAAI,CAAC,WAAW,CAAC,aAAa,CAAC,IAAI,CAAC,IAAI,CAAC,CAAC;QAEvD,IAAI,CAAC,eAAe,CAAC,IAAI,CAAC,aAAa,CAAC,CAAC;QACzC,IAAI,CAAC,cAAc,CAAC,CAAC,OAAO,EAAE,EAAE;YAC5B,OAAO,CAAC,MAAM,CAAC,IAAI,CAAC,KAAK,CAAC,CAAC;QAC/B,CAAC,CAAC,CAAC;QAEH,MAAM,YAAY,GAAG,IAAI,CAAC,WAAW,CAAC,aAAa,CAAC,IAAI,CAAC,IAAI,GAAG,WAAW,EAAE,IAAI,CAAC,CAAC;QAEnF,YAAY,CAAC,eAAe,CAAC,IAAI,CAAC,aAAa,CAAC,CAAC;QACjD,YAAY,CAAC,cAAc,CAAC,CAAC,QAAQ,EAAE,EAAE,GAAE,CAAC,CAAC,CAAC;IAClD,CAAC;IAEe,OAAO;QACnB,IAAI,CAAC,KAAK,CAAC,OAAO,EAAE,CAAC;QACrB,KAAK,CAAC,OAAO,EAAE,CAAC;IACpB,CAAC;CACJ","sourcesContent":["import type { Camera, FrameGraph, FrameGraphTextureHandle, Scene } from \"core/index\";\r\nimport { FrameGraphTask } from \"../../frameGraphTask\";\r\nimport { UtilityLayerRenderer } from \"core/Rendering/utilityLayerRenderer\";\r\n\r\n/**\r\n * Task used to render an utility layer.\r\n */\r\nexport class FrameGraphUtilityLayerRendererTask extends FrameGraphTask {\r\n /**\r\n * The target texture of the task.\r\n */\r\n public targetTexture: FrameGraphTextureHandle;\r\n\r\n private _camera: Camera;\r\n /**\r\n * The camera used to render the utility layer.\r\n */\r\n public get camera() {\r\n return this._camera;\r\n }\r\n\r\n public set camera(value: Camera) {\r\n this._camera = value;\r\n\r\n this.layer.setRenderCamera(value);\r\n this.layer.utilityLayerScene.activeCamera = value;\r\n }\r\n\r\n /**\r\n * The output texture of the task.\r\n * This is the same texture as the target texture, but the handles are different!\r\n */\r\n public readonly outputTexture: FrameGraphTextureHandle;\r\n\r\n /**\r\n * The utility layer renderer.\r\n */\r\n public readonly layer: UtilityLayerRenderer;\r\n\r\n /**\r\n * Creates a new utility layer renderer task.\r\n * @param name The name of the task.\r\n * @param frameGraph The frame graph the task belongs to.\r\n * @param scene The scene the task belongs to.\r\n * @param handleEvents If the utility layer should handle events.\r\n */\r\n constructor(name: string, frameGraph: FrameGraph, scene: Scene, handleEvents = true) {\r\n super(name, frameGraph);\r\n\r\n this.layer = new UtilityLayerRenderer(scene, handleEvents, true);\r\n this.layer.utilityLayerScene._useCurrentFrameBuffer = true;\r\n\r\n this.outputTexture = this._frameGraph.textureManager.createDanglingHandle();\r\n }\r\n\r\n public record(): void {\r\n if (!this.targetTexture || !this.camera) {\r\n throw new Error(`FrameGraphUtilityLayerRendererTask \"${this.name}\": targetTexture and camera are required`);\r\n }\r\n\r\n this._frameGraph.textureManager.resolveDanglingHandle(this.outputTexture, this.targetTexture);\r\n\r\n const pass = this._frameGraph.addRenderPass(this.name);\r\n\r\n pass.setRenderTarget(this.outputTexture);\r\n pass.setExecuteFunc((context) => {\r\n context.render(this.layer);\r\n });\r\n\r\n const passDisabled = this._frameGraph.addRenderPass(this.name + \"_disabled\", true);\r\n\r\n passDisabled.setRenderTarget(this.outputTexture);\r\n passDisabled.setExecuteFunc((_context) => {});\r\n }\r\n\r\n public override dispose(): void {\r\n this.layer.dispose();\r\n super.dispose();\r\n }\r\n}\r\n"]}
@@ -1,4 +1,4 @@
1
- import type { FrameGraph, FrameGraphTextureHandle } from "../../../index.js";
1
+ import type { FrameGraph, FrameGraphTextureHandle, IViewportLike, Nullable } from "../../../index.js";
2
2
  import { FrameGraphTask } from "../../frameGraphTask.js";
3
3
  /**
4
4
  * Task used to copy a texture to another texture.
@@ -12,6 +12,16 @@ export declare class FrameGraphCopyToTextureTask extends FrameGraphTask {
12
12
  * The target texture to copy to.
13
13
  */
14
14
  targetTexture: FrameGraphTextureHandle;
15
+ /**
16
+ * The viewport to use when doing the copy.
17
+ * If set to null, the currently active viewport is used.
18
+ * If undefined (default), the viewport is reset to a full screen viewport before performing the copy.
19
+ */
20
+ viewport?: Nullable<IViewportLike>;
21
+ /**
22
+ * The LOD level to copy from the source texture (default: 0).
23
+ */
24
+ lodLevel: number;
15
25
  /**
16
26
  * The output texture (same as targetTexture, but the handle may be different).
17
27
  */
@@ -1,4 +1,5 @@
1
1
  import { FrameGraphTask } from "../../frameGraphTask.js";
2
+
2
3
  /**
3
4
  * Task used to copy a texture to another texture.
4
5
  */
@@ -10,6 +11,10 @@ export class FrameGraphCopyToTextureTask extends FrameGraphTask {
10
11
  */
11
12
  constructor(name, frameGraph) {
12
13
  super(name, frameGraph);
14
+ /**
15
+ * The LOD level to copy from the source texture (default: 0).
16
+ */
17
+ this.lodLevel = 0;
13
18
  this.outputTexture = this._frameGraph.textureManager.createDanglingHandle();
14
19
  }
15
20
  record() {
@@ -21,7 +26,11 @@ export class FrameGraphCopyToTextureTask extends FrameGraphTask {
21
26
  pass.addDependencies(this.sourceTexture);
22
27
  pass.setRenderTarget(this.outputTexture);
23
28
  pass.setExecuteFunc((context) => {
24
- context.copyTexture(this.sourceTexture);
29
+ if (this.viewport) {
30
+ context.setViewport(this.viewport);
31
+ }
32
+ context.setTextureSamplingMode(this.sourceTexture, this.lodLevel > 0 ? 3 : 2);
33
+ context.copyTexture(this.sourceTexture, undefined, this.viewport !== undefined, this.lodLevel);
25
34
  });
26
35
  const passDisabled = this._frameGraph.addRenderPass(this.name + "_disabled", true);
27
36
  passDisabled.setRenderTarget(this.outputTexture);
@@ -1 +1 @@
1
- {"version":3,"file":"copyToTextureTask.js","sourceRoot":"","sources":["../../../../../../dev/core/src/FrameGraph/Tasks/Texture/copyToTextureTask.ts"],"names":[],"mappings":"AACA,OAAO,EAAE,cAAc,EAAE,MAAM,sBAAsB,CAAC;AAEtD;;GAEG;AACH,MAAM,OAAO,2BAA4B,SAAQ,cAAc;IAgB3D;;;;OAIG;IACH,YAAY,IAAY,EAAE,UAAsB;QAC5C,KAAK,CAAC,IAAI,EAAE,UAAU,CAAC,CAAC;QAExB,IAAI,CAAC,aAAa,GAAG,IAAI,CAAC,WAAW,CAAC,cAAc,CAAC,oBAAoB,EAAE,CAAC;IAChF,CAAC;IAEM,MAAM;QACT,IAAI,IAAI,CAAC,aAAa,KAAK,SAAS,IAAI,IAAI,CAAC,aAAa,KAAK,SAAS,EAAE,CAAC;YACvE,MAAM,IAAI,KAAK,CAAC,gCAAgC,IAAI,CAAC,IAAI,iDAAiD,CAAC,CAAC;QAChH,CAAC;QAED,IAAI,CAAC,WAAW,CAAC,cAAc,CAAC,qBAAqB,CAAC,IAAI,CAAC,aAAa,EAAE,IAAI,CAAC,aAAa,CAAC,CAAC;QAE9F,MAAM,IAAI,GAAG,IAAI,CAAC,WAAW,CAAC,aAAa,CAAC,IAAI,CAAC,IAAI,CAAC,CAAC;QAEvD,IAAI,CAAC,eAAe,CAAC,IAAI,CAAC,aAAa,CAAC,CAAC;QAEzC,IAAI,CAAC,eAAe,CAAC,IAAI,CAAC,aAAa,CAAC,CAAC;QACzC,IAAI,CAAC,cAAc,CAAC,CAAC,OAAO,EAAE,EAAE;YAC5B,OAAO,CAAC,WAAW,CAAC,IAAI,CAAC,aAAa,CAAC,CAAC;QAC5C,CAAC,CAAC,CAAC;QAEH,MAAM,YAAY,GAAG,IAAI,CAAC,WAAW,CAAC,aAAa,CAAC,IAAI,CAAC,IAAI,GAAG,WAAW,EAAE,IAAI,CAAC,CAAC;QAEnF,YAAY,CAAC,eAAe,CAAC,IAAI,CAAC,aAAa,CAAC,CAAC;QACjD,YAAY,CAAC,cAAc,CAAC,CAAC,QAAQ,EAAE,EAAE,GAAE,CAAC,CAAC,CAAC;IAClD,CAAC;CACJ","sourcesContent":["import type { FrameGraph, FrameGraphTextureHandle } from \"core/index\";\r\nimport { FrameGraphTask } from \"../../frameGraphTask\";\r\n\r\n/**\r\n * Task used to copy a texture to another texture.\r\n */\r\nexport class FrameGraphCopyToTextureTask extends FrameGraphTask {\r\n /**\r\n * The source texture to copy from.\r\n */\r\n public sourceTexture: FrameGraphTextureHandle;\r\n\r\n /**\r\n * The target texture to copy to.\r\n */\r\n public targetTexture: FrameGraphTextureHandle;\r\n\r\n /**\r\n * The output texture (same as targetTexture, but the handle may be different).\r\n */\r\n public readonly outputTexture: FrameGraphTextureHandle;\r\n\r\n /**\r\n * Constructs a new FrameGraphCopyToTextureTask.\r\n * @param name The name of the task.\r\n * @param frameGraph The frame graph the task belongs to.\r\n */\r\n constructor(name: string, frameGraph: FrameGraph) {\r\n super(name, frameGraph);\r\n\r\n this.outputTexture = this._frameGraph.textureManager.createDanglingHandle();\r\n }\r\n\r\n public record() {\r\n if (this.sourceTexture === undefined || this.targetTexture === undefined) {\r\n throw new Error(`FrameGraphCopyToTextureTask \"${this.name}\": sourceTexture and targetTexture are required`);\r\n }\r\n\r\n this._frameGraph.textureManager.resolveDanglingHandle(this.outputTexture, this.targetTexture);\r\n\r\n const pass = this._frameGraph.addRenderPass(this.name);\r\n\r\n pass.addDependencies(this.sourceTexture);\r\n\r\n pass.setRenderTarget(this.outputTexture);\r\n pass.setExecuteFunc((context) => {\r\n context.copyTexture(this.sourceTexture);\r\n });\r\n\r\n const passDisabled = this._frameGraph.addRenderPass(this.name + \"_disabled\", true);\r\n\r\n passDisabled.setRenderTarget(this.outputTexture);\r\n passDisabled.setExecuteFunc((_context) => {});\r\n }\r\n}\r\n"]}
1
+ {"version":3,"file":"copyToTextureTask.js","sourceRoot":"","sources":["../../../../../../dev/core/src/FrameGraph/Tasks/Texture/copyToTextureTask.ts"],"names":[],"mappings":"AACA,OAAO,EAAE,cAAc,EAAE,MAAM,sBAAsB,CAAC;AACtD,OAAO,EAAE,SAAS,EAAE,sCAA+B;AAEnD;;GAEG;AACH,MAAM,OAAO,2BAA4B,SAAQ,cAAc;IA4B3D;;;;OAIG;IACH,YAAY,IAAY,EAAE,UAAsB;QAC5C,KAAK,CAAC,IAAI,EAAE,UAAU,CAAC,CAAC;QAhB5B;;WAEG;QACI,aAAQ,GAAW,CAAC,CAAC;QAexB,IAAI,CAAC,aAAa,GAAG,IAAI,CAAC,WAAW,CAAC,cAAc,CAAC,oBAAoB,EAAE,CAAC;IAChF,CAAC;IAEM,MAAM;QACT,IAAI,IAAI,CAAC,aAAa,KAAK,SAAS,IAAI,IAAI,CAAC,aAAa,KAAK,SAAS,EAAE,CAAC;YACvE,MAAM,IAAI,KAAK,CAAC,gCAAgC,IAAI,CAAC,IAAI,iDAAiD,CAAC,CAAC;QAChH,CAAC;QAED,IAAI,CAAC,WAAW,CAAC,cAAc,CAAC,qBAAqB,CAAC,IAAI,CAAC,aAAa,EAAE,IAAI,CAAC,aAAa,CAAC,CAAC;QAE9F,MAAM,IAAI,GAAG,IAAI,CAAC,WAAW,CAAC,aAAa,CAAC,IAAI,CAAC,IAAI,CAAC,CAAC;QAEvD,IAAI,CAAC,eAAe,CAAC,IAAI,CAAC,aAAa,CAAC,CAAC;QAEzC,IAAI,CAAC,eAAe,CAAC,IAAI,CAAC,aAAa,CAAC,CAAC;QACzC,IAAI,CAAC,cAAc,CAAC,CAAC,OAAO,EAAE,EAAE;YAC5B,IAAI,IAAI,CAAC,QAAQ,EAAE,CAAC;gBAChB,OAAO,CAAC,WAAW,CAAC,IAAI,CAAC,QAAQ,CAAC,CAAC;YACvC,CAAC;YACD,OAAO,CAAC,sBAAsB,CAAC,IAAI,CAAC,aAAa,EAAE,IAAI,CAAC,QAAQ,GAAG,CAAC,CAAC,CAAC,CAAC,SAAS,CAAC,8BAA8B,CAAC,CAAC,CAAC,SAAS,CAAC,6BAA6B,CAAC,CAAC;YAC3J,OAAO,CAAC,WAAW,CAAC,IAAI,CAAC,aAAa,EAAE,SAAS,EAAE,IAAI,CAAC,QAAQ,KAAK,SAAS,EAAE,IAAI,CAAC,QAAQ,CAAC,CAAC;QACnG,CAAC,CAAC,CAAC;QAEH,MAAM,YAAY,GAAG,IAAI,CAAC,WAAW,CAAC,aAAa,CAAC,IAAI,CAAC,IAAI,GAAG,WAAW,EAAE,IAAI,CAAC,CAAC;QAEnF,YAAY,CAAC,eAAe,CAAC,IAAI,CAAC,aAAa,CAAC,CAAC;QACjD,YAAY,CAAC,cAAc,CAAC,CAAC,QAAQ,EAAE,EAAE,GAAE,CAAC,CAAC,CAAC;IAClD,CAAC;CACJ","sourcesContent":["import type { FrameGraph, FrameGraphTextureHandle, IViewportLike, Nullable } from \"core/index\";\r\nimport { FrameGraphTask } from \"../../frameGraphTask\";\r\nimport { Constants } from \"core/Engines/constants\";\r\n\r\n/**\r\n * Task used to copy a texture to another texture.\r\n */\r\nexport class FrameGraphCopyToTextureTask extends FrameGraphTask {\r\n /**\r\n * The source texture to copy from.\r\n */\r\n public sourceTexture: FrameGraphTextureHandle;\r\n\r\n /**\r\n * The target texture to copy to.\r\n */\r\n public targetTexture: FrameGraphTextureHandle;\r\n\r\n /**\r\n * The viewport to use when doing the copy.\r\n * If set to null, the currently active viewport is used.\r\n * If undefined (default), the viewport is reset to a full screen viewport before performing the copy.\r\n */\r\n public viewport?: Nullable<IViewportLike>;\r\n\r\n /**\r\n * The LOD level to copy from the source texture (default: 0).\r\n */\r\n public lodLevel: number = 0;\r\n\r\n /**\r\n * The output texture (same as targetTexture, but the handle may be different).\r\n */\r\n public readonly outputTexture: FrameGraphTextureHandle;\r\n\r\n /**\r\n * Constructs a new FrameGraphCopyToTextureTask.\r\n * @param name The name of the task.\r\n * @param frameGraph The frame graph the task belongs to.\r\n */\r\n constructor(name: string, frameGraph: FrameGraph) {\r\n super(name, frameGraph);\r\n\r\n this.outputTexture = this._frameGraph.textureManager.createDanglingHandle();\r\n }\r\n\r\n public record() {\r\n if (this.sourceTexture === undefined || this.targetTexture === undefined) {\r\n throw new Error(`FrameGraphCopyToTextureTask \"${this.name}\": sourceTexture and targetTexture are required`);\r\n }\r\n\r\n this._frameGraph.textureManager.resolveDanglingHandle(this.outputTexture, this.targetTexture);\r\n\r\n const pass = this._frameGraph.addRenderPass(this.name);\r\n\r\n pass.addDependencies(this.sourceTexture);\r\n\r\n pass.setRenderTarget(this.outputTexture);\r\n pass.setExecuteFunc((context) => {\r\n if (this.viewport) {\r\n context.setViewport(this.viewport);\r\n }\r\n context.setTextureSamplingMode(this.sourceTexture, this.lodLevel > 0 ? Constants.TEXTURE_TRILINEAR_SAMPLINGMODE : Constants.TEXTURE_BILINEAR_SAMPLINGMODE);\r\n context.copyTexture(this.sourceTexture, undefined, this.viewport !== undefined, this.lodLevel);\r\n });\r\n\r\n const passDisabled = this._frameGraph.addRenderPass(this.name + \"_disabled\", true);\r\n\r\n passDisabled.setRenderTarget(this.outputTexture);\r\n passDisabled.setExecuteFunc((_context) => {});\r\n }\r\n}\r\n"]}
@@ -1,4 +1,4 @@
1
- import type { AbstractEngine, FrameGraphTextureManager, Scene, FrameGraphTextureHandle, Nullable, InternalTexture } from "../index.js";
1
+ import type { AbstractEngine, FrameGraphTextureManager, Scene, FrameGraphTextureHandle, Nullable, InternalTexture, IViewportLike } from "../index.js";
2
2
  /**
3
3
  * Base class for frame graph context.
4
4
  */
@@ -49,4 +49,11 @@ export declare class FrameGraphContext {
49
49
  * @param depthWrite If true, depth writing is enabled
50
50
  */
51
51
  setDepthStates(depthTest: boolean, depthWrite: boolean): void;
52
+ /**
53
+ * Sets the current viewport
54
+ * @param viewport defines the viewport element to be used
55
+ * @param requiredWidth defines the width required for rendering. If not provided, the width of the render texture is used.
56
+ * @param requiredHeight defines the height required for rendering. If not provided the height of the render texture is used.
57
+ */
58
+ setViewport(viewport: IViewportLike, requiredWidth?: number, requiredHeight?: number): void;
52
59
  }
@@ -75,5 +75,14 @@ export class FrameGraphContext {
75
75
  this._engine.setDepthBuffer(depthTest);
76
76
  this._engine.setDepthWrite(depthWrite);
77
77
  }
78
+ /**
79
+ * Sets the current viewport
80
+ * @param viewport defines the viewport element to be used
81
+ * @param requiredWidth defines the width required for rendering. If not provided, the width of the render texture is used.
82
+ * @param requiredHeight defines the height required for rendering. If not provided the height of the render texture is used.
83
+ */
84
+ setViewport(viewport, requiredWidth, requiredHeight) {
85
+ this._engine.setViewport(viewport, requiredHeight, requiredWidth);
86
+ }
78
87
  }
79
88
  //# sourceMappingURL=frameGraphContext.js.map
@@ -1 +1 @@
1
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1
+ 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type { AbstractEngine, FrameGraphTextureManager, Scene, FrameGraphTextureHandle, Nullable, InternalTexture, IViewportLike } from \"core/index\";\r\n\r\n/**\r\n * Base class for frame graph context.\r\n */\r\nexport class FrameGraphContext {\r\n private _depthTest: boolean;\r\n private _depthWrite: boolean;\r\n\r\n /** @internal */\r\n constructor(\r\n protected readonly _engine: AbstractEngine,\r\n protected readonly _textureManager: FrameGraphTextureManager,\r\n protected readonly _scene: Scene\r\n ) {}\r\n\r\n /**\r\n * Renders a component without managing the render target.\r\n * Use this method when you have a component that handles its own rendering logic which is not fully integrated into the frame graph system.\r\n * @param component The component to render.\r\n * @param intermediateRendering If true, the scene's intermediate rendering flag will be set to true during the render call (default: true)\r\n */\r\n public renderUnmanaged(component: { render: () => void }, intermediateRendering = true): void {\r\n const currentRenderTarget = this._engine._currentRenderTarget;\r\n\r\n this._scene.incrementRenderId();\r\n this._scene.resetCachedMaterial();\r\n\r\n this._scene._intermediateRendering = intermediateRendering;\r\n\r\n component.render();\r\n\r\n this._scene._intermediateRendering = false;\r\n\r\n if (this._engine._currentRenderTarget !== currentRenderTarget) {\r\n if (!currentRenderTarget) {\r\n this._engine.restoreDefaultFramebuffer();\r\n } else {\r\n this._engine.bindFramebuffer(currentRenderTarget);\r\n }\r\n }\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 return this._textureManager.getTextureFromHandle(handle);\r\n }\r\n\r\n /**\r\n * Pushes a debug group to the engine's debug stack.\r\n * @param name The name of the debug group\r\n */\r\n public pushDebugGroup(name: string) {\r\n this._engine._debugPushGroup?.(name, 1);\r\n }\r\n\r\n /**\r\n * Pops a debug group from the engine's debug stack.\r\n */\r\n public popDebugGroup() {\r\n this._engine._debugPopGroup?.(1);\r\n }\r\n\r\n /**\r\n * Saves the current depth states (depth testing and depth writing)\r\n */\r\n public saveDepthStates(): void {\r\n this._depthTest = this._engine.getDepthBuffer();\r\n this._depthWrite = this._engine.getDepthWrite();\r\n }\r\n\r\n /**\r\n * Restores the depth states saved by saveDepthStates\r\n */\r\n public restoreDepthStates(): void {\r\n this._engine.setDepthBuffer(this._depthTest);\r\n this._engine.setDepthWrite(this._depthWrite);\r\n }\r\n\r\n /**\r\n * Sets the depth states for the current render target\r\n * @param depthTest If true, depth testing is enabled\r\n * @param depthWrite If true, depth writing is enabled\r\n */\r\n public setDepthStates(depthTest: boolean, depthWrite: boolean): void {\r\n this._engine.setDepthBuffer(depthTest);\r\n this._engine.setDepthWrite(depthWrite);\r\n }\r\n\r\n /**\r\n * Sets the current viewport\r\n * @param viewport defines the viewport element to be used\r\n * @param requiredWidth defines the width required for rendering. If not provided, the width of the render texture is used.\r\n * @param requiredHeight defines the height required for rendering. If not provided the height of the render texture is used.\r\n */\r\n public setViewport(viewport: IViewportLike, requiredWidth?: number, requiredHeight?: number): void {\r\n this._engine.setViewport(viewport, requiredHeight, requiredWidth);\r\n }\r\n}\r\n"]}
@@ -99,15 +99,18 @@ export declare class FrameGraphRenderContext extends FrameGraphContext {
99
99
  * @param disableColorWrite If true, color write will be disabled when applying the effect (optional)
100
100
  * @param drawBackFace If true, the fullscreen quad will be drawn as a back face (in CW - optional)
101
101
  * @param depthTest If true, depth testing will be enabled when applying the effect (default is false)
102
+ * @param noViewport If true, the current viewport will be left unchanged (optional). If false or undefined, the viewport will be set to the full render target size.
102
103
  * @returns True if the effect was applied, otherwise false (effect not ready)
103
104
  */
104
- applyFullScreenEffect(drawWrapper: DrawWrapper, customBindings?: () => void, stencilState?: IStencilState, disableColorWrite?: boolean, drawBackFace?: boolean, depthTest?: boolean): boolean;
105
+ applyFullScreenEffect(drawWrapper: DrawWrapper, customBindings?: () => void, stencilState?: IStencilState, disableColorWrite?: boolean, drawBackFace?: boolean, depthTest?: boolean, noViewport?: boolean): boolean;
105
106
  /**
106
107
  * Copies a texture to the current render target
107
108
  * @param sourceTexture The source texture to copy from
108
109
  * @param forceCopyToBackbuffer If true, the copy will be done to the back buffer regardless of the current render target
110
+ * @param noViewport If true, the current viewport will be left unchanged (optional). If false or undefined, the viewport will be set to the full render target size.
111
+ * @param lodLevel The LOD level to use when copying the texture (default: 0).
109
112
  */
110
- copyTexture(sourceTexture: FrameGraphTextureHandle, forceCopyToBackbuffer?: boolean): void;
113
+ copyTexture(sourceTexture: FrameGraphTextureHandle, forceCopyToBackbuffer?: boolean, noViewport?: boolean, lodLevel?: number): void;
111
114
  /**
112
115
  * Renders a RenderTargetTexture or a layer
113
116
  * @param object The RenderTargetTexture/Layer to render
@@ -2,6 +2,21 @@
2
2
  import { EffectRenderer } from "../Materials/effectRenderer.js";
3
3
  import { CopyTextureToTexture } from "../Misc/copyTextureToTexture.js";
4
4
  import { FrameGraphContext } from "./frameGraphContext.js";
5
+ const SamplingModeHasMipMapFiltering = [
6
+ false, // not used
7
+ false, // TEXTURE_NEAREST_SAMPLINGMODE / TEXTURE_NEAREST_NEAREST
8
+ false, // TEXTURE_BILINEAR_SAMPLINGMODE / TEXTURE_LINEAR_LINEAR
9
+ true, // TEXTURE_TRILINEAR_SAMPLINGMODE / TEXTURE_LINEAR_LINEAR_MIPLINEAR
10
+ true, // TEXTURE_NEAREST_NEAREST_MIPNEAREST
11
+ true, // TEXTURE_NEAREST_LINEAR_MIPNEAREST
12
+ true, // TEXTURE_NEAREST_LINEAR_MIPLINEAR
13
+ false, // TEXTURE_NEAREST_LINEAR
14
+ true, // TEXTURE_NEAREST_NEAREST_MIPLINEAR
15
+ true, // TEXTURE_LINEAR_NEAREST_MIPNEAREST
16
+ true, // TEXTURE_LINEAR_NEAREST_MIPLINEAR
17
+ true, // TEXTURE_LINEAR_LINEAR_MIPNEAREST
18
+ false, // TEXTURE_LINEAR_NEAREST
19
+ ];
5
20
  /**
6
21
  * Frame graph context used render passes.
7
22
  * @experimental
@@ -110,8 +125,9 @@ export class FrameGraphRenderContext extends FrameGraphContext {
110
125
  if (this._currentRenderTarget?.renderTargetWrapper === undefined) {
111
126
  return;
112
127
  }
113
- if (this._renderTargetIsBound && this._engine._currentRenderTarget) {
114
- // we can't generate the mipmaps if the render target is bound
128
+ if (this._engine._currentRenderTarget && (!this._engine.isWebGPU || this._renderTargetIsBound)) {
129
+ // we can't generate the mipmaps if the render target (which is the texture we want to generate mipmaps for) is bound
130
+ // Also, for some reasons, on WebGL2, generating mipmaps doesn't work if a render target is bound, even if it's not the texture we want to generate mipmaps for...
115
131
  this._flushDebugMessages();
116
132
  this._engine.unBindFramebuffer(this._engine._currentRenderTarget);
117
133
  this._renderTargetIsBound = false;
@@ -131,6 +147,7 @@ export class FrameGraphRenderContext extends FrameGraphContext {
131
147
  setTextureSamplingMode(handle, samplingMode) {
132
148
  const internalTexture = this._textureManager.getTextureFromHandle(handle);
133
149
  if (internalTexture && internalTexture.samplingMode !== samplingMode) {
150
+ internalTexture.useMipMaps = SamplingModeHasMipMapFiltering[samplingMode];
134
151
  this._engine.updateTextureSamplingMode(samplingMode, internalTexture);
135
152
  }
136
153
  }
@@ -165,9 +182,10 @@ export class FrameGraphRenderContext extends FrameGraphContext {
165
182
  * @param disableColorWrite If true, color write will be disabled when applying the effect (optional)
166
183
  * @param drawBackFace If true, the fullscreen quad will be drawn as a back face (in CW - optional)
167
184
  * @param depthTest If true, depth testing will be enabled when applying the effect (default is false)
185
+ * @param noViewport If true, the current viewport will be left unchanged (optional). If false or undefined, the viewport will be set to the full render target size.
168
186
  * @returns True if the effect was applied, otherwise false (effect not ready)
169
187
  */
170
- applyFullScreenEffect(drawWrapper, customBindings, stencilState, disableColorWrite, drawBackFace, depthTest) {
188
+ applyFullScreenEffect(drawWrapper, customBindings, stencilState, disableColorWrite, drawBackFace, depthTest, noViewport) {
171
189
  if (!drawWrapper.effect?.isReady()) {
172
190
  return false;
173
191
  }
@@ -175,7 +193,9 @@ export class FrameGraphRenderContext extends FrameGraphContext {
175
193
  const engineDepthMask = this._engine.getDepthWrite(); // for some reasons, depthWrite is not restored by EffectRenderer.restoreStates
176
194
  const effectRenderer = drawBackFace ? this._effectRendererBack : this._effectRenderer;
177
195
  effectRenderer.saveStates();
178
- effectRenderer.setViewport();
196
+ if (!noViewport) {
197
+ effectRenderer.setViewport();
198
+ }
179
199
  this._engine.enableEffect(drawWrapper);
180
200
  this._engine.setState(false, undefined, undefined, undefined, undefined, stencilState);
181
201
  this._engine.setDepthBuffer(!!depthTest);
@@ -198,13 +218,18 @@ export class FrameGraphRenderContext extends FrameGraphContext {
198
218
  * Copies a texture to the current render target
199
219
  * @param sourceTexture The source texture to copy from
200
220
  * @param forceCopyToBackbuffer If true, the copy will be done to the back buffer regardless of the current render target
221
+ * @param noViewport If true, the current viewport will be left unchanged (optional). If false or undefined, the viewport will be set to the full render target size.
222
+ * @param lodLevel The LOD level to use when copying the texture (default: 0).
201
223
  */
202
- copyTexture(sourceTexture, forceCopyToBackbuffer = false) {
224
+ copyTexture(sourceTexture, forceCopyToBackbuffer = false, noViewport, lodLevel = 0) {
203
225
  if (forceCopyToBackbuffer) {
204
226
  this.bindRenderTarget();
205
227
  }
206
- this._applyRenderTarget();
207
- this._copyTexture.copy(this._textureManager.getTextureFromHandle(sourceTexture, true));
228
+ this._copyTexture.source = this._textureManager.getTextureFromHandle(sourceTexture, true);
229
+ this._copyTexture.lodLevel = lodLevel;
230
+ this.applyFullScreenEffect(this._copyTexture.effectWrapper.drawWrapper, () => {
231
+ this._copyTexture.effectWrapper.onApplyObservable.notifyObservers({});
232
+ }, undefined, undefined, undefined, undefined, noViewport);
208
233
  }
209
234
  /**
210
235
  * Renders a RenderTargetTexture or a layer