@onerjs/core 8.32.5 → 8.32.7
This diff represents the content of publicly available package versions that have been released to one of the supported registries. The information contained in this diff is provided for informational purposes only and reflects changes between package versions as they appear in their respective public registries.
- package/Engines/abstractEngine.js +2 -2
- package/Engines/abstractEngine.js.map +1 -1
- package/FrameGraph/Node/nodeRenderGraphBlock.js +4 -0
- package/FrameGraph/Node/nodeRenderGraphBlock.js.map +1 -1
- package/FrameGraph/Tasks/Misc/lightingVolumeTask.d.ts +1 -0
- package/FrameGraph/Tasks/Misc/lightingVolumeTask.js.map +1 -1
- package/FrameGraph/Tasks/PostProcesses/volumetricLightingBlendVolumeTask.d.ts +1 -2
- package/FrameGraph/Tasks/PostProcesses/volumetricLightingBlendVolumeTask.js +10 -2
- package/FrameGraph/Tasks/PostProcesses/volumetricLightingBlendVolumeTask.js.map +1 -1
- package/FrameGraph/Tasks/PostProcesses/volumetricLightingTask.d.ts +1 -4
- package/FrameGraph/Tasks/PostProcesses/volumetricLightingTask.js +7 -4
- package/FrameGraph/Tasks/PostProcesses/volumetricLightingTask.js.map +1 -1
- package/FrameGraph/frameGraph.d.ts +1 -2
- package/FrameGraph/frameGraph.js +2 -2
- package/FrameGraph/frameGraph.js.map +1 -1
- package/FrameGraph/frameGraphTask.d.ts +1 -1
- package/FrameGraph/frameGraphTask.js.map +1 -1
- package/Lights/lightingVolume.d.ts +1 -0
- package/Lights/lightingVolume.js +14 -13
- package/Lights/lightingVolume.js.map +1 -1
- package/Materials/Node/Blocks/triPlanarBlock.d.ts +1 -0
- package/Materials/Node/Blocks/triPlanarBlock.js +33 -4
- package/Materials/Node/Blocks/triPlanarBlock.js.map +1 -1
- package/Materials/materialHelper.functions.js +2 -3
- package/Materials/materialHelper.functions.js.map +1 -1
- package/Materials/shaderMaterial.js +13 -1
- package/Materials/shaderMaterial.js.map +1 -1
- package/package.json +1 -1
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@@ -228,6 +228,10 @@ export class NodeRenderGraphBlock {
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dependencies.addExcludedConnectionPointFromAllowedTypes(NodeRenderGraphBlockConnectionPointTypes.TextureAllButBackBuffer |
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NodeRenderGraphBlockConnectionPointTypes.ResourceContainer |
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NodeRenderGraphBlockConnectionPointTypes.ShadowGenerator |
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+
NodeRenderGraphBlockConnectionPointTypes.ObjectList |
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+
NodeRenderGraphBlockConnectionPointTypes.ShadowLight |
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+
NodeRenderGraphBlockConnectionPointTypes.Camera |
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NodeRenderGraphBlockConnectionPointTypes.Object |
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additionalAllowedTypes);
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return dependencies;
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}
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@@ -1 +1 @@
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1
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-
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type {\r\n NodeRenderGraphBuildState,\r\n Nullable,\r\n NodeRenderGraphInputBlock,\r\n AbstractEngine,\r\n Scene,\r\n FrameGraphTask,\r\n FrameGraph,\r\n NodeRenderGraphResourceContainerBlock,\r\n FrameGraphTextureHandle,\r\n} from \"core/index\";\r\nimport { GetClass } from \"../../Misc/typeStore\";\r\nimport { serialize } from \"../../Misc/decorators\";\r\nimport { UniqueIdGenerator } from \"../../Misc/uniqueIdGenerator\";\r\nimport { NodeRenderGraphBlockConnectionPointTypes, NodeRenderGraphConnectionPointDirection } from \"./Types/nodeRenderGraphTypes\";\r\nimport { Observable } from \"../../Misc/observable\";\r\nimport { Logger } from \"../../Misc/logger\";\r\nimport { NodeRenderGraphConnectionPoint } from \"./nodeRenderGraphBlockConnectionPoint\";\r\n\r\n/**\r\n * Defines a block that can be used inside a node render graph\r\n */\r\nexport class NodeRenderGraphBlock {\r\n private _name = \"\";\r\n private _buildId: number;\r\n protected _isInput = false;\r\n protected _isTeleportOut = false;\r\n protected _isTeleportIn = false;\r\n protected _isDebug = false;\r\n protected _isUnique = false;\r\n protected _scene: Scene;\r\n protected _engine: AbstractEngine;\r\n protected _frameGraph: FrameGraph;\r\n protected _frameGraphTask?: FrameGraphTask;\r\n\r\n /**\r\n * Gets or sets the disable flag of the task associated with this block\r\n */\r\n public get disabled() {\r\n return !!this._frameGraphTask?.disabled;\r\n }\r\n\r\n public set disabled(value: boolean) {\r\n if (this._frameGraphTask) {\r\n this._frameGraphTask.disabled = value;\r\n }\r\n }\r\n\r\n /**\r\n * Gets the frame graph task associated with this block\r\n */\r\n public get task() {\r\n return this._frameGraphTask;\r\n }\r\n\r\n /**\r\n * Gets an observable raised when the block is built\r\n */\r\n public onBuildObservable = new Observable<NodeRenderGraphBlock>();\r\n\r\n /** @internal */\r\n public _inputs = new Array<NodeRenderGraphConnectionPoint>();\r\n\r\n /** @internal */\r\n public _outputs = new Array<NodeRenderGraphConnectionPoint>();\r\n\r\n /** @internal */\r\n public _codeVariableName = \"\";\r\n\r\n /** @internal */\r\n public _additionalConstructionParameters: Nullable<unknown[]> = null;\r\n\r\n /**\r\n * Gets the list of input points\r\n */\r\n public get inputs(): NodeRenderGraphConnectionPoint[] {\r\n return this._inputs;\r\n }\r\n\r\n /** Gets the list of output points */\r\n public get outputs(): NodeRenderGraphConnectionPoint[] {\r\n return this._outputs;\r\n }\r\n\r\n /**\r\n * Gets or sets the unique id of the node\r\n */\r\n public uniqueId: number;\r\n\r\n /**\r\n * Gets or set the name of the block\r\n */\r\n public get name(): string {\r\n return this._name;\r\n }\r\n\r\n public set name(value: string) {\r\n this._name = value;\r\n }\r\n\r\n /**\r\n * Gets a boolean indicating if this block is an input\r\n */\r\n public get isInput(): boolean {\r\n return this._isInput;\r\n }\r\n\r\n /**\r\n * Gets a boolean indicating if this block is a teleport out\r\n */\r\n public get isTeleportOut(): boolean {\r\n return this._isTeleportOut;\r\n }\r\n\r\n /**\r\n * Gets a boolean indicating if this block is a teleport in\r\n */\r\n public get isTeleportIn(): boolean {\r\n return this._isTeleportIn;\r\n }\r\n\r\n /**\r\n * Gets a boolean indicating if this block is a debug block\r\n */\r\n public get isDebug(): boolean {\r\n return this._isDebug;\r\n }\r\n\r\n /**\r\n * Gets a boolean indicating that this block can only be used once per node render graph\r\n */\r\n public get isUnique() {\r\n return this._isUnique;\r\n }\r\n\r\n /**\r\n * A free comment about the block\r\n */\r\n @serialize(\"comment\")\r\n public comments: string;\r\n\r\n /** Gets or sets a boolean indicating that this input can be edited from a collapsed frame */\r\n public visibleOnFrame = false;\r\n\r\n /**\r\n * Gets the current class name e.g. \"NodeRenderGraphBlock\"\r\n * @returns the class name\r\n */\r\n public getClassName() {\r\n return \"NodeRenderGraphBlock\";\r\n }\r\n\r\n protected _inputRename(name: string) {\r\n return name;\r\n }\r\n\r\n protected _outputRename(name: string) {\r\n return name;\r\n }\r\n\r\n /**\r\n * Checks if the current block is an ancestor of a given block\r\n * @param block defines the potential descendant block to check\r\n * @returns true if block is a descendant\r\n */\r\n public isAnAncestorOf(block: NodeRenderGraphBlock): boolean {\r\n for (const output of this._outputs) {\r\n if (!output.hasEndpoints) {\r\n continue;\r\n }\r\n\r\n for (const endpoint of output.endpoints) {\r\n if (endpoint.ownerBlock === block) {\r\n return true;\r\n }\r\n\r\n if (endpoint.ownerBlock.isAnAncestorOf(block)) {\r\n return true;\r\n }\r\n }\r\n }\r\n return false;\r\n }\r\n\r\n /**\r\n * Checks if the current block is an ancestor of a given type\r\n * @param type defines the potential type to check\r\n * @returns true if block is a descendant\r\n */\r\n public isAnAncestorOfType(type: string): boolean {\r\n if (this.getClassName() === type) {\r\n return true;\r\n }\r\n\r\n for (const output of this._outputs) {\r\n if (!output.hasEndpoints) {\r\n continue;\r\n }\r\n\r\n for (const endpoint of output.endpoints) {\r\n if (endpoint.ownerBlock.isAnAncestorOfType(type)) {\r\n return true;\r\n }\r\n }\r\n }\r\n\r\n return false;\r\n }\r\n\r\n /**\r\n * Get the first descendant using a predicate\r\n * @param predicate defines the predicate to check\r\n * @returns descendant or null if none found\r\n */\r\n public getDescendantOfPredicate(predicate: (block: NodeRenderGraphBlock) => boolean): Nullable<NodeRenderGraphBlock> {\r\n if (predicate(this)) {\r\n return this;\r\n }\r\n\r\n for (const output of this._outputs) {\r\n if (!output.hasEndpoints) {\r\n continue;\r\n }\r\n\r\n for (const endpoint of output.endpoints) {\r\n const descendant = endpoint.ownerBlock.getDescendantOfPredicate(predicate);\r\n if (descendant) {\r\n return descendant;\r\n }\r\n }\r\n }\r\n\r\n return null;\r\n }\r\n\r\n /**\r\n * Creates a new NodeRenderGraphBlock\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 _additionalConstructionParameters defines additional parameters to pass to the block constructor\r\n */\r\n public constructor(name: string, frameGraph: FrameGraph, scene: Scene, ..._additionalConstructionParameters: unknown[]) {\r\n this._name = name;\r\n this._frameGraph = frameGraph;\r\n this._scene = scene;\r\n this._engine = scene.getEngine();\r\n this.uniqueId = UniqueIdGenerator.UniqueId;\r\n }\r\n\r\n /**\r\n * Register a new input. Must be called inside a block constructor\r\n * @param name defines the connection point name\r\n * @param type defines the connection point type\r\n * @param isOptional defines a boolean indicating that this input can be omitted\r\n * @param point an already created connection point. If not provided, create a new one\r\n * @returns the current block\r\n */\r\n public registerInput(name: string, type: NodeRenderGraphBlockConnectionPointTypes, isOptional: boolean = false, point?: NodeRenderGraphConnectionPoint) {\r\n point = point ?? new NodeRenderGraphConnectionPoint(name, this, NodeRenderGraphConnectionPointDirection.Input);\r\n point.type = type;\r\n point.isOptional = isOptional;\r\n\r\n this._inputs.push(point);\r\n\r\n return this;\r\n }\r\n\r\n /**\r\n * Register a new output. Must be called inside a block constructor\r\n * @param name defines the connection point name\r\n * @param type defines the connection point type\r\n * @param point an already created connection point. If not provided, create a new one\r\n * @returns the current block\r\n */\r\n public registerOutput(name: string, type: NodeRenderGraphBlockConnectionPointTypes, point?: NodeRenderGraphConnectionPoint) {\r\n point = point ?? new NodeRenderGraphConnectionPoint(name, this, NodeRenderGraphConnectionPointDirection.Output);\r\n point.type = type;\r\n\r\n this._outputs.push(point);\r\n\r\n return this;\r\n }\r\n\r\n protected _addDependenciesInput(additionalAllowedTypes = 0) {\r\n this.registerInput(\"dependencies\", NodeRenderGraphBlockConnectionPointTypes.AutoDetect, true);\r\n\r\n const dependencies = this.getInputByName(\"dependencies\")!;\r\n\r\n Object.defineProperty(this, \"dependencies\", {\r\n get: function (this: FrameGraphTask) {\r\n return dependencies;\r\n },\r\n enumerable: true,\r\n configurable: true,\r\n });\r\n\r\n dependencies.addExcludedConnectionPointFromAllowedTypes(\r\n NodeRenderGraphBlockConnectionPointTypes.TextureAllButBackBuffer |\r\n NodeRenderGraphBlockConnectionPointTypes.ResourceContainer |\r\n NodeRenderGraphBlockConnectionPointTypes.ShadowGenerator |\r\n additionalAllowedTypes\r\n );\r\n\r\n return dependencies;\r\n }\r\n\r\n protected _buildBlock(_state: NodeRenderGraphBuildState) {\r\n // Empty. Must be defined by child nodes\r\n }\r\n\r\n protected _customBuildStep(_state: NodeRenderGraphBuildState): void {\r\n // Must be implemented by children\r\n }\r\n\r\n protected _propagateInputValueToOutput(inputConnectionPoint: NodeRenderGraphConnectionPoint, outputConnectionPoint: NodeRenderGraphConnectionPoint) {\r\n if (inputConnectionPoint.connectedPoint) {\r\n outputConnectionPoint.value = inputConnectionPoint.connectedPoint.value;\r\n }\r\n }\r\n\r\n /**\r\n * Build the current node and generate the vertex data\r\n * @param state defines the current generation state\r\n * @returns true if already built\r\n */\r\n public build(state: NodeRenderGraphBuildState): boolean {\r\n if (this._buildId === state.buildId) {\r\n return true;\r\n }\r\n\r\n this._buildId = state.buildId;\r\n\r\n // Check if \"parent\" blocks are compiled\r\n for (const input of this._inputs) {\r\n if (!input.connectedPoint) {\r\n if (!input.isOptional) {\r\n // Emit a warning\r\n state._notConnectedNonOptionalInputs.push(input);\r\n }\r\n continue;\r\n }\r\n\r\n const block = input.connectedPoint.ownerBlock;\r\n if (block && block !== this) {\r\n block.build(state);\r\n }\r\n }\r\n\r\n this._customBuildStep(state);\r\n\r\n // Logs\r\n if (state.verbose) {\r\n Logger.Log(`Building ${this.name} [${this.getClassName()}]`);\r\n }\r\n\r\n if (this._frameGraphTask) {\r\n this._frameGraphTask.name = this.name;\r\n }\r\n\r\n this._buildBlock(state);\r\n\r\n if (this._frameGraphTask) {\r\n this._frameGraphTask.dependencies = undefined;\r\n\r\n const dependenciesConnectedPoint = this.getInputByName(\"dependencies\")?.connectedPoint;\r\n if (dependenciesConnectedPoint) {\r\n if (dependenciesConnectedPoint.type === NodeRenderGraphBlockConnectionPointTypes.ResourceContainer) {\r\n const container = dependenciesConnectedPoint.ownerBlock as NodeRenderGraphResourceContainerBlock;\r\n for (let i = 0; i < container.inputs.length; i++) {\r\n const input = container.inputs[i];\r\n if (input.connectedPoint && input.connectedPoint.value !== undefined && NodeRenderGraphConnectionPoint.IsTextureHandle(input.connectedPoint.value)) {\r\n this._frameGraphTask.dependencies = this._frameGraphTask.dependencies || new Set();\r\n this._frameGraphTask.dependencies.add(input.connectedPoint.value as FrameGraphTextureHandle);\r\n }\r\n }\r\n } else if (NodeRenderGraphConnectionPoint.IsTextureHandle(dependenciesConnectedPoint.value)) {\r\n this._frameGraphTask.dependencies = this._frameGraphTask.dependencies || new Set();\r\n this._frameGraphTask.dependencies.add(dependenciesConnectedPoint.value as FrameGraphTextureHandle);\r\n }\r\n }\r\n this._frameGraph.addTask(this._frameGraphTask);\r\n }\r\n\r\n this.onBuildObservable.notifyObservers(this);\r\n\r\n return false;\r\n }\r\n\r\n protected _linkConnectionTypes(inputIndex0: number, inputIndex1: number, looseCoupling = false) {\r\n if (looseCoupling) {\r\n this._inputs[inputIndex1]._acceptedConnectionPointType = this._inputs[inputIndex0];\r\n } else {\r\n this._inputs[inputIndex0]._linkedConnectionSource = this._inputs[inputIndex1];\r\n this._inputs[inputIndex0]._isMainLinkSource = true;\r\n }\r\n\r\n this._inputs[inputIndex1]._linkedConnectionSource = this._inputs[inputIndex0];\r\n }\r\n\r\n /**\r\n * Initialize the block and prepare the context for build\r\n */\r\n public initialize() {\r\n // Do nothing\r\n }\r\n\r\n /**\r\n * Lets the block try to connect some inputs automatically\r\n */\r\n public autoConfigure() {\r\n // Do nothing\r\n }\r\n\r\n /**\r\n * Find an input by its name\r\n * @param name defines the name of the input to look for\r\n * @returns the input or null if not found\r\n */\r\n public getInputByName(name: string) {\r\n const filter = this._inputs.filter((e) => e.name === name);\r\n\r\n if (filter.length) {\r\n return filter[0];\r\n }\r\n\r\n return null;\r\n }\r\n\r\n /**\r\n * Find an output by its name\r\n * @param name defines the name of the output to look for\r\n * @returns the output or null if not found\r\n */\r\n public getOutputByName(name: string) {\r\n const filter = this._outputs.filter((e) => e.name === name);\r\n\r\n if (filter.length) {\r\n return filter[0];\r\n }\r\n\r\n return null;\r\n }\r\n\r\n /**\r\n * Serializes this block in a JSON representation\r\n * @returns the serialized block object\r\n */\r\n public serialize(): any {\r\n const serializationObject: any = {};\r\n\r\n serializationObject.customType = \"BABYLON.\" + this.getClassName();\r\n serializationObject.id = this.uniqueId;\r\n serializationObject.name = this.name;\r\n serializationObject.comments = this.comments;\r\n serializationObject.visibleOnFrame = this.visibleOnFrame;\r\n serializationObject.disabled = this.disabled;\r\n if (this._additionalConstructionParameters) {\r\n serializationObject.additionalConstructionParameters = this._additionalConstructionParameters;\r\n }\r\n\r\n serializationObject.inputs = [];\r\n serializationObject.outputs = [];\r\n\r\n for (const input of this.inputs) {\r\n serializationObject.inputs.push(input.serialize());\r\n }\r\n\r\n for (const output of this.outputs) {\r\n serializationObject.outputs.push(output.serialize(false));\r\n }\r\n\r\n return serializationObject;\r\n }\r\n /**\r\n * @internal\r\n */\r\n public _deserialize(serializationObject: any) {\r\n this._name = serializationObject.name;\r\n this.comments = serializationObject.comments;\r\n this.visibleOnFrame = serializationObject.visibleOnFrame;\r\n this.disabled = serializationObject.disabled;\r\n\r\n this._deserializePortDisplayNamesAndExposedOnFrame(serializationObject);\r\n }\r\n\r\n private _deserializePortDisplayNamesAndExposedOnFrame(serializationObject: any) {\r\n const serializedInputs = serializationObject.inputs;\r\n const serializedOutputs = serializationObject.outputs;\r\n\r\n if (serializedInputs) {\r\n for (const port of serializedInputs) {\r\n const input = this.inputs.find((i) => i.name === port.name);\r\n if (!input) {\r\n continue;\r\n }\r\n if (port.displayName) {\r\n input.displayName = port.displayName;\r\n }\r\n if (port.isExposedOnFrame) {\r\n input.isExposedOnFrame = port.isExposedOnFrame;\r\n input.exposedPortPosition = port.exposedPortPosition;\r\n }\r\n }\r\n }\r\n\r\n if (serializedOutputs) {\r\n for (let i = 0; i < serializedOutputs.length; i++) {\r\n const port = serializedOutputs[i];\r\n if (port.displayName) {\r\n this.outputs[i].displayName = port.displayName;\r\n }\r\n if (port.isExposedOnFrame) {\r\n this.outputs[i].isExposedOnFrame = port.isExposedOnFrame;\r\n this.outputs[i].exposedPortPosition = port.exposedPortPosition;\r\n }\r\n }\r\n }\r\n }\r\n\r\n protected _dumpPropertiesCode() {\r\n const variableName = this._codeVariableName;\r\n return `${variableName}.visibleOnFrame = ${this.visibleOnFrame};\\n${variableName}.disabled = ${this.disabled};\\n`;\r\n }\r\n\r\n /**\r\n * @internal\r\n */\r\n public _dumpCodeForOutputConnections(alreadyDumped: NodeRenderGraphBlock[]) {\r\n let codeString = \"\";\r\n\r\n if (alreadyDumped.indexOf(this) !== -1) {\r\n return codeString;\r\n }\r\n\r\n alreadyDumped.push(this);\r\n\r\n for (const input of this.inputs) {\r\n if (!input.isConnected) {\r\n continue;\r\n }\r\n\r\n const connectedOutput = input.connectedPoint!;\r\n const connectedBlock = connectedOutput.ownerBlock;\r\n\r\n codeString += connectedBlock._dumpCodeForOutputConnections(alreadyDumped);\r\n codeString += `${connectedBlock._codeVariableName}.${connectedBlock._outputRename(connectedOutput.name)}.connectTo(${this._codeVariableName}.${this._inputRename(\r\n input.name\r\n )});\\n`;\r\n }\r\n\r\n return codeString;\r\n }\r\n\r\n /**\r\n * @internal\r\n */\r\n public _dumpCode(uniqueNames: string[], alreadyDumped: NodeRenderGraphBlock[]) {\r\n alreadyDumped.push(this);\r\n\r\n // Get unique name\r\n const nameAsVariableName = this.name.replace(/[^A-Za-z_]+/g, \"\");\r\n this._codeVariableName = nameAsVariableName || `${this.getClassName()}_${this.uniqueId}`;\r\n\r\n if (uniqueNames.indexOf(this._codeVariableName) !== -1) {\r\n let index = 0;\r\n do {\r\n index++;\r\n this._codeVariableName = nameAsVariableName + index;\r\n } while (uniqueNames.indexOf(this._codeVariableName) !== -1);\r\n }\r\n\r\n uniqueNames.push(this._codeVariableName);\r\n\r\n // Declaration\r\n let codeString = `\\n// ${this.getClassName()}\\n`;\r\n if (this.comments) {\r\n codeString += `// ${this.comments}\\n`;\r\n }\r\n const className = this.getClassName();\r\n if (className === \"NodeRenderGraphInputBlock\") {\r\n const block = this as unknown as NodeRenderGraphInputBlock;\r\n const blockType = block.type;\r\n\r\n codeString += `var ${this._codeVariableName} = new BABYLON.NodeRenderGraphInputBlock(\"${this.name}\", nodeRenderGraph.frameGraph, scene, BABYLON.NodeRenderGraphBlockConnectionPointTypes.${NodeRenderGraphBlockConnectionPointTypes[blockType]});\\n`;\r\n } else {\r\n if (this._additionalConstructionParameters) {\r\n codeString += `var ${this._codeVariableName} = new BABYLON.${className}(\"${this.name}\", nodeRenderGraph.frameGraph, scene, ...${JSON.stringify(this._additionalConstructionParameters)});\\n`;\r\n } else {\r\n codeString += `var ${this._codeVariableName} = new BABYLON.${className}(\"${this.name}\", nodeRenderGraph.frameGraph, scene);\\n`;\r\n }\r\n }\r\n\r\n // Properties\r\n codeString += this._dumpPropertiesCode() + \"\\n\";\r\n\r\n // Inputs\r\n for (const input of this.inputs) {\r\n if (!input.isConnected) {\r\n continue;\r\n }\r\n\r\n const connectedOutput = input.connectedPoint!;\r\n const connectedBlock = connectedOutput.ownerBlock;\r\n\r\n if (alreadyDumped.indexOf(connectedBlock) === -1) {\r\n codeString += connectedBlock._dumpCode(uniqueNames, alreadyDumped);\r\n }\r\n }\r\n\r\n // Outputs\r\n for (const output of this.outputs) {\r\n if (!output.hasEndpoints) {\r\n continue;\r\n }\r\n\r\n for (const endpoint of output.endpoints) {\r\n const connectedBlock = endpoint.ownerBlock;\r\n if (connectedBlock && alreadyDumped.indexOf(connectedBlock) === -1) {\r\n codeString += connectedBlock._dumpCode(uniqueNames, alreadyDumped);\r\n }\r\n }\r\n }\r\n\r\n return codeString;\r\n }\r\n\r\n /**\r\n * Clone the current block to a new identical block\r\n * @returns a copy of the current block\r\n */\r\n public clone() {\r\n const serializationObject = this.serialize();\r\n const blockType: typeof NodeRenderGraphBlock = GetClass(serializationObject.customType);\r\n\r\n if (blockType) {\r\n const additionalConstructionParameters = serializationObject.additionalConstructionParameters;\r\n const block: NodeRenderGraphBlock = additionalConstructionParameters\r\n ? new blockType(\"\", this._frameGraph, this._scene, ...additionalConstructionParameters)\r\n : new blockType(\"\", this._frameGraph, this._scene);\r\n block._deserialize(serializationObject);\r\n return block;\r\n }\r\n\r\n return null;\r\n }\r\n\r\n /**\r\n * Release resources\r\n */\r\n public dispose() {\r\n for (const input of this.inputs) {\r\n input.dispose();\r\n }\r\n\r\n for (const output of this.outputs) {\r\n output.dispose();\r\n }\r\n\r\n this._frameGraphTask?.dispose();\r\n this._frameGraphTask = undefined as any;\r\n\r\n this.onBuildObservable.clear();\r\n }\r\n}\r\n"]}
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1
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+
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type {\r\n NodeRenderGraphBuildState,\r\n Nullable,\r\n NodeRenderGraphInputBlock,\r\n AbstractEngine,\r\n Scene,\r\n FrameGraphTask,\r\n FrameGraph,\r\n NodeRenderGraphResourceContainerBlock,\r\n FrameGraphTextureHandle,\r\n} from \"core/index\";\r\nimport { GetClass } from \"../../Misc/typeStore\";\r\nimport { serialize } from \"../../Misc/decorators\";\r\nimport { UniqueIdGenerator } from \"../../Misc/uniqueIdGenerator\";\r\nimport { NodeRenderGraphBlockConnectionPointTypes, NodeRenderGraphConnectionPointDirection } from \"./Types/nodeRenderGraphTypes\";\r\nimport { Observable } from \"../../Misc/observable\";\r\nimport { Logger } from \"../../Misc/logger\";\r\nimport { NodeRenderGraphConnectionPoint } from \"./nodeRenderGraphBlockConnectionPoint\";\r\n\r\n/**\r\n * Defines a block that can be used inside a node render graph\r\n */\r\nexport class NodeRenderGraphBlock {\r\n private _name = \"\";\r\n private _buildId: number;\r\n protected _isInput = false;\r\n protected _isTeleportOut = false;\r\n protected _isTeleportIn = false;\r\n protected _isDebug = false;\r\n protected _isUnique = false;\r\n protected _scene: Scene;\r\n protected _engine: AbstractEngine;\r\n protected _frameGraph: FrameGraph;\r\n protected _frameGraphTask?: FrameGraphTask;\r\n\r\n /**\r\n * Gets or sets the disable flag of the task associated with this block\r\n */\r\n public get disabled() {\r\n return !!this._frameGraphTask?.disabled;\r\n }\r\n\r\n public set disabled(value: boolean) {\r\n if (this._frameGraphTask) {\r\n this._frameGraphTask.disabled = value;\r\n }\r\n }\r\n\r\n /**\r\n * Gets the frame graph task associated with this block\r\n */\r\n public get task() {\r\n return this._frameGraphTask;\r\n }\r\n\r\n /**\r\n * Gets an observable raised when the block is built\r\n */\r\n public onBuildObservable = new Observable<NodeRenderGraphBlock>();\r\n\r\n /** @internal */\r\n public _inputs = new Array<NodeRenderGraphConnectionPoint>();\r\n\r\n /** @internal */\r\n public _outputs = new Array<NodeRenderGraphConnectionPoint>();\r\n\r\n /** @internal */\r\n public _codeVariableName = \"\";\r\n\r\n /** @internal */\r\n public _additionalConstructionParameters: Nullable<unknown[]> = null;\r\n\r\n /**\r\n * Gets the list of input points\r\n */\r\n public get inputs(): NodeRenderGraphConnectionPoint[] {\r\n return this._inputs;\r\n }\r\n\r\n /** Gets the list of output points */\r\n public get outputs(): NodeRenderGraphConnectionPoint[] {\r\n return this._outputs;\r\n }\r\n\r\n /**\r\n * Gets or sets the unique id of the node\r\n */\r\n public uniqueId: number;\r\n\r\n /**\r\n * Gets or set the name of the block\r\n */\r\n public get name(): string {\r\n return this._name;\r\n }\r\n\r\n public set name(value: string) {\r\n this._name = value;\r\n }\r\n\r\n /**\r\n * Gets a boolean indicating if this block is an input\r\n */\r\n public get isInput(): boolean {\r\n return this._isInput;\r\n }\r\n\r\n /**\r\n * Gets a boolean indicating if this block is a teleport out\r\n */\r\n public get isTeleportOut(): boolean {\r\n return this._isTeleportOut;\r\n }\r\n\r\n /**\r\n * Gets a boolean indicating if this block is a teleport in\r\n */\r\n public get isTeleportIn(): boolean {\r\n return this._isTeleportIn;\r\n }\r\n\r\n /**\r\n * Gets a boolean indicating if this block is a debug block\r\n */\r\n public get isDebug(): boolean {\r\n return this._isDebug;\r\n }\r\n\r\n /**\r\n * Gets a boolean indicating that this block can only be used once per node render graph\r\n */\r\n public get isUnique() {\r\n return this._isUnique;\r\n }\r\n\r\n /**\r\n * A free comment about the block\r\n */\r\n @serialize(\"comment\")\r\n public comments: string;\r\n\r\n /** Gets or sets a boolean indicating that this input can be edited from a collapsed frame */\r\n public visibleOnFrame = false;\r\n\r\n /**\r\n * Gets the current class name e.g. \"NodeRenderGraphBlock\"\r\n * @returns the class name\r\n */\r\n public getClassName() {\r\n return \"NodeRenderGraphBlock\";\r\n }\r\n\r\n protected _inputRename(name: string) {\r\n return name;\r\n }\r\n\r\n protected _outputRename(name: string) {\r\n return name;\r\n }\r\n\r\n /**\r\n * Checks if the current block is an ancestor of a given block\r\n * @param block defines the potential descendant block to check\r\n * @returns true if block is a descendant\r\n */\r\n public isAnAncestorOf(block: NodeRenderGraphBlock): boolean {\r\n for (const output of this._outputs) {\r\n if (!output.hasEndpoints) {\r\n continue;\r\n }\r\n\r\n for (const endpoint of output.endpoints) {\r\n if (endpoint.ownerBlock === block) {\r\n return true;\r\n }\r\n\r\n if (endpoint.ownerBlock.isAnAncestorOf(block)) {\r\n return true;\r\n }\r\n }\r\n }\r\n return false;\r\n }\r\n\r\n /**\r\n * Checks if the current block is an ancestor of a given type\r\n * @param type defines the potential type to check\r\n * @returns true if block is a descendant\r\n */\r\n public isAnAncestorOfType(type: string): boolean {\r\n if (this.getClassName() === type) {\r\n return true;\r\n }\r\n\r\n for (const output of this._outputs) {\r\n if (!output.hasEndpoints) {\r\n continue;\r\n }\r\n\r\n for (const endpoint of output.endpoints) {\r\n if (endpoint.ownerBlock.isAnAncestorOfType(type)) {\r\n return true;\r\n }\r\n }\r\n }\r\n\r\n return false;\r\n }\r\n\r\n /**\r\n * Get the first descendant using a predicate\r\n * @param predicate defines the predicate to check\r\n * @returns descendant or null if none found\r\n */\r\n public getDescendantOfPredicate(predicate: (block: NodeRenderGraphBlock) => boolean): Nullable<NodeRenderGraphBlock> {\r\n if (predicate(this)) {\r\n return this;\r\n }\r\n\r\n for (const output of this._outputs) {\r\n if (!output.hasEndpoints) {\r\n continue;\r\n }\r\n\r\n for (const endpoint of output.endpoints) {\r\n const descendant = endpoint.ownerBlock.getDescendantOfPredicate(predicate);\r\n if (descendant) {\r\n return descendant;\r\n }\r\n }\r\n }\r\n\r\n return null;\r\n }\r\n\r\n /**\r\n * Creates a new NodeRenderGraphBlock\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 _additionalConstructionParameters defines additional parameters to pass to the block constructor\r\n */\r\n public constructor(name: string, frameGraph: FrameGraph, scene: Scene, ..._additionalConstructionParameters: unknown[]) {\r\n this._name = name;\r\n this._frameGraph = frameGraph;\r\n this._scene = scene;\r\n this._engine = scene.getEngine();\r\n this.uniqueId = UniqueIdGenerator.UniqueId;\r\n }\r\n\r\n /**\r\n * Register a new input. Must be called inside a block constructor\r\n * @param name defines the connection point name\r\n * @param type defines the connection point type\r\n * @param isOptional defines a boolean indicating that this input can be omitted\r\n * @param point an already created connection point. If not provided, create a new one\r\n * @returns the current block\r\n */\r\n public registerInput(name: string, type: NodeRenderGraphBlockConnectionPointTypes, isOptional: boolean = false, point?: NodeRenderGraphConnectionPoint) {\r\n point = point ?? new NodeRenderGraphConnectionPoint(name, this, NodeRenderGraphConnectionPointDirection.Input);\r\n point.type = type;\r\n point.isOptional = isOptional;\r\n\r\n this._inputs.push(point);\r\n\r\n return this;\r\n }\r\n\r\n /**\r\n * Register a new output. Must be called inside a block constructor\r\n * @param name defines the connection point name\r\n * @param type defines the connection point type\r\n * @param point an already created connection point. If not provided, create a new one\r\n * @returns the current block\r\n */\r\n public registerOutput(name: string, type: NodeRenderGraphBlockConnectionPointTypes, point?: NodeRenderGraphConnectionPoint) {\r\n point = point ?? new NodeRenderGraphConnectionPoint(name, this, NodeRenderGraphConnectionPointDirection.Output);\r\n point.type = type;\r\n\r\n this._outputs.push(point);\r\n\r\n return this;\r\n }\r\n\r\n protected _addDependenciesInput(additionalAllowedTypes = 0) {\r\n this.registerInput(\"dependencies\", NodeRenderGraphBlockConnectionPointTypes.AutoDetect, true);\r\n\r\n const dependencies = this.getInputByName(\"dependencies\")!;\r\n\r\n Object.defineProperty(this, \"dependencies\", {\r\n get: function (this: FrameGraphTask) {\r\n return dependencies;\r\n },\r\n enumerable: true,\r\n configurable: true,\r\n });\r\n\r\n dependencies.addExcludedConnectionPointFromAllowedTypes(\r\n NodeRenderGraphBlockConnectionPointTypes.TextureAllButBackBuffer |\r\n NodeRenderGraphBlockConnectionPointTypes.ResourceContainer |\r\n NodeRenderGraphBlockConnectionPointTypes.ShadowGenerator |\r\n NodeRenderGraphBlockConnectionPointTypes.ObjectList |\r\n NodeRenderGraphBlockConnectionPointTypes.ShadowLight |\r\n NodeRenderGraphBlockConnectionPointTypes.Camera |\r\n NodeRenderGraphBlockConnectionPointTypes.Object |\r\n additionalAllowedTypes\r\n );\r\n\r\n return dependencies;\r\n }\r\n\r\n protected _buildBlock(_state: NodeRenderGraphBuildState) {\r\n // Empty. Must be defined by child nodes\r\n }\r\n\r\n protected _customBuildStep(_state: NodeRenderGraphBuildState): void {\r\n // Must be implemented by children\r\n }\r\n\r\n protected _propagateInputValueToOutput(inputConnectionPoint: NodeRenderGraphConnectionPoint, outputConnectionPoint: NodeRenderGraphConnectionPoint) {\r\n if (inputConnectionPoint.connectedPoint) {\r\n outputConnectionPoint.value = inputConnectionPoint.connectedPoint.value;\r\n }\r\n }\r\n\r\n /**\r\n * Build the current node and generate the vertex data\r\n * @param state defines the current generation state\r\n * @returns true if already built\r\n */\r\n public build(state: NodeRenderGraphBuildState): boolean {\r\n if (this._buildId === state.buildId) {\r\n return true;\r\n }\r\n\r\n this._buildId = state.buildId;\r\n\r\n // Check if \"parent\" blocks are compiled\r\n for (const input of this._inputs) {\r\n if (!input.connectedPoint) {\r\n if (!input.isOptional) {\r\n // Emit a warning\r\n state._notConnectedNonOptionalInputs.push(input);\r\n }\r\n continue;\r\n }\r\n\r\n const block = input.connectedPoint.ownerBlock;\r\n if (block && block !== this) {\r\n block.build(state);\r\n }\r\n }\r\n\r\n this._customBuildStep(state);\r\n\r\n // Logs\r\n if (state.verbose) {\r\n Logger.Log(`Building ${this.name} [${this.getClassName()}]`);\r\n }\r\n\r\n if (this._frameGraphTask) {\r\n this._frameGraphTask.name = this.name;\r\n }\r\n\r\n this._buildBlock(state);\r\n\r\n if (this._frameGraphTask) {\r\n this._frameGraphTask.dependencies = undefined;\r\n\r\n const dependenciesConnectedPoint = this.getInputByName(\"dependencies\")?.connectedPoint;\r\n if (dependenciesConnectedPoint) {\r\n if (dependenciesConnectedPoint.type === NodeRenderGraphBlockConnectionPointTypes.ResourceContainer) {\r\n const container = dependenciesConnectedPoint.ownerBlock as NodeRenderGraphResourceContainerBlock;\r\n for (let i = 0; i < container.inputs.length; i++) {\r\n const input = container.inputs[i];\r\n if (input.connectedPoint && input.connectedPoint.value !== undefined && NodeRenderGraphConnectionPoint.IsTextureHandle(input.connectedPoint.value)) {\r\n this._frameGraphTask.dependencies = this._frameGraphTask.dependencies || new Set();\r\n this._frameGraphTask.dependencies.add(input.connectedPoint.value as FrameGraphTextureHandle);\r\n }\r\n }\r\n } else if (NodeRenderGraphConnectionPoint.IsTextureHandle(dependenciesConnectedPoint.value)) {\r\n this._frameGraphTask.dependencies = this._frameGraphTask.dependencies || new Set();\r\n this._frameGraphTask.dependencies.add(dependenciesConnectedPoint.value as FrameGraphTextureHandle);\r\n }\r\n }\r\n this._frameGraph.addTask(this._frameGraphTask);\r\n }\r\n\r\n this.onBuildObservable.notifyObservers(this);\r\n\r\n return false;\r\n }\r\n\r\n protected _linkConnectionTypes(inputIndex0: number, inputIndex1: number, looseCoupling = false) {\r\n if (looseCoupling) {\r\n this._inputs[inputIndex1]._acceptedConnectionPointType = this._inputs[inputIndex0];\r\n } else {\r\n this._inputs[inputIndex0]._linkedConnectionSource = this._inputs[inputIndex1];\r\n this._inputs[inputIndex0]._isMainLinkSource = true;\r\n }\r\n\r\n this._inputs[inputIndex1]._linkedConnectionSource = this._inputs[inputIndex0];\r\n }\r\n\r\n /**\r\n * Initialize the block and prepare the context for build\r\n */\r\n public initialize() {\r\n // Do nothing\r\n }\r\n\r\n /**\r\n * Lets the block try to connect some inputs automatically\r\n */\r\n public autoConfigure() {\r\n // Do nothing\r\n }\r\n\r\n /**\r\n * Find an input by its name\r\n * @param name defines the name of the input to look for\r\n * @returns the input or null if not found\r\n */\r\n public getInputByName(name: string) {\r\n const filter = this._inputs.filter((e) => e.name === name);\r\n\r\n if (filter.length) {\r\n return filter[0];\r\n }\r\n\r\n return null;\r\n }\r\n\r\n /**\r\n * Find an output by its name\r\n * @param name defines the name of the output to look for\r\n * @returns the output or null if not found\r\n */\r\n public getOutputByName(name: string) {\r\n const filter = this._outputs.filter((e) => e.name === name);\r\n\r\n if (filter.length) {\r\n return filter[0];\r\n }\r\n\r\n return null;\r\n }\r\n\r\n /**\r\n * Serializes this block in a JSON representation\r\n * @returns the serialized block object\r\n */\r\n public serialize(): any {\r\n const serializationObject: any = {};\r\n\r\n serializationObject.customType = \"BABYLON.\" + this.getClassName();\r\n serializationObject.id = this.uniqueId;\r\n serializationObject.name = this.name;\r\n serializationObject.comments = this.comments;\r\n serializationObject.visibleOnFrame = this.visibleOnFrame;\r\n serializationObject.disabled = this.disabled;\r\n if (this._additionalConstructionParameters) {\r\n serializationObject.additionalConstructionParameters = this._additionalConstructionParameters;\r\n }\r\n\r\n serializationObject.inputs = [];\r\n serializationObject.outputs = [];\r\n\r\n for (const input of this.inputs) {\r\n serializationObject.inputs.push(input.serialize());\r\n }\r\n\r\n for (const output of this.outputs) {\r\n serializationObject.outputs.push(output.serialize(false));\r\n }\r\n\r\n return serializationObject;\r\n }\r\n /**\r\n * @internal\r\n */\r\n public _deserialize(serializationObject: any) {\r\n this._name = serializationObject.name;\r\n this.comments = serializationObject.comments;\r\n this.visibleOnFrame = serializationObject.visibleOnFrame;\r\n this.disabled = serializationObject.disabled;\r\n\r\n this._deserializePortDisplayNamesAndExposedOnFrame(serializationObject);\r\n }\r\n\r\n private _deserializePortDisplayNamesAndExposedOnFrame(serializationObject: any) {\r\n const serializedInputs = serializationObject.inputs;\r\n const serializedOutputs = serializationObject.outputs;\r\n\r\n if (serializedInputs) {\r\n for (const port of serializedInputs) {\r\n const input = this.inputs.find((i) => i.name === port.name);\r\n if (!input) {\r\n continue;\r\n }\r\n if (port.displayName) {\r\n input.displayName = port.displayName;\r\n }\r\n if (port.isExposedOnFrame) {\r\n input.isExposedOnFrame = port.isExposedOnFrame;\r\n input.exposedPortPosition = port.exposedPortPosition;\r\n }\r\n }\r\n }\r\n\r\n if (serializedOutputs) {\r\n for (let i = 0; i < serializedOutputs.length; i++) {\r\n const port = serializedOutputs[i];\r\n if (port.displayName) {\r\n this.outputs[i].displayName = port.displayName;\r\n }\r\n if (port.isExposedOnFrame) {\r\n this.outputs[i].isExposedOnFrame = port.isExposedOnFrame;\r\n this.outputs[i].exposedPortPosition = port.exposedPortPosition;\r\n }\r\n }\r\n }\r\n }\r\n\r\n protected _dumpPropertiesCode() {\r\n const variableName = this._codeVariableName;\r\n return `${variableName}.visibleOnFrame = ${this.visibleOnFrame};\\n${variableName}.disabled = ${this.disabled};\\n`;\r\n }\r\n\r\n /**\r\n * @internal\r\n */\r\n public _dumpCodeForOutputConnections(alreadyDumped: NodeRenderGraphBlock[]) {\r\n let codeString = \"\";\r\n\r\n if (alreadyDumped.indexOf(this) !== -1) {\r\n return codeString;\r\n }\r\n\r\n alreadyDumped.push(this);\r\n\r\n for (const input of this.inputs) {\r\n if (!input.isConnected) {\r\n continue;\r\n }\r\n\r\n const connectedOutput = input.connectedPoint!;\r\n const connectedBlock = connectedOutput.ownerBlock;\r\n\r\n codeString += connectedBlock._dumpCodeForOutputConnections(alreadyDumped);\r\n codeString += `${connectedBlock._codeVariableName}.${connectedBlock._outputRename(connectedOutput.name)}.connectTo(${this._codeVariableName}.${this._inputRename(\r\n input.name\r\n )});\\n`;\r\n }\r\n\r\n return codeString;\r\n }\r\n\r\n /**\r\n * @internal\r\n */\r\n public _dumpCode(uniqueNames: string[], alreadyDumped: NodeRenderGraphBlock[]) {\r\n alreadyDumped.push(this);\r\n\r\n // Get unique name\r\n const nameAsVariableName = this.name.replace(/[^A-Za-z_]+/g, \"\");\r\n this._codeVariableName = nameAsVariableName || `${this.getClassName()}_${this.uniqueId}`;\r\n\r\n if (uniqueNames.indexOf(this._codeVariableName) !== -1) {\r\n let index = 0;\r\n do {\r\n index++;\r\n this._codeVariableName = nameAsVariableName + index;\r\n } while (uniqueNames.indexOf(this._codeVariableName) !== -1);\r\n }\r\n\r\n uniqueNames.push(this._codeVariableName);\r\n\r\n // Declaration\r\n let codeString = `\\n// ${this.getClassName()}\\n`;\r\n if (this.comments) {\r\n codeString += `// ${this.comments}\\n`;\r\n }\r\n const className = this.getClassName();\r\n if (className === \"NodeRenderGraphInputBlock\") {\r\n const block = this as unknown as NodeRenderGraphInputBlock;\r\n const blockType = block.type;\r\n\r\n codeString += `var ${this._codeVariableName} = new BABYLON.NodeRenderGraphInputBlock(\"${this.name}\", nodeRenderGraph.frameGraph, scene, BABYLON.NodeRenderGraphBlockConnectionPointTypes.${NodeRenderGraphBlockConnectionPointTypes[blockType]});\\n`;\r\n } else {\r\n if (this._additionalConstructionParameters) {\r\n codeString += `var ${this._codeVariableName} = new BABYLON.${className}(\"${this.name}\", nodeRenderGraph.frameGraph, scene, ...${JSON.stringify(this._additionalConstructionParameters)});\\n`;\r\n } else {\r\n codeString += `var ${this._codeVariableName} = new BABYLON.${className}(\"${this.name}\", nodeRenderGraph.frameGraph, scene);\\n`;\r\n }\r\n }\r\n\r\n // Properties\r\n codeString += this._dumpPropertiesCode() + \"\\n\";\r\n\r\n // Inputs\r\n for (const input of this.inputs) {\r\n if (!input.isConnected) {\r\n continue;\r\n }\r\n\r\n const connectedOutput = input.connectedPoint!;\r\n const connectedBlock = connectedOutput.ownerBlock;\r\n\r\n if (alreadyDumped.indexOf(connectedBlock) === -1) {\r\n codeString += connectedBlock._dumpCode(uniqueNames, alreadyDumped);\r\n }\r\n }\r\n\r\n // Outputs\r\n for (const output of this.outputs) {\r\n if (!output.hasEndpoints) {\r\n continue;\r\n }\r\n\r\n for (const endpoint of output.endpoints) {\r\n const connectedBlock = endpoint.ownerBlock;\r\n if (connectedBlock && alreadyDumped.indexOf(connectedBlock) === -1) {\r\n codeString += connectedBlock._dumpCode(uniqueNames, alreadyDumped);\r\n }\r\n }\r\n }\r\n\r\n return codeString;\r\n }\r\n\r\n /**\r\n * Clone the current block to a new identical block\r\n * @returns a copy of the current block\r\n */\r\n public clone() {\r\n const serializationObject = this.serialize();\r\n const blockType: typeof NodeRenderGraphBlock = GetClass(serializationObject.customType);\r\n\r\n if (blockType) {\r\n const additionalConstructionParameters = serializationObject.additionalConstructionParameters;\r\n const block: NodeRenderGraphBlock = additionalConstructionParameters\r\n ? new blockType(\"\", this._frameGraph, this._scene, ...additionalConstructionParameters)\r\n : new blockType(\"\", this._frameGraph, this._scene);\r\n block._deserialize(serializationObject);\r\n return block;\r\n }\r\n\r\n return null;\r\n }\r\n\r\n /**\r\n * Release resources\r\n */\r\n public dispose() {\r\n for (const input of this.inputs) {\r\n input.dispose();\r\n }\r\n\r\n for (const output of this.outputs) {\r\n output.dispose();\r\n }\r\n\r\n this._frameGraphTask?.dispose();\r\n this._frameGraphTask = undefined as any;\r\n\r\n this.onBuildObservable.clear();\r\n }\r\n}\r\n"]}
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@@ -11,6 +11,7 @@ export declare class FrameGraphLightingVolumeTask extends FrameGraphTask {
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11
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shadowGenerator: FrameGraphShadowGeneratorTask;
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/**
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13
13
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* The output object list containing the lighting volume mesh.
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14
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+
* You can get the mesh by doing outputMeshLightingVolume.meshes[0]
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*/
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15
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readonly outputMeshLightingVolume: FrameGraphObjectList;
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/**
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@@ -1 +1 @@
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1
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-
{"version":3,"file":"lightingVolumeTask.js","sourceRoot":"","sources":["../../../../../../dev/core/src/FrameGraph/Tasks/Misc/lightingVolumeTask.ts"],"names":[],"mappings":"AACA,OAAO,EAAE,cAAc,EAAE,0CAAmC;AAC5D,OAAO,EAAE,gBAAgB,EAAE,4CAAqC;AAChE,OAAO,EAAE,cAAc,EAAE,MAAM,sBAAsB,CAAC;AAEtD;;GAEG;AACH,MAAM,OAAO,4BAA6B,SAAQ,cAAc;
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1
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+
{"version":3,"file":"lightingVolumeTask.js","sourceRoot":"","sources":["../../../../../../dev/core/src/FrameGraph/Tasks/Misc/lightingVolumeTask.ts"],"names":[],"mappings":"AACA,OAAO,EAAE,cAAc,EAAE,0CAAmC;AAC5D,OAAO,EAAE,gBAAgB,EAAE,4CAAqC;AAChE,OAAO,EAAE,cAAc,EAAE,MAAM,sBAAsB,CAAC;AAEtD;;GAEG;AACH,MAAM,OAAO,4BAA6B,SAAQ,cAAc;IAiB5D,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,cAAc,EAAE,CAAC;YACtB,IAAI,CAAC,cAAc,CAAC,IAAI,GAAG,IAAI,CAAC;QACpC,CAAC;IACL,CAAC;IAED;;;;OAIG;IACH,YAAY,IAAY,EAAE,UAAsB;QAC5C,KAAK,CAAC,IAAI,EAAE,UAAU,CAAC,CAAC;QAExB,IAAI,CAAC,cAAc,GAAG,IAAI,cAAc,CAAC,IAAI,EAAE,UAAU,CAAC,KAAK,CAAC,CAAC;QAEjE,IAAI,CAAC,wBAAwB,GAAG;YAC5B,MAAM,EAAE,CAAC,IAAI,CAAC,cAAc,CAAC,IAAI,CAAC;YAClC,eAAe,EAAE,EAAE;SACtB,CAAC;IACN,CAAC;IAEe,OAAO;QACnB,MAAM,OAAO,GAAG,IAAI,CAAC,cAAc,CAAC,OAAO,EAAE,CAAC;QAC9C,IAAI,OAAO,EAAE,CAAC;YACV,IAAI,CAAC,cAAc,CAAC,yBAAyB,CAAC,IAAI,CAAC,CAAC;QACxD,CAAC;QACD,OAAO,OAAO,CAAC;IACnB,CAAC;IAEe,YAAY;QACxB,OAAO,8BAA8B,CAAC;IAC1C,CAAC;IAEM,MAAM;QACT,IAAI,IAAI,CAAC,eAAe,KAAK,SAAS,EAAE,CAAC;YACrC,MAAM,IAAI,KAAK,CAAC,gCAAgC,IAAI,CAAC,IAAI,+BAA+B,CAAC,CAAC;QAC9F,CAAC;QAED,MAAM,KAAK,GAAG,IAAI,CAAC,eAAe,CAAC,KAAK,CAAC;QAEzC,IAAI,CAAC,CAAC,KAAK,YAAY,gBAAgB,CAAC,EAAE,CAAC;YACvC,MAAM,IAAI,KAAK,CAAC,gCAAgC,IAAI,CAAC,IAAI,qCAAqC,CAAC,CAAC;QACpG,CAAC;QAED,IAAI,CAAC,cAAc,CAAC,eAAe,GAAG,IAAI,CAAC,eAAe,CAAC,eAAe,CAAC;QAE3E,MAAM,IAAI,GAAG,IAAI,CAAC,WAAW,CAAC,iBAAiB,CAAC,IAAI,CAAC,IAAI,CAAC,CAAC;QAE3D,IAAI,CAAC,aAAa,CAAC,IAAI,CAAC,wBAAwB,CAAC,CAAC;QAClD,IAAI,CAAC,cAAc,CAAC,GAAG,EAAE;YACrB,IAAI,CAAC,cAAc,CAAC,MAAM,EAAE,CAAC;QACjC,CAAC,CAAC,CAAC;QAEH,MAAM,YAAY,GAAG,IAAI,CAAC,WAAW,CAAC,iBAAiB,CAAC,IAAI,CAAC,IAAI,GAAG,WAAW,EAAE,IAAI,CAAC,CAAC;QAEvF,YAAY,CAAC,aAAa,CAAC,IAAI,CAAC,wBAAwB,CAAC,CAAC;QAC1D,YAAY,CAAC,cAAc,CAAC,GAAG,EAAE,GAAE,CAAC,CAAC,CAAC;IAC1C,CAAC;IAEe,OAAO;QACnB,KAAK,CAAC,OAAO,EAAE,CAAC;QAChB,IAAI,CAAC,cAAc,CAAC,OAAO,EAAE,CAAC;IAClC,CAAC;CACJ","sourcesContent":["import type { FrameGraph, FrameGraphObjectList, FrameGraphShadowGeneratorTask } from \"core/index\";\r\nimport { LightingVolume } from \"core/Lights/lightingVolume\";\r\nimport { DirectionalLight } from \"core/Lights/directionalLight\";\r\nimport { FrameGraphTask } from \"../../frameGraphTask\";\r\n\r\n/**\r\n * Task used to create a lighting volume from a directional light's shadow generator.\r\n */\r\nexport class FrameGraphLightingVolumeTask extends FrameGraphTask {\r\n /**\r\n * The shadow generator used to create the lighting volume.\r\n */\r\n public shadowGenerator: FrameGraphShadowGeneratorTask;\r\n\r\n /**\r\n * The output object list containing the lighting volume mesh.\r\n * You can get the mesh by doing outputMeshLightingVolume.meshes[0]\r\n */\r\n public readonly outputMeshLightingVolume: FrameGraphObjectList;\r\n\r\n /**\r\n * The lighting volume created by this task.\r\n */\r\n public readonly lightingVolume: LightingVolume;\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.lightingVolume) {\r\n this.lightingVolume.name = name;\r\n }\r\n }\r\n\r\n /**\r\n * Creates a new FrameGraphLightingVolumeTask.\r\n * @param name Name of the task.\r\n * @param frameGraph The frame graph instance.\r\n */\r\n constructor(name: string, frameGraph: FrameGraph) {\r\n super(name, frameGraph);\r\n\r\n this.lightingVolume = new LightingVolume(name, frameGraph.scene);\r\n\r\n this.outputMeshLightingVolume = {\r\n meshes: [this.lightingVolume.mesh],\r\n particleSystems: [],\r\n };\r\n }\r\n\r\n public override isReady() {\r\n const isReady = this.lightingVolume.isReady();\r\n if (isReady) {\r\n this.lightingVolume._setComputeShaderFastMode(true);\r\n }\r\n return isReady;\r\n }\r\n\r\n public override getClassName(): string {\r\n return \"FrameGraphLightingVolumeTask\";\r\n }\r\n\r\n public record() {\r\n if (this.shadowGenerator === undefined) {\r\n throw new Error(`FrameGraphLightingVolumeTask ${this.name}: shadowGenerator is required`);\r\n }\r\n\r\n const light = this.shadowGenerator.light;\r\n\r\n if (!(light instanceof DirectionalLight)) {\r\n throw new Error(`FrameGraphLightingVolumeTask ${this.name}: light must be a directional light`);\r\n }\r\n\r\n this.lightingVolume.shadowGenerator = this.shadowGenerator.shadowGenerator;\r\n\r\n const pass = this._frameGraph.addObjectListPass(this.name);\r\n\r\n pass.setObjectList(this.outputMeshLightingVolume);\r\n pass.setExecuteFunc(() => {\r\n this.lightingVolume.update();\r\n });\r\n\r\n const passDisabled = this._frameGraph.addObjectListPass(this.name + \"_disabled\", true);\r\n\r\n passDisabled.setObjectList(this.outputMeshLightingVolume);\r\n passDisabled.setExecuteFunc(() => {});\r\n }\r\n\r\n public override dispose() {\r\n super.dispose();\r\n this.lightingVolume.dispose();\r\n }\r\n}\r\n"]}
|
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@@ -2,8 +2,6 @@ import type { AbstractEngine, Camera, EffectWrapperCreationOptions, FrameGraph,
|
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2
2
|
import { Vector3 } from "../../../Maths/math.vector.js";
|
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3
3
|
import { ThinPassPostProcess } from "../../../PostProcesses/thinPassPostProcess.js";
|
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4
4
|
import { FrameGraphPostProcessTask } from "./postProcessTask.js";
|
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5
|
-
import "../../../Shaders/volumetricLightingBlendVolume.fragment.js";
|
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6
|
-
import "../../../ShadersWGSL/volumetricLightingBlendVolume.fragment.js";
|
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5
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/**
|
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* @internal
|
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7
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*/
|
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@@ -14,6 +12,7 @@ declare class VolumetricLightingBlendVolumeThinPostProcess extends ThinPassPostP
|
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12
|
extinction: Vector3;
|
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15
13
|
enableExtinction: boolean;
|
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16
14
|
private _invProjection;
|
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15
|
+
protected _gatherImports(useWebGPU: boolean, list: Promise<any>[]): void;
|
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17
16
|
constructor(name: string, engine?: Nullable<AbstractEngine>, enableExtinction?: boolean, options?: EffectWrapperCreationOptions);
|
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18
17
|
bind(noDefaultBindings?: boolean): void;
|
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18
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}
|
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@@ -2,12 +2,20 @@ import { Vector3, Matrix } from "../../../Maths/math.vector.js";
|
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2
2
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3
3
|
import { ThinPassPostProcess } from "../../../PostProcesses/thinPassPostProcess.js";
|
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4
4
|
import { FrameGraphPostProcessTask } from "./postProcessTask.js";
|
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5
|
-
import "../../../Shaders/volumetricLightingBlendVolume.fragment.js";
|
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6
|
-
import "../../../ShadersWGSL/volumetricLightingBlendVolume.fragment.js";
|
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7
5
|
/**
|
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8
6
|
* @internal
|
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9
7
|
*/
|
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10
8
|
class VolumetricLightingBlendVolumeThinPostProcess extends ThinPassPostProcess {
|
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9
|
+
_gatherImports(useWebGPU, list) {
|
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10
|
+
if (useWebGPU) {
|
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11
|
+
this._webGPUReady = true;
|
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12
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+
list.push(Promise.all([import("../../../ShadersWGSL/pass.fragment.js"), import("../../../ShadersWGSL/volumetricLightingBlendVolume.fragment.js")]));
|
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13
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+
}
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14
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+
else {
|
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15
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+
list.push(Promise.all([import("../../../Shaders/pass.fragment.js"), import("../../../Shaders/volumetricLightingBlendVolume.fragment.js")]));
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}
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17
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+
super._gatherImports(useWebGPU, list);
|
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+
}
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19
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constructor(name, engine = null, enableExtinction = false, options) {
|
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super(name, engine, {
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...options,
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@@ -1 +1 @@
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1
|
-
{"version":3,"file":"volumetricLightingBlendVolumeTask.js","sourceRoot":"","sources":["../../../../../../dev/core/src/FrameGraph/Tasks/PostProcesses/volumetricLightingBlendVolumeTask.ts"],"names":[],"mappings":"AACA,OAAO,EAAE,OAAO,EAAE,MAAM,EAAE,sCAA+B;AACzD,OAAO,EAAE,SAAS,EAAE,sCAA+B;AACnD,OAAO,EAAE,mBAAmB,EAAE,sDAA+C;AAC7E,OAAO,EAAE,yBAAyB,EAAE,MAAM,mBAAmB,CAAC;AAE9D
|
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1
|
+
{"version":3,"file":"volumetricLightingBlendVolumeTask.js","sourceRoot":"","sources":["../../../../../../dev/core/src/FrameGraph/Tasks/PostProcesses/volumetricLightingBlendVolumeTask.ts"],"names":[],"mappings":"AACA,OAAO,EAAE,OAAO,EAAE,MAAM,EAAE,sCAA+B;AACzD,OAAO,EAAE,SAAS,EAAE,sCAA+B;AACnD,OAAO,EAAE,mBAAmB,EAAE,sDAA+C;AAC7E,OAAO,EAAE,yBAAyB,EAAE,MAAM,mBAAmB,CAAC;AAE9D;;GAEG;AACH,MAAM,4CAA6C,SAAQ,mBAAmB;IAavD,cAAc,CAAC,SAAkB,EAAE,IAAoB;QACtE,IAAI,SAAS,EAAE,CAAC;YACZ,IAAI,CAAC,YAAY,GAAG,IAAI,CAAC;YACzB,IAAI,CAAC,IAAI,CAAC,OAAO,CAAC,GAAG,CAAC,CAAC,MAAM,CAAC,oCAAoC,CAAC,EAAE,MAAM,CAAC,6DAA6D,CAAC,CAAC,CAAC,CAAC,CAAC;QAClJ,CAAC;aAAM,CAAC;YACJ,IAAI,CAAC,IAAI,CAAC,OAAO,CAAC,GAAG,CAAC,CAAC,MAAM,CAAC,gCAAgC,CAAC,EAAE,MAAM,CAAC,yDAAyD,CAAC,CAAC,CAAC,CAAC,CAAC;QAC1I,CAAC;QAED,KAAK,CAAC,cAAc,CAAC,SAAS,EAAE,IAAI,CAAC,CAAC;IAC1C,CAAC;IAED,YAAY,IAAY,EAAE,SAAmC,IAAI,EAAE,gBAAgB,GAAG,KAAK,EAAE,OAAsC;QAC/H,KAAK,CAAC,IAAI,EAAE,MAAM,EAAE;YAChB,GAAG,OAAO;YACV,cAAc,EAAE,+BAA+B;YAC/C,QAAQ,EAAE,CAAC,cAAc,CAAC;YAC1B,QAAQ,EAAE,CAAC,eAAe,EAAE,mBAAmB,EAAE,YAAY,CAAC;YAC9D,OAAO,EAAE,gBAAgB,CAAC,CAAC,CAAC,CAAC,8BAA8B,EAAE,wBAAwB,CAAC,CAAC,CAAC,CAAC,SAAS;SACrG,CAAC,CAAC;QA5BA,uBAAkB,GAAG,CAAC,CAAC;QAEvB,wBAAmB,GAAG,CAAC,CAAC;QAExB,eAAU,GAAG,IAAI,OAAO,CAAC,CAAC,EAAE,CAAC,EAAE,CAAC,CAAC,CAAC;QAElC,qBAAgB,GAAG,KAAK,CAAC;QAwB5B,IAAI,CAAC,cAAc,GAAG,IAAI,MAAM,EAAE,CAAC;QACnC,IAAI,CAAC,SAAS,GAAG,gBAAgB,CAAC,CAAC,CAAC,SAAS,CAAC,4BAA4B,CAAC,CAAC,CAAC,SAAS,CAAC,SAAS,CAAC;IACrG,CAAC;IAEe,IAAI,CAAC,iBAAiB,GAAG,KAAK;QAC1C,KAAK,CAAC,IAAI,CAAC,iBAAiB,CAAC,CAAC;QAE9B,MAAM,MAAM,GAAG,IAAI,CAAC,WAAW,CAAC,MAAO,CAAC;QAExC,IAAI,CAAC,cAAc,CAAC,QAAQ,CAAC,IAAI,CAAC,MAAM,CAAC,mBAAmB,EAAE,CAAC,CAAC;QAChE,IAAI,CAAC,cAAc,CAAC,MAAM,EAAE,CAAC;QAE7B,MAAM,CAAC,SAAS,CAAC,eAAe,EAAE,IAAI,CAAC,cAAc,CAAC,CAAC;QACvD,MAAM,CAAC,SAAS,CAAC,mBAAmB,EAAE,IAAI,CAAC,kBAAkB,EAAE,IAAI,CAAC,mBAAmB,CAAC,CAAC;QACzF,MAAM,CAAC,UAAU,CAAC,YAAY,EAAE,IAAI,CAAC,UAAU,CAAC,CAAC;IACrD,CAAC;CACJ;AAED;;GAEG;AACH,MAAM,OAAO,2CAA4C,SAAQ,yBAAyB;IAOtF,YAAY,IAAY,EAAE,UAAsB,EAAE,gBAAgB,GAAG,KAAK;QACtE,KAAK,CAAC,IAAI,EAAE,UAAU,EAAE,IAAI,4CAA4C,CAAC,IAAI,EAAE,UAAU,CAAC,MAAM,EAAE,gBAAgB,CAAC,CAAC,CAAC;IACzH,CAAC;IAEe,YAAY;QACxB,OAAO,6CAA6C,CAAC;IACzD,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,EAAE,CAAC;YACnG,MAAM,IAAI,KAAK,CAAC,gDAAgD,IAAI,CAAC,IAAI,wDAAwD,CAAC,CAAC;QACvI,CAAC;QAED,MAAM,IAAI,GAAG,KAAK,CAAC,MAAM,CAAC,4BAA4B,EAAE,SAAS,EAAE,CAAC,OAAO,EAAE,EAAE;YAC3E,IAAI,CAAC,WAAW,CAAC,MAAM,GAAG,IAAI,CAAC,MAAM,CAAC;YACtC,OAAO,CAAC,iBAAiB,CAAC,IAAI,CAAC,uBAAuB,CAAC,MAAO,EAAE,cAAc,EAAE,IAAI,CAAC,YAAY,CAAC,CAAC;QACvG,CAAC,CAAC,CAAC;QAEH,IAAI,CAAC,eAAe,CAAC,IAAI,CAAC,YAAY,CAAC,CAAC;QAExC,IAAI,CAAC,WAAW,CAAC,kBAAkB,GAAG,IAAI,CAAC,YAAY,CAAC;QACxD,IAAI,CAAC,WAAW,CAAC,mBAAmB,GAAG,IAAI,CAAC,aAAa,CAAC;QAE1D,OAAO,IAAI,CAAC;IAChB,CAAC;CACJ","sourcesContent":["import type { AbstractEngine, Camera, EffectWrapperCreationOptions, FrameGraph, FrameGraphRenderPass, FrameGraphTextureHandle, Nullable } from \"core/index\";\r\nimport { Vector3, Matrix } from \"core/Maths/math.vector\";\r\nimport { Constants } from \"core/Engines/constants\";\r\nimport { ThinPassPostProcess } from \"core/PostProcesses/thinPassPostProcess\";\r\nimport { FrameGraphPostProcessTask } from \"./postProcessTask\";\r\n\r\n/**\r\n * @internal\r\n */\r\nclass VolumetricLightingBlendVolumeThinPostProcess extends ThinPassPostProcess {\r\n public camera: Camera;\r\n\r\n public outputTextureWidth = 0;\r\n\r\n public outputTextureHeight = 0;\r\n\r\n public extinction = new Vector3(0, 0, 0);\r\n\r\n public enableExtinction = false;\r\n\r\n private _invProjection: Matrix;\r\n\r\n protected override _gatherImports(useWebGPU: boolean, list: Promise<any>[]) {\r\n if (useWebGPU) {\r\n this._webGPUReady = true;\r\n list.push(Promise.all([import(\"../../../ShadersWGSL/pass.fragment\"), import(\"../../../ShadersWGSL/volumetricLightingBlendVolume.fragment\")]));\r\n } else {\r\n list.push(Promise.all([import(\"../../../Shaders/pass.fragment\"), import(\"../../../Shaders/volumetricLightingBlendVolume.fragment\")]));\r\n }\r\n\r\n super._gatherImports(useWebGPU, list);\r\n }\r\n\r\n constructor(name: string, engine: Nullable<AbstractEngine> = null, enableExtinction = false, options?: EffectWrapperCreationOptions) {\r\n super(name, engine, {\r\n ...options,\r\n fragmentShader: \"volumetricLightingBlendVolume\",\r\n samplers: [\"depthSampler\"],\r\n uniforms: [\"invProjection\", \"outputTextureSize\", \"extinction\"],\r\n defines: enableExtinction ? [\"#define DUAL_SOURCE_BLENDING\", \"#define USE_EXTINCTION\"] : undefined,\r\n });\r\n\r\n this._invProjection = new Matrix();\r\n this.alphaMode = enableExtinction ? Constants.ALPHA_DUAL_SRC0_ADD_SRC1xDST : Constants.ALPHA_ADD;\r\n }\r\n\r\n public override bind(noDefaultBindings = false) {\r\n super.bind(noDefaultBindings);\r\n\r\n const effect = this.drawWrapper.effect!;\r\n\r\n this._invProjection.copyFrom(this.camera.getProjectionMatrix());\r\n this._invProjection.invert();\r\n\r\n effect.setMatrix(\"invProjection\", this._invProjection);\r\n effect.setFloat2(\"outputTextureSize\", this.outputTextureWidth, this.outputTextureHeight);\r\n effect.setVector3(\"extinction\", this.extinction);\r\n }\r\n}\r\n\r\n/**\r\n * @internal\r\n */\r\nexport class FrameGraphVolumetricLightingBlendVolumeTask extends FrameGraphPostProcessTask {\r\n public override readonly postProcess: VolumetricLightingBlendVolumeThinPostProcess;\r\n\r\n public depthTexture: FrameGraphTextureHandle;\r\n\r\n public camera: Camera;\r\n\r\n constructor(name: string, frameGraph: FrameGraph, enableExtinction = false) {\r\n super(name, frameGraph, new VolumetricLightingBlendVolumeThinPostProcess(name, frameGraph.engine, enableExtinction));\r\n }\r\n\r\n public override getClassName(): string {\r\n return \"FrameGraphVolumetricLightingBlendVolumeTask\";\r\n }\r\n\r\n public override record(skipCreationOfDisabledPasses = false): FrameGraphRenderPass {\r\n if (this.sourceTexture === undefined || this.depthTexture === undefined || this.camera === undefined) {\r\n throw new Error(`FrameGraphVolumetricLightingBlendVolumeTask \"${this.name}\": sourceTexture, depthTexture and camera are required`);\r\n }\r\n\r\n const pass = super.record(skipCreationOfDisabledPasses, undefined, (context) => {\r\n this.postProcess.camera = this.camera;\r\n context.bindTextureHandle(this._postProcessDrawWrapper.effect!, \"depthSampler\", this.depthTexture);\r\n });\r\n\r\n pass.addDependencies(this.depthTexture);\r\n\r\n this.postProcess.outputTextureWidth = this._outputWidth;\r\n this.postProcess.outputTextureHeight = this._outputHeight;\r\n\r\n return pass;\r\n }\r\n}\r\n"]}
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@@ -2,10 +2,6 @@ import type { Camera, DirectionalLight, FrameGraph, FrameGraphObjectList, FrameG
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/**
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* A frame graph task that performs volumetric lighting.
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@@ -86,6 +82,7 @@ export declare class FrameGraphVolumetricLightingTask extends FrameGraphTask {
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* @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.
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initAsync(): Promise<unknown>;
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@@ -6,10 +6,6 @@ import { FrameGraphTask } from "../../frameGraphTask.js";
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const InvViewProjectionMatrix = new Matrix();
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/**
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* A frame graph task that performs volumetric lighting.
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@@ -113,6 +109,13 @@ export class FrameGraphVolumetricLightingTask extends FrameGraphTask {
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this.extinction = new Vector3(this.extinction.x, this.extinction.y, this.extinction.z);
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this.lightPower = this._lightPower;
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}
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// eslint-disable-next-line @typescript-eslint/promise-function-async, no-restricted-syntax
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initAsync() {
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if (this._frameGraph.engine.isWebGPU) {
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+
return Promise.all([import("../../../ShadersWGSL/volumetricLightingRenderVolume.vertex.js"), import("../../../ShadersWGSL/volumetricLightingRenderVolume.fragment.js")]);
|
|
116
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+
}
|
|
117
|
+
return Promise.all([import("../../../Shaders/volumetricLightingRenderVolume.vertex.js"), import("../../../Shaders/volumetricLightingRenderVolume.fragment.js")]);
|
|
118
|
+
}
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116
119
|
isReady() {
|
|
117
120
|
return (this._renderLightingVolumeMaterial.isReady() &&
|
|
118
121
|
this._clearLightingVolumeTextureTask.isReady() &&
|
|
@@ -1 +1 @@
|
|
|
1
|
-
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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"]}
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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\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 // eslint-disable-next-line @typescript-eslint/promise-function-async, no-restricted-syntax\r\n public override initAsync(): Promise<unknown> {\r\n if (this._frameGraph.engine.isWebGPU) {\r\n return Promise.all([import(\"../../../ShadersWGSL/volumetricLightingRenderVolume.vertex\"), import(\"../../../ShadersWGSL/volumetricLightingRenderVolume.fragment\")]);\r\n }\r\n\r\n return Promise.all([import(\"../../../Shaders/volumetricLightingRenderVolume.vertex\"), import(\"../../../Shaders/volumetricLightingRenderVolume.fragment\")]);\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"]}
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@@ -5,8 +5,6 @@ import { FrameGraphObjectListPass } from "./Passes/objectListPass.js";
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5
5
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import { FrameGraphContext } from "./frameGraphContext.js";
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6
6
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import { FrameGraphTextureManager } from "./frameGraphTextureManager.js";
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7
7
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import { Observable } from "../Misc/observable.js";
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8
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-
import "../Engines/Extensions/engine.multiRender.js";
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9
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-
import "../Engines/WebGPU/Extensions/engine.multiRender.js";
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10
8
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/**
|
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11
9
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* Class used to implement a frame graph
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12
10
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* @experimental
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@@ -25,6 +23,7 @@ export declare class FrameGraph implements IDisposable {
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25
23
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private readonly _initAsyncPromises;
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26
24
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private _currentProcessedTask;
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27
25
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private _whenReadyAsyncCancel;
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26
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+
private _importPromise;
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28
27
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/**
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|
29
28
|
* Name of the frame graph
|
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30
29
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*/
|
package/FrameGraph/frameGraph.js
CHANGED
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@@ -8,8 +8,6 @@ import { Observable } from "../Misc/observable.js";
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8
8
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import { _RetryWithInterval } from "../Misc/timingTools.js";
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9
9
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import { Logger } from "../Misc/logger.js";
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10
10
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import { UniqueIdGenerator } from "../Misc/uniqueIdGenerator.js";
|
|
11
|
-
import "../Engines/Extensions/engine.multiRender.js";
|
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12
|
-
import "../Engines/WebGPU/Extensions/engine.multiRender.js";
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|
13
11
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var FrameGraphPassType;
|
|
14
12
|
(function (FrameGraphPassType) {
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15
13
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FrameGraphPassType[FrameGraphPassType["Normal"] = 0] = "Normal";
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@@ -81,6 +79,7 @@ export class FrameGraph {
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81
79
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this._built = false; // TODO: to be removed when build() is removed
|
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82
80
|
this._scene = scene;
|
|
83
81
|
this._engine = scene.getEngine();
|
|
82
|
+
this._importPromise = this._engine.isWebGPU ? import("../Engines/WebGPU/Extensions/engine.multiRender.js") : import("../Engines/Extensions/engine.multiRender.js");
|
|
84
83
|
this.textureManager = new FrameGraphTextureManager(this._engine, debugTextures, scene);
|
|
85
84
|
this._passContext = new FrameGraphContext(this._engine, this.textureManager, scene);
|
|
86
85
|
this._renderContext = new FrameGraphRenderContext(this._engine, this.textureManager, scene);
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@@ -189,6 +188,7 @@ export class FrameGraph {
|
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|
189
188
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this.pausedExecution = true;
|
|
190
189
|
this._built = false;
|
|
191
190
|
try {
|
|
191
|
+
await this._importPromise;
|
|
192
192
|
await this._whenAsynchronousInitializationDoneAsync();
|
|
193
193
|
for (const task of this._tasks) {
|
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194
194
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task._reset();
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