@onerjs/core 8.32.0 → 8.32.1

This diff represents the content of publicly available package versions that have been released to one of the supported registries. The information contained in this diff is provided for informational purposes only and reflects changes between package versions as they appear in their respective public registries.
Files changed (312) hide show
  1. package/Audio/Interfaces/ISoundOptions.d.ts +1 -1
  2. package/Audio/Interfaces/ISoundOptions.js.map +1 -1
  3. package/Audio/audioEngine.d.ts +3 -4
  4. package/Audio/audioEngine.js +9 -6
  5. package/Audio/audioEngine.js.map +1 -1
  6. package/Audio/sound.d.ts +33 -54
  7. package/Audio/sound.js +450 -718
  8. package/Audio/sound.js.map +1 -1
  9. package/AudioV2/abstractAudio/abstractAudioOutNode.d.ts +1 -1
  10. package/AudioV2/abstractAudio/abstractAudioOutNode.js +1 -1
  11. package/AudioV2/abstractAudio/abstractAudioOutNode.js.map +1 -1
  12. package/AudioV2/abstractAudio/abstractSound.d.ts +1 -1
  13. package/AudioV2/abstractAudio/abstractSound.js +2 -2
  14. package/AudioV2/abstractAudio/abstractSound.js.map +1 -1
  15. package/AudioV2/abstractAudio/abstractSoundSource.d.ts +11 -3
  16. package/AudioV2/abstractAudio/abstractSoundSource.js +37 -1
  17. package/AudioV2/abstractAudio/abstractSoundSource.js.map +1 -1
  18. package/AudioV2/abstractAudio/audioBus.d.ts +8 -3
  19. package/AudioV2/abstractAudio/audioBus.js +24 -1
  20. package/AudioV2/abstractAudio/audioBus.js.map +1 -1
  21. package/AudioV2/abstractAudio/staticSound.d.ts +1 -1
  22. package/AudioV2/abstractAudio/staticSound.js +2 -2
  23. package/AudioV2/abstractAudio/staticSound.js.map +1 -1
  24. package/AudioV2/abstractAudio/streamingSound.d.ts +1 -1
  25. package/AudioV2/abstractAudio/streamingSound.js +2 -2
  26. package/AudioV2/abstractAudio/streamingSound.js.map +1 -1
  27. package/AudioV2/abstractAudio/subNodes/abstractAudioSubGraph.d.ts +1 -1
  28. package/AudioV2/abstractAudio/subNodes/abstractAudioSubGraph.js +3 -0
  29. package/AudioV2/abstractAudio/subNodes/abstractAudioSubGraph.js.map +1 -1
  30. package/AudioV2/abstractAudio/subNodes/spatialAudioSubNode.d.ts +1 -0
  31. package/AudioV2/abstractAudio/subNodes/spatialAudioSubNode.js +1 -0
  32. package/AudioV2/abstractAudio/subNodes/spatialAudioSubNode.js.map +1 -1
  33. package/AudioV2/abstractAudio/subProperties/abstractSpatialAudio.d.ts +12 -2
  34. package/AudioV2/abstractAudio/subProperties/abstractSpatialAudio.js +2 -0
  35. package/AudioV2/abstractAudio/subProperties/abstractSpatialAudio.js.map +1 -1
  36. package/AudioV2/abstractAudio/subProperties/spatialAudio.d.ts +6 -0
  37. package/AudioV2/abstractAudio/subProperties/spatialAudio.js +25 -0
  38. package/AudioV2/abstractAudio/subProperties/spatialAudio.js.map +1 -1
  39. package/AudioV2/webAudio/components/webAudioParameterComponent.js +2 -2
  40. package/AudioV2/webAudio/components/webAudioParameterComponent.js.map +1 -1
  41. package/AudioV2/webAudio/subNodes/spatialWebAudioSubNode.d.ts +3 -0
  42. package/AudioV2/webAudio/subNodes/spatialWebAudioSubNode.js +14 -17
  43. package/AudioV2/webAudio/subNodes/spatialWebAudioSubNode.js.map +1 -1
  44. package/AudioV2/webAudio/subNodes/webAudioBusAndSoundSubGraph.js +1 -0
  45. package/AudioV2/webAudio/subNodes/webAudioBusAndSoundSubGraph.js.map +1 -1
  46. package/AudioV2/webAudio/subProperties/spatialWebAudio.js +1 -0
  47. package/AudioV2/webAudio/subProperties/spatialWebAudio.js.map +1 -1
  48. package/AudioV2/webAudio/webAudioBus.d.ts +2 -7
  49. package/AudioV2/webAudio/webAudioBus.js +4 -24
  50. package/AudioV2/webAudio/webAudioBus.js.map +1 -1
  51. package/AudioV2/webAudio/webAudioEngine.js +1 -0
  52. package/AudioV2/webAudio/webAudioEngine.js.map +1 -1
  53. package/AudioV2/webAudio/webAudioSoundSource.d.ts +2 -7
  54. package/AudioV2/webAudio/webAudioSoundSource.js +3 -24
  55. package/AudioV2/webAudio/webAudioSoundSource.js.map +1 -1
  56. package/AudioV2/webAudio/webAudioStaticSound.d.ts +3 -7
  57. package/AudioV2/webAudio/webAudioStaticSound.js +13 -26
  58. package/AudioV2/webAudio/webAudioStaticSound.js.map +1 -1
  59. package/AudioV2/webAudio/webAudioStreamingSound.d.ts +3 -7
  60. package/AudioV2/webAudio/webAudioStreamingSound.js +6 -23
  61. package/AudioV2/webAudio/webAudioStreamingSound.js.map +1 -1
  62. package/Cameras/arcRotateCamera.js +4 -5
  63. package/Cameras/arcRotateCamera.js.map +1 -1
  64. package/Compute/computeEffect.js +5 -1
  65. package/Compute/computeEffect.js.map +1 -1
  66. package/Compute/computeShader.d.ts +4 -0
  67. package/Compute/computeShader.js +9 -3
  68. package/Compute/computeShader.js.map +1 -1
  69. package/Debug/debugLayer.d.ts +1 -1
  70. package/Debug/debugLayer.js.map +1 -1
  71. package/Engines/abstractEngine.d.ts +2 -2
  72. package/Engines/abstractEngine.js +2 -2
  73. package/Engines/abstractEngine.js.map +1 -1
  74. package/Engines/thinEngine.js +1 -1
  75. package/Engines/thinEngine.js.map +1 -1
  76. package/Engines/webgpuEngine.js +8 -9
  77. package/Engines/webgpuEngine.js.map +1 -1
  78. package/FrameGraph/Node/Blocks/PostProcesses/volumetricLightingBlock.d.ts +74 -0
  79. package/FrameGraph/Node/Blocks/PostProcesses/volumetricLightingBlock.js +179 -0
  80. package/FrameGraph/Node/Blocks/PostProcesses/volumetricLightingBlock.js.map +1 -0
  81. package/FrameGraph/Node/Blocks/index.d.ts +2 -0
  82. package/FrameGraph/Node/Blocks/index.js +2 -0
  83. package/FrameGraph/Node/Blocks/index.js.map +1 -1
  84. package/FrameGraph/Node/Blocks/lightingVolumeBlock.d.ts +43 -0
  85. package/FrameGraph/Node/Blocks/lightingVolumeBlock.js +93 -0
  86. package/FrameGraph/Node/Blocks/lightingVolumeBlock.js.map +1 -0
  87. package/FrameGraph/Passes/renderPass.js +2 -2
  88. package/FrameGraph/Passes/renderPass.js.map +1 -1
  89. package/FrameGraph/Tasks/Layers/baseLayerTask.d.ts +2 -0
  90. package/FrameGraph/Tasks/Layers/baseLayerTask.js +6 -0
  91. package/FrameGraph/Tasks/Layers/baseLayerTask.js.map +1 -1
  92. package/FrameGraph/Tasks/Layers/glowLayerTask.d.ts +1 -0
  93. package/FrameGraph/Tasks/Layers/glowLayerTask.js +3 -0
  94. package/FrameGraph/Tasks/Layers/glowLayerTask.js.map +1 -1
  95. package/FrameGraph/Tasks/Layers/highlightLayerTask.d.ts +1 -0
  96. package/FrameGraph/Tasks/Layers/highlightLayerTask.js +3 -0
  97. package/FrameGraph/Tasks/Layers/highlightLayerTask.js.map +1 -1
  98. package/FrameGraph/Tasks/Misc/computeShaderTask.d.ts +1 -0
  99. package/FrameGraph/Tasks/Misc/computeShaderTask.js +3 -0
  100. package/FrameGraph/Tasks/Misc/computeShaderTask.js.map +1 -1
  101. package/FrameGraph/Tasks/Misc/cullObjectsTask.d.ts +1 -0
  102. package/FrameGraph/Tasks/Misc/cullObjectsTask.js +3 -0
  103. package/FrameGraph/Tasks/Misc/cullObjectsTask.js.map +1 -1
  104. package/FrameGraph/Tasks/Misc/executeTask.d.ts +1 -0
  105. package/FrameGraph/Tasks/Misc/executeTask.js +3 -0
  106. package/FrameGraph/Tasks/Misc/executeTask.js.map +1 -1
  107. package/FrameGraph/Tasks/Misc/lightingVolumeTask.d.ts +32 -0
  108. package/FrameGraph/Tasks/Misc/lightingVolumeTask.js +63 -0
  109. package/FrameGraph/Tasks/Misc/lightingVolumeTask.js.map +1 -0
  110. package/FrameGraph/Tasks/PostProcesses/anaglyphTask.d.ts +1 -0
  111. package/FrameGraph/Tasks/PostProcesses/anaglyphTask.js +3 -0
  112. package/FrameGraph/Tasks/PostProcesses/anaglyphTask.js.map +1 -1
  113. package/FrameGraph/Tasks/PostProcesses/blackAndWhiteTask.d.ts +1 -0
  114. package/FrameGraph/Tasks/PostProcesses/blackAndWhiteTask.js +3 -0
  115. package/FrameGraph/Tasks/PostProcesses/blackAndWhiteTask.js.map +1 -1
  116. package/FrameGraph/Tasks/PostProcesses/bloomMergeTask.d.ts +1 -0
  117. package/FrameGraph/Tasks/PostProcesses/bloomMergeTask.js +3 -0
  118. package/FrameGraph/Tasks/PostProcesses/bloomMergeTask.js.map +1 -1
  119. package/FrameGraph/Tasks/PostProcesses/bloomTask.d.ts +1 -0
  120. package/FrameGraph/Tasks/PostProcesses/bloomTask.js +3 -0
  121. package/FrameGraph/Tasks/PostProcesses/bloomTask.js.map +1 -1
  122. package/FrameGraph/Tasks/PostProcesses/blurTask.d.ts +1 -0
  123. package/FrameGraph/Tasks/PostProcesses/blurTask.js +3 -0
  124. package/FrameGraph/Tasks/PostProcesses/blurTask.js.map +1 -1
  125. package/FrameGraph/Tasks/PostProcesses/chromaticAberrationTask.d.ts +1 -0
  126. package/FrameGraph/Tasks/PostProcesses/chromaticAberrationTask.js +3 -0
  127. package/FrameGraph/Tasks/PostProcesses/chromaticAberrationTask.js.map +1 -1
  128. package/FrameGraph/Tasks/PostProcesses/circleOfConfusionTask.d.ts +1 -0
  129. package/FrameGraph/Tasks/PostProcesses/circleOfConfusionTask.js +3 -0
  130. package/FrameGraph/Tasks/PostProcesses/circleOfConfusionTask.js.map +1 -1
  131. package/FrameGraph/Tasks/PostProcesses/colorCorrectionTask.d.ts +1 -0
  132. package/FrameGraph/Tasks/PostProcesses/colorCorrectionTask.js +3 -0
  133. package/FrameGraph/Tasks/PostProcesses/colorCorrectionTask.js.map +1 -1
  134. package/FrameGraph/Tasks/PostProcesses/convolutionTask.d.ts +1 -0
  135. package/FrameGraph/Tasks/PostProcesses/convolutionTask.js +3 -0
  136. package/FrameGraph/Tasks/PostProcesses/convolutionTask.js.map +1 -1
  137. package/FrameGraph/Tasks/PostProcesses/customPostProcessTask.d.ts +1 -0
  138. package/FrameGraph/Tasks/PostProcesses/customPostProcessTask.js +3 -0
  139. package/FrameGraph/Tasks/PostProcesses/customPostProcessTask.js.map +1 -1
  140. package/FrameGraph/Tasks/PostProcesses/depthOfFieldBlurTask.d.ts +1 -0
  141. package/FrameGraph/Tasks/PostProcesses/depthOfFieldBlurTask.js +3 -0
  142. package/FrameGraph/Tasks/PostProcesses/depthOfFieldBlurTask.js.map +1 -1
  143. package/FrameGraph/Tasks/PostProcesses/depthOfFieldMergeTask.d.ts +1 -0
  144. package/FrameGraph/Tasks/PostProcesses/depthOfFieldMergeTask.js +3 -0
  145. package/FrameGraph/Tasks/PostProcesses/depthOfFieldMergeTask.js.map +1 -1
  146. package/FrameGraph/Tasks/PostProcesses/depthOfFieldTask.d.ts +1 -0
  147. package/FrameGraph/Tasks/PostProcesses/depthOfFieldTask.js +3 -0
  148. package/FrameGraph/Tasks/PostProcesses/depthOfFieldTask.js.map +1 -1
  149. package/FrameGraph/Tasks/PostProcesses/extractHighlightsTask.d.ts +1 -0
  150. package/FrameGraph/Tasks/PostProcesses/extractHighlightsTask.js +3 -0
  151. package/FrameGraph/Tasks/PostProcesses/extractHighlightsTask.js.map +1 -1
  152. package/FrameGraph/Tasks/PostProcesses/filterTask.d.ts +1 -0
  153. package/FrameGraph/Tasks/PostProcesses/filterTask.js +3 -0
  154. package/FrameGraph/Tasks/PostProcesses/filterTask.js.map +1 -1
  155. package/FrameGraph/Tasks/PostProcesses/fxaaTask.d.ts +1 -0
  156. package/FrameGraph/Tasks/PostProcesses/fxaaTask.js +3 -0
  157. package/FrameGraph/Tasks/PostProcesses/fxaaTask.js.map +1 -1
  158. package/FrameGraph/Tasks/PostProcesses/grainTask.d.ts +1 -0
  159. package/FrameGraph/Tasks/PostProcesses/grainTask.js +3 -0
  160. package/FrameGraph/Tasks/PostProcesses/grainTask.js.map +1 -1
  161. package/FrameGraph/Tasks/PostProcesses/imageProcessingTask.d.ts +1 -0
  162. package/FrameGraph/Tasks/PostProcesses/imageProcessingTask.js +3 -0
  163. package/FrameGraph/Tasks/PostProcesses/imageProcessingTask.js.map +1 -1
  164. package/FrameGraph/Tasks/PostProcesses/motionBlurTask.d.ts +1 -0
  165. package/FrameGraph/Tasks/PostProcesses/motionBlurTask.js +3 -0
  166. package/FrameGraph/Tasks/PostProcesses/motionBlurTask.js.map +1 -1
  167. package/FrameGraph/Tasks/PostProcesses/passTask.d.ts +2 -0
  168. package/FrameGraph/Tasks/PostProcesses/passTask.js +6 -0
  169. package/FrameGraph/Tasks/PostProcesses/passTask.js.map +1 -1
  170. package/FrameGraph/Tasks/PostProcesses/postProcessTask.d.ts +3 -2
  171. package/FrameGraph/Tasks/PostProcesses/postProcessTask.js +3 -0
  172. package/FrameGraph/Tasks/PostProcesses/postProcessTask.js.map +1 -1
  173. package/FrameGraph/Tasks/PostProcesses/screenSpaceCurvatureTask.d.ts +1 -0
  174. package/FrameGraph/Tasks/PostProcesses/screenSpaceCurvatureTask.js +3 -0
  175. package/FrameGraph/Tasks/PostProcesses/screenSpaceCurvatureTask.js.map +1 -1
  176. package/FrameGraph/Tasks/PostProcesses/sharpenTask.d.ts +1 -0
  177. package/FrameGraph/Tasks/PostProcesses/sharpenTask.js +3 -0
  178. package/FrameGraph/Tasks/PostProcesses/sharpenTask.js.map +1 -1
  179. package/FrameGraph/Tasks/PostProcesses/ssao2BlurTask.d.ts +1 -0
  180. package/FrameGraph/Tasks/PostProcesses/ssao2BlurTask.js +3 -0
  181. package/FrameGraph/Tasks/PostProcesses/ssao2BlurTask.js.map +1 -1
  182. package/FrameGraph/Tasks/PostProcesses/ssao2RenderingPipelineTask.d.ts +1 -0
  183. package/FrameGraph/Tasks/PostProcesses/ssao2RenderingPipelineTask.js +3 -0
  184. package/FrameGraph/Tasks/PostProcesses/ssao2RenderingPipelineTask.js.map +1 -1
  185. package/FrameGraph/Tasks/PostProcesses/ssao2Task.d.ts +1 -0
  186. package/FrameGraph/Tasks/PostProcesses/ssao2Task.js +3 -0
  187. package/FrameGraph/Tasks/PostProcesses/ssao2Task.js.map +1 -1
  188. package/FrameGraph/Tasks/PostProcesses/ssrBlurTask.d.ts +1 -0
  189. package/FrameGraph/Tasks/PostProcesses/ssrBlurTask.js +3 -0
  190. package/FrameGraph/Tasks/PostProcesses/ssrBlurTask.js.map +1 -1
  191. package/FrameGraph/Tasks/PostProcesses/ssrRenderingPipelineTask.d.ts +1 -0
  192. package/FrameGraph/Tasks/PostProcesses/ssrRenderingPipelineTask.js +3 -0
  193. package/FrameGraph/Tasks/PostProcesses/ssrRenderingPipelineTask.js.map +1 -1
  194. package/FrameGraph/Tasks/PostProcesses/ssrTask.d.ts +1 -0
  195. package/FrameGraph/Tasks/PostProcesses/ssrTask.js +3 -0
  196. package/FrameGraph/Tasks/PostProcesses/ssrTask.js.map +1 -1
  197. package/FrameGraph/Tasks/PostProcesses/taaTask.d.ts +1 -0
  198. package/FrameGraph/Tasks/PostProcesses/taaTask.js +3 -0
  199. package/FrameGraph/Tasks/PostProcesses/taaTask.js.map +1 -1
  200. package/FrameGraph/Tasks/PostProcesses/tonemapTask.d.ts +1 -0
  201. package/FrameGraph/Tasks/PostProcesses/tonemapTask.js +3 -0
  202. package/FrameGraph/Tasks/PostProcesses/tonemapTask.js.map +1 -1
  203. package/FrameGraph/Tasks/PostProcesses/volumetricLightingBlendVolumeTask.d.ts +31 -0
  204. package/FrameGraph/Tasks/PostProcesses/volumetricLightingBlendVolumeTask.js +60 -0
  205. package/FrameGraph/Tasks/PostProcesses/volumetricLightingBlendVolumeTask.js.map +1 -0
  206. package/FrameGraph/Tasks/PostProcesses/volumetricLightingTask.d.ts +93 -0
  207. package/FrameGraph/Tasks/PostProcesses/volumetricLightingTask.js +183 -0
  208. package/FrameGraph/Tasks/PostProcesses/volumetricLightingTask.js.map +1 -0
  209. package/FrameGraph/Tasks/Rendering/csmShadowGeneratorTask.d.ts +1 -0
  210. package/FrameGraph/Tasks/Rendering/csmShadowGeneratorTask.js +3 -0
  211. package/FrameGraph/Tasks/Rendering/csmShadowGeneratorTask.js.map +1 -1
  212. package/FrameGraph/Tasks/Rendering/geometryRendererTask.d.ts +1 -0
  213. package/FrameGraph/Tasks/Rendering/geometryRendererTask.js +3 -0
  214. package/FrameGraph/Tasks/Rendering/geometryRendererTask.js.map +1 -1
  215. package/FrameGraph/Tasks/Rendering/objectRendererTask.d.ts +1 -0
  216. package/FrameGraph/Tasks/Rendering/objectRendererTask.js +4 -1
  217. package/FrameGraph/Tasks/Rendering/objectRendererTask.js.map +1 -1
  218. package/FrameGraph/Tasks/Rendering/shadowGeneratorTask.d.ts +1 -0
  219. package/FrameGraph/Tasks/Rendering/shadowGeneratorTask.js +3 -0
  220. package/FrameGraph/Tasks/Rendering/shadowGeneratorTask.js.map +1 -1
  221. package/FrameGraph/Tasks/Rendering/utilityLayerRendererTask.d.ts +1 -0
  222. package/FrameGraph/Tasks/Rendering/utilityLayerRendererTask.js +3 -0
  223. package/FrameGraph/Tasks/Rendering/utilityLayerRendererTask.js.map +1 -1
  224. package/FrameGraph/Tasks/Texture/clearTextureTask.d.ts +1 -0
  225. package/FrameGraph/Tasks/Texture/clearTextureTask.js +4 -1
  226. package/FrameGraph/Tasks/Texture/clearTextureTask.js.map +1 -1
  227. package/FrameGraph/Tasks/Texture/copyToBackbufferColorTask.d.ts +1 -0
  228. package/FrameGraph/Tasks/Texture/copyToBackbufferColorTask.js +3 -0
  229. package/FrameGraph/Tasks/Texture/copyToBackbufferColorTask.js.map +1 -1
  230. package/FrameGraph/Tasks/Texture/copyToTextureTask.d.ts +1 -0
  231. package/FrameGraph/Tasks/Texture/copyToTextureTask.js +21 -4
  232. package/FrameGraph/Tasks/Texture/copyToTextureTask.js.map +1 -1
  233. package/FrameGraph/Tasks/Texture/generateMipMapsTask.d.ts +1 -0
  234. package/FrameGraph/Tasks/Texture/generateMipMapsTask.js +3 -0
  235. package/FrameGraph/Tasks/Texture/generateMipMapsTask.js.map +1 -1
  236. package/FrameGraph/frameGraphRenderContext.d.ts +3 -2
  237. package/FrameGraph/frameGraphRenderContext.js +14 -5
  238. package/FrameGraph/frameGraphRenderContext.js.map +1 -1
  239. package/FrameGraph/frameGraphTask.d.ts +5 -0
  240. package/FrameGraph/frameGraphTask.js +11 -2
  241. package/FrameGraph/frameGraphTask.js.map +1 -1
  242. package/FrameGraph/index.d.ts +2 -0
  243. package/FrameGraph/index.js +2 -0
  244. package/FrameGraph/index.js.map +1 -1
  245. package/Lights/lightingVolume.d.ts +12 -6
  246. package/Lights/lightingVolume.js +218 -108
  247. package/Lights/lightingVolume.js.map +1 -1
  248. package/Loading/Plugins/babylonFileLoader.js.map +1 -1
  249. package/Materials/GaussianSplatting/gaussianSplattingMaterial.js +2 -0
  250. package/Materials/GaussianSplatting/gaussianSplattingMaterial.js.map +1 -1
  251. package/Meshes/GaussianSplatting/gaussianSplattingMesh.js +2 -2
  252. package/Meshes/GaussianSplatting/gaussianSplattingMesh.js.map +1 -1
  253. package/Meshes/geometry.d.ts +2 -1
  254. package/Meshes/geometry.js +6 -2
  255. package/Meshes/geometry.js.map +1 -1
  256. package/Meshes/mesh.d.ts +2 -1
  257. package/Meshes/mesh.js +4 -3
  258. package/Meshes/mesh.js.map +1 -1
  259. package/Particles/Node/Blocks/Update/updateFlowMapBlock.d.ts +9 -1
  260. package/Particles/Node/Blocks/Update/updateFlowMapBlock.js +8 -0
  261. package/Particles/Node/Blocks/Update/updateFlowMapBlock.js.map +1 -1
  262. package/Particles/Node/Blocks/Update/updateNoiseBlock.d.ts +39 -0
  263. package/Particles/Node/Blocks/Update/updateNoiseBlock.js +102 -0
  264. package/Particles/Node/Blocks/Update/updateNoiseBlock.js.map +1 -0
  265. package/Particles/Node/Blocks/index.d.ts +1 -0
  266. package/Particles/Node/Blocks/index.js +1 -0
  267. package/Particles/Node/Blocks/index.js.map +1 -1
  268. package/Particles/Node/Blocks/particleSourceTextureBlock.d.ts +9 -5
  269. package/Particles/Node/Blocks/particleSourceTextureBlock.js +31 -13
  270. package/Particles/Node/Blocks/particleSourceTextureBlock.js.map +1 -1
  271. package/Particles/Node/nodeParticleSystemSet.helper.js +39 -21
  272. package/Particles/Node/nodeParticleSystemSet.helper.js.map +1 -1
  273. package/Particles/particle.d.ts +2 -2
  274. package/Particles/particle.js +4 -2
  275. package/Particles/particle.js.map +1 -1
  276. package/Particles/thinParticleSystem.d.ts +1 -1
  277. package/Particles/thinParticleSystem.function.js +2 -2
  278. package/Particles/thinParticleSystem.function.js.map +1 -1
  279. package/Particles/thinParticleSystem.js.map +1 -1
  280. package/Physics/v2/characterController.d.ts +42 -2
  281. package/Physics/v2/characterController.js +140 -46
  282. package/Physics/v2/characterController.js.map +1 -1
  283. package/Shaders/gaussianSplatting.vertex.js +2 -2
  284. package/Shaders/gaussianSplatting.vertex.js.map +1 -1
  285. package/Shaders/volumetricLightingBlendVolume.fragment.d.ts +5 -0
  286. package/Shaders/volumetricLightingBlendVolume.fragment.js +21 -0
  287. package/Shaders/volumetricLightingBlendVolume.fragment.js.map +1 -0
  288. package/Shaders/volumetricLightingRenderVolume.fragment.d.ts +7 -0
  289. package/Shaders/volumetricLightingRenderVolume.fragment.js +25 -0
  290. package/Shaders/volumetricLightingRenderVolume.fragment.js.map +1 -0
  291. package/Shaders/volumetricLightingRenderVolume.vertex.d.ts +9 -0
  292. package/Shaders/volumetricLightingRenderVolume.vertex.js +18 -0
  293. package/Shaders/volumetricLightingRenderVolume.vertex.js.map +1 -0
  294. package/ShadersWGSL/gaussianSplatting.vertex.js +3 -3
  295. package/ShadersWGSL/gaussianSplatting.vertex.js.map +1 -1
  296. package/ShadersWGSL/lightingVolume.compute.js +10 -4
  297. package/ShadersWGSL/lightingVolume.compute.js.map +1 -1
  298. package/ShadersWGSL/volumetricLightingBlendVolume.fragment.d.ts +5 -0
  299. package/ShadersWGSL/volumetricLightingBlendVolume.fragment.js +22 -0
  300. package/ShadersWGSL/volumetricLightingBlendVolume.fragment.js.map +1 -0
  301. package/ShadersWGSL/volumetricLightingRenderVolume.fragment.d.ts +7 -0
  302. package/ShadersWGSL/volumetricLightingRenderVolume.fragment.js +27 -0
  303. package/ShadersWGSL/volumetricLightingRenderVolume.fragment.js.map +1 -0
  304. package/ShadersWGSL/volumetricLightingRenderVolume.vertex.d.ts +7 -0
  305. package/ShadersWGSL/volumetricLightingRenderVolume.vertex.js +17 -0
  306. package/ShadersWGSL/volumetricLightingRenderVolume.vertex.js.map +1 -0
  307. package/States/IStencilState.d.ts +48 -2
  308. package/States/IStencilState.js.map +1 -1
  309. package/States/alphaCullingState.d.ts +1 -0
  310. package/States/alphaCullingState.js +3 -0
  311. package/States/alphaCullingState.js.map +1 -1
  312. package/package.json +1 -1
@@ -0,0 +1,183 @@
1
+ import { FrameGraphVolumetricLightingBlendVolumeTask } from "./volumetricLightingBlendVolumeTask.js";
2
+ import { Matrix, TmpVectors, Vector2, Vector3, Vector4 } from "../../../Maths/math.vector.js";
3
+ import { Color3, Color4 } from "../../../Maths/math.color.js";
4
+ import { FrameGraphTask } from "../../frameGraphTask.js";
5
+
6
+ import { FrameGraphClearTextureTask } from "../Texture/clearTextureTask.js";
7
+ import { FrameGraphObjectRendererTask } from "../Rendering/objectRendererTask.js";
8
+ import { ShaderMaterial } from "../../../Materials/shaderMaterial.js";
9
+ import "../../../Shaders/volumetricLightingRenderVolume.vertex.js";
10
+ import "../../../Shaders/volumetricLightingRenderVolume.fragment.js";
11
+ import "../../../ShadersWGSL/volumetricLightingRenderVolume.vertex.js";
12
+ import "../../../ShadersWGSL/volumetricLightingRenderVolume.fragment.js";
13
+ const InvViewProjectionMatrix = new Matrix();
14
+ /**
15
+ * A frame graph task that performs volumetric lighting.
16
+ */
17
+ export class FrameGraphVolumetricLightingTask extends FrameGraphTask {
18
+ /**
19
+ * The phase G parameter for the volumetric lighting effect (default: 0).
20
+ * This parameter controls the anisotropy of the scattering.
21
+ * A value of 0 means isotropic scattering, while a value of 1 means forward scattering and -1 means backward scattering.
22
+ */
23
+ get phaseG() {
24
+ return this._extinctionPhaseG.w;
25
+ }
26
+ set phaseG(value) {
27
+ this._extinctionPhaseG.w = value;
28
+ this._renderLightingVolumeMaterial.setVector4("extinctionPhaseG", this._extinctionPhaseG);
29
+ }
30
+ /**
31
+ * The extinction coefficient for the volumetric lighting effect (default: (0, 0, 0) - no extinction).
32
+ * This parameter controls how much light is absorbed and scattered as it travels through the medium.
33
+ * Will only have an effect if enableExtinction is set to true in the constructor!
34
+ */
35
+ get extinction() {
36
+ return this._blendLightingVolumeTask.postProcess.extinction;
37
+ }
38
+ set extinction(value) {
39
+ this._extinctionPhaseG.x = Math.max(value.x, 1e-6);
40
+ this._extinctionPhaseG.y = Math.max(value.y, 1e-6);
41
+ this._extinctionPhaseG.z = Math.max(value.z, 1e-6);
42
+ this._renderLightingVolumeMaterial.setVector4("extinctionPhaseG", this._extinctionPhaseG);
43
+ this._blendLightingVolumeTask.postProcess.extinction.copyFromFloats(this._extinctionPhaseG.x, this._extinctionPhaseG.y, this._extinctionPhaseG.z);
44
+ }
45
+ /**
46
+ * The light power/color for the volumetric lighting effect (default: (1, 1, 1)).
47
+ * This parameter controls the intensity and color of the light used for volumetric lighting.
48
+ */
49
+ get lightPower() {
50
+ return this._lightPower;
51
+ }
52
+ set lightPower(value) {
53
+ this._lightPower.copyFrom(value);
54
+ this._renderLightingVolumeMaterial.setColor3("lightPower", this._lightPower);
55
+ }
56
+ get name() {
57
+ return this._name;
58
+ }
59
+ set name(name) {
60
+ this._name = name;
61
+ if (this._renderLightingVolumeMaterial) {
62
+ this._renderLightingVolumeMaterial.name = `${name} - render lighting volume`;
63
+ }
64
+ if (this._clearLightingVolumeTextureTask) {
65
+ this._clearLightingVolumeTextureTask.name = `${name} - clear lighting volume texture`;
66
+ }
67
+ if (this._renderLightingVolumeTask) {
68
+ this._renderLightingVolumeTask.name = `${name} - render lighting volume`;
69
+ }
70
+ if (this._blendLightingVolumeTask) {
71
+ this._blendLightingVolumeTask.name = `${name} - blend lighting volume`;
72
+ }
73
+ }
74
+ /**
75
+ * Creates a new FrameGraphVolumetricLightingTask.
76
+ * @param name The name of the task.
77
+ * @param frameGraph The frame graph to which the task belongs.
78
+ * @param enableExtinction Whether to enable extinction in the volumetric lighting effect (default: false). If you don't plan to set extinction to something different than (0, 0, 0), you can disable this to save some performance.
79
+ */
80
+ constructor(name, frameGraph, enableExtinction = false) {
81
+ super(name, frameGraph);
82
+ /**
83
+ * The sampling mode to use when blending the volumetric lighting texture with targetTexture.
84
+ */
85
+ this.sourceSamplingMode = 2;
86
+ this._extinctionPhaseG = new Vector4(0, 0, 0, 0);
87
+ this._lightPower = new Color3(1, 1, 1);
88
+ this.enableExtinction = enableExtinction;
89
+ const isWebGPU = this._frameGraph.engine.isWebGPU;
90
+ this._renderLightingVolumeMaterial = new ShaderMaterial(`${name} - render lighting volume`, this._frameGraph.scene, "volumetricLightingRenderVolume", {
91
+ attributes: ["position"],
92
+ uniformBuffers: ["Scene", "Mesh"],
93
+ uniforms: ["world", "viewProjection", "vEyePosition", "lightDir", "invViewProjection", "outputTextureSize", "extinctionPhaseG", "lightPower", "textureRatio"],
94
+ samplers: ["depthTexture"],
95
+ defines: enableExtinction ? ["USE_EXTINCTION"] : [],
96
+ shaderLanguage: isWebGPU ? 1 /* ShaderLanguage.WGSL */ : 0 /* ShaderLanguage.GLSL */,
97
+ needAlphaBlending: true,
98
+ });
99
+ this._renderLightingVolumeMaterial.backFaceCulling = false;
100
+ this._renderLightingVolumeMaterial.alphaMode = 1;
101
+ this._renderLightingVolumeMaterial.onBindObservable.add(() => {
102
+ this._renderLightingVolumeMaterial.bindEyePosition(this._renderLightingVolumeMaterial.getEffect());
103
+ });
104
+ this._clearLightingVolumeTextureTask = new FrameGraphClearTextureTask(`clear lighting volume texture`, frameGraph);
105
+ this._renderLightingVolumeTask = new FrameGraphObjectRendererTask(`render lighting volume`, frameGraph, frameGraph.scene);
106
+ this._blendLightingVolumeTask = new FrameGraphVolumetricLightingBlendVolumeTask(`blend lighting volume texture`, frameGraph, enableExtinction);
107
+ this.onTexturesAllocatedObservable.add(() => {
108
+ this._renderLightingVolumeMaterial.setInternalTexture("depthTexture", frameGraph.textureManager.getTextureFromHandle(this.depthTexture));
109
+ });
110
+ this.outputTexture = this._frameGraph.textureManager.createDanglingHandle();
111
+ // Triggers the setters to set the uniforms
112
+ this.phaseG = this._extinctionPhaseG.w;
113
+ this.extinction = new Vector3(this.extinction.x, this.extinction.y, this.extinction.z);
114
+ this.lightPower = this._lightPower;
115
+ }
116
+ isReady() {
117
+ return (this._renderLightingVolumeMaterial.isReady() &&
118
+ this._clearLightingVolumeTextureTask.isReady() &&
119
+ this._renderLightingVolumeMaterial.isReady() &&
120
+ this._blendLightingVolumeTask.isReady());
121
+ }
122
+ getClassName() {
123
+ return "FrameGraphVolumetricLightingTask";
124
+ }
125
+ record(skipCreationOfDisabledPasses = false) {
126
+ if (this.targetTexture === undefined || this.depthTexture === undefined || this.camera === undefined || this.lightingVolumeMesh === undefined || this.light === undefined) {
127
+ throw new Error(`FrameGraphVolumetricLightingTask "${this.name}": targetTexture, depthTexture, camera, lightingVolumeMesh and light are required`);
128
+ }
129
+ if (!this.lightingVolumeMesh.meshes || this.lightingVolumeMesh.meshes.length === 0) {
130
+ throw new Error(`FrameGraphVolumetricLightingTask "${this.name}": lightingVolumeMesh is empty`);
131
+ }
132
+ this._frameGraph.textureManager.resolveDanglingHandle(this.outputTexture, this.targetTexture);
133
+ const textureManager = this._frameGraph.textureManager;
134
+ let lightingVolumeTexture = this.lightingVolumeTexture;
135
+ if (!lightingVolumeTexture) {
136
+ const targetTextureCreationOptions = textureManager.getTextureCreationOptions(this.targetTexture);
137
+ targetTextureCreationOptions.options.labels = ["InScattering"];
138
+ targetTextureCreationOptions.options.samples = 1;
139
+ lightingVolumeTexture = textureManager.createRenderTargetTexture(`${this.name} - lighting volume texture`, targetTextureCreationOptions);
140
+ }
141
+ this.lightingVolumeMesh.meshes[0].material = this._renderLightingVolumeMaterial;
142
+ const targetTextureSize = textureManager.getTextureAbsoluteDimensions(this.targetTexture);
143
+ const volumeTextureSize = textureManager.getTextureAbsoluteDimensions(lightingVolumeTexture);
144
+ this._renderLightingVolumeMaterial.setVector2("textureRatio", new Vector2(targetTextureSize.width / volumeTextureSize.width, targetTextureSize.height / volumeTextureSize.height));
145
+ this._renderLightingVolumeMaterial.setVector2("outputTextureSize", new Vector2(volumeTextureSize.width, volumeTextureSize.height));
146
+ const passUpdateMaterial = this._frameGraph.addPass(this.name);
147
+ passUpdateMaterial.setExecuteFunc(() => {
148
+ this.camera.getTransformationMatrix().invertToRef(InvViewProjectionMatrix);
149
+ this._renderLightingVolumeMaterial.setMatrix("invViewProjection", InvViewProjectionMatrix);
150
+ this._renderLightingVolumeMaterial.setVector3("lightDir", this.light.direction.normalizeToRef(TmpVectors.Vector3[0]));
151
+ });
152
+ this._clearLightingVolumeTextureTask.clearColor = true;
153
+ this._clearLightingVolumeTextureTask.clearStencil = this.enableExtinction;
154
+ this._clearLightingVolumeTextureTask.color = new Color4(0, 0, 0, 1);
155
+ this._clearLightingVolumeTextureTask.stencilValue = 0;
156
+ this._clearLightingVolumeTextureTask.targetTexture = lightingVolumeTexture;
157
+ this._clearLightingVolumeTextureTask.record(true);
158
+ this._renderLightingVolumeTask.targetTexture = this._clearLightingVolumeTextureTask.outputTexture;
159
+ this._renderLightingVolumeTask.objectList = this.lightingVolumeMesh;
160
+ this._renderLightingVolumeTask.camera = this.camera;
161
+ this._renderLightingVolumeTask.disableImageProcessing = true;
162
+ this._renderLightingVolumeTask.depthTest = false;
163
+ this._renderLightingVolumeTask.record(true);
164
+ this._blendLightingVolumeTask.sourceTexture = this._renderLightingVolumeTask.outputTexture;
165
+ this._blendLightingVolumeTask.sourceSamplingMode = this.sourceSamplingMode;
166
+ this._blendLightingVolumeTask.targetTexture = this.targetTexture;
167
+ this._blendLightingVolumeTask.depthTexture = this.depthTexture;
168
+ this._blendLightingVolumeTask.camera = this.camera;
169
+ this._blendLightingVolumeTask.record(true);
170
+ if (!skipCreationOfDisabledPasses) {
171
+ const disabledPass = this._frameGraph.addPass(this.name + "_disabled", true);
172
+ disabledPass.setExecuteFunc(() => { });
173
+ }
174
+ }
175
+ dispose() {
176
+ this._renderLightingVolumeMaterial?.dispose();
177
+ this._clearLightingVolumeTextureTask.dispose();
178
+ this._renderLightingVolumeTask.dispose();
179
+ this._blendLightingVolumeTask.dispose();
180
+ super.dispose();
181
+ }
182
+ }
183
+ //# sourceMappingURL=volumetricLightingTask.js.map
@@ -0,0 +1 @@
1
+ {"version":3,"file":"volumetricLightingTask.js","sourceRoot":"","sources":["../../../../../../dev/core/src/FrameGraph/Tasks/PostProcesses/volumetricLightingTask.ts"],"names":[],"mappings":"AACA,OAAO,EAAE,2CAA2C,EAAE,MAAM,qCAAqC,CAAC;AAClG,OAAO,EAAE,MAAM,EAAE,UAAU,EAAE,OAAO,EAAE,OAAO,EAAE,OAAO,EAAE,sCAA+B;AACvF,OAAO,EAAE,MAAM,EAAE,MAAM,EAAE,qCAA8B;AACvD,OAAO,EAAE,cAAc,EAAE,MAAM,sBAAsB,CAAC;AACtD,OAAO,EAAE,SAAS,EAAE,sCAA+B;AACnD,OAAO,EAAE,0BAA0B,EAAE,MAAM,6BAA6B,CAAC;AACzE,OAAO,EAAE,4BAA4B,EAAE,MAAM,iCAAiC,CAAC;AAC/E,OAAO,EAAE,cAAc,EAAE,6CAAsC;AAG/D,mEAA4D;AAC5D,qEAA8D;AAC9D,uEAAgE;AAChE,yEAAkE;AAElE,MAAM,uBAAuB,GAAG,IAAI,MAAM,EAAE,CAAC;AAE7C;;GAEG;AACH,MAAM,OAAO,gCAAiC,SAAQ,cAAc;IA0ChE;;;;OAIG;IACH,IAAW,MAAM;QACb,OAAO,IAAI,CAAC,iBAAiB,CAAC,CAAC,CAAC;IACpC,CAAC;IAED,IAAW,MAAM,CAAC,KAAa;QAC3B,IAAI,CAAC,iBAAiB,CAAC,CAAC,GAAG,KAAK,CAAC;QACjC,IAAI,CAAC,6BAA6B,CAAC,UAAU,CAAC,kBAAkB,EAAE,IAAI,CAAC,iBAAiB,CAAC,CAAC;IAC9F,CAAC;IAQD;;;;OAIG;IACH,IAAW,UAAU;QACjB,OAAO,IAAI,CAAC,wBAAwB,CAAC,WAAW,CAAC,UAAU,CAAC;IAChE,CAAC;IAED,IAAW,UAAU,CAAC,KAAc;QAChC,IAAI,CAAC,iBAAiB,CAAC,CAAC,GAAG,IAAI,CAAC,GAAG,CAAC,KAAK,CAAC,CAAC,EAAE,IAAI,CAAC,CAAC;QACnD,IAAI,CAAC,iBAAiB,CAAC,CAAC,GAAG,IAAI,CAAC,GAAG,CAAC,KAAK,CAAC,CAAC,EAAE,IAAI,CAAC,CAAC;QACnD,IAAI,CAAC,iBAAiB,CAAC,CAAC,GAAG,IAAI,CAAC,GAAG,CAAC,KAAK,CAAC,CAAC,EAAE,IAAI,CAAC,CAAC;QACnD,IAAI,CAAC,6BAA6B,CAAC,UAAU,CAAC,kBAAkB,EAAE,IAAI,CAAC,iBAAiB,CAAC,CAAC;QAC1F,IAAI,CAAC,wBAAwB,CAAC,WAAW,CAAC,UAAU,CAAC,cAAc,CAAC,IAAI,CAAC,iBAAiB,CAAC,CAAC,EAAE,IAAI,CAAC,iBAAiB,CAAC,CAAC,EAAE,IAAI,CAAC,iBAAiB,CAAC,CAAC,CAAC,CAAC;IACtJ,CAAC;IAID;;;OAGG;IACH,IAAW,UAAU;QACjB,OAAO,IAAI,CAAC,WAAW,CAAC;IAC5B,CAAC;IAED,IAAW,UAAU,CAAC,KAAa;QAC/B,IAAI,CAAC,WAAW,CAAC,QAAQ,CAAC,KAAK,CAAC,CAAC;QACjC,IAAI,CAAC,6BAA6B,CAAC,SAAS,CAAC,YAAY,EAAE,IAAI,CAAC,WAAW,CAAC,CAAC;IACjF,CAAC;IAED,IAAoB,IAAI;QACpB,OAAO,IAAI,CAAC,KAAK,CAAC;IACtB,CAAC;IAED,IAAoB,IAAI,CAAC,IAAY;QACjC,IAAI,CAAC,KAAK,GAAG,IAAI,CAAC;QAClB,IAAI,IAAI,CAAC,6BAA6B,EAAE,CAAC;YACrC,IAAI,CAAC,6BAA6B,CAAC,IAAI,GAAG,GAAG,IAAI,2BAA2B,CAAC;QACjF,CAAC;QACD,IAAI,IAAI,CAAC,+BAA+B,EAAE,CAAC;YACvC,IAAI,CAAC,+BAA+B,CAAC,IAAI,GAAG,GAAG,IAAI,kCAAkC,CAAC;QAC1F,CAAC;QACD,IAAI,IAAI,CAAC,yBAAyB,EAAE,CAAC;YACjC,IAAI,CAAC,yBAAyB,CAAC,IAAI,GAAG,GAAG,IAAI,2BAA2B,CAAC;QAC7E,CAAC;QACD,IAAI,IAAI,CAAC,wBAAwB,EAAE,CAAC;YAChC,IAAI,CAAC,wBAAwB,CAAC,IAAI,GAAG,GAAG,IAAI,0BAA0B,CAAC;QAC3E,CAAC;IACL,CAAC;IAYD;;;;;OAKG;IACH,YAAY,IAAY,EAAE,UAAsB,EAAE,gBAAgB,GAAG,KAAK;QACtE,KAAK,CAAC,IAAI,EAAE,UAAU,CAAC,CAAC;QA7H5B;;WAEG;QACI,uBAAkB,GAAG,SAAS,CAAC,6BAA6B,CAAC;QA+B5D,sBAAiB,GAAG,IAAI,OAAO,CAAC,CAAC,EAAE,CAAC,EAAE,CAAC,EAAE,CAAC,CAAC,CAAC;QAuC5C,gBAAW,GAAG,IAAI,MAAM,CAAC,CAAC,EAAE,CAAC,EAAE,CAAC,CAAC,CAAC;QAsDtC,IAAI,CAAC,gBAAgB,GAAG,gBAAgB,CAAC;QAEzC,MAAM,QAAQ,GAAG,IAAI,CAAC,WAAW,CAAC,MAAM,CAAC,QAAQ,CAAC;QAElD,IAAI,CAAC,6BAA6B,GAAG,IAAI,cAAc,CAAC,GAAG,IAAI,2BAA2B,EAAE,IAAI,CAAC,WAAW,CAAC,KAAK,EAAE,gCAAgC,EAAE;YAClJ,UAAU,EAAE,CAAC,UAAU,CAAC;YACxB,cAAc,EAAE,CAAC,OAAO,EAAE,MAAM,CAAC;YACjC,QAAQ,EAAE,CAAC,OAAO,EAAE,gBAAgB,EAAE,cAAc,EAAE,UAAU,EAAE,mBAAmB,EAAE,mBAAmB,EAAE,kBAAkB,EAAE,YAAY,EAAE,cAAc,CAAC;YAC7J,QAAQ,EAAE,CAAC,cAAc,CAAC;YAC1B,OAAO,EAAE,gBAAgB,CAAC,CAAC,CAAC,CAAC,gBAAgB,CAAC,CAAC,CAAC,CAAC,EAAE;YACnD,cAAc,EAAE,QAAQ,CAAC,CAAC,6BAAqB,CAAC,4BAAoB;YACpE,iBAAiB,EAAE,IAAI;SAC1B,CAAC,CAAC;QACH,IAAI,CAAC,6BAA6B,CAAC,eAAe,GAAG,KAAK,CAAC;QAC3D,IAAI,CAAC,6BAA6B,CAAC,SAAS,GAAG,SAAS,CAAC,SAAS,CAAC;QACnE,IAAI,CAAC,6BAA6B,CAAC,gBAAgB,CAAC,GAAG,CAAC,GAAG,EAAE;YACzD,IAAI,CAAC,6BAA6B,CAAC,eAAe,CAAC,IAAI,CAAC,6BAA6B,CAAC,SAAS,EAAE,CAAC,CAAC;QACvG,CAAC,CAAC,CAAC;QAEH,IAAI,CAAC,+BAA+B,GAAG,IAAI,0BAA0B,CAAC,+BAA+B,EAAE,UAAU,CAAC,CAAC;QACnH,IAAI,CAAC,yBAAyB,GAAG,IAAI,4BAA4B,CAAC,wBAAwB,EAAE,UAAU,EAAE,UAAU,CAAC,KAAK,CAAC,CAAC;QAC1H,IAAI,CAAC,wBAAwB,GAAG,IAAI,2CAA2C,CAAC,+BAA+B,EAAE,UAAU,EAAE,gBAAgB,CAAC,CAAC;QAE/I,IAAI,CAAC,6BAA6B,CAAC,GAAG,CAAC,GAAG,EAAE;YACxC,IAAI,CAAC,6BAA6B,CAAC,kBAAkB,CAAC,cAAc,EAAE,UAAU,CAAC,cAAc,CAAC,oBAAoB,CAAC,IAAI,CAAC,YAAY,CAAE,CAAC,CAAC;QAC9I,CAAC,CAAC,CAAC;QAEH,IAAI,CAAC,aAAa,GAAG,IAAI,CAAC,WAAW,CAAC,cAAc,CAAC,oBAAoB,EAAE,CAAC;QAE5E,2CAA2C;QAC3C,IAAI,CAAC,MAAM,GAAG,IAAI,CAAC,iBAAiB,CAAC,CAAC,CAAC;QACvC,IAAI,CAAC,UAAU,GAAG,IAAI,OAAO,CAAC,IAAI,CAAC,UAAU,CAAC,CAAC,EAAE,IAAI,CAAC,UAAU,CAAC,CAAC,EAAE,IAAI,CAAC,UAAU,CAAC,CAAC,CAAC,CAAC;QACvF,IAAI,CAAC,UAAU,GAAG,IAAI,CAAC,WAAW,CAAC;IACvC,CAAC;IAEe,OAAO;QACnB,OAAO,CACH,IAAI,CAAC,6BAA6B,CAAC,OAAO,EAAE;YAC5C,IAAI,CAAC,+BAA+B,CAAC,OAAO,EAAE;YAC9C,IAAI,CAAC,6BAA6B,CAAC,OAAO,EAAE;YAC5C,IAAI,CAAC,wBAAwB,CAAC,OAAO,EAAE,CAC1C,CAAC;IACN,CAAC;IAEe,YAAY;QACxB,OAAO,kCAAkC,CAAC;IAC9C,CAAC;IAEe,MAAM,CAAC,4BAA4B,GAAG,KAAK;QACvD,IAAI,IAAI,CAAC,aAAa,KAAK,SAAS,IAAI,IAAI,CAAC,YAAY,KAAK,SAAS,IAAI,IAAI,CAAC,MAAM,KAAK,SAAS,IAAI,IAAI,CAAC,kBAAkB,KAAK,SAAS,IAAI,IAAI,CAAC,KAAK,KAAK,SAAS,EAAE,CAAC;YACxK,MAAM,IAAI,KAAK,CAAC,qCAAqC,IAAI,CAAC,IAAI,mFAAmF,CAAC,CAAC;QACvJ,CAAC;QACD,IAAI,CAAC,IAAI,CAAC,kBAAkB,CAAC,MAAM,IAAI,IAAI,CAAC,kBAAkB,CAAC,MAAM,CAAC,MAAM,KAAK,CAAC,EAAE,CAAC;YACjF,MAAM,IAAI,KAAK,CAAC,qCAAqC,IAAI,CAAC,IAAI,gCAAgC,CAAC,CAAC;QACpG,CAAC;QAED,IAAI,CAAC,WAAW,CAAC,cAAc,CAAC,qBAAqB,CAAC,IAAI,CAAC,aAAa,EAAE,IAAI,CAAC,aAAa,CAAC,CAAC;QAE9F,MAAM,cAAc,GAAG,IAAI,CAAC,WAAW,CAAC,cAAc,CAAC;QAEvD,IAAI,qBAAqB,GAAG,IAAI,CAAC,qBAAqB,CAAC;QACvD,IAAI,CAAC,qBAAqB,EAAE,CAAC;YACzB,MAAM,4BAA4B,GAAG,cAAc,CAAC,yBAAyB,CAAC,IAAI,CAAC,aAAa,CAAC,CAAC;YAElG,4BAA4B,CAAC,OAAO,CAAC,MAAM,GAAG,CAAC,cAAc,CAAC,CAAC;YAC/D,4BAA4B,CAAC,OAAO,CAAC,OAAO,GAAG,CAAC,CAAC;YAEjD,qBAAqB,GAAG,cAAc,CAAC,yBAAyB,CAAC,GAAG,IAAI,CAAC,IAAI,4BAA4B,EAAE,4BAA4B,CAAC,CAAC;QAC7I,CAAC;QAED,IAAI,CAAC,kBAAkB,CAAC,MAAM,CAAC,CAAC,CAAC,CAAC,QAAQ,GAAG,IAAI,CAAC,6BAA6B,CAAC;QAEhF,MAAM,iBAAiB,GAAG,cAAc,CAAC,4BAA4B,CAAC,IAAI,CAAC,aAAa,CAAC,CAAC;QAC1F,MAAM,iBAAiB,GAAG,cAAc,CAAC,4BAA4B,CAAC,qBAAqB,CAAC,CAAC;QAE7F,IAAI,CAAC,6BAA6B,CAAC,UAAU,CACzC,cAAc,EACd,IAAI,OAAO,CAAC,iBAAiB,CAAC,KAAK,GAAG,iBAAiB,CAAC,KAAK,EAAE,iBAAiB,CAAC,MAAM,GAAG,iBAAiB,CAAC,MAAM,CAAC,CACtH,CAAC;QACF,IAAI,CAAC,6BAA6B,CAAC,UAAU,CAAC,mBAAmB,EAAE,IAAI,OAAO,CAAC,iBAAiB,CAAC,KAAK,EAAE,iBAAiB,CAAC,MAAM,CAAC,CAAC,CAAC;QAEnI,MAAM,kBAAkB,GAAG,IAAI,CAAC,WAAW,CAAC,OAAO,CAAC,IAAI,CAAC,IAAI,CAAC,CAAC;QAE/D,kBAAkB,CAAC,cAAc,CAAC,GAAG,EAAE;YACnC,IAAI,CAAC,MAAM,CAAC,uBAAuB,EAAE,CAAC,WAAW,CAAC,uBAAuB,CAAC,CAAC;YAE3E,IAAI,CAAC,6BAA6B,CAAC,SAAS,CAAC,mBAAmB,EAAE,uBAAuB,CAAC,CAAC;YAC3F,IAAI,CAAC,6BAA6B,CAAC,UAAU,CAAC,UAAU,EAAE,IAAI,CAAC,KAAK,CAAC,SAAS,CAAC,cAAc,CAAC,UAAU,CAAC,OAAO,CAAC,CAAC,CAAC,CAAC,CAAC,CAAC;QAC1H,CAAC,CAAC,CAAC;QAEH,IAAI,CAAC,+BAA+B,CAAC,UAAU,GAAG,IAAI,CAAC;QACvD,IAAI,CAAC,+BAA+B,CAAC,YAAY,GAAG,IAAI,CAAC,gBAAgB,CAAC;QAC1E,IAAI,CAAC,+BAA+B,CAAC,KAAK,GAAG,IAAI,MAAM,CAAC,CAAC,EAAE,CAAC,EAAE,CAAC,EAAE,CAAC,CAAC,CAAC;QACpE,IAAI,CAAC,+BAA+B,CAAC,YAAY,GAAG,CAAC,CAAC;QACtD,IAAI,CAAC,+BAA+B,CAAC,aAAa,GAAG,qBAAqB,CAAC;QAC3E,IAAI,CAAC,+BAA+B,CAAC,MAAM,CAAC,IAAI,CAAC,CAAC;QAElD,IAAI,CAAC,yBAAyB,CAAC,aAAa,GAAG,IAAI,CAAC,+BAA+B,CAAC,aAAa,CAAC;QAClG,IAAI,CAAC,yBAAyB,CAAC,UAAU,GAAG,IAAI,CAAC,kBAAkB,CAAC;QACpE,IAAI,CAAC,yBAAyB,CAAC,MAAM,GAAG,IAAI,CAAC,MAAM,CAAC;QACpD,IAAI,CAAC,yBAAyB,CAAC,sBAAsB,GAAG,IAAI,CAAC;QAC7D,IAAI,CAAC,yBAAyB,CAAC,SAAS,GAAG,KAAK,CAAC;QACjD,IAAI,CAAC,yBAAyB,CAAC,MAAM,CAAC,IAAI,CAAC,CAAC;QAE5C,IAAI,CAAC,wBAAwB,CAAC,aAAa,GAAG,IAAI,CAAC,yBAAyB,CAAC,aAAa,CAAC;QAC3F,IAAI,CAAC,wBAAwB,CAAC,kBAAkB,GAAG,IAAI,CAAC,kBAAkB,CAAC;QAC3E,IAAI,CAAC,wBAAwB,CAAC,aAAa,GAAG,IAAI,CAAC,aAAa,CAAC;QACjE,IAAI,CAAC,wBAAwB,CAAC,YAAY,GAAG,IAAI,CAAC,YAAY,CAAC;QAC/D,IAAI,CAAC,wBAAwB,CAAC,MAAM,GAAG,IAAI,CAAC,MAAM,CAAC;QACnD,IAAI,CAAC,wBAAwB,CAAC,MAAM,CAAC,IAAI,CAAC,CAAC;QAE3C,IAAI,CAAC,4BAA4B,EAAE,CAAC;YAChC,MAAM,YAAY,GAAG,IAAI,CAAC,WAAW,CAAC,OAAO,CAAC,IAAI,CAAC,IAAI,GAAG,WAAW,EAAE,IAAI,CAAC,CAAC;YAE7E,YAAY,CAAC,cAAc,CAAC,GAAG,EAAE,GAAE,CAAC,CAAC,CAAC;QAC1C,CAAC;IACL,CAAC;IAEe,OAAO;QACnB,IAAI,CAAC,6BAA6B,EAAE,OAAO,EAAE,CAAC;QAC9C,IAAI,CAAC,+BAA+B,CAAC,OAAO,EAAE,CAAC;QAC/C,IAAI,CAAC,yBAAyB,CAAC,OAAO,EAAE,CAAC;QACzC,IAAI,CAAC,wBAAwB,CAAC,OAAO,EAAE,CAAC;QACxC,KAAK,CAAC,OAAO,EAAE,CAAC;IACpB,CAAC;CACJ","sourcesContent":["import type { Camera, DirectionalLight, FrameGraph, FrameGraphObjectList, FrameGraphTextureHandle } from \"core/index\";\r\nimport { FrameGraphVolumetricLightingBlendVolumeTask } from \"./volumetricLightingBlendVolumeTask\";\r\nimport { Matrix, TmpVectors, Vector2, Vector3, Vector4 } from \"core/Maths/math.vector\";\r\nimport { Color3, Color4 } from \"core/Maths/math.color\";\r\nimport { FrameGraphTask } from \"../../frameGraphTask\";\r\nimport { Constants } from \"core/Engines/constants\";\r\nimport { FrameGraphClearTextureTask } from \"../Texture/clearTextureTask\";\r\nimport { FrameGraphObjectRendererTask } from \"../Rendering/objectRendererTask\";\r\nimport { ShaderMaterial } from \"core/Materials/shaderMaterial\";\r\nimport { ShaderLanguage } from \"core/Materials/shaderLanguage\";\r\n\r\nimport \"core/Shaders/volumetricLightingRenderVolume.vertex\";\r\nimport \"core/Shaders/volumetricLightingRenderVolume.fragment\";\r\nimport \"core/ShadersWGSL/volumetricLightingRenderVolume.vertex\";\r\nimport \"core/ShadersWGSL/volumetricLightingRenderVolume.fragment\";\r\n\r\nconst InvViewProjectionMatrix = new Matrix();\r\n\r\n/**\r\n * A frame graph task that performs volumetric lighting.\r\n */\r\nexport class FrameGraphVolumetricLightingTask extends FrameGraphTask {\r\n /**\r\n * The target texture to which the volumetric lighting will be applied.\r\n */\r\n public targetTexture: FrameGraphTextureHandle;\r\n\r\n /**\r\n * The sampling mode to use when blending the volumetric lighting texture with targetTexture.\r\n */\r\n public sourceSamplingMode = Constants.TEXTURE_BILINEAR_SAMPLINGMODE;\r\n\r\n /**\r\n * The depth texture used for volumetric lighting calculations.\r\n * It must be the depth texture used to generate targetTexture.\r\n */\r\n public depthTexture: FrameGraphTextureHandle;\r\n\r\n /**\r\n * The camera used for volumetric lighting calculations.\r\n */\r\n public camera: Camera;\r\n\r\n /**\r\n * The mesh representing the lighting volume.\r\n * This is the mesh that will be rendered to create the volumetric lighting effect.\r\n */\r\n public lightingVolumeMesh: FrameGraphObjectList;\r\n\r\n /**\r\n * The directional light used for volumetric lighting.\r\n */\r\n public light: DirectionalLight;\r\n\r\n /**\r\n * The lighting volume texture (optional).\r\n * If not provided, a new texture will be created, which the same size, format and type as targetTexture.\r\n * This is the texture that will store the volumetric lighting information, before being blended to targetTexture.\r\n */\r\n public lightingVolumeTexture?: FrameGraphTextureHandle;\r\n\r\n private _extinctionPhaseG = new Vector4(0, 0, 0, 0);\r\n\r\n /**\r\n * The phase G parameter for the volumetric lighting effect (default: 0).\r\n * This parameter controls the anisotropy of the scattering.\r\n * A value of 0 means isotropic scattering, while a value of 1 means forward scattering and -1 means backward scattering.\r\n */\r\n public get phaseG() {\r\n return this._extinctionPhaseG.w;\r\n }\r\n\r\n public set phaseG(value: number) {\r\n this._extinctionPhaseG.w = value;\r\n this._renderLightingVolumeMaterial.setVector4(\"extinctionPhaseG\", this._extinctionPhaseG);\r\n }\r\n\r\n /**\r\n * Whether to enable extinction in the volumetric lighting effect (default: false).\r\n * Read-only property set in the constructor.\r\n */\r\n public readonly enableExtinction: boolean;\r\n\r\n /**\r\n * The extinction coefficient for the volumetric lighting effect (default: (0, 0, 0) - no extinction).\r\n * This parameter controls how much light is absorbed and scattered as it travels through the medium.\r\n * Will only have an effect if enableExtinction is set to true in the constructor!\r\n */\r\n public get extinction() {\r\n return this._blendLightingVolumeTask.postProcess.extinction;\r\n }\r\n\r\n public set extinction(value: Vector3) {\r\n this._extinctionPhaseG.x = Math.max(value.x, 1e-6);\r\n this._extinctionPhaseG.y = Math.max(value.y, 1e-6);\r\n this._extinctionPhaseG.z = Math.max(value.z, 1e-6);\r\n this._renderLightingVolumeMaterial.setVector4(\"extinctionPhaseG\", this._extinctionPhaseG);\r\n this._blendLightingVolumeTask.postProcess.extinction.copyFromFloats(this._extinctionPhaseG.x, this._extinctionPhaseG.y, this._extinctionPhaseG.z);\r\n }\r\n\r\n private _lightPower = new Color3(1, 1, 1);\r\n\r\n /**\r\n * The light power/color for the volumetric lighting effect (default: (1, 1, 1)).\r\n * This parameter controls the intensity and color of the light used for volumetric lighting.\r\n */\r\n public get lightPower() {\r\n return this._lightPower;\r\n }\r\n\r\n public set lightPower(value: Color3) {\r\n this._lightPower.copyFrom(value);\r\n this._renderLightingVolumeMaterial.setColor3(\"lightPower\", this._lightPower);\r\n }\r\n\r\n public override get name() {\r\n return this._name;\r\n }\r\n\r\n public override set name(name: string) {\r\n this._name = name;\r\n if (this._renderLightingVolumeMaterial) {\r\n this._renderLightingVolumeMaterial.name = `${name} - render lighting volume`;\r\n }\r\n if (this._clearLightingVolumeTextureTask) {\r\n this._clearLightingVolumeTextureTask.name = `${name} - clear lighting volume texture`;\r\n }\r\n if (this._renderLightingVolumeTask) {\r\n this._renderLightingVolumeTask.name = `${name} - render lighting volume`;\r\n }\r\n if (this._blendLightingVolumeTask) {\r\n this._blendLightingVolumeTask.name = `${name} - blend lighting volume`;\r\n }\r\n }\r\n\r\n /**\r\n * The output texture of the task. It will be the same as targetTexture.\r\n */\r\n public readonly outputTexture: FrameGraphTextureHandle;\r\n\r\n private readonly _clearLightingVolumeTextureTask: FrameGraphClearTextureTask;\r\n private readonly _renderLightingVolumeTask: FrameGraphObjectRendererTask;\r\n private readonly _blendLightingVolumeTask: FrameGraphVolumetricLightingBlendVolumeTask;\r\n private _renderLightingVolumeMaterial: ShaderMaterial;\r\n\r\n /**\r\n * Creates a new FrameGraphVolumetricLightingTask.\r\n * @param name The name of the task.\r\n * @param frameGraph The frame graph to which the task belongs.\r\n * @param enableExtinction Whether to enable extinction in the volumetric lighting effect (default: false). If you don't plan to set extinction to something different than (0, 0, 0), you can disable this to save some performance.\r\n */\r\n constructor(name: string, frameGraph: FrameGraph, enableExtinction = false) {\r\n super(name, frameGraph);\r\n\r\n this.enableExtinction = enableExtinction;\r\n\r\n const isWebGPU = this._frameGraph.engine.isWebGPU;\r\n\r\n this._renderLightingVolumeMaterial = new ShaderMaterial(`${name} - render lighting volume`, this._frameGraph.scene, \"volumetricLightingRenderVolume\", {\r\n attributes: [\"position\"],\r\n uniformBuffers: [\"Scene\", \"Mesh\"],\r\n uniforms: [\"world\", \"viewProjection\", \"vEyePosition\", \"lightDir\", \"invViewProjection\", \"outputTextureSize\", \"extinctionPhaseG\", \"lightPower\", \"textureRatio\"],\r\n samplers: [\"depthTexture\"],\r\n defines: enableExtinction ? [\"USE_EXTINCTION\"] : [],\r\n shaderLanguage: isWebGPU ? ShaderLanguage.WGSL : ShaderLanguage.GLSL,\r\n needAlphaBlending: true,\r\n });\r\n this._renderLightingVolumeMaterial.backFaceCulling = false;\r\n this._renderLightingVolumeMaterial.alphaMode = Constants.ALPHA_ADD;\r\n this._renderLightingVolumeMaterial.onBindObservable.add(() => {\r\n this._renderLightingVolumeMaterial.bindEyePosition(this._renderLightingVolumeMaterial.getEffect());\r\n });\r\n\r\n this._clearLightingVolumeTextureTask = new FrameGraphClearTextureTask(`clear lighting volume texture`, frameGraph);\r\n this._renderLightingVolumeTask = new FrameGraphObjectRendererTask(`render lighting volume`, frameGraph, frameGraph.scene);\r\n this._blendLightingVolumeTask = new FrameGraphVolumetricLightingBlendVolumeTask(`blend lighting volume texture`, frameGraph, enableExtinction);\r\n\r\n this.onTexturesAllocatedObservable.add(() => {\r\n this._renderLightingVolumeMaterial.setInternalTexture(\"depthTexture\", frameGraph.textureManager.getTextureFromHandle(this.depthTexture)!);\r\n });\r\n\r\n this.outputTexture = this._frameGraph.textureManager.createDanglingHandle();\r\n\r\n // Triggers the setters to set the uniforms\r\n this.phaseG = this._extinctionPhaseG.w;\r\n this.extinction = new Vector3(this.extinction.x, this.extinction.y, this.extinction.z);\r\n this.lightPower = this._lightPower;\r\n }\r\n\r\n public override isReady() {\r\n return (\r\n this._renderLightingVolumeMaterial.isReady() &&\r\n this._clearLightingVolumeTextureTask.isReady() &&\r\n this._renderLightingVolumeMaterial.isReady() &&\r\n this._blendLightingVolumeTask.isReady()\r\n );\r\n }\r\n\r\n public override getClassName(): string {\r\n return \"FrameGraphVolumetricLightingTask\";\r\n }\r\n\r\n public override record(skipCreationOfDisabledPasses = false) {\r\n if (this.targetTexture === undefined || this.depthTexture === undefined || this.camera === undefined || this.lightingVolumeMesh === undefined || this.light === undefined) {\r\n throw new Error(`FrameGraphVolumetricLightingTask \"${this.name}\": targetTexture, depthTexture, camera, lightingVolumeMesh and light are required`);\r\n }\r\n if (!this.lightingVolumeMesh.meshes || this.lightingVolumeMesh.meshes.length === 0) {\r\n throw new Error(`FrameGraphVolumetricLightingTask \"${this.name}\": lightingVolumeMesh is empty`);\r\n }\r\n\r\n this._frameGraph.textureManager.resolveDanglingHandle(this.outputTexture, this.targetTexture);\r\n\r\n const textureManager = this._frameGraph.textureManager;\r\n\r\n let lightingVolumeTexture = this.lightingVolumeTexture;\r\n if (!lightingVolumeTexture) {\r\n const targetTextureCreationOptions = textureManager.getTextureCreationOptions(this.targetTexture);\r\n\r\n targetTextureCreationOptions.options.labels = [\"InScattering\"];\r\n targetTextureCreationOptions.options.samples = 1;\r\n\r\n lightingVolumeTexture = textureManager.createRenderTargetTexture(`${this.name} - lighting volume texture`, targetTextureCreationOptions);\r\n }\r\n\r\n this.lightingVolumeMesh.meshes[0].material = this._renderLightingVolumeMaterial;\r\n\r\n const targetTextureSize = textureManager.getTextureAbsoluteDimensions(this.targetTexture);\r\n const volumeTextureSize = textureManager.getTextureAbsoluteDimensions(lightingVolumeTexture);\r\n\r\n this._renderLightingVolumeMaterial.setVector2(\r\n \"textureRatio\",\r\n new Vector2(targetTextureSize.width / volumeTextureSize.width, targetTextureSize.height / volumeTextureSize.height)\r\n );\r\n this._renderLightingVolumeMaterial.setVector2(\"outputTextureSize\", new Vector2(volumeTextureSize.width, volumeTextureSize.height));\r\n\r\n const passUpdateMaterial = this._frameGraph.addPass(this.name);\r\n\r\n passUpdateMaterial.setExecuteFunc(() => {\r\n this.camera.getTransformationMatrix().invertToRef(InvViewProjectionMatrix);\r\n\r\n this._renderLightingVolumeMaterial.setMatrix(\"invViewProjection\", InvViewProjectionMatrix);\r\n this._renderLightingVolumeMaterial.setVector3(\"lightDir\", this.light.direction.normalizeToRef(TmpVectors.Vector3[0]));\r\n });\r\n\r\n this._clearLightingVolumeTextureTask.clearColor = true;\r\n this._clearLightingVolumeTextureTask.clearStencil = this.enableExtinction;\r\n this._clearLightingVolumeTextureTask.color = new Color4(0, 0, 0, 1);\r\n this._clearLightingVolumeTextureTask.stencilValue = 0;\r\n this._clearLightingVolumeTextureTask.targetTexture = lightingVolumeTexture;\r\n this._clearLightingVolumeTextureTask.record(true);\r\n\r\n this._renderLightingVolumeTask.targetTexture = this._clearLightingVolumeTextureTask.outputTexture;\r\n this._renderLightingVolumeTask.objectList = this.lightingVolumeMesh;\r\n this._renderLightingVolumeTask.camera = this.camera;\r\n this._renderLightingVolumeTask.disableImageProcessing = true;\r\n this._renderLightingVolumeTask.depthTest = false;\r\n this._renderLightingVolumeTask.record(true);\r\n\r\n this._blendLightingVolumeTask.sourceTexture = this._renderLightingVolumeTask.outputTexture;\r\n this._blendLightingVolumeTask.sourceSamplingMode = this.sourceSamplingMode;\r\n this._blendLightingVolumeTask.targetTexture = this.targetTexture;\r\n this._blendLightingVolumeTask.depthTexture = this.depthTexture;\r\n this._blendLightingVolumeTask.camera = this.camera;\r\n this._blendLightingVolumeTask.record(true);\r\n\r\n if (!skipCreationOfDisabledPasses) {\r\n const disabledPass = this._frameGraph.addPass(this.name + \"_disabled\", true);\r\n\r\n disabledPass.setExecuteFunc(() => {});\r\n }\r\n }\r\n\r\n public override dispose() {\r\n this._renderLightingVolumeMaterial?.dispose();\r\n this._clearLightingVolumeTextureTask.dispose();\r\n this._renderLightingVolumeTask.dispose();\r\n this._blendLightingVolumeTask.dispose();\r\n super.dispose();\r\n }\r\n}\r\n"]}
@@ -89,6 +89,7 @@ export declare class FrameGraphCascadedShadowGeneratorTask extends FrameGraphSha
89
89
  constructor(name: string, frameGraph: FrameGraph);
90
90
  protected _createShadowGenerator(): void;
91
91
  protected _setupShadowGenerator(): void;
92
+ getClassName(): string;
92
93
  record(): void;
93
94
  dispose(): void;
94
95
  }
@@ -230,6 +230,9 @@ export class FrameGraphCascadedShadowGeneratorTask extends FrameGraphShadowGener
230
230
  shadowGenerator.depthClamp = this._depthClamp;
231
231
  shadowGenerator.shadowMaxZ = this._shadowMaxZ;
232
232
  }
233
+ getClassName() {
234
+ return "FrameGraphCascadedShadowGeneratorTask";
235
+ }
233
236
  record() {
234
237
  if (this.light === undefined || this.objectList === undefined || this.camera === undefined) {
235
238
  throw new Error(`FrameGraphCascadedShadowGeneratorTask ${this.name}: light, objectList and camera are required`);
@@ -1 +1 @@
1
- {"version":3,"file":"csmShadowGeneratorTask.js","sourceRoot":"","sources":["../../../../../../dev/core/src/FrameGraph/Tasks/Rendering/csmShadowGeneratorTask.ts"],"names":[],"mappings":"AACA,OAAO,EAAE,uBAAuB,EAAE,MAAM,iDAAiD,CAAC;AAC1F,OAAO,EAAE,6BAA6B,EAAE,MAAM,uBAAuB,CAAC;AACtE,OAAO,EAAE,gBAAgB,EAAE,MAAM,kCAAkC,CAAC;AACpE,OAAO,EAAoB,iBAAiB,EAAE,MAAM,iCAAiC,CAAC;AACtF,OAAO,EAAE,yBAAyB,EAAE,MAAM,kCAAkC,CAAC;AAC7E,OAAO,EAAE,SAAS,EAAE,MAAM,4BAA4B,CAAC;AACvD,OAAO,EAAE,mBAAmB,EAAE,MAAM,oDAAoD,CAAC;AAEzF;;GAEG;AACH,MAAM,OAAO,qCAAsC,SAAQ,6BAA6B;IAGpF;;;;OAIG;IACI,MAAM,CAAC,yBAAyB,CAAC,IAAmC;QACvE,OAAQ,IAA8C,CAAC,WAAW,KAAK,SAAS,CAAC;IACrF,CAAC;IAgBD;;OAEG;IACH,IAAW,WAAW;QAClB,OAAO,IAAI,CAAC,YAAY,CAAC;IAC7B,CAAC;IAED,IAAW,WAAW,CAAC,KAAa;QAChC,IAAI,KAAK,KAAK,IAAI,CAAC,YAAY,EAAE,CAAC;YAC9B,OAAO;QACX,CAAC;QAED,IAAI,CAAC,YAAY,GAAG,KAAK,CAAC;QAC1B,IAAI,CAAC,qBAAqB,EAAE,CAAC;IACjC,CAAC;IAGD;;OAEG;IACH,IAAW,KAAK;QACZ,OAAO,IAAI,CAAC,MAAM,CAAC;IACvB,CAAC;IAED,IAAW,KAAK,CAAC,KAAc;QAC3B,IAAI,KAAK,KAAK,IAAI,CAAC,MAAM,EAAE,CAAC;YACxB,OAAO;QACX,CAAC;QAED,IAAI,CAAC,MAAM,GAAG,KAAK,CAAC;QACpB,IAAI,IAAI,CAAC,gBAAgB,EAAE,CAAC;YACxB,IAAI,CAAC,gBAAgB,CAAC,KAAK,GAAG,KAAK,CAAC;QACxC,CAAC;IACL,CAAC;IAGD;;OAEG;IACH,IAAW,iBAAiB;QACxB,OAAO,IAAI,CAAC,kBAAkB,CAAC;IACnC,CAAC;IAED,IAAW,iBAAiB,CAAC,KAAc;QACvC,IAAI,KAAK,KAAK,IAAI,CAAC,kBAAkB,EAAE,CAAC;YACpC,OAAO;QACX,CAAC;QAED,IAAI,CAAC,kBAAkB,GAAG,KAAK,CAAC;QAChC,IAAI,IAAI,CAAC,gBAAgB,EAAE,CAAC;YACxB,IAAI,CAAC,gBAAgB,CAAC,iBAAiB,GAAG,KAAK,CAAC;QACpD,CAAC;IACL,CAAC;IAGD;;OAEG;IACH,IAAW,MAAM;QACb,OAAO,IAAI,CAAC,OAAO,CAAC;IACxB,CAAC;IAED,IAAW,MAAM,CAAC,KAAa;QAC3B,IAAI,KAAK,KAAK,IAAI,CAAC,OAAO,EAAE,CAAC;YACzB,OAAO;QACX,CAAC;QAED,IAAI,CAAC,OAAO,GAAG,KAAK,CAAC;QACrB,IAAI,IAAI,CAAC,gBAAgB,EAAE,CAAC;YACxB,IAAI,CAAC,gBAAgB,CAAC,MAAM,GAAG,KAAK,CAAC;QACzC,CAAC;IACL,CAAC;IAGD;;OAEG;IACH,IAAW,sBAAsB;QAC7B,OAAO,IAAI,CAAC,uBAAuB,CAAC;IACxC,CAAC;IAED,IAAW,sBAAsB,CAAC,KAAa;QAC3C,IAAI,KAAK,KAAK,IAAI,CAAC,uBAAuB,EAAE,CAAC;YACzC,OAAO;QACX,CAAC;QAED,IAAI,CAAC,uBAAuB,GAAG,KAAK,CAAC;QACrC,IAAI,IAAI,CAAC,gBAAgB,EAAE,CAAC;YACxB,IAAI,CAAC,gBAAgB,CAAC,sBAAsB,GAAG,KAAK,CAAC;QACzD,CAAC;IACL,CAAC;IAGD;;OAEG;IACH,IAAW,UAAU;QACjB,OAAO,IAAI,CAAC,WAAW,CAAC;IAC5B,CAAC;IAED,IAAW,UAAU,CAAC,KAAc;QAChC,IAAI,KAAK,KAAK,IAAI,CAAC,WAAW,EAAE,CAAC;YAC7B,OAAO;QACX,CAAC;QAED,IAAI,CAAC,WAAW,GAAG,KAAK,CAAC;QACzB,IAAI,IAAI,CAAC,gBAAgB,EAAE,CAAC;YACxB,IAAI,CAAC,gBAAgB,CAAC,UAAU,GAAG,KAAK,CAAC;QAC7C,CAAC;IACL,CAAC;IAGD;;OAEG;IACH,IAAW,mBAAmB;QAC1B,OAAO,IAAI,CAAC,oBAAoB,CAAC;IACrC,CAAC;IAED,IAAW,mBAAmB,CAAC,KAAc;QACzC,IAAI,KAAK,KAAK,IAAI,CAAC,oBAAoB,EAAE,CAAC;YACtC,OAAO;QACX,CAAC;QAED,IAAI,CAAC,oBAAoB,GAAG,KAAK,CAAC;QAClC,IAAI,CAAC,kCAAkC,GAAG,IAAI,CAAC,+BAA+B,CAAC;QAE/E,IAAI,CAAC,KAAK,EAAE,CAAC;YACT,IAAI,CAAC,gBAAgB,EAAE,iBAAiB,CAAC,CAAC,EAAE,CAAC,CAAC,CAAC;QACnD,CAAC;QAED,qIAAqI;QACrI,MAAM,MAAM,GAAG,IAAI,CAAC,MAAM,CAAC;QAC3B,KAAK,IAAI,CAAC,GAAG,CAAC,EAAE,CAAC,GAAG,MAAM,CAAC,MAAM,GAAG,CAAC,EAAE,EAAE,CAAC,EAAE,CAAC;YACzC,MAAM,CAAC,CAAC,CAAC,CAAC,QAAQ,GAAG,CAAC,KAAK,CAAC;QAChC,CAAC;IACL,CAAC;IAID;;;OAGG;IACH,IAAW,8BAA8B;QACrC,OAAO,IAAI,CAAC,+BAA+B,CAAC;IAChD,CAAC;IAED,IAAW,8BAA8B,CAAC,KAAa;QACnD,IAAI,CAAC,+BAA+B,GAAG,KAAK,CAAC;QAC7C,IAAI,CAAC,kCAAkC,GAAG,IAAI,CAAC,+BAA+B,CAAC;IACnF,CAAC;IAGD;;OAEG;IACH,IAAW,UAAU;QACjB,OAAO,IAAI,CAAC,WAAW,CAAC;IAC5B,CAAC;IAED,IAAW,UAAU,CAAC,KAAa;QAC/B,IAAI,KAAK,KAAK,IAAI,CAAC,WAAW,EAAE,CAAC;YAC7B,OAAO;QACX,CAAC;QAED,IAAI,CAAC,WAAW,GAAG,KAAK,CAAC;QACzB,IAAI,IAAI,CAAC,gBAAgB,EAAE,CAAC;YACxB,IAAI,CAAC,gBAAgB,CAAC,UAAU,GAAG,KAAK,CAAC;QAC7C,CAAC;IACL,CAAC;IAID;;;;OAIG;IACH,YAAY,IAAY,EAAE,UAAsB;QAC5C,KAAK,CAAC,IAAI,EAAE,UAAU,CAAC,CAAC;QA1L5B;;WAEG;QACI,qBAAgB,gDAA0D;QAEzE,iBAAY,GAAG,uBAAuB,CAAC,sBAAsB,CAAC;QAiB9D,WAAM,GAAG,KAAK,CAAC;QAmBf,uBAAkB,GAAG,KAAK,CAAC;QAmB3B,YAAO,GAAG,GAAG,CAAC;QAmBd,4BAAuB,GAAG,GAAG,CAAC;QAmB9B,gBAAW,GAAG,IAAI,CAAC;QAmBnB,yBAAoB,GAAG,KAAK,CAAC;QA2B7B,uCAAkC,GAAG,CAAC,CAAC;QACvC,oCAA+B,GAAG,CAAC,CAAC;QAcpC,gBAAW,GAAG,KAAK,CAAC;QA6BxB,IAAI,CAAC,kBAAkB,GAAG,IAAI,iBAAiB,CAAC,UAAU,CAAC,KAAK,CAAC,CAAC;QAElE,IAAI,CAAC,kBAAkB,CAAC,yBAAyB,CAAC,GAAG,CAAC,CAAC,MAAoC,EAAE,EAAE;YAC3F,IAAI,CAAC,IAAI,CAAC,gBAAgB,EAAE,CAAC;gBACzB,OAAO;YACX,CAAC;YAED,MAAM,MAAM,GAAG,IAAI,CAAC,MAAM,CAAC;YAE3B,IAAI,GAAG,GAAG,MAAM,CAAC,GAAG,EAChB,GAAG,GAAG,MAAM,CAAC,GAAG,CAAC;YAErB,IAAI,GAAG,IAAI,GAAG,EAAE,CAAC;gBACb,GAAG,GAAG,CAAC,CAAC;gBACR,GAAG,GAAG,CAAC,CAAC;YACZ,CAAC;iBAAM,IAAI,MAAM,IAAI,IAAI,CAAC,gBAAgB,iDAAyC,EAAE,CAAC;gBAClF,IAAI,IAAI,CAAC,gBAAgB,yCAAiC,EAAE,CAAC;oBACzD,MAAM,MAAM,GAAG,IAAI,CAAC,WAAW,CAAC,MAAM,CAAC;oBACvC,MAAM,gBAAgB,GAAG,MAAM,CAAC,mBAAmB,EAAE,CAAC;oBACtD,MAAM,GAAG,GAAG,gBAAgB,CAAC,CAAC,CAAC,EAAE,CAAC,CAAC;oBACnC,MAAM,GAAG,GAAG,gBAAgB,CAAC,CAAC,CAAC,EAAE,CAAC,CAAC;oBAEnC,IAAI,CAAC,MAAM,CAAC,eAAe,EAAE,CAAC;wBAC1B,uBAAuB;wBACvB,GAAG,GAAG,GAAG,GAAG,CAAC,GAAG,CAAC,CAAC;wBAClB,GAAG,GAAG,GAAG,GAAG,CAAC,GAAG,CAAC,CAAC;oBACtB,CAAC;oBAED,wBAAwB;oBACxB,GAAG,GAAG,GAAG,GAAG,CAAC,GAAG,GAAG,GAAG,CAAC,CAAC;oBACxB,GAAG,GAAG,GAAG,GAAG,CAAC,GAAG,GAAG,GAAG,CAAC,CAAC;gBAC5B,CAAC;gBAED,mCAAmC;gBACnC,MAAM,KAAK,GAAG,MAAM,CAAC,IAAI,CAAC;gBAC1B,MAAM,IAAI,GAAG,MAAM,CAAC,IAAI,CAAC;gBAEzB,GAAG,GAAG,CAAC,GAAG,GAAG,KAAK,CAAC,GAAG,CAAC,IAAI,GAAG,KAAK,CAAC,CAAC;gBACrC,GAAG,GAAG,CAAC,GAAG,GAAG,KAAK,CAAC,GAAG,CAAC,IAAI,GAAG,KAAK,CAAC,CAAC;YACzC,CAAC;YAED,IAAI,GAAG,KAAK,IAAI,CAAC,gBAAgB,CAAC,WAAW,IAAI,GAAG,KAAK,IAAI,CAAC,gBAAgB,CAAC,WAAW,EAAE,CAAC;gBACzF,IAAI,CAAC,gBAAgB,CAAC,iBAAiB,CAAC,GAAG,EAAE,GAAG,CAAC,CAAC;YACtD,CAAC;QACL,CAAC,CAAC,CAAC;IACP,CAAC;IAEkB,sBAAsB;QACrC,IAAI,CAAC,CAAC,IAAI,CAAC,KAAK,YAAY,gBAAgB,CAAC,EAAE,CAAC;YAC5C,MAAM,IAAI,KAAK,CAAC,yCAAyC,IAAI,CAAC,IAAI,8DAA8D,CAAC,CAAC;QACtI,CAAC;QACD,IAAI,CAAC,gBAAgB,GAAG,IAAI,uBAAuB,CAAC,IAAI,CAAC,OAAO,EAAE,IAAI,CAAC,KAAK,EAAE,IAAI,CAAC,qBAAqB,EAAE,IAAI,CAAC,MAAM,EAAE,IAAI,CAAC,mBAAmB,CAAC,CAAC;QACjJ,IAAI,CAAC,gBAAgB,CAAC,WAAW,GAAG,IAAI,CAAC,YAAY,CAAC;IAC1D,CAAC;IAEkB,qBAAqB;QACpC,KAAK,CAAC,qBAAqB,EAAE,CAAC;QAE9B,MAAM,eAAe,GAAG,IAAI,CAAC,gBAAgB,CAAC;QAC9C,IAAI,eAAe,KAAK,SAAS,EAAE,CAAC;YAChC,OAAO;QACX,CAAC;QAED,eAAe,CAAC,KAAK,GAAG,IAAI,CAAC,MAAM,CAAC;QACpC,eAAe,CAAC,iBAAiB,GAAG,IAAI,CAAC,kBAAkB,CAAC;QAC5D,eAAe,CAAC,MAAM,GAAG,IAAI,CAAC,OAAO,CAAC;QACtC,eAAe,CAAC,sBAAsB,GAAG,IAAI,CAAC,uBAAuB,CAAC;QACtE,eAAe,CAAC,UAAU,GAAG,IAAI,CAAC,WAAW,CAAC;QAC9C,eAAe,CAAC,UAAU,GAAG,IAAI,CAAC,WAAW,CAAC;IAClD,CAAC;IAEe,MAAM;QAClB,IAAI,IAAI,CAAC,KAAK,KAAK,SAAS,IAAI,IAAI,CAAC,UAAU,KAAK,SAAS,IAAI,IAAI,CAAC,MAAM,KAAK,SAAS,EAAE,CAAC;YACzF,MAAM,IAAI,KAAK,CAAC,yCAAyC,IAAI,CAAC,IAAI,6CAA6C,CAAC,CAAC;QACrH,CAAC;QAED,IAAI,IAAI,CAAC,YAAY,KAAK,SAAS,EAAE,CAAC;YAClC,MAAM,2BAA2B,GAAG,IAAI,CAAC,WAAW,CAAC,cAAc,CAAC,yBAAyB,CAAC,IAAI,CAAC,YAAY,CAAC,CAAC;YAEjH,MAAM,IAAI,GAAG,CAAC,2BAA2B,CAAC,gBAAgB;gBACtD,CAAC,CAAC,mBAAmB,CAAC,2BAA2B,CAAC,IAAI,CAAC;oBACnD,CAAC,CAAC,2BAA2B,CAAC,IAAI;oBAClC,CAAC,CAAC,EAAE,KAAK,EAAE,2BAA2B,CAAC,IAAI,EAAE,MAAM,EAAE,2BAA2B,CAAC,IAAI,EAAE;gBAC3F,CAAC,CAAC,IAAI,CAAC,WAAW,CAAC,cAAc,CAAC,qBAAqB,CAAC,2BAA2B,CAAC,IAAI,CAAC,CAAC;YAE9F,MAAM,KAAK,GAAG,IAAI,CAAC,KAAK,CAAC;YACzB,MAAM,MAAM,GAAG,IAAI,CAAC,MAAM,CAAC;YAE3B,2BAA2B,CAAC,gBAAgB,GAAG,KAAK,CAAC;YACrD,2BAA2B,CAAC,OAAO,CAAC,OAAO,GAAG,CAAC,SAAS,CAAC,gBAAgB,CAAC,CAAC;YAC3E,2BAA2B,CAAC,OAAO,CAAC,OAAO,GAAG,CAAC,CAAC;YAEhD,IAAI,CAAC,kBAAkB,CAAC,oBAAoB,CAAC,KAAK,EAAE,MAAM,EAAE,IAAI,CAAC,gBAAgB,CAAC,CAAC;YAEnF,MAAM,cAAc,GAAG,IAAI,CAAC,kBAAkB,CAAC,cAAc,CAAC;YAE9D,IAAI,aAAsC,CAAC;YAE3C,IAAI,CAAC,WAAW,CAAC,OAAO,CAAC,GAAG,IAAI,CAAC,IAAI,2BAA2B,CAAC,CAAC,cAAc,CAAC,CAAC,OAAO,EAAE,EAAE;gBACzF,OAAO,CAAC,cAAc,CAAC,mBAAmB,CAAC,CAAC;YAChD,CAAC,CAAC,CAAC;YAEH,KAAK,IAAI,CAAC,GAAG,CAAC,EAAE,CAAC,GAAG,cAAc,CAAC,MAAM,GAAG,CAAC,EAAE,EAAE,CAAC,EAAE,CAAC;gBACjD,MAAM,aAAa,GAAG,cAAc,CAAC,CAAC,CAAC,CAAC;gBAExC,2BAA2B,CAAC,IAAI,GAAG,EAAE,KAAK,EAAE,cAAc,CAAC,CAAC,GAAG,CAAC,CAAC,CAAC,YAAY,EAAE,MAAM,EAAE,cAAc,CAAC,CAAC,GAAG,CAAC,CAAC,CAAC,aAAa,EAAE,CAAC;gBAE9H,MAAM,WAAW,GAAG,IAAI,yBAAyB,CAAC,aAAa,CAAC,IAAI,EAAE,IAAI,CAAC,WAAW,EAAE,aAAa,CAAC,CAAC;gBAEvG,WAAW,CAAC,aAAa,GAAG,CAAC,IAAI,CAAC,CAAC,CAAC,CAAC,IAAI,CAAC,YAAY,CAAC,CAAC,CAAC,aAAc,CAAC;gBACxE,WAAW,CAAC,kBAAkB,GAAG,SAAS,CAAC,uBAAuB,CAAC;gBACnE,WAAW,CAAC,aAAa,GAAG,IAAI,CAAC,WAAW,CAAC,cAAc,CAAC,yBAAyB,CAAC,GAAG,IAAI,CAAC,IAAI,IAAI,aAAa,CAAC,IAAI,EAAE,EAAE,2BAA2B,CAAC,CAAC;gBAEzJ,WAAW,CAAC,MAAM,CAAC,IAAI,CAAC,CAAC;gBAEzB,aAAa,GAAG,WAAW,CAAC,aAAa,CAAC;YAC9C,CAAC;YAED,IAAI,CAAC,WAAW,CAAC,OAAO,CAAC,GAAG,IAAI,CAAC,IAAI,0BAA0B,CAAC,CAAC,cAAc,CAAC,CAAC,OAAO,EAAE,EAAE;gBACxF,OAAO,CAAC,aAAa,EAAE,CAAC;gBACxB,IAAI,IAAI,CAAC,oBAAoB,IAAI,IAAI,CAAC,kCAAkC,IAAI,CAAC,EAAE,CAAC;oBAC5E,IAAI,EAAE,IAAI,CAAC,kCAAkC,IAAI,IAAI,CAAC,+BAA+B,EAAE,CAAC;wBACpF,MAAM,aAAa,GAAG,OAAO,CAAC,oBAAoB,CAAC,aAAc,CAAC,CAAC;wBACnE,IAAI,aAAa,EAAE,CAAC;4BAChB,IAAI,CAAC,kBAAkB,CAAC,UAAU,CAAC,aAAa,CAAC,CAAC;wBACtD,CAAC;oBACL,CAAC;oBACD,IAAI,CAAC,kCAAkC,IAAI,IAAI,CAAC,+BAA+B,CAAC;oBAChF,IAAI,IAAI,CAAC,+BAA+B,KAAK,CAAC,EAAE,CAAC;wBAC7C,IAAI,CAAC,kCAAkC,GAAG,CAAC,CAAC,CAAC;oBACjD,CAAC;gBACL,CAAC;YACL,CAAC,CAAC,CAAC;QACP,CAAC;QAED,KAAK,CAAC,MAAM,EAAE,CAAC;IACnB,CAAC;IAEe,OAAO;QACnB,KAAK,CAAC,OAAO,EAAE,CAAC;QAChB,IAAI,CAAC,kBAAkB,CAAC,OAAO,EAAE,CAAC;IACtC,CAAC;CACJ","sourcesContent":["import type { FrameGraphTextureHandle, FrameGraph } from \"core/index\";\r\nimport { CascadedShadowGenerator } from \"../../../Lights/Shadows/cascadedShadowGenerator\";\r\nimport { FrameGraphShadowGeneratorTask } from \"./shadowGeneratorTask\";\r\nimport { DirectionalLight } from \"../../../Lights/directionalLight\";\r\nimport { DepthTextureType, ThinMinMaxReducer } from \"../../../Misc/thinMinMaxReducer\";\r\nimport { FrameGraphPostProcessTask } from \"../PostProcesses/postProcessTask\";\r\nimport { Constants } from \"../../../Engines/constants\";\r\nimport { textureSizeIsObject } from \"../../../Materials/Textures/textureCreationOptions\";\r\n\r\n/**\r\n * Task used to generate a cascaded shadow map from a list of objects.\r\n */\r\nexport class FrameGraphCascadedShadowGeneratorTask extends FrameGraphShadowGeneratorTask {\r\n protected override _shadowGenerator: CascadedShadowGenerator | undefined;\r\n\r\n /**\r\n * Checks if a shadow generator task is a cascaded shadow generator task.\r\n * @param task The task to check.\r\n * @returns True if the task is a cascaded shadow generator task, else false.\r\n */\r\n public static IsCascadedShadowGenerator(task: FrameGraphShadowGeneratorTask): task is FrameGraphCascadedShadowGeneratorTask {\r\n return (task as FrameGraphCascadedShadowGeneratorTask).numCascades !== undefined;\r\n }\r\n\r\n /**\r\n * The depth texture used by the autoCalcDepthBounds feature (optional if autoCalcDepthBounds is set to false).\r\n * This texture is used to compute the min/max depth bounds of the scene to setup the cascaded shadow generator.\r\n * The texture should contain either “view,” “normalized view,” or “screen” depth values - if possible, connect “normalized view,” or “screen” for best performance.\r\n * Warning: Do not set a texture if you are not using the autoCalcDepthBounds feature, to avoid generating a depth texture that will not be used.\r\n */\r\n public depthTexture?: FrameGraphTextureHandle;\r\n\r\n /**\r\n * The type of the depth texture used by the autoCalcDepthBounds feature.\r\n */\r\n public depthTextureType: DepthTextureType = DepthTextureType.NormalizedViewDepth;\r\n\r\n private _numCascades = CascadedShadowGenerator.DEFAULT_CASCADES_COUNT;\r\n /**\r\n * The number of cascades.\r\n */\r\n public get numCascades() {\r\n return this._numCascades;\r\n }\r\n\r\n public set numCascades(value: number) {\r\n if (value === this._numCascades) {\r\n return;\r\n }\r\n\r\n this._numCascades = value;\r\n this._setupShadowGenerator();\r\n }\r\n\r\n private _debug = false;\r\n /**\r\n * Gets or sets a value indicating whether the shadow generator should display the cascades.\r\n */\r\n public get debug() {\r\n return this._debug;\r\n }\r\n\r\n public set debug(value: boolean) {\r\n if (value === this._debug) {\r\n return;\r\n }\r\n\r\n this._debug = value;\r\n if (this._shadowGenerator) {\r\n this._shadowGenerator.debug = value;\r\n }\r\n }\r\n\r\n private _stabilizeCascades = false;\r\n /**\r\n * Gets or sets a value indicating whether the shadow generator should stabilize the cascades.\r\n */\r\n public get stabilizeCascades() {\r\n return this._stabilizeCascades;\r\n }\r\n\r\n public set stabilizeCascades(value: boolean) {\r\n if (value === this._stabilizeCascades) {\r\n return;\r\n }\r\n\r\n this._stabilizeCascades = value;\r\n if (this._shadowGenerator) {\r\n this._shadowGenerator.stabilizeCascades = value;\r\n }\r\n }\r\n\r\n private _lambda = 0.5;\r\n /**\r\n * Gets or sets the lambda parameter of the shadow generator.\r\n */\r\n public get lambda() {\r\n return this._lambda;\r\n }\r\n\r\n public set lambda(value: number) {\r\n if (value === this._lambda) {\r\n return;\r\n }\r\n\r\n this._lambda = value;\r\n if (this._shadowGenerator) {\r\n this._shadowGenerator.lambda = value;\r\n }\r\n }\r\n\r\n private _cascadeBlendPercentage = 0.1;\r\n /**\r\n * Gets or sets the cascade blend percentage.\r\n */\r\n public get cascadeBlendPercentage() {\r\n return this._cascadeBlendPercentage;\r\n }\r\n\r\n public set cascadeBlendPercentage(value: number) {\r\n if (value === this._cascadeBlendPercentage) {\r\n return;\r\n }\r\n\r\n this._cascadeBlendPercentage = value;\r\n if (this._shadowGenerator) {\r\n this._shadowGenerator.cascadeBlendPercentage = value;\r\n }\r\n }\r\n\r\n private _depthClamp = true;\r\n /**\r\n * Gets or sets a value indicating whether the shadow generator should use depth clamping.\r\n */\r\n public get depthClamp() {\r\n return this._depthClamp;\r\n }\r\n\r\n public set depthClamp(value: boolean) {\r\n if (value === this._depthClamp) {\r\n return;\r\n }\r\n\r\n this._depthClamp = value;\r\n if (this._shadowGenerator) {\r\n this._shadowGenerator.depthClamp = value;\r\n }\r\n }\r\n\r\n private _autoCalcDepthBounds = false;\r\n /**\r\n * Gets or sets a value indicating whether the shadow generator should automatically calculate the depth bounds.\r\n */\r\n public get autoCalcDepthBounds() {\r\n return this._autoCalcDepthBounds;\r\n }\r\n\r\n public set autoCalcDepthBounds(value: boolean) {\r\n if (value === this._autoCalcDepthBounds) {\r\n return;\r\n }\r\n\r\n this._autoCalcDepthBounds = value;\r\n this._currentAutoCalcDepthBoundsCounter = this._autoCalcDepthBoundsRefreshRate;\r\n\r\n if (!value) {\r\n this._shadowGenerator?.setMinMaxDistance(0, 1);\r\n }\r\n\r\n // All passes but the last one are related to min/max reduction and should be enabled/disabled depending on autoCalcDepthBounds value\r\n const passes = this.passes;\r\n for (let i = 0; i < passes.length - 1; ++i) {\r\n passes[i].disabled = !value;\r\n }\r\n }\r\n\r\n private _currentAutoCalcDepthBoundsCounter = 0;\r\n private _autoCalcDepthBoundsRefreshRate = 1;\r\n /**\r\n * Defines the refresh rate of the min/max computation used when autoCalcDepthBounds is set to true\r\n * Use 0 to compute just once, 1 to compute on every frame, 2 to compute every two frames and so on...\r\n */\r\n public get autoCalcDepthBoundsRefreshRate() {\r\n return this._autoCalcDepthBoundsRefreshRate;\r\n }\r\n\r\n public set autoCalcDepthBoundsRefreshRate(value: number) {\r\n this._autoCalcDepthBoundsRefreshRate = value;\r\n this._currentAutoCalcDepthBoundsCounter = this._autoCalcDepthBoundsRefreshRate;\r\n }\r\n\r\n private _shadowMaxZ = 10000;\r\n /**\r\n * Gets or sets the maximum shadow Z value.\r\n */\r\n public get shadowMaxZ() {\r\n return this._shadowMaxZ;\r\n }\r\n\r\n public set shadowMaxZ(value: number) {\r\n if (value === this._shadowMaxZ) {\r\n return;\r\n }\r\n\r\n this._shadowMaxZ = value;\r\n if (this._shadowGenerator) {\r\n this._shadowGenerator.shadowMaxZ = value;\r\n }\r\n }\r\n\r\n protected readonly _thinMinMaxReducer: ThinMinMaxReducer;\r\n\r\n /**\r\n * Creates a new shadow generator task.\r\n * @param name The name of the task.\r\n * @param frameGraph The frame graph the task belongs to.\r\n */\r\n constructor(name: string, frameGraph: FrameGraph) {\r\n super(name, frameGraph);\r\n\r\n this._thinMinMaxReducer = new ThinMinMaxReducer(frameGraph.scene);\r\n\r\n this._thinMinMaxReducer.onAfterReductionPerformed.add((minmax: { min: number; max: number }) => {\r\n if (!this._shadowGenerator) {\r\n return;\r\n }\r\n\r\n const camera = this.camera;\r\n\r\n let min = minmax.min,\r\n max = minmax.max;\r\n\r\n if (min >= max) {\r\n min = 0;\r\n max = 1;\r\n } else if (camera && this.depthTextureType !== DepthTextureType.NormalizedViewDepth) {\r\n if (this.depthTextureType === DepthTextureType.ScreenDepth) {\r\n const engine = this._frameGraph.engine;\r\n const projectionMatrix = camera.getProjectionMatrix();\r\n const p2z = projectionMatrix.m[10];\r\n const p3z = projectionMatrix.m[14];\r\n\r\n if (!engine.isNDCHalfZRange) {\r\n // Convert to NDC depth\r\n min = min * 2 - 1;\r\n max = max * 2 - 1;\r\n }\r\n\r\n // Convert to view depth\r\n min = p3z / (min - p2z);\r\n max = p3z / (max - p2z);\r\n }\r\n\r\n // Convert to normalized view depth\r\n const zNear = camera.minZ;\r\n const zFar = camera.maxZ;\r\n\r\n min = (min - zNear) / (zFar - zNear);\r\n max = (max - zNear) / (zFar - zNear);\r\n }\r\n\r\n if (min !== this._shadowGenerator.minDistance || max !== this._shadowGenerator.maxDistance) {\r\n this._shadowGenerator.setMinMaxDistance(min, max);\r\n }\r\n });\r\n }\r\n\r\n protected override _createShadowGenerator() {\r\n if (!(this.light instanceof DirectionalLight)) {\r\n throw new Error(`FrameGraphCascadedShadowGeneratorTask ${this.name}: the CSM shadow generator only supports directional lights.`);\r\n }\r\n this._shadowGenerator = new CascadedShadowGenerator(this.mapSize, this.light, this.useFloat32TextureType, this.camera, this.useRedTextureFormat);\r\n this._shadowGenerator.numCascades = this._numCascades;\r\n }\r\n\r\n protected override _setupShadowGenerator() {\r\n super._setupShadowGenerator();\r\n\r\n const shadowGenerator = this._shadowGenerator;\r\n if (shadowGenerator === undefined) {\r\n return;\r\n }\r\n\r\n shadowGenerator.debug = this._debug;\r\n shadowGenerator.stabilizeCascades = this._stabilizeCascades;\r\n shadowGenerator.lambda = this._lambda;\r\n shadowGenerator.cascadeBlendPercentage = this._cascadeBlendPercentage;\r\n shadowGenerator.depthClamp = this._depthClamp;\r\n shadowGenerator.shadowMaxZ = this._shadowMaxZ;\r\n }\r\n\r\n public override record() {\r\n if (this.light === undefined || this.objectList === undefined || this.camera === undefined) {\r\n throw new Error(`FrameGraphCascadedShadowGeneratorTask ${this.name}: light, objectList and camera are required`);\r\n }\r\n\r\n if (this.depthTexture !== undefined) {\r\n const depthTextureCreationOptions = this._frameGraph.textureManager.getTextureCreationOptions(this.depthTexture);\r\n\r\n const size = !depthTextureCreationOptions.sizeIsPercentage\r\n ? textureSizeIsObject(depthTextureCreationOptions.size)\r\n ? depthTextureCreationOptions.size\r\n : { width: depthTextureCreationOptions.size, height: depthTextureCreationOptions.size }\r\n : this._frameGraph.textureManager.getAbsoluteDimensions(depthTextureCreationOptions.size);\r\n\r\n const width = size.width;\r\n const height = size.height;\r\n\r\n depthTextureCreationOptions.sizeIsPercentage = false;\r\n depthTextureCreationOptions.options.formats = [Constants.TEXTUREFORMAT_RG];\r\n depthTextureCreationOptions.options.samples = 1;\r\n\r\n this._thinMinMaxReducer.setTextureDimensions(width, height, this.depthTextureType);\r\n\r\n const reductionSteps = this._thinMinMaxReducer.reductionSteps;\r\n\r\n let targetTexture: FrameGraphTextureHandle;\r\n\r\n this._frameGraph.addPass(`${this.name} Before Min Max Reduction`).setExecuteFunc((context) => {\r\n context.pushDebugGroup(`Min Max Reduction`);\r\n });\r\n\r\n for (let i = 0; i < reductionSteps.length - 1; ++i) {\r\n const reductionStep = reductionSteps[i];\r\n\r\n depthTextureCreationOptions.size = { width: reductionSteps[i + 1].textureWidth, height: reductionSteps[i + 1].textureHeight };\r\n\r\n const postProcess = new FrameGraphPostProcessTask(reductionStep.name, this._frameGraph, reductionStep);\r\n\r\n postProcess.sourceTexture = i == 0 ? this.depthTexture : targetTexture!;\r\n postProcess.sourceSamplingMode = Constants.TEXTURE_NEAREST_NEAREST;\r\n postProcess.targetTexture = this._frameGraph.textureManager.createRenderTargetTexture(`${this.name} ${reductionStep.name}`, depthTextureCreationOptions);\r\n\r\n postProcess.record(true);\r\n\r\n targetTexture = postProcess.outputTexture;\r\n }\r\n\r\n this._frameGraph.addPass(`${this.name} After Min Max Reduction`).setExecuteFunc((context) => {\r\n context.popDebugGroup();\r\n if (this._autoCalcDepthBounds && this._currentAutoCalcDepthBoundsCounter >= 0) {\r\n if (++this._currentAutoCalcDepthBoundsCounter >= this._autoCalcDepthBoundsRefreshRate) {\r\n const minMaxTexture = context.getTextureFromHandle(targetTexture!);\r\n if (minMaxTexture) {\r\n this._thinMinMaxReducer.readMinMax(minMaxTexture);\r\n }\r\n }\r\n this._currentAutoCalcDepthBoundsCounter %= this._autoCalcDepthBoundsRefreshRate;\r\n if (this._autoCalcDepthBoundsRefreshRate === 0) {\r\n this._currentAutoCalcDepthBoundsCounter = -1;\r\n }\r\n }\r\n });\r\n }\r\n\r\n super.record();\r\n }\r\n\r\n public override dispose() {\r\n super.dispose();\r\n this._thinMinMaxReducer.dispose();\r\n }\r\n}\r\n"]}
1
+ {"version":3,"file":"csmShadowGeneratorTask.js","sourceRoot":"","sources":["../../../../../../dev/core/src/FrameGraph/Tasks/Rendering/csmShadowGeneratorTask.ts"],"names":[],"mappings":"AACA,OAAO,EAAE,uBAAuB,EAAE,MAAM,iDAAiD,CAAC;AAC1F,OAAO,EAAE,6BAA6B,EAAE,MAAM,uBAAuB,CAAC;AACtE,OAAO,EAAE,gBAAgB,EAAE,MAAM,kCAAkC,CAAC;AACpE,OAAO,EAAoB,iBAAiB,EAAE,MAAM,iCAAiC,CAAC;AACtF,OAAO,EAAE,yBAAyB,EAAE,MAAM,kCAAkC,CAAC;AAC7E,OAAO,EAAE,SAAS,EAAE,MAAM,4BAA4B,CAAC;AACvD,OAAO,EAAE,mBAAmB,EAAE,MAAM,oDAAoD,CAAC;AAEzF;;GAEG;AACH,MAAM,OAAO,qCAAsC,SAAQ,6BAA6B;IAGpF;;;;OAIG;IACI,MAAM,CAAC,yBAAyB,CAAC,IAAmC;QACvE,OAAQ,IAA8C,CAAC,WAAW,KAAK,SAAS,CAAC;IACrF,CAAC;IAgBD;;OAEG;IACH,IAAW,WAAW;QAClB,OAAO,IAAI,CAAC,YAAY,CAAC;IAC7B,CAAC;IAED,IAAW,WAAW,CAAC,KAAa;QAChC,IAAI,KAAK,KAAK,IAAI,CAAC,YAAY,EAAE,CAAC;YAC9B,OAAO;QACX,CAAC;QAED,IAAI,CAAC,YAAY,GAAG,KAAK,CAAC;QAC1B,IAAI,CAAC,qBAAqB,EAAE,CAAC;IACjC,CAAC;IAGD;;OAEG;IACH,IAAW,KAAK;QACZ,OAAO,IAAI,CAAC,MAAM,CAAC;IACvB,CAAC;IAED,IAAW,KAAK,CAAC,KAAc;QAC3B,IAAI,KAAK,KAAK,IAAI,CAAC,MAAM,EAAE,CAAC;YACxB,OAAO;QACX,CAAC;QAED,IAAI,CAAC,MAAM,GAAG,KAAK,CAAC;QACpB,IAAI,IAAI,CAAC,gBAAgB,EAAE,CAAC;YACxB,IAAI,CAAC,gBAAgB,CAAC,KAAK,GAAG,KAAK,CAAC;QACxC,CAAC;IACL,CAAC;IAGD;;OAEG;IACH,IAAW,iBAAiB;QACxB,OAAO,IAAI,CAAC,kBAAkB,CAAC;IACnC,CAAC;IAED,IAAW,iBAAiB,CAAC,KAAc;QACvC,IAAI,KAAK,KAAK,IAAI,CAAC,kBAAkB,EAAE,CAAC;YACpC,OAAO;QACX,CAAC;QAED,IAAI,CAAC,kBAAkB,GAAG,KAAK,CAAC;QAChC,IAAI,IAAI,CAAC,gBAAgB,EAAE,CAAC;YACxB,IAAI,CAAC,gBAAgB,CAAC,iBAAiB,GAAG,KAAK,CAAC;QACpD,CAAC;IACL,CAAC;IAGD;;OAEG;IACH,IAAW,MAAM;QACb,OAAO,IAAI,CAAC,OAAO,CAAC;IACxB,CAAC;IAED,IAAW,MAAM,CAAC,KAAa;QAC3B,IAAI,KAAK,KAAK,IAAI,CAAC,OAAO,EAAE,CAAC;YACzB,OAAO;QACX,CAAC;QAED,IAAI,CAAC,OAAO,GAAG,KAAK,CAAC;QACrB,IAAI,IAAI,CAAC,gBAAgB,EAAE,CAAC;YACxB,IAAI,CAAC,gBAAgB,CAAC,MAAM,GAAG,KAAK,CAAC;QACzC,CAAC;IACL,CAAC;IAGD;;OAEG;IACH,IAAW,sBAAsB;QAC7B,OAAO,IAAI,CAAC,uBAAuB,CAAC;IACxC,CAAC;IAED,IAAW,sBAAsB,CAAC,KAAa;QAC3C,IAAI,KAAK,KAAK,IAAI,CAAC,uBAAuB,EAAE,CAAC;YACzC,OAAO;QACX,CAAC;QAED,IAAI,CAAC,uBAAuB,GAAG,KAAK,CAAC;QACrC,IAAI,IAAI,CAAC,gBAAgB,EAAE,CAAC;YACxB,IAAI,CAAC,gBAAgB,CAAC,sBAAsB,GAAG,KAAK,CAAC;QACzD,CAAC;IACL,CAAC;IAGD;;OAEG;IACH,IAAW,UAAU;QACjB,OAAO,IAAI,CAAC,WAAW,CAAC;IAC5B,CAAC;IAED,IAAW,UAAU,CAAC,KAAc;QAChC,IAAI,KAAK,KAAK,IAAI,CAAC,WAAW,EAAE,CAAC;YAC7B,OAAO;QACX,CAAC;QAED,IAAI,CAAC,WAAW,GAAG,KAAK,CAAC;QACzB,IAAI,IAAI,CAAC,gBAAgB,EAAE,CAAC;YACxB,IAAI,CAAC,gBAAgB,CAAC,UAAU,GAAG,KAAK,CAAC;QAC7C,CAAC;IACL,CAAC;IAGD;;OAEG;IACH,IAAW,mBAAmB;QAC1B,OAAO,IAAI,CAAC,oBAAoB,CAAC;IACrC,CAAC;IAED,IAAW,mBAAmB,CAAC,KAAc;QACzC,IAAI,KAAK,KAAK,IAAI,CAAC,oBAAoB,EAAE,CAAC;YACtC,OAAO;QACX,CAAC;QAED,IAAI,CAAC,oBAAoB,GAAG,KAAK,CAAC;QAClC,IAAI,CAAC,kCAAkC,GAAG,IAAI,CAAC,+BAA+B,CAAC;QAE/E,IAAI,CAAC,KAAK,EAAE,CAAC;YACT,IAAI,CAAC,gBAAgB,EAAE,iBAAiB,CAAC,CAAC,EAAE,CAAC,CAAC,CAAC;QACnD,CAAC;QAED,qIAAqI;QACrI,MAAM,MAAM,GAAG,IAAI,CAAC,MAAM,CAAC;QAC3B,KAAK,IAAI,CAAC,GAAG,CAAC,EAAE,CAAC,GAAG,MAAM,CAAC,MAAM,GAAG,CAAC,EAAE,EAAE,CAAC,EAAE,CAAC;YACzC,MAAM,CAAC,CAAC,CAAC,CAAC,QAAQ,GAAG,CAAC,KAAK,CAAC;QAChC,CAAC;IACL,CAAC;IAID;;;OAGG;IACH,IAAW,8BAA8B;QACrC,OAAO,IAAI,CAAC,+BAA+B,CAAC;IAChD,CAAC;IAED,IAAW,8BAA8B,CAAC,KAAa;QACnD,IAAI,CAAC,+BAA+B,GAAG,KAAK,CAAC;QAC7C,IAAI,CAAC,kCAAkC,GAAG,IAAI,CAAC,+BAA+B,CAAC;IACnF,CAAC;IAGD;;OAEG;IACH,IAAW,UAAU;QACjB,OAAO,IAAI,CAAC,WAAW,CAAC;IAC5B,CAAC;IAED,IAAW,UAAU,CAAC,KAAa;QAC/B,IAAI,KAAK,KAAK,IAAI,CAAC,WAAW,EAAE,CAAC;YAC7B,OAAO;QACX,CAAC;QAED,IAAI,CAAC,WAAW,GAAG,KAAK,CAAC;QACzB,IAAI,IAAI,CAAC,gBAAgB,EAAE,CAAC;YACxB,IAAI,CAAC,gBAAgB,CAAC,UAAU,GAAG,KAAK,CAAC;QAC7C,CAAC;IACL,CAAC;IAID;;;;OAIG;IACH,YAAY,IAAY,EAAE,UAAsB;QAC5C,KAAK,CAAC,IAAI,EAAE,UAAU,CAAC,CAAC;QA1L5B;;WAEG;QACI,qBAAgB,gDAA0D;QAEzE,iBAAY,GAAG,uBAAuB,CAAC,sBAAsB,CAAC;QAiB9D,WAAM,GAAG,KAAK,CAAC;QAmBf,uBAAkB,GAAG,KAAK,CAAC;QAmB3B,YAAO,GAAG,GAAG,CAAC;QAmBd,4BAAuB,GAAG,GAAG,CAAC;QAmB9B,gBAAW,GAAG,IAAI,CAAC;QAmBnB,yBAAoB,GAAG,KAAK,CAAC;QA2B7B,uCAAkC,GAAG,CAAC,CAAC;QACvC,oCAA+B,GAAG,CAAC,CAAC;QAcpC,gBAAW,GAAG,KAAK,CAAC;QA6BxB,IAAI,CAAC,kBAAkB,GAAG,IAAI,iBAAiB,CAAC,UAAU,CAAC,KAAK,CAAC,CAAC;QAElE,IAAI,CAAC,kBAAkB,CAAC,yBAAyB,CAAC,GAAG,CAAC,CAAC,MAAoC,EAAE,EAAE;YAC3F,IAAI,CAAC,IAAI,CAAC,gBAAgB,EAAE,CAAC;gBACzB,OAAO;YACX,CAAC;YAED,MAAM,MAAM,GAAG,IAAI,CAAC,MAAM,CAAC;YAE3B,IAAI,GAAG,GAAG,MAAM,CAAC,GAAG,EAChB,GAAG,GAAG,MAAM,CAAC,GAAG,CAAC;YAErB,IAAI,GAAG,IAAI,GAAG,EAAE,CAAC;gBACb,GAAG,GAAG,CAAC,CAAC;gBACR,GAAG,GAAG,CAAC,CAAC;YACZ,CAAC;iBAAM,IAAI,MAAM,IAAI,IAAI,CAAC,gBAAgB,iDAAyC,EAAE,CAAC;gBAClF,IAAI,IAAI,CAAC,gBAAgB,yCAAiC,EAAE,CAAC;oBACzD,MAAM,MAAM,GAAG,IAAI,CAAC,WAAW,CAAC,MAAM,CAAC;oBACvC,MAAM,gBAAgB,GAAG,MAAM,CAAC,mBAAmB,EAAE,CAAC;oBACtD,MAAM,GAAG,GAAG,gBAAgB,CAAC,CAAC,CAAC,EAAE,CAAC,CAAC;oBACnC,MAAM,GAAG,GAAG,gBAAgB,CAAC,CAAC,CAAC,EAAE,CAAC,CAAC;oBAEnC,IAAI,CAAC,MAAM,CAAC,eAAe,EAAE,CAAC;wBAC1B,uBAAuB;wBACvB,GAAG,GAAG,GAAG,GAAG,CAAC,GAAG,CAAC,CAAC;wBAClB,GAAG,GAAG,GAAG,GAAG,CAAC,GAAG,CAAC,CAAC;oBACtB,CAAC;oBAED,wBAAwB;oBACxB,GAAG,GAAG,GAAG,GAAG,CAAC,GAAG,GAAG,GAAG,CAAC,CAAC;oBACxB,GAAG,GAAG,GAAG,GAAG,CAAC,GAAG,GAAG,GAAG,CAAC,CAAC;gBAC5B,CAAC;gBAED,mCAAmC;gBACnC,MAAM,KAAK,GAAG,MAAM,CAAC,IAAI,CAAC;gBAC1B,MAAM,IAAI,GAAG,MAAM,CAAC,IAAI,CAAC;gBAEzB,GAAG,GAAG,CAAC,GAAG,GAAG,KAAK,CAAC,GAAG,CAAC,IAAI,GAAG,KAAK,CAAC,CAAC;gBACrC,GAAG,GAAG,CAAC,GAAG,GAAG,KAAK,CAAC,GAAG,CAAC,IAAI,GAAG,KAAK,CAAC,CAAC;YACzC,CAAC;YAED,IAAI,GAAG,KAAK,IAAI,CAAC,gBAAgB,CAAC,WAAW,IAAI,GAAG,KAAK,IAAI,CAAC,gBAAgB,CAAC,WAAW,EAAE,CAAC;gBACzF,IAAI,CAAC,gBAAgB,CAAC,iBAAiB,CAAC,GAAG,EAAE,GAAG,CAAC,CAAC;YACtD,CAAC;QACL,CAAC,CAAC,CAAC;IACP,CAAC;IAEkB,sBAAsB;QACrC,IAAI,CAAC,CAAC,IAAI,CAAC,KAAK,YAAY,gBAAgB,CAAC,EAAE,CAAC;YAC5C,MAAM,IAAI,KAAK,CAAC,yCAAyC,IAAI,CAAC,IAAI,8DAA8D,CAAC,CAAC;QACtI,CAAC;QACD,IAAI,CAAC,gBAAgB,GAAG,IAAI,uBAAuB,CAAC,IAAI,CAAC,OAAO,EAAE,IAAI,CAAC,KAAK,EAAE,IAAI,CAAC,qBAAqB,EAAE,IAAI,CAAC,MAAM,EAAE,IAAI,CAAC,mBAAmB,CAAC,CAAC;QACjJ,IAAI,CAAC,gBAAgB,CAAC,WAAW,GAAG,IAAI,CAAC,YAAY,CAAC;IAC1D,CAAC;IAEkB,qBAAqB;QACpC,KAAK,CAAC,qBAAqB,EAAE,CAAC;QAE9B,MAAM,eAAe,GAAG,IAAI,CAAC,gBAAgB,CAAC;QAC9C,IAAI,eAAe,KAAK,SAAS,EAAE,CAAC;YAChC,OAAO;QACX,CAAC;QAED,eAAe,CAAC,KAAK,GAAG,IAAI,CAAC,MAAM,CAAC;QACpC,eAAe,CAAC,iBAAiB,GAAG,IAAI,CAAC,kBAAkB,CAAC;QAC5D,eAAe,CAAC,MAAM,GAAG,IAAI,CAAC,OAAO,CAAC;QACtC,eAAe,CAAC,sBAAsB,GAAG,IAAI,CAAC,uBAAuB,CAAC;QACtE,eAAe,CAAC,UAAU,GAAG,IAAI,CAAC,WAAW,CAAC;QAC9C,eAAe,CAAC,UAAU,GAAG,IAAI,CAAC,WAAW,CAAC;IAClD,CAAC;IAEe,YAAY;QACxB,OAAO,uCAAuC,CAAC;IACnD,CAAC;IAEe,MAAM;QAClB,IAAI,IAAI,CAAC,KAAK,KAAK,SAAS,IAAI,IAAI,CAAC,UAAU,KAAK,SAAS,IAAI,IAAI,CAAC,MAAM,KAAK,SAAS,EAAE,CAAC;YACzF,MAAM,IAAI,KAAK,CAAC,yCAAyC,IAAI,CAAC,IAAI,6CAA6C,CAAC,CAAC;QACrH,CAAC;QAED,IAAI,IAAI,CAAC,YAAY,KAAK,SAAS,EAAE,CAAC;YAClC,MAAM,2BAA2B,GAAG,IAAI,CAAC,WAAW,CAAC,cAAc,CAAC,yBAAyB,CAAC,IAAI,CAAC,YAAY,CAAC,CAAC;YAEjH,MAAM,IAAI,GAAG,CAAC,2BAA2B,CAAC,gBAAgB;gBACtD,CAAC,CAAC,mBAAmB,CAAC,2BAA2B,CAAC,IAAI,CAAC;oBACnD,CAAC,CAAC,2BAA2B,CAAC,IAAI;oBAClC,CAAC,CAAC,EAAE,KAAK,EAAE,2BAA2B,CAAC,IAAI,EAAE,MAAM,EAAE,2BAA2B,CAAC,IAAI,EAAE;gBAC3F,CAAC,CAAC,IAAI,CAAC,WAAW,CAAC,cAAc,CAAC,qBAAqB,CAAC,2BAA2B,CAAC,IAAI,CAAC,CAAC;YAE9F,MAAM,KAAK,GAAG,IAAI,CAAC,KAAK,CAAC;YACzB,MAAM,MAAM,GAAG,IAAI,CAAC,MAAM,CAAC;YAE3B,2BAA2B,CAAC,gBAAgB,GAAG,KAAK,CAAC;YACrD,2BAA2B,CAAC,OAAO,CAAC,OAAO,GAAG,CAAC,SAAS,CAAC,gBAAgB,CAAC,CAAC;YAC3E,2BAA2B,CAAC,OAAO,CAAC,OAAO,GAAG,CAAC,CAAC;YAEhD,IAAI,CAAC,kBAAkB,CAAC,oBAAoB,CAAC,KAAK,EAAE,MAAM,EAAE,IAAI,CAAC,gBAAgB,CAAC,CAAC;YAEnF,MAAM,cAAc,GAAG,IAAI,CAAC,kBAAkB,CAAC,cAAc,CAAC;YAE9D,IAAI,aAAsC,CAAC;YAE3C,IAAI,CAAC,WAAW,CAAC,OAAO,CAAC,GAAG,IAAI,CAAC,IAAI,2BAA2B,CAAC,CAAC,cAAc,CAAC,CAAC,OAAO,EAAE,EAAE;gBACzF,OAAO,CAAC,cAAc,CAAC,mBAAmB,CAAC,CAAC;YAChD,CAAC,CAAC,CAAC;YAEH,KAAK,IAAI,CAAC,GAAG,CAAC,EAAE,CAAC,GAAG,cAAc,CAAC,MAAM,GAAG,CAAC,EAAE,EAAE,CAAC,EAAE,CAAC;gBACjD,MAAM,aAAa,GAAG,cAAc,CAAC,CAAC,CAAC,CAAC;gBAExC,2BAA2B,CAAC,IAAI,GAAG,EAAE,KAAK,EAAE,cAAc,CAAC,CAAC,GAAG,CAAC,CAAC,CAAC,YAAY,EAAE,MAAM,EAAE,cAAc,CAAC,CAAC,GAAG,CAAC,CAAC,CAAC,aAAa,EAAE,CAAC;gBAE9H,MAAM,WAAW,GAAG,IAAI,yBAAyB,CAAC,aAAa,CAAC,IAAI,EAAE,IAAI,CAAC,WAAW,EAAE,aAAa,CAAC,CAAC;gBAEvG,WAAW,CAAC,aAAa,GAAG,CAAC,IAAI,CAAC,CAAC,CAAC,CAAC,IAAI,CAAC,YAAY,CAAC,CAAC,CAAC,aAAc,CAAC;gBACxE,WAAW,CAAC,kBAAkB,GAAG,SAAS,CAAC,uBAAuB,CAAC;gBACnE,WAAW,CAAC,aAAa,GAAG,IAAI,CAAC,WAAW,CAAC,cAAc,CAAC,yBAAyB,CAAC,GAAG,IAAI,CAAC,IAAI,IAAI,aAAa,CAAC,IAAI,EAAE,EAAE,2BAA2B,CAAC,CAAC;gBAEzJ,WAAW,CAAC,MAAM,CAAC,IAAI,CAAC,CAAC;gBAEzB,aAAa,GAAG,WAAW,CAAC,aAAa,CAAC;YAC9C,CAAC;YAED,IAAI,CAAC,WAAW,CAAC,OAAO,CAAC,GAAG,IAAI,CAAC,IAAI,0BAA0B,CAAC,CAAC,cAAc,CAAC,CAAC,OAAO,EAAE,EAAE;gBACxF,OAAO,CAAC,aAAa,EAAE,CAAC;gBACxB,IAAI,IAAI,CAAC,oBAAoB,IAAI,IAAI,CAAC,kCAAkC,IAAI,CAAC,EAAE,CAAC;oBAC5E,IAAI,EAAE,IAAI,CAAC,kCAAkC,IAAI,IAAI,CAAC,+BAA+B,EAAE,CAAC;wBACpF,MAAM,aAAa,GAAG,OAAO,CAAC,oBAAoB,CAAC,aAAc,CAAC,CAAC;wBACnE,IAAI,aAAa,EAAE,CAAC;4BAChB,IAAI,CAAC,kBAAkB,CAAC,UAAU,CAAC,aAAa,CAAC,CAAC;wBACtD,CAAC;oBACL,CAAC;oBACD,IAAI,CAAC,kCAAkC,IAAI,IAAI,CAAC,+BAA+B,CAAC;oBAChF,IAAI,IAAI,CAAC,+BAA+B,KAAK,CAAC,EAAE,CAAC;wBAC7C,IAAI,CAAC,kCAAkC,GAAG,CAAC,CAAC,CAAC;oBACjD,CAAC;gBACL,CAAC;YACL,CAAC,CAAC,CAAC;QACP,CAAC;QAED,KAAK,CAAC,MAAM,EAAE,CAAC;IACnB,CAAC;IAEe,OAAO;QACnB,KAAK,CAAC,OAAO,EAAE,CAAC;QAChB,IAAI,CAAC,kBAAkB,CAAC,OAAO,EAAE,CAAC;IACtC,CAAC;CACJ","sourcesContent":["import type { FrameGraphTextureHandle, FrameGraph } from \"core/index\";\r\nimport { CascadedShadowGenerator } from \"../../../Lights/Shadows/cascadedShadowGenerator\";\r\nimport { FrameGraphShadowGeneratorTask } from \"./shadowGeneratorTask\";\r\nimport { DirectionalLight } from \"../../../Lights/directionalLight\";\r\nimport { DepthTextureType, ThinMinMaxReducer } from \"../../../Misc/thinMinMaxReducer\";\r\nimport { FrameGraphPostProcessTask } from \"../PostProcesses/postProcessTask\";\r\nimport { Constants } from \"../../../Engines/constants\";\r\nimport { textureSizeIsObject } from \"../../../Materials/Textures/textureCreationOptions\";\r\n\r\n/**\r\n * Task used to generate a cascaded shadow map from a list of objects.\r\n */\r\nexport class FrameGraphCascadedShadowGeneratorTask extends FrameGraphShadowGeneratorTask {\r\n protected override _shadowGenerator: CascadedShadowGenerator | undefined;\r\n\r\n /**\r\n * Checks if a shadow generator task is a cascaded shadow generator task.\r\n * @param task The task to check.\r\n * @returns True if the task is a cascaded shadow generator task, else false.\r\n */\r\n public static IsCascadedShadowGenerator(task: FrameGraphShadowGeneratorTask): task is FrameGraphCascadedShadowGeneratorTask {\r\n return (task as FrameGraphCascadedShadowGeneratorTask).numCascades !== undefined;\r\n }\r\n\r\n /**\r\n * The depth texture used by the autoCalcDepthBounds feature (optional if autoCalcDepthBounds is set to false).\r\n * This texture is used to compute the min/max depth bounds of the scene to setup the cascaded shadow generator.\r\n * The texture should contain either “view,” “normalized view,” or “screen” depth values - if possible, connect “normalized view,” or “screen” for best performance.\r\n * Warning: Do not set a texture if you are not using the autoCalcDepthBounds feature, to avoid generating a depth texture that will not be used.\r\n */\r\n public depthTexture?: FrameGraphTextureHandle;\r\n\r\n /**\r\n * The type of the depth texture used by the autoCalcDepthBounds feature.\r\n */\r\n public depthTextureType: DepthTextureType = DepthTextureType.NormalizedViewDepth;\r\n\r\n private _numCascades = CascadedShadowGenerator.DEFAULT_CASCADES_COUNT;\r\n /**\r\n * The number of cascades.\r\n */\r\n public get numCascades() {\r\n return this._numCascades;\r\n }\r\n\r\n public set numCascades(value: number) {\r\n if (value === this._numCascades) {\r\n return;\r\n }\r\n\r\n this._numCascades = value;\r\n this._setupShadowGenerator();\r\n }\r\n\r\n private _debug = false;\r\n /**\r\n * Gets or sets a value indicating whether the shadow generator should display the cascades.\r\n */\r\n public get debug() {\r\n return this._debug;\r\n }\r\n\r\n public set debug(value: boolean) {\r\n if (value === this._debug) {\r\n return;\r\n }\r\n\r\n this._debug = value;\r\n if (this._shadowGenerator) {\r\n this._shadowGenerator.debug = value;\r\n }\r\n }\r\n\r\n private _stabilizeCascades = false;\r\n /**\r\n * Gets or sets a value indicating whether the shadow generator should stabilize the cascades.\r\n */\r\n public get stabilizeCascades() {\r\n return this._stabilizeCascades;\r\n }\r\n\r\n public set stabilizeCascades(value: boolean) {\r\n if (value === this._stabilizeCascades) {\r\n return;\r\n }\r\n\r\n this._stabilizeCascades = value;\r\n if (this._shadowGenerator) {\r\n this._shadowGenerator.stabilizeCascades = value;\r\n }\r\n }\r\n\r\n private _lambda = 0.5;\r\n /**\r\n * Gets or sets the lambda parameter of the shadow generator.\r\n */\r\n public get lambda() {\r\n return this._lambda;\r\n }\r\n\r\n public set lambda(value: number) {\r\n if (value === this._lambda) {\r\n return;\r\n }\r\n\r\n this._lambda = value;\r\n if (this._shadowGenerator) {\r\n this._shadowGenerator.lambda = value;\r\n }\r\n }\r\n\r\n private _cascadeBlendPercentage = 0.1;\r\n /**\r\n * Gets or sets the cascade blend percentage.\r\n */\r\n public get cascadeBlendPercentage() {\r\n return this._cascadeBlendPercentage;\r\n }\r\n\r\n public set cascadeBlendPercentage(value: number) {\r\n if (value === this._cascadeBlendPercentage) {\r\n return;\r\n }\r\n\r\n this._cascadeBlendPercentage = value;\r\n if (this._shadowGenerator) {\r\n this._shadowGenerator.cascadeBlendPercentage = value;\r\n }\r\n }\r\n\r\n private _depthClamp = true;\r\n /**\r\n * Gets or sets a value indicating whether the shadow generator should use depth clamping.\r\n */\r\n public get depthClamp() {\r\n return this._depthClamp;\r\n }\r\n\r\n public set depthClamp(value: boolean) {\r\n if (value === this._depthClamp) {\r\n return;\r\n }\r\n\r\n this._depthClamp = value;\r\n if (this._shadowGenerator) {\r\n this._shadowGenerator.depthClamp = value;\r\n }\r\n }\r\n\r\n private _autoCalcDepthBounds = false;\r\n /**\r\n * Gets or sets a value indicating whether the shadow generator should automatically calculate the depth bounds.\r\n */\r\n public get autoCalcDepthBounds() {\r\n return this._autoCalcDepthBounds;\r\n }\r\n\r\n public set autoCalcDepthBounds(value: boolean) {\r\n if (value === this._autoCalcDepthBounds) {\r\n return;\r\n }\r\n\r\n this._autoCalcDepthBounds = value;\r\n this._currentAutoCalcDepthBoundsCounter = this._autoCalcDepthBoundsRefreshRate;\r\n\r\n if (!value) {\r\n this._shadowGenerator?.setMinMaxDistance(0, 1);\r\n }\r\n\r\n // All passes but the last one are related to min/max reduction and should be enabled/disabled depending on autoCalcDepthBounds value\r\n const passes = this.passes;\r\n for (let i = 0; i < passes.length - 1; ++i) {\r\n passes[i].disabled = !value;\r\n }\r\n }\r\n\r\n private _currentAutoCalcDepthBoundsCounter = 0;\r\n private _autoCalcDepthBoundsRefreshRate = 1;\r\n /**\r\n * Defines the refresh rate of the min/max computation used when autoCalcDepthBounds is set to true\r\n * Use 0 to compute just once, 1 to compute on every frame, 2 to compute every two frames and so on...\r\n */\r\n public get autoCalcDepthBoundsRefreshRate() {\r\n return this._autoCalcDepthBoundsRefreshRate;\r\n }\r\n\r\n public set autoCalcDepthBoundsRefreshRate(value: number) {\r\n this._autoCalcDepthBoundsRefreshRate = value;\r\n this._currentAutoCalcDepthBoundsCounter = this._autoCalcDepthBoundsRefreshRate;\r\n }\r\n\r\n private _shadowMaxZ = 10000;\r\n /**\r\n * Gets or sets the maximum shadow Z value.\r\n */\r\n public get shadowMaxZ() {\r\n return this._shadowMaxZ;\r\n }\r\n\r\n public set shadowMaxZ(value: number) {\r\n if (value === this._shadowMaxZ) {\r\n return;\r\n }\r\n\r\n this._shadowMaxZ = value;\r\n if (this._shadowGenerator) {\r\n this._shadowGenerator.shadowMaxZ = value;\r\n }\r\n }\r\n\r\n protected readonly _thinMinMaxReducer: ThinMinMaxReducer;\r\n\r\n /**\r\n * Creates a new shadow generator task.\r\n * @param name The name of the task.\r\n * @param frameGraph The frame graph the task belongs to.\r\n */\r\n constructor(name: string, frameGraph: FrameGraph) {\r\n super(name, frameGraph);\r\n\r\n this._thinMinMaxReducer = new ThinMinMaxReducer(frameGraph.scene);\r\n\r\n this._thinMinMaxReducer.onAfterReductionPerformed.add((minmax: { min: number; max: number }) => {\r\n if (!this._shadowGenerator) {\r\n return;\r\n }\r\n\r\n const camera = this.camera;\r\n\r\n let min = minmax.min,\r\n max = minmax.max;\r\n\r\n if (min >= max) {\r\n min = 0;\r\n max = 1;\r\n } else if (camera && this.depthTextureType !== DepthTextureType.NormalizedViewDepth) {\r\n if (this.depthTextureType === DepthTextureType.ScreenDepth) {\r\n const engine = this._frameGraph.engine;\r\n const projectionMatrix = camera.getProjectionMatrix();\r\n const p2z = projectionMatrix.m[10];\r\n const p3z = projectionMatrix.m[14];\r\n\r\n if (!engine.isNDCHalfZRange) {\r\n // Convert to NDC depth\r\n min = min * 2 - 1;\r\n max = max * 2 - 1;\r\n }\r\n\r\n // Convert to view depth\r\n min = p3z / (min - p2z);\r\n max = p3z / (max - p2z);\r\n }\r\n\r\n // Convert to normalized view depth\r\n const zNear = camera.minZ;\r\n const zFar = camera.maxZ;\r\n\r\n min = (min - zNear) / (zFar - zNear);\r\n max = (max - zNear) / (zFar - zNear);\r\n }\r\n\r\n if (min !== this._shadowGenerator.minDistance || max !== this._shadowGenerator.maxDistance) {\r\n this._shadowGenerator.setMinMaxDistance(min, max);\r\n }\r\n });\r\n }\r\n\r\n protected override _createShadowGenerator() {\r\n if (!(this.light instanceof DirectionalLight)) {\r\n throw new Error(`FrameGraphCascadedShadowGeneratorTask ${this.name}: the CSM shadow generator only supports directional lights.`);\r\n }\r\n this._shadowGenerator = new CascadedShadowGenerator(this.mapSize, this.light, this.useFloat32TextureType, this.camera, this.useRedTextureFormat);\r\n this._shadowGenerator.numCascades = this._numCascades;\r\n }\r\n\r\n protected override _setupShadowGenerator() {\r\n super._setupShadowGenerator();\r\n\r\n const shadowGenerator = this._shadowGenerator;\r\n if (shadowGenerator === undefined) {\r\n return;\r\n }\r\n\r\n shadowGenerator.debug = this._debug;\r\n shadowGenerator.stabilizeCascades = this._stabilizeCascades;\r\n shadowGenerator.lambda = this._lambda;\r\n shadowGenerator.cascadeBlendPercentage = this._cascadeBlendPercentage;\r\n shadowGenerator.depthClamp = this._depthClamp;\r\n shadowGenerator.shadowMaxZ = this._shadowMaxZ;\r\n }\r\n\r\n public override getClassName(): string {\r\n return \"FrameGraphCascadedShadowGeneratorTask\";\r\n }\r\n\r\n public override record() {\r\n if (this.light === undefined || this.objectList === undefined || this.camera === undefined) {\r\n throw new Error(`FrameGraphCascadedShadowGeneratorTask ${this.name}: light, objectList and camera are required`);\r\n }\r\n\r\n if (this.depthTexture !== undefined) {\r\n const depthTextureCreationOptions = this._frameGraph.textureManager.getTextureCreationOptions(this.depthTexture);\r\n\r\n const size = !depthTextureCreationOptions.sizeIsPercentage\r\n ? textureSizeIsObject(depthTextureCreationOptions.size)\r\n ? depthTextureCreationOptions.size\r\n : { width: depthTextureCreationOptions.size, height: depthTextureCreationOptions.size }\r\n : this._frameGraph.textureManager.getAbsoluteDimensions(depthTextureCreationOptions.size);\r\n\r\n const width = size.width;\r\n const height = size.height;\r\n\r\n depthTextureCreationOptions.sizeIsPercentage = false;\r\n depthTextureCreationOptions.options.formats = [Constants.TEXTUREFORMAT_RG];\r\n depthTextureCreationOptions.options.samples = 1;\r\n\r\n this._thinMinMaxReducer.setTextureDimensions(width, height, this.depthTextureType);\r\n\r\n const reductionSteps = this._thinMinMaxReducer.reductionSteps;\r\n\r\n let targetTexture: FrameGraphTextureHandle;\r\n\r\n this._frameGraph.addPass(`${this.name} Before Min Max Reduction`).setExecuteFunc((context) => {\r\n context.pushDebugGroup(`Min Max Reduction`);\r\n });\r\n\r\n for (let i = 0; i < reductionSteps.length - 1; ++i) {\r\n const reductionStep = reductionSteps[i];\r\n\r\n depthTextureCreationOptions.size = { width: reductionSteps[i + 1].textureWidth, height: reductionSteps[i + 1].textureHeight };\r\n\r\n const postProcess = new FrameGraphPostProcessTask(reductionStep.name, this._frameGraph, reductionStep);\r\n\r\n postProcess.sourceTexture = i == 0 ? this.depthTexture : targetTexture!;\r\n postProcess.sourceSamplingMode = Constants.TEXTURE_NEAREST_NEAREST;\r\n postProcess.targetTexture = this._frameGraph.textureManager.createRenderTargetTexture(`${this.name} ${reductionStep.name}`, depthTextureCreationOptions);\r\n\r\n postProcess.record(true);\r\n\r\n targetTexture = postProcess.outputTexture;\r\n }\r\n\r\n this._frameGraph.addPass(`${this.name} After Min Max Reduction`).setExecuteFunc((context) => {\r\n context.popDebugGroup();\r\n if (this._autoCalcDepthBounds && this._currentAutoCalcDepthBoundsCounter >= 0) {\r\n if (++this._currentAutoCalcDepthBoundsCounter >= this._autoCalcDepthBoundsRefreshRate) {\r\n const minMaxTexture = context.getTextureFromHandle(targetTexture!);\r\n if (minMaxTexture) {\r\n this._thinMinMaxReducer.readMinMax(minMaxTexture);\r\n }\r\n }\r\n this._currentAutoCalcDepthBoundsCounter %= this._autoCalcDepthBoundsRefreshRate;\r\n if (this._autoCalcDepthBoundsRefreshRate === 0) {\r\n this._currentAutoCalcDepthBoundsCounter = -1;\r\n }\r\n }\r\n });\r\n }\r\n\r\n super.record();\r\n }\r\n\r\n public override dispose() {\r\n super.dispose();\r\n this._thinMinMaxReducer.dispose();\r\n }\r\n}\r\n"]}
@@ -180,6 +180,7 @@ export declare class FrameGraphGeometryRendererTask extends FrameGraphTask {
180
180
  */
181
181
  removeExcludedSkinnedMeshFromVelocityTexture(skinnedMesh: AbstractMesh): void;
182
182
  isReady(): boolean;
183
+ getClassName(): string;
183
184
  record(): void;
184
185
  dispose(): void;
185
186
  private _createMultiRenderTargetTexture;
@@ -179,6 +179,9 @@ export class FrameGraphGeometryRendererTask extends FrameGraphTask {
179
179
  isReady() {
180
180
  return this._renderer.isReadyForRendering(this._textureWidth, this._textureHeight);
181
181
  }
182
+ getClassName() {
183
+ return "FrameGraphGeometryRendererTask";
184
+ }
182
185
  record() {
183
186
  if (this.objectList === undefined) {
184
187
  throw new Error(`FrameGraphGeometryRendererTask ${this.name}: object list must be provided`);
@@ -1 +1 @@
1
- {"version":3,"file":"geometryRendererTask.js","sourceRoot":"","sources":["../../../../../../dev/core/src/FrameGraph/Tasks/Rendering/geometryRendererTask.ts"],"names":[],"mappings":"AAWA,OAAO,EAAE,mCAAmC,EAAE,MAAM,uBAAuB,CAAC;AAC5E,OAAO,EAAE,MAAM,EAAE,qCAA8B;AAC/C,OAAO,EAAE,+BAA+B,EAAE,+DAAwD;AAClG,OAAO,EAAE,SAAS,EAAE,sCAA+B;AACnD,OAAO,EAAE,cAAc,EAAE,MAAM,sBAAsB,CAAC;AACtD,OAAO,EAAE,cAAc,EAAE,MAAM,mCAAmC,CAAC;AAuBnE,MAAM,WAAW,GAAa,CAAC,IAAI,MAAM,CAAC,CAAC,EAAE,CAAC,EAAE,CAAC,EAAE,CAAC,CAAC,EAAE,IAAI,MAAM,CAAC,CAAC,EAAE,CAAC,EAAE,CAAC,EAAE,CAAC,CAAC,EAAE,IAAI,MAAM,CAAC,CAAC,EAAE,CAAC,EAAE,CAAC,EAAE,CAAC,CAAC,CAAC,CAAC;AAEvG;;GAEG;AACH,MAAM,OAAO,8BAA+B,SAAQ,cAAc;IAQ9D;;OAEG;IACH,IAAW,MAAM;QACb,OAAO,IAAI,CAAC,OAAO,CAAC;IACxB,CAAC;IAED,IAAW,MAAM,CAAC,MAAc;QAC5B,IAAI,CAAC,OAAO,GAAG,MAAM,CAAC;QACtB,IAAI,CAAC,SAAS,CAAC,YAAY,GAAG,IAAI,CAAC,MAAM,CAAC;IAC9C,CAAC;IAkCD;;OAEG;IACH,IAAW,cAAc;QACrB,OAAO,IAAI,CAAC,eAAe,CAAC;IAChC,CAAC;IAED,IAAW,cAAc,CAAC,KAAc;QACpC,IAAI,CAAC,eAAe,GAAG,KAAK,CAAC;QAE7B,MAAM,aAAa,GAAG,+BAA+B,CAAC,gBAAgB,CAAC,IAAI,CAAC,SAAS,CAAC,YAAY,CAAC,CAAC;QACpG,IAAI,aAAa,EAAE,CAAC;YAChB,aAAa,CAAC,cAAc,GAAG,KAAK,CAAC;QACzC,CAAC;IACL,CAAC;IAqFD;;OAEG;IACH,IAAW,cAAc;QACrB,OAAO,IAAI,CAAC,SAAS,CAAC;IAC1B,CAAC;IAED;;OAEG;IACH,IAAoB,IAAI;QACpB,OAAO,IAAI,CAAC,KAAK,CAAC;IACtB,CAAC;IAED,IAAoB,IAAI,CAAC,KAAa;QAClC,IAAI,CAAC,KAAK,GAAG,KAAK,CAAC;QACnB,IAAI,IAAI,CAAC,SAAS,EAAE,CAAC;YACjB,IAAI,CAAC,SAAS,CAAC,IAAI,GAAG,KAAK,CAAC;QAChC,CAAC;IACL,CAAC;IAGD;;OAEG;IACH,IAAW,mBAAmB;QAC1B,OAAO,IAAI,CAAC,oBAAoB,CAAC;IACrC,CAAC;IAED,IAAW,mBAAmB,CAAC,KAAc;QACzC,IAAI,KAAK,KAAK,IAAI,CAAC,oBAAoB,EAAE,CAAC;YACtC,OAAO;QACX,CAAC;QAED,IAAI,CAAC,oBAAoB,GAAG,KAAK,CAAC;QAClC,IAAI,CAAC,SAAS,CAAC,mBAAmB,GAAG,KAAK,CAAC;IAC/C,CAAC;IAUD;;;;;;OAMG;IACH,YAAY,IAAY,EAAE,UAAsB,EAAE,KAAY,EAAE,OAA+B;QAC3F,KAAK,CAAC,IAAI,EAAE,UAAU,CAAC,CAAC;QApL5B;;WAEG;QACI,cAAS,GAAG,IAAI,CAAC;QAExB;;WAEG;QACI,eAAU,GAAG,IAAI,CAAC;QAEzB;;WAEG;QACI,SAAI,GAAsC,EAAE,KAAK,EAAE,GAAG,EAAE,MAAM,EAAE,GAAG,EAAE,CAAC;QAE7E;;WAEG;QACI,qBAAgB,GAAG,IAAI,CAAC;QAE/B;;WAEG;QACI,YAAO,GAAG,CAAC,CAAC;QAEX,oBAAe,GAAG,KAAK,CAAC;QAkBhC;;WAEG;QACI,+CAA0C,GAAG,IAAI,CAAC;QAEzD;;WAEG;QACI,sBAAiB,GAAG,IAAI,CAAC;QAEhC;;WAEG;QACI,qBAAgB,GAAG,KAAK,CAAC;QAEhC;;WAEG;QACI,wBAAmB,GAAoD,EAAE,CAAC;QAsFzE,yBAAoB,GAAG,IAAI,CAAC;QAmChC,IAAI,CAAC,MAAM,GAAG,KAAK,CAAC;QACpB,IAAI,CAAC,OAAO,GAAG,IAAI,CAAC,MAAM,CAAC,SAAS,EAAE,CAAC;QAEvC,IAAI,CAAC,SAAS,GAAG,IAAI,cAAc,CAAC,IAAI,EAAE,KAAK,EAAE,OAAO,CAAC,CAAC;QAC1D,IAAI,CAAC,SAAS,CAAC,aAAa,GAAG,KAAK,CAAC;QACrC,IAAI,CAAC,SAAS,CAAC,eAAe,GAAG,KAAK,CAAC;QACvC,IAAI,CAAC,SAAS,CAAC,0BAA0B,GAAG,KAAK,CAAC;QAClD,IAAI,CAAC,SAAS,CAAC,sBAAsB,GAAG,KAAK,CAAC;QAC9C,IAAI,CAAC,SAAS,CAAC,mBAAmB,GAAG,IAAI,CAAC;QAE1C,IAAI,CAAC,SAAS,CAAC,qBAAqB,GAAG,CAAC,IAAkB,EAAE,WAAmB,EAAE,OAAiB,EAAE,EAAE;YAClG,IAAI,IAAI,CAAC,0CAA0C,IAAI,IAAI,CAAC,QAAQ,IAAI,IAAI,CAAC,QAAQ,CAAC,iBAAiB,EAAE,CAAC;gBACtG,OAAO,CAAC,CAAC,OAAO,CAAC;YACrB,CAAC;YAED,OAAO,IAAI,CAAC,OAAO,CAAC,WAAW,KAAK,CAAC,CAAC,CAAC;QAC3C,CAAC,CAAC;QAEF,IAAI,CAAC,SAAS,CAAC,wCAAwC,CAAC,GAAG,CAAC,GAAG,EAAE;YAC7D,IAAI,CAAC,IAAI,CAAC,SAAS,CAAC,OAAO,CAAC,sBAAsB,EAAE,CAAC;gBACjD,KAAK,CAAC,qBAAqB,CAAC,IAAI,CAAC,CAAC;YACtC,CAAC;QACL,CAAC,CAAC,CAAC;QAEH,IAAI,CAAC,IAAI,GAAG,IAAI,CAAC;QACjB,IAAI,CAAC,uBAAuB,GAAG,IAAI,GAAG,EAAE,CAAC;QACzC,IAAI,CAAC,qBAAqB,GAAG,EAAE,CAAC;QAEhC,IAAI,CAAC,kBAAkB,GAAG,IAAI,CAAC,WAAW,CAAC,cAAc,CAAC,oBAAoB,EAAE,CAAC;QACjF,IAAI,CAAC,wBAAwB,GAAG,IAAI,CAAC,WAAW,CAAC,cAAc,CAAC,oBAAoB,EAAE,CAAC;QACvF,IAAI,CAAC,4BAA4B,GAAG,IAAI,CAAC,WAAW,CAAC,cAAc,CAAC,oBAAoB,EAAE,CAAC;QAC3F,IAAI,CAAC,0BAA0B,GAAG,IAAI,CAAC,WAAW,CAAC,cAAc,CAAC,oBAAoB,EAAE,CAAC;QACzF,IAAI,CAAC,yBAAyB,GAAG,IAAI,CAAC,WAAW,CAAC,cAAc,CAAC,oBAAoB,EAAE,CAAC;QACxF,IAAI,CAAC,0BAA0B,GAAG,IAAI,CAAC,WAAW,CAAC,cAAc,CAAC,oBAAoB,EAAE,CAAC;QACzF,IAAI,CAAC,4BAA4B,GAAG,IAAI,CAAC,WAAW,CAAC,cAAc,CAAC,oBAAoB,EAAE,CAAC;QAC3F,IAAI,CAAC,4BAA4B,GAAG,IAAI,CAAC,WAAW,CAAC,cAAc,CAAC,oBAAoB,EAAE,CAAC;QAC3F,IAAI,CAAC,qBAAqB,GAAG,IAAI,CAAC,WAAW,CAAC,cAAc,CAAC,oBAAoB,EAAE,CAAC;QACpF,IAAI,CAAC,2BAA2B,GAAG,IAAI,CAAC,WAAW,CAAC,cAAc,CAAC,oBAAoB,EAAE,CAAC;QAC1F,IAAI,CAAC,uBAAuB,GAAG,IAAI,CAAC,WAAW,CAAC,cAAc,CAAC,oBAAoB,EAAE,CAAC;QACtF,IAAI,CAAC,6BAA6B,GAAG,IAAI,CAAC,WAAW,CAAC,cAAc,CAAC,oBAAoB,EAAE,CAAC;IAChG,CAAC;IAED;;OAEG;IACH,IAAW,sCAAsC;QAC7C,OAAO,+BAA+B,CAAC,gBAAgB,CAAC,IAAI,CAAC,SAAS,CAAC,YAAY,CAAC,CAAC,mBAAmB,CAAC;IAC7G,CAAC;IAED;;;;OAIG;IACI,qCAAqC,CAAC,WAAyB;QAClE,IAAI,WAAW,CAAC,QAAQ,EAAE,CAAC;YACvB,MAAM,IAAI,GAAG,IAAI,CAAC,sCAAsC,CAAC;YACzD,IAAI,IAAI,CAAC,OAAO,CAAC,WAAW,CAAC,KAAK,CAAC,CAAC,EAAE,CAAC;gBACnC,IAAI,CAAC,IAAI,CAAC,WAAW,CAAC,CAAC;YAC3B,CAAC;QACL,CAAC;IACL,CAAC;IAED;;;;OAIG;IACI,4CAA4C,CAAC,WAAyB;QACzE,MAAM,IAAI,GAAG,IAAI,CAAC,sCAAsC,CAAC;QACzD,MAAM,KAAK,GAAG,IAAI,CAAC,OAAO,CAAC,WAAW,CAAC,CAAC;QACxC,IAAI,KAAK,KAAK,CAAC,CAAC,EAAE,CAAC;YACf,IAAI,CAAC,MAAM,CAAC,KAAK,EAAE,CAAC,CAAC,CAAC;QAC1B,CAAC;IACL,CAAC;IAEe,OAAO;QACnB,OAAO,IAAI,CAAC,SAAS,CAAC,mBAAmB,CAAC,IAAI,CAAC,aAAa,EAAE,IAAI,CAAC,cAAc,CAAC,CAAC;IACvF,CAAC;IAEM,MAAM;QACT,IAAI,IAAI,CAAC,UAAU,KAAK,SAAS,EAAE,CAAC;YAChC,MAAM,IAAI,KAAK,CAAC,kCAAkC,IAAI,CAAC,IAAI,gCAAgC,CAAC,CAAC;QACjG,CAAC;QAED,iHAAiH;QACjH,IAAI,CAAC,SAAS,CAAC,UAAU,GAAG,IAAI,CAAC,UAAU,CAAC,MAAM,CAAC;QACnD,IAAI,CAAC,SAAS,CAAC,kBAAkB,GAAG,IAAI,CAAC,UAAU,CAAC,eAAe,CAAC;QAEpE,MAAM,mBAAmB,GAAG,IAAI,CAAC,+BAA+B,EAAE,CAAC;QAEnE,MAAM,YAAY,GAAG,IAAI,CAAC,+BAA+B,EAAE,CAAC;QAE5D,IAAI,CAAC,4BAA4B,EAAE,CAAC;QAEpC,IAAI,CAAC,wBAAwB,CAAC,IAAI,CAAC,SAAS,CAAC,YAAY,CAAC,CAAC;QAE3D,MAAM,wBAAwB,GAAG,mBAAmB,CAAC,MAAM,GAAG,CAAC,CAAC,CAAC,CAAC,IAAI,CAAC,WAAW,CAAC,cAAc,CAAC,qBAAqB,CAAC,mBAAmB,CAAC,CAAC,CAAC,CAAC,CAAC,CAAC,CAAC,IAAI,CAAC;QAEvJ,IAAI,CAAC,aAAa,GAAG,wBAAwB,EAAE,IAAI,CAAC,KAAK,IAAI,CAAC,CAAC;QAC/D,IAAI,CAAC,cAAc,GAAG,wBAAwB,EAAE,IAAI,CAAC,MAAM,IAAI,CAAC,CAAC;QAEjE,cAAc;QACd,+BAA+B,CAAC,WAAW,CAAC,IAAI,CAAC,SAAS,CAAC,YAAY,EAAE,IAAI,CAAC,UAAU,CAAC,MAAM,IAAI,IAAI,CAAC,MAAM,CAAC,MAAM,CAAC,CAAC;QAEvH,MAAM,IAAI,GAAG,IAAI,CAAC,WAAW,CAAC,aAAa,CAAC,IAAI,CAAC,IAAI,CAAC,CAAC;QAEvD,IAAI,CAAC,eAAe,CAAC,mBAAmB,CAAC,CAAC;QAE1C,IAAI,yBAAyB,GAAG,KAAK,CAAC;QAEtC,KAAK,IAAI,CAAC,GAAG,CAAC,EAAE,CAAC,GAAG,IAAI,CAAC,mBAAmB,CAAC,MAAM,EAAE,CAAC,EAAE,EAAE,CAAC;YACvD,MAAM,WAAW,GAAG,IAAI,CAAC,mBAAmB,CAAC,CAAC,CAAC,CAAC;YAChD,MAAM,MAAM,GAAG,mBAAmB,CAAC,CAAC,CAAC,CAAC;YACtC,MAAM,KAAK,GAAG,+BAA+B,CAAC,2BAA2B,CAAC,SAAS,CAAC,CAAC,CAAC,EAAE,EAAE,CAAC,CAAC,CAAC,IAAI,KAAK,WAAW,CAAC,IAAI,CAAC,CAAC;YACxH,MAAM,mBAAmB,GAAG,+BAA+B,CAAC,2BAA2B,CAAC,KAAK,CAAC,CAAC;YAE/F,QAAQ,mBAAmB,CAAC,IAAI,EAAE,CAAC;gBAC/B,KAAK,SAAS,CAAC,0BAA0B;oBACrC,IAAI,CAAC,WAAW,CAAC,cAAc,CAAC,qBAAqB,CAAC,IAAI,CAAC,wBAAwB,EAAE,MAAM,CAAC,CAAC;oBAC7F,MAAM;gBACV,KAAK,SAAS,CAAC,0CAA0C;oBACrD,IAAI,CAAC,WAAW,CAAC,cAAc,CAAC,qBAAqB,CAAC,IAAI,CAAC,4BAA4B,EAAE,MAAM,CAAC,CAAC;oBACjG,MAAM;gBACV,KAAK,SAAS,CAAC,sCAAsC;oBACjD,IAAI,CAAC,WAAW,CAAC,cAAc,CAAC,qBAAqB,CAAC,IAAI,CAAC,0BAA0B,EAAE,MAAM,CAAC,CAAC;oBAC/F,MAAM;gBACV,KAAK,SAAS,CAAC,2BAA2B;oBACtC,IAAI,CAAC,WAAW,CAAC,cAAc,CAAC,qBAAqB,CAAC,IAAI,CAAC,yBAAyB,EAAE,MAAM,CAAC,CAAC;oBAC9F,MAAM;gBACV,KAAK,SAAS,CAAC,iCAAiC;oBAC5C,IAAI,CAAC,WAAW,CAAC,cAAc,CAAC,qBAAqB,CAAC,IAAI,CAAC,0BAA0B,EAAE,MAAM,CAAC,CAAC;oBAC/F,MAAM;gBACV,KAAK,SAAS,CAAC,mCAAmC;oBAC9C,IAAI,CAAC,WAAW,CAAC,cAAc,CAAC,qBAAqB,CAAC,IAAI,CAAC,4BAA4B,EAAE,MAAM,CAAC,CAAC;oBACjG,MAAM;gBACV,KAAK,SAAS,CAAC,6BAA6B;oBACxC,IAAI,CAAC,WAAW,CAAC,cAAc,CAAC,qBAAqB,CAAC,IAAI,CAAC,4BAA4B,EAAE,MAAM,CAAC,CAAC;oBACjG,MAAM;gBACV,KAAK,SAAS,CAAC,2BAA2B;oBACtC,IAAI,CAAC,WAAW,CAAC,cAAc,CAAC,qBAAqB,CAAC,IAAI,CAAC,qBAAqB,EAAE,MAAM,CAAC,CAAC;oBAC1F,MAAM;gBACV,KAAK,SAAS,CAAC,iCAAiC;oBAC5C,IAAI,CAAC,WAAW,CAAC,cAAc,CAAC,qBAAqB,CAAC,IAAI,CAAC,2BAA2B,EAAE,MAAM,CAAC,CAAC;oBAChG,MAAM;gBACV,KAAK,SAAS,CAAC,6BAA6B;oBACxC,IAAI,CAAC,WAAW,CAAC,cAAc,CAAC,qBAAqB,CAAC,IAAI,CAAC,uBAAuB,EAAE,MAAM,CAAC,CAAC;oBAC5F,yBAAyB,GAAG,IAAI,CAAC;oBACjC,MAAM;gBACV,KAAK,SAAS,CAAC,oCAAoC;oBAC/C,IAAI,CAAC,WAAW,CAAC,cAAc,CAAC,qBAAqB,CAAC,IAAI,CAAC,6BAA6B,EAAE,MAAM,CAAC,CAAC;oBAClG,yBAAyB,GAAG,IAAI,CAAC;oBACjC,MAAM;YACd,CAAC;QACL,CAAC;QAED,IAAI,CAAC,MAAM,CAAC,0BAA0B,GAAG,yBAAyB,CAAC;QAEnE,IAAI,CAAC,oBAAoB,CAAC,IAAI,CAAC,YAAY,CAAC,CAAC;QAE7C,IAAI,CAAC,cAAc,CAAC,CAAC,OAAO,EAAE,EAAE;YAC5B,IAAI,CAAC,SAAS,CAAC,UAAU,GAAG,IAAI,CAAC,UAAU,CAAC,MAAM,CAAC;YACnD,IAAI,CAAC,SAAS,CAAC,kBAAkB,GAAG,IAAI,CAAC,UAAU,CAAC,eAAe,CAAC;YAEpE,IAAI,CAAC,sBAAuB,CAAC,mBAAoB,CAAC,iBAAiB,GAAG,IAAI,CAAC,iBAAiB,CAAC;YAC7F,IAAI,CAAC,sBAAuB,CAAC,mBAAoB,CAAC,gBAAgB,GAAG,IAAI,CAAC,gBAAgB,CAAC;YAE3F,OAAO,CAAC,cAAc,CAAC,IAAI,CAAC,SAAS,IAAI,YAAY,EAAE,IAAI,CAAC,UAAU,IAAI,YAAY,CAAC,CAAC;YAExF,IAAI,CAAC,uBAAuB,CAAC,OAAO,CAAC,CAAC,MAAM,EAAE,SAAS,EAAE,EAAE;gBACvD,OAAO,CAAC,qBAAqB,CAAC,WAAW,CAAC,SAAS,CAAC,EAAE,MAAM,CAAC,CAAC;YAClE,CAAC,CAAC,CAAC;YAEH,OAAO,CAAC,eAAe,CAAC,IAAI,CAAC,qBAAqB,CAAC,CAAC;YAEpD,OAAO,CAAC,MAAM,CAAC,IAAI,CAAC,SAAS,EAAE,IAAI,CAAC,aAAa,EAAE,IAAI,CAAC,cAAc,CAAC,CAAC;QAC5E,CAAC,CAAC,CAAC;QAEH,MAAM,YAAY,GAAG,IAAI,CAAC,WAAW,CAAC,aAAa,CAAC,IAAI,CAAC,IAAI,GAAG,WAAW,EAAE,IAAI,CAAC,CAAC;QAEnF,YAAY,CAAC,eAAe,CAAC,mBAAmB,CAAC,CAAC;QAClD,YAAY,CAAC,oBAAoB,CAAC,IAAI,CAAC,YAAY,CAAC,CAAC;QACrD,YAAY,CAAC,cAAc,CAAC,CAAC,QAAQ,EAAE,EAAE,GAAE,CAAC,CAAC,CAAC;IAClD,CAAC;IAEe,OAAO;QACnB,+BAA+B,CAAC,mBAAmB,CAAC,IAAI,CAAC,SAAS,CAAC,YAAY,CAAC,CAAC;QACjF,IAAI,CAAC,SAAS,CAAC,OAAO,EAAE,CAAC;QACzB,KAAK,CAAC,OAAO,EAAE,CAAC;IACpB,CAAC;IAEO,+BAA+B;QACnC,MAAM,KAAK,GAAa,EAAE,CAAC;QAC3B,MAAM,OAAO,GAAa,EAAE,CAAC;QAC7B,MAAM,MAAM,GAAa,EAAE,CAAC;QAC5B,MAAM,cAAc,GAAc,EAAE,CAAC;QAErC,KAAK,IAAI,CAAC,GAAG,CAAC,EAAE,CAAC,GAAG,IAAI,CAAC,mBAAmB,CAAC,MAAM,EAAE,CAAC,EAAE,EAAE,CAAC;YACvD,MAAM,WAAW,GAAG,IAAI,CAAC,mBAAmB,CAAC,CAAC,CAAC,CAAC;YAChD,MAAM,KAAK,GAAG,+BAA+B,CAAC,2BAA2B,CAAC,SAAS,CAAC,CAAC,CAAC,EAAE,EAAE,CAAC,CAAC,CAAC,IAAI,KAAK,WAAW,CAAC,IAAI,CAAC,CAAC;YAExH,IAAI,KAAK,KAAK,CAAC,CAAC,EAAE,CAAC;gBACf,MAAM,IAAI,KAAK,CAAC,kCAAkC,IAAI,CAAC,IAAI,0BAA0B,WAAW,CAAC,IAAI,EAAE,CAAC,CAAC;YAC7G,CAAC;YAED,KAAK,CAAC,CAAC,CAAC,GAAG,WAAW,CAAC,WAAW,CAAC;YACnC,OAAO,CAAC,CAAC,CAAC,GAAG,WAAW,CAAC,aAAa,CAAC;YACvC,MAAM,CAAC,CAAC,CAAC,GAAG,+BAA+B,CAAC,2BAA2B,CAAC,KAAK,CAAC,CAAC,IAAI,CAAC;YACpF,cAAc,CAAC,CAAC,CAAC,GAAG,KAAK,CAAC;QAC9B,CAAC;QAED,MAAM,UAAU,GAAG,IAAI,CAAC,WAAW,CAAC,cAAc,CAAC,yBAAyB,CAAC,IAAI,CAAC,IAAI,EAAE;YACpF,IAAI,EAAE,IAAI,CAAC,IAAI;YACf,gBAAgB,EAAE,IAAI,CAAC,gBAAgB;YACvC,OAAO,EAAE;gBACL,aAAa,EAAE,KAAK;gBACpB,OAAO,EAAE,IAAI,CAAC,OAAO;gBACrB,KAAK;gBACL,OAAO;gBACP,cAAc;gBACd,MAAM;aACT;SACJ,CAAC,CAAC;QAEH,MAAM,OAAO,GAA8B,EAAE,CAAC;QAC9C,KAAK,IAAI,CAAC,GAAG,CAAC,EAAE,CAAC,GAAG,IAAI,CAAC,mBAAmB,CAAC,MAAM,EAAE,CAAC,EAAE,EAAE,CAAC;YACvD,OAAO,CAAC,IAAI,CAAC,UAAU,GAAG,CAAC,CAAC,CAAC;QACjC,CAAC;QAED,OAAO,OAAO,CAAC;IACnB,CAAC;IAEO,+BAA+B;QACnC,IAAI,YAAY,GAAG,KAAK,CAAC;QAEzB,IAAI,IAAI,CAAC,YAAY,KAAK,SAAS,EAAE,CAAC;YAClC,IAAI,IAAI,CAAC,YAAY,KAAK,mCAAmC,EAAE,CAAC;gBAC5D,MAAM,IAAI,KAAK,CAAC,kCAAkC,IAAI,CAAC,IAAI,mEAAmE,CAAC,CAAC;YACpI,CAAC;YAED,MAAM,uBAAuB,GAAG,IAAI,CAAC,WAAW,CAAC,cAAc,CAAC,qBAAqB,CAAC,IAAI,CAAC,YAAY,CAAC,CAAC;YACzG,IAAI,uBAAuB,CAAC,OAAO,CAAC,OAAO,KAAK,IAAI,CAAC,OAAO,IAAI,IAAI,CAAC,mBAAmB,CAAC,MAAM,GAAG,CAAC,EAAE,CAAC;gBAClG,MAAM,IAAI,KAAK,CAAC,kCAAkC,IAAI,CAAC,IAAI,iFAAiF,CAAC,CAAC;YAClJ,CAAC;YAED,IAAI,CAAC,WAAW,CAAC,cAAc,CAAC,qBAAqB,CAAC,IAAI,CAAC,kBAAkB,EAAE,IAAI,CAAC,YAAY,CAAC,CAAC;YAElG,YAAY,GAAG,IAAI,CAAC;QACxB,CAAC;QAED,OAAO,YAAY,CAAC;IACxB,CAAC;IAEO,4BAA4B;QAChC,MAAM,sBAAsB,GAAG,IAAI,GAAG,EAAgD,CAAC;QACvF,MAAM,oBAAoB,GAAc,EAAE,CAAC;QAE3C,KAAK,IAAI,CAAC,GAAG,CAAC,EAAE,CAAC,GAAG,IAAI,CAAC,mBAAmB,CAAC,MAAM,EAAE,CAAC,EAAE,EAAE,CAAC;YACvD,MAAM,WAAW,GAAG,IAAI,CAAC,mBAAmB,CAAC,CAAC,CAAC,CAAC;YAChD,MAAM,KAAK,GAAG,+BAA+B,CAAC,2BAA2B,CAAC,SAAS,CAAC,CAAC,CAAC,EAAE,EAAE,CAAC,CAAC,CAAC,IAAI,KAAK,WAAW,CAAC,IAAI,CAAC,CAAC;YACxH,MAAM,mBAAmB,GAAG,+BAA+B,CAAC,2BAA2B,CAAC,KAAK,CAAC,CAAC;YAE/F,IAAI,MAAM,GAAG,sBAAsB,CAAC,GAAG,CAAC,mBAAmB,CAAC,SAAS,CAAC,CAAC;YACvE,IAAI,MAAM,KAAK,SAAS,EAAE,CAAC;gBACvB,MAAM,GAAG,EAAE,CAAC;gBACZ,sBAAsB,CAAC,GAAG,CAAC,mBAAmB,CAAC,SAAS,EAAE,MAAM,CAAC,CAAC;gBAClE,KAAK,IAAI,CAAC,GAAG,CAAC,EAAE,CAAC,GAAG,CAAC,EAAE,CAAC,EAAE,EAAE,CAAC;oBACzB,MAAM,CAAC,CAAC,CAAC,GAAG,KAAK,CAAC;gBACtB,CAAC;YACL,CAAC;YAED,sBAAsB,CAAC,OAAO,CAAC,CAAC,MAAM,EAAE,SAAS,EAAE,EAAE;gBACjD,MAAM,CAAC,IAAI,CAAC,SAAS,KAAK,mBAAmB,CAAC,SAAS,CAAC,CAAC;YAC7D,CAAC,CAAC,CAAC;YAEH,oBAAoB,CAAC,IAAI,CAAC,IAAI,CAAC,CAAC;QACpC,CAAC;QAED,IAAI,CAAC,uBAAuB,GAAG,IAAI,GAAG,EAAE,CAAC;QAEzC,sBAAsB,CAAC,OAAO,CAAC,CAAC,MAAM,EAAE,SAAS,EAAE,EAAE;YACjD,IAAI,CAAC,uBAAuB,CAAC,GAAG,CAAC,SAAS,EAAE,IAAI,CAAC,OAAO,CAAC,kBAAkB,CAAC,MAAM,CAAC,CAAC,CAAC;QACzF,CAAC,CAAC,CAAC;QAEH,IAAI,CAAC,qBAAqB,GAAG,IAAI,CAAC,OAAO,CAAC,kBAAkB,CAAC,oBAAoB,CAAC,CAAC;IACvF,CAAC;IAEO,wBAAwB,CAAC,YAAoB;QACjD,MAAM,aAAa,GAAG,+BAA+B,CAAC,mBAAmB,CAAC,YAAY,CAAC,CAAC;QAExF,KAAK,IAAI,CAAC,GAAG,CAAC,EAAE,CAAC,GAAG,IAAI,CAAC,mBAAmB,CAAC,MAAM,EAAE,CAAC,EAAE,EAAE,CAAC;YACvD,MAAM,WAAW,GAAG,IAAI,CAAC,mBAAmB,CAAC,CAAC,CAAC,CAAC;YAChD,MAAM,KAAK,GAAG,+BAA+B,CAAC,2BAA2B,CAAC,SAAS,CAAC,CAAC,CAAC,EAAE,EAAE,CAAC,CAAC,CAAC,IAAI,KAAK,WAAW,CAAC,IAAI,CAAC,CAAC;YACxH,MAAM,mBAAmB,GAAG,+BAA+B,CAAC,2BAA2B,CAAC,KAAK,CAAC,CAAC;YAE/F,aAAa,CAAC,OAAO,CAAC,mBAAmB,CAAC,WAAW,CAAC,GAAG,CAAC,CAAC;QAC/D,CAAC;QAED,aAAa,CAAC,cAAc,GAAG,IAAI,CAAC,cAAc,CAAC;IACvD,CAAC;CACJ","sourcesContent":["import type {\r\n FrameGraphTextureHandle,\r\n Scene,\r\n Camera,\r\n AbstractEngine,\r\n FrameGraph,\r\n GeometryRenderingTextureClearType,\r\n FrameGraphObjectList,\r\n AbstractMesh,\r\n ObjectRendererOptions,\r\n} from \"core/index\";\r\nimport { backbufferDepthStencilTextureHandle } from \"../../frameGraphTypes\";\r\nimport { Color4 } from \"core/Maths/math.color\";\r\nimport { MaterialHelperGeometryRendering } from \"core/Materials/materialHelper.geometryrendering\";\r\nimport { Constants } from \"core/Engines/constants\";\r\nimport { FrameGraphTask } from \"../../frameGraphTask\";\r\nimport { ObjectRenderer } from \"../../../Rendering/objectRenderer\";\r\n\r\n/**\r\n * Description of a texture used by the geometry renderer task.\r\n */\r\nexport interface IFrameGraphGeometryRendererTextureDescription {\r\n /**\r\n * The type of the texture.\r\n * The value should be one of the Constants.PREPASS_XXX_TEXTURE_TYPE values.\r\n */\r\n type: number;\r\n\r\n /**\r\n * The type of the texture.\r\n */\r\n textureType: number;\r\n\r\n /**\r\n * The format of the texture.\r\n */\r\n textureFormat: number;\r\n}\r\n\r\nconst ClearColors: Color4[] = [new Color4(0, 0, 0, 0), new Color4(1, 1, 1, 1), new Color4(0, 0, 0, 0)];\r\n\r\n/**\r\n * Task used to render geometry to a set of textures.\r\n */\r\nexport class FrameGraphGeometryRendererTask extends FrameGraphTask {\r\n /**\r\n * The depth texture attachment to use for rendering (optional).\r\n */\r\n public depthTexture?: FrameGraphTextureHandle;\r\n\r\n private _camera: Camera;\r\n\r\n /**\r\n * Gets or sets the camera used for rendering.\r\n */\r\n public get camera() {\r\n return this._camera;\r\n }\r\n\r\n public set camera(camera: Camera) {\r\n this._camera = camera;\r\n this._renderer.activeCamera = this.camera;\r\n }\r\n\r\n /**\r\n * The object list used for rendering.\r\n */\r\n public objectList: FrameGraphObjectList;\r\n\r\n /**\r\n * Whether depth testing is enabled (default is true).\r\n */\r\n public depthTest = true;\r\n\r\n /**\r\n * Whether depth writing is enabled (default is true).\r\n */\r\n public depthWrite = true;\r\n\r\n /**\r\n * The size of the output textures (default is 100% of the back buffer texture size).\r\n */\r\n public size: { width: number; height: number } = { width: 100, height: 100 };\r\n\r\n /**\r\n * Whether the size is a percentage of the back buffer size (default is true).\r\n */\r\n public sizeIsPercentage = true;\r\n\r\n /**\r\n * The number of samples to use for the output textures (default is 1).\r\n */\r\n public samples = 1;\r\n\r\n private _reverseCulling = false;\r\n\r\n /**\r\n * Whether to reverse culling (default is false).\r\n */\r\n public get reverseCulling() {\r\n return this._reverseCulling;\r\n }\r\n\r\n public set reverseCulling(value: boolean) {\r\n this._reverseCulling = value;\r\n\r\n const configuration = MaterialHelperGeometryRendering.GetConfiguration(this._renderer.renderPassId);\r\n if (configuration) {\r\n configuration.reverseCulling = value;\r\n }\r\n }\r\n\r\n /**\r\n * Indicates if a mesh shouldn't be rendered when its material has depth write disabled (default is true).\r\n */\r\n public dontRenderWhenMaterialDepthWriteIsDisabled = true;\r\n\r\n /**\r\n * 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)\r\n */\r\n public resolveMSAAColors = true;\r\n\r\n /**\r\n * If true, depthTexture will be resolved at the end of the render pass, if this texture is provided and samples is greater than 1 (default: true)\r\n */\r\n public resolveMSAADepth = false;\r\n\r\n /**\r\n * The list of texture descriptions used by the geometry renderer task.\r\n */\r\n public textureDescriptions: IFrameGraphGeometryRendererTextureDescription[] = [];\r\n\r\n /**\r\n * The output depth texture attachment texture.\r\n * This texture will point to the same texture than the depthTexture property if it is set.\r\n * Note, however, that the handle itself will be different!\r\n */\r\n public readonly outputDepthTexture: FrameGraphTextureHandle;\r\n\r\n /**\r\n * The depth (in view space) output texture. Will point to a valid texture only if that texture has been requested in textureDescriptions!\r\n */\r\n public readonly geometryViewDepthTexture: FrameGraphTextureHandle;\r\n\r\n /**\r\n * The normalized depth (in view space) output texture. Will point to a valid texture only if that texture has been requested in textureDescriptions!\r\n * The normalization is (d - near) / (far - near), where d is the depth value in view space and near and far are the near and far planes of the camera.\r\n */\r\n public readonly geometryNormViewDepthTexture: FrameGraphTextureHandle;\r\n\r\n /**\r\n * The depth (in screen space) output texture. Will point to a valid texture only if that texture has been requested in textureDescriptions!\r\n */\r\n public readonly geometryScreenDepthTexture: FrameGraphTextureHandle;\r\n\r\n /**\r\n * The normal (in view space) output texture. Will point to a valid texture only if that texture has been requested in textureDescriptions!\r\n */\r\n public readonly geometryViewNormalTexture: FrameGraphTextureHandle;\r\n\r\n /**\r\n * The normal (in world space) output texture. Will point to a valid texture only if that texture has been requested in textureDescriptions!\r\n */\r\n public readonly geometryWorldNormalTexture: FrameGraphTextureHandle;\r\n\r\n /**\r\n * The position (in local space) output texture. Will point to a valid texture only if that texture has been requested in textureDescriptions!\r\n */\r\n public readonly geometryLocalPositionTexture: FrameGraphTextureHandle;\r\n\r\n /**\r\n * The position (in world space) output texture. Will point to a valid texture only if that texture has been requested in textureDescriptions!\r\n */\r\n public readonly geometryWorldPositionTexture: FrameGraphTextureHandle;\r\n\r\n /**\r\n * The albedo output texture. Will point to a valid texture only if that texture has been requested in textureDescriptions!\r\n */\r\n public readonly geometryAlbedoTexture: FrameGraphTextureHandle;\r\n\r\n /**\r\n * The reflectivity output texture. Will point to a valid texture only if that texture has been requested in textureDescriptions!\r\n */\r\n public readonly geometryReflectivityTexture: FrameGraphTextureHandle;\r\n\r\n /**\r\n * The velocity output texture. Will point to a valid texture only if that texture has been requested in textureDescriptions!\r\n */\r\n public readonly geometryVelocityTexture: FrameGraphTextureHandle;\r\n\r\n /**\r\n * The linear velocity output texture. Will point to a valid texture only if that texture has been requested in textureDescriptions!\r\n */\r\n public readonly geometryLinearVelocityTexture: FrameGraphTextureHandle;\r\n\r\n /**\r\n * The object renderer used by the geometry renderer task.\r\n */\r\n public get objectRenderer() {\r\n return this._renderer;\r\n }\r\n\r\n /**\r\n * Gets or sets the name of the task.\r\n */\r\n public override get name() {\r\n return this._name;\r\n }\r\n\r\n public override set name(value: string) {\r\n this._name = value;\r\n if (this._renderer) {\r\n this._renderer.name = value;\r\n }\r\n }\r\n\r\n private _forceLayerMaskCheck = true;\r\n /**\r\n * Force checking the layerMask property even if a custom list of meshes is provided (ie. if renderList is not undefined). Default is true.\r\n */\r\n public get forceLayerMaskCheck() {\r\n return this._forceLayerMaskCheck;\r\n }\r\n\r\n public set forceLayerMaskCheck(value: boolean) {\r\n if (value === this._forceLayerMaskCheck) {\r\n return;\r\n }\r\n\r\n this._forceLayerMaskCheck = value;\r\n this._renderer.forceLayerMaskCheck = value;\r\n }\r\n\r\n private readonly _engine: AbstractEngine;\r\n private readonly _scene: Scene;\r\n private readonly _renderer: ObjectRenderer;\r\n private _textureWidth: number;\r\n private _textureHeight: number;\r\n private _clearAttachmentsLayout: Map<GeometryRenderingTextureClearType, number[]>;\r\n private _allAttachmentsLayout: number[];\r\n\r\n /**\r\n * Constructs a new geometry renderer task.\r\n * @param name The name of the task.\r\n * @param frameGraph The frame graph the task belongs to.\r\n * @param scene The scene the frame graph is associated with.\r\n * @param options The options of the object renderer.\r\n */\r\n constructor(name: string, frameGraph: FrameGraph, scene: Scene, options?: ObjectRendererOptions) {\r\n super(name, frameGraph);\r\n\r\n this._scene = scene;\r\n this._engine = this._scene.getEngine();\r\n\r\n this._renderer = new ObjectRenderer(name, scene, options);\r\n this._renderer.renderSprites = false;\r\n this._renderer.renderParticles = false;\r\n this._renderer.enableBoundingBoxRendering = false;\r\n this._renderer.enableOutlineRendering = false;\r\n this._renderer.disableDepthPrePass = true;\r\n\r\n this._renderer.customIsReadyFunction = (mesh: AbstractMesh, refreshRate: number, preWarm?: boolean) => {\r\n if (this.dontRenderWhenMaterialDepthWriteIsDisabled && mesh.material && mesh.material.disableDepthWrite) {\r\n return !!preWarm;\r\n }\r\n\r\n return mesh.isReady(refreshRate === 0);\r\n };\r\n\r\n this._renderer.onBeforeRenderingManagerRenderObservable.add(() => {\r\n if (!this._renderer.options.doNotChangeAspectRatio) {\r\n scene.updateTransformMatrix(true);\r\n }\r\n });\r\n\r\n this.name = name;\r\n this._clearAttachmentsLayout = new Map();\r\n this._allAttachmentsLayout = [];\r\n\r\n this.outputDepthTexture = this._frameGraph.textureManager.createDanglingHandle();\r\n this.geometryViewDepthTexture = this._frameGraph.textureManager.createDanglingHandle();\r\n this.geometryNormViewDepthTexture = this._frameGraph.textureManager.createDanglingHandle();\r\n this.geometryScreenDepthTexture = this._frameGraph.textureManager.createDanglingHandle();\r\n this.geometryViewNormalTexture = this._frameGraph.textureManager.createDanglingHandle();\r\n this.geometryWorldNormalTexture = this._frameGraph.textureManager.createDanglingHandle();\r\n this.geometryLocalPositionTexture = this._frameGraph.textureManager.createDanglingHandle();\r\n this.geometryWorldPositionTexture = this._frameGraph.textureManager.createDanglingHandle();\r\n this.geometryAlbedoTexture = this._frameGraph.textureManager.createDanglingHandle();\r\n this.geometryReflectivityTexture = this._frameGraph.textureManager.createDanglingHandle();\r\n this.geometryVelocityTexture = this._frameGraph.textureManager.createDanglingHandle();\r\n this.geometryLinearVelocityTexture = this._frameGraph.textureManager.createDanglingHandle();\r\n }\r\n\r\n /**\r\n * Gets the list of excluded meshes from the velocity texture.\r\n */\r\n public get excludedSkinnedMeshFromVelocityTexture(): AbstractMesh[] {\r\n return MaterialHelperGeometryRendering.GetConfiguration(this._renderer.renderPassId).excludedSkinnedMesh;\r\n }\r\n\r\n /**\r\n * Excludes the given skinned mesh from computing bones velocities.\r\n * Computing bones velocities can have a cost. The cost can be saved by calling this function and by passing the skinned mesh to ignore.\r\n * @param skinnedMesh The mesh containing the skeleton to ignore when computing the velocity map.\r\n */\r\n public excludeSkinnedMeshFromVelocityTexture(skinnedMesh: AbstractMesh): void {\r\n if (skinnedMesh.skeleton) {\r\n const list = this.excludedSkinnedMeshFromVelocityTexture;\r\n if (list.indexOf(skinnedMesh) === -1) {\r\n list.push(skinnedMesh);\r\n }\r\n }\r\n }\r\n\r\n /**\r\n * Removes the given skinned mesh from the excluded meshes to integrate bones velocities while rendering the velocity map.\r\n * @param skinnedMesh The mesh containing the skeleton that has been ignored previously.\r\n * @see excludeSkinnedMesh to exclude a skinned mesh from bones velocity computation.\r\n */\r\n public removeExcludedSkinnedMeshFromVelocityTexture(skinnedMesh: AbstractMesh): void {\r\n const list = this.excludedSkinnedMeshFromVelocityTexture;\r\n const index = list.indexOf(skinnedMesh);\r\n if (index !== -1) {\r\n list.splice(index, 1);\r\n }\r\n }\r\n\r\n public override isReady() {\r\n return this._renderer.isReadyForRendering(this._textureWidth, this._textureHeight);\r\n }\r\n\r\n public record() {\r\n if (this.objectList === undefined) {\r\n throw new Error(`FrameGraphGeometryRendererTask ${this.name}: object list must be provided`);\r\n }\r\n\r\n // Make sure the renderList / particleSystemList are set when FrameGraphGeometryRendererTask.isReady() is called!\r\n this._renderer.renderList = this.objectList.meshes;\r\n this._renderer.particleSystemList = this.objectList.particleSystems;\r\n\r\n const outputTextureHandle = this._createMultiRenderTargetTexture();\r\n\r\n const depthEnabled = this._checkDepthTextureCompatibility();\r\n\r\n this._buildClearAttachmentsLayout();\r\n\r\n this._registerForRenderPassId(this._renderer.renderPassId);\r\n\r\n const outputTextureDescription = outputTextureHandle.length > 0 ? this._frameGraph.textureManager.getTextureDescription(outputTextureHandle[0]) : null;\r\n\r\n this._textureWidth = outputTextureDescription?.size.width ?? 0;\r\n this._textureHeight = outputTextureDescription?.size.height ?? 0;\r\n\r\n // Create pass\r\n MaterialHelperGeometryRendering.MarkAsDirty(this._renderer.renderPassId, this.objectList.meshes || this._scene.meshes);\r\n\r\n const pass = this._frameGraph.addRenderPass(this.name);\r\n\r\n pass.setRenderTarget(outputTextureHandle);\r\n\r\n let needPreviousWorldMatrices = false;\r\n\r\n for (let i = 0; i < this.textureDescriptions.length; i++) {\r\n const description = this.textureDescriptions[i];\r\n const handle = outputTextureHandle[i];\r\n const index = MaterialHelperGeometryRendering.GeometryTextureDescriptions.findIndex((f) => f.type === description.type);\r\n const geometryDescription = MaterialHelperGeometryRendering.GeometryTextureDescriptions[index];\r\n\r\n switch (geometryDescription.type) {\r\n case Constants.PREPASS_DEPTH_TEXTURE_TYPE:\r\n this._frameGraph.textureManager.resolveDanglingHandle(this.geometryViewDepthTexture, handle);\r\n break;\r\n case Constants.PREPASS_NORMALIZED_VIEW_DEPTH_TEXTURE_TYPE:\r\n this._frameGraph.textureManager.resolveDanglingHandle(this.geometryNormViewDepthTexture, handle);\r\n break;\r\n case Constants.PREPASS_SCREENSPACE_DEPTH_TEXTURE_TYPE:\r\n this._frameGraph.textureManager.resolveDanglingHandle(this.geometryScreenDepthTexture, handle);\r\n break;\r\n case Constants.PREPASS_NORMAL_TEXTURE_TYPE:\r\n this._frameGraph.textureManager.resolveDanglingHandle(this.geometryViewNormalTexture, handle);\r\n break;\r\n case Constants.PREPASS_WORLD_NORMAL_TEXTURE_TYPE:\r\n this._frameGraph.textureManager.resolveDanglingHandle(this.geometryWorldNormalTexture, handle);\r\n break;\r\n case Constants.PREPASS_LOCAL_POSITION_TEXTURE_TYPE:\r\n this._frameGraph.textureManager.resolveDanglingHandle(this.geometryLocalPositionTexture, handle);\r\n break;\r\n case Constants.PREPASS_POSITION_TEXTURE_TYPE:\r\n this._frameGraph.textureManager.resolveDanglingHandle(this.geometryWorldPositionTexture, handle);\r\n break;\r\n case Constants.PREPASS_ALBEDO_TEXTURE_TYPE:\r\n this._frameGraph.textureManager.resolveDanglingHandle(this.geometryAlbedoTexture, handle);\r\n break;\r\n case Constants.PREPASS_REFLECTIVITY_TEXTURE_TYPE:\r\n this._frameGraph.textureManager.resolveDanglingHandle(this.geometryReflectivityTexture, handle);\r\n break;\r\n case Constants.PREPASS_VELOCITY_TEXTURE_TYPE:\r\n this._frameGraph.textureManager.resolveDanglingHandle(this.geometryVelocityTexture, handle);\r\n needPreviousWorldMatrices = true;\r\n break;\r\n case Constants.PREPASS_VELOCITY_LINEAR_TEXTURE_TYPE:\r\n this._frameGraph.textureManager.resolveDanglingHandle(this.geometryLinearVelocityTexture, handle);\r\n needPreviousWorldMatrices = true;\r\n break;\r\n }\r\n }\r\n\r\n this._scene.needsPreviousWorldMatrices = needPreviousWorldMatrices;\r\n\r\n pass.setRenderTargetDepth(this.depthTexture);\r\n\r\n pass.setExecuteFunc((context) => {\r\n this._renderer.renderList = this.objectList.meshes;\r\n this._renderer.particleSystemList = this.objectList.particleSystems;\r\n\r\n pass.frameGraphRenderTarget!.renderTargetWrapper!.resolveMSAAColors = this.resolveMSAAColors;\r\n pass.frameGraphRenderTarget!.renderTargetWrapper!.resolveMSAADepth = this.resolveMSAADepth;\r\n\r\n context.setDepthStates(this.depthTest && depthEnabled, this.depthWrite && depthEnabled);\r\n\r\n this._clearAttachmentsLayout.forEach((layout, clearType) => {\r\n context.clearColorAttachments(ClearColors[clearType], layout);\r\n });\r\n\r\n context.bindAttachments(this._allAttachmentsLayout);\r\n\r\n context.render(this._renderer, this._textureWidth, this._textureHeight);\r\n });\r\n\r\n const passDisabled = this._frameGraph.addRenderPass(this.name + \"_disabled\", true);\r\n\r\n passDisabled.setRenderTarget(outputTextureHandle);\r\n passDisabled.setRenderTargetDepth(this.depthTexture);\r\n passDisabled.setExecuteFunc((_context) => {});\r\n }\r\n\r\n public override dispose(): void {\r\n MaterialHelperGeometryRendering.DeleteConfiguration(this._renderer.renderPassId);\r\n this._renderer.dispose();\r\n super.dispose();\r\n }\r\n\r\n private _createMultiRenderTargetTexture(): FrameGraphTextureHandle[] {\r\n const types: number[] = [];\r\n const formats: number[] = [];\r\n const labels: string[] = [];\r\n const useSRGBBuffers: boolean[] = [];\r\n\r\n for (let i = 0; i < this.textureDescriptions.length; i++) {\r\n const description = this.textureDescriptions[i];\r\n const index = MaterialHelperGeometryRendering.GeometryTextureDescriptions.findIndex((f) => f.type === description.type);\r\n\r\n if (index === -1) {\r\n throw new Error(`FrameGraphGeometryRendererTask ${this.name}: unknown texture type ${description.type}`);\r\n }\r\n\r\n types[i] = description.textureType;\r\n formats[i] = description.textureFormat;\r\n labels[i] = MaterialHelperGeometryRendering.GeometryTextureDescriptions[index].name;\r\n useSRGBBuffers[i] = false;\r\n }\r\n\r\n const baseHandle = this._frameGraph.textureManager.createRenderTargetTexture(this.name, {\r\n size: this.size,\r\n sizeIsPercentage: this.sizeIsPercentage,\r\n options: {\r\n createMipMaps: false,\r\n samples: this.samples,\r\n types,\r\n formats,\r\n useSRGBBuffers,\r\n labels,\r\n },\r\n });\r\n\r\n const handles: FrameGraphTextureHandle[] = [];\r\n for (let i = 0; i < this.textureDescriptions.length; i++) {\r\n handles.push(baseHandle + i);\r\n }\r\n\r\n return handles;\r\n }\r\n\r\n private _checkDepthTextureCompatibility(): boolean {\r\n let depthEnabled = false;\r\n\r\n if (this.depthTexture !== undefined) {\r\n if (this.depthTexture === backbufferDepthStencilTextureHandle) {\r\n throw new Error(`FrameGraphGeometryRendererTask ${this.name}: the depth/stencil back buffer is not allowed as a depth texture`);\r\n }\r\n\r\n const depthTextureDescription = this._frameGraph.textureManager.getTextureDescription(this.depthTexture);\r\n if (depthTextureDescription.options.samples !== this.samples && this.textureDescriptions.length > 0) {\r\n throw new Error(`FrameGraphGeometryRendererTask ${this.name}: the depth texture and the output texture must have the same number of samples`);\r\n }\r\n\r\n this._frameGraph.textureManager.resolveDanglingHandle(this.outputDepthTexture, this.depthTexture);\r\n\r\n depthEnabled = true;\r\n }\r\n\r\n return depthEnabled;\r\n }\r\n\r\n private _buildClearAttachmentsLayout() {\r\n const clearAttachmentsLayout = new Map<GeometryRenderingTextureClearType, boolean[]>();\r\n const allAttachmentsLayout: boolean[] = [];\r\n\r\n for (let i = 0; i < this.textureDescriptions.length; i++) {\r\n const description = this.textureDescriptions[i];\r\n const index = MaterialHelperGeometryRendering.GeometryTextureDescriptions.findIndex((f) => f.type === description.type);\r\n const geometryDescription = MaterialHelperGeometryRendering.GeometryTextureDescriptions[index];\r\n\r\n let layout = clearAttachmentsLayout.get(geometryDescription.clearType);\r\n if (layout === undefined) {\r\n layout = [];\r\n clearAttachmentsLayout.set(geometryDescription.clearType, layout);\r\n for (let j = 0; j < i; j++) {\r\n layout[j] = false;\r\n }\r\n }\r\n\r\n clearAttachmentsLayout.forEach((layout, clearType) => {\r\n layout.push(clearType === geometryDescription.clearType);\r\n });\r\n\r\n allAttachmentsLayout.push(true);\r\n }\r\n\r\n this._clearAttachmentsLayout = new Map();\r\n\r\n clearAttachmentsLayout.forEach((layout, clearType) => {\r\n this._clearAttachmentsLayout.set(clearType, this._engine.buildTextureLayout(layout));\r\n });\r\n\r\n this._allAttachmentsLayout = this._engine.buildTextureLayout(allAttachmentsLayout);\r\n }\r\n\r\n private _registerForRenderPassId(renderPassId: number) {\r\n const configuration = MaterialHelperGeometryRendering.CreateConfiguration(renderPassId);\r\n\r\n for (let i = 0; i < this.textureDescriptions.length; i++) {\r\n const description = this.textureDescriptions[i];\r\n const index = MaterialHelperGeometryRendering.GeometryTextureDescriptions.findIndex((f) => f.type === description.type);\r\n const geometryDescription = MaterialHelperGeometryRendering.GeometryTextureDescriptions[index];\r\n\r\n configuration.defines[geometryDescription.defineIndex] = i;\r\n }\r\n\r\n configuration.reverseCulling = this.reverseCulling;\r\n }\r\n}\r\n"]}
1
+ {"version":3,"file":"geometryRendererTask.js","sourceRoot":"","sources":["../../../../../../dev/core/src/FrameGraph/Tasks/Rendering/geometryRendererTask.ts"],"names":[],"mappings":"AAWA,OAAO,EAAE,mCAAmC,EAAE,MAAM,uBAAuB,CAAC;AAC5E,OAAO,EAAE,MAAM,EAAE,qCAA8B;AAC/C,OAAO,EAAE,+BAA+B,EAAE,+DAAwD;AAClG,OAAO,EAAE,SAAS,EAAE,sCAA+B;AACnD,OAAO,EAAE,cAAc,EAAE,MAAM,sBAAsB,CAAC;AACtD,OAAO,EAAE,cAAc,EAAE,MAAM,mCAAmC,CAAC;AAuBnE,MAAM,WAAW,GAAa,CAAC,IAAI,MAAM,CAAC,CAAC,EAAE,CAAC,EAAE,CAAC,EAAE,CAAC,CAAC,EAAE,IAAI,MAAM,CAAC,CAAC,EAAE,CAAC,EAAE,CAAC,EAAE,CAAC,CAAC,EAAE,IAAI,MAAM,CAAC,CAAC,EAAE,CAAC,EAAE,CAAC,EAAE,CAAC,CAAC,CAAC,CAAC;AAEvG;;GAEG;AACH,MAAM,OAAO,8BAA+B,SAAQ,cAAc;IAQ9D;;OAEG;IACH,IAAW,MAAM;QACb,OAAO,IAAI,CAAC,OAAO,CAAC;IACxB,CAAC;IAED,IAAW,MAAM,CAAC,MAAc;QAC5B,IAAI,CAAC,OAAO,GAAG,MAAM,CAAC;QACtB,IAAI,CAAC,SAAS,CAAC,YAAY,GAAG,IAAI,CAAC,MAAM,CAAC;IAC9C,CAAC;IAkCD;;OAEG;IACH,IAAW,cAAc;QACrB,OAAO,IAAI,CAAC,eAAe,CAAC;IAChC,CAAC;IAED,IAAW,cAAc,CAAC,KAAc;QACpC,IAAI,CAAC,eAAe,GAAG,KAAK,CAAC;QAE7B,MAAM,aAAa,GAAG,+BAA+B,CAAC,gBAAgB,CAAC,IAAI,CAAC,SAAS,CAAC,YAAY,CAAC,CAAC;QACpG,IAAI,aAAa,EAAE,CAAC;YAChB,aAAa,CAAC,cAAc,GAAG,KAAK,CAAC;QACzC,CAAC;IACL,CAAC;IAqFD;;OAEG;IACH,IAAW,cAAc;QACrB,OAAO,IAAI,CAAC,SAAS,CAAC;IAC1B,CAAC;IAED;;OAEG;IACH,IAAoB,IAAI;QACpB,OAAO,IAAI,CAAC,KAAK,CAAC;IACtB,CAAC;IAED,IAAoB,IAAI,CAAC,KAAa;QAClC,IAAI,CAAC,KAAK,GAAG,KAAK,CAAC;QACnB,IAAI,IAAI,CAAC,SAAS,EAAE,CAAC;YACjB,IAAI,CAAC,SAAS,CAAC,IAAI,GAAG,KAAK,CAAC;QAChC,CAAC;IACL,CAAC;IAGD;;OAEG;IACH,IAAW,mBAAmB;QAC1B,OAAO,IAAI,CAAC,oBAAoB,CAAC;IACrC,CAAC;IAED,IAAW,mBAAmB,CAAC,KAAc;QACzC,IAAI,KAAK,KAAK,IAAI,CAAC,oBAAoB,EAAE,CAAC;YACtC,OAAO;QACX,CAAC;QAED,IAAI,CAAC,oBAAoB,GAAG,KAAK,CAAC;QAClC,IAAI,CAAC,SAAS,CAAC,mBAAmB,GAAG,KAAK,CAAC;IAC/C,CAAC;IAUD;;;;;;OAMG;IACH,YAAY,IAAY,EAAE,UAAsB,EAAE,KAAY,EAAE,OAA+B;QAC3F,KAAK,CAAC,IAAI,EAAE,UAAU,CAAC,CAAC;QApL5B;;WAEG;QACI,cAAS,GAAG,IAAI,CAAC;QAExB;;WAEG;QACI,eAAU,GAAG,IAAI,CAAC;QAEzB;;WAEG;QACI,SAAI,GAAsC,EAAE,KAAK,EAAE,GAAG,EAAE,MAAM,EAAE,GAAG,EAAE,CAAC;QAE7E;;WAEG;QACI,qBAAgB,GAAG,IAAI,CAAC;QAE/B;;WAEG;QACI,YAAO,GAAG,CAAC,CAAC;QAEX,oBAAe,GAAG,KAAK,CAAC;QAkBhC;;WAEG;QACI,+CAA0C,GAAG,IAAI,CAAC;QAEzD;;WAEG;QACI,sBAAiB,GAAG,IAAI,CAAC;QAEhC;;WAEG;QACI,qBAAgB,GAAG,KAAK,CAAC;QAEhC;;WAEG;QACI,wBAAmB,GAAoD,EAAE,CAAC;QAsFzE,yBAAoB,GAAG,IAAI,CAAC;QAmChC,IAAI,CAAC,MAAM,GAAG,KAAK,CAAC;QACpB,IAAI,CAAC,OAAO,GAAG,IAAI,CAAC,MAAM,CAAC,SAAS,EAAE,CAAC;QAEvC,IAAI,CAAC,SAAS,GAAG,IAAI,cAAc,CAAC,IAAI,EAAE,KAAK,EAAE,OAAO,CAAC,CAAC;QAC1D,IAAI,CAAC,SAAS,CAAC,aAAa,GAAG,KAAK,CAAC;QACrC,IAAI,CAAC,SAAS,CAAC,eAAe,GAAG,KAAK,CAAC;QACvC,IAAI,CAAC,SAAS,CAAC,0BAA0B,GAAG,KAAK,CAAC;QAClD,IAAI,CAAC,SAAS,CAAC,sBAAsB,GAAG,KAAK,CAAC;QAC9C,IAAI,CAAC,SAAS,CAAC,mBAAmB,GAAG,IAAI,CAAC;QAE1C,IAAI,CAAC,SAAS,CAAC,qBAAqB,GAAG,CAAC,IAAkB,EAAE,WAAmB,EAAE,OAAiB,EAAE,EAAE;YAClG,IAAI,IAAI,CAAC,0CAA0C,IAAI,IAAI,CAAC,QAAQ,IAAI,IAAI,CAAC,QAAQ,CAAC,iBAAiB,EAAE,CAAC;gBACtG,OAAO,CAAC,CAAC,OAAO,CAAC;YACrB,CAAC;YAED,OAAO,IAAI,CAAC,OAAO,CAAC,WAAW,KAAK,CAAC,CAAC,CAAC;QAC3C,CAAC,CAAC;QAEF,IAAI,CAAC,SAAS,CAAC,wCAAwC,CAAC,GAAG,CAAC,GAAG,EAAE;YAC7D,IAAI,CAAC,IAAI,CAAC,SAAS,CAAC,OAAO,CAAC,sBAAsB,EAAE,CAAC;gBACjD,KAAK,CAAC,qBAAqB,CAAC,IAAI,CAAC,CAAC;YACtC,CAAC;QACL,CAAC,CAAC,CAAC;QAEH,IAAI,CAAC,IAAI,GAAG,IAAI,CAAC;QACjB,IAAI,CAAC,uBAAuB,GAAG,IAAI,GAAG,EAAE,CAAC;QACzC,IAAI,CAAC,qBAAqB,GAAG,EAAE,CAAC;QAEhC,IAAI,CAAC,kBAAkB,GAAG,IAAI,CAAC,WAAW,CAAC,cAAc,CAAC,oBAAoB,EAAE,CAAC;QACjF,IAAI,CAAC,wBAAwB,GAAG,IAAI,CAAC,WAAW,CAAC,cAAc,CAAC,oBAAoB,EAAE,CAAC;QACvF,IAAI,CAAC,4BAA4B,GAAG,IAAI,CAAC,WAAW,CAAC,cAAc,CAAC,oBAAoB,EAAE,CAAC;QAC3F,IAAI,CAAC,0BAA0B,GAAG,IAAI,CAAC,WAAW,CAAC,cAAc,CAAC,oBAAoB,EAAE,CAAC;QACzF,IAAI,CAAC,yBAAyB,GAAG,IAAI,CAAC,WAAW,CAAC,cAAc,CAAC,oBAAoB,EAAE,CAAC;QACxF,IAAI,CAAC,0BAA0B,GAAG,IAAI,CAAC,WAAW,CAAC,cAAc,CAAC,oBAAoB,EAAE,CAAC;QACzF,IAAI,CAAC,4BAA4B,GAAG,IAAI,CAAC,WAAW,CAAC,cAAc,CAAC,oBAAoB,EAAE,CAAC;QAC3F,IAAI,CAAC,4BAA4B,GAAG,IAAI,CAAC,WAAW,CAAC,cAAc,CAAC,oBAAoB,EAAE,CAAC;QAC3F,IAAI,CAAC,qBAAqB,GAAG,IAAI,CAAC,WAAW,CAAC,cAAc,CAAC,oBAAoB,EAAE,CAAC;QACpF,IAAI,CAAC,2BAA2B,GAAG,IAAI,CAAC,WAAW,CAAC,cAAc,CAAC,oBAAoB,EAAE,CAAC;QAC1F,IAAI,CAAC,uBAAuB,GAAG,IAAI,CAAC,WAAW,CAAC,cAAc,CAAC,oBAAoB,EAAE,CAAC;QACtF,IAAI,CAAC,6BAA6B,GAAG,IAAI,CAAC,WAAW,CAAC,cAAc,CAAC,oBAAoB,EAAE,CAAC;IAChG,CAAC;IAED;;OAEG;IACH,IAAW,sCAAsC;QAC7C,OAAO,+BAA+B,CAAC,gBAAgB,CAAC,IAAI,CAAC,SAAS,CAAC,YAAY,CAAC,CAAC,mBAAmB,CAAC;IAC7G,CAAC;IAED;;;;OAIG;IACI,qCAAqC,CAAC,WAAyB;QAClE,IAAI,WAAW,CAAC,QAAQ,EAAE,CAAC;YACvB,MAAM,IAAI,GAAG,IAAI,CAAC,sCAAsC,CAAC;YACzD,IAAI,IAAI,CAAC,OAAO,CAAC,WAAW,CAAC,KAAK,CAAC,CAAC,EAAE,CAAC;gBACnC,IAAI,CAAC,IAAI,CAAC,WAAW,CAAC,CAAC;YAC3B,CAAC;QACL,CAAC;IACL,CAAC;IAED;;;;OAIG;IACI,4CAA4C,CAAC,WAAyB;QACzE,MAAM,IAAI,GAAG,IAAI,CAAC,sCAAsC,CAAC;QACzD,MAAM,KAAK,GAAG,IAAI,CAAC,OAAO,CAAC,WAAW,CAAC,CAAC;QACxC,IAAI,KAAK,KAAK,CAAC,CAAC,EAAE,CAAC;YACf,IAAI,CAAC,MAAM,CAAC,KAAK,EAAE,CAAC,CAAC,CAAC;QAC1B,CAAC;IACL,CAAC;IAEe,OAAO;QACnB,OAAO,IAAI,CAAC,SAAS,CAAC,mBAAmB,CAAC,IAAI,CAAC,aAAa,EAAE,IAAI,CAAC,cAAc,CAAC,CAAC;IACvF,CAAC;IAEe,YAAY;QACxB,OAAO,gCAAgC,CAAC;IAC5C,CAAC;IAEM,MAAM;QACT,IAAI,IAAI,CAAC,UAAU,KAAK,SAAS,EAAE,CAAC;YAChC,MAAM,IAAI,KAAK,CAAC,kCAAkC,IAAI,CAAC,IAAI,gCAAgC,CAAC,CAAC;QACjG,CAAC;QAED,iHAAiH;QACjH,IAAI,CAAC,SAAS,CAAC,UAAU,GAAG,IAAI,CAAC,UAAU,CAAC,MAAM,CAAC;QACnD,IAAI,CAAC,SAAS,CAAC,kBAAkB,GAAG,IAAI,CAAC,UAAU,CAAC,eAAe,CAAC;QAEpE,MAAM,mBAAmB,GAAG,IAAI,CAAC,+BAA+B,EAAE,CAAC;QAEnE,MAAM,YAAY,GAAG,IAAI,CAAC,+BAA+B,EAAE,CAAC;QAE5D,IAAI,CAAC,4BAA4B,EAAE,CAAC;QAEpC,IAAI,CAAC,wBAAwB,CAAC,IAAI,CAAC,SAAS,CAAC,YAAY,CAAC,CAAC;QAE3D,MAAM,wBAAwB,GAAG,mBAAmB,CAAC,MAAM,GAAG,CAAC,CAAC,CAAC,CAAC,IAAI,CAAC,WAAW,CAAC,cAAc,CAAC,qBAAqB,CAAC,mBAAmB,CAAC,CAAC,CAAC,CAAC,CAAC,CAAC,CAAC,IAAI,CAAC;QAEvJ,IAAI,CAAC,aAAa,GAAG,wBAAwB,EAAE,IAAI,CAAC,KAAK,IAAI,CAAC,CAAC;QAC/D,IAAI,CAAC,cAAc,GAAG,wBAAwB,EAAE,IAAI,CAAC,MAAM,IAAI,CAAC,CAAC;QAEjE,cAAc;QACd,+BAA+B,CAAC,WAAW,CAAC,IAAI,CAAC,SAAS,CAAC,YAAY,EAAE,IAAI,CAAC,UAAU,CAAC,MAAM,IAAI,IAAI,CAAC,MAAM,CAAC,MAAM,CAAC,CAAC;QAEvH,MAAM,IAAI,GAAG,IAAI,CAAC,WAAW,CAAC,aAAa,CAAC,IAAI,CAAC,IAAI,CAAC,CAAC;QAEvD,IAAI,CAAC,eAAe,CAAC,mBAAmB,CAAC,CAAC;QAE1C,IAAI,yBAAyB,GAAG,KAAK,CAAC;QAEtC,KAAK,IAAI,CAAC,GAAG,CAAC,EAAE,CAAC,GAAG,IAAI,CAAC,mBAAmB,CAAC,MAAM,EAAE,CAAC,EAAE,EAAE,CAAC;YACvD,MAAM,WAAW,GAAG,IAAI,CAAC,mBAAmB,CAAC,CAAC,CAAC,CAAC;YAChD,MAAM,MAAM,GAAG,mBAAmB,CAAC,CAAC,CAAC,CAAC;YACtC,MAAM,KAAK,GAAG,+BAA+B,CAAC,2BAA2B,CAAC,SAAS,CAAC,CAAC,CAAC,EAAE,EAAE,CAAC,CAAC,CAAC,IAAI,KAAK,WAAW,CAAC,IAAI,CAAC,CAAC;YACxH,MAAM,mBAAmB,GAAG,+BAA+B,CAAC,2BAA2B,CAAC,KAAK,CAAC,CAAC;YAE/F,QAAQ,mBAAmB,CAAC,IAAI,EAAE,CAAC;gBAC/B,KAAK,SAAS,CAAC,0BAA0B;oBACrC,IAAI,CAAC,WAAW,CAAC,cAAc,CAAC,qBAAqB,CAAC,IAAI,CAAC,wBAAwB,EAAE,MAAM,CAAC,CAAC;oBAC7F,MAAM;gBACV,KAAK,SAAS,CAAC,0CAA0C;oBACrD,IAAI,CAAC,WAAW,CAAC,cAAc,CAAC,qBAAqB,CAAC,IAAI,CAAC,4BAA4B,EAAE,MAAM,CAAC,CAAC;oBACjG,MAAM;gBACV,KAAK,SAAS,CAAC,sCAAsC;oBACjD,IAAI,CAAC,WAAW,CAAC,cAAc,CAAC,qBAAqB,CAAC,IAAI,CAAC,0BAA0B,EAAE,MAAM,CAAC,CAAC;oBAC/F,MAAM;gBACV,KAAK,SAAS,CAAC,2BAA2B;oBACtC,IAAI,CAAC,WAAW,CAAC,cAAc,CAAC,qBAAqB,CAAC,IAAI,CAAC,yBAAyB,EAAE,MAAM,CAAC,CAAC;oBAC9F,MAAM;gBACV,KAAK,SAAS,CAAC,iCAAiC;oBAC5C,IAAI,CAAC,WAAW,CAAC,cAAc,CAAC,qBAAqB,CAAC,IAAI,CAAC,0BAA0B,EAAE,MAAM,CAAC,CAAC;oBAC/F,MAAM;gBACV,KAAK,SAAS,CAAC,mCAAmC;oBAC9C,IAAI,CAAC,WAAW,CAAC,cAAc,CAAC,qBAAqB,CAAC,IAAI,CAAC,4BAA4B,EAAE,MAAM,CAAC,CAAC;oBACjG,MAAM;gBACV,KAAK,SAAS,CAAC,6BAA6B;oBACxC,IAAI,CAAC,WAAW,CAAC,cAAc,CAAC,qBAAqB,CAAC,IAAI,CAAC,4BAA4B,EAAE,MAAM,CAAC,CAAC;oBACjG,MAAM;gBACV,KAAK,SAAS,CAAC,2BAA2B;oBACtC,IAAI,CAAC,WAAW,CAAC,cAAc,CAAC,qBAAqB,CAAC,IAAI,CAAC,qBAAqB,EAAE,MAAM,CAAC,CAAC;oBAC1F,MAAM;gBACV,KAAK,SAAS,CAAC,iCAAiC;oBAC5C,IAAI,CAAC,WAAW,CAAC,cAAc,CAAC,qBAAqB,CAAC,IAAI,CAAC,2BAA2B,EAAE,MAAM,CAAC,CAAC;oBAChG,MAAM;gBACV,KAAK,SAAS,CAAC,6BAA6B;oBACxC,IAAI,CAAC,WAAW,CAAC,cAAc,CAAC,qBAAqB,CAAC,IAAI,CAAC,uBAAuB,EAAE,MAAM,CAAC,CAAC;oBAC5F,yBAAyB,GAAG,IAAI,CAAC;oBACjC,MAAM;gBACV,KAAK,SAAS,CAAC,oCAAoC;oBAC/C,IAAI,CAAC,WAAW,CAAC,cAAc,CAAC,qBAAqB,CAAC,IAAI,CAAC,6BAA6B,EAAE,MAAM,CAAC,CAAC;oBAClG,yBAAyB,GAAG,IAAI,CAAC;oBACjC,MAAM;YACd,CAAC;QACL,CAAC;QAED,IAAI,CAAC,MAAM,CAAC,0BAA0B,GAAG,yBAAyB,CAAC;QAEnE,IAAI,CAAC,oBAAoB,CAAC,IAAI,CAAC,YAAY,CAAC,CAAC;QAE7C,IAAI,CAAC,cAAc,CAAC,CAAC,OAAO,EAAE,EAAE;YAC5B,IAAI,CAAC,SAAS,CAAC,UAAU,GAAG,IAAI,CAAC,UAAU,CAAC,MAAM,CAAC;YACnD,IAAI,CAAC,SAAS,CAAC,kBAAkB,GAAG,IAAI,CAAC,UAAU,CAAC,eAAe,CAAC;YAEpE,IAAI,CAAC,sBAAuB,CAAC,mBAAoB,CAAC,iBAAiB,GAAG,IAAI,CAAC,iBAAiB,CAAC;YAC7F,IAAI,CAAC,sBAAuB,CAAC,mBAAoB,CAAC,gBAAgB,GAAG,IAAI,CAAC,gBAAgB,CAAC;YAE3F,OAAO,CAAC,cAAc,CAAC,IAAI,CAAC,SAAS,IAAI,YAAY,EAAE,IAAI,CAAC,UAAU,IAAI,YAAY,CAAC,CAAC;YAExF,IAAI,CAAC,uBAAuB,CAAC,OAAO,CAAC,CAAC,MAAM,EAAE,SAAS,EAAE,EAAE;gBACvD,OAAO,CAAC,qBAAqB,CAAC,WAAW,CAAC,SAAS,CAAC,EAAE,MAAM,CAAC,CAAC;YAClE,CAAC,CAAC,CAAC;YAEH,OAAO,CAAC,eAAe,CAAC,IAAI,CAAC,qBAAqB,CAAC,CAAC;YAEpD,OAAO,CAAC,MAAM,CAAC,IAAI,CAAC,SAAS,EAAE,IAAI,CAAC,aAAa,EAAE,IAAI,CAAC,cAAc,CAAC,CAAC;QAC5E,CAAC,CAAC,CAAC;QAEH,MAAM,YAAY,GAAG,IAAI,CAAC,WAAW,CAAC,aAAa,CAAC,IAAI,CAAC,IAAI,GAAG,WAAW,EAAE,IAAI,CAAC,CAAC;QAEnF,YAAY,CAAC,eAAe,CAAC,mBAAmB,CAAC,CAAC;QAClD,YAAY,CAAC,oBAAoB,CAAC,IAAI,CAAC,YAAY,CAAC,CAAC;QACrD,YAAY,CAAC,cAAc,CAAC,CAAC,QAAQ,EAAE,EAAE,GAAE,CAAC,CAAC,CAAC;IAClD,CAAC;IAEe,OAAO;QACnB,+BAA+B,CAAC,mBAAmB,CAAC,IAAI,CAAC,SAAS,CAAC,YAAY,CAAC,CAAC;QACjF,IAAI,CAAC,SAAS,CAAC,OAAO,EAAE,CAAC;QACzB,KAAK,CAAC,OAAO,EAAE,CAAC;IACpB,CAAC;IAEO,+BAA+B;QACnC,MAAM,KAAK,GAAa,EAAE,CAAC;QAC3B,MAAM,OAAO,GAAa,EAAE,CAAC;QAC7B,MAAM,MAAM,GAAa,EAAE,CAAC;QAC5B,MAAM,cAAc,GAAc,EAAE,CAAC;QAErC,KAAK,IAAI,CAAC,GAAG,CAAC,EAAE,CAAC,GAAG,IAAI,CAAC,mBAAmB,CAAC,MAAM,EAAE,CAAC,EAAE,EAAE,CAAC;YACvD,MAAM,WAAW,GAAG,IAAI,CAAC,mBAAmB,CAAC,CAAC,CAAC,CAAC;YAChD,MAAM,KAAK,GAAG,+BAA+B,CAAC,2BAA2B,CAAC,SAAS,CAAC,CAAC,CAAC,EAAE,EAAE,CAAC,CAAC,CAAC,IAAI,KAAK,WAAW,CAAC,IAAI,CAAC,CAAC;YAExH,IAAI,KAAK,KAAK,CAAC,CAAC,EAAE,CAAC;gBACf,MAAM,IAAI,KAAK,CAAC,kCAAkC,IAAI,CAAC,IAAI,0BAA0B,WAAW,CAAC,IAAI,EAAE,CAAC,CAAC;YAC7G,CAAC;YAED,KAAK,CAAC,CAAC,CAAC,GAAG,WAAW,CAAC,WAAW,CAAC;YACnC,OAAO,CAAC,CAAC,CAAC,GAAG,WAAW,CAAC,aAAa,CAAC;YACvC,MAAM,CAAC,CAAC,CAAC,GAAG,+BAA+B,CAAC,2BAA2B,CAAC,KAAK,CAAC,CAAC,IAAI,CAAC;YACpF,cAAc,CAAC,CAAC,CAAC,GAAG,KAAK,CAAC;QAC9B,CAAC;QAED,MAAM,UAAU,GAAG,IAAI,CAAC,WAAW,CAAC,cAAc,CAAC,yBAAyB,CAAC,IAAI,CAAC,IAAI,EAAE;YACpF,IAAI,EAAE,IAAI,CAAC,IAAI;YACf,gBAAgB,EAAE,IAAI,CAAC,gBAAgB;YACvC,OAAO,EAAE;gBACL,aAAa,EAAE,KAAK;gBACpB,OAAO,EAAE,IAAI,CAAC,OAAO;gBACrB,KAAK;gBACL,OAAO;gBACP,cAAc;gBACd,MAAM;aACT;SACJ,CAAC,CAAC;QAEH,MAAM,OAAO,GAA8B,EAAE,CAAC;QAC9C,KAAK,IAAI,CAAC,GAAG,CAAC,EAAE,CAAC,GAAG,IAAI,CAAC,mBAAmB,CAAC,MAAM,EAAE,CAAC,EAAE,EAAE,CAAC;YACvD,OAAO,CAAC,IAAI,CAAC,UAAU,GAAG,CAAC,CAAC,CAAC;QACjC,CAAC;QAED,OAAO,OAAO,CAAC;IACnB,CAAC;IAEO,+BAA+B;QACnC,IAAI,YAAY,GAAG,KAAK,CAAC;QAEzB,IAAI,IAAI,CAAC,YAAY,KAAK,SAAS,EAAE,CAAC;YAClC,IAAI,IAAI,CAAC,YAAY,KAAK,mCAAmC,EAAE,CAAC;gBAC5D,MAAM,IAAI,KAAK,CAAC,kCAAkC,IAAI,CAAC,IAAI,mEAAmE,CAAC,CAAC;YACpI,CAAC;YAED,MAAM,uBAAuB,GAAG,IAAI,CAAC,WAAW,CAAC,cAAc,CAAC,qBAAqB,CAAC,IAAI,CAAC,YAAY,CAAC,CAAC;YACzG,IAAI,uBAAuB,CAAC,OAAO,CAAC,OAAO,KAAK,IAAI,CAAC,OAAO,IAAI,IAAI,CAAC,mBAAmB,CAAC,MAAM,GAAG,CAAC,EAAE,CAAC;gBAClG,MAAM,IAAI,KAAK,CAAC,kCAAkC,IAAI,CAAC,IAAI,iFAAiF,CAAC,CAAC;YAClJ,CAAC;YAED,IAAI,CAAC,WAAW,CAAC,cAAc,CAAC,qBAAqB,CAAC,IAAI,CAAC,kBAAkB,EAAE,IAAI,CAAC,YAAY,CAAC,CAAC;YAElG,YAAY,GAAG,IAAI,CAAC;QACxB,CAAC;QAED,OAAO,YAAY,CAAC;IACxB,CAAC;IAEO,4BAA4B;QAChC,MAAM,sBAAsB,GAAG,IAAI,GAAG,EAAgD,CAAC;QACvF,MAAM,oBAAoB,GAAc,EAAE,CAAC;QAE3C,KAAK,IAAI,CAAC,GAAG,CAAC,EAAE,CAAC,GAAG,IAAI,CAAC,mBAAmB,CAAC,MAAM,EAAE,CAAC,EAAE,EAAE,CAAC;YACvD,MAAM,WAAW,GAAG,IAAI,CAAC,mBAAmB,CAAC,CAAC,CAAC,CAAC;YAChD,MAAM,KAAK,GAAG,+BAA+B,CAAC,2BAA2B,CAAC,SAAS,CAAC,CAAC,CAAC,EAAE,EAAE,CAAC,CAAC,CAAC,IAAI,KAAK,WAAW,CAAC,IAAI,CAAC,CAAC;YACxH,MAAM,mBAAmB,GAAG,+BAA+B,CAAC,2BAA2B,CAAC,KAAK,CAAC,CAAC;YAE/F,IAAI,MAAM,GAAG,sBAAsB,CAAC,GAAG,CAAC,mBAAmB,CAAC,SAAS,CAAC,CAAC;YACvE,IAAI,MAAM,KAAK,SAAS,EAAE,CAAC;gBACvB,MAAM,GAAG,EAAE,CAAC;gBACZ,sBAAsB,CAAC,GAAG,CAAC,mBAAmB,CAAC,SAAS,EAAE,MAAM,CAAC,CAAC;gBAClE,KAAK,IAAI,CAAC,GAAG,CAAC,EAAE,CAAC,GAAG,CAAC,EAAE,CAAC,EAAE,EAAE,CAAC;oBACzB,MAAM,CAAC,CAAC,CAAC,GAAG,KAAK,CAAC;gBACtB,CAAC;YACL,CAAC;YAED,sBAAsB,CAAC,OAAO,CAAC,CAAC,MAAM,EAAE,SAAS,EAAE,EAAE;gBACjD,MAAM,CAAC,IAAI,CAAC,SAAS,KAAK,mBAAmB,CAAC,SAAS,CAAC,CAAC;YAC7D,CAAC,CAAC,CAAC;YAEH,oBAAoB,CAAC,IAAI,CAAC,IAAI,CAAC,CAAC;QACpC,CAAC;QAED,IAAI,CAAC,uBAAuB,GAAG,IAAI,GAAG,EAAE,CAAC;QAEzC,sBAAsB,CAAC,OAAO,CAAC,CAAC,MAAM,EAAE,SAAS,EAAE,EAAE;YACjD,IAAI,CAAC,uBAAuB,CAAC,GAAG,CAAC,SAAS,EAAE,IAAI,CAAC,OAAO,CAAC,kBAAkB,CAAC,MAAM,CAAC,CAAC,CAAC;QACzF,CAAC,CAAC,CAAC;QAEH,IAAI,CAAC,qBAAqB,GAAG,IAAI,CAAC,OAAO,CAAC,kBAAkB,CAAC,oBAAoB,CAAC,CAAC;IACvF,CAAC;IAEO,wBAAwB,CAAC,YAAoB;QACjD,MAAM,aAAa,GAAG,+BAA+B,CAAC,mBAAmB,CAAC,YAAY,CAAC,CAAC;QAExF,KAAK,IAAI,CAAC,GAAG,CAAC,EAAE,CAAC,GAAG,IAAI,CAAC,mBAAmB,CAAC,MAAM,EAAE,CAAC,EAAE,EAAE,CAAC;YACvD,MAAM,WAAW,GAAG,IAAI,CAAC,mBAAmB,CAAC,CAAC,CAAC,CAAC;YAChD,MAAM,KAAK,GAAG,+BAA+B,CAAC,2BAA2B,CAAC,SAAS,CAAC,CAAC,CAAC,EAAE,EAAE,CAAC,CAAC,CAAC,IAAI,KAAK,WAAW,CAAC,IAAI,CAAC,CAAC;YACxH,MAAM,mBAAmB,GAAG,+BAA+B,CAAC,2BAA2B,CAAC,KAAK,CAAC,CAAC;YAE/F,aAAa,CAAC,OAAO,CAAC,mBAAmB,CAAC,WAAW,CAAC,GAAG,CAAC,CAAC;QAC/D,CAAC;QAED,aAAa,CAAC,cAAc,GAAG,IAAI,CAAC,cAAc,CAAC;IACvD,CAAC;CACJ","sourcesContent":["import type {\r\n FrameGraphTextureHandle,\r\n Scene,\r\n Camera,\r\n AbstractEngine,\r\n FrameGraph,\r\n GeometryRenderingTextureClearType,\r\n FrameGraphObjectList,\r\n AbstractMesh,\r\n ObjectRendererOptions,\r\n} from \"core/index\";\r\nimport { backbufferDepthStencilTextureHandle } from \"../../frameGraphTypes\";\r\nimport { Color4 } from \"core/Maths/math.color\";\r\nimport { MaterialHelperGeometryRendering } from \"core/Materials/materialHelper.geometryrendering\";\r\nimport { Constants } from \"core/Engines/constants\";\r\nimport { FrameGraphTask } from \"../../frameGraphTask\";\r\nimport { ObjectRenderer } from \"../../../Rendering/objectRenderer\";\r\n\r\n/**\r\n * Description of a texture used by the geometry renderer task.\r\n */\r\nexport interface IFrameGraphGeometryRendererTextureDescription {\r\n /**\r\n * The type of the texture.\r\n * The value should be one of the Constants.PREPASS_XXX_TEXTURE_TYPE values.\r\n */\r\n type: number;\r\n\r\n /**\r\n * The type of the texture.\r\n */\r\n textureType: number;\r\n\r\n /**\r\n * The format of the texture.\r\n */\r\n textureFormat: number;\r\n}\r\n\r\nconst ClearColors: Color4[] = [new Color4(0, 0, 0, 0), new Color4(1, 1, 1, 1), new Color4(0, 0, 0, 0)];\r\n\r\n/**\r\n * Task used to render geometry to a set of textures.\r\n */\r\nexport class FrameGraphGeometryRendererTask extends FrameGraphTask {\r\n /**\r\n * The depth texture attachment to use for rendering (optional).\r\n */\r\n public depthTexture?: FrameGraphTextureHandle;\r\n\r\n private _camera: Camera;\r\n\r\n /**\r\n * Gets or sets the camera used for rendering.\r\n */\r\n public get camera() {\r\n return this._camera;\r\n }\r\n\r\n public set camera(camera: Camera) {\r\n this._camera = camera;\r\n this._renderer.activeCamera = this.camera;\r\n }\r\n\r\n /**\r\n * The object list used for rendering.\r\n */\r\n public objectList: FrameGraphObjectList;\r\n\r\n /**\r\n * Whether depth testing is enabled (default is true).\r\n */\r\n public depthTest = true;\r\n\r\n /**\r\n * Whether depth writing is enabled (default is true).\r\n */\r\n public depthWrite = true;\r\n\r\n /**\r\n * The size of the output textures (default is 100% of the back buffer texture size).\r\n */\r\n public size: { width: number; height: number } = { width: 100, height: 100 };\r\n\r\n /**\r\n * Whether the size is a percentage of the back buffer size (default is true).\r\n */\r\n public sizeIsPercentage = true;\r\n\r\n /**\r\n * The number of samples to use for the output textures (default is 1).\r\n */\r\n public samples = 1;\r\n\r\n private _reverseCulling = false;\r\n\r\n /**\r\n * Whether to reverse culling (default is false).\r\n */\r\n public get reverseCulling() {\r\n return this._reverseCulling;\r\n }\r\n\r\n public set reverseCulling(value: boolean) {\r\n this._reverseCulling = value;\r\n\r\n const configuration = MaterialHelperGeometryRendering.GetConfiguration(this._renderer.renderPassId);\r\n if (configuration) {\r\n configuration.reverseCulling = value;\r\n }\r\n }\r\n\r\n /**\r\n * Indicates if a mesh shouldn't be rendered when its material has depth write disabled (default is true).\r\n */\r\n public dontRenderWhenMaterialDepthWriteIsDisabled = true;\r\n\r\n /**\r\n * 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)\r\n */\r\n public resolveMSAAColors = true;\r\n\r\n /**\r\n * If true, depthTexture will be resolved at the end of the render pass, if this texture is provided and samples is greater than 1 (default: true)\r\n */\r\n public resolveMSAADepth = false;\r\n\r\n /**\r\n * The list of texture descriptions used by the geometry renderer task.\r\n */\r\n public textureDescriptions: IFrameGraphGeometryRendererTextureDescription[] = [];\r\n\r\n /**\r\n * The output depth texture attachment texture.\r\n * This texture will point to the same texture than the depthTexture property if it is set.\r\n * Note, however, that the handle itself will be different!\r\n */\r\n public readonly outputDepthTexture: FrameGraphTextureHandle;\r\n\r\n /**\r\n * The depth (in view space) output texture. Will point to a valid texture only if that texture has been requested in textureDescriptions!\r\n */\r\n public readonly geometryViewDepthTexture: FrameGraphTextureHandle;\r\n\r\n /**\r\n * The normalized depth (in view space) output texture. Will point to a valid texture only if that texture has been requested in textureDescriptions!\r\n * The normalization is (d - near) / (far - near), where d is the depth value in view space and near and far are the near and far planes of the camera.\r\n */\r\n public readonly geometryNormViewDepthTexture: FrameGraphTextureHandle;\r\n\r\n /**\r\n * The depth (in screen space) output texture. Will point to a valid texture only if that texture has been requested in textureDescriptions!\r\n */\r\n public readonly geometryScreenDepthTexture: FrameGraphTextureHandle;\r\n\r\n /**\r\n * The normal (in view space) output texture. Will point to a valid texture only if that texture has been requested in textureDescriptions!\r\n */\r\n public readonly geometryViewNormalTexture: FrameGraphTextureHandle;\r\n\r\n /**\r\n * The normal (in world space) output texture. Will point to a valid texture only if that texture has been requested in textureDescriptions!\r\n */\r\n public readonly geometryWorldNormalTexture: FrameGraphTextureHandle;\r\n\r\n /**\r\n * The position (in local space) output texture. Will point to a valid texture only if that texture has been requested in textureDescriptions!\r\n */\r\n public readonly geometryLocalPositionTexture: FrameGraphTextureHandle;\r\n\r\n /**\r\n * The position (in world space) output texture. Will point to a valid texture only if that texture has been requested in textureDescriptions!\r\n */\r\n public readonly geometryWorldPositionTexture: FrameGraphTextureHandle;\r\n\r\n /**\r\n * The albedo output texture. Will point to a valid texture only if that texture has been requested in textureDescriptions!\r\n */\r\n public readonly geometryAlbedoTexture: FrameGraphTextureHandle;\r\n\r\n /**\r\n * The reflectivity output texture. Will point to a valid texture only if that texture has been requested in textureDescriptions!\r\n */\r\n public readonly geometryReflectivityTexture: FrameGraphTextureHandle;\r\n\r\n /**\r\n * The velocity output texture. Will point to a valid texture only if that texture has been requested in textureDescriptions!\r\n */\r\n public readonly geometryVelocityTexture: FrameGraphTextureHandle;\r\n\r\n /**\r\n * The linear velocity output texture. Will point to a valid texture only if that texture has been requested in textureDescriptions!\r\n */\r\n public readonly geometryLinearVelocityTexture: FrameGraphTextureHandle;\r\n\r\n /**\r\n * The object renderer used by the geometry renderer task.\r\n */\r\n public get objectRenderer() {\r\n return this._renderer;\r\n }\r\n\r\n /**\r\n * Gets or sets the name of the task.\r\n */\r\n public override get name() {\r\n return this._name;\r\n }\r\n\r\n public override set name(value: string) {\r\n this._name = value;\r\n if (this._renderer) {\r\n this._renderer.name = value;\r\n }\r\n }\r\n\r\n private _forceLayerMaskCheck = true;\r\n /**\r\n * Force checking the layerMask property even if a custom list of meshes is provided (ie. if renderList is not undefined). Default is true.\r\n */\r\n public get forceLayerMaskCheck() {\r\n return this._forceLayerMaskCheck;\r\n }\r\n\r\n public set forceLayerMaskCheck(value: boolean) {\r\n if (value === this._forceLayerMaskCheck) {\r\n return;\r\n }\r\n\r\n this._forceLayerMaskCheck = value;\r\n this._renderer.forceLayerMaskCheck = value;\r\n }\r\n\r\n private readonly _engine: AbstractEngine;\r\n private readonly _scene: Scene;\r\n private readonly _renderer: ObjectRenderer;\r\n private _textureWidth: number;\r\n private _textureHeight: number;\r\n private _clearAttachmentsLayout: Map<GeometryRenderingTextureClearType, number[]>;\r\n private _allAttachmentsLayout: number[];\r\n\r\n /**\r\n * Constructs a new geometry renderer task.\r\n * @param name The name of the task.\r\n * @param frameGraph The frame graph the task belongs to.\r\n * @param scene The scene the frame graph is associated with.\r\n * @param options The options of the object renderer.\r\n */\r\n constructor(name: string, frameGraph: FrameGraph, scene: Scene, options?: ObjectRendererOptions) {\r\n super(name, frameGraph);\r\n\r\n this._scene = scene;\r\n this._engine = this._scene.getEngine();\r\n\r\n this._renderer = new ObjectRenderer(name, scene, options);\r\n this._renderer.renderSprites = false;\r\n this._renderer.renderParticles = false;\r\n this._renderer.enableBoundingBoxRendering = false;\r\n this._renderer.enableOutlineRendering = false;\r\n this._renderer.disableDepthPrePass = true;\r\n\r\n this._renderer.customIsReadyFunction = (mesh: AbstractMesh, refreshRate: number, preWarm?: boolean) => {\r\n if (this.dontRenderWhenMaterialDepthWriteIsDisabled && mesh.material && mesh.material.disableDepthWrite) {\r\n return !!preWarm;\r\n }\r\n\r\n return mesh.isReady(refreshRate === 0);\r\n };\r\n\r\n this._renderer.onBeforeRenderingManagerRenderObservable.add(() => {\r\n if (!this._renderer.options.doNotChangeAspectRatio) {\r\n scene.updateTransformMatrix(true);\r\n }\r\n });\r\n\r\n this.name = name;\r\n this._clearAttachmentsLayout = new Map();\r\n this._allAttachmentsLayout = [];\r\n\r\n this.outputDepthTexture = this._frameGraph.textureManager.createDanglingHandle();\r\n this.geometryViewDepthTexture = this._frameGraph.textureManager.createDanglingHandle();\r\n this.geometryNormViewDepthTexture = this._frameGraph.textureManager.createDanglingHandle();\r\n this.geometryScreenDepthTexture = this._frameGraph.textureManager.createDanglingHandle();\r\n this.geometryViewNormalTexture = this._frameGraph.textureManager.createDanglingHandle();\r\n this.geometryWorldNormalTexture = this._frameGraph.textureManager.createDanglingHandle();\r\n this.geometryLocalPositionTexture = this._frameGraph.textureManager.createDanglingHandle();\r\n this.geometryWorldPositionTexture = this._frameGraph.textureManager.createDanglingHandle();\r\n this.geometryAlbedoTexture = this._frameGraph.textureManager.createDanglingHandle();\r\n this.geometryReflectivityTexture = this._frameGraph.textureManager.createDanglingHandle();\r\n this.geometryVelocityTexture = this._frameGraph.textureManager.createDanglingHandle();\r\n this.geometryLinearVelocityTexture = this._frameGraph.textureManager.createDanglingHandle();\r\n }\r\n\r\n /**\r\n * Gets the list of excluded meshes from the velocity texture.\r\n */\r\n public get excludedSkinnedMeshFromVelocityTexture(): AbstractMesh[] {\r\n return MaterialHelperGeometryRendering.GetConfiguration(this._renderer.renderPassId).excludedSkinnedMesh;\r\n }\r\n\r\n /**\r\n * Excludes the given skinned mesh from computing bones velocities.\r\n * Computing bones velocities can have a cost. The cost can be saved by calling this function and by passing the skinned mesh to ignore.\r\n * @param skinnedMesh The mesh containing the skeleton to ignore when computing the velocity map.\r\n */\r\n public excludeSkinnedMeshFromVelocityTexture(skinnedMesh: AbstractMesh): void {\r\n if (skinnedMesh.skeleton) {\r\n const list = this.excludedSkinnedMeshFromVelocityTexture;\r\n if (list.indexOf(skinnedMesh) === -1) {\r\n list.push(skinnedMesh);\r\n }\r\n }\r\n }\r\n\r\n /**\r\n * Removes the given skinned mesh from the excluded meshes to integrate bones velocities while rendering the velocity map.\r\n * @param skinnedMesh The mesh containing the skeleton that has been ignored previously.\r\n * @see excludeSkinnedMesh to exclude a skinned mesh from bones velocity computation.\r\n */\r\n public removeExcludedSkinnedMeshFromVelocityTexture(skinnedMesh: AbstractMesh): void {\r\n const list = this.excludedSkinnedMeshFromVelocityTexture;\r\n const index = list.indexOf(skinnedMesh);\r\n if (index !== -1) {\r\n list.splice(index, 1);\r\n }\r\n }\r\n\r\n public override isReady() {\r\n return this._renderer.isReadyForRendering(this._textureWidth, this._textureHeight);\r\n }\r\n\r\n public override getClassName(): string {\r\n return \"FrameGraphGeometryRendererTask\";\r\n }\r\n\r\n public record() {\r\n if (this.objectList === undefined) {\r\n throw new Error(`FrameGraphGeometryRendererTask ${this.name}: object list must be provided`);\r\n }\r\n\r\n // Make sure the renderList / particleSystemList are set when FrameGraphGeometryRendererTask.isReady() is called!\r\n this._renderer.renderList = this.objectList.meshes;\r\n this._renderer.particleSystemList = this.objectList.particleSystems;\r\n\r\n const outputTextureHandle = this._createMultiRenderTargetTexture();\r\n\r\n const depthEnabled = this._checkDepthTextureCompatibility();\r\n\r\n this._buildClearAttachmentsLayout();\r\n\r\n this._registerForRenderPassId(this._renderer.renderPassId);\r\n\r\n const outputTextureDescription = outputTextureHandle.length > 0 ? this._frameGraph.textureManager.getTextureDescription(outputTextureHandle[0]) : null;\r\n\r\n this._textureWidth = outputTextureDescription?.size.width ?? 0;\r\n this._textureHeight = outputTextureDescription?.size.height ?? 0;\r\n\r\n // Create pass\r\n MaterialHelperGeometryRendering.MarkAsDirty(this._renderer.renderPassId, this.objectList.meshes || this._scene.meshes);\r\n\r\n const pass = this._frameGraph.addRenderPass(this.name);\r\n\r\n pass.setRenderTarget(outputTextureHandle);\r\n\r\n let needPreviousWorldMatrices = false;\r\n\r\n for (let i = 0; i < this.textureDescriptions.length; i++) {\r\n const description = this.textureDescriptions[i];\r\n const handle = outputTextureHandle[i];\r\n const index = MaterialHelperGeometryRendering.GeometryTextureDescriptions.findIndex((f) => f.type === description.type);\r\n const geometryDescription = MaterialHelperGeometryRendering.GeometryTextureDescriptions[index];\r\n\r\n switch (geometryDescription.type) {\r\n case Constants.PREPASS_DEPTH_TEXTURE_TYPE:\r\n this._frameGraph.textureManager.resolveDanglingHandle(this.geometryViewDepthTexture, handle);\r\n break;\r\n case Constants.PREPASS_NORMALIZED_VIEW_DEPTH_TEXTURE_TYPE:\r\n this._frameGraph.textureManager.resolveDanglingHandle(this.geometryNormViewDepthTexture, handle);\r\n break;\r\n case Constants.PREPASS_SCREENSPACE_DEPTH_TEXTURE_TYPE:\r\n this._frameGraph.textureManager.resolveDanglingHandle(this.geometryScreenDepthTexture, handle);\r\n break;\r\n case Constants.PREPASS_NORMAL_TEXTURE_TYPE:\r\n this._frameGraph.textureManager.resolveDanglingHandle(this.geometryViewNormalTexture, handle);\r\n break;\r\n case Constants.PREPASS_WORLD_NORMAL_TEXTURE_TYPE:\r\n this._frameGraph.textureManager.resolveDanglingHandle(this.geometryWorldNormalTexture, handle);\r\n break;\r\n case Constants.PREPASS_LOCAL_POSITION_TEXTURE_TYPE:\r\n this._frameGraph.textureManager.resolveDanglingHandle(this.geometryLocalPositionTexture, handle);\r\n break;\r\n case Constants.PREPASS_POSITION_TEXTURE_TYPE:\r\n this._frameGraph.textureManager.resolveDanglingHandle(this.geometryWorldPositionTexture, handle);\r\n break;\r\n case Constants.PREPASS_ALBEDO_TEXTURE_TYPE:\r\n this._frameGraph.textureManager.resolveDanglingHandle(this.geometryAlbedoTexture, handle);\r\n break;\r\n case Constants.PREPASS_REFLECTIVITY_TEXTURE_TYPE:\r\n this._frameGraph.textureManager.resolveDanglingHandle(this.geometryReflectivityTexture, handle);\r\n break;\r\n case Constants.PREPASS_VELOCITY_TEXTURE_TYPE:\r\n this._frameGraph.textureManager.resolveDanglingHandle(this.geometryVelocityTexture, handle);\r\n needPreviousWorldMatrices = true;\r\n break;\r\n case Constants.PREPASS_VELOCITY_LINEAR_TEXTURE_TYPE:\r\n this._frameGraph.textureManager.resolveDanglingHandle(this.geometryLinearVelocityTexture, handle);\r\n needPreviousWorldMatrices = true;\r\n break;\r\n }\r\n }\r\n\r\n this._scene.needsPreviousWorldMatrices = needPreviousWorldMatrices;\r\n\r\n pass.setRenderTargetDepth(this.depthTexture);\r\n\r\n pass.setExecuteFunc((context) => {\r\n this._renderer.renderList = this.objectList.meshes;\r\n this._renderer.particleSystemList = this.objectList.particleSystems;\r\n\r\n pass.frameGraphRenderTarget!.renderTargetWrapper!.resolveMSAAColors = this.resolveMSAAColors;\r\n pass.frameGraphRenderTarget!.renderTargetWrapper!.resolveMSAADepth = this.resolveMSAADepth;\r\n\r\n context.setDepthStates(this.depthTest && depthEnabled, this.depthWrite && depthEnabled);\r\n\r\n this._clearAttachmentsLayout.forEach((layout, clearType) => {\r\n context.clearColorAttachments(ClearColors[clearType], layout);\r\n });\r\n\r\n context.bindAttachments(this._allAttachmentsLayout);\r\n\r\n context.render(this._renderer, this._textureWidth, this._textureHeight);\r\n });\r\n\r\n const passDisabled = this._frameGraph.addRenderPass(this.name + \"_disabled\", true);\r\n\r\n passDisabled.setRenderTarget(outputTextureHandle);\r\n passDisabled.setRenderTargetDepth(this.depthTexture);\r\n passDisabled.setExecuteFunc((_context) => {});\r\n }\r\n\r\n public override dispose(): void {\r\n MaterialHelperGeometryRendering.DeleteConfiguration(this._renderer.renderPassId);\r\n this._renderer.dispose();\r\n super.dispose();\r\n }\r\n\r\n private _createMultiRenderTargetTexture(): FrameGraphTextureHandle[] {\r\n const types: number[] = [];\r\n const formats: number[] = [];\r\n const labels: string[] = [];\r\n const useSRGBBuffers: boolean[] = [];\r\n\r\n for (let i = 0; i < this.textureDescriptions.length; i++) {\r\n const description = this.textureDescriptions[i];\r\n const index = MaterialHelperGeometryRendering.GeometryTextureDescriptions.findIndex((f) => f.type === description.type);\r\n\r\n if (index === -1) {\r\n throw new Error(`FrameGraphGeometryRendererTask ${this.name}: unknown texture type ${description.type}`);\r\n }\r\n\r\n types[i] = description.textureType;\r\n formats[i] = description.textureFormat;\r\n labels[i] = MaterialHelperGeometryRendering.GeometryTextureDescriptions[index].name;\r\n useSRGBBuffers[i] = false;\r\n }\r\n\r\n const baseHandle = this._frameGraph.textureManager.createRenderTargetTexture(this.name, {\r\n size: this.size,\r\n sizeIsPercentage: this.sizeIsPercentage,\r\n options: {\r\n createMipMaps: false,\r\n samples: this.samples,\r\n types,\r\n formats,\r\n useSRGBBuffers,\r\n labels,\r\n },\r\n });\r\n\r\n const handles: FrameGraphTextureHandle[] = [];\r\n for (let i = 0; i < this.textureDescriptions.length; i++) {\r\n handles.push(baseHandle + i);\r\n }\r\n\r\n return handles;\r\n }\r\n\r\n private _checkDepthTextureCompatibility(): boolean {\r\n let depthEnabled = false;\r\n\r\n if (this.depthTexture !== undefined) {\r\n if (this.depthTexture === backbufferDepthStencilTextureHandle) {\r\n throw new Error(`FrameGraphGeometryRendererTask ${this.name}: the depth/stencil back buffer is not allowed as a depth texture`);\r\n }\r\n\r\n const depthTextureDescription = this._frameGraph.textureManager.getTextureDescription(this.depthTexture);\r\n if (depthTextureDescription.options.samples !== this.samples && this.textureDescriptions.length > 0) {\r\n throw new Error(`FrameGraphGeometryRendererTask ${this.name}: the depth texture and the output texture must have the same number of samples`);\r\n }\r\n\r\n this._frameGraph.textureManager.resolveDanglingHandle(this.outputDepthTexture, this.depthTexture);\r\n\r\n depthEnabled = true;\r\n }\r\n\r\n return depthEnabled;\r\n }\r\n\r\n private _buildClearAttachmentsLayout() {\r\n const clearAttachmentsLayout = new Map<GeometryRenderingTextureClearType, boolean[]>();\r\n const allAttachmentsLayout: boolean[] = [];\r\n\r\n for (let i = 0; i < this.textureDescriptions.length; i++) {\r\n const description = this.textureDescriptions[i];\r\n const index = MaterialHelperGeometryRendering.GeometryTextureDescriptions.findIndex((f) => f.type === description.type);\r\n const geometryDescription = MaterialHelperGeometryRendering.GeometryTextureDescriptions[index];\r\n\r\n let layout = clearAttachmentsLayout.get(geometryDescription.clearType);\r\n if (layout === undefined) {\r\n layout = [];\r\n clearAttachmentsLayout.set(geometryDescription.clearType, layout);\r\n for (let j = 0; j < i; j++) {\r\n layout[j] = false;\r\n }\r\n }\r\n\r\n clearAttachmentsLayout.forEach((layout, clearType) => {\r\n layout.push(clearType === geometryDescription.clearType);\r\n });\r\n\r\n allAttachmentsLayout.push(true);\r\n }\r\n\r\n this._clearAttachmentsLayout = new Map();\r\n\r\n clearAttachmentsLayout.forEach((layout, clearType) => {\r\n this._clearAttachmentsLayout.set(clearType, this._engine.buildTextureLayout(layout));\r\n });\r\n\r\n this._allAttachmentsLayout = this._engine.buildTextureLayout(allAttachmentsLayout);\r\n }\r\n\r\n private _registerForRenderPassId(renderPassId: number) {\r\n const configuration = MaterialHelperGeometryRendering.CreateConfiguration(renderPassId);\r\n\r\n for (let i = 0; i < this.textureDescriptions.length; i++) {\r\n const description = this.textureDescriptions[i];\r\n const index = MaterialHelperGeometryRendering.GeometryTextureDescriptions.findIndex((f) => f.type === description.type);\r\n const geometryDescription = MaterialHelperGeometryRendering.GeometryTextureDescriptions[index];\r\n\r\n configuration.defines[geometryDescription.defineIndex] = i;\r\n }\r\n\r\n configuration.reverseCulling = this.reverseCulling;\r\n }\r\n}\r\n"]}
@@ -127,6 +127,7 @@ export declare class FrameGraphObjectRendererTask extends FrameGraphTask {
127
127
  */
128
128
  constructor(name: string, frameGraph: FrameGraph, scene: Scene, options?: ObjectRendererOptions, existingObjectRenderer?: ObjectRenderer);
129
129
  isReady(): boolean;
130
+ getClassName(): string;
130
131
  record(skipCreationOfDisabledPasses?: boolean, additionalExecute?: (context: FrameGraphRenderContext) => void): FrameGraphRenderPass;
131
132
  dispose(): void;
132
133
  protected _setLightsForShadow(): void;
@@ -184,6 +184,9 @@ export class FrameGraphObjectRendererTask extends FrameGraphTask {
184
184
  isReady() {
185
185
  return this._renderer.isReadyForRendering(this._textureWidth, this._textureHeight);
186
186
  }
187
+ getClassName() {
188
+ return "FrameGraphObjectRendererTask";
189
+ }
187
190
  record(skipCreationOfDisabledPasses = false, additionalExecute) {
188
191
  if (this.targetTexture === undefined || this.objectList === undefined) {
189
192
  throw new Error(`FrameGraphObjectRendererTask ${this.name}: targetTexture and objectList are required`);
@@ -203,7 +206,7 @@ export class FrameGraphObjectRendererTask extends FrameGraphTask {
203
206
  }
204
207
  const depthTextureDescription = this._frameGraph.textureManager.getTextureDescription(this.depthTexture);
205
208
  if (depthTextureDescription.options.samples !== outputTextureDescription.options.samples) {
206
- throw new Error(`FrameGraphObjectRendererTask ${this.name}: the depth texture and the output texture must have the same number of samples`);
209
+ throw new Error(`FrameGraphObjectRendererTask ${this.name}: the depth texture "${depthTextureDescription.options.labels?.[0] ?? "noname"}" (${depthTextureDescription.options.samples} samples) and the output texture "${outputTextureDescription.options.labels?.[0] ?? "noname"}" (${outputTextureDescription.options.samples} samples) must have the same number of samples`);
207
210
  }
208
211
  depthEnabled = true;
209
212
  }