@onerjs/core 8.30.6 → 8.30.7

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Files changed (60) hide show
  1. package/Debug/debugLayer.d.ts +1 -1
  2. package/Debug/debugLayer.js.map +1 -1
  3. package/Engines/WebGPU/webgpuCacheSampler.js +4 -0
  4. package/Engines/WebGPU/webgpuCacheSampler.js.map +1 -1
  5. package/FrameGraph/Node/Blocks/PostProcesses/basePostProcessBlock.d.ts +1 -1
  6. package/FrameGraph/Node/Blocks/PostProcesses/basePostProcessBlock.js +1 -1
  7. package/FrameGraph/Node/Blocks/PostProcesses/basePostProcessBlock.js.map +1 -1
  8. package/FrameGraph/Node/Blocks/PostProcesses/baseWithPropertiesPostProcessBlock.d.ts +1 -1
  9. package/FrameGraph/Node/Blocks/PostProcesses/baseWithPropertiesPostProcessBlock.js +1 -1
  10. package/FrameGraph/Node/Blocks/PostProcesses/baseWithPropertiesPostProcessBlock.js.map +1 -1
  11. package/FrameGraph/Node/Blocks/Rendering/csmShadowGeneratorBlock.js +1 -1
  12. package/FrameGraph/Node/Blocks/Rendering/csmShadowGeneratorBlock.js.map +1 -1
  13. package/FrameGraph/Node/Blocks/Rendering/shadowGeneratorBlock.js +1 -1
  14. package/FrameGraph/Node/Blocks/Rendering/shadowGeneratorBlock.js.map +1 -1
  15. package/FrameGraph/Node/Blocks/Textures/copyTextureBlock.d.ts +3 -0
  16. package/FrameGraph/Node/Blocks/Textures/copyTextureBlock.js +13 -0
  17. package/FrameGraph/Node/Blocks/Textures/copyTextureBlock.js.map +1 -1
  18. package/FrameGraph/Node/Blocks/index.d.ts +1 -0
  19. package/FrameGraph/Node/Blocks/index.js +1 -0
  20. package/FrameGraph/Node/Blocks/index.js.map +1 -1
  21. package/FrameGraph/Tasks/Rendering/csmShadowGeneratorTask.d.ts +4 -4
  22. package/FrameGraph/Tasks/Rendering/csmShadowGeneratorTask.js +3 -4
  23. package/FrameGraph/Tasks/Rendering/csmShadowGeneratorTask.js.map +1 -1
  24. package/FrameGraph/Tasks/Rendering/shadowGeneratorTask.d.ts +2 -3
  25. package/FrameGraph/Tasks/Rendering/shadowGeneratorTask.js +1 -2
  26. package/FrameGraph/Tasks/Rendering/shadowGeneratorTask.js.map +1 -1
  27. package/FrameGraph/Tasks/Rendering/utilityLayerRendererTask.d.ts +3 -1
  28. package/FrameGraph/Tasks/Rendering/utilityLayerRendererTask.js +11 -1
  29. package/FrameGraph/Tasks/Rendering/utilityLayerRendererTask.js.map +1 -1
  30. package/FrameGraph/Tasks/Texture/copyToTextureTask.d.ts +4 -0
  31. package/FrameGraph/Tasks/Texture/copyToTextureTask.js +7 -1
  32. package/FrameGraph/Tasks/Texture/copyToTextureTask.js.map +1 -1
  33. package/FrameGraph/frameGraphRenderContext.d.ts +2 -1
  34. package/FrameGraph/frameGraphRenderContext.js +22 -3
  35. package/FrameGraph/frameGraphRenderContext.js.map +1 -1
  36. package/Materials/PBR/openpbrMaterial.js +2 -1
  37. package/Materials/PBR/openpbrMaterial.js.map +1 -1
  38. package/Meshes/Node/Blocks/randomBlock.js +11 -11
  39. package/Meshes/Node/Blocks/randomBlock.js.map +1 -1
  40. package/Misc/copyTextureToTexture.d.ts +8 -1
  41. package/Misc/copyTextureToTexture.js +16 -2
  42. package/Misc/copyTextureToTexture.js.map +1 -1
  43. package/Particles/Node/Blocks/particleRandomBlock.js +10 -10
  44. package/Particles/Node/Blocks/particleRandomBlock.js.map +1 -1
  45. package/Particles/Node/Blocks/systemBlock.d.ts +4 -0
  46. package/Particles/Node/Blocks/systemBlock.js +9 -0
  47. package/Particles/Node/Blocks/systemBlock.js.map +1 -1
  48. package/Particles/Node/nodeParticleSystemSet.helper.js +5 -4
  49. package/Particles/Node/nodeParticleSystemSet.helper.js.map +1 -1
  50. package/Particles/Node/nodeParticleSystemSet.js +1 -1
  51. package/Particles/Node/nodeParticleSystemSet.js.map +1 -1
  52. package/Rendering/IBLShadows/iblShadowsRenderPipeline.js +2 -1
  53. package/Rendering/IBLShadows/iblShadowsRenderPipeline.js.map +1 -1
  54. package/Shaders/copyTextureToTexture.fragment.js +2 -2
  55. package/Shaders/copyTextureToTexture.fragment.js.map +1 -1
  56. package/ShadersWGSL/copyTextureToTexture.fragment.js +3 -3
  57. package/ShadersWGSL/copyTextureToTexture.fragment.js.map +1 -1
  58. package/XR/webXRSessionManager.js +4 -0
  59. package/XR/webXRSessionManager.js.map +1 -1
  60. package/package.json +1 -1
@@ -1 +1 @@
1
- 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type { NodeRenderGraphConnectionPoint, Scene, FrameGraphTextureHandle, FrameGraph, NodeRenderGraphBuildState, IViewportLike } from \"core/index\";\r\nimport { NodeRenderGraphBlock } from \"../../nodeRenderGraphBlock\";\r\nimport { RegisterClass } from \"../../../../Misc/typeStore\";\r\nimport { NodeRenderGraphBlockConnectionPointTypes } from \"../../Types/nodeRenderGraphTypes\";\r\nimport { FrameGraphCopyToTextureTask } from \"../../../Tasks/Texture/copyToTextureTask\";\r\nimport { editableInPropertyPage, PropertyTypeForEdition } from \"../../../../Decorators/nodeDecorator\";\r\n\r\n/**\r\n * Block used to copy a texture\r\n */\r\nexport class NodeRenderGraphCopyTextureBlock extends NodeRenderGraphBlock {\r\n protected override _frameGraphTask: FrameGraphCopyToTextureTask;\r\n\r\n protected _useCurrentViewport = false;\r\n protected _useFullScreenViewport = true;\r\n protected _viewport: IViewportLike = { x: 0, y: 0, width: 1, height: 1 };\r\n\r\n /**\r\n * Gets the frame graph task associated with this block\r\n */\r\n public override get task() {\r\n return this._frameGraphTask;\r\n }\r\n\r\n /**\r\n * Create a new NodeRenderGraphCopyTextureBlock\r\n * @param name defines the block name\r\n * @param frameGraph defines the hosting frame graph\r\n * @param scene defines the hosting scene\r\n */\r\n public constructor(name: string, frameGraph: FrameGraph, scene: Scene) {\r\n super(name, frameGraph, scene);\r\n\r\n this.registerInput(\"source\", NodeRenderGraphBlockConnectionPointTypes.AutoDetect);\r\n this.registerInput(\"target\", NodeRenderGraphBlockConnectionPointTypes.AutoDetect);\r\n this._addDependenciesInput();\r\n this.registerOutput(\"output\", NodeRenderGraphBlockConnectionPointTypes.BasedOnInput);\r\n\r\n this.source.addExcludedConnectionPointFromAllowedTypes(NodeRenderGraphBlockConnectionPointTypes.TextureAllButBackBuffer);\r\n this.target.addExcludedConnectionPointFromAllowedTypes(NodeRenderGraphBlockConnectionPointTypes.TextureAll);\r\n this.output._typeConnectionSource = this.source;\r\n\r\n this._frameGraphTask = new FrameGraphCopyToTextureTask(name, frameGraph);\r\n }\r\n\r\n private _setViewport() {\r\n if (this._useCurrentViewport) {\r\n this._frameGraphTask.viewport = null;\r\n } else if (this._useFullScreenViewport) {\r\n this._frameGraphTask.viewport = undefined;\r\n } else {\r\n this._frameGraphTask.viewport = this._viewport;\r\n }\r\n }\r\n\r\n /** If true, the current viewport will be left unchanged. */\r\n @editableInPropertyPage(\"Use currently active viewport\", PropertyTypeForEdition.Boolean, \"PROPERTIES\")\r\n public get useCurrentViewport(): boolean {\r\n return this._useCurrentViewport;\r\n }\r\n\r\n public set useCurrentViewport(value: boolean) {\r\n this._useCurrentViewport = value;\r\n this._setViewport();\r\n }\r\n\r\n /** If true, a full screen viewport will be used. */\r\n @editableInPropertyPage(\"Use full screen viewport\", PropertyTypeForEdition.Boolean, \"PROPERTIES\")\r\n public get useFullScreenViewport(): boolean {\r\n return this._useFullScreenViewport;\r\n }\r\n\r\n public set useFullScreenViewport(value: boolean) {\r\n this._useFullScreenViewport = value;\r\n this._setViewport();\r\n }\r\n\r\n /** The viewport to use. */\r\n @editableInPropertyPage(\"Viewport\", PropertyTypeForEdition.Viewport, \"PROPERTIES\")\r\n public get viewport(): IViewportLike {\r\n return this._viewport;\r\n }\r\n\r\n public set viewport(value: IViewportLike) {\r\n this._viewport = value;\r\n this._setViewport();\r\n }\r\n\r\n /**\r\n * Gets the current class name\r\n * @returns the class name\r\n */\r\n public override getClassName() {\r\n return \"NodeRenderGraphCopyTextureBlock\";\r\n }\r\n /**\r\n * Gets the source input component\r\n */\r\n public get source(): NodeRenderGraphConnectionPoint {\r\n return this._inputs[0];\r\n }\r\n\r\n /**\r\n * Gets the target input component\r\n */\r\n public get target(): NodeRenderGraphConnectionPoint {\r\n return this._inputs[1];\r\n }\r\n\r\n /**\r\n * Gets the output component\r\n */\r\n public get output(): NodeRenderGraphConnectionPoint {\r\n return this._outputs[0];\r\n }\r\n\r\n protected override _buildBlock(state: NodeRenderGraphBuildState) {\r\n super._buildBlock(state);\r\n\r\n this.output.value = this._frameGraphTask.outputTexture; // the value of the output connection point is the \"output\" texture of the task\r\n\r\n this._frameGraphTask.sourceTexture = this.source.connectedPoint?.value as FrameGraphTextureHandle;\r\n this._frameGraphTask.targetTexture = this.target.connectedPoint?.value as FrameGraphTextureHandle;\r\n }\r\n\r\n protected override _dumpPropertiesCode() {\r\n const codes: string[] = [];\r\n codes.push(`${this._codeVariableName}.viewport = ${this._useCurrentViewport ? \"null\" : this._useFullScreenViewport ? \"undefined\" : JSON.stringify(this._viewport)};`);\r\n return super._dumpPropertiesCode() + codes.join(\"\\n\");\r\n }\r\n\r\n public override serialize(): any {\r\n const serializationObject = super.serialize();\r\n serializationObject.useCurrentViewport = this._useCurrentViewport;\r\n serializationObject.useFullScreenViewport = this._useFullScreenViewport;\r\n serializationObject.viewport = this._viewport;\r\n return serializationObject;\r\n }\r\n\r\n public override _deserialize(serializationObject: any) {\r\n super._deserialize(serializationObject);\r\n if (serializationObject.useCurrentViewport !== undefined) {\r\n this._useCurrentViewport = serializationObject.useCurrentViewport;\r\n this._useFullScreenViewport = serializationObject.useFullScreenViewport;\r\n this._viewport = serializationObject.viewport;\r\n }\r\n this._setViewport();\r\n }\r\n}\r\n\r\nRegisterClass(\"BABYLON.NodeRenderGraphCopyTextureBlock\", NodeRenderGraphCopyTextureBlock);\r\n"]}
1
+ 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type { NodeRenderGraphConnectionPoint, Scene, FrameGraphTextureHandle, FrameGraph, NodeRenderGraphBuildState, IViewportLike } from \"core/index\";\r\nimport { NodeRenderGraphBlock } from \"../../nodeRenderGraphBlock\";\r\nimport { RegisterClass } from \"../../../../Misc/typeStore\";\r\nimport { NodeRenderGraphBlockConnectionPointTypes } from \"../../Types/nodeRenderGraphTypes\";\r\nimport { FrameGraphCopyToTextureTask } from \"../../../Tasks/Texture/copyToTextureTask\";\r\nimport { editableInPropertyPage, PropertyTypeForEdition } from \"../../../../Decorators/nodeDecorator\";\r\n\r\n/**\r\n * Block used to copy a texture\r\n */\r\nexport class NodeRenderGraphCopyTextureBlock extends NodeRenderGraphBlock {\r\n protected override _frameGraphTask: FrameGraphCopyToTextureTask;\r\n\r\n protected _useCurrentViewport = false;\r\n protected _useFullScreenViewport = true;\r\n protected _viewport: IViewportLike = { x: 0, y: 0, width: 1, height: 1 };\r\n\r\n /**\r\n * Gets the frame graph task associated with this block\r\n */\r\n public override get task() {\r\n return this._frameGraphTask;\r\n }\r\n\r\n /**\r\n * Create a new NodeRenderGraphCopyTextureBlock\r\n * @param name defines the block name\r\n * @param frameGraph defines the hosting frame graph\r\n * @param scene defines the hosting scene\r\n */\r\n public constructor(name: string, frameGraph: FrameGraph, scene: Scene) {\r\n super(name, frameGraph, scene);\r\n\r\n this.registerInput(\"source\", NodeRenderGraphBlockConnectionPointTypes.AutoDetect);\r\n this.registerInput(\"target\", NodeRenderGraphBlockConnectionPointTypes.AutoDetect);\r\n this._addDependenciesInput();\r\n this.registerOutput(\"output\", NodeRenderGraphBlockConnectionPointTypes.BasedOnInput);\r\n\r\n this.source.addExcludedConnectionPointFromAllowedTypes(NodeRenderGraphBlockConnectionPointTypes.TextureAllButBackBuffer);\r\n this.target.addExcludedConnectionPointFromAllowedTypes(NodeRenderGraphBlockConnectionPointTypes.TextureAll);\r\n this.output._typeConnectionSource = this.source;\r\n\r\n this._frameGraphTask = new FrameGraphCopyToTextureTask(name, frameGraph);\r\n }\r\n\r\n private _setViewport() {\r\n if (this._useCurrentViewport) {\r\n this._frameGraphTask.viewport = null;\r\n } else if (this._useFullScreenViewport) {\r\n this._frameGraphTask.viewport = undefined;\r\n } else {\r\n this._frameGraphTask.viewport = this._viewport;\r\n }\r\n }\r\n\r\n /** If true, the current viewport will be left unchanged. */\r\n @editableInPropertyPage(\"Use currently active viewport\", PropertyTypeForEdition.Boolean, \"PROPERTIES\")\r\n public get useCurrentViewport(): boolean {\r\n return this._useCurrentViewport;\r\n }\r\n\r\n public set useCurrentViewport(value: boolean) {\r\n this._useCurrentViewport = value;\r\n this._setViewport();\r\n }\r\n\r\n /** If true, a full screen viewport will be used. */\r\n @editableInPropertyPage(\"Use full screen viewport\", PropertyTypeForEdition.Boolean, \"PROPERTIES\")\r\n public get useFullScreenViewport(): boolean {\r\n return this._useFullScreenViewport;\r\n }\r\n\r\n public set useFullScreenViewport(value: boolean) {\r\n this._useFullScreenViewport = value;\r\n this._setViewport();\r\n }\r\n\r\n /** The viewport to use. */\r\n @editableInPropertyPage(\"Viewport\", PropertyTypeForEdition.Viewport, \"PROPERTIES\")\r\n public get viewport(): IViewportLike {\r\n return this._viewport;\r\n }\r\n\r\n public set viewport(value: IViewportLike) {\r\n this._viewport = value;\r\n this._setViewport();\r\n }\r\n\r\n /** The LOD level to copy from the source texture (default: 0). */\r\n @editableInPropertyPage(\"LOD Level\", PropertyTypeForEdition.Int, \"PROPERTIES\", { min: 0, max: 16 })\r\n public get lodLevel(): number {\r\n return this._frameGraphTask.lodLevel;\r\n }\r\n\r\n public set lodLevel(value: number) {\r\n this._frameGraphTask.lodLevel = value;\r\n }\r\n\r\n /**\r\n * Gets the current class name\r\n * @returns the class name\r\n */\r\n public override getClassName() {\r\n return \"NodeRenderGraphCopyTextureBlock\";\r\n }\r\n /**\r\n * Gets the source input component\r\n */\r\n public get source(): NodeRenderGraphConnectionPoint {\r\n return this._inputs[0];\r\n }\r\n\r\n /**\r\n * Gets the target input component\r\n */\r\n public get target(): NodeRenderGraphConnectionPoint {\r\n return this._inputs[1];\r\n }\r\n\r\n /**\r\n * Gets the output component\r\n */\r\n public get output(): NodeRenderGraphConnectionPoint {\r\n return this._outputs[0];\r\n }\r\n\r\n protected override _buildBlock(state: NodeRenderGraphBuildState) {\r\n super._buildBlock(state);\r\n\r\n this.output.value = this._frameGraphTask.outputTexture; // the value of the output connection point is the \"output\" texture of the task\r\n\r\n this._frameGraphTask.sourceTexture = this.source.connectedPoint?.value as FrameGraphTextureHandle;\r\n this._frameGraphTask.targetTexture = this.target.connectedPoint?.value as FrameGraphTextureHandle;\r\n }\r\n\r\n protected override _dumpPropertiesCode() {\r\n const codes: string[] = [];\r\n codes.push(`${this._codeVariableName}.viewport = ${this._useCurrentViewport ? \"null\" : this._useFullScreenViewport ? \"undefined\" : JSON.stringify(this._viewport)};`);\r\n codes.push(`${this._codeVariableName}.lodLevel = ${this.lodLevel};`);\r\n return super._dumpPropertiesCode() + codes.join(\"\\n\");\r\n }\r\n\r\n public override serialize(): any {\r\n const serializationObject = super.serialize();\r\n serializationObject.useCurrentViewport = this._useCurrentViewport;\r\n serializationObject.useFullScreenViewport = this._useFullScreenViewport;\r\n serializationObject.viewport = this._viewport;\r\n serializationObject.lodLevel = this.lodLevel;\r\n return serializationObject;\r\n }\r\n\r\n public override _deserialize(serializationObject: any) {\r\n super._deserialize(serializationObject);\r\n if (serializationObject.useCurrentViewport !== undefined) {\r\n this._useCurrentViewport = serializationObject.useCurrentViewport;\r\n this._useFullScreenViewport = serializationObject.useFullScreenViewport;\r\n this._viewport = serializationObject.viewport;\r\n }\r\n this.lodLevel = serializationObject.lodLevel ?? 0;\r\n this._setViewport();\r\n }\r\n}\r\n\r\nRegisterClass(\"BABYLON.NodeRenderGraphCopyTextureBlock\", NodeRenderGraphCopyTextureBlock);\r\n"]}
@@ -9,6 +9,7 @@ export * from "./Layers/glowLayerBlock.js";
9
9
  export * from "./Layers/highlightLayerBlock.js";
10
10
  export * from "./PostProcesses/anaglyphPostProcessBlock.js";
11
11
  export * from "./PostProcesses/basePostProcessBlock.js";
12
+ export * from "./PostProcesses/baseWithPropertiesPostProcessBlock.js";
12
13
  export * from "./PostProcesses/blackAndWhitePostProcessBlock.js";
13
14
  export * from "./PostProcesses/bloomPostProcessBlock.js";
14
15
  export * from "./PostProcesses/blurPostProcessBlock.js";
@@ -9,6 +9,7 @@ export * from "./Layers/glowLayerBlock.js";
9
9
  export * from "./Layers/highlightLayerBlock.js";
10
10
  export * from "./PostProcesses/anaglyphPostProcessBlock.js";
11
11
  export * from "./PostProcesses/basePostProcessBlock.js";
12
+ export * from "./PostProcesses/baseWithPropertiesPostProcessBlock.js";
12
13
  export * from "./PostProcesses/blackAndWhitePostProcessBlock.js";
13
14
  export * from "./PostProcesses/bloomPostProcessBlock.js";
14
15
  export * from "./PostProcesses/blurPostProcessBlock.js";
@@ -1 +1 @@
1
- {"version":3,"file":"index.js","sourceRoot":"","sources":["../../../../../../dev/core/src/FrameGraph/Node/Blocks/index.ts"],"names":[],"mappings":"AAAA,cAAc,sBAAsB,CAAC;AACrC,cAAc,oBAAoB,CAAC;AACnC,cAAc,cAAc,CAAC;AAC7B,cAAc,gBAAgB,CAAC;AAC/B,cAAc,cAAc,CAAC;AAC7B,cAAc,eAAe,CAAC;AAC9B,cAAc,0BAA0B,CAAC;AAEzC,cAAc,yBAAyB,CAAC;AACxC,cAAc,8BAA8B,CAAC;AAE7C,cAAc,0CAA0C,CAAC;AACzD,cAAc,sCAAsC,CAAC;AACrD,cAAc,+CAA+C,CAAC;AAC9D,cAAc,uCAAuC,CAAC;AACtD,cAAc,sCAAsC,CAAC;AACrD,cAAc,qDAAqD,CAAC;AACpE,cAAc,mDAAmD,CAAC;AAClE,cAAc,iDAAiD,CAAC;AAChE,cAAc,6CAA6C,CAAC;AAC5D,cAAc,8CAA8C,CAAC;AAC7D,cAAc,mDAAmD,CAAC;AAClE,cAAc,wCAAwC,CAAC;AACvD,cAAc,sCAAsC,CAAC;AACrD,cAAc,uCAAuC,CAAC;AACtD,cAAc,iDAAiD,CAAC;AAChE,cAAc,4CAA4C,CAAC;AAC3D,cAAc,sCAAsC,CAAC;AACrD,cAAc,yCAAyC,CAAC;AACxD,cAAc,sDAAsD,CAAC;AACrE,cAAc,uCAAuC,CAAC;AACtD,cAAc,qCAAqC,CAAC;AACpD,cAAc,qCAAqC,CAAC;AACpD,cAAc,yCAAyC,CAAC;AAExD,cAAc,qCAAqC,CAAC;AACpD,cAAc,mCAAmC,CAAC;AAClD,cAAc,iCAAiC,CAAC;AAChD,cAAc,kCAAkC,CAAC;AACjD,cAAc,uCAAuC,CAAC;AAEtD,cAAc,4BAA4B,CAAC;AAC3C,cAAc,6BAA6B,CAAC;AAE5C,cAAc,uBAAuB,CAAC;AACtC,cAAc,6BAA6B,CAAC;AAC5C,cAAc,iCAAiC,CAAC","sourcesContent":["export * from \"./computeShaderBlock\";\r\nexport * from \"./cullObjectsBlock\";\r\nexport * from \"./elbowBlock\";\r\nexport * from \"./executeBlock\";\r\nexport * from \"./inputBlock\";\r\nexport * from \"./outputBlock\";\r\nexport * from \"./resourceContainerBlock\";\r\n\r\nexport * from \"./Layers/glowLayerBlock\";\r\nexport * from \"./Layers/highlightLayerBlock\";\r\n\r\nexport * from \"./PostProcesses/anaglyphPostProcessBlock\";\r\nexport * from \"./PostProcesses/basePostProcessBlock\";\r\nexport * from \"./PostProcesses/blackAndWhitePostProcessBlock\";\r\nexport * from \"./PostProcesses/bloomPostProcessBlock\";\r\nexport * from \"./PostProcesses/blurPostProcessBlock\";\r\nexport * from \"./PostProcesses/chromaticAberrationPostProcessBlock\";\r\nexport * from \"./PostProcesses/circleOfConfusionPostProcessBlock\";\r\nexport * from \"./PostProcesses/colorCorrectionPostProcessBlock\";\r\nexport * from \"./PostProcesses/convolutionPostProcessBlock\";\r\nexport * from \"./PostProcesses/depthOfFieldPostProcessBlock\";\r\nexport * from \"./PostProcesses/extractHighlightsPostProcessBlock\";\r\nexport * from \"./PostProcesses/filterPostProcessBlock\";\r\nexport * from \"./PostProcesses/fxaaPostProcessBlock\";\r\nexport * from \"./PostProcesses/grainPostProcessBlock\";\r\nexport * from \"./PostProcesses/imageProcessingPostProcessBlock\";\r\nexport * from \"./PostProcesses/motionBlurPostProcessBlock\";\r\nexport * from \"./PostProcesses/passPostProcessBlock\";\r\nexport * from \"./PostProcesses/sharpenPostProcessBlock\";\r\nexport * from \"./PostProcesses/screenSpaceCurvaturePostProcessBlock\";\r\nexport * from \"./PostProcesses/ssao2PostProcessBlock\";\r\nexport * from \"./PostProcesses/ssrPostProcessBlock\";\r\nexport * from \"./PostProcesses/taaPostProcessBlock\";\r\nexport * from \"./PostProcesses/tonemapPostProcessBlock\";\r\n\r\nexport * from \"./Rendering/csmShadowGeneratorBlock\";\r\nexport * from \"./Rendering/geometryRendererBlock\";\r\nexport * from \"./Rendering/objectRendererBlock\";\r\nexport * from \"./Rendering/shadowGeneratorBlock\";\r\nexport * from \"./Rendering/utilityLayerRendererBlock\";\r\n\r\nexport * from \"./Teleport/teleportInBlock\";\r\nexport * from \"./Teleport/teleportOutBlock\";\r\n\r\nexport * from \"./Textures/clearBlock\";\r\nexport * from \"./Textures/copyTextureBlock\";\r\nexport * from \"./Textures/generateMipmapsBlock\";\r\n"]}
1
+ {"version":3,"file":"index.js","sourceRoot":"","sources":["../../../../../../dev/core/src/FrameGraph/Node/Blocks/index.ts"],"names":[],"mappings":"AAAA,cAAc,sBAAsB,CAAC;AACrC,cAAc,oBAAoB,CAAC;AACnC,cAAc,cAAc,CAAC;AAC7B,cAAc,gBAAgB,CAAC;AAC/B,cAAc,cAAc,CAAC;AAC7B,cAAc,eAAe,CAAC;AAC9B,cAAc,0BAA0B,CAAC;AAEzC,cAAc,yBAAyB,CAAC;AACxC,cAAc,8BAA8B,CAAC;AAE7C,cAAc,0CAA0C,CAAC;AACzD,cAAc,sCAAsC,CAAC;AACrD,cAAc,oDAAoD,CAAC;AACnE,cAAc,+CAA+C,CAAC;AAC9D,cAAc,uCAAuC,CAAC;AACtD,cAAc,sCAAsC,CAAC;AACrD,cAAc,qDAAqD,CAAC;AACpE,cAAc,mDAAmD,CAAC;AAClE,cAAc,iDAAiD,CAAC;AAChE,cAAc,6CAA6C,CAAC;AAC5D,cAAc,8CAA8C,CAAC;AAC7D,cAAc,mDAAmD,CAAC;AAClE,cAAc,wCAAwC,CAAC;AACvD,cAAc,sCAAsC,CAAC;AACrD,cAAc,uCAAuC,CAAC;AACtD,cAAc,iDAAiD,CAAC;AAChE,cAAc,4CAA4C,CAAC;AAC3D,cAAc,sCAAsC,CAAC;AACrD,cAAc,yCAAyC,CAAC;AACxD,cAAc,sDAAsD,CAAC;AACrE,cAAc,uCAAuC,CAAC;AACtD,cAAc,qCAAqC,CAAC;AACpD,cAAc,qCAAqC,CAAC;AACpD,cAAc,yCAAyC,CAAC;AAExD,cAAc,qCAAqC,CAAC;AACpD,cAAc,mCAAmC,CAAC;AAClD,cAAc,iCAAiC,CAAC;AAChD,cAAc,kCAAkC,CAAC;AACjD,cAAc,uCAAuC,CAAC;AAEtD,cAAc,4BAA4B,CAAC;AAC3C,cAAc,6BAA6B,CAAC;AAE5C,cAAc,uBAAuB,CAAC;AACtC,cAAc,6BAA6B,CAAC;AAC5C,cAAc,iCAAiC,CAAC","sourcesContent":["export * from \"./computeShaderBlock\";\r\nexport * from \"./cullObjectsBlock\";\r\nexport * from \"./elbowBlock\";\r\nexport * from \"./executeBlock\";\r\nexport * from \"./inputBlock\";\r\nexport * from \"./outputBlock\";\r\nexport * from \"./resourceContainerBlock\";\r\n\r\nexport * from \"./Layers/glowLayerBlock\";\r\nexport * from \"./Layers/highlightLayerBlock\";\r\n\r\nexport * from \"./PostProcesses/anaglyphPostProcessBlock\";\r\nexport * from \"./PostProcesses/basePostProcessBlock\";\r\nexport * from \"./PostProcesses/baseWithPropertiesPostProcessBlock\";\r\nexport * from \"./PostProcesses/blackAndWhitePostProcessBlock\";\r\nexport * from \"./PostProcesses/bloomPostProcessBlock\";\r\nexport * from \"./PostProcesses/blurPostProcessBlock\";\r\nexport * from \"./PostProcesses/chromaticAberrationPostProcessBlock\";\r\nexport * from \"./PostProcesses/circleOfConfusionPostProcessBlock\";\r\nexport * from \"./PostProcesses/colorCorrectionPostProcessBlock\";\r\nexport * from \"./PostProcesses/convolutionPostProcessBlock\";\r\nexport * from \"./PostProcesses/depthOfFieldPostProcessBlock\";\r\nexport * from \"./PostProcesses/extractHighlightsPostProcessBlock\";\r\nexport * from \"./PostProcesses/filterPostProcessBlock\";\r\nexport * from \"./PostProcesses/fxaaPostProcessBlock\";\r\nexport * from \"./PostProcesses/grainPostProcessBlock\";\r\nexport * from \"./PostProcesses/imageProcessingPostProcessBlock\";\r\nexport * from \"./PostProcesses/motionBlurPostProcessBlock\";\r\nexport * from \"./PostProcesses/passPostProcessBlock\";\r\nexport * from \"./PostProcesses/sharpenPostProcessBlock\";\r\nexport * from \"./PostProcesses/screenSpaceCurvaturePostProcessBlock\";\r\nexport * from \"./PostProcesses/ssao2PostProcessBlock\";\r\nexport * from \"./PostProcesses/ssrPostProcessBlock\";\r\nexport * from \"./PostProcesses/taaPostProcessBlock\";\r\nexport * from \"./PostProcesses/tonemapPostProcessBlock\";\r\n\r\nexport * from \"./Rendering/csmShadowGeneratorBlock\";\r\nexport * from \"./Rendering/geometryRendererBlock\";\r\nexport * from \"./Rendering/objectRendererBlock\";\r\nexport * from \"./Rendering/shadowGeneratorBlock\";\r\nexport * from \"./Rendering/utilityLayerRendererBlock\";\r\n\r\nexport * from \"./Teleport/teleportInBlock\";\r\nexport * from \"./Teleport/teleportOutBlock\";\r\n\r\nexport * from \"./Textures/clearBlock\";\r\nexport * from \"./Textures/copyTextureBlock\";\r\nexport * from \"./Textures/generateMipmapsBlock\";\r\n"]}
@@ -1,4 +1,4 @@
1
- import type { FrameGraphTextureHandle, FrameGraph, Scene } from "../../../index.js";
1
+ import type { FrameGraphTextureHandle, FrameGraph } from "../../../index.js";
2
2
  import { CascadedShadowGenerator } from "../../../Lights/Shadows/cascadedShadowGenerator.js";
3
3
  import { FrameGraphShadowGeneratorTask } from "./shadowGeneratorTask.js";
4
4
  import { DepthTextureType, ThinMinMaxReducer } from "../../../Misc/thinMinMaxReducer.js";
@@ -14,8 +14,9 @@ export declare class FrameGraphCascadedShadowGeneratorTask extends FrameGraphSha
14
14
  */
15
15
  static IsCascadedShadowGenerator(task: FrameGraphShadowGeneratorTask): task is FrameGraphCascadedShadowGeneratorTask;
16
16
  /**
17
- * The depth texture used by the autoCalcDepthBounds feature (optional if autoCalcDepthBounds is set to false)
17
+ * The depth texture used by the autoCalcDepthBounds feature (optional if autoCalcDepthBounds is set to false).
18
18
  * This texture is used to compute the min/max depth bounds of the scene to setup the cascaded shadow generator.
19
+ * The texture should contain either “view,” “normalized view,” or “screen” depth values - if possible, connect “normalized view,” or “screen” for best performance.
19
20
  * Warning: Do not set a texture if you are not using the autoCalcDepthBounds feature, to avoid generating a depth texture that will not be used.
20
21
  */
21
22
  depthTexture?: FrameGraphTextureHandle;
@@ -84,9 +85,8 @@ export declare class FrameGraphCascadedShadowGeneratorTask extends FrameGraphSha
84
85
  * Creates a new shadow generator task.
85
86
  * @param name The name of the task.
86
87
  * @param frameGraph The frame graph the task belongs to.
87
- * @param scene The scene to create the shadow generator for.
88
88
  */
89
- constructor(name: string, frameGraph: FrameGraph, scene: Scene);
89
+ constructor(name: string, frameGraph: FrameGraph);
90
90
  protected _createShadowGenerator(): void;
91
91
  protected _setupShadowGenerator(): void;
92
92
  record(): void;
@@ -156,10 +156,9 @@ export class FrameGraphCascadedShadowGeneratorTask extends FrameGraphShadowGener
156
156
  * Creates a new shadow generator task.
157
157
  * @param name The name of the task.
158
158
  * @param frameGraph The frame graph the task belongs to.
159
- * @param scene The scene to create the shadow generator for.
160
159
  */
161
- constructor(name, frameGraph, scene) {
162
- super(name, frameGraph, scene);
160
+ constructor(name, frameGraph) {
161
+ super(name, frameGraph);
163
162
  /**
164
163
  * The type of the depth texture used by the autoCalcDepthBounds feature.
165
164
  */
@@ -174,7 +173,7 @@ export class FrameGraphCascadedShadowGeneratorTask extends FrameGraphShadowGener
174
173
  this._currentAutoCalcDepthBoundsCounter = 0;
175
174
  this._autoCalcDepthBoundsRefreshRate = 1;
176
175
  this._shadowMaxZ = 10000;
177
- this._thinMinMaxReducer = new ThinMinMaxReducer(scene);
176
+ this._thinMinMaxReducer = new ThinMinMaxReducer(frameGraph.scene);
178
177
  this._thinMinMaxReducer.onAfterReductionPerformed.add((minmax) => {
179
178
  if (!this._shadowGenerator) {
180
179
  return;
@@ -1 +1 @@
1
- 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type { FrameGraphTextureHandle, FrameGraph, Scene } from \"core/index\";\r\nimport { CascadedShadowGenerator } from \"../../../Lights/Shadows/cascadedShadowGenerator\";\r\nimport { FrameGraphShadowGeneratorTask } from \"./shadowGeneratorTask\";\r\nimport { DirectionalLight } from \"../../../Lights/directionalLight\";\r\nimport { DepthTextureType, ThinMinMaxReducer } from \"../../../Misc/thinMinMaxReducer\";\r\nimport { FrameGraphPostProcessTask } from \"../PostProcesses/postProcessTask\";\r\nimport { Constants } from \"../../../Engines/constants\";\r\nimport { textureSizeIsObject } from \"../../../Materials/Textures/textureCreationOptions\";\r\n\r\n/**\r\n * Task used to generate a cascaded shadow map from a list of objects.\r\n */\r\nexport class FrameGraphCascadedShadowGeneratorTask extends FrameGraphShadowGeneratorTask {\r\n protected override _shadowGenerator: CascadedShadowGenerator | undefined;\r\n\r\n /**\r\n * Checks if a shadow generator task is a cascaded shadow generator task.\r\n * @param task The task to check.\r\n * @returns True if the task is a cascaded shadow generator task, else false.\r\n */\r\n public static IsCascadedShadowGenerator(task: FrameGraphShadowGeneratorTask): task is FrameGraphCascadedShadowGeneratorTask {\r\n return (task as FrameGraphCascadedShadowGeneratorTask).numCascades !== undefined;\r\n }\r\n\r\n /**\r\n * The depth texture used by the autoCalcDepthBounds feature (optional if autoCalcDepthBounds is set to false)\r\n * This texture is used to compute the min/max depth bounds of the scene to setup the cascaded shadow generator.\r\n * Warning: Do not set a texture if you are not using the autoCalcDepthBounds feature, to avoid generating a depth texture that will not be used.\r\n */\r\n public depthTexture?: FrameGraphTextureHandle;\r\n\r\n /**\r\n * The type of the depth texture used by the autoCalcDepthBounds feature.\r\n */\r\n public depthTextureType: DepthTextureType = DepthTextureType.NormalizedViewDepth;\r\n\r\n private _numCascades = CascadedShadowGenerator.DEFAULT_CASCADES_COUNT;\r\n /**\r\n * The number of cascades.\r\n */\r\n public get numCascades() {\r\n return this._numCascades;\r\n }\r\n\r\n public set numCascades(value: number) {\r\n if (value === this._numCascades) {\r\n return;\r\n }\r\n\r\n this._numCascades = value;\r\n this._setupShadowGenerator();\r\n }\r\n\r\n private _debug = false;\r\n /**\r\n * Gets or sets a value indicating whether the shadow generator should display the cascades.\r\n */\r\n public get debug() {\r\n return this._debug;\r\n }\r\n\r\n public set debug(value: boolean) {\r\n if (value === this._debug) {\r\n return;\r\n }\r\n\r\n this._debug = value;\r\n if (this._shadowGenerator) {\r\n this._shadowGenerator.debug = value;\r\n }\r\n }\r\n\r\n private _stabilizeCascades = false;\r\n /**\r\n * Gets or sets a value indicating whether the shadow generator should stabilize the cascades.\r\n */\r\n public get stabilizeCascades() {\r\n return this._stabilizeCascades;\r\n }\r\n\r\n public set stabilizeCascades(value: boolean) {\r\n if (value === this._stabilizeCascades) {\r\n return;\r\n }\r\n\r\n this._stabilizeCascades = value;\r\n if (this._shadowGenerator) {\r\n this._shadowGenerator.stabilizeCascades = value;\r\n }\r\n }\r\n\r\n private _lambda = 0.5;\r\n /**\r\n * Gets or sets the lambda parameter of the shadow generator.\r\n */\r\n public get lambda() {\r\n return this._lambda;\r\n }\r\n\r\n public set lambda(value: number) {\r\n if (value === this._lambda) {\r\n return;\r\n }\r\n\r\n this._lambda = value;\r\n if (this._shadowGenerator) {\r\n this._shadowGenerator.lambda = value;\r\n }\r\n }\r\n\r\n private _cascadeBlendPercentage = 0.1;\r\n /**\r\n * Gets or sets the cascade blend percentage.\r\n */\r\n public get cascadeBlendPercentage() {\r\n return this._cascadeBlendPercentage;\r\n }\r\n\r\n public set cascadeBlendPercentage(value: number) {\r\n if (value === this._cascadeBlendPercentage) {\r\n return;\r\n }\r\n\r\n this._cascadeBlendPercentage = value;\r\n if (this._shadowGenerator) {\r\n this._shadowGenerator.cascadeBlendPercentage = value;\r\n }\r\n }\r\n\r\n private _depthClamp = true;\r\n /**\r\n * Gets or sets a value indicating whether the shadow generator should use depth clamping.\r\n */\r\n public get depthClamp() {\r\n return this._depthClamp;\r\n }\r\n\r\n public set depthClamp(value: boolean) {\r\n if (value === this._depthClamp) {\r\n return;\r\n }\r\n\r\n this._depthClamp = value;\r\n if (this._shadowGenerator) {\r\n this._shadowGenerator.depthClamp = value;\r\n }\r\n }\r\n\r\n private _autoCalcDepthBounds = false;\r\n /**\r\n * Gets or sets a value indicating whether the shadow generator should automatically calculate the depth bounds.\r\n */\r\n public get autoCalcDepthBounds() {\r\n return this._autoCalcDepthBounds;\r\n }\r\n\r\n public set autoCalcDepthBounds(value: boolean) {\r\n if (value === this._autoCalcDepthBounds) {\r\n return;\r\n }\r\n\r\n this._autoCalcDepthBounds = value;\r\n this._currentAutoCalcDepthBoundsCounter = this._autoCalcDepthBoundsRefreshRate;\r\n\r\n if (!value) {\r\n this._shadowGenerator?.setMinMaxDistance(0, 1);\r\n }\r\n\r\n // All passes but the last one are related to min/max reduction and should be enabled/disabled depending on autoCalcDepthBounds value\r\n const passes = this.passes;\r\n for (let i = 0; i < passes.length - 1; ++i) {\r\n passes[i].disabled = !value;\r\n }\r\n }\r\n\r\n private _currentAutoCalcDepthBoundsCounter = 0;\r\n private _autoCalcDepthBoundsRefreshRate = 1;\r\n /**\r\n * Defines the refresh rate of the min/max computation used when autoCalcDepthBounds is set to true\r\n * Use 0 to compute just once, 1 to compute on every frame, 2 to compute every two frames and so on...\r\n */\r\n public get autoCalcDepthBoundsRefreshRate() {\r\n return this._autoCalcDepthBoundsRefreshRate;\r\n }\r\n\r\n public set autoCalcDepthBoundsRefreshRate(value: number) {\r\n this._autoCalcDepthBoundsRefreshRate = value;\r\n this._currentAutoCalcDepthBoundsCounter = this._autoCalcDepthBoundsRefreshRate;\r\n }\r\n\r\n private _shadowMaxZ = 10000;\r\n /**\r\n * Gets or sets the maximum shadow Z value.\r\n */\r\n public get shadowMaxZ() {\r\n return this._shadowMaxZ;\r\n }\r\n\r\n public set shadowMaxZ(value: number) {\r\n if (value === this._shadowMaxZ) {\r\n return;\r\n }\r\n\r\n this._shadowMaxZ = value;\r\n if (this._shadowGenerator) {\r\n this._shadowGenerator.shadowMaxZ = value;\r\n }\r\n }\r\n\r\n protected readonly _thinMinMaxReducer: ThinMinMaxReducer;\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, scene);\r\n\r\n this._thinMinMaxReducer = new ThinMinMaxReducer(scene);\r\n\r\n this._thinMinMaxReducer.onAfterReductionPerformed.add((minmax: { min: number; max: number }) => {\r\n if (!this._shadowGenerator) {\r\n return;\r\n }\r\n\r\n const camera = this.camera;\r\n\r\n let min = minmax.min,\r\n max = minmax.max;\r\n\r\n if (min >= max) {\r\n min = 0;\r\n max = 1;\r\n } else if (camera && this.depthTextureType !== DepthTextureType.NormalizedViewDepth) {\r\n if (this.depthTextureType === DepthTextureType.ScreenDepth) {\r\n const engine = this._frameGraph.engine;\r\n const projectionMatrix = camera.getProjectionMatrix();\r\n const p2z = projectionMatrix.m[10];\r\n const p3z = projectionMatrix.m[14];\r\n\r\n if (!engine.isNDCHalfZRange) {\r\n // Convert to NDC depth\r\n min = min * 2 - 1;\r\n max = max * 2 - 1;\r\n }\r\n\r\n // Convert to view depth\r\n min = p3z / (min - p2z);\r\n max = p3z / (max - p2z);\r\n }\r\n\r\n // Convert to normalized view depth\r\n const zNear = camera.minZ;\r\n const zFar = camera.maxZ;\r\n\r\n min = (min - zNear) / (zFar - zNear);\r\n max = (max - zNear) / (zFar - zNear);\r\n }\r\n\r\n if (min !== this._shadowGenerator.minDistance || max !== this._shadowGenerator.maxDistance) {\r\n this._shadowGenerator.setMinMaxDistance(min, max);\r\n }\r\n });\r\n }\r\n\r\n protected override _createShadowGenerator() {\r\n if (!(this.light instanceof DirectionalLight)) {\r\n throw new Error(`FrameGraphCascadedShadowGeneratorTask ${this.name}: the CSM shadow generator only supports directional lights.`);\r\n }\r\n this._shadowGenerator = new CascadedShadowGenerator(this.mapSize, this.light, this.useFloat32TextureType, this.camera, this.useRedTextureFormat);\r\n this._shadowGenerator.numCascades = this._numCascades;\r\n }\r\n\r\n protected override _setupShadowGenerator() {\r\n super._setupShadowGenerator();\r\n\r\n const shadowGenerator = this._shadowGenerator;\r\n if (shadowGenerator === undefined) {\r\n return;\r\n }\r\n\r\n shadowGenerator.debug = this._debug;\r\n shadowGenerator.stabilizeCascades = this._stabilizeCascades;\r\n shadowGenerator.lambda = this._lambda;\r\n shadowGenerator.cascadeBlendPercentage = this._cascadeBlendPercentage;\r\n shadowGenerator.depthClamp = this._depthClamp;\r\n shadowGenerator.shadowMaxZ = this._shadowMaxZ;\r\n }\r\n\r\n public override record() {\r\n if (this.light === undefined || this.objectList === undefined || this.camera === undefined) {\r\n throw new Error(`FrameGraphCascadedShadowGeneratorTask ${this.name}: light, objectList and camera are required`);\r\n }\r\n\r\n if (this.depthTexture !== undefined) {\r\n const depthTextureCreationOptions = this._frameGraph.textureManager.getTextureCreationOptions(this.depthTexture);\r\n\r\n const size = !depthTextureCreationOptions.sizeIsPercentage\r\n ? textureSizeIsObject(depthTextureCreationOptions.size)\r\n ? depthTextureCreationOptions.size\r\n : { width: depthTextureCreationOptions.size, height: depthTextureCreationOptions.size }\r\n : this._frameGraph.textureManager.getAbsoluteDimensions(depthTextureCreationOptions.size);\r\n\r\n const width = size.width;\r\n const height = size.height;\r\n\r\n depthTextureCreationOptions.sizeIsPercentage = false;\r\n depthTextureCreationOptions.options.formats = [Constants.TEXTUREFORMAT_RG];\r\n depthTextureCreationOptions.options.samples = 1;\r\n\r\n this._thinMinMaxReducer.setTextureDimensions(width, height, this.depthTextureType);\r\n\r\n const reductionSteps = this._thinMinMaxReducer.reductionSteps;\r\n\r\n let targetTexture: FrameGraphTextureHandle;\r\n\r\n this._frameGraph.addPass(`${this.name} Before Min Max Reduction`).setExecuteFunc((context) => {\r\n context.pushDebugGroup(`Min Max Reduction`);\r\n });\r\n\r\n for (let i = 0; i < reductionSteps.length - 1; ++i) {\r\n const reductionStep = reductionSteps[i];\r\n\r\n depthTextureCreationOptions.size = { width: reductionSteps[i + 1].textureWidth, height: reductionSteps[i + 1].textureHeight };\r\n\r\n const postProcess = new FrameGraphPostProcessTask(reductionStep.name, this._frameGraph, reductionStep);\r\n\r\n postProcess.sourceTexture = i == 0 ? this.depthTexture : targetTexture!;\r\n postProcess.sourceSamplingMode = Constants.TEXTURE_NEAREST_NEAREST;\r\n postProcess.targetTexture = this._frameGraph.textureManager.createRenderTargetTexture(`${this.name} ${reductionStep.name}`, depthTextureCreationOptions);\r\n\r\n postProcess.record(true);\r\n\r\n targetTexture = postProcess.outputTexture;\r\n }\r\n\r\n this._frameGraph.addPass(`${this.name} After Min Max Reduction`).setExecuteFunc((context) => {\r\n context.popDebugGroup();\r\n if (this._autoCalcDepthBounds && this._currentAutoCalcDepthBoundsCounter >= 0) {\r\n if (++this._currentAutoCalcDepthBoundsCounter >= this._autoCalcDepthBoundsRefreshRate) {\r\n const minMaxTexture = context.getTextureFromHandle(targetTexture!);\r\n if (minMaxTexture) {\r\n this._thinMinMaxReducer.readMinMax(minMaxTexture);\r\n }\r\n }\r\n this._currentAutoCalcDepthBoundsCounter %= this._autoCalcDepthBoundsRefreshRate;\r\n if (this._autoCalcDepthBoundsRefreshRate === 0) {\r\n this._currentAutoCalcDepthBoundsCounter = -1;\r\n }\r\n }\r\n });\r\n }\r\n\r\n super.record();\r\n }\r\n\r\n public override dispose() {\r\n super.dispose();\r\n this._thinMinMaxReducer.dispose();\r\n }\r\n}\r\n"]}
1
+ 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type { FrameGraphTextureHandle, FrameGraph } from \"core/index\";\r\nimport { CascadedShadowGenerator } from \"../../../Lights/Shadows/cascadedShadowGenerator\";\r\nimport { FrameGraphShadowGeneratorTask } from \"./shadowGeneratorTask\";\r\nimport { DirectionalLight } from \"../../../Lights/directionalLight\";\r\nimport { DepthTextureType, ThinMinMaxReducer } from \"../../../Misc/thinMinMaxReducer\";\r\nimport { FrameGraphPostProcessTask } from \"../PostProcesses/postProcessTask\";\r\nimport { Constants } from \"../../../Engines/constants\";\r\nimport { textureSizeIsObject } from \"../../../Materials/Textures/textureCreationOptions\";\r\n\r\n/**\r\n * Task used to generate a cascaded shadow map from a list of objects.\r\n */\r\nexport class FrameGraphCascadedShadowGeneratorTask extends FrameGraphShadowGeneratorTask {\r\n protected override _shadowGenerator: CascadedShadowGenerator | undefined;\r\n\r\n /**\r\n * Checks if a shadow generator task is a cascaded shadow generator task.\r\n * @param task The task to check.\r\n * @returns True if the task is a cascaded shadow generator task, else false.\r\n */\r\n public static IsCascadedShadowGenerator(task: FrameGraphShadowGeneratorTask): task is FrameGraphCascadedShadowGeneratorTask {\r\n return (task as FrameGraphCascadedShadowGeneratorTask).numCascades !== undefined;\r\n }\r\n\r\n /**\r\n * The depth texture used by the autoCalcDepthBounds feature (optional if autoCalcDepthBounds is set to false).\r\n * This texture is used to compute the min/max depth bounds of the scene to setup the cascaded shadow generator.\r\n * The texture should contain either “view,” “normalized view,” or “screen” depth values - if possible, connect “normalized view,” or “screen” for best performance.\r\n * Warning: Do not set a texture if you are not using the autoCalcDepthBounds feature, to avoid generating a depth texture that will not be used.\r\n */\r\n public depthTexture?: FrameGraphTextureHandle;\r\n\r\n /**\r\n * The type of the depth texture used by the autoCalcDepthBounds feature.\r\n */\r\n public depthTextureType: DepthTextureType = DepthTextureType.NormalizedViewDepth;\r\n\r\n private _numCascades = CascadedShadowGenerator.DEFAULT_CASCADES_COUNT;\r\n /**\r\n * The number of cascades.\r\n */\r\n public get numCascades() {\r\n return this._numCascades;\r\n }\r\n\r\n public set numCascades(value: number) {\r\n if (value === this._numCascades) {\r\n return;\r\n }\r\n\r\n this._numCascades = value;\r\n this._setupShadowGenerator();\r\n }\r\n\r\n private _debug = false;\r\n /**\r\n * Gets or sets a value indicating whether the shadow generator should display the cascades.\r\n */\r\n public get debug() {\r\n return this._debug;\r\n }\r\n\r\n public set debug(value: boolean) {\r\n if (value === this._debug) {\r\n return;\r\n }\r\n\r\n this._debug = value;\r\n if (this._shadowGenerator) {\r\n this._shadowGenerator.debug = value;\r\n }\r\n }\r\n\r\n private _stabilizeCascades = false;\r\n /**\r\n * Gets or sets a value indicating whether the shadow generator should stabilize the cascades.\r\n */\r\n public get stabilizeCascades() {\r\n return this._stabilizeCascades;\r\n }\r\n\r\n public set stabilizeCascades(value: boolean) {\r\n if (value === this._stabilizeCascades) {\r\n return;\r\n }\r\n\r\n this._stabilizeCascades = value;\r\n if (this._shadowGenerator) {\r\n this._shadowGenerator.stabilizeCascades = value;\r\n }\r\n }\r\n\r\n private _lambda = 0.5;\r\n /**\r\n * Gets or sets the lambda parameter of the shadow generator.\r\n */\r\n public get lambda() {\r\n return this._lambda;\r\n }\r\n\r\n public set lambda(value: number) {\r\n if (value === this._lambda) {\r\n return;\r\n }\r\n\r\n this._lambda = value;\r\n if (this._shadowGenerator) {\r\n this._shadowGenerator.lambda = value;\r\n }\r\n }\r\n\r\n private _cascadeBlendPercentage = 0.1;\r\n /**\r\n * Gets or sets the cascade blend percentage.\r\n */\r\n public get cascadeBlendPercentage() {\r\n return this._cascadeBlendPercentage;\r\n }\r\n\r\n public set cascadeBlendPercentage(value: number) {\r\n if (value === this._cascadeBlendPercentage) {\r\n return;\r\n }\r\n\r\n this._cascadeBlendPercentage = value;\r\n if (this._shadowGenerator) {\r\n this._shadowGenerator.cascadeBlendPercentage = value;\r\n }\r\n }\r\n\r\n private _depthClamp = true;\r\n /**\r\n * Gets or sets a value indicating whether the shadow generator should use depth clamping.\r\n */\r\n public get depthClamp() {\r\n return this._depthClamp;\r\n }\r\n\r\n public set depthClamp(value: boolean) {\r\n if (value === this._depthClamp) {\r\n return;\r\n }\r\n\r\n this._depthClamp = value;\r\n if (this._shadowGenerator) {\r\n this._shadowGenerator.depthClamp = value;\r\n }\r\n }\r\n\r\n private _autoCalcDepthBounds = false;\r\n /**\r\n * Gets or sets a value indicating whether the shadow generator should automatically calculate the depth bounds.\r\n */\r\n public get autoCalcDepthBounds() {\r\n return this._autoCalcDepthBounds;\r\n }\r\n\r\n public set autoCalcDepthBounds(value: boolean) {\r\n if (value === this._autoCalcDepthBounds) {\r\n return;\r\n }\r\n\r\n this._autoCalcDepthBounds = value;\r\n this._currentAutoCalcDepthBoundsCounter = this._autoCalcDepthBoundsRefreshRate;\r\n\r\n if (!value) {\r\n this._shadowGenerator?.setMinMaxDistance(0, 1);\r\n }\r\n\r\n // All passes but the last one are related to min/max reduction and should be enabled/disabled depending on autoCalcDepthBounds value\r\n const passes = this.passes;\r\n for (let i = 0; i < passes.length - 1; ++i) {\r\n passes[i].disabled = !value;\r\n }\r\n }\r\n\r\n private _currentAutoCalcDepthBoundsCounter = 0;\r\n private _autoCalcDepthBoundsRefreshRate = 1;\r\n /**\r\n * Defines the refresh rate of the min/max computation used when autoCalcDepthBounds is set to true\r\n * Use 0 to compute just once, 1 to compute on every frame, 2 to compute every two frames and so on...\r\n */\r\n public get autoCalcDepthBoundsRefreshRate() {\r\n return this._autoCalcDepthBoundsRefreshRate;\r\n }\r\n\r\n public set autoCalcDepthBoundsRefreshRate(value: number) {\r\n this._autoCalcDepthBoundsRefreshRate = value;\r\n this._currentAutoCalcDepthBoundsCounter = this._autoCalcDepthBoundsRefreshRate;\r\n }\r\n\r\n private _shadowMaxZ = 10000;\r\n /**\r\n * Gets or sets the maximum shadow Z value.\r\n */\r\n public get shadowMaxZ() {\r\n return this._shadowMaxZ;\r\n }\r\n\r\n public set shadowMaxZ(value: number) {\r\n if (value === this._shadowMaxZ) {\r\n return;\r\n }\r\n\r\n this._shadowMaxZ = value;\r\n if (this._shadowGenerator) {\r\n this._shadowGenerator.shadowMaxZ = value;\r\n }\r\n }\r\n\r\n protected readonly _thinMinMaxReducer: ThinMinMaxReducer;\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._thinMinMaxReducer = new ThinMinMaxReducer(frameGraph.scene);\r\n\r\n this._thinMinMaxReducer.onAfterReductionPerformed.add((minmax: { min: number; max: number }) => {\r\n if (!this._shadowGenerator) {\r\n return;\r\n }\r\n\r\n const camera = this.camera;\r\n\r\n let min = minmax.min,\r\n max = minmax.max;\r\n\r\n if (min >= max) {\r\n min = 0;\r\n max = 1;\r\n } else if (camera && this.depthTextureType !== DepthTextureType.NormalizedViewDepth) {\r\n if (this.depthTextureType === DepthTextureType.ScreenDepth) {\r\n const engine = this._frameGraph.engine;\r\n const projectionMatrix = camera.getProjectionMatrix();\r\n const p2z = projectionMatrix.m[10];\r\n const p3z = projectionMatrix.m[14];\r\n\r\n if (!engine.isNDCHalfZRange) {\r\n // Convert to NDC depth\r\n min = min * 2 - 1;\r\n max = max * 2 - 1;\r\n }\r\n\r\n // Convert to view depth\r\n min = p3z / (min - p2z);\r\n max = p3z / (max - p2z);\r\n }\r\n\r\n // Convert to normalized view depth\r\n const zNear = camera.minZ;\r\n const zFar = camera.maxZ;\r\n\r\n min = (min - zNear) / (zFar - zNear);\r\n max = (max - zNear) / (zFar - zNear);\r\n }\r\n\r\n if (min !== this._shadowGenerator.minDistance || max !== this._shadowGenerator.maxDistance) {\r\n this._shadowGenerator.setMinMaxDistance(min, max);\r\n }\r\n });\r\n }\r\n\r\n protected override _createShadowGenerator() {\r\n if (!(this.light instanceof DirectionalLight)) {\r\n throw new Error(`FrameGraphCascadedShadowGeneratorTask ${this.name}: the CSM shadow generator only supports directional lights.`);\r\n }\r\n this._shadowGenerator = new CascadedShadowGenerator(this.mapSize, this.light, this.useFloat32TextureType, this.camera, this.useRedTextureFormat);\r\n this._shadowGenerator.numCascades = this._numCascades;\r\n }\r\n\r\n protected override _setupShadowGenerator() {\r\n super._setupShadowGenerator();\r\n\r\n const shadowGenerator = this._shadowGenerator;\r\n if (shadowGenerator === undefined) {\r\n return;\r\n }\r\n\r\n shadowGenerator.debug = this._debug;\r\n shadowGenerator.stabilizeCascades = this._stabilizeCascades;\r\n shadowGenerator.lambda = this._lambda;\r\n shadowGenerator.cascadeBlendPercentage = this._cascadeBlendPercentage;\r\n shadowGenerator.depthClamp = this._depthClamp;\r\n shadowGenerator.shadowMaxZ = this._shadowMaxZ;\r\n }\r\n\r\n public override record() {\r\n if (this.light === undefined || this.objectList === undefined || this.camera === undefined) {\r\n throw new Error(`FrameGraphCascadedShadowGeneratorTask ${this.name}: light, objectList and camera are required`);\r\n }\r\n\r\n if (this.depthTexture !== undefined) {\r\n const depthTextureCreationOptions = this._frameGraph.textureManager.getTextureCreationOptions(this.depthTexture);\r\n\r\n const size = !depthTextureCreationOptions.sizeIsPercentage\r\n ? textureSizeIsObject(depthTextureCreationOptions.size)\r\n ? depthTextureCreationOptions.size\r\n : { width: depthTextureCreationOptions.size, height: depthTextureCreationOptions.size }\r\n : this._frameGraph.textureManager.getAbsoluteDimensions(depthTextureCreationOptions.size);\r\n\r\n const width = size.width;\r\n const height = size.height;\r\n\r\n depthTextureCreationOptions.sizeIsPercentage = false;\r\n depthTextureCreationOptions.options.formats = [Constants.TEXTUREFORMAT_RG];\r\n depthTextureCreationOptions.options.samples = 1;\r\n\r\n this._thinMinMaxReducer.setTextureDimensions(width, height, this.depthTextureType);\r\n\r\n const reductionSteps = this._thinMinMaxReducer.reductionSteps;\r\n\r\n let targetTexture: FrameGraphTextureHandle;\r\n\r\n this._frameGraph.addPass(`${this.name} Before Min Max Reduction`).setExecuteFunc((context) => {\r\n context.pushDebugGroup(`Min Max Reduction`);\r\n });\r\n\r\n for (let i = 0; i < reductionSteps.length - 1; ++i) {\r\n const reductionStep = reductionSteps[i];\r\n\r\n depthTextureCreationOptions.size = { width: reductionSteps[i + 1].textureWidth, height: reductionSteps[i + 1].textureHeight };\r\n\r\n const postProcess = new FrameGraphPostProcessTask(reductionStep.name, this._frameGraph, reductionStep);\r\n\r\n postProcess.sourceTexture = i == 0 ? this.depthTexture : targetTexture!;\r\n postProcess.sourceSamplingMode = Constants.TEXTURE_NEAREST_NEAREST;\r\n postProcess.targetTexture = this._frameGraph.textureManager.createRenderTargetTexture(`${this.name} ${reductionStep.name}`, depthTextureCreationOptions);\r\n\r\n postProcess.record(true);\r\n\r\n targetTexture = postProcess.outputTexture;\r\n }\r\n\r\n this._frameGraph.addPass(`${this.name} After Min Max Reduction`).setExecuteFunc((context) => {\r\n context.popDebugGroup();\r\n if (this._autoCalcDepthBounds && this._currentAutoCalcDepthBoundsCounter >= 0) {\r\n if (++this._currentAutoCalcDepthBoundsCounter >= this._autoCalcDepthBoundsRefreshRate) {\r\n const minMaxTexture = context.getTextureFromHandle(targetTexture!);\r\n if (minMaxTexture) {\r\n this._thinMinMaxReducer.readMinMax(minMaxTexture);\r\n }\r\n }\r\n this._currentAutoCalcDepthBoundsCounter %= this._autoCalcDepthBoundsRefreshRate;\r\n if (this._autoCalcDepthBoundsRefreshRate === 0) {\r\n this._currentAutoCalcDepthBoundsCounter = -1;\r\n }\r\n }\r\n });\r\n }\r\n\r\n super.record();\r\n }\r\n\r\n public override dispose() {\r\n super.dispose();\r\n this._thinMinMaxReducer.dispose();\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"]}
@@ -18,6 +18,10 @@ export declare class FrameGraphCopyToTextureTask extends FrameGraphTask {
18
18
  * If undefined (default), the viewport is reset to a full screen viewport before performing the copy.
19
19
  */
20
20
  viewport?: Nullable<IViewportLike>;
21
+ /**
22
+ * The LOD level to copy from the source texture (default: 0).
23
+ */
24
+ lodLevel: number;
21
25
  /**
22
26
  * The output texture (same as targetTexture, but the handle may be different).
23
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() {
@@ -24,7 +29,8 @@ export class FrameGraphCopyToTextureTask extends FrameGraphTask {
24
29
  if (this.viewport) {
25
30
  context.setViewport(this.viewport);
26
31
  }
27
- context.copyTexture(this.sourceTexture, undefined, this.viewport !== undefined);
32
+ context.setTextureSamplingMode(this.sourceTexture, this.lodLevel > 0 ? 3 : 2);
33
+ context.copyTexture(this.sourceTexture, undefined, this.viewport !== undefined, this.lodLevel);
28
34
  });
29
35
  const passDisabled = this._frameGraph.addRenderPass(this.name + "_disabled", true);
30
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;IAuB3D;;;;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,IAAI,IAAI,CAAC,QAAQ,EAAE,CAAC;gBAChB,OAAO,CAAC,WAAW,CAAC,IAAI,CAAC,QAAQ,CAAC,CAAC;YACvC,CAAC;YACD,OAAO,CAAC,WAAW,CAAC,IAAI,CAAC,aAAa,EAAE,SAAS,EAAE,IAAI,CAAC,QAAQ,KAAK,SAAS,CAAC,CAAC;QACpF,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\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 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.copyTexture(this.sourceTexture, undefined, this.viewport !== undefined);\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"]}
@@ -108,8 +108,9 @@ export declare class FrameGraphRenderContext extends FrameGraphContext {
108
108
  * @param sourceTexture The source texture to copy from
109
109
  * @param forceCopyToBackbuffer If true, the copy will be done to the back buffer regardless of the current render target
110
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).
111
112
  */
112
- copyTexture(sourceTexture: FrameGraphTextureHandle, forceCopyToBackbuffer?: boolean, noViewport?: boolean): void;
113
+ copyTexture(sourceTexture: FrameGraphTextureHandle, forceCopyToBackbuffer?: boolean, noViewport?: boolean, lodLevel?: number): void;
113
114
  /**
114
115
  * Renders a RenderTargetTexture or a layer
115
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
  }
@@ -202,12 +219,14 @@ export class FrameGraphRenderContext extends FrameGraphContext {
202
219
  * @param sourceTexture The source texture to copy from
203
220
  * @param forceCopyToBackbuffer If true, the copy will be done to the back buffer regardless of the current render target
204
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).
205
223
  */
206
- copyTexture(sourceTexture, forceCopyToBackbuffer = false, noViewport) {
224
+ copyTexture(sourceTexture, forceCopyToBackbuffer = false, noViewport, lodLevel = 0) {
207
225
  if (forceCopyToBackbuffer) {
208
226
  this.bindRenderTarget();
209
227
  }
210
228
  this._copyTexture.source = this._textureManager.getTextureFromHandle(sourceTexture, true);
229
+ this._copyTexture.lodLevel = lodLevel;
211
230
  this.applyFullScreenEffect(this._copyTexture.effectWrapper.drawWrapper, () => {
212
231
  this._copyTexture.effectWrapper.onApplyObservable.notifyObservers({});
213
232
  }, undefined, undefined, undefined, undefined, noViewport);