@onerjs/core 8.30.8 → 8.31.0
This diff represents the content of publicly available package versions that have been released to one of the supported registries. The information contained in this diff is provided for informational purposes only and reflects changes between package versions as they appear in their respective public registries.
- package/Behaviors/Cameras/interpolatingBehavior.d.ts +52 -0
- package/Behaviors/Cameras/interpolatingBehavior.js +105 -0
- package/Behaviors/Cameras/interpolatingBehavior.js.map +1 -0
- package/Cameras/Inputs/arcRotateCameraPointersInput.d.ts +5 -20
- package/Cameras/Inputs/arcRotateCameraPointersInput.js +9 -69
- package/Cameras/Inputs/arcRotateCameraPointersInput.js.map +1 -1
- package/Cameras/Inputs/geospatialCameraPointersInput.d.ts +10 -2
- package/Cameras/Inputs/geospatialCameraPointersInput.js +20 -2
- package/Cameras/Inputs/geospatialCameraPointersInput.js.map +1 -1
- package/Cameras/Inputs/orbitCameraPointersInput.d.ts +49 -0
- package/Cameras/Inputs/orbitCameraPointersInput.js +105 -0
- package/Cameras/Inputs/orbitCameraPointersInput.js.map +1 -0
- package/Cameras/camera.js +1 -0
- package/Cameras/camera.js.map +1 -1
- package/Cameras/cameraMovement.d.ts +150 -0
- package/Cameras/cameraMovement.js +190 -0
- package/Cameras/cameraMovement.js.map +1 -0
- package/Cameras/targetCamera.js +0 -4
- package/Cameras/targetCamera.js.map +1 -1
- package/Culling/ray.core.js +1 -1
- package/Culling/ray.core.js.map +1 -1
- package/Decorators/nodeDecorator.d.ts +9 -7
- package/Decorators/nodeDecorator.js +9 -7
- package/Decorators/nodeDecorator.js.map +1 -1
- package/Engines/WebGPU/webgpuTextureManager.js +2 -2
- package/Engines/WebGPU/webgpuTextureManager.js.map +1 -1
- package/Engines/abstractEngine.js +2 -2
- package/Engines/abstractEngine.js.map +1 -1
- package/FrameGraph/Node/Blocks/Layers/glowLayerBlock.js +1 -1
- package/FrameGraph/Node/Blocks/Layers/glowLayerBlock.js.map +1 -1
- package/FrameGraph/Node/Blocks/Layers/highlightLayerBlock.js +1 -1
- package/FrameGraph/Node/Blocks/Layers/highlightLayerBlock.js.map +1 -1
- package/FrameGraph/Node/Blocks/PostProcesses/basePostProcessBlock.js +1 -1
- package/FrameGraph/Node/Blocks/PostProcesses/baseWithPropertiesPostProcessBlock.js +1 -1
- package/FrameGraph/Node/Blocks/PostProcesses/circleOfConfusionPostProcessBlock.js +1 -1
- package/FrameGraph/Node/Blocks/PostProcesses/colorCorrectionPostProcessBlock.js +1 -1
- package/FrameGraph/Node/Blocks/PostProcesses/depthOfFieldPostProcessBlock.js +1 -1
- package/FrameGraph/Node/Blocks/PostProcesses/filterPostProcessBlock.js +1 -1
- package/FrameGraph/Node/Blocks/PostProcesses/imageProcessingPostProcessBlock.js +1 -1
- package/FrameGraph/Node/Blocks/PostProcesses/ssao2PostProcessBlock.js +1 -1
- package/FrameGraph/Node/Blocks/PostProcesses/ssao2PostProcessBlock.js.map +1 -1
- package/FrameGraph/Node/Blocks/PostProcesses/ssrPostProcessBlock.js +1 -1
- package/FrameGraph/Node/Blocks/PostProcesses/ssrPostProcessBlock.js.map +1 -1
- package/FrameGraph/Node/Blocks/Rendering/baseObjectRendererBlock.d.ts +6 -0
- package/FrameGraph/Node/Blocks/Rendering/baseObjectRendererBlock.js +26 -0
- package/FrameGraph/Node/Blocks/Rendering/baseObjectRendererBlock.js.map +1 -1
- package/FrameGraph/Node/Blocks/Rendering/geometryRendererBlock.d.ts +6 -0
- package/FrameGraph/Node/Blocks/Rendering/geometryRendererBlock.js +48 -22
- package/FrameGraph/Node/Blocks/Rendering/geometryRendererBlock.js.map +1 -1
- package/FrameGraph/Node/Blocks/Textures/clearBlock.js +3 -3
- package/FrameGraph/Node/Blocks/Textures/clearBlock.js.map +1 -1
- package/FrameGraph/Node/Blocks/Textures/copyTextureBlock.js +1 -1
- package/FrameGraph/Node/Blocks/Textures/generateMipmapsBlock.js +1 -1
- package/FrameGraph/Node/Blocks/Textures/generateMipmapsBlock.js.map +1 -1
- package/FrameGraph/Node/nodeRenderGraph.js +2 -1
- package/FrameGraph/Node/nodeRenderGraph.js.map +1 -1
- package/FrameGraph/Passes/{cullPass.d.ts → objectListPass.d.ts} +8 -8
- package/FrameGraph/Passes/{cullPass.js → objectListPass.js} +9 -9
- package/FrameGraph/Passes/objectListPass.js.map +1 -0
- package/FrameGraph/Passes/renderPass.d.ts +6 -2
- package/FrameGraph/Passes/renderPass.js +14 -2
- package/FrameGraph/Passes/renderPass.js.map +1 -1
- package/FrameGraph/Tasks/Misc/cullObjectsTask.js +2 -2
- package/FrameGraph/Tasks/Misc/cullObjectsTask.js.map +1 -1
- package/FrameGraph/Tasks/Rendering/geometryRendererTask.d.ts +8 -0
- package/FrameGraph/Tasks/Rendering/geometryRendererTask.js +10 -0
- package/FrameGraph/Tasks/Rendering/geometryRendererTask.js.map +1 -1
- package/FrameGraph/Tasks/Rendering/objectRendererTask.d.ts +8 -0
- package/FrameGraph/Tasks/Rendering/objectRendererTask.js +13 -0
- package/FrameGraph/Tasks/Rendering/objectRendererTask.js.map +1 -1
- package/FrameGraph/Tasks/Texture/clearTextureTask.d.ts +1 -1
- package/FrameGraph/Tasks/Texture/clearTextureTask.js +7 -5
- package/FrameGraph/Tasks/Texture/clearTextureTask.js.map +1 -1
- package/FrameGraph/frameGraph.d.ts +10 -4
- package/FrameGraph/frameGraph.js +22 -9
- package/FrameGraph/frameGraph.js.map +1 -1
- package/FrameGraph/frameGraphTask.js +3 -3
- package/FrameGraph/frameGraphTask.js.map +1 -1
- package/FrameGraph/index.d.ts +1 -1
- package/FrameGraph/index.js +1 -1
- package/FrameGraph/index.js.map +1 -1
- package/Materials/floatingOriginMatrixOverrides.js +19 -0
- package/Materials/floatingOriginMatrixOverrides.js.map +1 -1
- package/Materials/shaderMaterial.d.ts +9 -0
- package/Materials/shaderMaterial.js +35 -0
- package/Materials/shaderMaterial.js.map +1 -1
- package/Particles/EmitterTypes/coneParticleEmitter.d.ts +6 -4
- package/Particles/EmitterTypes/coneParticleEmitter.js +18 -12
- package/Particles/EmitterTypes/coneParticleEmitter.js.map +1 -1
- package/Particles/EmitterTypes/customParticleEmitter.d.ts +5 -3
- package/Particles/EmitterTypes/customParticleEmitter.js +8 -6
- package/Particles/EmitterTypes/customParticleEmitter.js.map +1 -1
- package/Particles/Node/Blocks/Emitters/coneShapeBlock.d.ts +15 -4
- package/Particles/Node/Blocks/Emitters/coneShapeBlock.js +66 -36
- package/Particles/Node/Blocks/Emitters/coneShapeBlock.js.map +1 -1
- package/Particles/Node/Blocks/Emitters/customShapeBlock.d.ts +13 -9
- package/Particles/Node/Blocks/Emitters/customShapeBlock.js +36 -23
- package/Particles/Node/Blocks/Emitters/customShapeBlock.js.map +1 -1
- package/Particles/Node/Blocks/Emitters/sphereShapeBlock.d.ts +6 -0
- package/Particles/Node/Blocks/Emitters/sphereShapeBlock.js +22 -1
- package/Particles/Node/Blocks/Emitters/sphereShapeBlock.js.map +1 -1
- package/Particles/Node/Blocks/Update/basicColorUpdateBlock.d.ts +1 -1
- package/Particles/Node/Blocks/Update/basicColorUpdateBlock.js +1 -1
- package/Particles/Node/Blocks/Update/basicColorUpdateBlock.js.map +1 -1
- package/Particles/Node/Blocks/Update/basicPositionUpdateBlock.d.ts +1 -1
- package/Particles/Node/Blocks/Update/basicPositionUpdateBlock.js +1 -1
- package/Particles/Node/Blocks/Update/basicPositionUpdateBlock.js.map +1 -1
- package/Particles/Node/Blocks/Update/updateSizeBlock.d.ts +35 -0
- package/Particles/Node/Blocks/Update/updateSizeBlock.js +73 -0
- package/Particles/Node/Blocks/Update/updateSizeBlock.js.map +1 -0
- package/Particles/Node/Blocks/index.d.ts +1 -0
- package/Particles/Node/Blocks/index.js +1 -0
- package/Particles/Node/Blocks/index.js.map +1 -1
- package/Particles/Node/Blocks/particleInputBlock.js +1 -0
- package/Particles/Node/Blocks/particleInputBlock.js.map +1 -1
- package/Particles/Node/Blocks/particleRandomBlock.d.ts +5 -2
- package/Particles/Node/Blocks/particleRandomBlock.js +32 -14
- package/Particles/Node/Blocks/particleRandomBlock.js.map +1 -1
- package/Particles/Node/Blocks/systemBlock.d.ts +12 -4
- package/Particles/Node/Blocks/systemBlock.js +16 -12
- package/Particles/Node/Blocks/systemBlock.js.map +1 -1
- package/Particles/Node/Enums/nodeParticleContextualSources.d.ts +3 -1
- package/Particles/Node/Enums/nodeParticleContextualSources.js +2 -0
- package/Particles/Node/Enums/nodeParticleContextualSources.js.map +1 -1
- package/Particles/Node/nodeParticleBuildState.js +2 -0
- package/Particles/Node/nodeParticleBuildState.js.map +1 -1
- package/Particles/Node/nodeParticleSystemSet.helper.d.ts +0 -2
- package/Particles/Node/nodeParticleSystemSet.helper.js +293 -44
- package/Particles/Node/nodeParticleSystemSet.helper.js.map +1 -1
- package/Particles/thinParticleSystem.d.ts +3 -3
- package/Particles/thinParticleSystem.js +4 -4
- package/Particles/thinParticleSystem.js.map +1 -1
- package/package.json +1 -1
- package/scene.d.ts +1 -3
- package/scene.js +8 -7
- package/scene.js.map +1 -1
- package/FrameGraph/Passes/cullPass.js.map +0 -1
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type {\r\n Observer,\r\n Nullable,\r\n NodeRenderGraphBlock,\r\n NodeRenderGraphTeleportOutBlock,\r\n NodeRenderGraphTeleportInBlock,\r\n AbstractEngine,\r\n INodeRenderGraphCreateOptions,\r\n INodeRenderGraphEditorOptions,\r\n Scene,\r\n WritableObject,\r\n IShadowLight,\r\n INodeRenderGraphCustomBlockDescription,\r\n} from \"core/index\";\r\nimport { Observable } from \"../../Misc/observable\";\r\nimport { NodeRenderGraphOutputBlock } from \"./Blocks/outputBlock\";\r\nimport { FrameGraph } from \"../frameGraph\";\r\nimport { GetClass } from \"../../Misc/typeStore\";\r\nimport { serialize } from \"../../Misc/decorators\";\r\nimport { SerializationHelper } from \"../../Misc/decorators.serialization\";\r\nimport { Constants } from \"../../Engines/constants\";\r\nimport { WebRequest } from \"../../Misc/webRequest\";\r\nimport { NodeRenderGraphInputBlock } from \"./Blocks/inputBlock\";\r\nimport { Tools } from \"../../Misc/tools\";\r\nimport { Engine } from \"../../Engines/engine\";\r\nimport { NodeRenderGraphBlockConnectionPointTypes } from \"./Types/nodeRenderGraphTypes\";\r\nimport { NodeRenderGraphClearBlock } from \"./Blocks/Textures/clearBlock\";\r\nimport { NodeRenderGraphBaseObjectRendererBlock } from \"./Blocks/Rendering/baseObjectRendererBlock\";\r\nimport { NodeRenderGraphObjectRendererBlock } from \"./Blocks/Rendering/objectRendererBlock\";\r\nimport { NodeRenderGraphBuildState } from \"./nodeRenderGraphBuildState\";\r\nimport { NodeRenderGraphCullObjectsBlock } from \"./Blocks/cullObjectsBlock\";\r\n\r\n// declare NODERENDERGRAPHEDITOR namespace for compilation issue\r\n// eslint-disable-next-line @typescript-eslint/naming-convention\r\ndeclare let NODERENDERGRAPHEDITOR: any;\r\n// eslint-disable-next-line @typescript-eslint/naming-convention\r\ndeclare let BABYLON: any;\r\n\r\n/**\r\n * Defines a node render graph\r\n */\r\nexport class NodeRenderGraph {\r\n private static _BuildIdGenerator: number = 0;\r\n\r\n private _buildId: number = NodeRenderGraph._BuildIdGenerator++;\r\n\r\n /** Define the Url to load node editor script */\r\n public static EditorURL = `${Tools._DefaultCdnUrl}/v${Engine.Version}/NodeRenderGraph/babylon.nodeRenderGraph.js`;\r\n\r\n /** Define the Url to load snippets */\r\n public static SnippetUrl = Constants.SnippetUrl;\r\n\r\n /** Description of custom blocks to use in the node render graph editor */\r\n public static CustomBlockDescriptions: INodeRenderGraphCustomBlockDescription[] = [];\r\n\r\n // eslint-disable-next-line @typescript-eslint/naming-convention\r\n private BJSNODERENDERGRAPHEDITOR = this._getGlobalNodeRenderGraphEditor();\r\n\r\n /** @returns the inspector from bundle or global */\r\n private _getGlobalNodeRenderGraphEditor(): any {\r\n // UMD Global name detection from Webpack Bundle UMD Name.\r\n if (typeof NODERENDERGRAPHEDITOR !== \"undefined\") {\r\n return NODERENDERGRAPHEDITOR;\r\n }\r\n\r\n // In case of module let's check the global emitted from the editor entry point.\r\n if (typeof BABYLON !== \"undefined\" && typeof BABYLON.NodeRenderGraphEditor !== \"undefined\") {\r\n return BABYLON;\r\n }\r\n\r\n return undefined;\r\n }\r\n\r\n /**\r\n * Gets or sets data used by visual editor\r\n * @see https://nrge.babylonjs.com\r\n */\r\n public editorData: any = null;\r\n\r\n /**\r\n * Gets an array of blocks that needs to be serialized even if they are not yet connected\r\n */\r\n public attachedBlocks: NodeRenderGraphBlock[] = [];\r\n\r\n /**\r\n * Observable raised when the node render graph is built\r\n * Note that this is the same observable as the one in the underlying FrameGraph!\r\n */\r\n public get onBuildObservable() {\r\n return this._frameGraph.onBuildObservable;\r\n }\r\n\r\n /**\r\n * Observable raised when an error is detected\r\n */\r\n public onBuildErrorObservable = new Observable<string>();\r\n\r\n /** Gets or sets the RenderGraphOutputBlock used to gather the final node render graph data */\r\n public outputBlock: Nullable<NodeRenderGraphOutputBlock> = null;\r\n\r\n /**\r\n * Snippet ID if the graph was created from the snippet server\r\n */\r\n public snippetId: string;\r\n\r\n /**\r\n * The name of the node render graph\r\n */\r\n @serialize()\r\n public name: string;\r\n\r\n /**\r\n * A free comment about the graph\r\n */\r\n @serialize(\"comment\")\r\n public comment: string;\r\n\r\n private readonly _engine: AbstractEngine;\r\n private readonly _scene: Scene;\r\n private readonly _resizeObserver: Nullable<Observer<AbstractEngine>> = null;\r\n private readonly _frameGraph: FrameGraph;\r\n private readonly _options: INodeRenderGraphCreateOptions;\r\n\r\n /**\r\n * Gets the frame graph used by this node render graph\r\n */\r\n public get frameGraph() {\r\n return this._frameGraph;\r\n }\r\n\r\n /**\r\n * Gets the scene used by this node render graph\r\n * @returns the scene used by this node render graph\r\n */\r\n public getScene() {\r\n return this._scene;\r\n }\r\n\r\n /**\r\n * Creates a new node render graph\r\n * @param name defines the name of the node render graph\r\n * @param scene defines the scene to use to execute the graph\r\n * @param options defines the options to use when creating the graph\r\n */\r\n public constructor(name: string, scene: Scene, options?: INodeRenderGraphCreateOptions) {\r\n this.name = name;\r\n this._scene = scene;\r\n this._engine = scene.getEngine();\r\n\r\n options = {\r\n debugTextures: false,\r\n autoConfigure: false,\r\n verbose: false,\r\n rebuildGraphOnEngineResize: true,\r\n autoFillExternalInputs: true,\r\n ...options,\r\n };\r\n\r\n this._options = options;\r\n\r\n this._frameGraph = new FrameGraph(this._scene, options.debugTextures, this);\r\n this._frameGraph.name = name;\r\n\r\n if (options.rebuildGraphOnEngineResize) {\r\n this._resizeObserver = this._engine.onResizeObservable.add(() => {\r\n this.build();\r\n });\r\n }\r\n }\r\n\r\n /**\r\n * Gets the current class name (\"NodeRenderGraph\")\r\n * @returns the class name\r\n */\r\n public getClassName(): string {\r\n return \"NodeRenderGraph\";\r\n }\r\n\r\n /**\r\n * Gets a block by its name\r\n * @param name defines the name of the block to retrieve\r\n * @returns the required block or null if not found\r\n */\r\n public getBlockByName<T extends NodeRenderGraphBlock>(name: string): Nullable<T> {\r\n let result: Nullable<T> = null;\r\n for (const block of this.attachedBlocks) {\r\n if (block.name === name) {\r\n if (!result) {\r\n result = block as T;\r\n } else {\r\n Tools.Warn(\"More than one block was found with the name `\" + name + \"`\");\r\n return result;\r\n }\r\n }\r\n }\r\n\r\n return result;\r\n }\r\n\r\n /**\r\n * Get a block using a predicate\r\n * @param predicate defines the predicate used to find the good candidate\r\n * @returns the required block or null if not found\r\n */\r\n public getBlockByPredicate<T extends NodeRenderGraphBlock>(predicate: (block: NodeRenderGraphBlock) => boolean): Nullable<T> {\r\n for (const block of this.attachedBlocks) {\r\n if (predicate(block)) {\r\n return block as T;\r\n }\r\n }\r\n\r\n return null;\r\n }\r\n\r\n /**\r\n * Get all blocks that match a predicate\r\n * @param predicate defines the predicate used to find the good candidate(s)\r\n * @returns the list of blocks found\r\n */\r\n public getBlocksByPredicate<T extends NodeRenderGraphBlock>(predicate: (block: NodeRenderGraphBlock) => boolean): T[] {\r\n const blocks: T[] = [];\r\n for (const block of this.attachedBlocks) {\r\n if (predicate(block)) {\r\n blocks.push(block as T);\r\n }\r\n }\r\n\r\n return blocks;\r\n }\r\n\r\n /**\r\n * Gets the list of input blocks attached to this material\r\n * @returns an array of InputBlocks\r\n */\r\n public getInputBlocks() {\r\n const blocks: NodeRenderGraphInputBlock[] = [];\r\n for (const block of this.attachedBlocks) {\r\n if (block.isInput) {\r\n blocks.push(block as NodeRenderGraphInputBlock);\r\n }\r\n }\r\n\r\n return blocks;\r\n }\r\n\r\n /**\r\n * Launch the node render graph editor\r\n * @param config Define the configuration of the editor\r\n * @returns a promise fulfilled when the node editor is visible\r\n */\r\n // eslint-disable-next-line @typescript-eslint/naming-convention\r\n public async edit(config?: INodeRenderGraphEditorOptions): Promise<void> {\r\n return await new Promise((resolve) => {\r\n this.BJSNODERENDERGRAPHEDITOR = this.BJSNODERENDERGRAPHEDITOR || this._getGlobalNodeRenderGraphEditor();\r\n if (typeof this.BJSNODERENDERGRAPHEDITOR == \"undefined\") {\r\n const editorUrl = config && config.editorURL ? config.editorURL : NodeRenderGraph.EditorURL;\r\n\r\n // Load editor and add it to the DOM\r\n Tools.LoadBabylonScript(editorUrl, () => {\r\n this.BJSNODERENDERGRAPHEDITOR = this.BJSNODERENDERGRAPHEDITOR || this._getGlobalNodeRenderGraphEditor();\r\n this._createNodeEditor(config?.nodeRenderGraphEditorConfig);\r\n resolve();\r\n });\r\n } else {\r\n // Otherwise creates the editor\r\n this._createNodeEditor(config?.nodeRenderGraphEditorConfig);\r\n resolve();\r\n }\r\n });\r\n }\r\n\r\n /**\r\n * Creates the node editor window.\r\n * @param additionalConfig Additional configuration for the FGE\r\n */\r\n private _createNodeEditor(additionalConfig?: any) {\r\n const nodeEditorConfig: any = {\r\n nodeRenderGraph: this,\r\n customBlockDescriptions: NodeRenderGraph.CustomBlockDescriptions,\r\n ...additionalConfig,\r\n };\r\n this.BJSNODERENDERGRAPHEDITOR.NodeRenderGraphEditor.Show(nodeEditorConfig);\r\n }\r\n\r\n /**\r\n * Build the final list of blocks that will be executed by the \"execute\" method\r\n * @param dontBuildFrameGraph If the underlying frame graph should not be built (default: false)\r\n */\r\n public build(dontBuildFrameGraph = false) {\r\n if (!this.outputBlock) {\r\n throw new Error(\"You must define the outputBlock property before building the node render graph\");\r\n }\r\n\r\n this._initializeBlock(this.outputBlock);\r\n\r\n this._frameGraph.clear();\r\n\r\n const state = new NodeRenderGraphBuildState();\r\n\r\n state.buildId = this._buildId;\r\n state.verbose = this._options.verbose!;\r\n\r\n if (this._options.autoFillExternalInputs) {\r\n this._autoFillExternalInputs();\r\n }\r\n\r\n // Make sure that one of the object renderer is flagged as the main object renderer\r\n const objectRendererBlocks = this.getBlocksByPredicate<NodeRenderGraphBaseObjectRendererBlock>((block) => block instanceof NodeRenderGraphBaseObjectRendererBlock);\r\n if (objectRendererBlocks.length > 0 && !objectRendererBlocks.find((block) => block.isMainObjectRenderer)) {\r\n objectRendererBlocks[0].isMainObjectRenderer = true;\r\n }\r\n\r\n try {\r\n this.outputBlock.build(state);\r\n\r\n if (!dontBuildFrameGraph) {\r\n this._frameGraph.build();\r\n }\r\n } finally {\r\n this._buildId = NodeRenderGraph._BuildIdGenerator++;\r\n\r\n state.emitErrors(this.onBuildErrorObservable);\r\n }\r\n }\r\n\r\n private _autoFillExternalInputs() {\r\n const allInputs = this.getInputBlocks();\r\n\r\n const shadowLights: IShadowLight[] = [];\r\n for (const light of this._scene.lights) {\r\n if ((light as IShadowLight).setShadowProjectionMatrix !== undefined) {\r\n shadowLights.push(light as IShadowLight);\r\n }\r\n }\r\n\r\n let cameraIndex = 0;\r\n let lightIndex = 0;\r\n for (const input of allInputs) {\r\n if (!input.isExternal) {\r\n continue;\r\n }\r\n if (!input.isAnAncestorOfType(\"NodeRenderGraphOutputBlock\")) {\r\n continue;\r\n }\r\n if ((input.type & NodeRenderGraphBlockConnectionPointTypes.TextureAllButBackBuffer) !== 0) {\r\n // nothing to do\r\n } else if (input.isCamera()) {\r\n const camera = this._scene.cameras[cameraIndex++] || this._scene.cameras[0];\r\n if (!this._scene.cameraToUseForPointers) {\r\n this._scene.cameraToUseForPointers = camera;\r\n }\r\n\r\n input.value = camera;\r\n } else if (input.isObjectList()) {\r\n input.value = { meshes: this._scene.meshes, particleSystems: this._scene.particleSystems };\r\n } else if (input.isShadowLight()) {\r\n if (lightIndex < shadowLights.length) {\r\n input.value = shadowLights[lightIndex++];\r\n lightIndex = lightIndex % shadowLights.length;\r\n }\r\n }\r\n }\r\n }\r\n\r\n /**\r\n * Returns a promise that resolves when the node render graph is ready to be executed\r\n * This method must be called after the graph has been built (NodeRenderGraph.build called)!\r\n * @param timeStep Time step in ms between retries (default is 16)\r\n * @param maxTimeout Maximum time in ms to wait for the graph to be ready (default is 5000)\r\n * @returns The promise that resolves when the graph is ready\r\n */\r\n // eslint-disable-next-line @typescript-eslint/promise-function-async, no-restricted-syntax\r\n public whenReadyAsync(timeStep = 16, maxTimeout = 5000): Promise<void> {\r\n this._frameGraph.pausedExecution = true;\r\n // eslint-disable-next-line github/no-then\r\n return this._frameGraph.whenReadyAsync(timeStep, maxTimeout).then(() => {\r\n this._frameGraph.pausedExecution = false;\r\n });\r\n }\r\n\r\n /**\r\n * Execute the graph (the graph must have been built before!)\r\n */\r\n public execute() {\r\n this._frameGraph.execute();\r\n }\r\n\r\n private _initializeBlock(node: NodeRenderGraphBlock) {\r\n node.initialize();\r\n if (this._options.autoConfigure) {\r\n node.autoConfigure();\r\n }\r\n\r\n if (this.attachedBlocks.indexOf(node) === -1) {\r\n this.attachedBlocks.push(node);\r\n }\r\n\r\n for (const input of node.inputs) {\r\n const connectedPoint = input.connectedPoint;\r\n if (connectedPoint) {\r\n const block = connectedPoint.ownerBlock;\r\n if (block !== node) {\r\n this._initializeBlock(block);\r\n }\r\n }\r\n }\r\n }\r\n\r\n /**\r\n * Clear the current graph\r\n */\r\n public clear() {\r\n this.outputBlock = null;\r\n this.attachedBlocks.length = 0;\r\n }\r\n\r\n /**\r\n * Remove a block from the current graph\r\n * @param block defines the block to remove\r\n */\r\n public removeBlock(block: NodeRenderGraphBlock) {\r\n const attachedBlockIndex = this.attachedBlocks.indexOf(block);\r\n if (attachedBlockIndex > -1) {\r\n this.attachedBlocks.splice(attachedBlockIndex, 1);\r\n }\r\n\r\n if (block === this.outputBlock) {\r\n this.outputBlock = null;\r\n }\r\n }\r\n\r\n /**\r\n * Clear the current graph and load a new one from a serialization object\r\n * @param source defines the JSON representation of the graph\r\n * @param merge defines whether or not the source must be merged or replace the current content\r\n */\r\n public parseSerializedObject(source: any, merge = false) {\r\n if (!merge) {\r\n this.clear();\r\n }\r\n\r\n const map: { [key: number]: NodeRenderGraphBlock } = {};\r\n\r\n // Create blocks\r\n for (const parsedBlock of source.blocks) {\r\n const blockType: typeof NodeRenderGraphBlock = GetClass(parsedBlock.customType);\r\n if (blockType) {\r\n const additionalConstructionParameters = parsedBlock.additionalConstructionParameters;\r\n const block: NodeRenderGraphBlock = additionalConstructionParameters\r\n ? new blockType(\"\", this._frameGraph, this._scene, ...additionalConstructionParameters)\r\n : new blockType(\"\", this._frameGraph, this._scene);\r\n block._deserialize(parsedBlock);\r\n map[parsedBlock.id] = block;\r\n\r\n this.attachedBlocks.push(block);\r\n }\r\n }\r\n\r\n // Reconnect teleportation\r\n for (const block of this.attachedBlocks) {\r\n if (block.isTeleportOut) {\r\n const teleportOut = block as NodeRenderGraphTeleportOutBlock;\r\n const id = teleportOut._tempEntryPointUniqueId;\r\n if (id) {\r\n const source = map[id] as NodeRenderGraphTeleportInBlock;\r\n if (source) {\r\n source.attachToEndpoint(teleportOut);\r\n }\r\n }\r\n }\r\n }\r\n\r\n // Connections - Starts with input blocks only (except if in \"merge\" mode where we scan all blocks)\r\n for (let blockIndex = 0; blockIndex < source.blocks.length; blockIndex++) {\r\n const parsedBlock = source.blocks[blockIndex];\r\n const block = map[parsedBlock.id];\r\n\r\n if (!block) {\r\n continue;\r\n }\r\n\r\n if (block.inputs.length && parsedBlock.inputs.some((i: any) => i.targetConnectionName) && !merge) {\r\n continue;\r\n }\r\n this._restoreConnections(block, source, map);\r\n }\r\n\r\n // Outputs\r\n if (source.outputNodeId) {\r\n this.outputBlock = map[source.outputNodeId] as NodeRenderGraphOutputBlock;\r\n }\r\n\r\n // UI related info\r\n if (source.locations || (source.editorData && source.editorData.locations)) {\r\n const locations: {\r\n blockId: number;\r\n x: number;\r\n y: number;\r\n isCollapsed: boolean;\r\n }[] = source.locations || source.editorData.locations;\r\n\r\n for (const location of locations) {\r\n if (map[location.blockId]) {\r\n location.blockId = map[location.blockId].uniqueId;\r\n }\r\n }\r\n\r\n if (merge && this.editorData && this.editorData.locations) {\r\n locations.concat(this.editorData.locations);\r\n }\r\n\r\n if (source.locations) {\r\n this.editorData = {\r\n locations: locations,\r\n };\r\n } else {\r\n this.editorData = source.editorData;\r\n this.editorData.locations = locations;\r\n }\r\n\r\n const blockMap: { [key: number]: number } = {};\r\n\r\n for (const key in map) {\r\n blockMap[key] = map[key].uniqueId;\r\n }\r\n\r\n this.editorData.map = blockMap;\r\n }\r\n\r\n this.comment = source.comment;\r\n }\r\n\r\n private _restoreConnections(block: NodeRenderGraphBlock, source: any, map: { [key: number]: NodeRenderGraphBlock }) {\r\n for (const outputPoint of block.outputs) {\r\n for (const candidate of source.blocks) {\r\n const target = map[candidate.id];\r\n\r\n if (!target) {\r\n continue;\r\n }\r\n\r\n for (const input of candidate.inputs) {\r\n if (map[input.targetBlockId] === block && input.targetConnectionName === outputPoint.name) {\r\n const inputPoint = target.getInputByName(input.inputName);\r\n if (!inputPoint || inputPoint.isConnected) {\r\n continue;\r\n }\r\n\r\n outputPoint.connectTo(inputPoint, true);\r\n this._restoreConnections(target, source, map);\r\n continue;\r\n }\r\n }\r\n }\r\n }\r\n }\r\n\r\n /**\r\n * Generate a string containing the code declaration required to create an equivalent of this node render graph\r\n * @returns a string\r\n */\r\n public generateCode() {\r\n let alreadyDumped: NodeRenderGraphBlock[] = [];\r\n const blocks: NodeRenderGraphBlock[] = [];\r\n const uniqueNames: string[] = [\"const\", \"var\", \"let\"];\r\n // Gets active blocks\r\n if (this.outputBlock) {\r\n this._gatherBlocks(this.outputBlock, blocks);\r\n }\r\n\r\n // Generate\r\n const options = JSON.stringify(this._options);\r\n let codeString = `let nodeRenderGraph = new BABYLON.NodeRenderGraph(\"${this.name || \"render graph\"}\", scene, ${options});\\n`;\r\n for (const node of blocks) {\r\n if (node.isInput && alreadyDumped.indexOf(node) === -1) {\r\n codeString += node._dumpCode(uniqueNames, alreadyDumped) + \"\\n\";\r\n }\r\n }\r\n\r\n if (this.outputBlock) {\r\n // Connections\r\n alreadyDumped = [];\r\n codeString += \"// Connections\\n\";\r\n codeString += this.outputBlock._dumpCodeForOutputConnections(alreadyDumped);\r\n\r\n // Output nodes\r\n codeString += \"// Output nodes\\n\";\r\n codeString += `nodeRenderGraph.outputBlock = ${this.outputBlock._codeVariableName};\\n`;\r\n codeString += `nodeRenderGraph.build();\\n`;\r\n }\r\n\r\n return codeString;\r\n }\r\n\r\n private _gatherBlocks(rootNode: NodeRenderGraphBlock, list: NodeRenderGraphBlock[]) {\r\n if (list.indexOf(rootNode) !== -1) {\r\n return;\r\n }\r\n list.push(rootNode);\r\n\r\n for (const input of rootNode.inputs) {\r\n const connectedPoint = input.connectedPoint;\r\n if (connectedPoint) {\r\n const block = connectedPoint.ownerBlock;\r\n if (block !== rootNode) {\r\n this._gatherBlocks(block, list);\r\n }\r\n }\r\n }\r\n\r\n // Teleportation\r\n if (rootNode.isTeleportOut) {\r\n const block = rootNode as NodeRenderGraphTeleportOutBlock;\r\n if (block.entryPoint) {\r\n this._gatherBlocks(block.entryPoint, list);\r\n }\r\n }\r\n }\r\n\r\n /**\r\n * Clear the current graph and set it to a default state\r\n */\r\n public setToDefault() {\r\n this.clear();\r\n\r\n this.editorData = null;\r\n\r\n // Source textures\r\n const colorTexture = new NodeRenderGraphInputBlock(\"Color Texture\", this._frameGraph, this._scene, NodeRenderGraphBlockConnectionPointTypes.Texture);\r\n colorTexture.creationOptions.options.samples = 4;\r\n\r\n const depthTexture = new NodeRenderGraphInputBlock(\"Depth Texture\", this._frameGraph, this._scene, NodeRenderGraphBlockConnectionPointTypes.TextureDepthStencilAttachment);\r\n depthTexture.creationOptions.options.samples = 4;\r\n\r\n // Clear texture\r\n const clear = new NodeRenderGraphClearBlock(\"Clear\", this._frameGraph, this._scene);\r\n clear.clearDepth = true;\r\n clear.clearStencil = true;\r\n\r\n colorTexture.output.connectTo(clear.target);\r\n depthTexture.output.connectTo(clear.depth);\r\n\r\n // Object list and culling\r\n const camera = new NodeRenderGraphInputBlock(\"Camera\", this._frameGraph, this._scene, NodeRenderGraphBlockConnectionPointTypes.Camera);\r\n const objectList = new NodeRenderGraphInputBlock(\"Object List\", this._frameGraph, this._scene, NodeRenderGraphBlockConnectionPointTypes.ObjectList);\r\n const cull = new NodeRenderGraphCullObjectsBlock(\"Cull\", this._frameGraph, this._scene);\r\n\r\n camera.output.connectTo(cull.camera);\r\n objectList.output.connectTo(cull.objects);\r\n\r\n // Render objects\r\n const mainRendering = new NodeRenderGraphObjectRendererBlock(\"Main Rendering\", this._frameGraph, this._scene);\r\n\r\n camera.output.connectTo(mainRendering.camera);\r\n cull.output.connectTo(mainRendering.objects);\r\n clear.output.connectTo(mainRendering.target);\r\n clear.outputDepth.connectTo(mainRendering.depth);\r\n\r\n // Final output\r\n const output = new NodeRenderGraphOutputBlock(\"Output\", this._frameGraph, this._scene);\r\n mainRendering.output.connectTo(output.texture);\r\n\r\n this.outputBlock = output;\r\n }\r\n\r\n /**\r\n * Makes a duplicate of the current node render graph.\r\n * @param name defines the name to use for the new node render graph\r\n * @returns the new node render graph\r\n */\r\n public clone(name: string): NodeRenderGraph {\r\n const serializationObject = this.serialize();\r\n\r\n const clone = SerializationHelper.Clone(() => new NodeRenderGraph(name, this._scene), this);\r\n clone.name = name;\r\n\r\n clone.parseSerializedObject(serializationObject);\r\n clone._buildId = this._buildId;\r\n clone.build();\r\n\r\n return clone;\r\n }\r\n\r\n /**\r\n * Serializes this node render graph in a JSON representation\r\n * @param selectedBlocks defines the list of blocks to save (if null the whole node render graph will be saved)\r\n * @returns the serialized node render graph object\r\n */\r\n public serialize(selectedBlocks?: NodeRenderGraphBlock[]): any {\r\n const serializationObject = selectedBlocks ? {} : SerializationHelper.Serialize(this);\r\n serializationObject.editorData = JSON.parse(JSON.stringify(this.editorData)); // Copy\r\n\r\n let blocks: NodeRenderGraphBlock[] = [];\r\n\r\n if (selectedBlocks) {\r\n blocks = selectedBlocks;\r\n } else {\r\n serializationObject.customType = \"BABYLON.NodeRenderGraph\";\r\n if (this.outputBlock) {\r\n serializationObject.outputNodeId = this.outputBlock.uniqueId;\r\n }\r\n }\r\n\r\n // Blocks\r\n serializationObject.blocks = [];\r\n\r\n for (const block of blocks) {\r\n serializationObject.blocks.push(block.serialize());\r\n }\r\n\r\n if (!selectedBlocks) {\r\n for (const block of this.attachedBlocks) {\r\n if (blocks.indexOf(block) !== -1) {\r\n continue;\r\n }\r\n serializationObject.blocks.push(block.serialize());\r\n }\r\n }\r\n\r\n return serializationObject;\r\n }\r\n\r\n /**\r\n * Disposes the resources\r\n */\r\n public dispose(): void {\r\n for (const block of this.attachedBlocks) {\r\n block.dispose();\r\n }\r\n\r\n this._frameGraph.dispose();\r\n (this._frameGraph as WritableObject<FrameGraph>) = undefined as any;\r\n\r\n this._engine.onResizeObservable.remove(this._resizeObserver);\r\n (this._resizeObserver as WritableObject<Nullable<Observer<AbstractEngine>>>) = null;\r\n\r\n this.attachedBlocks.length = 0;\r\n this.onBuildErrorObservable.clear();\r\n }\r\n\r\n /**\r\n * Creates a new node render graph set to default basic configuration\r\n * @param name defines the name of the node render graph\r\n * @param scene defines the scene to use\r\n * @param nodeRenderGraphOptions defines options to use when creating the node render graph\r\n * @returns a new NodeRenderGraph\r\n */\r\n public static CreateDefault(name: string, scene: Scene, nodeRenderGraphOptions?: INodeRenderGraphCreateOptions): NodeRenderGraph {\r\n const renderGraph = new NodeRenderGraph(name, scene, nodeRenderGraphOptions);\r\n\r\n renderGraph.setToDefault();\r\n renderGraph.build();\r\n\r\n return renderGraph;\r\n }\r\n\r\n /**\r\n * Creates a node render graph from parsed graph data\r\n * @param source defines the JSON representation of the node render graph\r\n * @param scene defines the scene to use\r\n * @param nodeRenderGraphOptions defines options to use when creating the node render\r\n * @param skipBuild defines whether to skip building the node render graph (default is true)\r\n * @returns a new node render graph\r\n */\r\n public static Parse(source: any, scene: Scene, nodeRenderGraphOptions?: INodeRenderGraphCreateOptions, skipBuild: boolean = true): NodeRenderGraph {\r\n const renderGraph = SerializationHelper.Parse(() => new NodeRenderGraph(source.name, scene, nodeRenderGraphOptions), source, null);\r\n\r\n renderGraph.parseSerializedObject(source);\r\n if (!skipBuild) {\r\n renderGraph.build();\r\n }\r\n\r\n return renderGraph;\r\n }\r\n\r\n /**\r\n * Creates a node render graph from a snippet saved by the node render graph editor\r\n * @param snippetId defines the snippet to load\r\n * @param scene defines the scene to use\r\n * @param nodeRenderGraphOptions defines options to use when creating the node render graph\r\n * @param nodeRenderGraph defines a node render graph to update (instead of creating a new one)\r\n * @param skipBuild defines whether to skip building the node render graph (default is true)\r\n * @returns a promise that will resolve to the new node render graph\r\n */\r\n // eslint-disable-next-line @typescript-eslint/promise-function-async, no-restricted-syntax\r\n public static ParseFromSnippetAsync(\r\n snippetId: string,\r\n scene: Scene,\r\n nodeRenderGraphOptions?: INodeRenderGraphCreateOptions,\r\n nodeRenderGraph?: NodeRenderGraph,\r\n skipBuild: boolean = true\r\n ): Promise<NodeRenderGraph> {\r\n if (snippetId === \"_BLANK\") {\r\n return Promise.resolve(NodeRenderGraph.CreateDefault(\"blank\", scene, nodeRenderGraphOptions));\r\n }\r\n\r\n return new Promise((resolve, reject) => {\r\n const request = new WebRequest();\r\n request.addEventListener(\"readystatechange\", () => {\r\n if (request.readyState == 4) {\r\n if (request.status == 200) {\r\n const snippet = JSON.parse(JSON.parse(request.responseText).jsonPayload);\r\n const serializationObject = JSON.parse(snippet.nodeRenderGraph);\r\n\r\n if (!nodeRenderGraph) {\r\n nodeRenderGraph = SerializationHelper.Parse(() => new NodeRenderGraph(snippetId, scene, nodeRenderGraphOptions), serializationObject, null);\r\n }\r\n\r\n nodeRenderGraph.parseSerializedObject(serializationObject);\r\n nodeRenderGraph.snippetId = snippetId;\r\n\r\n try {\r\n if (!skipBuild) {\r\n nodeRenderGraph.build();\r\n }\r\n resolve(nodeRenderGraph);\r\n } catch (err) {\r\n // eslint-disable-next-line @typescript-eslint/prefer-promise-reject-errors\r\n reject(err);\r\n }\r\n } else {\r\n // eslint-disable-next-line @typescript-eslint/prefer-promise-reject-errors\r\n reject(\"Unable to load the snippet \" + snippetId);\r\n }\r\n }\r\n });\r\n\r\n request.open(\"GET\", this.SnippetUrl + \"/\" + snippetId.replace(/#/g, \"/\"));\r\n request.send();\r\n });\r\n }\r\n}\r\n"]}
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1
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+
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type {\r\n Observer,\r\n Nullable,\r\n NodeRenderGraphBlock,\r\n NodeRenderGraphTeleportOutBlock,\r\n NodeRenderGraphTeleportInBlock,\r\n AbstractEngine,\r\n INodeRenderGraphCreateOptions,\r\n INodeRenderGraphEditorOptions,\r\n Scene,\r\n WritableObject,\r\n IShadowLight,\r\n INodeRenderGraphCustomBlockDescription,\r\n} from \"core/index\";\r\nimport { Observable } from \"../../Misc/observable\";\r\nimport { NodeRenderGraphOutputBlock } from \"./Blocks/outputBlock\";\r\nimport { FrameGraph } from \"../frameGraph\";\r\nimport { GetClass } from \"../../Misc/typeStore\";\r\nimport { serialize } from \"../../Misc/decorators\";\r\nimport { SerializationHelper } from \"../../Misc/decorators.serialization\";\r\nimport { Constants } from \"../../Engines/constants\";\r\nimport { WebRequest } from \"../../Misc/webRequest\";\r\nimport { NodeRenderGraphInputBlock } from \"./Blocks/inputBlock\";\r\nimport { Tools } from \"../../Misc/tools\";\r\nimport { Engine } from \"../../Engines/engine\";\r\nimport { NodeRenderGraphBlockConnectionPointTypes } from \"./Types/nodeRenderGraphTypes\";\r\nimport { NodeRenderGraphClearBlock } from \"./Blocks/Textures/clearBlock\";\r\nimport { NodeRenderGraphBaseObjectRendererBlock } from \"./Blocks/Rendering/baseObjectRendererBlock\";\r\nimport { NodeRenderGraphObjectRendererBlock } from \"./Blocks/Rendering/objectRendererBlock\";\r\nimport { NodeRenderGraphBuildState } from \"./nodeRenderGraphBuildState\";\r\nimport { NodeRenderGraphCullObjectsBlock } from \"./Blocks/cullObjectsBlock\";\r\n\r\n// declare NODERENDERGRAPHEDITOR namespace for compilation issue\r\n// eslint-disable-next-line @typescript-eslint/naming-convention\r\ndeclare let NODERENDERGRAPHEDITOR: any;\r\n// eslint-disable-next-line @typescript-eslint/naming-convention\r\ndeclare let BABYLON: any;\r\n\r\n/**\r\n * Defines a node render graph\r\n */\r\nexport class NodeRenderGraph {\r\n private static _BuildIdGenerator: number = 0;\r\n\r\n private _buildId: number = NodeRenderGraph._BuildIdGenerator++;\r\n\r\n /** Define the Url to load node editor script */\r\n public static EditorURL = `${Tools._DefaultCdnUrl}/v${Engine.Version}/NodeRenderGraph/babylon.nodeRenderGraph.js`;\r\n\r\n /** Define the Url to load snippets */\r\n public static SnippetUrl = Constants.SnippetUrl;\r\n\r\n /** Description of custom blocks to use in the node render graph editor */\r\n public static CustomBlockDescriptions: INodeRenderGraphCustomBlockDescription[] = [];\r\n\r\n // eslint-disable-next-line @typescript-eslint/naming-convention\r\n private BJSNODERENDERGRAPHEDITOR = this._getGlobalNodeRenderGraphEditor();\r\n\r\n /** @returns the inspector from bundle or global */\r\n private _getGlobalNodeRenderGraphEditor(): any {\r\n // UMD Global name detection from Webpack Bundle UMD Name.\r\n if (typeof NODERENDERGRAPHEDITOR !== \"undefined\") {\r\n return NODERENDERGRAPHEDITOR;\r\n }\r\n\r\n // In case of module let's check the global emitted from the editor entry point.\r\n if (typeof BABYLON !== \"undefined\" && typeof BABYLON.NodeRenderGraphEditor !== \"undefined\") {\r\n return BABYLON;\r\n }\r\n\r\n return undefined;\r\n }\r\n\r\n /**\r\n * Gets or sets data used by visual editor\r\n * @see https://nrge.babylonjs.com\r\n */\r\n public editorData: any = null;\r\n\r\n /**\r\n * Gets an array of blocks that needs to be serialized even if they are not yet connected\r\n */\r\n public attachedBlocks: NodeRenderGraphBlock[] = [];\r\n\r\n /**\r\n * Observable raised when the node render graph is built\r\n * Note that this is the same observable as the one in the underlying FrameGraph!\r\n */\r\n public get onBuildObservable() {\r\n return this._frameGraph.onBuildObservable;\r\n }\r\n\r\n /**\r\n * Observable raised when an error is detected\r\n */\r\n public onBuildErrorObservable = new Observable<string>();\r\n\r\n /** Gets or sets the RenderGraphOutputBlock used to gather the final node render graph data */\r\n public outputBlock: Nullable<NodeRenderGraphOutputBlock> = null;\r\n\r\n /**\r\n * Snippet ID if the graph was created from the snippet server\r\n */\r\n public snippetId: string;\r\n\r\n /**\r\n * The name of the node render graph\r\n */\r\n @serialize()\r\n public name: string;\r\n\r\n /**\r\n * A free comment about the graph\r\n */\r\n @serialize(\"comment\")\r\n public comment: string;\r\n\r\n private readonly _engine: AbstractEngine;\r\n private readonly _scene: Scene;\r\n private readonly _resizeObserver: Nullable<Observer<AbstractEngine>> = null;\r\n private readonly _frameGraph: FrameGraph;\r\n private readonly _options: INodeRenderGraphCreateOptions;\r\n\r\n /**\r\n * Gets the frame graph used by this node render graph\r\n */\r\n public get frameGraph() {\r\n return this._frameGraph;\r\n }\r\n\r\n /**\r\n * Gets the scene used by this node render graph\r\n * @returns the scene used by this node render graph\r\n */\r\n public getScene() {\r\n return this._scene;\r\n }\r\n\r\n /**\r\n * Creates a new node render graph\r\n * @param name defines the name of the node render graph\r\n * @param scene defines the scene to use to execute the graph\r\n * @param options defines the options to use when creating the graph\r\n */\r\n public constructor(name: string, scene: Scene, options?: INodeRenderGraphCreateOptions) {\r\n this.name = name;\r\n this._scene = scene;\r\n this._engine = scene.getEngine();\r\n\r\n options = {\r\n debugTextures: false,\r\n autoConfigure: false,\r\n verbose: false,\r\n rebuildGraphOnEngineResize: true,\r\n autoFillExternalInputs: true,\r\n ...options,\r\n };\r\n\r\n this._options = options;\r\n\r\n this._frameGraph = new FrameGraph(this._scene, options.debugTextures, this);\r\n this._frameGraph.name = name;\r\n\r\n if (options.rebuildGraphOnEngineResize) {\r\n this._resizeObserver = this._engine.onResizeObservable.add(async () => {\r\n this.build();\r\n\r\n await this.whenReadyAsync();\r\n });\r\n }\r\n }\r\n\r\n /**\r\n * Gets the current class name (\"NodeRenderGraph\")\r\n * @returns the class name\r\n */\r\n public getClassName(): string {\r\n return \"NodeRenderGraph\";\r\n }\r\n\r\n /**\r\n * Gets a block by its name\r\n * @param name defines the name of the block to retrieve\r\n * @returns the required block or null if not found\r\n */\r\n public getBlockByName<T extends NodeRenderGraphBlock>(name: string): Nullable<T> {\r\n let result: Nullable<T> = null;\r\n for (const block of this.attachedBlocks) {\r\n if (block.name === name) {\r\n if (!result) {\r\n result = block as T;\r\n } else {\r\n Tools.Warn(\"More than one block was found with the name `\" + name + \"`\");\r\n return result;\r\n }\r\n }\r\n }\r\n\r\n return result;\r\n }\r\n\r\n /**\r\n * Get a block using a predicate\r\n * @param predicate defines the predicate used to find the good candidate\r\n * @returns the required block or null if not found\r\n */\r\n public getBlockByPredicate<T extends NodeRenderGraphBlock>(predicate: (block: NodeRenderGraphBlock) => boolean): Nullable<T> {\r\n for (const block of this.attachedBlocks) {\r\n if (predicate(block)) {\r\n return block as T;\r\n }\r\n }\r\n\r\n return null;\r\n }\r\n\r\n /**\r\n * Get all blocks that match a predicate\r\n * @param predicate defines the predicate used to find the good candidate(s)\r\n * @returns the list of blocks found\r\n */\r\n public getBlocksByPredicate<T extends NodeRenderGraphBlock>(predicate: (block: NodeRenderGraphBlock) => boolean): T[] {\r\n const blocks: T[] = [];\r\n for (const block of this.attachedBlocks) {\r\n if (predicate(block)) {\r\n blocks.push(block as T);\r\n }\r\n }\r\n\r\n return blocks;\r\n }\r\n\r\n /**\r\n * Gets the list of input blocks attached to this material\r\n * @returns an array of InputBlocks\r\n */\r\n public getInputBlocks() {\r\n const blocks: NodeRenderGraphInputBlock[] = [];\r\n for (const block of this.attachedBlocks) {\r\n if (block.isInput) {\r\n blocks.push(block as NodeRenderGraphInputBlock);\r\n }\r\n }\r\n\r\n return blocks;\r\n }\r\n\r\n /**\r\n * Launch the node render graph editor\r\n * @param config Define the configuration of the editor\r\n * @returns a promise fulfilled when the node editor is visible\r\n */\r\n // eslint-disable-next-line @typescript-eslint/naming-convention\r\n public async edit(config?: INodeRenderGraphEditorOptions): Promise<void> {\r\n return await new Promise((resolve) => {\r\n this.BJSNODERENDERGRAPHEDITOR = this.BJSNODERENDERGRAPHEDITOR || this._getGlobalNodeRenderGraphEditor();\r\n if (typeof this.BJSNODERENDERGRAPHEDITOR == \"undefined\") {\r\n const editorUrl = config && config.editorURL ? config.editorURL : NodeRenderGraph.EditorURL;\r\n\r\n // Load editor and add it to the DOM\r\n Tools.LoadBabylonScript(editorUrl, () => {\r\n this.BJSNODERENDERGRAPHEDITOR = this.BJSNODERENDERGRAPHEDITOR || this._getGlobalNodeRenderGraphEditor();\r\n this._createNodeEditor(config?.nodeRenderGraphEditorConfig);\r\n resolve();\r\n });\r\n } else {\r\n // Otherwise creates the editor\r\n this._createNodeEditor(config?.nodeRenderGraphEditorConfig);\r\n resolve();\r\n }\r\n });\r\n }\r\n\r\n /**\r\n * Creates the node editor window.\r\n * @param additionalConfig Additional configuration for the FGE\r\n */\r\n private _createNodeEditor(additionalConfig?: any) {\r\n const nodeEditorConfig: any = {\r\n nodeRenderGraph: this,\r\n customBlockDescriptions: NodeRenderGraph.CustomBlockDescriptions,\r\n ...additionalConfig,\r\n };\r\n this.BJSNODERENDERGRAPHEDITOR.NodeRenderGraphEditor.Show(nodeEditorConfig);\r\n }\r\n\r\n /**\r\n * Build the final list of blocks that will be executed by the \"execute\" method\r\n * @param dontBuildFrameGraph If the underlying frame graph should not be built (default: false)\r\n */\r\n public build(dontBuildFrameGraph = false) {\r\n if (!this.outputBlock) {\r\n throw new Error(\"You must define the outputBlock property before building the node render graph\");\r\n }\r\n\r\n this._initializeBlock(this.outputBlock);\r\n\r\n this._frameGraph.clear();\r\n\r\n const state = new NodeRenderGraphBuildState();\r\n\r\n state.buildId = this._buildId;\r\n state.verbose = this._options.verbose!;\r\n\r\n if (this._options.autoFillExternalInputs) {\r\n this._autoFillExternalInputs();\r\n }\r\n\r\n // Make sure that one of the object renderer is flagged as the main object renderer\r\n const objectRendererBlocks = this.getBlocksByPredicate<NodeRenderGraphBaseObjectRendererBlock>((block) => block instanceof NodeRenderGraphBaseObjectRendererBlock);\r\n if (objectRendererBlocks.length > 0 && !objectRendererBlocks.find((block) => block.isMainObjectRenderer)) {\r\n objectRendererBlocks[0].isMainObjectRenderer = true;\r\n }\r\n\r\n try {\r\n this.outputBlock.build(state);\r\n\r\n if (!dontBuildFrameGraph) {\r\n this._frameGraph.build();\r\n }\r\n } finally {\r\n this._buildId = NodeRenderGraph._BuildIdGenerator++;\r\n\r\n state.emitErrors(this.onBuildErrorObservable);\r\n }\r\n }\r\n\r\n private _autoFillExternalInputs() {\r\n const allInputs = this.getInputBlocks();\r\n\r\n const shadowLights: IShadowLight[] = [];\r\n for (const light of this._scene.lights) {\r\n if ((light as IShadowLight).setShadowProjectionMatrix !== undefined) {\r\n shadowLights.push(light as IShadowLight);\r\n }\r\n }\r\n\r\n let cameraIndex = 0;\r\n let lightIndex = 0;\r\n for (const input of allInputs) {\r\n if (!input.isExternal) {\r\n continue;\r\n }\r\n if (!input.isAnAncestorOfType(\"NodeRenderGraphOutputBlock\")) {\r\n continue;\r\n }\r\n if ((input.type & NodeRenderGraphBlockConnectionPointTypes.TextureAllButBackBuffer) !== 0) {\r\n // nothing to do\r\n } else if (input.isCamera()) {\r\n const camera = this._scene.cameras[cameraIndex++] || this._scene.cameras[0];\r\n if (!this._scene.cameraToUseForPointers) {\r\n this._scene.cameraToUseForPointers = camera;\r\n }\r\n\r\n input.value = camera;\r\n } else if (input.isObjectList()) {\r\n input.value = { meshes: this._scene.meshes, particleSystems: this._scene.particleSystems };\r\n } else if (input.isShadowLight()) {\r\n if (lightIndex < shadowLights.length) {\r\n input.value = shadowLights[lightIndex++];\r\n lightIndex = lightIndex % shadowLights.length;\r\n }\r\n }\r\n }\r\n }\r\n\r\n /**\r\n * Returns a promise that resolves when the node render graph is ready to be executed\r\n * This method must be called after the graph has been built (NodeRenderGraph.build called)!\r\n * @param timeStep Time step in ms between retries (default is 16)\r\n * @param maxTimeout Maximum time in ms to wait for the graph to be ready (default is 5000)\r\n * @returns The promise that resolves when the graph is ready\r\n */\r\n // eslint-disable-next-line @typescript-eslint/promise-function-async, no-restricted-syntax\r\n public whenReadyAsync(timeStep = 16, maxTimeout = 5000): Promise<void> {\r\n this._frameGraph.pausedExecution = true;\r\n // eslint-disable-next-line github/no-then\r\n return this._frameGraph.whenReadyAsync(timeStep, maxTimeout).then(() => {\r\n this._frameGraph.pausedExecution = false;\r\n });\r\n }\r\n\r\n /**\r\n * Execute the graph (the graph must have been built before!)\r\n */\r\n public execute() {\r\n this._frameGraph.execute();\r\n }\r\n\r\n private _initializeBlock(node: NodeRenderGraphBlock) {\r\n node.initialize();\r\n if (this._options.autoConfigure) {\r\n node.autoConfigure();\r\n }\r\n\r\n if (this.attachedBlocks.indexOf(node) === -1) {\r\n this.attachedBlocks.push(node);\r\n }\r\n\r\n for (const input of node.inputs) {\r\n const connectedPoint = input.connectedPoint;\r\n if (connectedPoint) {\r\n const block = connectedPoint.ownerBlock;\r\n if (block !== node) {\r\n this._initializeBlock(block);\r\n }\r\n }\r\n }\r\n }\r\n\r\n /**\r\n * Clear the current graph\r\n */\r\n public clear() {\r\n this.outputBlock = null;\r\n this.attachedBlocks.length = 0;\r\n }\r\n\r\n /**\r\n * Remove a block from the current graph\r\n * @param block defines the block to remove\r\n */\r\n public removeBlock(block: NodeRenderGraphBlock) {\r\n const attachedBlockIndex = this.attachedBlocks.indexOf(block);\r\n if (attachedBlockIndex > -1) {\r\n this.attachedBlocks.splice(attachedBlockIndex, 1);\r\n }\r\n\r\n if (block === this.outputBlock) {\r\n this.outputBlock = null;\r\n }\r\n }\r\n\r\n /**\r\n * Clear the current graph and load a new one from a serialization object\r\n * @param source defines the JSON representation of the graph\r\n * @param merge defines whether or not the source must be merged or replace the current content\r\n */\r\n public parseSerializedObject(source: any, merge = false) {\r\n if (!merge) {\r\n this.clear();\r\n }\r\n\r\n const map: { [key: number]: NodeRenderGraphBlock } = {};\r\n\r\n // Create blocks\r\n for (const parsedBlock of source.blocks) {\r\n const blockType: typeof NodeRenderGraphBlock = GetClass(parsedBlock.customType);\r\n if (blockType) {\r\n const additionalConstructionParameters = parsedBlock.additionalConstructionParameters;\r\n const block: NodeRenderGraphBlock = additionalConstructionParameters\r\n ? new blockType(\"\", this._frameGraph, this._scene, ...additionalConstructionParameters)\r\n : new blockType(\"\", this._frameGraph, this._scene);\r\n block._deserialize(parsedBlock);\r\n map[parsedBlock.id] = block;\r\n\r\n this.attachedBlocks.push(block);\r\n }\r\n }\r\n\r\n // Reconnect teleportation\r\n for (const block of this.attachedBlocks) {\r\n if (block.isTeleportOut) {\r\n const teleportOut = block as NodeRenderGraphTeleportOutBlock;\r\n const id = teleportOut._tempEntryPointUniqueId;\r\n if (id) {\r\n const source = map[id] as NodeRenderGraphTeleportInBlock;\r\n if (source) {\r\n source.attachToEndpoint(teleportOut);\r\n }\r\n }\r\n }\r\n }\r\n\r\n // Connections - Starts with input blocks only (except if in \"merge\" mode where we scan all blocks)\r\n for (let blockIndex = 0; blockIndex < source.blocks.length; blockIndex++) {\r\n const parsedBlock = source.blocks[blockIndex];\r\n const block = map[parsedBlock.id];\r\n\r\n if (!block) {\r\n continue;\r\n }\r\n\r\n if (block.inputs.length && parsedBlock.inputs.some((i: any) => i.targetConnectionName) && !merge) {\r\n continue;\r\n }\r\n this._restoreConnections(block, source, map);\r\n }\r\n\r\n // Outputs\r\n if (source.outputNodeId) {\r\n this.outputBlock = map[source.outputNodeId] as NodeRenderGraphOutputBlock;\r\n }\r\n\r\n // UI related info\r\n if (source.locations || (source.editorData && source.editorData.locations)) {\r\n const locations: {\r\n blockId: number;\r\n x: number;\r\n y: number;\r\n isCollapsed: boolean;\r\n }[] = source.locations || source.editorData.locations;\r\n\r\n for (const location of locations) {\r\n if (map[location.blockId]) {\r\n location.blockId = map[location.blockId].uniqueId;\r\n }\r\n }\r\n\r\n if (merge && this.editorData && this.editorData.locations) {\r\n locations.concat(this.editorData.locations);\r\n }\r\n\r\n if (source.locations) {\r\n this.editorData = {\r\n locations: locations,\r\n };\r\n } else {\r\n this.editorData = source.editorData;\r\n this.editorData.locations = locations;\r\n }\r\n\r\n const blockMap: { [key: number]: number } = {};\r\n\r\n for (const key in map) {\r\n blockMap[key] = map[key].uniqueId;\r\n }\r\n\r\n this.editorData.map = blockMap;\r\n }\r\n\r\n this.comment = source.comment;\r\n }\r\n\r\n private _restoreConnections(block: NodeRenderGraphBlock, source: any, map: { [key: number]: NodeRenderGraphBlock }) {\r\n for (const outputPoint of block.outputs) {\r\n for (const candidate of source.blocks) {\r\n const target = map[candidate.id];\r\n\r\n if (!target) {\r\n continue;\r\n }\r\n\r\n for (const input of candidate.inputs) {\r\n if (map[input.targetBlockId] === block && input.targetConnectionName === outputPoint.name) {\r\n const inputPoint = target.getInputByName(input.inputName);\r\n if (!inputPoint || inputPoint.isConnected) {\r\n continue;\r\n }\r\n\r\n outputPoint.connectTo(inputPoint, true);\r\n this._restoreConnections(target, source, map);\r\n continue;\r\n }\r\n }\r\n }\r\n }\r\n }\r\n\r\n /**\r\n * Generate a string containing the code declaration required to create an equivalent of this node render graph\r\n * @returns a string\r\n */\r\n public generateCode() {\r\n let alreadyDumped: NodeRenderGraphBlock[] = [];\r\n const blocks: NodeRenderGraphBlock[] = [];\r\n const uniqueNames: string[] = [\"const\", \"var\", \"let\"];\r\n // Gets active blocks\r\n if (this.outputBlock) {\r\n this._gatherBlocks(this.outputBlock, blocks);\r\n }\r\n\r\n // Generate\r\n const options = JSON.stringify(this._options);\r\n let codeString = `let nodeRenderGraph = new BABYLON.NodeRenderGraph(\"${this.name || \"render graph\"}\", scene, ${options});\\n`;\r\n for (const node of blocks) {\r\n if (node.isInput && alreadyDumped.indexOf(node) === -1) {\r\n codeString += node._dumpCode(uniqueNames, alreadyDumped) + \"\\n\";\r\n }\r\n }\r\n\r\n if (this.outputBlock) {\r\n // Connections\r\n alreadyDumped = [];\r\n codeString += \"// Connections\\n\";\r\n codeString += this.outputBlock._dumpCodeForOutputConnections(alreadyDumped);\r\n\r\n // Output nodes\r\n codeString += \"// Output nodes\\n\";\r\n codeString += `nodeRenderGraph.outputBlock = ${this.outputBlock._codeVariableName};\\n`;\r\n codeString += `nodeRenderGraph.build();\\n`;\r\n }\r\n\r\n return codeString;\r\n }\r\n\r\n private _gatherBlocks(rootNode: NodeRenderGraphBlock, list: NodeRenderGraphBlock[]) {\r\n if (list.indexOf(rootNode) !== -1) {\r\n return;\r\n }\r\n list.push(rootNode);\r\n\r\n for (const input of rootNode.inputs) {\r\n const connectedPoint = input.connectedPoint;\r\n if (connectedPoint) {\r\n const block = connectedPoint.ownerBlock;\r\n if (block !== rootNode) {\r\n this._gatherBlocks(block, list);\r\n }\r\n }\r\n }\r\n\r\n // Teleportation\r\n if (rootNode.isTeleportOut) {\r\n const block = rootNode as NodeRenderGraphTeleportOutBlock;\r\n if (block.entryPoint) {\r\n this._gatherBlocks(block.entryPoint, list);\r\n }\r\n }\r\n }\r\n\r\n /**\r\n * Clear the current graph and set it to a default state\r\n */\r\n public setToDefault() {\r\n this.clear();\r\n\r\n this.editorData = null;\r\n\r\n // Source textures\r\n const colorTexture = new NodeRenderGraphInputBlock(\"Color Texture\", this._frameGraph, this._scene, NodeRenderGraphBlockConnectionPointTypes.Texture);\r\n colorTexture.creationOptions.options.samples = 4;\r\n\r\n const depthTexture = new NodeRenderGraphInputBlock(\"Depth Texture\", this._frameGraph, this._scene, NodeRenderGraphBlockConnectionPointTypes.TextureDepthStencilAttachment);\r\n depthTexture.creationOptions.options.samples = 4;\r\n\r\n // Clear texture\r\n const clear = new NodeRenderGraphClearBlock(\"Clear\", this._frameGraph, this._scene);\r\n clear.clearDepth = true;\r\n clear.clearStencil = true;\r\n\r\n colorTexture.output.connectTo(clear.target);\r\n depthTexture.output.connectTo(clear.depth);\r\n\r\n // Object list and culling\r\n const camera = new NodeRenderGraphInputBlock(\"Camera\", this._frameGraph, this._scene, NodeRenderGraphBlockConnectionPointTypes.Camera);\r\n const objectList = new NodeRenderGraphInputBlock(\"Object List\", this._frameGraph, this._scene, NodeRenderGraphBlockConnectionPointTypes.ObjectList);\r\n const cull = new NodeRenderGraphCullObjectsBlock(\"Cull\", this._frameGraph, this._scene);\r\n\r\n camera.output.connectTo(cull.camera);\r\n objectList.output.connectTo(cull.objects);\r\n\r\n // Render objects\r\n const mainRendering = new NodeRenderGraphObjectRendererBlock(\"Main Rendering\", this._frameGraph, this._scene);\r\n\r\n camera.output.connectTo(mainRendering.camera);\r\n cull.output.connectTo(mainRendering.objects);\r\n clear.output.connectTo(mainRendering.target);\r\n clear.outputDepth.connectTo(mainRendering.depth);\r\n\r\n // Final output\r\n const output = new NodeRenderGraphOutputBlock(\"Output\", this._frameGraph, this._scene);\r\n mainRendering.output.connectTo(output.texture);\r\n\r\n this.outputBlock = output;\r\n }\r\n\r\n /**\r\n * Makes a duplicate of the current node render graph.\r\n * @param name defines the name to use for the new node render graph\r\n * @returns the new node render graph\r\n */\r\n public clone(name: string): NodeRenderGraph {\r\n const serializationObject = this.serialize();\r\n\r\n const clone = SerializationHelper.Clone(() => new NodeRenderGraph(name, this._scene), this);\r\n clone.name = name;\r\n\r\n clone.parseSerializedObject(serializationObject);\r\n clone._buildId = this._buildId;\r\n clone.build();\r\n\r\n return clone;\r\n }\r\n\r\n /**\r\n * Serializes this node render graph in a JSON representation\r\n * @param selectedBlocks defines the list of blocks to save (if null the whole node render graph will be saved)\r\n * @returns the serialized node render graph object\r\n */\r\n public serialize(selectedBlocks?: NodeRenderGraphBlock[]): any {\r\n const serializationObject = selectedBlocks ? {} : SerializationHelper.Serialize(this);\r\n serializationObject.editorData = JSON.parse(JSON.stringify(this.editorData)); // Copy\r\n\r\n let blocks: NodeRenderGraphBlock[] = [];\r\n\r\n if (selectedBlocks) {\r\n blocks = selectedBlocks;\r\n } else {\r\n serializationObject.customType = \"BABYLON.NodeRenderGraph\";\r\n if (this.outputBlock) {\r\n serializationObject.outputNodeId = this.outputBlock.uniqueId;\r\n }\r\n }\r\n\r\n // Blocks\r\n serializationObject.blocks = [];\r\n\r\n for (const block of blocks) {\r\n serializationObject.blocks.push(block.serialize());\r\n }\r\n\r\n if (!selectedBlocks) {\r\n for (const block of this.attachedBlocks) {\r\n if (blocks.indexOf(block) !== -1) {\r\n continue;\r\n }\r\n serializationObject.blocks.push(block.serialize());\r\n }\r\n }\r\n\r\n return serializationObject;\r\n }\r\n\r\n /**\r\n * Disposes the resources\r\n */\r\n public dispose(): void {\r\n for (const block of this.attachedBlocks) {\r\n block.dispose();\r\n }\r\n\r\n this._frameGraph.dispose();\r\n (this._frameGraph as WritableObject<FrameGraph>) = undefined as any;\r\n\r\n this._engine.onResizeObservable.remove(this._resizeObserver);\r\n (this._resizeObserver as WritableObject<Nullable<Observer<AbstractEngine>>>) = null;\r\n\r\n this.attachedBlocks.length = 0;\r\n this.onBuildErrorObservable.clear();\r\n }\r\n\r\n /**\r\n * Creates a new node render graph set to default basic configuration\r\n * @param name defines the name of the node render graph\r\n * @param scene defines the scene to use\r\n * @param nodeRenderGraphOptions defines options to use when creating the node render graph\r\n * @returns a new NodeRenderGraph\r\n */\r\n public static CreateDefault(name: string, scene: Scene, nodeRenderGraphOptions?: INodeRenderGraphCreateOptions): NodeRenderGraph {\r\n const renderGraph = new NodeRenderGraph(name, scene, nodeRenderGraphOptions);\r\n\r\n renderGraph.setToDefault();\r\n renderGraph.build();\r\n\r\n return renderGraph;\r\n }\r\n\r\n /**\r\n * Creates a node render graph from parsed graph data\r\n * @param source defines the JSON representation of the node render graph\r\n * @param scene defines the scene to use\r\n * @param nodeRenderGraphOptions defines options to use when creating the node render\r\n * @param skipBuild defines whether to skip building the node render graph (default is true)\r\n * @returns a new node render graph\r\n */\r\n public static Parse(source: any, scene: Scene, nodeRenderGraphOptions?: INodeRenderGraphCreateOptions, skipBuild: boolean = true): NodeRenderGraph {\r\n const renderGraph = SerializationHelper.Parse(() => new NodeRenderGraph(source.name, scene, nodeRenderGraphOptions), source, null);\r\n\r\n renderGraph.parseSerializedObject(source);\r\n if (!skipBuild) {\r\n renderGraph.build();\r\n }\r\n\r\n return renderGraph;\r\n }\r\n\r\n /**\r\n * Creates a node render graph from a snippet saved by the node render graph editor\r\n * @param snippetId defines the snippet to load\r\n * @param scene defines the scene to use\r\n * @param nodeRenderGraphOptions defines options to use when creating the node render graph\r\n * @param nodeRenderGraph defines a node render graph to update (instead of creating a new one)\r\n * @param skipBuild defines whether to skip building the node render graph (default is true)\r\n * @returns a promise that will resolve to the new node render graph\r\n */\r\n // eslint-disable-next-line @typescript-eslint/promise-function-async, no-restricted-syntax\r\n public static ParseFromSnippetAsync(\r\n snippetId: string,\r\n scene: Scene,\r\n nodeRenderGraphOptions?: INodeRenderGraphCreateOptions,\r\n nodeRenderGraph?: NodeRenderGraph,\r\n skipBuild: boolean = true\r\n ): Promise<NodeRenderGraph> {\r\n if (snippetId === \"_BLANK\") {\r\n return Promise.resolve(NodeRenderGraph.CreateDefault(\"blank\", scene, nodeRenderGraphOptions));\r\n }\r\n\r\n return new Promise((resolve, reject) => {\r\n const request = new WebRequest();\r\n request.addEventListener(\"readystatechange\", () => {\r\n if (request.readyState == 4) {\r\n if (request.status == 200) {\r\n const snippet = JSON.parse(JSON.parse(request.responseText).jsonPayload);\r\n const serializationObject = JSON.parse(snippet.nodeRenderGraph);\r\n\r\n if (!nodeRenderGraph) {\r\n nodeRenderGraph = SerializationHelper.Parse(() => new NodeRenderGraph(snippetId, scene, nodeRenderGraphOptions), serializationObject, null);\r\n }\r\n\r\n nodeRenderGraph.parseSerializedObject(serializationObject);\r\n nodeRenderGraph.snippetId = snippetId;\r\n\r\n try {\r\n if (!skipBuild) {\r\n nodeRenderGraph.build();\r\n }\r\n resolve(nodeRenderGraph);\r\n } catch (err) {\r\n // eslint-disable-next-line @typescript-eslint/prefer-promise-reject-errors\r\n reject(err);\r\n }\r\n } else {\r\n // eslint-disable-next-line @typescript-eslint/prefer-promise-reject-errors\r\n reject(\"Unable to load the snippet \" + snippetId);\r\n }\r\n }\r\n });\r\n\r\n request.open(\"GET\", this.SnippetUrl + \"/\" + snippetId.replace(/#/g, \"/\"));\r\n request.send();\r\n });\r\n }\r\n}\r\n"]}
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@@ -1,24 +1,24 @@
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import type { Nullable, AbstractEngine, IFrameGraphPass, FrameGraphContext, FrameGraphObjectList, FrameGraphTask } from "../../index.js";
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import { FrameGraphPass } from "./pass.js";
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/**
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*
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* Object list pass used to generate a list of objects.
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export declare class
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export declare class FrameGraphObjectListPass extends FrameGraphPass<FrameGraphContext> {
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protected readonly _engine: AbstractEngine;
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protected _objectList: FrameGraphObjectList;
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/**
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* Checks if a pass is
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* Checks if a pass is an object list pass.
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* @returns True if the pass is an object list pass, else false.
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*/
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static
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static IsObjectListPass(pass: IFrameGraphPass): pass is FrameGraphObjectListPass;
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/**
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* Gets the object list used by the
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* Gets the object list used by the pass.
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*/
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get objectList(): FrameGraphObjectList;
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/**
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* Sets the object list to use for
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* Sets the object list to use for the pass.
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*/
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setObjectList(objectList: FrameGraphObjectList): void;
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/** @internal */
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@@ -1,25 +1,25 @@
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1
1
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import { FrameGraphPass } from "./pass.js";
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/**
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*
|
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3
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* Object list pass used to generate a list of objects.
|
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*/
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export class
|
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export class FrameGraphObjectListPass extends FrameGraphPass {
|
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/**
|
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* Checks if a pass is
|
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* Checks if a pass is an object list pass.
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* @param pass The pass to check.
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* @returns True if the pass is an object list pass, else false.
|
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*/
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-
static
|
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+
static IsObjectListPass(pass) {
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return pass.setObjectList !== undefined;
|
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}
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/**
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* Gets the object list used by the
|
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* Gets the object list used by the pass.
|
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*/
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|
get objectList() {
|
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return this._objectList;
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}
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/**
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|
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* @param objectList The object list to use for
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* Sets the object list to use for the pass.
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* @param objectList The object list to use for the pass.
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*/
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|
setObjectList(objectList) {
|
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|
this._objectList = objectList;
|
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@@ -35,4 +35,4 @@ export class FrameGraphCullPass extends FrameGraphPass {
|
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|
return errMsg ? errMsg : this._objectList !== undefined ? null : "Object list is not set (call setObjectList to set it)";
|
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36
|
}
|
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}
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//# sourceMappingURL=
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//# sourceMappingURL=objectListPass.js.map
|
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@@ -0,0 +1 @@
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1
|
+
{"version":3,"file":"objectListPass.js","sourceRoot":"","sources":["../../../../../dev/core/src/FrameGraph/Passes/objectListPass.ts"],"names":[],"mappings":"AACA,OAAO,EAAE,cAAc,EAAE,MAAM,QAAQ,CAAC;AAExC;;GAEG;AACH,MAAM,OAAO,wBAAyB,SAAQ,cAAiC;IAI3E;;;;OAIG;IACI,MAAM,CAAC,gBAAgB,CAAC,IAAqB;QAChD,OAAQ,IAAiC,CAAC,aAAa,KAAK,SAAS,CAAC;IAC1E,CAAC;IAED;;OAEG;IACH,IAAW,UAAU;QACjB,OAAO,IAAI,CAAC,WAAW,CAAC;IAC5B,CAAC;IAED;;;OAGG;IACI,aAAa,CAAC,UAAgC;QACjD,IAAI,CAAC,WAAW,GAAG,UAAU,CAAC;IAClC,CAAC;IAED,gBAAgB;IAChB,YAAY,IAAY,EAAE,UAA0B,EAAE,OAA0B,EAAE,MAAsB;QACpG,KAAK,CAAC,IAAI,EAAE,UAAU,EAAE,OAAO,CAAC,CAAC;QACjC,IAAI,CAAC,OAAO,GAAG,MAAM,CAAC;IAC1B,CAAC;IAED,gBAAgB;IACA,QAAQ;QACpB,MAAM,MAAM,GAAG,KAAK,CAAC,QAAQ,EAAE,CAAC;QAChC,OAAO,MAAM,CAAC,CAAC,CAAC,MAAM,CAAC,CAAC,CAAC,IAAI,CAAC,WAAW,KAAK,SAAS,CAAC,CAAC,CAAC,IAAI,CAAC,CAAC,CAAC,uDAAuD,CAAC;IAC7H,CAAC;CACJ","sourcesContent":["import type { Nullable, AbstractEngine, IFrameGraphPass, FrameGraphContext, FrameGraphObjectList, FrameGraphTask } from \"core/index\";\r\nimport { FrameGraphPass } from \"./pass\";\r\n\r\n/**\r\n * Object list pass used to generate a list of objects.\r\n */\r\nexport class FrameGraphObjectListPass extends FrameGraphPass<FrameGraphContext> {\r\n protected readonly _engine: AbstractEngine;\r\n protected _objectList: FrameGraphObjectList;\r\n\r\n /**\r\n * Checks if a pass is an object list pass.\r\n * @param pass The pass to check.\r\n * @returns True if the pass is an object list pass, else false.\r\n */\r\n public static IsObjectListPass(pass: IFrameGraphPass): pass is FrameGraphObjectListPass {\r\n return (pass as FrameGraphObjectListPass).setObjectList !== undefined;\r\n }\r\n\r\n /**\r\n * Gets the object list used by the pass.\r\n */\r\n public get objectList(): FrameGraphObjectList {\r\n return this._objectList;\r\n }\r\n\r\n /**\r\n * Sets the object list to use for the pass.\r\n * @param objectList The object list to use for the pass.\r\n */\r\n public setObjectList(objectList: FrameGraphObjectList) {\r\n this._objectList = objectList;\r\n }\r\n\r\n /** @internal */\r\n constructor(name: string, parentTask: FrameGraphTask, context: FrameGraphContext, engine: AbstractEngine) {\r\n super(name, parentTask, context);\r\n this._engine = engine;\r\n }\r\n\r\n /** @internal */\r\n public override _isValid(): Nullable<string> {\r\n const errMsg = super._isValid();\r\n return errMsg ? errMsg : this._objectList !== undefined ? null : \"Object list is not set (call setObjectList to set it)\";\r\n }\r\n}\r\n"]}
|
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@@ -16,13 +16,17 @@ export declare class FrameGraphRenderPass extends FrameGraphPass<FrameGraphRende
|
|
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16
16
|
*/
|
|
17
17
|
static IsRenderPass(pass: IFrameGraphPass): pass is FrameGraphRenderPass;
|
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18
18
|
/**
|
|
19
|
-
* Gets the render target(s) used by the render pass.
|
|
19
|
+
* Gets the handle(s) of the render target(s) used by the render pass.
|
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20
20
|
*/
|
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21
21
|
get renderTarget(): FrameGraphTextureHandle | FrameGraphTextureHandle[] | undefined;
|
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22
22
|
/**
|
|
23
|
-
* Gets the render target depth used by the render pass.
|
|
23
|
+
* Gets the handle of the render target depth used by the render pass.
|
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24
24
|
*/
|
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25
25
|
get renderTargetDepth(): FrameGraphTextureHandle | undefined;
|
|
26
|
+
/**
|
|
27
|
+
* Gets the frame graph render target used by the render pass.
|
|
28
|
+
*/
|
|
29
|
+
get frameGraphRenderTarget(): FrameGraphRenderTarget | undefined;
|
|
26
30
|
/**
|
|
27
31
|
* If true, the depth attachment will be read-only (may allow some optimizations in WebGPU)
|
|
28
32
|
*/
|
|
@@ -12,17 +12,23 @@ export class FrameGraphRenderPass extends FrameGraphPass {
|
|
|
12
12
|
return pass.setRenderTarget !== undefined;
|
|
13
13
|
}
|
|
14
14
|
/**
|
|
15
|
-
* Gets the render target(s) used by the render pass.
|
|
15
|
+
* Gets the handle(s) of the render target(s) used by the render pass.
|
|
16
16
|
*/
|
|
17
17
|
get renderTarget() {
|
|
18
18
|
return this._renderTarget;
|
|
19
19
|
}
|
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20
20
|
/**
|
|
21
|
-
* Gets the render target depth used by the render pass.
|
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21
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+
* Gets the handle of the render target depth used by the render pass.
|
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22
22
|
*/
|
|
23
23
|
get renderTargetDepth() {
|
|
24
24
|
return this._renderTargetDepth;
|
|
25
25
|
}
|
|
26
|
+
/**
|
|
27
|
+
* Gets the frame graph render target used by the render pass.
|
|
28
|
+
*/
|
|
29
|
+
get frameGraphRenderTarget() {
|
|
30
|
+
return this._frameGraphRenderTarget;
|
|
31
|
+
}
|
|
26
32
|
/** @internal */
|
|
27
33
|
constructor(name, parentTask, context, engine) {
|
|
28
34
|
super(name, parentTask, context);
|
|
@@ -100,6 +106,12 @@ export class FrameGraphRenderPass extends FrameGraphPass {
|
|
|
100
106
|
this._context.bindRenderTarget(this._frameGraphRenderTarget, `frame graph render pass - ${this.name}`);
|
|
101
107
|
super._execute();
|
|
102
108
|
this._context._flushDebugMessages();
|
|
109
|
+
const renderTargetWrapper = this._frameGraphRenderTarget.renderTargetWrapper;
|
|
110
|
+
if (renderTargetWrapper && (renderTargetWrapper.resolveMSAAColors || renderTargetWrapper.resolveMSAADepth || renderTargetWrapper.resolveMSAAStencil)) {
|
|
111
|
+
// Unbinding the render target will trigger resolving MSAA textures.
|
|
112
|
+
this._context.bindRenderTarget(undefined, `frame graph render pass - ${this.name} - resolve MSAA`, true);
|
|
113
|
+
this._context._flushDebugMessages();
|
|
114
|
+
}
|
|
103
115
|
}
|
|
104
116
|
/** @internal */
|
|
105
117
|
_isValid() {
|
|
@@ -1 +1 @@
|
|
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1
|
-
{"version":3,"file":"renderPass.js","sourceRoot":"","sources":["../../../../../dev/core/src/FrameGraph/Passes/renderPass.ts"],"names":[],"mappings":"AACA,OAAO,EAAE,cAAc,EAAE,MAAM,QAAQ,CAAC;AAExC;;GAEG;AACH,MAAM,OAAO,oBAAqB,SAAQ,cAAuC;IAO7E;;;;OAIG;IACI,MAAM,CAAC,YAAY,CAAC,IAAqB;QAC5C,OAAQ,IAA6B,CAAC,eAAe,KAAK,SAAS,CAAC;IACxE,CAAC;IAED;;OAEG;IACH,IAAW,YAAY;QACnB,OAAO,IAAI,CAAC,aAAa,CAAC;IAC9B,CAAC;IAED;;OAEG;IACH,IAAW,iBAAiB;QACxB,OAAO,IAAI,CAAC,kBAAkB,CAAC;IACnC,CAAC;IAYD,gBAAgB;IAChB,YAAY,IAAY,EAAE,UAA0B,EAAE,OAAgC,EAAE,MAAsB;QAC1G,KAAK,CAAC,IAAI,EAAE,UAAU,EAAE,OAAO,CAAC,CAAC;
|
|
1
|
+
{"version":3,"file":"renderPass.js","sourceRoot":"","sources":["../../../../../dev/core/src/FrameGraph/Passes/renderPass.ts"],"names":[],"mappings":"AACA,OAAO,EAAE,cAAc,EAAE,MAAM,QAAQ,CAAC;AAExC;;GAEG;AACH,MAAM,OAAO,oBAAqB,SAAQ,cAAuC;IAO7E;;;;OAIG;IACI,MAAM,CAAC,YAAY,CAAC,IAAqB;QAC5C,OAAQ,IAA6B,CAAC,eAAe,KAAK,SAAS,CAAC;IACxE,CAAC;IAED;;OAEG;IACH,IAAW,YAAY;QACnB,OAAO,IAAI,CAAC,aAAa,CAAC;IAC9B,CAAC;IAED;;OAEG;IACH,IAAW,iBAAiB;QACxB,OAAO,IAAI,CAAC,kBAAkB,CAAC;IACnC,CAAC;IAED;;OAEG;IACH,IAAW,sBAAsB;QAC7B,OAAO,IAAI,CAAC,uBAAuB,CAAC;IACxC,CAAC;IAYD,gBAAgB;IAChB,YAAY,IAAY,EAAE,UAA0B,EAAE,OAAgC,EAAE,MAAsB;QAC1G,KAAK,CAAC,IAAI,EAAE,UAAU,EAAE,OAAO,CAAC,CAAC;QA5C3B,kBAAa,GAAiC,IAAI,GAAG,EAAE,CAAC;QAgClE;;WAEG;QACI,kBAAa,GAAG,KAAK,CAAC;QAE7B;;WAEG;QACI,oBAAe,GAAG,KAAK,CAAC;QAK3B,IAAI,CAAC,OAAO,GAAG,MAAM,CAAC;IAC1B,CAAC;IAED;;;OAGG;IACI,eAAe,CAAC,kBAAwE;QAC3F,IAAI,CAAC,aAAa,GAAG,kBAAkB,CAAC;IAC5C,CAAC;IAED;;;OAGG;IACI,oBAAoB,CAAC,kBAA4C;QACpE,IAAI,CAAC,kBAAkB,GAAG,kBAAkB,CAAC;IACjD,CAAC;IAED;;;OAGG;IACI,eAAe,CAAC,YAAkE;QACrF,IAAI,YAAY,KAAK,SAAS,EAAE,CAAC;YAC7B,OAAO;QACX,CAAC;QAED,IAAI,KAAK,CAAC,OAAO,CAAC,YAAY,CAAC,EAAE,CAAC;YAC9B,KAAK,MAAM,UAAU,IAAI,YAAY,EAAE,CAAC;gBACpC,IAAI,CAAC,aAAa,CAAC,GAAG,CAAC,UAAU,CAAC,CAAC;YACvC,CAAC;QACL,CAAC;aAAM,CAAC;YACJ,IAAI,CAAC,aAAa,CAAC,GAAG,CAAC,YAAY,CAAC,CAAC;QACzC,CAAC;IACL,CAAC;IAED;;;OAGG;IACI,mBAAmB,CAAC,YAA0C;QACjE,MAAM,QAAQ,GAAG,IAAI,CAAC,aAAa,CAAC,IAAI,EAAE,CAAC;QAC3C,KAAK,IAAI,GAAG,GAAG,QAAQ,CAAC,IAAI,EAAE,EAAE,GAAG,CAAC,IAAI,KAAK,IAAI,EAAE,GAAG,GAAG,QAAQ,CAAC,IAAI,EAAE,EAAE,CAAC;YACvE,YAAY,CAAC,GAAG,CAAC,GAAG,CAAC,KAAK,CAAC,CAAC;QAChC,CAAC;QAED,IAAI,IAAI,CAAC,aAAa,KAAK,SAAS,EAAE,CAAC;YACnC,IAAI,KAAK,CAAC,OAAO,CAAC,IAAI,CAAC,aAAa,CAAC,EAAE,CAAC;gBACpC,KAAK,MAAM,MAAM,IAAI,IAAI,CAAC,aAAa,EAAE,CAAC;oBACtC,IAAI,MAAM,KAAK,SAAS,EAAE,CAAC;wBACvB,YAAY,CAAC,GAAG,CAAC,MAAM,CAAC,CAAC;oBAC7B,CAAC;gBACL,CAAC;YACL,CAAC;iBAAM,CAAC;gBACJ,YAAY,CAAC,GAAG,CAAC,IAAI,CAAC,aAAa,CAAC,CAAC;YACzC,CAAC;QACL,CAAC;QAED,IAAI,IAAI,CAAC,kBAAkB,KAAK,SAAS,EAAE,CAAC;YACxC,YAAY,CAAC,GAAG,CAAC,IAAI,CAAC,kBAAkB,CAAC,CAAC;QAC9C,CAAC;IACL,CAAC;IAED,gBAAgB;IACA,QAAQ;QACpB,IAAI,CAAC,uBAAuB;YACxB,IAAI,CAAC,uBAAuB,IAAI,IAAI,CAAC,QAAQ,CAAC,kBAAkB,CAAC,IAAI,CAAC,IAAI,EAAE,IAAI,CAAC,aAAa,EAAE,IAAI,CAAC,kBAAkB,EAAE,IAAI,CAAC,aAAa,EAAE,IAAI,CAAC,eAAe,CAAC,CAAC;QAEvK,IAAI,CAAC,QAAQ,CAAC,gBAAgB,CAAC,IAAI,CAAC,uBAAuB,EAAE,6BAA6B,IAAI,CAAC,IAAI,EAAE,CAAC,CAAC;QAEvG,KAAK,CAAC,QAAQ,EAAE,CAAC;QAEjB,IAAI,CAAC,QAAQ,CAAC,mBAAmB,EAAE,CAAC;QAEpC,MAAM,mBAAmB,GAAG,IAAI,CAAC,uBAAuB,CAAC,mBAAmB,CAAC;QAC7E,IAAI,mBAAmB,IAAI,CAAC,mBAAmB,CAAC,iBAAiB,IAAI,mBAAmB,CAAC,gBAAgB,IAAI,mBAAmB,CAAC,kBAAkB,CAAC,EAAE,CAAC;YACnJ,oEAAoE;YACpE,IAAI,CAAC,QAAQ,CAAC,gBAAgB,CAAC,SAAS,EAAE,6BAA6B,IAAI,CAAC,IAAI,iBAAiB,EAAE,IAAI,CAAC,CAAC;YACzG,IAAI,CAAC,QAAQ,CAAC,mBAAmB,EAAE,CAAC;QACxC,CAAC;IACL,CAAC;IAED,gBAAgB;IACA,QAAQ;QACpB,MAAM,MAAM,GAAG,KAAK,CAAC,QAAQ,EAAE,CAAC;QAChC,OAAO,MAAM;YACT,CAAC,CAAC,MAAM;YACR,CAAC,CAAC,IAAI,CAAC,aAAa,KAAK,SAAS,IAAI,IAAI,CAAC,iBAAiB,KAAK,SAAS;gBACxE,CAAC,CAAC,IAAI;gBACN,CAAC,CAAC,iEAAiE,CAAC;IAC9E,CAAC;CACJ","sourcesContent":["import type { Nullable, FrameGraphRenderContext, AbstractEngine, IFrameGraphPass, FrameGraphTextureHandle, FrameGraphTask, FrameGraphRenderTarget } from \"core/index\";\r\nimport { FrameGraphPass } from \"./pass\";\r\n\r\n/**\r\n * Render pass used to render objects.\r\n */\r\nexport class FrameGraphRenderPass extends FrameGraphPass<FrameGraphRenderContext> {\r\n protected readonly _engine: AbstractEngine;\r\n protected _renderTarget: FrameGraphTextureHandle | FrameGraphTextureHandle[] | undefined;\r\n protected _renderTargetDepth: FrameGraphTextureHandle | undefined;\r\n protected _frameGraphRenderTarget: FrameGraphRenderTarget | undefined;\r\n protected _dependencies: Set<FrameGraphTextureHandle> = new Set();\r\n\r\n /**\r\n * Checks if a pass is a render pass.\r\n * @param pass The pass to check.\r\n * @returns True if the pass is a render pass, else false.\r\n */\r\n public static IsRenderPass(pass: IFrameGraphPass): pass is FrameGraphRenderPass {\r\n return (pass as FrameGraphRenderPass).setRenderTarget !== undefined;\r\n }\r\n\r\n /**\r\n * Gets the handle(s) of the render target(s) used by the render pass.\r\n */\r\n public get renderTarget(): FrameGraphTextureHandle | FrameGraphTextureHandle[] | undefined {\r\n return this._renderTarget;\r\n }\r\n\r\n /**\r\n * Gets the handle of the render target depth used by the render pass.\r\n */\r\n public get renderTargetDepth(): FrameGraphTextureHandle | undefined {\r\n return this._renderTargetDepth;\r\n }\r\n\r\n /**\r\n * Gets the frame graph render target used by the render pass.\r\n */\r\n public get frameGraphRenderTarget(): FrameGraphRenderTarget | undefined {\r\n return this._frameGraphRenderTarget;\r\n }\r\n\r\n /**\r\n * If true, the depth attachment will be read-only (may allow some optimizations in WebGPU)\r\n */\r\n public depthReadOnly = false;\r\n\r\n /**\r\n * If true, the stencil attachment will be read-only (may allow some optimizations in WebGPU)\r\n */\r\n public stencilReadOnly = false;\r\n\r\n /** @internal */\r\n constructor(name: string, parentTask: FrameGraphTask, context: FrameGraphRenderContext, engine: AbstractEngine) {\r\n super(name, parentTask, context);\r\n this._engine = engine;\r\n }\r\n\r\n /**\r\n * Sets the render target(s) to use for rendering.\r\n * @param renderTargetHandle The render target to use for rendering, or an array of render targets to use for multi render target rendering.\r\n */\r\n public setRenderTarget(renderTargetHandle?: FrameGraphTextureHandle | FrameGraphTextureHandle[]) {\r\n this._renderTarget = renderTargetHandle;\r\n }\r\n\r\n /**\r\n * Sets the render target depth to use for rendering.\r\n * @param renderTargetHandle The render target depth to use for rendering.\r\n */\r\n public setRenderTargetDepth(renderTargetHandle?: FrameGraphTextureHandle) {\r\n this._renderTargetDepth = renderTargetHandle;\r\n }\r\n\r\n /**\r\n * Adds dependencies to the render pass.\r\n * @param dependencies The dependencies to add.\r\n */\r\n public addDependencies(dependencies?: FrameGraphTextureHandle | FrameGraphTextureHandle[]) {\r\n if (dependencies === undefined) {\r\n return;\r\n }\r\n\r\n if (Array.isArray(dependencies)) {\r\n for (const dependency of dependencies) {\r\n this._dependencies.add(dependency);\r\n }\r\n } else {\r\n this._dependencies.add(dependencies);\r\n }\r\n }\r\n\r\n /**\r\n * Collects the dependencies of the render pass.\r\n * @param dependencies The set of dependencies to update.\r\n */\r\n public collectDependencies(dependencies: Set<FrameGraphTextureHandle>): void {\r\n const iterator = this._dependencies.keys();\r\n for (let key = iterator.next(); key.done !== true; key = iterator.next()) {\r\n dependencies.add(key.value);\r\n }\r\n\r\n if (this._renderTarget !== undefined) {\r\n if (Array.isArray(this._renderTarget)) {\r\n for (const handle of this._renderTarget) {\r\n if (handle !== undefined) {\r\n dependencies.add(handle);\r\n }\r\n }\r\n } else {\r\n dependencies.add(this._renderTarget);\r\n }\r\n }\r\n\r\n if (this._renderTargetDepth !== undefined) {\r\n dependencies.add(this._renderTargetDepth);\r\n }\r\n }\r\n\r\n /** @internal */\r\n public override _execute() {\r\n this._frameGraphRenderTarget =\r\n this._frameGraphRenderTarget || this._context.createRenderTarget(this.name, this._renderTarget, this._renderTargetDepth, this.depthReadOnly, this.stencilReadOnly);\r\n\r\n this._context.bindRenderTarget(this._frameGraphRenderTarget, `frame graph render pass - ${this.name}`);\r\n\r\n super._execute();\r\n\r\n this._context._flushDebugMessages();\r\n\r\n const renderTargetWrapper = this._frameGraphRenderTarget.renderTargetWrapper;\r\n if (renderTargetWrapper && (renderTargetWrapper.resolveMSAAColors || renderTargetWrapper.resolveMSAADepth || renderTargetWrapper.resolveMSAAStencil)) {\r\n // Unbinding the render target will trigger resolving MSAA textures.\r\n this._context.bindRenderTarget(undefined, `frame graph render pass - ${this.name} - resolve MSAA`, true);\r\n this._context._flushDebugMessages();\r\n }\r\n }\r\n\r\n /** @internal */\r\n public override _isValid(): Nullable<string> {\r\n const errMsg = super._isValid();\r\n return errMsg\r\n ? errMsg\r\n : this._renderTarget !== undefined || this.renderTargetDepth !== undefined\r\n ? null\r\n : \"Render target and render target depth cannot both be undefined.\";\r\n }\r\n}\r\n"]}
|
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@@ -24,7 +24,7 @@ export class FrameGraphCullObjectsTask extends FrameGraphTask {
|
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// Initial output values
|
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25
25
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this.outputObjectList.meshes = this.objectList.meshes;
|
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this.outputObjectList.particleSystems = this.objectList.particleSystems;
|
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-
const pass = this._frameGraph.
|
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+
const pass = this._frameGraph.addObjectListPass(this.name);
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pass.setObjectList(this.outputObjectList);
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pass.setExecuteFunc((_context) => {
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// No culling on particle systems
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@@ -50,7 +50,7 @@ export class FrameGraphCullObjectsTask extends FrameGraphTask {
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}
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}
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});
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-
const passDisabled = this._frameGraph.
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+
const passDisabled = this._frameGraph.addObjectListPass(this.name + "_disabled", true);
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passDisabled.setObjectList(this.outputObjectList);
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passDisabled.setExecuteFunc((_context) => {
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this.outputObjectList.meshes = this.objectList.meshes;
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@@ -1 +1 @@
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1
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-
{"version":3,"file":"cullObjectsTask.js","sourceRoot":"","sources":["../../../../../../dev/core/src/FrameGraph/Tasks/Misc/cullObjectsTask.ts"],"names":[],"mappings":"AACA,OAAO,EAAE,cAAc,EAAE,MAAM,sBAAsB,CAAC;AAEtD;;GAEG;AACH,MAAM,OAAO,yBAA0B,SAAQ,cAAc;IAkBzD;;;;;OAKG;IACH,YAAY,IAAY,EAAE,UAAsB,EAAE,KAAY;QAC1D,KAAK,CAAC,IAAI,EAAE,UAAU,CAAC,CAAC;QACxB,IAAI,CAAC,MAAM,GAAG,KAAK,CAAC;QACpB,IAAI,CAAC,gBAAgB,GAAG;YACpB,MAAM,EAAE,IAAI;YACZ,eAAe,EAAE,IAAI;SACxB,CAAC;IACN,CAAC;IAEM,MAAM;QACT,IAAI,IAAI,CAAC,UAAU,KAAK,SAAS,IAAI,IAAI,CAAC,MAAM,KAAK,SAAS,EAAE,CAAC;YAC7D,MAAM,IAAI,KAAK,CAAC,6BAA6B,IAAI,CAAC,IAAI,sCAAsC,CAAC,CAAC;QAClG,CAAC;QAED,wBAAwB;QACxB,IAAI,CAAC,gBAAgB,CAAC,MAAM,GAAG,IAAI,CAAC,UAAU,CAAC,MAAM,CAAC;QACtD,IAAI,CAAC,gBAAgB,CAAC,eAAe,GAAG,IAAI,CAAC,UAAU,CAAC,eAAe,CAAC;QAExE,MAAM,IAAI,GAAG,IAAI,CAAC,WAAW,CAAC,
|
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1
|
+
{"version":3,"file":"cullObjectsTask.js","sourceRoot":"","sources":["../../../../../../dev/core/src/FrameGraph/Tasks/Misc/cullObjectsTask.ts"],"names":[],"mappings":"AACA,OAAO,EAAE,cAAc,EAAE,MAAM,sBAAsB,CAAC;AAEtD;;GAEG;AACH,MAAM,OAAO,yBAA0B,SAAQ,cAAc;IAkBzD;;;;;OAKG;IACH,YAAY,IAAY,EAAE,UAAsB,EAAE,KAAY;QAC1D,KAAK,CAAC,IAAI,EAAE,UAAU,CAAC,CAAC;QACxB,IAAI,CAAC,MAAM,GAAG,KAAK,CAAC;QACpB,IAAI,CAAC,gBAAgB,GAAG;YACpB,MAAM,EAAE,IAAI;YACZ,eAAe,EAAE,IAAI;SACxB,CAAC;IACN,CAAC;IAEM,MAAM;QACT,IAAI,IAAI,CAAC,UAAU,KAAK,SAAS,IAAI,IAAI,CAAC,MAAM,KAAK,SAAS,EAAE,CAAC;YAC7D,MAAM,IAAI,KAAK,CAAC,6BAA6B,IAAI,CAAC,IAAI,sCAAsC,CAAC,CAAC;QAClG,CAAC;QAED,wBAAwB;QACxB,IAAI,CAAC,gBAAgB,CAAC,MAAM,GAAG,IAAI,CAAC,UAAU,CAAC,MAAM,CAAC;QACtD,IAAI,CAAC,gBAAgB,CAAC,eAAe,GAAG,IAAI,CAAC,UAAU,CAAC,eAAe,CAAC;QAExE,MAAM,IAAI,GAAG,IAAI,CAAC,WAAW,CAAC,iBAAiB,CAAC,IAAI,CAAC,IAAI,CAAC,CAAC;QAE3D,IAAI,CAAC,aAAa,CAAC,IAAI,CAAC,gBAAgB,CAAC,CAAC;QAC1C,IAAI,CAAC,cAAc,CAAC,CAAC,QAAQ,EAAE,EAAE;YAC7B,iCAAiC;YACjC,IAAI,CAAC,gBAAgB,CAAC,eAAe,GAAG,IAAI,CAAC,UAAU,CAAC,eAAe,CAAC;YAExE,IAAI,IAAI,CAAC,MAAM,CAAC,mBAAmB,EAAE,CAAC;gBAClC,oGAAoG;gBACpG,OAAO;YACX,CAAC;YAED,IAAI,CAAC,gBAAgB,CAAC,MAAM,GAAG,EAAE,CAAC;YAElC,IAAI,CAAC,MAAM,CAAC,oBAAoB,EAAE,CAAC;YAEnC,MAAM,aAAa,GAAG,IAAI,CAAC,MAAM,CAAC,cAAc,CAAC;YAEjD,MAAM,MAAM,GAAG,IAAI,CAAC,UAAU,CAAC,MAAM,IAAI,IAAI,CAAC,MAAM,CAAC,MAAM,CAAC;YAC5D,KAAK,IAAI,CAAC,GAAG,CAAC,EAAE,CAAC,GAAG,MAAM,CAAC,MAAM,EAAE,CAAC,EAAE,EAAE,CAAC;gBACrC,MAAM,IAAI,GAAG,MAAM,CAAC,CAAC,CAAC,CAAC;gBACvB,IAAI,IAAI,CAAC,SAAS,IAAI,CAAC,IAAI,CAAC,OAAO,EAAE,IAAI,CAAC,IAAI,CAAC,SAAS,EAAE,IAAI,IAAI,CAAC,OAAO,CAAC,iBAAiB,EAAE,CAAC;oBAC3F,SAAS;gBACb,CAAC;gBAED,IACI,IAAI,CAAC,SAAS;oBACd,IAAI,CAAC,UAAU,GAAG,CAAC;oBACnB,CAAC,IAAI,CAAC,SAAS,GAAG,IAAI,CAAC,MAAM,CAAC,SAAS,CAAC,KAAK,CAAC;oBAC9C,CAAC,IAAI,CAAC,MAAM,CAAC,mBAAmB,IAAI,IAAI,CAAC,wBAAwB,IAAI,IAAI,CAAC,WAAW,CAAC,aAAa,CAAC,CAAC,EACvG,CAAC;oBACC,IAAI,CAAC,gBAAgB,CAAC,MAAM,CAAC,IAAI,CAAC,IAAI,CAAC,CAAC;gBAC5C,CAAC;YACL,CAAC;QACL,CAAC,CAAC,CAAC;QAEH,MAAM,YAAY,GAAG,IAAI,CAAC,WAAW,CAAC,iBAAiB,CAAC,IAAI,CAAC,IAAI,GAAG,WAAW,EAAE,IAAI,CAAC,CAAC;QAEvF,YAAY,CAAC,aAAa,CAAC,IAAI,CAAC,gBAAgB,CAAC,CAAC;QAClD,YAAY,CAAC,cAAc,CAAC,CAAC,QAAQ,EAAE,EAAE;YACrC,IAAI,CAAC,gBAAgB,CAAC,MAAM,GAAG,IAAI,CAAC,UAAU,CAAC,MAAM,CAAC;YACtD,IAAI,CAAC,gBAAgB,CAAC,eAAe,GAAG,IAAI,CAAC,UAAU,CAAC,eAAe,CAAC;QAC5E,CAAC,CAAC,CAAC;IACP,CAAC;CACJ","sourcesContent":["import type { Scene, Camera, FrameGraph, FrameGraphObjectList } from \"core/index\";\r\nimport { FrameGraphTask } from \"../../frameGraphTask\";\r\n\r\n/**\r\n * Task used to cull objects that are not visible.\r\n */\r\nexport class FrameGraphCullObjectsTask extends FrameGraphTask {\r\n /**\r\n * The object list to cull.\r\n */\r\n public objectList: FrameGraphObjectList;\r\n\r\n /**\r\n * The camera to use for culling.\r\n */\r\n public camera: Camera;\r\n\r\n /**\r\n * The output object list containing the culled objects.\r\n */\r\n public readonly outputObjectList: FrameGraphObjectList;\r\n\r\n private readonly _scene: Scene;\r\n\r\n /**\r\n * Creates a new cull objects 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 cull objects from.\r\n */\r\n constructor(name: string, frameGraph: FrameGraph, scene: Scene) {\r\n super(name, frameGraph);\r\n this._scene = scene;\r\n this.outputObjectList = {\r\n meshes: null,\r\n particleSystems: null,\r\n };\r\n }\r\n\r\n public record() {\r\n if (this.objectList === undefined || this.camera === undefined) {\r\n throw new Error(`FrameGraphCullObjectsTask ${this.name}: objectList and camera are required`);\r\n }\r\n\r\n // Initial output values\r\n this.outputObjectList.meshes = this.objectList.meshes;\r\n this.outputObjectList.particleSystems = this.objectList.particleSystems;\r\n\r\n const pass = this._frameGraph.addObjectListPass(this.name);\r\n\r\n pass.setObjectList(this.outputObjectList);\r\n pass.setExecuteFunc((_context) => {\r\n // No culling on particle systems\r\n this.outputObjectList.particleSystems = this.objectList.particleSystems;\r\n\r\n if (this._scene._activeMeshesFrozen) {\r\n // If active meshes are frozen, we don't need culling: we keep the last list created before freezing\r\n return;\r\n }\r\n\r\n this.outputObjectList.meshes = [];\r\n\r\n this.camera._updateFrustumPlanes();\r\n\r\n const frustumPlanes = this.camera._frustumPlanes;\r\n\r\n const meshes = this.objectList.meshes || this._scene.meshes;\r\n for (let i = 0; i < meshes.length; i++) {\r\n const mesh = meshes[i];\r\n if (mesh.isBlocked || !mesh.isReady() || !mesh.isEnabled() || mesh.scaling.hasAZeroComponent) {\r\n continue;\r\n }\r\n\r\n if (\r\n mesh.isVisible &&\r\n mesh.visibility > 0 &&\r\n (mesh.layerMask & this.camera.layerMask) !== 0 &&\r\n (this._scene.skipFrustumClipping || mesh.alwaysSelectAsActiveMesh || mesh.isInFrustum(frustumPlanes))\r\n ) {\r\n this.outputObjectList.meshes.push(mesh);\r\n }\r\n }\r\n });\r\n\r\n const passDisabled = this._frameGraph.addObjectListPass(this.name + \"_disabled\", true);\r\n\r\n passDisabled.setObjectList(this.outputObjectList);\r\n passDisabled.setExecuteFunc((_context) => {\r\n this.outputObjectList.meshes = this.objectList.meshes;\r\n this.outputObjectList.particleSystems = this.objectList.particleSystems;\r\n });\r\n }\r\n}\r\n"]}
|
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@@ -70,6 +70,14 @@ export declare class FrameGraphGeometryRendererTask extends FrameGraphTask {
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70
70
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* Indicates if a mesh shouldn't be rendered when its material has depth write disabled (default is true).
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71
71
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*/
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72
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|
dontRenderWhenMaterialDepthWriteIsDisabled: boolean;
|
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73
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+
/**
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74
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+
* If true, the output geometry texture(s) will be resolved at the end of the render pass, if samples is greater than 1 (default: true)
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+
*/
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76
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+
resolveMSAAColors: boolean;
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+
/**
|
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+
* If true, depthTexture will be resolved at the end of the render pass, if this texture is provided and samples is greater than 1 (default: true)
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+
*/
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+
resolveMSAADepth: boolean;
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/**
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* The list of texture descriptions used by the geometry renderer task.
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*/
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@@ -97,6 +97,14 @@ export class FrameGraphGeometryRendererTask extends FrameGraphTask {
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* Indicates if a mesh shouldn't be rendered when its material has depth write disabled (default is true).
|
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*/
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this.dontRenderWhenMaterialDepthWriteIsDisabled = true;
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+
/**
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+
* If true, the output geometry texture(s) will be resolved at the end of the render pass, if samples is greater than 1 (default: true)
|
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+
*/
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103
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this.resolveMSAAColors = true;
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/**
|
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+
* If true, depthTexture will be resolved at the end of the render pass, if this texture is provided and samples is greater than 1 (default: true)
|
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+
*/
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+
this.resolveMSAADepth = false;
|
|
100
108
|
/**
|
|
101
109
|
* The list of texture descriptions used by the geometry renderer task.
|
|
102
110
|
*/
|
|
@@ -238,6 +246,8 @@ export class FrameGraphGeometryRendererTask extends FrameGraphTask {
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|
|
238
246
|
pass.setExecuteFunc((context) => {
|
|
239
247
|
this._renderer.renderList = this.objectList.meshes;
|
|
240
248
|
this._renderer.particleSystemList = this.objectList.particleSystems;
|
|
249
|
+
pass.frameGraphRenderTarget.renderTargetWrapper.resolveMSAAColors = this.resolveMSAAColors;
|
|
250
|
+
pass.frameGraphRenderTarget.renderTargetWrapper.resolveMSAADepth = this.resolveMSAADepth;
|
|
241
251
|
context.setDepthStates(this.depthTest && depthEnabled, this.depthWrite && depthEnabled);
|
|
242
252
|
this._clearAttachmentsLayout.forEach((layout, clearType) => {
|
|
243
253
|
context.clearColorAttachments(ClearColors[clearType], layout);
|