@onerjs/core 8.32.3 → 8.32.5

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 (41) hide show
  1. package/Engines/Extensions/engine.computeShader.d.ts +2 -3
  2. package/Engines/Extensions/engine.computeShader.js.map +1 -1
  3. package/Engines/ICanvas.d.ts +3 -3
  4. package/Engines/ICanvas.js.map +1 -1
  5. package/Engines/webgpuEngine.js +2 -2
  6. package/Engines/webgpuEngine.js.map +1 -1
  7. package/FrameGraph/Node/Blocks/Rendering/baseObjectRendererBlock.d.ts +3 -0
  8. package/FrameGraph/Node/Blocks/Rendering/baseObjectRendererBlock.js +29 -14
  9. package/FrameGraph/Node/Blocks/Rendering/baseObjectRendererBlock.js.map +1 -1
  10. package/FrameGraph/Node/Blocks/Rendering/geometryRendererBlock.d.ts +12 -41
  11. package/FrameGraph/Node/Blocks/Rendering/geometryRendererBlock.js +106 -184
  12. package/FrameGraph/Node/Blocks/Rendering/geometryRendererBlock.js.map +1 -1
  13. package/FrameGraph/Passes/renderPass.js +3 -1
  14. package/FrameGraph/Passes/renderPass.js.map +1 -1
  15. package/FrameGraph/Tasks/Rendering/geometryRendererTask.d.ts +17 -58
  16. package/FrameGraph/Tasks/Rendering/geometryRendererTask.js +112 -122
  17. package/FrameGraph/Tasks/Rendering/geometryRendererTask.js.map +1 -1
  18. package/FrameGraph/Tasks/Rendering/objectRendererTask.d.ts +11 -0
  19. package/FrameGraph/Tasks/Rendering/objectRendererTask.js +62 -26
  20. package/FrameGraph/Tasks/Rendering/objectRendererTask.js.map +1 -1
  21. package/FrameGraph/Tasks/Texture/clearTextureTask.js +18 -8
  22. package/FrameGraph/Tasks/Texture/clearTextureTask.js.map +1 -1
  23. package/FrameGraph/frameGraphContext.js +2 -2
  24. package/FrameGraph/frameGraphContext.js.map +1 -1
  25. package/FrameGraph/frameGraphRenderContext.js +3 -3
  26. package/FrameGraph/frameGraphRenderContext.js.map +1 -1
  27. package/FrameGraph/frameGraphTask.js +2 -2
  28. package/FrameGraph/frameGraphTask.js.map +1 -1
  29. package/FrameGraph/frameGraphUtils.d.ts +2 -2
  30. package/FrameGraph/frameGraphUtils.js +6 -6
  31. package/FrameGraph/frameGraphUtils.js.map +1 -1
  32. package/Inputs/scene.inputManager.d.ts +1 -1
  33. package/Inputs/scene.inputManager.js +12 -10
  34. package/Inputs/scene.inputManager.js.map +1 -1
  35. package/Materials/materialHelper.geometryrendering.d.ts +5 -1
  36. package/Materials/materialHelper.geometryrendering.js +11 -2
  37. package/Materials/materialHelper.geometryrendering.js.map +1 -1
  38. package/Rendering/objectRenderer.d.ts +6 -2
  39. package/Rendering/objectRenderer.js +69 -63
  40. package/Rendering/objectRenderer.js.map +1 -1
  41. package/package.json +1 -1
@@ -1 +1 @@
1
- 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type { NodeRenderGraphConnectionPoint, Scene, NodeRenderGraphBuildState, FrameGraph, FrameGraphTextureHandle, FrameGraphObjectList, Camera } from \"core/index\";\r\nimport { NodeRenderGraphBlock } from \"../../nodeRenderGraphBlock\";\r\nimport { RegisterClass } from \"../../../../Misc/typeStore\";\r\nimport { NodeRenderGraphBlockConnectionPointTypes } from \"../../Types/nodeRenderGraphTypes\";\r\nimport { editableInPropertyPage, PropertyTypeForEdition } from \"../../../../Decorators/nodeDecorator\";\r\nimport { FrameGraphGeometryRendererTask } from \"../../../Tasks/Rendering/geometryRendererTask\";\r\nimport { Constants } from \"core/Engines/constants\";\r\n\r\n/**\r\n * Block that render geometry of objects to a multi render target\r\n */\r\nexport class NodeRenderGraphGeometryRendererBlock extends NodeRenderGraphBlock {\r\n protected override _frameGraphTask: FrameGraphGeometryRendererTask;\r\n\r\n public override _additionalConstructionParameters: [boolean, boolean];\r\n\r\n /**\r\n * Gets the frame graph task associated with this block\r\n */\r\n public override get task() {\r\n return this._frameGraphTask;\r\n }\r\n\r\n /**\r\n * Create a new NodeRenderGraphGeometryRendererBlock\r\n * @param name defines the block name\r\n * @param frameGraph defines the hosting frame graph\r\n * @param scene defines the hosting scene\r\n * @param doNotChangeAspectRatio True (default) to not change the aspect ratio of the scene in the RTT\r\n * @param enableClusteredLights True (default) to enable clustered lights\r\n */\r\n public constructor(name: string, frameGraph: FrameGraph, scene: Scene, doNotChangeAspectRatio = true, enableClusteredLights = true) {\r\n super(name, frameGraph, scene);\r\n\r\n this._additionalConstructionParameters = [doNotChangeAspectRatio, enableClusteredLights];\r\n\r\n this.registerInput(\"depth\", NodeRenderGraphBlockConnectionPointTypes.AutoDetect, true);\r\n this.registerInput(\"camera\", NodeRenderGraphBlockConnectionPointTypes.Camera);\r\n this.registerInput(\"objects\", NodeRenderGraphBlockConnectionPointTypes.ObjectList);\r\n this._addDependenciesInput();\r\n\r\n this.registerOutput(\"outputDepth\", NodeRenderGraphBlockConnectionPointTypes.BasedOnInput);\r\n this.registerOutput(\"geomViewDepth\", NodeRenderGraphBlockConnectionPointTypes.TextureViewDepth);\r\n this.registerOutput(\"geomNormViewDepth\", NodeRenderGraphBlockConnectionPointTypes.TextureNormalizedViewDepth);\r\n this.registerOutput(\"geomScreenDepth\", NodeRenderGraphBlockConnectionPointTypes.TextureScreenDepth);\r\n this.registerOutput(\"geomViewNormal\", NodeRenderGraphBlockConnectionPointTypes.TextureViewNormal);\r\n this.registerOutput(\"geomWorldNormal\", NodeRenderGraphBlockConnectionPointTypes.TextureWorldNormal);\r\n this.registerOutput(\"geomLocalPosition\", NodeRenderGraphBlockConnectionPointTypes.TextureLocalPosition);\r\n this.registerOutput(\"geomWorldPosition\", NodeRenderGraphBlockConnectionPointTypes.TextureWorldPosition);\r\n this.registerOutput(\"geomAlbedo\", NodeRenderGraphBlockConnectionPointTypes.TextureAlbedo);\r\n this.registerOutput(\"geomReflectivity\", NodeRenderGraphBlockConnectionPointTypes.TextureReflectivity);\r\n this.registerOutput(\"geomVelocity\", NodeRenderGraphBlockConnectionPointTypes.TextureVelocity);\r\n this.registerOutput(\"geomLinearVelocity\", NodeRenderGraphBlockConnectionPointTypes.TextureLinearVelocity);\r\n\r\n this.depth.addExcludedConnectionPointFromAllowedTypes(\r\n NodeRenderGraphBlockConnectionPointTypes.TextureDepthStencilAttachment | NodeRenderGraphBlockConnectionPointTypes.TextureBackBufferDepthStencilAttachment\r\n );\r\n\r\n this.outputDepth._typeConnectionSource = this.depth;\r\n\r\n this._frameGraphTask = new FrameGraphGeometryRendererTask(this.name, frameGraph, scene, { doNotChangeAspectRatio, enableClusteredLights });\r\n }\r\n\r\n /** Indicates if depth testing must be enabled or disabled */\r\n @editableInPropertyPage(\"Depth test\", PropertyTypeForEdition.Boolean, \"PROPERTIES\")\r\n public get depthTest() {\r\n return this._frameGraphTask.depthTest;\r\n }\r\n\r\n public set depthTest(value: boolean) {\r\n this._frameGraphTask.depthTest = value;\r\n }\r\n\r\n /** Indicates if depth writing must be enabled or disabled */\r\n @editableInPropertyPage(\"Depth write\", PropertyTypeForEdition.Boolean, \"PROPERTIES\")\r\n public get depthWrite() {\r\n return this._frameGraphTask.depthWrite;\r\n }\r\n\r\n public set depthWrite(value: boolean) {\r\n this._frameGraphTask.depthWrite = value;\r\n }\r\n\r\n /** Indicates if layer mask check must be forced */\r\n @editableInPropertyPage(\"Force layer mask check\", PropertyTypeForEdition.Boolean, \"PROPERTIES\")\r\n public get forceLayerMaskCheck() {\r\n return this._frameGraphTask.forceLayerMaskCheck;\r\n }\r\n\r\n public set forceLayerMaskCheck(value: boolean) {\r\n this._frameGraphTask.forceLayerMaskCheck = value;\r\n }\r\n\r\n protected _recreateFrameGraphObject(doNotChangeAspectRatio: boolean, enableClusteredLights: boolean): void {\r\n const disabled = this._frameGraphTask.disabled;\r\n const depthTest = this.depthTest;\r\n const depthWrite = this.depthWrite;\r\n const width = this.width;\r\n const height = this.height;\r\n const forceLayerMaskCheck = this.forceLayerMaskCheck;\r\n const sizeInPercentage = this.sizeInPercentage;\r\n const samples = this.samples;\r\n const reverseCulling = this.reverseCulling;\r\n const dontRenderWhenMaterialDepthWriteIsDisabled = this.dontRenderWhenMaterialDepthWriteIsDisabled;\r\n\r\n this._frameGraphTask.dispose();\r\n this._frameGraphTask = new FrameGraphGeometryRendererTask(this.name, this._frameGraph, this._scene, {\r\n doNotChangeAspectRatio: doNotChangeAspectRatio,\r\n enableClusteredLights: enableClusteredLights,\r\n });\r\n this._additionalConstructionParameters = [doNotChangeAspectRatio, enableClusteredLights];\r\n\r\n this.depthTest = depthTest;\r\n this.depthWrite = depthWrite;\r\n this.width = width;\r\n this.height = height;\r\n this.forceLayerMaskCheck = forceLayerMaskCheck;\r\n this.sizeInPercentage = sizeInPercentage;\r\n this.samples = samples;\r\n this.reverseCulling = reverseCulling;\r\n this.dontRenderWhenMaterialDepthWriteIsDisabled = dontRenderWhenMaterialDepthWriteIsDisabled;\r\n this._frameGraphTask.disabled = disabled;\r\n }\r\n\r\n /** True (default) to not change the aspect ratio of the scene in the RTT */\r\n @editableInPropertyPage(\"Do not change aspect ratio\", PropertyTypeForEdition.Boolean, \"PROPERTIES\")\r\n public get doNotChangeAspectRatio() {\r\n return this._frameGraphTask.objectRenderer.options.doNotChangeAspectRatio;\r\n }\r\n\r\n public set doNotChangeAspectRatio(value: boolean) {\r\n this._recreateFrameGraphObject(value, this.enableClusteredLights);\r\n }\r\n\r\n /** True (default) to enable clustered lights */\r\n @editableInPropertyPage(\"Enable clustered lights\", PropertyTypeForEdition.Boolean, \"PROPERTIES\")\r\n public get enableClusteredLights() {\r\n return this._frameGraphTask.objectRenderer.options.enableClusteredLights;\r\n }\r\n\r\n public set enableClusteredLights(value: boolean) {\r\n this._recreateFrameGraphObject(this.doNotChangeAspectRatio, value);\r\n }\r\n\r\n /** Width of the geometry texture */\r\n @editableInPropertyPage(\"Texture width\", PropertyTypeForEdition.Int, \"PROPERTIES\")\r\n public get width() {\r\n return this._frameGraphTask.size.width;\r\n }\r\n\r\n public set width(value: number) {\r\n this._frameGraphTask.size.width = value;\r\n }\r\n\r\n /** Height of the geometry texture */\r\n @editableInPropertyPage(\"Texture height\", PropertyTypeForEdition.Int, \"PROPERTIES\")\r\n public get height() {\r\n return this._frameGraphTask.size.height;\r\n }\r\n\r\n public set height(value: number) {\r\n this._frameGraphTask.size.height = value;\r\n }\r\n\r\n /** Indicates if the geometry texture width and height are percentages or absolute values */\r\n @editableInPropertyPage(\"Size is in percentage\", PropertyTypeForEdition.Boolean, \"PROPERTIES\")\r\n public get sizeInPercentage() {\r\n return this._frameGraphTask.sizeIsPercentage;\r\n }\r\n\r\n public set sizeInPercentage(value: boolean) {\r\n this._frameGraphTask.sizeIsPercentage = value;\r\n }\r\n\r\n /** Number of samples of the geometry texture */\r\n @editableInPropertyPage(\"Samples\", PropertyTypeForEdition.Int, \"PROPERTIES\", { min: 1, max: 8 })\r\n public get samples() {\r\n return this._frameGraphTask.samples;\r\n }\r\n\r\n public set samples(value: number) {\r\n this._frameGraphTask.samples = value;\r\n }\r\n\r\n /** Indicates if culling must be reversed */\r\n @editableInPropertyPage(\"Reverse culling\", PropertyTypeForEdition.Boolean, \"PROPERTIES\")\r\n public get reverseCulling() {\r\n return this._frameGraphTask.reverseCulling;\r\n }\r\n\r\n public set reverseCulling(value: boolean) {\r\n this._frameGraphTask.reverseCulling = value;\r\n }\r\n\r\n /** Indicates if a mesh shouldn't be rendered when its material has depth write disabled */\r\n @editableInPropertyPage(\"Don't render if material depth write is disabled\", PropertyTypeForEdition.Boolean, \"PROPERTIES\")\r\n public get dontRenderWhenMaterialDepthWriteIsDisabled() {\r\n return this._frameGraphTask.dontRenderWhenMaterialDepthWriteIsDisabled;\r\n }\r\n\r\n public set dontRenderWhenMaterialDepthWriteIsDisabled(value: boolean) {\r\n this._frameGraphTask.dontRenderWhenMaterialDepthWriteIsDisabled = value;\r\n }\r\n\r\n /** If true, MSAA color textures will be resolved at the end of the render pass (default: true) */\r\n @editableInPropertyPage(\"Resolve MSAA colors\", PropertyTypeForEdition.Boolean, \"PROPERTIES\")\r\n public get resolveMSAAColors() {\r\n return this._frameGraphTask.resolveMSAAColors;\r\n }\r\n\r\n public set resolveMSAAColors(value: boolean) {\r\n this._frameGraphTask.resolveMSAAColors = value;\r\n }\r\n\r\n /** If true, MSAA depth texture will be resolved at the end of the render pass (default: false) */\r\n @editableInPropertyPage(\"Resolve MSAA depth\", PropertyTypeForEdition.Boolean, \"PROPERTIES\")\r\n public get resolveMSAADepth() {\r\n return this._frameGraphTask.resolveMSAADepth;\r\n }\r\n\r\n public set resolveMSAADepth(value: boolean) {\r\n this._frameGraphTask.resolveMSAADepth = value;\r\n }\r\n\r\n // View depth\r\n @editableInPropertyPage(\"View depth format\", PropertyTypeForEdition.TextureFormat, \"GEOMETRY BUFFERS\")\r\n public viewDepthFormat = Constants.TEXTUREFORMAT_RED;\r\n\r\n @editableInPropertyPage(\"View depth type\", PropertyTypeForEdition.TextureType, \"GEOMETRY BUFFERS\")\r\n public viewDepthType = Constants.TEXTURETYPE_FLOAT;\r\n\r\n // Normalized view depth\r\n @editableInPropertyPage(\"Normalized view depth format\", PropertyTypeForEdition.TextureFormat, \"GEOMETRY BUFFERS\")\r\n public normalizedViewDepthFormat = Constants.TEXTUREFORMAT_RED;\r\n\r\n @editableInPropertyPage(\"Normalized view depth type\", PropertyTypeForEdition.TextureType, \"GEOMETRY BUFFERS\")\r\n public normalizedViewDepthType = Constants.TEXTURETYPE_HALF_FLOAT;\r\n\r\n // Screen depth\r\n @editableInPropertyPage(\"Screen depth format\", PropertyTypeForEdition.TextureFormat, \"GEOMETRY BUFFERS\")\r\n public screenDepthFormat = Constants.TEXTUREFORMAT_RED;\r\n\r\n @editableInPropertyPage(\"Screen depth type\", PropertyTypeForEdition.TextureType, \"GEOMETRY BUFFERS\")\r\n public screenDepthType = Constants.TEXTURETYPE_FLOAT;\r\n\r\n // View normal\r\n @editableInPropertyPage(\"View normal format\", PropertyTypeForEdition.TextureFormat, \"GEOMETRY BUFFERS\")\r\n public viewNormalFormat = Constants.TEXTUREFORMAT_RGBA;\r\n\r\n @editableInPropertyPage(\"View normal type\", PropertyTypeForEdition.TextureType, \"GEOMETRY BUFFERS\")\r\n public viewNormalType = Constants.TEXTURETYPE_HALF_FLOAT;\r\n\r\n // World normal\r\n @editableInPropertyPage(\"World normal format\", PropertyTypeForEdition.TextureFormat, \"GEOMETRY BUFFERS\")\r\n public worldNormalFormat = Constants.TEXTUREFORMAT_RGBA;\r\n\r\n @editableInPropertyPage(\"World normal type\", PropertyTypeForEdition.TextureType, \"GEOMETRY BUFFERS\")\r\n public worldNormalType = Constants.TEXTURETYPE_UNSIGNED_BYTE;\r\n\r\n // Local position\r\n @editableInPropertyPage(\"Local position format\", PropertyTypeForEdition.TextureFormat, \"GEOMETRY BUFFERS\")\r\n public localPositionFormat = Constants.TEXTUREFORMAT_RGBA;\r\n\r\n @editableInPropertyPage(\"Local position type\", PropertyTypeForEdition.TextureType, \"GEOMETRY BUFFERS\")\r\n public localPositionType = Constants.TEXTURETYPE_HALF_FLOAT;\r\n\r\n // World Position\r\n @editableInPropertyPage(\"World position format\", PropertyTypeForEdition.TextureFormat, \"GEOMETRY BUFFERS\")\r\n public worldPositionFormat = Constants.TEXTUREFORMAT_RGBA;\r\n\r\n @editableInPropertyPage(\"World position type\", PropertyTypeForEdition.TextureType, \"GEOMETRY BUFFERS\")\r\n public worldPositionType = Constants.TEXTURETYPE_HALF_FLOAT;\r\n\r\n // Albedo\r\n @editableInPropertyPage(\"Albedo format\", PropertyTypeForEdition.TextureFormat, \"GEOMETRY BUFFERS\")\r\n public albedoFormat = Constants.TEXTUREFORMAT_RGBA;\r\n\r\n @editableInPropertyPage(\"Albedo type\", PropertyTypeForEdition.TextureType, \"GEOMETRY BUFFERS\")\r\n public albedoType = Constants.TEXTURETYPE_UNSIGNED_BYTE;\r\n\r\n // Reflectivity\r\n @editableInPropertyPage(\"Reflectivity format\", PropertyTypeForEdition.TextureFormat, \"GEOMETRY BUFFERS\")\r\n public reflectivityFormat = Constants.TEXTUREFORMAT_RGBA;\r\n\r\n @editableInPropertyPage(\"Reflectivity type\", PropertyTypeForEdition.TextureType, \"GEOMETRY BUFFERS\")\r\n public reflectivityType = Constants.TEXTURETYPE_UNSIGNED_BYTE;\r\n\r\n // Velocity\r\n @editableInPropertyPage(\"Velocity format\", PropertyTypeForEdition.TextureFormat, \"GEOMETRY BUFFERS\")\r\n public velocityFormat = Constants.TEXTUREFORMAT_RGBA;\r\n\r\n @editableInPropertyPage(\"Velocity type\", PropertyTypeForEdition.TextureType, \"GEOMETRY BUFFERS\")\r\n public velocityType = Constants.TEXTURETYPE_UNSIGNED_BYTE;\r\n\r\n // Linear velocity\r\n @editableInPropertyPage(\"Linear velocity format\", PropertyTypeForEdition.TextureFormat, \"GEOMETRY BUFFERS\")\r\n public linearVelocityFormat = Constants.TEXTUREFORMAT_RGBA;\r\n\r\n @editableInPropertyPage(\"Linear velocity type\", PropertyTypeForEdition.TextureType, \"GEOMETRY BUFFERS\")\r\n public linearVelocityType = Constants.TEXTURETYPE_HALF_FLOAT;\r\n\r\n /**\r\n * Gets the current class name\r\n * @returns the class name\r\n */\r\n public override getClassName() {\r\n return \"NodeRenderGraphGeometryRendererBlock\";\r\n }\r\n\r\n /**\r\n * Gets the depth texture input component\r\n */\r\n public get depth(): NodeRenderGraphConnectionPoint {\r\n return this._inputs[0];\r\n }\r\n\r\n /**\r\n * Gets the camera input component\r\n */\r\n public get camera(): NodeRenderGraphConnectionPoint {\r\n return this._inputs[1];\r\n }\r\n\r\n /**\r\n * Gets the objects input component\r\n */\r\n public get objects(): NodeRenderGraphConnectionPoint {\r\n return this._inputs[2];\r\n }\r\n\r\n /**\r\n * Gets the output depth component\r\n */\r\n public get outputDepth(): NodeRenderGraphConnectionPoint {\r\n return this._outputs[0];\r\n }\r\n\r\n /**\r\n * Gets the geometry view depth component\r\n */\r\n public get geomViewDepth(): NodeRenderGraphConnectionPoint {\r\n return this._outputs[1];\r\n }\r\n\r\n /**\r\n * Gets the geometry normalized view depth component\r\n */\r\n public get geomNormViewDepth(): NodeRenderGraphConnectionPoint {\r\n return this._outputs[2];\r\n }\r\n\r\n /**\r\n * Gets the geometry screen depth component\r\n */\r\n public get geomScreenDepth(): NodeRenderGraphConnectionPoint {\r\n return this._outputs[3];\r\n }\r\n\r\n /**\r\n * Gets the geometry view normal component\r\n */\r\n public get geomViewNormal(): NodeRenderGraphConnectionPoint {\r\n return this._outputs[4];\r\n }\r\n\r\n /**\r\n * Gets the world geometry normal component\r\n */\r\n public get geomWorldNormal(): NodeRenderGraphConnectionPoint {\r\n return this._outputs[5];\r\n }\r\n\r\n /**\r\n * Gets the geometry local position component\r\n */\r\n public get geomLocalPosition(): NodeRenderGraphConnectionPoint {\r\n return this._outputs[6];\r\n }\r\n\r\n /**\r\n * Gets the geometry world position component\r\n */\r\n public get geomWorldPosition(): NodeRenderGraphConnectionPoint {\r\n return this._outputs[7];\r\n }\r\n\r\n /**\r\n * Gets the geometry albedo component\r\n */\r\n public get geomAlbedo(): NodeRenderGraphConnectionPoint {\r\n return this._outputs[8];\r\n }\r\n\r\n /**\r\n * Gets the geometry reflectivity component\r\n */\r\n public get geomReflectivity(): NodeRenderGraphConnectionPoint {\r\n return this._outputs[9];\r\n }\r\n\r\n /**\r\n * Gets the geometry velocity component\r\n */\r\n public get geomVelocity(): NodeRenderGraphConnectionPoint {\r\n return this._outputs[10];\r\n }\r\n\r\n /**\r\n * Gets the geometry linear velocity component\r\n */\r\n public get geomLinearVelocity(): NodeRenderGraphConnectionPoint {\r\n return this._outputs[11];\r\n }\r\n\r\n protected override _buildBlock(state: NodeRenderGraphBuildState) {\r\n super._buildBlock(state);\r\n\r\n const textureActivation = [\r\n this.geomViewDepth.isConnected,\r\n this.geomNormViewDepth.isConnected,\r\n this.geomScreenDepth.isConnected,\r\n this.geomViewNormal.isConnected,\r\n this.geomWorldNormal.isConnected,\r\n this.geomLocalPosition.isConnected,\r\n this.geomWorldPosition.isConnected,\r\n this.geomAlbedo.isConnected,\r\n this.geomReflectivity.isConnected,\r\n this.geomVelocity.isConnected,\r\n this.geomLinearVelocity.isConnected,\r\n ];\r\n\r\n this.outputDepth.value = this._frameGraphTask.outputDepthTexture;\r\n this.geomViewDepth.value = this._frameGraphTask.geometryViewDepthTexture;\r\n this.geomNormViewDepth.value = this._frameGraphTask.geometryNormViewDepthTexture;\r\n this.geomScreenDepth.value = this._frameGraphTask.geometryScreenDepthTexture;\r\n this.geomViewNormal.value = this._frameGraphTask.geometryViewNormalTexture;\r\n this.geomWorldNormal.value = this._frameGraphTask.geometryWorldNormalTexture;\r\n this.geomLocalPosition.value = this._frameGraphTask.geometryLocalPositionTexture;\r\n this.geomWorldPosition.value = this._frameGraphTask.geometryWorldPositionTexture;\r\n this.geomAlbedo.value = this._frameGraphTask.geometryAlbedoTexture;\r\n this.geomReflectivity.value = this._frameGraphTask.geometryReflectivityTexture;\r\n this.geomVelocity.value = this._frameGraphTask.geometryVelocityTexture;\r\n this.geomLinearVelocity.value = this._frameGraphTask.geometryLinearVelocityTexture;\r\n\r\n this._frameGraphTask.depthTexture = this.depth.connectedPoint?.value as FrameGraphTextureHandle;\r\n this._frameGraphTask.camera = this.camera.connectedPoint?.value as Camera;\r\n this._frameGraphTask.objectList = this.objects.connectedPoint?.value as FrameGraphObjectList;\r\n\r\n this._frameGraphTask.textureDescriptions = [];\r\n\r\n const textureFormats = [\r\n this.viewDepthFormat,\r\n this.normalizedViewDepthFormat,\r\n this.screenDepthFormat,\r\n this.viewNormalFormat,\r\n this.worldNormalFormat,\r\n this.localPositionFormat,\r\n this.worldPositionFormat,\r\n this.albedoFormat,\r\n this.reflectivityFormat,\r\n this.velocityFormat,\r\n this.linearVelocityFormat,\r\n ];\r\n const textureTypes = [\r\n this.viewDepthType,\r\n this.normalizedViewDepthType,\r\n this.screenDepthType,\r\n this.viewNormalType,\r\n this.worldNormalType,\r\n this.localPositionType,\r\n this.worldPositionType,\r\n this.albedoType,\r\n this.reflectivityType,\r\n this.velocityType,\r\n this.linearVelocityType,\r\n ];\r\n const bufferTypes = [\r\n Constants.PREPASS_DEPTH_TEXTURE_TYPE,\r\n Constants.PREPASS_NORMALIZED_VIEW_DEPTH_TEXTURE_TYPE,\r\n Constants.PREPASS_SCREENSPACE_DEPTH_TEXTURE_TYPE,\r\n Constants.PREPASS_NORMAL_TEXTURE_TYPE,\r\n Constants.PREPASS_WORLD_NORMAL_TEXTURE_TYPE,\r\n Constants.PREPASS_LOCAL_POSITION_TEXTURE_TYPE,\r\n Constants.PREPASS_POSITION_TEXTURE_TYPE,\r\n Constants.PREPASS_ALBEDO_TEXTURE_TYPE,\r\n Constants.PREPASS_REFLECTIVITY_TEXTURE_TYPE,\r\n Constants.PREPASS_VELOCITY_TEXTURE_TYPE,\r\n Constants.PREPASS_VELOCITY_LINEAR_TEXTURE_TYPE,\r\n ];\r\n\r\n for (let i = 0; i < textureActivation.length; i++) {\r\n if (textureActivation[i]) {\r\n this._frameGraphTask.textureDescriptions.push({\r\n textureFormat: textureFormats[i],\r\n textureType: textureTypes[i],\r\n type: bufferTypes[i],\r\n });\r\n }\r\n }\r\n }\r\n\r\n protected override _dumpPropertiesCode() {\r\n const codes: string[] = [];\r\n codes.push(`${this._codeVariableName}.depthTest = ${this.depthTest};`);\r\n codes.push(`${this._codeVariableName}.depthWrite = ${this.depthWrite};`);\r\n codes.push(`${this._codeVariableName}.forceLayerMaskCheck = ${this.forceLayerMaskCheck};`);\r\n codes.push(`${this._codeVariableName}.samples = ${this.samples};`);\r\n codes.push(`${this._codeVariableName}.reverseCulling = ${this.reverseCulling};`);\r\n codes.push(`${this._codeVariableName}.dontRenderWhenMaterialDepthWriteIsDisabled = ${this.dontRenderWhenMaterialDepthWriteIsDisabled};`);\r\n codes.push(`${this._codeVariableName}.viewDepthFormat = ${this.viewDepthFormat};`);\r\n codes.push(`${this._codeVariableName}.viewDepthType = ${this.viewDepthType};`);\r\n codes.push(`${this._codeVariableName}.normalizedViewDepthFormat = ${this.normalizedViewDepthFormat};`);\r\n codes.push(`${this._codeVariableName}.normalizedViewDepthType = ${this.normalizedViewDepthType};`);\r\n codes.push(`${this._codeVariableName}.screenDepthFormat = ${this.screenDepthFormat};`);\r\n codes.push(`${this._codeVariableName}.screenDepthType = ${this.screenDepthType};`);\r\n codes.push(`${this._codeVariableName}.localPositionFormat = ${this.localPositionFormat};`);\r\n codes.push(`${this._codeVariableName}.localPositionType = ${this.localPositionType};`);\r\n codes.push(`${this._codeVariableName}.worldPositionFormat = ${this.worldPositionFormat};`);\r\n codes.push(`${this._codeVariableName}.worldPositionType = ${this.worldPositionType};`);\r\n codes.push(`${this._codeVariableName}.viewNormalFormat = ${this.viewNormalFormat};`);\r\n codes.push(`${this._codeVariableName}.viewNormalType = ${this.viewNormalType};`);\r\n codes.push(`${this._codeVariableName}.worldNormalFormat = ${this.worldNormalFormat};`);\r\n codes.push(`${this._codeVariableName}.worldNormalType = ${this.worldNormalType};`);\r\n codes.push(`${this._codeVariableName}.albedoFormat = ${this.albedoFormat};`);\r\n codes.push(`${this._codeVariableName}.albedoType = ${this.albedoType};`);\r\n codes.push(`${this._codeVariableName}.reflectivityFormat = ${this.reflectivityFormat};`);\r\n codes.push(`${this._codeVariableName}.reflectivityType = ${this.reflectivityType};`);\r\n codes.push(`${this._codeVariableName}.velocityFormat = ${this.velocityFormat};`);\r\n codes.push(`${this._codeVariableName}.velocityType = ${this.velocityType};`);\r\n codes.push(`${this._codeVariableName}.linearVelocityFormat = ${this.linearVelocityFormat};`);\r\n codes.push(`${this._codeVariableName}.linearVelocityType = ${this.linearVelocityType};`);\r\n codes.push(`${this._codeVariableName}.resolveMSAAColors = ${this.resolveMSAAColors};`);\r\n codes.push(`${this._codeVariableName}.resolveMSAADepth = ${this.resolveMSAADepth};`);\r\n return super._dumpPropertiesCode() + codes.join(\"\\n\");\r\n }\r\n\r\n public override serialize(): any {\r\n const serializationObject = super.serialize();\r\n serializationObject.depthTest = this.depthTest;\r\n serializationObject.depthWrite = this.depthWrite;\r\n serializationObject.forceLayerMaskCheck = this.forceLayerMaskCheck;\r\n serializationObject.samples = this.samples;\r\n serializationObject.reverseCulling = this.reverseCulling;\r\n serializationObject.dontRenderWhenMaterialDepthWriteIsDisabled = this.dontRenderWhenMaterialDepthWriteIsDisabled;\r\n serializationObject.viewDepthFormat = this.viewDepthFormat;\r\n serializationObject.viewDepthType = this.viewDepthType;\r\n serializationObject.normalizedViewDepthFormat = this.normalizedViewDepthFormat;\r\n serializationObject.normalizedViewDepthType = this.normalizedViewDepthType;\r\n serializationObject.screenDepthFormat = this.screenDepthFormat;\r\n serializationObject.screenDepthType = this.screenDepthType;\r\n serializationObject.localPositionFormat = this.localPositionFormat;\r\n serializationObject.localPositionType = this.localPositionType;\r\n serializationObject.worldPositionFormat = this.worldPositionFormat;\r\n serializationObject.worldPositionType = this.worldPositionType;\r\n serializationObject.viewNormalFormat = this.viewNormalFormat;\r\n serializationObject.viewNormalType = this.viewNormalType;\r\n serializationObject.worldNormalFormat = this.worldNormalFormat;\r\n serializationObject.worldNormalType = this.worldNormalType;\r\n serializationObject.albedoFormat = this.albedoFormat;\r\n serializationObject.albedoType = this.albedoType;\r\n serializationObject.reflectivityFormat = this.reflectivityFormat;\r\n serializationObject.reflectivityType = this.reflectivityType;\r\n serializationObject.velocityFormat = this.velocityFormat;\r\n serializationObject.velocityType = this.velocityType;\r\n serializationObject.linearVelocityFormat = this.linearVelocityFormat;\r\n serializationObject.linearVelocityType = this.linearVelocityType;\r\n serializationObject.resolveMSAAColors = this.resolveMSAAColors;\r\n serializationObject.resolveMSAADepth = this.resolveMSAADepth;\r\n return serializationObject;\r\n }\r\n\r\n public override _deserialize(serializationObject: any) {\r\n super._deserialize(serializationObject);\r\n this.depthTest = serializationObject.depthTest;\r\n this.depthWrite = serializationObject.depthWrite;\r\n this.forceLayerMaskCheck = !!serializationObject.forceLayerMaskCheck;\r\n this.samples = serializationObject.samples;\r\n this.reverseCulling = serializationObject.reverseCulling;\r\n this.dontRenderWhenMaterialDepthWriteIsDisabled = serializationObject.dontRenderWhenMaterialDepthWriteIsDisabled;\r\n this.viewDepthFormat = serializationObject.viewDepthFormat;\r\n this.viewDepthType = serializationObject.viewDepthType;\r\n this.normalizedViewDepthFormat = serializationObject.normalizedViewDepthFormat ?? Constants.TEXTUREFORMAT_RED;\r\n this.normalizedViewDepthType = serializationObject.normalizedViewDepthType ?? Constants.TEXTURETYPE_UNSIGNED_BYTE;\r\n this.screenDepthFormat = serializationObject.screenDepthFormat;\r\n this.screenDepthType = serializationObject.screenDepthType;\r\n this.localPositionFormat = serializationObject.localPositionFormat;\r\n this.localPositionType = serializationObject.localPositionType;\r\n this.worldPositionFormat = serializationObject.worldPositionFormat;\r\n this.worldPositionType = serializationObject.worldPositionType;\r\n this.viewNormalFormat = serializationObject.viewNormalFormat;\r\n this.viewNormalType = serializationObject.viewNormalType;\r\n this.worldNormalFormat = serializationObject.worldNormalFormat;\r\n this.worldNormalType = serializationObject.worldNormalType;\r\n this.albedoFormat = serializationObject.albedoFormat;\r\n this.albedoType = serializationObject.albedoType;\r\n this.reflectivityFormat = serializationObject.reflectivityFormat;\r\n this.reflectivityType = serializationObject.reflectivityType;\r\n this.velocityFormat = serializationObject.velocityFormat;\r\n this.velocityType = serializationObject.velocityType;\r\n this.linearVelocityFormat = serializationObject.linearVelocityFormat;\r\n this.linearVelocityType = serializationObject.linearVelocityType;\r\n this.resolveMSAAColors = serializationObject.resolveMSAAColors ?? true;\r\n this.resolveMSAADepth = serializationObject.resolveMSAADepth ?? false;\r\n }\r\n}\r\n\r\nRegisterClass(\"BABYLON.NodeRenderGraphGeometryRendererBlock\", NodeRenderGraphGeometryRendererBlock);\r\n"]}
1
+ 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type { NodeRenderGraphConnectionPoint, Scene, NodeRenderGraphBuildState, FrameGraph } from \"core/index\";\r\nimport { NodeRenderGraphBaseObjectRendererBlock } from \"./baseObjectRendererBlock\";\r\nimport { RegisterClass } from \"../../../../Misc/typeStore\";\r\nimport { NodeRenderGraphBlockConnectionPointTypes } from \"../../Types/nodeRenderGraphTypes\";\r\nimport { editableInPropertyPage, PropertyTypeForEdition } from \"../../../../Decorators/nodeDecorator\";\r\nimport { FrameGraphGeometryRendererTask } from \"../../../Tasks/Rendering/geometryRendererTask\";\r\nimport { Constants } from \"core/Engines/constants\";\r\n\r\n/**\r\n * Block that render geometry of objects to a multi render target\r\n */\r\nexport class NodeRenderGraphGeometryRendererBlock extends NodeRenderGraphBaseObjectRendererBlock {\r\n protected override _frameGraphTask: FrameGraphGeometryRendererTask;\r\n\r\n /**\r\n * Gets the frame graph task associated with this block\r\n */\r\n public override get task() {\r\n return this._frameGraphTask;\r\n }\r\n\r\n /**\r\n * Create a new NodeRenderGraphGeometryRendererBlock\r\n * @param name defines the block name\r\n * @param frameGraph defines the hosting frame graph\r\n * @param scene defines the hosting scene\r\n * @param doNotChangeAspectRatio True (default) to not change the aspect ratio of the scene in the RTT\r\n * @param enableClusteredLights True (default) to enable clustered lights\r\n */\r\n public constructor(name: string, frameGraph: FrameGraph, scene: Scene, doNotChangeAspectRatio = true, enableClusteredLights = true) {\r\n super(name, frameGraph, scene);\r\n\r\n this.getInputByName(\"target\")!.isOptional = true;\r\n\r\n this.registerOutput(\"geomViewDepth\", NodeRenderGraphBlockConnectionPointTypes.TextureViewDepth);\r\n this.registerOutput(\"geomNormViewDepth\", NodeRenderGraphBlockConnectionPointTypes.TextureNormalizedViewDepth);\r\n this.registerOutput(\"geomScreenDepth\", NodeRenderGraphBlockConnectionPointTypes.TextureScreenDepth);\r\n this.registerOutput(\"geomViewNormal\", NodeRenderGraphBlockConnectionPointTypes.TextureViewNormal);\r\n this.registerOutput(\"geomWorldNormal\", NodeRenderGraphBlockConnectionPointTypes.TextureWorldNormal);\r\n this.registerOutput(\"geomLocalPosition\", NodeRenderGraphBlockConnectionPointTypes.TextureLocalPosition);\r\n this.registerOutput(\"geomWorldPosition\", NodeRenderGraphBlockConnectionPointTypes.TextureWorldPosition);\r\n this.registerOutput(\"geomAlbedo\", NodeRenderGraphBlockConnectionPointTypes.TextureAlbedo);\r\n this.registerOutput(\"geomReflectivity\", NodeRenderGraphBlockConnectionPointTypes.TextureReflectivity);\r\n this.registerOutput(\"geomVelocity\", NodeRenderGraphBlockConnectionPointTypes.TextureVelocity);\r\n this.registerOutput(\"geomLinearVelocity\", NodeRenderGraphBlockConnectionPointTypes.TextureLinearVelocity);\r\n\r\n this._frameGraphTask = new FrameGraphGeometryRendererTask(this.name, frameGraph, scene, { doNotChangeAspectRatio, enableClusteredLights });\r\n }\r\n\r\n protected override _createFrameGraphObject(): void {\r\n this._frameGraphTask?.dispose();\r\n this._frameGraphTask = new FrameGraphGeometryRendererTask(this.name, this._frameGraph, this._scene, {\r\n doNotChangeAspectRatio: this._additionalConstructionParameters![0] as boolean,\r\n enableClusteredLights: this._additionalConstructionParameters![1] as boolean,\r\n });\r\n }\r\n\r\n protected override _saveState(state: { [key: string]: any }) {\r\n super._saveState(state);\r\n state.disabled = this._frameGraphTask.disabled;\r\n state.isMainObjectRenderer = this.isMainObjectRenderer;\r\n state.depthTest = this.depthTest;\r\n state.depthWrite = this.depthWrite;\r\n state.disableShadows = this.disableShadows;\r\n state.renderInLinearSpace = this.renderInLinearSpace;\r\n state.renderParticles = this.renderParticles;\r\n state.renderSprites = this.renderSprites;\r\n state.forceLayerMaskCheck = this.forceLayerMaskCheck;\r\n state.enableBoundingBoxRendering = this.enableBoundingBoxRendering;\r\n state.enableOutlineRendering = this.enableOutlineRendering;\r\n\r\n state.width = this.width;\r\n state.height = this.height;\r\n state.sizeInPercentage = this.sizeInPercentage;\r\n state.samples = this.samples;\r\n state.reverseCulling = this.reverseCulling;\r\n state.dontRenderWhenMaterialDepthWriteIsDisabled = this.dontRenderWhenMaterialDepthWriteIsDisabled;\r\n state.disableDepthPrePass = this.disableDepthPrePass;\r\n }\r\n\r\n protected override _restoreState(state: { [key: string]: any }) {\r\n super._restoreState(state);\r\n this._frameGraphTask.disabled = state.disabled;\r\n this.isMainObjectRenderer = state.isMainObjectRenderer;\r\n this.depthTest = state.depthTest;\r\n this.depthWrite = state.depthWrite;\r\n this.disableShadows = state.disableShadows;\r\n this.renderInLinearSpace = state.renderInLinearSpace;\r\n this.renderParticles = state.renderParticles;\r\n this.renderSprites = state.renderSprites;\r\n this.forceLayerMaskCheck = state.forceLayerMaskCheck;\r\n this.enableBoundingBoxRendering = state.enableBoundingBoxRendering;\r\n this.enableOutlineRendering = state.enableOutlineRendering;\r\n\r\n this.width = state.width;\r\n this.height = state.height;\r\n this.sizeInPercentage = state.sizeInPercentage;\r\n this.samples = state.samples;\r\n this.reverseCulling = state.reverseCulling;\r\n this.dontRenderWhenMaterialDepthWriteIsDisabled = state.dontRenderWhenMaterialDepthWriteIsDisabled;\r\n this.disableDepthPrePass = state.disableDepthPrePass;\r\n }\r\n\r\n /** Width of the geometry texture */\r\n @editableInPropertyPage(\"Texture width\", PropertyTypeForEdition.Int, \"RENDERING - GEOMETRY\")\r\n public get width() {\r\n return this._frameGraphTask.size.width;\r\n }\r\n\r\n public set width(value: number) {\r\n this._frameGraphTask.size.width = value;\r\n }\r\n\r\n /** Height of the geometry texture */\r\n @editableInPropertyPage(\"Texture height\", PropertyTypeForEdition.Int, \"RENDERING - GEOMETRY\")\r\n public get height() {\r\n return this._frameGraphTask.size.height;\r\n }\r\n\r\n public set height(value: number) {\r\n this._frameGraphTask.size.height = value;\r\n }\r\n\r\n /** Indicates if the geometry texture width and height are percentages or absolute values */\r\n @editableInPropertyPage(\"Size is in percentage\", PropertyTypeForEdition.Boolean, \"RENDERING - GEOMETRY\")\r\n public get sizeInPercentage() {\r\n return this._frameGraphTask.sizeIsPercentage;\r\n }\r\n\r\n public set sizeInPercentage(value: boolean) {\r\n this._frameGraphTask.sizeIsPercentage = value;\r\n }\r\n\r\n /** Number of samples of the geometry texture */\r\n @editableInPropertyPage(\"Samples\", PropertyTypeForEdition.Int, \"RENDERING - GEOMETRY\", { min: 1, max: 8 })\r\n public get samples() {\r\n return this._frameGraphTask.samples;\r\n }\r\n\r\n public set samples(value: number) {\r\n this._frameGraphTask.samples = value;\r\n }\r\n\r\n /** Indicates if culling must be reversed */\r\n @editableInPropertyPage(\"Reverse culling\", PropertyTypeForEdition.Boolean, \"RENDERING - GEOMETRY\")\r\n public get reverseCulling() {\r\n return this._frameGraphTask.reverseCulling;\r\n }\r\n\r\n public set reverseCulling(value: boolean) {\r\n this._frameGraphTask.reverseCulling = value;\r\n }\r\n\r\n /** Indicates if a mesh shouldn't be rendered when its material has depth write disabled */\r\n @editableInPropertyPage(\"Don't render if material depth write is disabled\", PropertyTypeForEdition.Boolean, \"RENDERING - GEOMETRY\")\r\n public get dontRenderWhenMaterialDepthWriteIsDisabled() {\r\n return this._frameGraphTask.dontRenderWhenMaterialDepthWriteIsDisabled;\r\n }\r\n\r\n public set dontRenderWhenMaterialDepthWriteIsDisabled(value: boolean) {\r\n this._frameGraphTask.dontRenderWhenMaterialDepthWriteIsDisabled = value;\r\n }\r\n\r\n /** Indicates if depth pre-pass must be disabled */\r\n @editableInPropertyPage(\"Disable depth pre-pass\", PropertyTypeForEdition.Boolean, \"RENDERING - GEOMETRY\")\r\n public get disableDepthPrePass() {\r\n return this._frameGraphTask.disableDepthPrePass;\r\n }\r\n\r\n public set disableDepthPrePass(value: boolean) {\r\n this._frameGraphTask.disableDepthPrePass = value;\r\n }\r\n\r\n // View depth\r\n @editableInPropertyPage(\"Format\", PropertyTypeForEdition.TextureFormat, \"OUTPUT - VIEW DEPTH\")\r\n public viewDepthFormat = Constants.TEXTUREFORMAT_RED;\r\n\r\n @editableInPropertyPage(\"Type\", PropertyTypeForEdition.TextureType, \"OUTPUT - VIEW DEPTH\")\r\n public viewDepthType = Constants.TEXTURETYPE_FLOAT;\r\n\r\n // Normalized view depth\r\n @editableInPropertyPage(\"Format\", PropertyTypeForEdition.TextureFormat, \"OUTPUT - NORMALIZED VIEW DEPTH\")\r\n public normalizedViewDepthFormat = Constants.TEXTUREFORMAT_RED;\r\n\r\n @editableInPropertyPage(\"Type\", PropertyTypeForEdition.TextureType, \"OUTPUT - NORMALIZED VIEW DEPTH\")\r\n public normalizedViewDepthType = Constants.TEXTURETYPE_HALF_FLOAT;\r\n\r\n // Screen depth\r\n @editableInPropertyPage(\"Format\", PropertyTypeForEdition.TextureFormat, \"OUTPUT - SCREEN DEPTH\")\r\n public screenDepthFormat = Constants.TEXTUREFORMAT_RED;\r\n\r\n @editableInPropertyPage(\"Type\", PropertyTypeForEdition.TextureType, \"OUTPUT - SCREEN DEPTH\")\r\n public screenDepthType = Constants.TEXTURETYPE_FLOAT;\r\n\r\n // View normal\r\n @editableInPropertyPage(\"Format\", PropertyTypeForEdition.TextureFormat, \"OUTPUT - VIEW NORMAL\")\r\n public viewNormalFormat = Constants.TEXTUREFORMAT_RGBA;\r\n\r\n @editableInPropertyPage(\"Type\", PropertyTypeForEdition.TextureType, \"OUTPUT - VIEW NORMAL\")\r\n public viewNormalType = Constants.TEXTURETYPE_HALF_FLOAT;\r\n\r\n // World normal\r\n @editableInPropertyPage(\"Format\", PropertyTypeForEdition.TextureFormat, \"OUTPUT - WORLD NORMAL\")\r\n public worldNormalFormat = Constants.TEXTUREFORMAT_RGBA;\r\n\r\n @editableInPropertyPage(\"Type\", PropertyTypeForEdition.TextureType, \"OUTPUT - WORLD NORMAL\")\r\n public worldNormalType = Constants.TEXTURETYPE_UNSIGNED_BYTE;\r\n\r\n // Local position\r\n @editableInPropertyPage(\"Format\", PropertyTypeForEdition.TextureFormat, \"OUTPUT - LOCAL POSITION\")\r\n public localPositionFormat = Constants.TEXTUREFORMAT_RGBA;\r\n\r\n @editableInPropertyPage(\"Type\", PropertyTypeForEdition.TextureType, \"OUTPUT - LOCAL POSITION\")\r\n public localPositionType = Constants.TEXTURETYPE_HALF_FLOAT;\r\n\r\n // World Position\r\n @editableInPropertyPage(\"Format\", PropertyTypeForEdition.TextureFormat, \"OUTPUT - WORLD POSITION\")\r\n public worldPositionFormat = Constants.TEXTUREFORMAT_RGBA;\r\n\r\n @editableInPropertyPage(\"Type\", PropertyTypeForEdition.TextureType, \"OUTPUT - WORLD POSITION\")\r\n public worldPositionType = Constants.TEXTURETYPE_HALF_FLOAT;\r\n\r\n // Albedo\r\n @editableInPropertyPage(\"Format\", PropertyTypeForEdition.TextureFormat, \"OUTPUT - ALBEDO\")\r\n public albedoFormat = Constants.TEXTUREFORMAT_RGBA;\r\n\r\n @editableInPropertyPage(\"Type\", PropertyTypeForEdition.TextureType, \"OUTPUT - ALBEDO\")\r\n public albedoType = Constants.TEXTURETYPE_UNSIGNED_BYTE;\r\n\r\n // Reflectivity\r\n @editableInPropertyPage(\"Format\", PropertyTypeForEdition.TextureFormat, \"OUTPUT - REFLECTIVITY\")\r\n public reflectivityFormat = Constants.TEXTUREFORMAT_RGBA;\r\n\r\n @editableInPropertyPage(\"Type\", PropertyTypeForEdition.TextureType, \"OUTPUT - REFLECTIVITY\")\r\n public reflectivityType = Constants.TEXTURETYPE_UNSIGNED_BYTE;\r\n\r\n // Velocity\r\n @editableInPropertyPage(\"Format\", PropertyTypeForEdition.TextureFormat, \"OUTPUT - VELOCITY\")\r\n public velocityFormat = Constants.TEXTUREFORMAT_RGBA;\r\n\r\n @editableInPropertyPage(\"Type\", PropertyTypeForEdition.TextureType, \"OUTPUT - VELOCITY\")\r\n public velocityType = Constants.TEXTURETYPE_UNSIGNED_BYTE;\r\n\r\n // Linear velocity\r\n @editableInPropertyPage(\"Format\", PropertyTypeForEdition.TextureFormat, \"OUTPUT - LINEAR VELOCITY\")\r\n public linearVelocityFormat = Constants.TEXTUREFORMAT_RGBA;\r\n\r\n @editableInPropertyPage(\"Type\", PropertyTypeForEdition.TextureType, \"OUTPUT - LINEAR VELOCITY\")\r\n public linearVelocityType = Constants.TEXTURETYPE_HALF_FLOAT;\r\n\r\n /**\r\n * Gets the current class name\r\n * @returns the class name\r\n */\r\n public override getClassName() {\r\n return \"NodeRenderGraphGeometryRendererBlock\";\r\n }\r\n\r\n /**\r\n * Gets the geometry view depth component\r\n */\r\n public get geomViewDepth(): NodeRenderGraphConnectionPoint {\r\n return this._outputs[3];\r\n }\r\n\r\n /**\r\n * Gets the geometry normalized view depth component\r\n */\r\n public get geomNormViewDepth(): NodeRenderGraphConnectionPoint {\r\n return this._outputs[4];\r\n }\r\n\r\n /**\r\n * Gets the geometry screen depth component\r\n */\r\n public get geomScreenDepth(): NodeRenderGraphConnectionPoint {\r\n return this._outputs[5];\r\n }\r\n\r\n /**\r\n * Gets the geometry view normal component\r\n */\r\n public get geomViewNormal(): NodeRenderGraphConnectionPoint {\r\n return this._outputs[6];\r\n }\r\n\r\n /**\r\n * Gets the world geometry normal component\r\n */\r\n public get geomWorldNormal(): NodeRenderGraphConnectionPoint {\r\n return this._outputs[7];\r\n }\r\n\r\n /**\r\n * Gets the geometry local position component\r\n */\r\n public get geomLocalPosition(): NodeRenderGraphConnectionPoint {\r\n return this._outputs[8];\r\n }\r\n\r\n /**\r\n * Gets the geometry world position component\r\n */\r\n public get geomWorldPosition(): NodeRenderGraphConnectionPoint {\r\n return this._outputs[9];\r\n }\r\n\r\n /**\r\n * Gets the geometry albedo component\r\n */\r\n public get geomAlbedo(): NodeRenderGraphConnectionPoint {\r\n return this._outputs[10];\r\n }\r\n\r\n /**\r\n * Gets the geometry reflectivity component\r\n */\r\n public get geomReflectivity(): NodeRenderGraphConnectionPoint {\r\n return this._outputs[11];\r\n }\r\n\r\n /**\r\n * Gets the geometry velocity component\r\n */\r\n public get geomVelocity(): NodeRenderGraphConnectionPoint {\r\n return this._outputs[12];\r\n }\r\n\r\n /**\r\n * Gets the geometry linear velocity component\r\n */\r\n public get geomLinearVelocity(): NodeRenderGraphConnectionPoint {\r\n return this._outputs[13];\r\n }\r\n\r\n protected override _buildBlock(state: NodeRenderGraphBuildState) {\r\n super._buildBlock(state);\r\n\r\n const textureActivation = [\r\n this.geomViewDepth.isConnected,\r\n this.geomNormViewDepth.isConnected,\r\n this.geomScreenDepth.isConnected,\r\n this.geomViewNormal.isConnected,\r\n this.geomWorldNormal.isConnected,\r\n this.geomLocalPosition.isConnected,\r\n this.geomWorldPosition.isConnected,\r\n this.geomAlbedo.isConnected,\r\n this.geomReflectivity.isConnected,\r\n this.geomVelocity.isConnected,\r\n this.geomLinearVelocity.isConnected,\r\n ];\r\n\r\n this.geomViewDepth.value = this._frameGraphTask.geometryViewDepthTexture;\r\n this.geomNormViewDepth.value = this._frameGraphTask.geometryNormViewDepthTexture;\r\n this.geomScreenDepth.value = this._frameGraphTask.geometryScreenDepthTexture;\r\n this.geomViewNormal.value = this._frameGraphTask.geometryViewNormalTexture;\r\n this.geomWorldNormal.value = this._frameGraphTask.geometryWorldNormalTexture;\r\n this.geomLocalPosition.value = this._frameGraphTask.geometryLocalPositionTexture;\r\n this.geomWorldPosition.value = this._frameGraphTask.geometryWorldPositionTexture;\r\n this.geomAlbedo.value = this._frameGraphTask.geometryAlbedoTexture;\r\n this.geomReflectivity.value = this._frameGraphTask.geometryReflectivityTexture;\r\n this.geomVelocity.value = this._frameGraphTask.geometryVelocityTexture;\r\n this.geomLinearVelocity.value = this._frameGraphTask.geometryLinearVelocityTexture;\r\n\r\n this._frameGraphTask.textureDescriptions = [];\r\n\r\n const textureFormats = [\r\n this.viewDepthFormat,\r\n this.normalizedViewDepthFormat,\r\n this.screenDepthFormat,\r\n this.viewNormalFormat,\r\n this.worldNormalFormat,\r\n this.localPositionFormat,\r\n this.worldPositionFormat,\r\n this.albedoFormat,\r\n this.reflectivityFormat,\r\n this.velocityFormat,\r\n this.linearVelocityFormat,\r\n ];\r\n const textureTypes = [\r\n this.viewDepthType,\r\n this.normalizedViewDepthType,\r\n this.screenDepthType,\r\n this.viewNormalType,\r\n this.worldNormalType,\r\n this.localPositionType,\r\n this.worldPositionType,\r\n this.albedoType,\r\n this.reflectivityType,\r\n this.velocityType,\r\n this.linearVelocityType,\r\n ];\r\n const bufferTypes = [\r\n Constants.PREPASS_DEPTH_TEXTURE_TYPE,\r\n Constants.PREPASS_NORMALIZED_VIEW_DEPTH_TEXTURE_TYPE,\r\n Constants.PREPASS_SCREENSPACE_DEPTH_TEXTURE_TYPE,\r\n Constants.PREPASS_NORMAL_TEXTURE_TYPE,\r\n Constants.PREPASS_WORLD_NORMAL_TEXTURE_TYPE,\r\n Constants.PREPASS_LOCAL_POSITION_TEXTURE_TYPE,\r\n Constants.PREPASS_POSITION_TEXTURE_TYPE,\r\n Constants.PREPASS_ALBEDO_TEXTURE_TYPE,\r\n Constants.PREPASS_REFLECTIVITY_TEXTURE_TYPE,\r\n Constants.PREPASS_VELOCITY_TEXTURE_TYPE,\r\n Constants.PREPASS_VELOCITY_LINEAR_TEXTURE_TYPE,\r\n ];\r\n\r\n for (let i = 0; i < textureActivation.length; i++) {\r\n if (textureActivation[i]) {\r\n this._frameGraphTask.textureDescriptions.push({\r\n textureFormat: textureFormats[i],\r\n textureType: textureTypes[i],\r\n type: bufferTypes[i],\r\n });\r\n }\r\n }\r\n }\r\n\r\n protected override _dumpPropertiesCode() {\r\n const codes: string[] = [];\r\n codes.push(`${this._codeVariableName}.size = { width: ${this.width}, height: ${this.height} };`);\r\n codes.push(`${this._codeVariableName}.sizeInPercentage = ${this.sizeInPercentage};`);\r\n codes.push(`${this._codeVariableName}.samples = ${this.samples};`);\r\n codes.push(`${this._codeVariableName}.reverseCulling = ${this.reverseCulling};`);\r\n codes.push(`${this._codeVariableName}.dontRenderWhenMaterialDepthWriteIsDisabled = ${this.dontRenderWhenMaterialDepthWriteIsDisabled};`);\r\n codes.push(`${this._codeVariableName}.disableDepthPrePass = ${this.disableDepthPrePass};`);\r\n codes.push(`${this._codeVariableName}.viewDepthFormat = ${this.viewDepthFormat};`);\r\n codes.push(`${this._codeVariableName}.viewDepthType = ${this.viewDepthType};`);\r\n codes.push(`${this._codeVariableName}.normalizedViewDepthFormat = ${this.normalizedViewDepthFormat};`);\r\n codes.push(`${this._codeVariableName}.normalizedViewDepthType = ${this.normalizedViewDepthType};`);\r\n codes.push(`${this._codeVariableName}.screenDepthFormat = ${this.screenDepthFormat};`);\r\n codes.push(`${this._codeVariableName}.screenDepthType = ${this.screenDepthType};`);\r\n codes.push(`${this._codeVariableName}.localPositionFormat = ${this.localPositionFormat};`);\r\n codes.push(`${this._codeVariableName}.localPositionType = ${this.localPositionType};`);\r\n codes.push(`${this._codeVariableName}.worldPositionFormat = ${this.worldPositionFormat};`);\r\n codes.push(`${this._codeVariableName}.worldPositionType = ${this.worldPositionType};`);\r\n codes.push(`${this._codeVariableName}.viewNormalFormat = ${this.viewNormalFormat};`);\r\n codes.push(`${this._codeVariableName}.viewNormalType = ${this.viewNormalType};`);\r\n codes.push(`${this._codeVariableName}.worldNormalFormat = ${this.worldNormalFormat};`);\r\n codes.push(`${this._codeVariableName}.worldNormalType = ${this.worldNormalType};`);\r\n codes.push(`${this._codeVariableName}.albedoFormat = ${this.albedoFormat};`);\r\n codes.push(`${this._codeVariableName}.albedoType = ${this.albedoType};`);\r\n codes.push(`${this._codeVariableName}.reflectivityFormat = ${this.reflectivityFormat};`);\r\n codes.push(`${this._codeVariableName}.reflectivityType = ${this.reflectivityType};`);\r\n codes.push(`${this._codeVariableName}.velocityFormat = ${this.velocityFormat};`);\r\n codes.push(`${this._codeVariableName}.velocityType = ${this.velocityType};`);\r\n codes.push(`${this._codeVariableName}.linearVelocityFormat = ${this.linearVelocityFormat};`);\r\n codes.push(`${this._codeVariableName}.linearVelocityType = ${this.linearVelocityType};`);\r\n return super._dumpPropertiesCode() + codes.join(\"\\n\");\r\n }\r\n\r\n public override serialize(): any {\r\n const serializationObject = super.serialize();\r\n serializationObject.sizeInPercentage = this.sizeInPercentage;\r\n serializationObject.width = this.width;\r\n serializationObject.height = this.height;\r\n serializationObject.samples = this.samples;\r\n serializationObject.reverseCulling = this.reverseCulling;\r\n serializationObject.dontRenderWhenMaterialDepthWriteIsDisabled = this.dontRenderWhenMaterialDepthWriteIsDisabled;\r\n serializationObject.disableDepthPrePass = this.disableDepthPrePass;\r\n serializationObject.viewDepthFormat = this.viewDepthFormat;\r\n serializationObject.viewDepthType = this.viewDepthType;\r\n serializationObject.normalizedViewDepthFormat = this.normalizedViewDepthFormat;\r\n serializationObject.normalizedViewDepthType = this.normalizedViewDepthType;\r\n serializationObject.screenDepthFormat = this.screenDepthFormat;\r\n serializationObject.screenDepthType = this.screenDepthType;\r\n serializationObject.localPositionFormat = this.localPositionFormat;\r\n serializationObject.localPositionType = this.localPositionType;\r\n serializationObject.worldPositionFormat = this.worldPositionFormat;\r\n serializationObject.worldPositionType = this.worldPositionType;\r\n serializationObject.viewNormalFormat = this.viewNormalFormat;\r\n serializationObject.viewNormalType = this.viewNormalType;\r\n serializationObject.worldNormalFormat = this.worldNormalFormat;\r\n serializationObject.worldNormalType = this.worldNormalType;\r\n serializationObject.albedoFormat = this.albedoFormat;\r\n serializationObject.albedoType = this.albedoType;\r\n serializationObject.reflectivityFormat = this.reflectivityFormat;\r\n serializationObject.reflectivityType = this.reflectivityType;\r\n serializationObject.velocityFormat = this.velocityFormat;\r\n serializationObject.velocityType = this.velocityType;\r\n serializationObject.linearVelocityFormat = this.linearVelocityFormat;\r\n serializationObject.linearVelocityType = this.linearVelocityType;\r\n return serializationObject;\r\n }\r\n\r\n public override _deserialize(serializationObject: any) {\r\n super._deserialize(serializationObject);\r\n this.sizeInPercentage = !!serializationObject.sizeInPercentage;\r\n this.width = serializationObject.width ?? 100;\r\n this.height = serializationObject.height ?? 100;\r\n this.samples = serializationObject.samples;\r\n this.reverseCulling = serializationObject.reverseCulling;\r\n this.dontRenderWhenMaterialDepthWriteIsDisabled = serializationObject.dontRenderWhenMaterialDepthWriteIsDisabled;\r\n this.disableDepthPrePass = serializationObject.disableDepthPrePass ?? true;\r\n this.viewDepthFormat = serializationObject.viewDepthFormat;\r\n this.viewDepthType = serializationObject.viewDepthType;\r\n this.normalizedViewDepthFormat = serializationObject.normalizedViewDepthFormat ?? Constants.TEXTUREFORMAT_RED;\r\n this.normalizedViewDepthType = serializationObject.normalizedViewDepthType ?? Constants.TEXTURETYPE_UNSIGNED_BYTE;\r\n this.screenDepthFormat = serializationObject.screenDepthFormat;\r\n this.screenDepthType = serializationObject.screenDepthType;\r\n this.localPositionFormat = serializationObject.localPositionFormat;\r\n this.localPositionType = serializationObject.localPositionType;\r\n this.worldPositionFormat = serializationObject.worldPositionFormat;\r\n this.worldPositionType = serializationObject.worldPositionType;\r\n this.viewNormalFormat = serializationObject.viewNormalFormat;\r\n this.viewNormalType = serializationObject.viewNormalType;\r\n this.worldNormalFormat = serializationObject.worldNormalFormat;\r\n this.worldNormalType = serializationObject.worldNormalType;\r\n this.albedoFormat = serializationObject.albedoFormat;\r\n this.albedoType = serializationObject.albedoType;\r\n this.reflectivityFormat = serializationObject.reflectivityFormat;\r\n this.reflectivityType = serializationObject.reflectivityType;\r\n this.velocityFormat = serializationObject.velocityFormat;\r\n this.velocityType = serializationObject.velocityType;\r\n this.linearVelocityFormat = serializationObject.linearVelocityFormat;\r\n this.linearVelocityType = serializationObject.linearVelocityType;\r\n }\r\n}\r\n\r\nRegisterClass(\"BABYLON.NodeRenderGraphGeometryRendererBlock\", NodeRenderGraphGeometryRendererBlock);\r\n"]}
@@ -107,7 +107,9 @@ export class FrameGraphRenderPass extends FrameGraphPass {
107
107
  super._execute();
108
108
  this._context._flushDebugMessages();
109
109
  const renderTargetWrapper = this._frameGraphRenderTarget.renderTargetWrapper;
110
- if (renderTargetWrapper && (renderTargetWrapper.resolveMSAAColors || renderTargetWrapper.resolveMSAADepth || renderTargetWrapper.resolveMSAAStencil)) {
110
+ if (renderTargetWrapper &&
111
+ renderTargetWrapper.samples > 1 &&
112
+ (renderTargetWrapper.resolveMSAAColors || renderTargetWrapper.resolveMSAADepth || renderTargetWrapper.resolveMSAAStencil)) {
111
113
  // Unbinding the render target will trigger resolving MSAA textures.
112
114
  this._context.bindRenderTarget(undefined, `Resolve MSAA${this.name ? " (" + this.name + ")" : ""}`, true);
113
115
  this._context._flushDebugMessages();
@@ -1 +1 @@
1
- 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type { Nullable, FrameGraphRenderContext, AbstractEngine, IFrameGraphPass, FrameGraphTextureHandle, FrameGraphTask, FrameGraphRenderTarget } from \"core/index\";\r\nimport { FrameGraphPass } from \"./pass\";\r\n\r\n/**\r\n * Render pass used to render objects.\r\n */\r\nexport class FrameGraphRenderPass extends FrameGraphPass<FrameGraphRenderContext> {\r\n protected readonly _engine: AbstractEngine;\r\n protected _renderTarget: FrameGraphTextureHandle | FrameGraphTextureHandle[] | undefined;\r\n protected _renderTargetDepth: FrameGraphTextureHandle | undefined;\r\n protected _frameGraphRenderTarget: FrameGraphRenderTarget | undefined;\r\n protected _dependencies: Set<FrameGraphTextureHandle> = new Set();\r\n\r\n /**\r\n * Checks if a pass is a render pass.\r\n * @param pass The pass to check.\r\n * @returns True if the pass is a render pass, else false.\r\n */\r\n public static IsRenderPass(pass: IFrameGraphPass): pass is FrameGraphRenderPass {\r\n return (pass as FrameGraphRenderPass).setRenderTarget !== undefined;\r\n }\r\n\r\n /**\r\n * Gets the handle(s) of the render target(s) used by the render pass.\r\n */\r\n public get renderTarget(): FrameGraphTextureHandle | FrameGraphTextureHandle[] | undefined {\r\n return this._renderTarget;\r\n }\r\n\r\n /**\r\n * Gets the handle of the render target depth used by the render pass.\r\n */\r\n public get renderTargetDepth(): FrameGraphTextureHandle | undefined {\r\n return this._renderTargetDepth;\r\n }\r\n\r\n /**\r\n * Gets the frame graph render target used by the render pass.\r\n */\r\n public get frameGraphRenderTarget(): FrameGraphRenderTarget | undefined {\r\n return this._frameGraphRenderTarget;\r\n }\r\n\r\n /**\r\n * If true, the depth attachment will be read-only (may allow some optimizations in WebGPU)\r\n */\r\n public depthReadOnly = false;\r\n\r\n /**\r\n * If true, the stencil attachment will be read-only (may allow some optimizations in WebGPU)\r\n */\r\n public stencilReadOnly = false;\r\n\r\n /** @internal */\r\n constructor(name: string, parentTask: FrameGraphTask, context: FrameGraphRenderContext, engine: AbstractEngine) {\r\n super(name, parentTask, context);\r\n this._engine = engine;\r\n }\r\n\r\n /**\r\n * Sets the render target(s) to use for rendering.\r\n * @param renderTargetHandle The render target to use for rendering, or an array of render targets to use for multi render target rendering.\r\n */\r\n public setRenderTarget(renderTargetHandle?: FrameGraphTextureHandle | FrameGraphTextureHandle[]) {\r\n this._renderTarget = renderTargetHandle;\r\n }\r\n\r\n /**\r\n * Sets the render target depth to use for rendering.\r\n * @param renderTargetHandle The render target depth to use for rendering.\r\n */\r\n public setRenderTargetDepth(renderTargetHandle?: FrameGraphTextureHandle) {\r\n this._renderTargetDepth = renderTargetHandle;\r\n }\r\n\r\n /**\r\n * Adds dependencies to the render pass.\r\n * @param dependencies The dependencies to add.\r\n */\r\n public addDependencies(dependencies?: FrameGraphTextureHandle | FrameGraphTextureHandle[]) {\r\n if (dependencies === undefined) {\r\n return;\r\n }\r\n\r\n if (Array.isArray(dependencies)) {\r\n for (const dependency of dependencies) {\r\n this._dependencies.add(dependency);\r\n }\r\n } else {\r\n this._dependencies.add(dependencies);\r\n }\r\n }\r\n\r\n /**\r\n * Collects the dependencies of the render pass.\r\n * @param dependencies The set of dependencies to update.\r\n */\r\n public collectDependencies(dependencies: Set<FrameGraphTextureHandle>): void {\r\n const iterator = this._dependencies.keys();\r\n for (let key = iterator.next(); key.done !== true; key = iterator.next()) {\r\n dependencies.add(key.value);\r\n }\r\n\r\n if (this._renderTarget !== undefined) {\r\n if (Array.isArray(this._renderTarget)) {\r\n for (const handle of this._renderTarget) {\r\n if (handle !== undefined) {\r\n dependencies.add(handle);\r\n }\r\n }\r\n } else {\r\n dependencies.add(this._renderTarget);\r\n }\r\n }\r\n\r\n if (this._renderTargetDepth !== undefined) {\r\n dependencies.add(this._renderTargetDepth);\r\n }\r\n }\r\n\r\n /** @internal */\r\n public override _execute() {\r\n this._frameGraphRenderTarget =\r\n this._frameGraphRenderTarget || this._context.createRenderTarget(this.name, this._renderTarget, this._renderTargetDepth, this.depthReadOnly, this.stencilReadOnly);\r\n\r\n this._context.bindRenderTarget(this._frameGraphRenderTarget);\r\n\r\n super._execute();\r\n\r\n this._context._flushDebugMessages();\r\n\r\n const renderTargetWrapper = this._frameGraphRenderTarget.renderTargetWrapper;\r\n if (renderTargetWrapper && (renderTargetWrapper.resolveMSAAColors || renderTargetWrapper.resolveMSAADepth || renderTargetWrapper.resolveMSAAStencil)) {\r\n // Unbinding the render target will trigger resolving MSAA textures.\r\n this._context.bindRenderTarget(undefined, `Resolve MSAA${this.name ? \" (\" + this.name + \")\" : \"\"}`, true);\r\n this._context._flushDebugMessages();\r\n }\r\n }\r\n\r\n /** @internal */\r\n public override _isValid(): Nullable<string> {\r\n const errMsg = super._isValid();\r\n return errMsg\r\n ? errMsg\r\n : this._renderTarget !== undefined || this.renderTargetDepth !== undefined\r\n ? null\r\n : \"Render target and render target depth cannot both be undefined.\";\r\n }\r\n\r\n /** @internal */\r\n public override _dispose() {\r\n this._frameGraphRenderTarget?.dispose();\r\n }\r\n}\r\n"]}
1
+ 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type { Nullable, FrameGraphRenderContext, AbstractEngine, IFrameGraphPass, FrameGraphTextureHandle, FrameGraphTask, FrameGraphRenderTarget } from \"core/index\";\r\nimport { FrameGraphPass } from \"./pass\";\r\n\r\n/**\r\n * Render pass used to render objects.\r\n */\r\nexport class FrameGraphRenderPass extends FrameGraphPass<FrameGraphRenderContext> {\r\n protected readonly _engine: AbstractEngine;\r\n protected _renderTarget: FrameGraphTextureHandle | FrameGraphTextureHandle[] | undefined;\r\n protected _renderTargetDepth: FrameGraphTextureHandle | undefined;\r\n protected _frameGraphRenderTarget: FrameGraphRenderTarget | undefined;\r\n protected _dependencies: Set<FrameGraphTextureHandle> = new Set();\r\n\r\n /**\r\n * Checks if a pass is a render pass.\r\n * @param pass The pass to check.\r\n * @returns True if the pass is a render pass, else false.\r\n */\r\n public static IsRenderPass(pass: IFrameGraphPass): pass is FrameGraphRenderPass {\r\n return (pass as FrameGraphRenderPass).setRenderTarget !== undefined;\r\n }\r\n\r\n /**\r\n * Gets the handle(s) of the render target(s) used by the render pass.\r\n */\r\n public get renderTarget(): FrameGraphTextureHandle | FrameGraphTextureHandle[] | undefined {\r\n return this._renderTarget;\r\n }\r\n\r\n /**\r\n * Gets the handle of the render target depth used by the render pass.\r\n */\r\n public get renderTargetDepth(): FrameGraphTextureHandle | undefined {\r\n return this._renderTargetDepth;\r\n }\r\n\r\n /**\r\n * Gets the frame graph render target used by the render pass.\r\n */\r\n public get frameGraphRenderTarget(): FrameGraphRenderTarget | undefined {\r\n return this._frameGraphRenderTarget;\r\n }\r\n\r\n /**\r\n * If true, the depth attachment will be read-only (may allow some optimizations in WebGPU)\r\n */\r\n public depthReadOnly = false;\r\n\r\n /**\r\n * If true, the stencil attachment will be read-only (may allow some optimizations in WebGPU)\r\n */\r\n public stencilReadOnly = false;\r\n\r\n /** @internal */\r\n constructor(name: string, parentTask: FrameGraphTask, context: FrameGraphRenderContext, engine: AbstractEngine) {\r\n super(name, parentTask, context);\r\n this._engine = engine;\r\n }\r\n\r\n /**\r\n * Sets the render target(s) to use for rendering.\r\n * @param renderTargetHandle The render target to use for rendering, or an array of render targets to use for multi render target rendering.\r\n */\r\n public setRenderTarget(renderTargetHandle?: FrameGraphTextureHandle | FrameGraphTextureHandle[]) {\r\n this._renderTarget = renderTargetHandle;\r\n }\r\n\r\n /**\r\n * Sets the render target depth to use for rendering.\r\n * @param renderTargetHandle The render target depth to use for rendering.\r\n */\r\n public setRenderTargetDepth(renderTargetHandle?: FrameGraphTextureHandle) {\r\n this._renderTargetDepth = renderTargetHandle;\r\n }\r\n\r\n /**\r\n * Adds dependencies to the render pass.\r\n * @param dependencies The dependencies to add.\r\n */\r\n public addDependencies(dependencies?: FrameGraphTextureHandle | FrameGraphTextureHandle[]) {\r\n if (dependencies === undefined) {\r\n return;\r\n }\r\n\r\n if (Array.isArray(dependencies)) {\r\n for (const dependency of dependencies) {\r\n this._dependencies.add(dependency);\r\n }\r\n } else {\r\n this._dependencies.add(dependencies);\r\n }\r\n }\r\n\r\n /**\r\n * Collects the dependencies of the render pass.\r\n * @param dependencies The set of dependencies to update.\r\n */\r\n public collectDependencies(dependencies: Set<FrameGraphTextureHandle>): void {\r\n const iterator = this._dependencies.keys();\r\n for (let key = iterator.next(); key.done !== true; key = iterator.next()) {\r\n dependencies.add(key.value);\r\n }\r\n\r\n if (this._renderTarget !== undefined) {\r\n if (Array.isArray(this._renderTarget)) {\r\n for (const handle of this._renderTarget) {\r\n if (handle !== undefined) {\r\n dependencies.add(handle);\r\n }\r\n }\r\n } else {\r\n dependencies.add(this._renderTarget);\r\n }\r\n }\r\n\r\n if (this._renderTargetDepth !== undefined) {\r\n dependencies.add(this._renderTargetDepth);\r\n }\r\n }\r\n\r\n /** @internal */\r\n public override _execute() {\r\n this._frameGraphRenderTarget =\r\n this._frameGraphRenderTarget || this._context.createRenderTarget(this.name, this._renderTarget, this._renderTargetDepth, this.depthReadOnly, this.stencilReadOnly);\r\n\r\n this._context.bindRenderTarget(this._frameGraphRenderTarget);\r\n\r\n super._execute();\r\n\r\n this._context._flushDebugMessages();\r\n\r\n const renderTargetWrapper = this._frameGraphRenderTarget.renderTargetWrapper;\r\n if (\r\n renderTargetWrapper &&\r\n renderTargetWrapper.samples > 1 &&\r\n (renderTargetWrapper.resolveMSAAColors || renderTargetWrapper.resolveMSAADepth || renderTargetWrapper.resolveMSAAStencil)\r\n ) {\r\n // Unbinding the render target will trigger resolving MSAA textures.\r\n this._context.bindRenderTarget(undefined, `Resolve MSAA${this.name ? \" (\" + this.name + \")\" : \"\"}`, true);\r\n this._context._flushDebugMessages();\r\n }\r\n }\r\n\r\n /** @internal */\r\n public override _isValid(): Nullable<string> {\r\n const errMsg = super._isValid();\r\n return errMsg\r\n ? errMsg\r\n : this._renderTarget !== undefined || this.renderTargetDepth !== undefined\r\n ? null\r\n : \"Render target and render target depth cannot both be undefined.\";\r\n }\r\n\r\n /** @internal */\r\n public override _dispose() {\r\n this._frameGraphRenderTarget?.dispose();\r\n }\r\n}\r\n"]}
@@ -1,6 +1,5 @@
1
- import type { FrameGraphTextureHandle, Scene, Camera, FrameGraph, FrameGraphObjectList, AbstractMesh, ObjectRendererOptions } from "../../../index.js";
2
- import { FrameGraphTask } from "../../frameGraphTask.js";
3
- import { ObjectRenderer } from "../../../Rendering/objectRenderer.js";
1
+ import type { FrameGraphTextureHandle, Scene, FrameGraph, AbstractMesh, ObjectRendererOptions, FrameGraphRenderContext, FrameGraphRenderPass, ObjectRenderer } from "../../../index.js";
2
+ import { FrameGraphObjectRendererTask } from "./objectRendererTask.js";
4
3
  /**
5
4
  * Description of a texture used by the geometry renderer task.
6
5
  */
@@ -22,29 +21,7 @@ export interface IFrameGraphGeometryRendererTextureDescription {
22
21
  /**
23
22
  * Task used to render geometry to a set of textures.
24
23
  */
25
- export declare class FrameGraphGeometryRendererTask extends FrameGraphTask {
26
- /**
27
- * The depth texture attachment to use for rendering (optional).
28
- */
29
- depthTexture?: FrameGraphTextureHandle;
30
- private _camera;
31
- /**
32
- * Gets or sets the camera used for rendering.
33
- */
34
- get camera(): Camera;
35
- set camera(camera: Camera);
36
- /**
37
- * The object list used for rendering.
38
- */
39
- objectList: FrameGraphObjectList;
40
- /**
41
- * Whether depth testing is enabled (default is true).
42
- */
43
- depthTest: boolean;
44
- /**
45
- * Whether depth writing is enabled (default is true).
46
- */
47
- depthWrite: boolean;
24
+ export declare class FrameGraphGeometryRendererTask extends FrameGraphObjectRendererTask {
48
25
  /**
49
26
  * The size of the output textures (default is 100% of the back buffer texture size).
50
27
  */
@@ -70,24 +47,18 @@ export declare class FrameGraphGeometryRendererTask extends FrameGraphTask {
70
47
  * Indicates if a mesh shouldn't be rendered when its material has depth write disabled (default is true).
71
48
  */
72
49
  dontRenderWhenMaterialDepthWriteIsDisabled: boolean;
50
+ private _disableDepthPrePass;
73
51
  /**
74
- * 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)
75
- */
76
- resolveMSAAColors: boolean;
77
- /**
78
- * 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)
52
+ * Indicates whether the depth pre-pass is disabled (default is true).
53
+ * Materials that require depth pre-pass (Material.needDepthPrePass == true) don't work with the geometry renderer, that's why this setting is true by default.
54
+ * However, if the geometry renderer doesn't generate any geometry textures but only renders to the main target texture, then depth pre-pass can be enabled.
79
55
  */
80
- resolveMSAADepth: boolean;
56
+ get disableDepthPrePass(): boolean;
57
+ set disableDepthPrePass(value: boolean);
81
58
  /**
82
59
  * The list of texture descriptions used by the geometry renderer task.
83
60
  */
84
61
  textureDescriptions: IFrameGraphGeometryRendererTextureDescription[];
85
- /**
86
- * The output depth texture attachment texture.
87
- * This texture will point to the same texture than the depthTexture property if it is set.
88
- * Note, however, that the handle itself will be different!
89
- */
90
- readonly outputDepthTexture: FrameGraphTextureHandle;
91
62
  /**
92
63
  * The depth (in view space) output texture. Will point to a valid texture only if that texture has been requested in textureDescriptions!
93
64
  */
@@ -133,26 +104,11 @@ export declare class FrameGraphGeometryRendererTask extends FrameGraphTask {
133
104
  * The linear velocity output texture. Will point to a valid texture only if that texture has been requested in textureDescriptions!
134
105
  */
135
106
  readonly geometryLinearVelocityTexture: FrameGraphTextureHandle;
136
- /**
137
- * The object renderer used by the geometry renderer task.
138
- */
139
- get objectRenderer(): ObjectRenderer;
140
107
  /**
141
108
  * Gets or sets the name of the task.
142
109
  */
143
110
  get name(): string;
144
111
  set name(value: string);
145
- private _forceLayerMaskCheck;
146
- /**
147
- * Force checking the layerMask property even if a custom list of meshes is provided (ie. if renderList is not undefined). Default is true.
148
- */
149
- get forceLayerMaskCheck(): boolean;
150
- set forceLayerMaskCheck(value: boolean);
151
- private readonly _engine;
152
- private readonly _scene;
153
- private readonly _renderer;
154
- private _textureWidth;
155
- private _textureHeight;
156
112
  private _clearAttachmentsLayout;
157
113
  private _allAttachmentsLayout;
158
114
  /**
@@ -161,8 +117,9 @@ export declare class FrameGraphGeometryRendererTask extends FrameGraphTask {
161
117
  * @param frameGraph The frame graph the task belongs to.
162
118
  * @param scene The scene the frame graph is associated with.
163
119
  * @param options The options of the object renderer.
120
+ * @param existingObjectRenderer An existing object renderer to use (optional). If provided, the options parameter will be ignored.
164
121
  */
165
- constructor(name: string, frameGraph: FrameGraph, scene: Scene, options?: ObjectRendererOptions);
122
+ constructor(name: string, frameGraph: FrameGraph, scene: Scene, options?: ObjectRendererOptions, existingObjectRenderer?: ObjectRenderer);
166
123
  /**
167
124
  * Gets the list of excluded meshes from the velocity texture.
168
125
  */
@@ -179,12 +136,14 @@ export declare class FrameGraphGeometryRendererTask extends FrameGraphTask {
179
136
  * @see excludeSkinnedMesh to exclude a skinned mesh from bones velocity computation.
180
137
  */
181
138
  removeExcludedSkinnedMeshFromVelocityTexture(skinnedMesh: AbstractMesh): void;
182
- isReady(): boolean;
183
139
  getClassName(): string;
184
- record(): void;
140
+ record(skipCreationOfDisabledPasses?: boolean, additionalExecute?: (context: FrameGraphRenderContext) => void): FrameGraphRenderPass;
185
141
  dispose(): void;
186
- private _createMultiRenderTargetTexture;
187
- private _checkDepthTextureCompatibility;
142
+ protected _resolveDanglingHandles(_targetTextures: FrameGraphTextureHandle[]): void;
143
+ protected _checkParameters(): void;
144
+ protected _checkTextureCompatibility(targetTextures: FrameGraphTextureHandle[]): boolean;
145
+ protected _getTargetHandles(): FrameGraphTextureHandle[];
146
+ protected _prepareRendering(context: FrameGraphRenderContext, depthEnabled: boolean): void;
188
147
  private _buildClearAttachmentsLayout;
189
148
  private _registerForRenderPassId;
190
149
  }