@onerjs/core 8.32.7 → 8.32.8

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Files changed (88) hide show
  1. package/AudioV2/abstractAudio/abstractSoundSource.js +12 -4
  2. package/AudioV2/abstractAudio/abstractSoundSource.js.map +1 -1
  3. package/Engines/abstractEngine.js +2 -2
  4. package/Engines/abstractEngine.js.map +1 -1
  5. package/FrameGraph/Node/Blocks/PostProcesses/baseWithPropertiesPostProcessBlock.js +1 -1
  6. package/FrameGraph/Node/Blocks/PostProcesses/baseWithPropertiesPostProcessBlock.js.map +1 -1
  7. package/FrameGraph/Node/Blocks/Rendering/baseObjectRendererBlock.d.ts +18 -0
  8. package/FrameGraph/Node/Blocks/Rendering/baseObjectRendererBlock.js +105 -15
  9. package/FrameGraph/Node/Blocks/Rendering/baseObjectRendererBlock.js.map +1 -1
  10. package/FrameGraph/Node/Blocks/Rendering/geometryRendererBlock.js +7 -7
  11. package/FrameGraph/Node/Blocks/Rendering/geometryRendererBlock.js.map +1 -1
  12. package/FrameGraph/Node/Blocks/Textures/copyTextureBlock.js +1 -1
  13. package/FrameGraph/Node/Blocks/Textures/copyTextureBlock.js.map +1 -1
  14. package/FrameGraph/Passes/pass.d.ts +11 -2
  15. package/FrameGraph/Passes/pass.js +14 -2
  16. package/FrameGraph/Passes/pass.js.map +1 -1
  17. package/FrameGraph/Passes/renderPass.d.ts +4 -2
  18. package/FrameGraph/Passes/renderPass.js +5 -2
  19. package/FrameGraph/Passes/renderPass.js.map +1 -1
  20. package/FrameGraph/Tasks/Layers/baseLayerTask.js +27 -31
  21. package/FrameGraph/Tasks/Layers/baseLayerTask.js.map +1 -1
  22. package/FrameGraph/Tasks/Rendering/objectRendererTask.d.ts +41 -1
  23. package/FrameGraph/Tasks/Rendering/objectRendererTask.js +122 -0
  24. package/FrameGraph/Tasks/Rendering/objectRendererTask.js.map +1 -1
  25. package/FrameGraph/Tasks/Texture/clearTextureTask.js +6 -4
  26. package/FrameGraph/Tasks/Texture/clearTextureTask.js.map +1 -1
  27. package/FrameGraph/frameGraph.js +3 -0
  28. package/FrameGraph/frameGraph.js.map +1 -1
  29. package/FrameGraph/frameGraphRenderTarget.js +1 -0
  30. package/FrameGraph/frameGraphRenderTarget.js.map +1 -1
  31. package/FrameGraph/frameGraphTask.d.ts +2 -0
  32. package/FrameGraph/frameGraphTask.js +11 -0
  33. package/FrameGraph/frameGraphTask.js.map +1 -1
  34. package/FrameGraph/frameGraphTypes.d.ts +8 -0
  35. package/FrameGraph/frameGraphTypes.js.map +1 -1
  36. package/Materials/GaussianSplatting/gaussianSplattingMaterial.d.ts +9 -0
  37. package/Materials/GaussianSplatting/gaussianSplattingMaterial.js +66 -22
  38. package/Materials/GaussianSplatting/gaussianSplattingMaterial.js.map +1 -1
  39. package/Materials/Node/Blocks/GaussianSplatting/gaussianSplattingBlock.js +3 -6
  40. package/Materials/Node/Blocks/GaussianSplatting/gaussianSplattingBlock.js.map +1 -1
  41. package/Meshes/GaussianSplatting/gaussianSplattingMesh.d.ts +10 -5
  42. package/Meshes/GaussianSplatting/gaussianSplattingMesh.js +17 -16
  43. package/Meshes/GaussianSplatting/gaussianSplattingMesh.js.map +1 -1
  44. package/Rendering/depthPeelingRenderer.d.ts +7 -78
  45. package/Rendering/depthPeelingRenderer.js +12 -398
  46. package/Rendering/depthPeelingRenderer.js.map +1 -1
  47. package/Rendering/depthPeelingSceneComponent.d.ts +3 -3
  48. package/Rendering/depthPeelingSceneComponent.js.map +1 -1
  49. package/Rendering/depthRenderer.js +9 -1
  50. package/Rendering/depthRenderer.js.map +1 -1
  51. package/Rendering/index.d.ts +1 -0
  52. package/Rendering/index.js +1 -0
  53. package/Rendering/index.js.map +1 -1
  54. package/Rendering/objectRenderer.d.ts +20 -0
  55. package/Rendering/objectRenderer.js +17 -1
  56. package/Rendering/objectRenderer.js.map +1 -1
  57. package/Rendering/renderingGroup.d.ts +10 -3
  58. package/Rendering/renderingGroup.js +24 -13
  59. package/Rendering/renderingGroup.js.map +1 -1
  60. package/Rendering/renderingManager.d.ts +6 -2
  61. package/Rendering/renderingManager.js +8 -2
  62. package/Rendering/renderingManager.js.map +1 -1
  63. package/Rendering/thinDepthPeelingRenderer.d.ts +120 -0
  64. package/Rendering/thinDepthPeelingRenderer.js +469 -0
  65. package/Rendering/thinDepthPeelingRenderer.js.map +1 -0
  66. package/Shaders/ShadersInclude/gaussianSplatting.js +1 -1
  67. package/Shaders/ShadersInclude/gaussianSplatting.js.map +1 -1
  68. package/Shaders/gaussianSplatting.vertex.js +2 -2
  69. package/Shaders/gaussianSplatting.vertex.js.map +1 -1
  70. package/Shaders/gaussianSplattingDepth.fragment.js +9 -2
  71. package/Shaders/gaussianSplattingDepth.fragment.js.map +1 -1
  72. package/Shaders/gaussianSplattingDepth.vertex.js +13 -2
  73. package/Shaders/gaussianSplattingDepth.vertex.js.map +1 -1
  74. package/Shaders/oitFinalSimpleBlend.fragment.d.ts +5 -0
  75. package/Shaders/oitFinalSimpleBlend.fragment.js +12 -0
  76. package/Shaders/oitFinalSimpleBlend.fragment.js.map +1 -0
  77. package/ShadersWGSL/ShadersInclude/gaussianSplatting.js +1 -5
  78. package/ShadersWGSL/ShadersInclude/gaussianSplatting.js.map +1 -1
  79. package/ShadersWGSL/gaussianSplatting.vertex.js +2 -2
  80. package/ShadersWGSL/gaussianSplatting.vertex.js.map +1 -1
  81. package/ShadersWGSL/gaussianSplattingDepth.fragment.js +12 -3
  82. package/ShadersWGSL/gaussianSplattingDepth.fragment.js.map +1 -1
  83. package/ShadersWGSL/gaussianSplattingDepth.vertex.js +13 -2
  84. package/ShadersWGSL/gaussianSplattingDepth.vertex.js.map +1 -1
  85. package/ShadersWGSL/oitFinalSimpleBlend.fragment.d.ts +5 -0
  86. package/ShadersWGSL/oitFinalSimpleBlend.fragment.js +13 -0
  87. package/ShadersWGSL/oitFinalSimpleBlend.fragment.js.map +1 -0
  88. package/package.json +1 -1
@@ -147,6 +147,6 @@ __decorate([
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  editableInPropertyPage("Use full screen viewport", 0 /* PropertyTypeForEdition.Boolean */, "BASE PROPERTIES")
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  ], NodeRenderGraphBaseWithPropertiesPostProcessBlock.prototype, "useFullScreenViewport", null);
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  __decorate([
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- editableInPropertyPage("Viewport", 13 /* PropertyTypeForEdition.Viewport */, "BASE PROPERTIES")
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+ editableInPropertyPage("    Viewport", 13 /* PropertyTypeForEdition.Viewport */, "BASE PROPERTIES")
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  ], NodeRenderGraphBaseWithPropertiesPostProcessBlock.prototype, "viewport", null);
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  //# sourceMappingURL=baseWithPropertiesPostProcessBlock.js.map
@@ -1 +1 @@
1
- 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type { FrameGraphPostProcessTask, IViewportLike } from \"core/index\";\r\nimport { editableInPropertyPage, PropertyTypeForEdition } from \"../../../../Decorators/nodeDecorator\";\r\nimport { NodeRenderGraphBasePostProcessBlock } from \"./basePostProcessBlock\";\r\n\r\n/**\r\n * Base class for post process blocks.\r\n */\r\nexport class NodeRenderGraphBaseWithPropertiesPostProcessBlock extends NodeRenderGraphBasePostProcessBlock {\r\n protected override _frameGraphTask: FrameGraphPostProcessTask;\r\n\r\n protected _useCurrentViewport = false;\r\n protected _useFullScreenViewport = true;\r\n protected _viewport: IViewportLike = { x: 0, y: 0, width: 1, height: 1 };\r\n\r\n /** If true, the depth attachment will be read-only. */\r\n @editableInPropertyPage(\"Depth Read Only\", PropertyTypeForEdition.Boolean, \"BASE PROPERTIES\")\r\n public get depthReadOnly(): boolean {\r\n return this._frameGraphTask.depthReadOnly;\r\n }\r\n\r\n public set depthReadOnly(value: boolean) {\r\n this._frameGraphTask.depthReadOnly = value;\r\n }\r\n\r\n /** If true, the stencil attachment will be read-only. */\r\n @editableInPropertyPage(\"Stencil Read Only\", PropertyTypeForEdition.Boolean, \"BASE PROPERTIES\")\r\n public get stencilReadOnly(): boolean {\r\n return this._frameGraphTask.stencilReadOnly;\r\n }\r\n\r\n public set stencilReadOnly(value: boolean) {\r\n this._frameGraphTask.stencilReadOnly = value;\r\n }\r\n\r\n /** If true, color write will be disabled when applying the post process. */\r\n @editableInPropertyPage(\"Disable Color Write\", PropertyTypeForEdition.Boolean, \"BASE PROPERTIES\")\r\n public get disableColorWrite(): boolean {\r\n return this._frameGraphTask.disableColorWrite;\r\n }\r\n\r\n public set disableColorWrite(value: boolean) {\r\n this._frameGraphTask.disableColorWrite = value;\r\n }\r\n\r\n /** If true, the post process will be generated by a back face full-screen quad (CW order). */\r\n @editableInPropertyPage(\"Draw Back Face\", PropertyTypeForEdition.Boolean, \"BASE PROPERTIES\")\r\n public get drawBackFace(): boolean {\r\n return this._frameGraphTask.drawBackFace;\r\n }\r\n\r\n public set drawBackFace(value: boolean) {\r\n this._frameGraphTask.drawBackFace = value;\r\n }\r\n\r\n /** If depth testing should be enabled (default is true). */\r\n @editableInPropertyPage(\"Depth Test\", PropertyTypeForEdition.Boolean, \"BASE PROPERTIES\")\r\n public get depthTest(): boolean {\r\n return this._frameGraphTask.depthTest;\r\n }\r\n\r\n public set depthTest(value: boolean) {\r\n this._frameGraphTask.depthTest = value;\r\n }\r\n\r\n private _setViewport() {\r\n if (this._useCurrentViewport) {\r\n this._frameGraphTask.viewport = null;\r\n } else if (this._useFullScreenViewport) {\r\n this._frameGraphTask.viewport = undefined;\r\n } else {\r\n this._frameGraphTask.viewport = this._viewport;\r\n }\r\n }\r\n\r\n /** If true, the current viewport will be left unchanged. */\r\n @editableInPropertyPage(\"Use currently active viewport\", PropertyTypeForEdition.Boolean, \"BASE PROPERTIES\")\r\n public get useCurrentViewport(): boolean {\r\n return this._useCurrentViewport;\r\n }\r\n\r\n public set useCurrentViewport(value: boolean) {\r\n this._useCurrentViewport = value;\r\n this._setViewport();\r\n }\r\n\r\n /** If true, a full screen viewport will be used. */\r\n @editableInPropertyPage(\"Use full screen viewport\", PropertyTypeForEdition.Boolean, \"BASE PROPERTIES\")\r\n public get useFullScreenViewport(): boolean {\r\n return this._useFullScreenViewport;\r\n }\r\n\r\n public set useFullScreenViewport(value: boolean) {\r\n this._useFullScreenViewport = value;\r\n this._setViewport();\r\n }\r\n\r\n /** The viewport to use. */\r\n @editableInPropertyPage(\"Viewport\", PropertyTypeForEdition.Viewport, \"BASE PROPERTIES\")\r\n public get viewport(): IViewportLike {\r\n return this._viewport;\r\n }\r\n\r\n public set viewport(value: IViewportLike) {\r\n this._viewport = value;\r\n this._setViewport();\r\n }\r\n\r\n /**\r\n * Gets the current class name\r\n * @returns the class name\r\n */\r\n public override getClassName() {\r\n return \"NodeRenderGraphBaseWithPropertiesPostProcessBlock\";\r\n }\r\n\r\n protected override _dumpPropertiesCode() {\r\n const codes: string[] = [];\r\n codes.push(`${this._codeVariableName}.depthReadOnly = ${this.depthReadOnly};`);\r\n codes.push(`${this._codeVariableName}.stencilReadOnly = ${this.stencilReadOnly};`);\r\n codes.push(`${this._codeVariableName}.disableColorWrite = ${this.disableColorWrite};`);\r\n codes.push(`${this._codeVariableName}.drawBackFace = ${this.drawBackFace};`);\r\n codes.push(`${this._codeVariableName}.depthTest = ${this.depthTest};`);\r\n codes.push(`${this._codeVariableName}.viewport = ${this._useCurrentViewport ? \"null\" : this._useFullScreenViewport ? \"undefined\" : JSON.stringify(this._viewport)};`);\r\n return super._dumpPropertiesCode() + codes.join(\"\\n\");\r\n }\r\n\r\n public override serialize(): any {\r\n const serializationObject = super.serialize();\r\n serializationObject.depthReadOnly = this.depthReadOnly;\r\n serializationObject.stencilReadOnly = this.stencilReadOnly;\r\n serializationObject.disableColorWrite = this.disableColorWrite;\r\n serializationObject.drawBackFace = this.drawBackFace;\r\n serializationObject.depthTest = this.depthTest;\r\n serializationObject.useCurrentViewport = this._useCurrentViewport;\r\n serializationObject.useFullScreenViewport = this._useFullScreenViewport;\r\n serializationObject.viewport = this._viewport;\r\n return serializationObject;\r\n }\r\n\r\n public override _deserialize(serializationObject: any) {\r\n super._deserialize(serializationObject);\r\n this.depthReadOnly = !!serializationObject.depthReadOnly;\r\n this.stencilReadOnly = !!serializationObject.stencilReadOnly;\r\n this.disableColorWrite = !!serializationObject.disableColorWrite;\r\n this.drawBackFace = !!serializationObject.drawBackFace;\r\n this.depthTest = serializationObject.depthTest ?? true;\r\n if (serializationObject.useCurrentViewport !== undefined) {\r\n this._useCurrentViewport = serializationObject.useCurrentViewport;\r\n this._useFullScreenViewport = serializationObject.useFullScreenViewport;\r\n this._viewport = serializationObject.viewport;\r\n }\r\n this._setViewport();\r\n }\r\n}\r\n"]}
1
+ 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type { FrameGraphPostProcessTask, IViewportLike } from \"core/index\";\r\nimport { editableInPropertyPage, PropertyTypeForEdition } from \"../../../../Decorators/nodeDecorator\";\r\nimport { NodeRenderGraphBasePostProcessBlock } from \"./basePostProcessBlock\";\r\n\r\n/**\r\n * Base class for post process blocks.\r\n */\r\nexport class NodeRenderGraphBaseWithPropertiesPostProcessBlock extends NodeRenderGraphBasePostProcessBlock {\r\n protected override _frameGraphTask: FrameGraphPostProcessTask;\r\n\r\n protected _useCurrentViewport = false;\r\n protected _useFullScreenViewport = true;\r\n protected _viewport: IViewportLike = { x: 0, y: 0, width: 1, height: 1 };\r\n\r\n /** If true, the depth attachment will be read-only. */\r\n @editableInPropertyPage(\"Depth Read Only\", PropertyTypeForEdition.Boolean, \"BASE PROPERTIES\")\r\n public get depthReadOnly(): boolean {\r\n return this._frameGraphTask.depthReadOnly;\r\n }\r\n\r\n public set depthReadOnly(value: boolean) {\r\n this._frameGraphTask.depthReadOnly = value;\r\n }\r\n\r\n /** If true, the stencil attachment will be read-only. */\r\n @editableInPropertyPage(\"Stencil Read Only\", PropertyTypeForEdition.Boolean, \"BASE PROPERTIES\")\r\n public get stencilReadOnly(): boolean {\r\n return this._frameGraphTask.stencilReadOnly;\r\n }\r\n\r\n public set stencilReadOnly(value: boolean) {\r\n this._frameGraphTask.stencilReadOnly = value;\r\n }\r\n\r\n /** If true, color write will be disabled when applying the post process. */\r\n @editableInPropertyPage(\"Disable Color Write\", PropertyTypeForEdition.Boolean, \"BASE PROPERTIES\")\r\n public get disableColorWrite(): boolean {\r\n return this._frameGraphTask.disableColorWrite;\r\n }\r\n\r\n public set disableColorWrite(value: boolean) {\r\n this._frameGraphTask.disableColorWrite = value;\r\n }\r\n\r\n /** If true, the post process will be generated by a back face full-screen quad (CW order). */\r\n @editableInPropertyPage(\"Draw Back Face\", PropertyTypeForEdition.Boolean, \"BASE PROPERTIES\")\r\n public get drawBackFace(): boolean {\r\n return this._frameGraphTask.drawBackFace;\r\n }\r\n\r\n public set drawBackFace(value: boolean) {\r\n this._frameGraphTask.drawBackFace = value;\r\n }\r\n\r\n /** If depth testing should be enabled (default is true). */\r\n @editableInPropertyPage(\"Depth Test\", PropertyTypeForEdition.Boolean, \"BASE PROPERTIES\")\r\n public get depthTest(): boolean {\r\n return this._frameGraphTask.depthTest;\r\n }\r\n\r\n public set depthTest(value: boolean) {\r\n this._frameGraphTask.depthTest = value;\r\n }\r\n\r\n private _setViewport() {\r\n if (this._useCurrentViewport) {\r\n this._frameGraphTask.viewport = null;\r\n } else if (this._useFullScreenViewport) {\r\n this._frameGraphTask.viewport = undefined;\r\n } else {\r\n this._frameGraphTask.viewport = this._viewport;\r\n }\r\n }\r\n\r\n /** If true, the current viewport will be left unchanged. */\r\n @editableInPropertyPage(\"Use currently active viewport\", PropertyTypeForEdition.Boolean, \"BASE PROPERTIES\")\r\n public get useCurrentViewport(): boolean {\r\n return this._useCurrentViewport;\r\n }\r\n\r\n public set useCurrentViewport(value: boolean) {\r\n this._useCurrentViewport = value;\r\n this._setViewport();\r\n }\r\n\r\n /** If true, a full screen viewport will be used. */\r\n @editableInPropertyPage(\"Use full screen viewport\", PropertyTypeForEdition.Boolean, \"BASE PROPERTIES\")\r\n public get useFullScreenViewport(): boolean {\r\n return this._useFullScreenViewport;\r\n }\r\n\r\n public set useFullScreenViewport(value: boolean) {\r\n this._useFullScreenViewport = value;\r\n this._setViewport();\r\n }\r\n\r\n /** The viewport to use. */\r\n @editableInPropertyPage(\"    Viewport\", PropertyTypeForEdition.Viewport, \"BASE PROPERTIES\")\r\n public get viewport(): IViewportLike {\r\n return this._viewport;\r\n }\r\n\r\n public set viewport(value: IViewportLike) {\r\n this._viewport = value;\r\n this._setViewport();\r\n }\r\n\r\n /**\r\n * Gets the current class name\r\n * @returns the class name\r\n */\r\n public override getClassName() {\r\n return \"NodeRenderGraphBaseWithPropertiesPostProcessBlock\";\r\n }\r\n\r\n protected override _dumpPropertiesCode() {\r\n const codes: string[] = [];\r\n codes.push(`${this._codeVariableName}.depthReadOnly = ${this.depthReadOnly};`);\r\n codes.push(`${this._codeVariableName}.stencilReadOnly = ${this.stencilReadOnly};`);\r\n codes.push(`${this._codeVariableName}.disableColorWrite = ${this.disableColorWrite};`);\r\n codes.push(`${this._codeVariableName}.drawBackFace = ${this.drawBackFace};`);\r\n codes.push(`${this._codeVariableName}.depthTest = ${this.depthTest};`);\r\n codes.push(`${this._codeVariableName}.viewport = ${this._useCurrentViewport ? \"null\" : this._useFullScreenViewport ? \"undefined\" : JSON.stringify(this._viewport)};`);\r\n return super._dumpPropertiesCode() + codes.join(\"\\n\");\r\n }\r\n\r\n public override serialize(): any {\r\n const serializationObject = super.serialize();\r\n serializationObject.depthReadOnly = this.depthReadOnly;\r\n serializationObject.stencilReadOnly = this.stencilReadOnly;\r\n serializationObject.disableColorWrite = this.disableColorWrite;\r\n serializationObject.drawBackFace = this.drawBackFace;\r\n serializationObject.depthTest = this.depthTest;\r\n serializationObject.useCurrentViewport = this._useCurrentViewport;\r\n serializationObject.useFullScreenViewport = this._useFullScreenViewport;\r\n serializationObject.viewport = this._viewport;\r\n return serializationObject;\r\n }\r\n\r\n public override _deserialize(serializationObject: any) {\r\n super._deserialize(serializationObject);\r\n this.depthReadOnly = !!serializationObject.depthReadOnly;\r\n this.stencilReadOnly = !!serializationObject.stencilReadOnly;\r\n this.disableColorWrite = !!serializationObject.disableColorWrite;\r\n this.drawBackFace = !!serializationObject.drawBackFace;\r\n this.depthTest = serializationObject.depthTest ?? true;\r\n if (serializationObject.useCurrentViewport !== undefined) {\r\n this._useCurrentViewport = serializationObject.useCurrentViewport;\r\n this._useFullScreenViewport = serializationObject.useFullScreenViewport;\r\n this._viewport = serializationObject.viewport;\r\n }\r\n this._setViewport();\r\n }\r\n}\r\n"]}
@@ -41,6 +41,24 @@ export declare class NodeRenderGraphBaseObjectRendererBlock extends NodeRenderGr
41
41
  /** Indicates if meshes should be rendered */
42
42
  get renderMeshes(): boolean;
43
43
  set renderMeshes(value: boolean);
44
+ /** Indicates if depth-only meshes should be rendered */
45
+ get renderDepthOnlyMeshes(): boolean;
46
+ set renderDepthOnlyMeshes(value: boolean);
47
+ /** Indicates if opaque meshes should be rendered */
48
+ get renderOpaqueMeshes(): boolean;
49
+ set renderOpaqueMeshes(value: boolean);
50
+ /** Indicates if alpha tested meshes should be rendered */
51
+ get renderAlphaTestMeshes(): boolean;
52
+ set renderAlphaTestMeshes(value: boolean);
53
+ /** Indicates if transparent meshes should be rendered */
54
+ get renderTransparentMeshes(): boolean;
55
+ set renderTransparentMeshes(value: boolean);
56
+ /** Indicates if use of Order Independent Transparency (OIT) for transparent meshes should be enabled */
57
+ get useOITForTransparentMeshes(): boolean;
58
+ set useOITForTransparentMeshes(value: boolean);
59
+ /** Defines the number of passes to use for Order Independent Transparency */
60
+ get oitPassCount(): number;
61
+ set oitPassCount(value: number);
44
62
  /** Indicates if particles should be rendered */
45
63
  get renderParticles(): boolean;
46
64
  set renderParticles(value: boolean);
@@ -57,6 +57,11 @@ export class NodeRenderGraphBaseObjectRendererBlock extends NodeRenderGraphBlock
57
57
  state.disableShadows = this.disableShadows;
58
58
  state.renderInLinearSpace = this.renderInLinearSpace;
59
59
  state.renderMeshes = this.renderMeshes;
60
+ state.renderDepthOnlyMeshes = this.renderDepthOnlyMeshes;
61
+ state.renderOpaqueMeshes = this.renderOpaqueMeshes;
62
+ state.renderAlphaTestMeshes = this.renderAlphaTestMeshes;
63
+ state.renderTransparentMeshes = this.renderTransparentMeshes;
64
+ state.useOITForTransparentMeshes = this.useOITForTransparentMeshes;
60
65
  state.renderParticles = this.renderParticles;
61
66
  state.renderSprites = this.renderSprites;
62
67
  state.forceLayerMaskCheck = this.forceLayerMaskCheck;
@@ -71,6 +76,11 @@ export class NodeRenderGraphBaseObjectRendererBlock extends NodeRenderGraphBlock
71
76
  this.disableShadows = state.disableShadows;
72
77
  this.renderInLinearSpace = state.renderInLinearSpace;
73
78
  this.renderMeshes = state.renderMeshes;
79
+ this.renderDepthOnlyMeshes = state.renderDepthOnlyMeshes;
80
+ this.renderOpaqueMeshes = state.renderOpaqueMeshes;
81
+ this.renderAlphaTestMeshes = state.renderAlphaTestMeshes;
82
+ this.renderTransparentMeshes = state.renderTransparentMeshes;
83
+ this.useOITForTransparentMeshes = state.useOITForTransparentMeshes;
74
84
  this.renderParticles = state.renderParticles;
75
85
  this.renderSprites = state.renderSprites;
76
86
  this.forceLayerMaskCheck = state.forceLayerMaskCheck;
@@ -112,6 +122,49 @@ export class NodeRenderGraphBaseObjectRendererBlock extends NodeRenderGraphBlock
112
122
  set renderMeshes(value) {
113
123
  this._frameGraphTask.renderMeshes = value;
114
124
  }
125
+ /** Indicates if depth-only meshes should be rendered */
126
+ get renderDepthOnlyMeshes() {
127
+ return this._frameGraphTask.renderDepthOnlyMeshes;
128
+ }
129
+ set renderDepthOnlyMeshes(value) {
130
+ this._frameGraphTask.renderDepthOnlyMeshes = value;
131
+ }
132
+ /** Indicates if opaque meshes should be rendered */
133
+ get renderOpaqueMeshes() {
134
+ return this._frameGraphTask.renderOpaqueMeshes;
135
+ }
136
+ set renderOpaqueMeshes(value) {
137
+ this._frameGraphTask.renderOpaqueMeshes = value;
138
+ }
139
+ /** Indicates if alpha tested meshes should be rendered */
140
+ get renderAlphaTestMeshes() {
141
+ return this._frameGraphTask.renderAlphaTestMeshes;
142
+ }
143
+ set renderAlphaTestMeshes(value) {
144
+ this._frameGraphTask.renderAlphaTestMeshes = value;
145
+ }
146
+ /** Indicates if transparent meshes should be rendered */
147
+ get renderTransparentMeshes() {
148
+ return this._frameGraphTask.renderTransparentMeshes;
149
+ }
150
+ set renderTransparentMeshes(value) {
151
+ this._frameGraphTask.renderTransparentMeshes = value;
152
+ }
153
+ /** Indicates if use of Order Independent Transparency (OIT) for transparent meshes should be enabled */
154
+ get useOITForTransparentMeshes() {
155
+ return this._frameGraphTask.useOITForTransparentMeshes;
156
+ }
157
+ // eslint-disable-next-line @typescript-eslint/naming-convention
158
+ set useOITForTransparentMeshes(value) {
159
+ this._frameGraphTask.useOITForTransparentMeshes = value;
160
+ }
161
+ /** Defines the number of passes to use for Order Independent Transparency */
162
+ get oitPassCount() {
163
+ return this._frameGraphTask.oitPassCount;
164
+ }
165
+ set oitPassCount(value) {
166
+ this._frameGraphTask.oitPassCount = value;
167
+ }
115
168
  /** Indicates if particles should be rendered */
116
169
  get renderParticles() {
117
170
  return this._frameGraphTask.renderParticles;
@@ -281,6 +334,12 @@ export class NodeRenderGraphBaseObjectRendererBlock extends NodeRenderGraphBlock
281
334
  codes.push(`${this._codeVariableName}.depthTest = ${this.depthTest};`);
282
335
  codes.push(`${this._codeVariableName}.depthWrite = ${this.depthWrite};`);
283
336
  codes.push(`${this._codeVariableName}.renderMeshes = ${this.renderMeshes};`);
337
+ codes.push(`${this._codeVariableName}.renderDepthOnlyMeshes = ${this.renderDepthOnlyMeshes};`);
338
+ codes.push(`${this._codeVariableName}.renderOpaqueMeshes = ${this.renderOpaqueMeshes};`);
339
+ codes.push(`${this._codeVariableName}.renderAlphaTestMeshes = ${this.renderAlphaTestMeshes};`);
340
+ codes.push(`${this._codeVariableName}.renderTransparentMeshes = ${this.renderTransparentMeshes};`);
341
+ codes.push(`${this._codeVariableName}.useOITForTransparentMeshes = ${this.useOITForTransparentMeshes};`);
342
+ codes.push(`${this._codeVariableName}.oitPassCount = ${this.oitPassCount};`);
284
343
  codes.push(`${this._codeVariableName}.renderParticles = ${this.renderParticles};`);
285
344
  codes.push(`${this._codeVariableName}.renderSprites = ${this.renderSprites};`);
286
345
  codes.push(`${this._codeVariableName}.forceLayerMaskCheck = ${this.forceLayerMaskCheck};`);
@@ -298,6 +357,12 @@ export class NodeRenderGraphBaseObjectRendererBlock extends NodeRenderGraphBlock
298
357
  serializationObject.depthTest = this.depthTest;
299
358
  serializationObject.depthWrite = this.depthWrite;
300
359
  serializationObject.renderMeshes = this.renderMeshes;
360
+ serializationObject.renderDepthOnlyMeshes = this.renderDepthOnlyMeshes;
361
+ serializationObject.renderOpaqueMeshes = this.renderOpaqueMeshes;
362
+ serializationObject.renderAlphaTestMeshes = this.renderAlphaTestMeshes;
363
+ serializationObject.renderTransparentMeshes = this.renderTransparentMeshes;
364
+ serializationObject.useOITForTransparentMeshes = this.useOITForTransparentMeshes;
365
+ serializationObject.oitPassCount = this.oitPassCount;
301
366
  serializationObject.renderParticles = this.renderParticles;
302
367
  serializationObject.renderSprites = this.renderSprites;
303
368
  serializationObject.forceLayerMaskCheck = this.forceLayerMaskCheck;
@@ -315,6 +380,12 @@ export class NodeRenderGraphBaseObjectRendererBlock extends NodeRenderGraphBlock
315
380
  this.depthTest = serializationObject.depthTest;
316
381
  this.depthWrite = serializationObject.depthWrite;
317
382
  this.renderMeshes = serializationObject.renderMeshes ?? true;
383
+ this.renderDepthOnlyMeshes = serializationObject.renderDepthOnlyMeshes ?? true;
384
+ this.renderOpaqueMeshes = serializationObject.renderOpaqueMeshes ?? true;
385
+ this.renderAlphaTestMeshes = serializationObject.renderAlphaTestMeshes ?? true;
386
+ this.renderTransparentMeshes = serializationObject.renderTransparentMeshes ?? true;
387
+ this.useOITForTransparentMeshes = serializationObject.useOITForTransparentMeshes ?? false;
388
+ this.oitPassCount = serializationObject.oitPassCount ?? 5;
318
389
  this.renderParticles = serializationObject.renderParticles ?? true;
319
390
  this.renderSprites = serializationObject.renderSprites ?? true;
320
391
  this.forceLayerMaskCheck = serializationObject.forceLayerMaskCheck ?? true;
@@ -327,48 +398,67 @@ export class NodeRenderGraphBaseObjectRendererBlock extends NodeRenderGraphBlock
327
398
  }
328
399
  }
329
400
  __decorate([
330
- editableInPropertyPage("Is main object renderer", 0 /* PropertyTypeForEdition.Boolean */, "RENDERING - OBJECTS")
401
+ editableInPropertyPage("Is main object renderer", 0 /* PropertyTypeForEdition.Boolean */, "GENERAL")
331
402
  ], NodeRenderGraphBaseObjectRendererBlock.prototype, "isMainObjectRenderer", null);
332
403
  __decorate([
333
- editableInPropertyPage("Depth test", 0 /* PropertyTypeForEdition.Boolean */, "RENDERING - OBJECTS")
404
+ editableInPropertyPage("Depth test", 0 /* PropertyTypeForEdition.Boolean */, "GENERAL")
334
405
  ], NodeRenderGraphBaseObjectRendererBlock.prototype, "depthTest", null);
335
406
  __decorate([
336
- editableInPropertyPage("Depth write", 0 /* PropertyTypeForEdition.Boolean */, "RENDERING - OBJECTS")
407
+ editableInPropertyPage("Depth write", 0 /* PropertyTypeForEdition.Boolean */, "GENERAL")
337
408
  ], NodeRenderGraphBaseObjectRendererBlock.prototype, "depthWrite", null);
338
409
  __decorate([
339
- editableInPropertyPage("Render meshes", 0 /* PropertyTypeForEdition.Boolean */, "RENDERING - OBJECTS")
410
+ editableInPropertyPage("Render meshes", 0 /* PropertyTypeForEdition.Boolean */, "RENDERING")
340
411
  ], NodeRenderGraphBaseObjectRendererBlock.prototype, "renderMeshes", null);
341
412
  __decorate([
342
- editableInPropertyPage("Render particles", 0 /* PropertyTypeForEdition.Boolean */, "RENDERING - OBJECTS")
413
+ editableInPropertyPage("    Render depth-only meshes", 0 /* PropertyTypeForEdition.Boolean */, "RENDERING")
414
+ ], NodeRenderGraphBaseObjectRendererBlock.prototype, "renderDepthOnlyMeshes", null);
415
+ __decorate([
416
+ editableInPropertyPage("    Render opaque meshes", 0 /* PropertyTypeForEdition.Boolean */, "RENDERING")
417
+ ], NodeRenderGraphBaseObjectRendererBlock.prototype, "renderOpaqueMeshes", null);
418
+ __decorate([
419
+ editableInPropertyPage("    Render alpha test meshes", 0 /* PropertyTypeForEdition.Boolean */, "RENDERING")
420
+ ], NodeRenderGraphBaseObjectRendererBlock.prototype, "renderAlphaTestMeshes", null);
421
+ __decorate([
422
+ editableInPropertyPage("    Render transparent meshes", 0 /* PropertyTypeForEdition.Boolean */, "RENDERING")
423
+ ], NodeRenderGraphBaseObjectRendererBlock.prototype, "renderTransparentMeshes", null);
424
+ __decorate([
425
+ editableInPropertyPage("        Use OIT for transparent meshes", 0 /* PropertyTypeForEdition.Boolean */, "RENDERING")
426
+ // eslint-disable-next-line @typescript-eslint/naming-convention
427
+ ], NodeRenderGraphBaseObjectRendererBlock.prototype, "useOITForTransparentMeshes", null);
428
+ __decorate([
429
+ editableInPropertyPage("            Pass count", 2 /* PropertyTypeForEdition.Int */, "RENDERING", { min: 1, max: 20 })
430
+ ], NodeRenderGraphBaseObjectRendererBlock.prototype, "oitPassCount", null);
431
+ __decorate([
432
+ editableInPropertyPage("Render particles", 0 /* PropertyTypeForEdition.Boolean */, "RENDERING")
343
433
  ], NodeRenderGraphBaseObjectRendererBlock.prototype, "renderParticles", null);
344
434
  __decorate([
345
- editableInPropertyPage("Render sprites", 0 /* PropertyTypeForEdition.Boolean */, "RENDERING - OBJECTS")
435
+ editableInPropertyPage("Render sprites", 0 /* PropertyTypeForEdition.Boolean */, "RENDERING")
346
436
  ], NodeRenderGraphBaseObjectRendererBlock.prototype, "renderSprites", null);
347
437
  __decorate([
348
- editableInPropertyPage("Force layer mask check", 0 /* PropertyTypeForEdition.Boolean */, "RENDERING - OBJECTS")
438
+ editableInPropertyPage("Force layer mask check", 0 /* PropertyTypeForEdition.Boolean */, "GENERAL")
349
439
  ], NodeRenderGraphBaseObjectRendererBlock.prototype, "forceLayerMaskCheck", null);
350
440
  __decorate([
351
- editableInPropertyPage("Enable bounding box rendering", 0 /* PropertyTypeForEdition.Boolean */, "RENDERING - OBJECTS")
441
+ editableInPropertyPage("Render bounding boxes", 0 /* PropertyTypeForEdition.Boolean */, "RENDERING")
352
442
  ], NodeRenderGraphBaseObjectRendererBlock.prototype, "enableBoundingBoxRendering", null);
353
443
  __decorate([
354
- editableInPropertyPage("Enable outline/overlay rendering", 0 /* PropertyTypeForEdition.Boolean */, "RENDERING - OBJECTS")
444
+ editableInPropertyPage("Render outlines/overlays", 0 /* PropertyTypeForEdition.Boolean */, "RENDERING")
355
445
  ], NodeRenderGraphBaseObjectRendererBlock.prototype, "enableOutlineRendering", null);
356
446
  __decorate([
357
- editableInPropertyPage("Disable shadows", 0 /* PropertyTypeForEdition.Boolean */, "RENDERING - OBJECTS")
447
+ editableInPropertyPage("Disable shadows", 0 /* PropertyTypeForEdition.Boolean */, "GENERAL")
358
448
  ], NodeRenderGraphBaseObjectRendererBlock.prototype, "disableShadows", null);
359
449
  __decorate([
360
- editableInPropertyPage("Disable image processing", 0 /* PropertyTypeForEdition.Boolean */, "RENDERING - OBJECTS")
450
+ editableInPropertyPage("Disable image processing", 0 /* PropertyTypeForEdition.Boolean */, "GENERAL")
361
451
  ], NodeRenderGraphBaseObjectRendererBlock.prototype, "renderInLinearSpace", null);
362
452
  __decorate([
363
- editableInPropertyPage("Do not change aspect ratio", 0 /* PropertyTypeForEdition.Boolean */, "RENDERING - OBJECTS")
453
+ editableInPropertyPage("Do not change aspect ratio", 0 /* PropertyTypeForEdition.Boolean */, "GENERAL")
364
454
  ], NodeRenderGraphBaseObjectRendererBlock.prototype, "doNotChangeAspectRatio", null);
365
455
  __decorate([
366
- editableInPropertyPage("Enable clustered lights", 0 /* PropertyTypeForEdition.Boolean */, "RENDERING - OBJECTS")
456
+ editableInPropertyPage("Enable clustered lights", 0 /* PropertyTypeForEdition.Boolean */, "GENERAL")
367
457
  ], NodeRenderGraphBaseObjectRendererBlock.prototype, "enableClusteredLights", null);
368
458
  __decorate([
369
- editableInPropertyPage("Resolve MSAA colors", 0 /* PropertyTypeForEdition.Boolean */, "RENDERING - OBJECTS")
459
+ editableInPropertyPage("Resolve MSAA colors", 0 /* PropertyTypeForEdition.Boolean */, "GENERAL")
370
460
  ], NodeRenderGraphBaseObjectRendererBlock.prototype, "resolveMSAAColors", null);
371
461
  __decorate([
372
- editableInPropertyPage("Resolve MSAA depth", 0 /* PropertyTypeForEdition.Boolean */, "RENDERING - OBJECTS")
462
+ editableInPropertyPage("Resolve MSAA depth", 0 /* PropertyTypeForEdition.Boolean */, "GENERAL")
373
463
  ], NodeRenderGraphBaseObjectRendererBlock.prototype, "resolveMSAADepth", null);
374
464
  //# sourceMappingURL=baseObjectRendererBlock.js.map
@@ -1 +1 @@
1
- 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type {\r\n Scene,\r\n NodeRenderGraphBuildState,\r\n FrameGraph,\r\n FrameGraphTextureHandle,\r\n FrameGraphObjectList,\r\n Camera,\r\n NodeRenderGraphResourceContainerBlock,\r\n FrameGraphShadowGeneratorTask,\r\n} from \"core/index\";\r\nimport { NodeRenderGraphBlock } from \"../../nodeRenderGraphBlock\";\r\nimport { NodeRenderGraphBlockConnectionPointTypes, NodeRenderGraphConnectionPointDirection } from \"../../Types/nodeRenderGraphTypes\";\r\nimport { editableInPropertyPage, PropertyTypeForEdition } from \"../../../../Decorators/nodeDecorator\";\r\nimport { NodeRenderGraphConnectionPoint } from \"../../nodeRenderGraphBlockConnectionPoint\";\r\nimport { NodeRenderGraphConnectionPointCustomObject } from \"../../nodeRenderGraphConnectionPointCustomObject\";\r\nimport { FrameGraphObjectRendererTask } from \"core/FrameGraph/Tasks/Rendering/objectRendererTask\";\r\n\r\n/**\r\n * @internal\r\n */\r\nexport class NodeRenderGraphBaseObjectRendererBlock extends NodeRenderGraphBlock {\r\n protected override _frameGraphTask: FrameGraphObjectRendererTask;\r\n\r\n public override _additionalConstructionParameters: [boolean, boolean];\r\n\r\n /**\r\n * Gets the frame graph task associated with this block\r\n */\r\n public override get task() {\r\n return this._frameGraphTask;\r\n }\r\n\r\n /**\r\n * Create a new NodeRenderGraphBaseObjectRendererBlock\r\n * @param name defines the block name\r\n * @param frameGraph defines the hosting frame graph\r\n * @param scene defines the hosting scene\r\n * @param doNotChangeAspectRatio True (default) to not change the aspect ratio of the scene in the RTT\r\n * @param enableClusteredLights True (default) to enable clustered lights\r\n */\r\n public constructor(name: string, frameGraph: FrameGraph, scene: Scene, doNotChangeAspectRatio = true, enableClusteredLights = true) {\r\n super(name, frameGraph, scene);\r\n\r\n this._additionalConstructionParameters = [doNotChangeAspectRatio, enableClusteredLights];\r\n\r\n this.registerInput(\"target\", NodeRenderGraphBlockConnectionPointTypes.AutoDetect);\r\n this.registerInput(\"depth\", NodeRenderGraphBlockConnectionPointTypes.AutoDetect, true);\r\n this.registerInput(\"camera\", NodeRenderGraphBlockConnectionPointTypes.Camera);\r\n this.registerInput(\"objects\", NodeRenderGraphBlockConnectionPointTypes.ObjectList);\r\n this._addDependenciesInput();\r\n this.registerInput(\"shadowGenerators\", NodeRenderGraphBlockConnectionPointTypes.AutoDetect, true);\r\n\r\n this.registerOutput(\"output\", NodeRenderGraphBlockConnectionPointTypes.BasedOnInput);\r\n this.registerOutput(\"outputDepth\", NodeRenderGraphBlockConnectionPointTypes.BasedOnInput);\r\n this.registerOutput(\r\n \"objectRenderer\",\r\n NodeRenderGraphBlockConnectionPointTypes.Object,\r\n new NodeRenderGraphConnectionPointCustomObject(\r\n \"objectRenderer\",\r\n this,\r\n NodeRenderGraphConnectionPointDirection.Output,\r\n NodeRenderGraphBaseObjectRendererBlock,\r\n \"NodeRenderGraphBaseObjectRendererBlock\"\r\n )\r\n );\r\n\r\n this.target.addExcludedConnectionPointFromAllowedTypes(NodeRenderGraphBlockConnectionPointTypes.TextureAllButBackBufferDepthStencil);\r\n this.depth.addExcludedConnectionPointFromAllowedTypes(\r\n NodeRenderGraphBlockConnectionPointTypes.TextureDepthStencilAttachment | NodeRenderGraphBlockConnectionPointTypes.TextureBackBufferDepthStencilAttachment\r\n );\r\n this.shadowGenerators.addExcludedConnectionPointFromAllowedTypes(\r\n NodeRenderGraphBlockConnectionPointTypes.ShadowGenerator | NodeRenderGraphBlockConnectionPointTypes.ResourceContainer\r\n );\r\n\r\n this.output._typeConnectionSource = this.target;\r\n this.outputDepth._typeConnectionSource = this.depth;\r\n\r\n this._createFrameGraphObject();\r\n }\r\n\r\n protected _createFrameGraphObject(): void {\r\n this._frameGraphTask?.dispose();\r\n this._frameGraphTask = new FrameGraphObjectRendererTask(this.name, this._frameGraph, this._scene, {\r\n doNotChangeAspectRatio: this._additionalConstructionParameters![0] as boolean,\r\n enableClusteredLights: this._additionalConstructionParameters![1] as boolean,\r\n });\r\n }\r\n\r\n protected _saveState(state: { [key: string]: any }) {\r\n state.disabled = this._frameGraphTask.disabled;\r\n state.isMainObjectRenderer = this.isMainObjectRenderer;\r\n state.depthTest = this.depthTest;\r\n state.depthWrite = this.depthWrite;\r\n state.disableShadows = this.disableShadows;\r\n state.renderInLinearSpace = this.renderInLinearSpace;\r\n state.renderMeshes = this.renderMeshes;\r\n state.renderParticles = this.renderParticles;\r\n state.renderSprites = this.renderSprites;\r\n state.forceLayerMaskCheck = this.forceLayerMaskCheck;\r\n state.enableBoundingBoxRendering = this.enableBoundingBoxRendering;\r\n state.enableOutlineRendering = this.enableOutlineRendering;\r\n }\r\n\r\n protected _restoreState(state: { [key: string]: any }) {\r\n this._frameGraphTask.disabled = state.disabled;\r\n this.isMainObjectRenderer = state.isMainObjectRenderer;\r\n this.depthTest = state.depthTest;\r\n this.depthWrite = state.depthWrite;\r\n this.disableShadows = state.disableShadows;\r\n this.renderInLinearSpace = state.renderInLinearSpace;\r\n this.renderMeshes = state.renderMeshes;\r\n this.renderParticles = state.renderParticles;\r\n this.renderSprites = state.renderSprites;\r\n this.forceLayerMaskCheck = state.forceLayerMaskCheck;\r\n this.enableBoundingBoxRendering = state.enableBoundingBoxRendering;\r\n this.enableOutlineRendering = state.enableOutlineRendering;\r\n }\r\n\r\n protected _createFrameGraphObjectWithState(doNotChangeAspectRatio: boolean, enableClusteredLights: boolean): void {\r\n const state: { [key: string]: any } = {};\r\n\r\n this._saveState(state);\r\n\r\n this._additionalConstructionParameters = [doNotChangeAspectRatio, enableClusteredLights];\r\n\r\n this._createFrameGraphObject();\r\n\r\n this._restoreState(state);\r\n }\r\n\r\n /** Indicates that this object renderer is the main object renderer of the frame graph. */\r\n @editableInPropertyPage(\"Is main object renderer\", PropertyTypeForEdition.Boolean, \"RENDERING - OBJECTS\")\r\n public get isMainObjectRenderer() {\r\n return this._frameGraphTask.isMainObjectRenderer;\r\n }\r\n\r\n public set isMainObjectRenderer(value: boolean) {\r\n this._frameGraphTask.isMainObjectRenderer = value;\r\n }\r\n\r\n /** Indicates if depth testing must be enabled or disabled */\r\n @editableInPropertyPage(\"Depth test\", PropertyTypeForEdition.Boolean, \"RENDERING - OBJECTS\")\r\n public get depthTest() {\r\n return this._frameGraphTask.depthTest;\r\n }\r\n\r\n public set depthTest(value: boolean) {\r\n this._frameGraphTask.depthTest = value;\r\n }\r\n\r\n /** Indicates if depth writing must be enabled or disabled */\r\n @editableInPropertyPage(\"Depth write\", PropertyTypeForEdition.Boolean, \"RENDERING - OBJECTS\")\r\n public get depthWrite() {\r\n return this._frameGraphTask.depthWrite;\r\n }\r\n\r\n public set depthWrite(value: boolean) {\r\n this._frameGraphTask.depthWrite = value;\r\n }\r\n\r\n /** Indicates if meshes should be rendered */\r\n @editableInPropertyPage(\"Render meshes\", PropertyTypeForEdition.Boolean, \"RENDERING - OBJECTS\")\r\n public get renderMeshes() {\r\n return this._frameGraphTask.renderMeshes;\r\n }\r\n\r\n public set renderMeshes(value: boolean) {\r\n this._frameGraphTask.renderMeshes = value;\r\n }\r\n\r\n /** Indicates if particles should be rendered */\r\n @editableInPropertyPage(\"Render particles\", PropertyTypeForEdition.Boolean, \"RENDERING - OBJECTS\")\r\n public get renderParticles() {\r\n return this._frameGraphTask.renderParticles;\r\n }\r\n\r\n public set renderParticles(value: boolean) {\r\n this._frameGraphTask.renderParticles = value;\r\n }\r\n\r\n /** Indicates if sprites should be rendered */\r\n @editableInPropertyPage(\"Render sprites\", PropertyTypeForEdition.Boolean, \"RENDERING - OBJECTS\")\r\n public get renderSprites() {\r\n return this._frameGraphTask.renderSprites;\r\n }\r\n\r\n public set renderSprites(value: boolean) {\r\n this._frameGraphTask.renderSprites = value;\r\n }\r\n\r\n /** Indicates if layer mask check must be forced */\r\n @editableInPropertyPage(\"Force layer mask check\", PropertyTypeForEdition.Boolean, \"RENDERING - OBJECTS\")\r\n public get forceLayerMaskCheck() {\r\n return this._frameGraphTask.forceLayerMaskCheck;\r\n }\r\n\r\n public set forceLayerMaskCheck(value: boolean) {\r\n this._frameGraphTask.forceLayerMaskCheck = value;\r\n }\r\n\r\n /** Indicates if bounding boxes should be rendered */\r\n @editableInPropertyPage(\"Enable bounding box rendering\", PropertyTypeForEdition.Boolean, \"RENDERING - OBJECTS\")\r\n public get enableBoundingBoxRendering() {\r\n return this._frameGraphTask.enableBoundingBoxRendering;\r\n }\r\n\r\n public set enableBoundingBoxRendering(value: boolean) {\r\n this._frameGraphTask.enableBoundingBoxRendering = value;\r\n }\r\n\r\n /** Indicates if outlines/overlays should be rendered */\r\n @editableInPropertyPage(\"Enable outline/overlay rendering\", PropertyTypeForEdition.Boolean, \"RENDERING - OBJECTS\")\r\n public get enableOutlineRendering() {\r\n return this._frameGraphTask.enableOutlineRendering;\r\n }\r\n\r\n public set enableOutlineRendering(value: boolean) {\r\n this._frameGraphTask.enableOutlineRendering = value;\r\n }\r\n\r\n /** Indicates if shadows must be enabled or disabled */\r\n @editableInPropertyPage(\"Disable shadows\", PropertyTypeForEdition.Boolean, \"RENDERING - OBJECTS\")\r\n public get disableShadows() {\r\n return this._frameGraphTask.disableShadows;\r\n }\r\n\r\n public set disableShadows(value: boolean) {\r\n this._frameGraphTask.disableShadows = value;\r\n }\r\n\r\n /** If image processing should be disabled */\r\n @editableInPropertyPage(\"Disable image processing\", PropertyTypeForEdition.Boolean, \"RENDERING - OBJECTS\")\r\n public get renderInLinearSpace() {\r\n return this._frameGraphTask.disableImageProcessing;\r\n }\r\n\r\n public set renderInLinearSpace(value: boolean) {\r\n this._frameGraphTask.disableImageProcessing = value;\r\n }\r\n\r\n /** True (default) to not change the aspect ratio of the scene in the RTT */\r\n @editableInPropertyPage(\"Do not change aspect ratio\", PropertyTypeForEdition.Boolean, \"RENDERING - OBJECTS\")\r\n public get doNotChangeAspectRatio() {\r\n return this._frameGraphTask.objectRenderer.options.doNotChangeAspectRatio;\r\n }\r\n\r\n public set doNotChangeAspectRatio(value: boolean) {\r\n this._createFrameGraphObjectWithState(value, this.enableClusteredLights);\r\n }\r\n\r\n /** True (default) to enable clustered lights */\r\n @editableInPropertyPage(\"Enable clustered lights\", PropertyTypeForEdition.Boolean, \"RENDERING - OBJECTS\")\r\n public get enableClusteredLights() {\r\n return this._frameGraphTask.objectRenderer.options.enableClusteredLights;\r\n }\r\n\r\n public set enableClusteredLights(value: boolean) {\r\n this._createFrameGraphObjectWithState(this.doNotChangeAspectRatio, value);\r\n }\r\n\r\n /** If true, MSAA color textures will be resolved at the end of the render pass (default: true) */\r\n @editableInPropertyPage(\"Resolve MSAA colors\", PropertyTypeForEdition.Boolean, \"RENDERING - OBJECTS\")\r\n public get resolveMSAAColors() {\r\n return this._frameGraphTask.resolveMSAAColors;\r\n }\r\n\r\n public set resolveMSAAColors(value: boolean) {\r\n this._frameGraphTask.resolveMSAAColors = value;\r\n }\r\n\r\n /** If true, MSAA depth texture will be resolved at the end of the render pass (default: false) */\r\n @editableInPropertyPage(\"Resolve MSAA depth\", PropertyTypeForEdition.Boolean, \"RENDERING - OBJECTS\")\r\n public get resolveMSAADepth() {\r\n return this._frameGraphTask.resolveMSAADepth;\r\n }\r\n\r\n public set resolveMSAADepth(value: boolean) {\r\n this._frameGraphTask.resolveMSAADepth = value;\r\n }\r\n\r\n /**\r\n * Gets the current class name\r\n * @returns the class name\r\n */\r\n public override getClassName() {\r\n return \"NodeRenderGraphBaseObjectRendererBlock\";\r\n }\r\n\r\n /**\r\n * Gets the target texture input component\r\n */\r\n public get target(): NodeRenderGraphConnectionPoint {\r\n return this._inputs[0];\r\n }\r\n\r\n /**\r\n * Gets the depth texture input component\r\n */\r\n public get depth(): NodeRenderGraphConnectionPoint {\r\n return this._inputs[1];\r\n }\r\n\r\n /**\r\n * Gets the camera input component\r\n */\r\n public get camera(): NodeRenderGraphConnectionPoint {\r\n return this._inputs[2];\r\n }\r\n\r\n /**\r\n * Gets the objects input component\r\n */\r\n public get objects(): NodeRenderGraphConnectionPoint {\r\n return this._inputs[3];\r\n }\r\n\r\n /**\r\n * Gets the dependencies input component\r\n */\r\n public get dependencies(): NodeRenderGraphConnectionPoint {\r\n return this._inputs[4];\r\n }\r\n\r\n /**\r\n * Gets the shadowGenerators input component\r\n */\r\n public get shadowGenerators(): NodeRenderGraphConnectionPoint {\r\n return this._inputs[5];\r\n }\r\n\r\n /**\r\n * Gets the output component\r\n */\r\n public get output(): NodeRenderGraphConnectionPoint {\r\n return this._outputs[0];\r\n }\r\n\r\n /**\r\n * Gets the output depth component\r\n */\r\n public get outputDepth(): NodeRenderGraphConnectionPoint {\r\n return this._outputs[1];\r\n }\r\n\r\n /**\r\n * Gets the objectRenderer component\r\n */\r\n public get objectRenderer(): NodeRenderGraphConnectionPoint {\r\n return this._outputs[2];\r\n }\r\n\r\n protected override _buildBlock(state: NodeRenderGraphBuildState) {\r\n super._buildBlock(state);\r\n\r\n this.output.value = this._frameGraphTask.outputTexture; // the value of the output connection point is the \"output\" texture of the task\r\n this.outputDepth.value = this._frameGraphTask.outputDepthTexture; // the value of the outputDepth connection point is the \"outputDepth\" texture of the task\r\n this.objectRenderer.value = this._frameGraphTask; // the value of the objectRenderer connection point is the task itself\r\n\r\n this._frameGraphTask.targetTexture = this.target.connectedPoint?.value as FrameGraphTextureHandle;\r\n this._frameGraphTask.depthTexture = this.depth.connectedPoint?.value as FrameGraphTextureHandle;\r\n this._frameGraphTask.camera = this.camera.connectedPoint?.value as Camera;\r\n this._frameGraphTask.objectList = this.objects.connectedPoint?.value as FrameGraphObjectList;\r\n\r\n this._frameGraphTask.shadowGenerators = [];\r\n\r\n const shadowGeneratorsConnectedPoint = this.shadowGenerators.connectedPoint;\r\n if (shadowGeneratorsConnectedPoint) {\r\n if (shadowGeneratorsConnectedPoint.type === NodeRenderGraphBlockConnectionPointTypes.ResourceContainer) {\r\n const container = shadowGeneratorsConnectedPoint.ownerBlock as NodeRenderGraphResourceContainerBlock;\r\n for (const input of container.inputs) {\r\n if (input.connectedPoint && input.connectedPoint.value !== undefined && NodeRenderGraphConnectionPoint.IsShadowGenerator(input.connectedPoint.value)) {\r\n this._frameGraphTask.shadowGenerators.push(input.connectedPoint.value as FrameGraphShadowGeneratorTask);\r\n }\r\n }\r\n } else if (NodeRenderGraphConnectionPoint.IsShadowGenerator(shadowGeneratorsConnectedPoint.value)) {\r\n this._frameGraphTask.shadowGenerators[0] = shadowGeneratorsConnectedPoint.value as FrameGraphShadowGeneratorTask;\r\n }\r\n }\r\n }\r\n\r\n protected override _dumpPropertiesCode() {\r\n const codes: string[] = [];\r\n codes.push(`${this._codeVariableName}.isMainObjectRenderer = ${this.isMainObjectRenderer};`);\r\n codes.push(`${this._codeVariableName}.depthTest = ${this.depthTest};`);\r\n codes.push(`${this._codeVariableName}.depthWrite = ${this.depthWrite};`);\r\n codes.push(`${this._codeVariableName}.renderMeshes = ${this.renderMeshes};`);\r\n codes.push(`${this._codeVariableName}.renderParticles = ${this.renderParticles};`);\r\n codes.push(`${this._codeVariableName}.renderSprites = ${this.renderSprites};`);\r\n codes.push(`${this._codeVariableName}.forceLayerMaskCheck = ${this.forceLayerMaskCheck};`);\r\n codes.push(`${this._codeVariableName}.enableBoundingBoxRendering = ${this.enableBoundingBoxRendering};`);\r\n codes.push(`${this._codeVariableName}.enableOutlineRendering = ${this.enableOutlineRendering};`);\r\n codes.push(`${this._codeVariableName}.disableShadows = ${this.disableShadows};`);\r\n codes.push(`${this._codeVariableName}.renderInLinearSpace = ${this.renderInLinearSpace};`);\r\n codes.push(`${this._codeVariableName}.resolveMSAAColors = ${this.resolveMSAAColors};`);\r\n codes.push(`${this._codeVariableName}.resolveMSAADepth = ${this.resolveMSAADepth};`);\r\n return super._dumpPropertiesCode() + codes.join(\"\\n\");\r\n }\r\n\r\n public override serialize(): any {\r\n const serializationObject = super.serialize();\r\n serializationObject.isMainObjectRenderer = this.isMainObjectRenderer;\r\n serializationObject.depthTest = this.depthTest;\r\n serializationObject.depthWrite = this.depthWrite;\r\n serializationObject.renderMeshes = this.renderMeshes;\r\n serializationObject.renderParticles = this.renderParticles;\r\n serializationObject.renderSprites = this.renderSprites;\r\n serializationObject.forceLayerMaskCheck = this.forceLayerMaskCheck;\r\n serializationObject.enableBoundingBoxRendering = this.enableBoundingBoxRendering;\r\n serializationObject.enableOutlineRendering = this.enableOutlineRendering;\r\n serializationObject.disableShadows = this.disableShadows;\r\n serializationObject.renderInLinearSpace = this.renderInLinearSpace;\r\n serializationObject.resolveMSAAColors = this.resolveMSAAColors;\r\n serializationObject.resolveMSAADepth = this.resolveMSAADepth;\r\n return serializationObject;\r\n }\r\n\r\n public override _deserialize(serializationObject: any) {\r\n super._deserialize(serializationObject);\r\n this.isMainObjectRenderer = !!serializationObject.isMainObjectRenderer;\r\n this.depthTest = serializationObject.depthTest;\r\n this.depthWrite = serializationObject.depthWrite;\r\n this.renderMeshes = serializationObject.renderMeshes ?? true;\r\n this.renderParticles = serializationObject.renderParticles ?? true;\r\n this.renderSprites = serializationObject.renderSprites ?? true;\r\n this.forceLayerMaskCheck = serializationObject.forceLayerMaskCheck ?? true;\r\n this.enableBoundingBoxRendering = serializationObject.enableBoundingBoxRendering ?? true;\r\n this.enableOutlineRendering = serializationObject.enableOutlineRendering ?? true;\r\n this.disableShadows = serializationObject.disableShadows;\r\n this.renderInLinearSpace = !!serializationObject.renderInLinearSpace;\r\n this.resolveMSAAColors = serializationObject.resolveMSAAColors ?? true;\r\n this.resolveMSAADepth = serializationObject.resolveMSAADepth ?? false;\r\n }\r\n}\r\n"]}
1
+ 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type {\r\n Scene,\r\n NodeRenderGraphBuildState,\r\n FrameGraph,\r\n FrameGraphTextureHandle,\r\n FrameGraphObjectList,\r\n Camera,\r\n NodeRenderGraphResourceContainerBlock,\r\n FrameGraphShadowGeneratorTask,\r\n} from \"core/index\";\r\nimport { NodeRenderGraphBlock } from \"../../nodeRenderGraphBlock\";\r\nimport { NodeRenderGraphBlockConnectionPointTypes, NodeRenderGraphConnectionPointDirection } from \"../../Types/nodeRenderGraphTypes\";\r\nimport { editableInPropertyPage, PropertyTypeForEdition } from \"../../../../Decorators/nodeDecorator\";\r\nimport { NodeRenderGraphConnectionPoint } from \"../../nodeRenderGraphBlockConnectionPoint\";\r\nimport { NodeRenderGraphConnectionPointCustomObject } from \"../../nodeRenderGraphConnectionPointCustomObject\";\r\nimport { FrameGraphObjectRendererTask } from \"core/FrameGraph/Tasks/Rendering/objectRendererTask\";\r\n\r\n/**\r\n * @internal\r\n */\r\nexport class NodeRenderGraphBaseObjectRendererBlock extends NodeRenderGraphBlock {\r\n protected override _frameGraphTask: FrameGraphObjectRendererTask;\r\n\r\n public override _additionalConstructionParameters: [boolean, boolean];\r\n\r\n /**\r\n * Gets the frame graph task associated with this block\r\n */\r\n public override get task() {\r\n return this._frameGraphTask;\r\n }\r\n\r\n /**\r\n * Create a new NodeRenderGraphBaseObjectRendererBlock\r\n * @param name defines the block name\r\n * @param frameGraph defines the hosting frame graph\r\n * @param scene defines the hosting scene\r\n * @param doNotChangeAspectRatio True (default) to not change the aspect ratio of the scene in the RTT\r\n * @param enableClusteredLights True (default) to enable clustered lights\r\n */\r\n public constructor(name: string, frameGraph: FrameGraph, scene: Scene, doNotChangeAspectRatio = true, enableClusteredLights = true) {\r\n super(name, frameGraph, scene);\r\n\r\n this._additionalConstructionParameters = [doNotChangeAspectRatio, enableClusteredLights];\r\n\r\n this.registerInput(\"target\", NodeRenderGraphBlockConnectionPointTypes.AutoDetect);\r\n this.registerInput(\"depth\", NodeRenderGraphBlockConnectionPointTypes.AutoDetect, true);\r\n this.registerInput(\"camera\", NodeRenderGraphBlockConnectionPointTypes.Camera);\r\n this.registerInput(\"objects\", NodeRenderGraphBlockConnectionPointTypes.ObjectList);\r\n this._addDependenciesInput();\r\n this.registerInput(\"shadowGenerators\", NodeRenderGraphBlockConnectionPointTypes.AutoDetect, true);\r\n\r\n this.registerOutput(\"output\", NodeRenderGraphBlockConnectionPointTypes.BasedOnInput);\r\n this.registerOutput(\"outputDepth\", NodeRenderGraphBlockConnectionPointTypes.BasedOnInput);\r\n this.registerOutput(\r\n \"objectRenderer\",\r\n NodeRenderGraphBlockConnectionPointTypes.Object,\r\n new NodeRenderGraphConnectionPointCustomObject(\r\n \"objectRenderer\",\r\n this,\r\n NodeRenderGraphConnectionPointDirection.Output,\r\n NodeRenderGraphBaseObjectRendererBlock,\r\n \"NodeRenderGraphBaseObjectRendererBlock\"\r\n )\r\n );\r\n\r\n this.target.addExcludedConnectionPointFromAllowedTypes(NodeRenderGraphBlockConnectionPointTypes.TextureAllButBackBufferDepthStencil);\r\n this.depth.addExcludedConnectionPointFromAllowedTypes(\r\n NodeRenderGraphBlockConnectionPointTypes.TextureDepthStencilAttachment | NodeRenderGraphBlockConnectionPointTypes.TextureBackBufferDepthStencilAttachment\r\n );\r\n this.shadowGenerators.addExcludedConnectionPointFromAllowedTypes(\r\n NodeRenderGraphBlockConnectionPointTypes.ShadowGenerator | NodeRenderGraphBlockConnectionPointTypes.ResourceContainer\r\n );\r\n\r\n this.output._typeConnectionSource = this.target;\r\n this.outputDepth._typeConnectionSource = this.depth;\r\n\r\n this._createFrameGraphObject();\r\n }\r\n\r\n protected _createFrameGraphObject(): void {\r\n this._frameGraphTask?.dispose();\r\n this._frameGraphTask = new FrameGraphObjectRendererTask(this.name, this._frameGraph, this._scene, {\r\n doNotChangeAspectRatio: this._additionalConstructionParameters![0] as boolean,\r\n enableClusteredLights: this._additionalConstructionParameters![1] as boolean,\r\n });\r\n }\r\n\r\n protected _saveState(state: { [key: string]: any }) {\r\n state.disabled = this._frameGraphTask.disabled;\r\n state.isMainObjectRenderer = this.isMainObjectRenderer;\r\n state.depthTest = this.depthTest;\r\n state.depthWrite = this.depthWrite;\r\n state.disableShadows = this.disableShadows;\r\n state.renderInLinearSpace = this.renderInLinearSpace;\r\n state.renderMeshes = this.renderMeshes;\r\n state.renderDepthOnlyMeshes = this.renderDepthOnlyMeshes;\r\n state.renderOpaqueMeshes = this.renderOpaqueMeshes;\r\n state.renderAlphaTestMeshes = this.renderAlphaTestMeshes;\r\n state.renderTransparentMeshes = this.renderTransparentMeshes;\r\n state.useOITForTransparentMeshes = this.useOITForTransparentMeshes;\r\n state.renderParticles = this.renderParticles;\r\n state.renderSprites = this.renderSprites;\r\n state.forceLayerMaskCheck = this.forceLayerMaskCheck;\r\n state.enableBoundingBoxRendering = this.enableBoundingBoxRendering;\r\n state.enableOutlineRendering = this.enableOutlineRendering;\r\n }\r\n\r\n protected _restoreState(state: { [key: string]: any }) {\r\n this._frameGraphTask.disabled = state.disabled;\r\n this.isMainObjectRenderer = state.isMainObjectRenderer;\r\n this.depthTest = state.depthTest;\r\n this.depthWrite = state.depthWrite;\r\n this.disableShadows = state.disableShadows;\r\n this.renderInLinearSpace = state.renderInLinearSpace;\r\n this.renderMeshes = state.renderMeshes;\r\n this.renderDepthOnlyMeshes = state.renderDepthOnlyMeshes;\r\n this.renderOpaqueMeshes = state.renderOpaqueMeshes;\r\n this.renderAlphaTestMeshes = state.renderAlphaTestMeshes;\r\n this.renderTransparentMeshes = state.renderTransparentMeshes;\r\n this.useOITForTransparentMeshes = state.useOITForTransparentMeshes;\r\n this.renderParticles = state.renderParticles;\r\n this.renderSprites = state.renderSprites;\r\n this.forceLayerMaskCheck = state.forceLayerMaskCheck;\r\n this.enableBoundingBoxRendering = state.enableBoundingBoxRendering;\r\n this.enableOutlineRendering = state.enableOutlineRendering;\r\n }\r\n\r\n protected _createFrameGraphObjectWithState(doNotChangeAspectRatio: boolean, enableClusteredLights: boolean): void {\r\n const state: { [key: string]: any } = {};\r\n\r\n this._saveState(state);\r\n\r\n this._additionalConstructionParameters = [doNotChangeAspectRatio, enableClusteredLights];\r\n\r\n this._createFrameGraphObject();\r\n\r\n this._restoreState(state);\r\n }\r\n\r\n /** Indicates that this object renderer is the main object renderer of the frame graph. */\r\n @editableInPropertyPage(\"Is main object renderer\", PropertyTypeForEdition.Boolean, \"GENERAL\")\r\n public get isMainObjectRenderer() {\r\n return this._frameGraphTask.isMainObjectRenderer;\r\n }\r\n\r\n public set isMainObjectRenderer(value: boolean) {\r\n this._frameGraphTask.isMainObjectRenderer = value;\r\n }\r\n\r\n /** Indicates if depth testing must be enabled or disabled */\r\n @editableInPropertyPage(\"Depth test\", PropertyTypeForEdition.Boolean, \"GENERAL\")\r\n public get depthTest() {\r\n return this._frameGraphTask.depthTest;\r\n }\r\n\r\n public set depthTest(value: boolean) {\r\n this._frameGraphTask.depthTest = value;\r\n }\r\n\r\n /** Indicates if depth writing must be enabled or disabled */\r\n @editableInPropertyPage(\"Depth write\", PropertyTypeForEdition.Boolean, \"GENERAL\")\r\n public get depthWrite() {\r\n return this._frameGraphTask.depthWrite;\r\n }\r\n\r\n public set depthWrite(value: boolean) {\r\n this._frameGraphTask.depthWrite = value;\r\n }\r\n\r\n /** Indicates if meshes should be rendered */\r\n @editableInPropertyPage(\"Render meshes\", PropertyTypeForEdition.Boolean, \"RENDERING\")\r\n public get renderMeshes() {\r\n return this._frameGraphTask.renderMeshes;\r\n }\r\n\r\n public set renderMeshes(value: boolean) {\r\n this._frameGraphTask.renderMeshes = value;\r\n }\r\n\r\n /** Indicates if depth-only meshes should be rendered */\r\n @editableInPropertyPage(\"    Render depth-only meshes\", PropertyTypeForEdition.Boolean, \"RENDERING\")\r\n public get renderDepthOnlyMeshes() {\r\n return this._frameGraphTask.renderDepthOnlyMeshes;\r\n }\r\n\r\n public set renderDepthOnlyMeshes(value: boolean) {\r\n this._frameGraphTask.renderDepthOnlyMeshes = value;\r\n }\r\n\r\n /** Indicates if opaque meshes should be rendered */\r\n @editableInPropertyPage(\"    Render opaque meshes\", PropertyTypeForEdition.Boolean, \"RENDERING\")\r\n public get renderOpaqueMeshes() {\r\n return this._frameGraphTask.renderOpaqueMeshes;\r\n }\r\n\r\n public set renderOpaqueMeshes(value: boolean) {\r\n this._frameGraphTask.renderOpaqueMeshes = value;\r\n }\r\n\r\n /** Indicates if alpha tested meshes should be rendered */\r\n @editableInPropertyPage(\"    Render alpha test meshes\", PropertyTypeForEdition.Boolean, \"RENDERING\")\r\n public get renderAlphaTestMeshes() {\r\n return this._frameGraphTask.renderAlphaTestMeshes;\r\n }\r\n\r\n public set renderAlphaTestMeshes(value: boolean) {\r\n this._frameGraphTask.renderAlphaTestMeshes = value;\r\n }\r\n\r\n /** Indicates if transparent meshes should be rendered */\r\n @editableInPropertyPage(\"    Render transparent meshes\", PropertyTypeForEdition.Boolean, \"RENDERING\")\r\n public get renderTransparentMeshes() {\r\n return this._frameGraphTask.renderTransparentMeshes;\r\n }\r\n\r\n public set renderTransparentMeshes(value: boolean) {\r\n this._frameGraphTask.renderTransparentMeshes = value;\r\n }\r\n\r\n /** Indicates if use of Order Independent Transparency (OIT) for transparent meshes should be enabled */\r\n @editableInPropertyPage(\"        Use OIT for transparent meshes\", PropertyTypeForEdition.Boolean, \"RENDERING\")\r\n // eslint-disable-next-line @typescript-eslint/naming-convention\r\n public get useOITForTransparentMeshes() {\r\n return this._frameGraphTask.useOITForTransparentMeshes;\r\n }\r\n\r\n // eslint-disable-next-line @typescript-eslint/naming-convention\r\n public set useOITForTransparentMeshes(value: boolean) {\r\n this._frameGraphTask.useOITForTransparentMeshes = value;\r\n }\r\n\r\n /** Defines the number of passes to use for Order Independent Transparency */\r\n @editableInPropertyPage(\"            Pass count\", PropertyTypeForEdition.Int, \"RENDERING\", { min: 1, max: 20 })\r\n public get oitPassCount(): number {\r\n return this._frameGraphTask.oitPassCount;\r\n }\r\n\r\n public set oitPassCount(value: number) {\r\n this._frameGraphTask.oitPassCount = value;\r\n }\r\n\r\n /** Indicates if particles should be rendered */\r\n @editableInPropertyPage(\"Render particles\", PropertyTypeForEdition.Boolean, \"RENDERING\")\r\n public get renderParticles() {\r\n return this._frameGraphTask.renderParticles;\r\n }\r\n\r\n public set renderParticles(value: boolean) {\r\n this._frameGraphTask.renderParticles = value;\r\n }\r\n\r\n /** Indicates if sprites should be rendered */\r\n @editableInPropertyPage(\"Render sprites\", PropertyTypeForEdition.Boolean, \"RENDERING\")\r\n public get renderSprites() {\r\n return this._frameGraphTask.renderSprites;\r\n }\r\n\r\n public set renderSprites(value: boolean) {\r\n this._frameGraphTask.renderSprites = value;\r\n }\r\n\r\n /** Indicates if layer mask check must be forced */\r\n @editableInPropertyPage(\"Force layer mask check\", PropertyTypeForEdition.Boolean, \"GENERAL\")\r\n public get forceLayerMaskCheck() {\r\n return this._frameGraphTask.forceLayerMaskCheck;\r\n }\r\n\r\n public set forceLayerMaskCheck(value: boolean) {\r\n this._frameGraphTask.forceLayerMaskCheck = value;\r\n }\r\n\r\n /** Indicates if bounding boxes should be rendered */\r\n @editableInPropertyPage(\"Render bounding boxes\", PropertyTypeForEdition.Boolean, \"RENDERING\")\r\n public get enableBoundingBoxRendering() {\r\n return this._frameGraphTask.enableBoundingBoxRendering;\r\n }\r\n\r\n public set enableBoundingBoxRendering(value: boolean) {\r\n this._frameGraphTask.enableBoundingBoxRendering = value;\r\n }\r\n\r\n /** Indicates if outlines/overlays should be rendered */\r\n @editableInPropertyPage(\"Render outlines/overlays\", PropertyTypeForEdition.Boolean, \"RENDERING\")\r\n public get enableOutlineRendering() {\r\n return this._frameGraphTask.enableOutlineRendering;\r\n }\r\n\r\n public set enableOutlineRendering(value: boolean) {\r\n this._frameGraphTask.enableOutlineRendering = value;\r\n }\r\n\r\n /** Indicates if shadows must be enabled or disabled */\r\n @editableInPropertyPage(\"Disable shadows\", PropertyTypeForEdition.Boolean, \"GENERAL\")\r\n public get disableShadows() {\r\n return this._frameGraphTask.disableShadows;\r\n }\r\n\r\n public set disableShadows(value: boolean) {\r\n this._frameGraphTask.disableShadows = value;\r\n }\r\n\r\n /** If image processing should be disabled */\r\n @editableInPropertyPage(\"Disable image processing\", PropertyTypeForEdition.Boolean, \"GENERAL\")\r\n public get renderInLinearSpace() {\r\n return this._frameGraphTask.disableImageProcessing;\r\n }\r\n\r\n public set renderInLinearSpace(value: boolean) {\r\n this._frameGraphTask.disableImageProcessing = value;\r\n }\r\n\r\n /** True (default) to not change the aspect ratio of the scene in the RTT */\r\n @editableInPropertyPage(\"Do not change aspect ratio\", PropertyTypeForEdition.Boolean, \"GENERAL\")\r\n public get doNotChangeAspectRatio() {\r\n return this._frameGraphTask.objectRenderer.options.doNotChangeAspectRatio;\r\n }\r\n\r\n public set doNotChangeAspectRatio(value: boolean) {\r\n this._createFrameGraphObjectWithState(value, this.enableClusteredLights);\r\n }\r\n\r\n /** True (default) to enable clustered lights */\r\n @editableInPropertyPage(\"Enable clustered lights\", PropertyTypeForEdition.Boolean, \"GENERAL\")\r\n public get enableClusteredLights() {\r\n return this._frameGraphTask.objectRenderer.options.enableClusteredLights;\r\n }\r\n\r\n public set enableClusteredLights(value: boolean) {\r\n this._createFrameGraphObjectWithState(this.doNotChangeAspectRatio, value);\r\n }\r\n\r\n /** If true, MSAA color textures will be resolved at the end of the render pass (default: true) */\r\n @editableInPropertyPage(\"Resolve MSAA colors\", PropertyTypeForEdition.Boolean, \"GENERAL\")\r\n public get resolveMSAAColors() {\r\n return this._frameGraphTask.resolveMSAAColors;\r\n }\r\n\r\n public set resolveMSAAColors(value: boolean) {\r\n this._frameGraphTask.resolveMSAAColors = value;\r\n }\r\n\r\n /** If true, MSAA depth texture will be resolved at the end of the render pass (default: false) */\r\n @editableInPropertyPage(\"Resolve MSAA depth\", PropertyTypeForEdition.Boolean, \"GENERAL\")\r\n public get resolveMSAADepth() {\r\n return this._frameGraphTask.resolveMSAADepth;\r\n }\r\n\r\n public set resolveMSAADepth(value: boolean) {\r\n this._frameGraphTask.resolveMSAADepth = value;\r\n }\r\n\r\n /**\r\n * Gets the current class name\r\n * @returns the class name\r\n */\r\n public override getClassName() {\r\n return \"NodeRenderGraphBaseObjectRendererBlock\";\r\n }\r\n\r\n /**\r\n * Gets the target texture input component\r\n */\r\n public get target(): NodeRenderGraphConnectionPoint {\r\n return this._inputs[0];\r\n }\r\n\r\n /**\r\n * Gets the depth texture input component\r\n */\r\n public get depth(): NodeRenderGraphConnectionPoint {\r\n return this._inputs[1];\r\n }\r\n\r\n /**\r\n * Gets the camera input component\r\n */\r\n public get camera(): NodeRenderGraphConnectionPoint {\r\n return this._inputs[2];\r\n }\r\n\r\n /**\r\n * Gets the objects input component\r\n */\r\n public get objects(): NodeRenderGraphConnectionPoint {\r\n return this._inputs[3];\r\n }\r\n\r\n /**\r\n * Gets the dependencies input component\r\n */\r\n public get dependencies(): NodeRenderGraphConnectionPoint {\r\n return this._inputs[4];\r\n }\r\n\r\n /**\r\n * Gets the shadowGenerators input component\r\n */\r\n public get shadowGenerators(): NodeRenderGraphConnectionPoint {\r\n return this._inputs[5];\r\n }\r\n\r\n /**\r\n * Gets the output component\r\n */\r\n public get output(): NodeRenderGraphConnectionPoint {\r\n return this._outputs[0];\r\n }\r\n\r\n /**\r\n * Gets the output depth component\r\n */\r\n public get outputDepth(): NodeRenderGraphConnectionPoint {\r\n return this._outputs[1];\r\n }\r\n\r\n /**\r\n * Gets the objectRenderer component\r\n */\r\n public get objectRenderer(): NodeRenderGraphConnectionPoint {\r\n return this._outputs[2];\r\n }\r\n\r\n protected override _buildBlock(state: NodeRenderGraphBuildState) {\r\n super._buildBlock(state);\r\n\r\n this.output.value = this._frameGraphTask.outputTexture; // the value of the output connection point is the \"output\" texture of the task\r\n this.outputDepth.value = this._frameGraphTask.outputDepthTexture; // the value of the outputDepth connection point is the \"outputDepth\" texture of the task\r\n this.objectRenderer.value = this._frameGraphTask; // the value of the objectRenderer connection point is the task itself\r\n\r\n this._frameGraphTask.targetTexture = this.target.connectedPoint?.value as FrameGraphTextureHandle;\r\n this._frameGraphTask.depthTexture = this.depth.connectedPoint?.value as FrameGraphTextureHandle;\r\n this._frameGraphTask.camera = this.camera.connectedPoint?.value as Camera;\r\n this._frameGraphTask.objectList = this.objects.connectedPoint?.value as FrameGraphObjectList;\r\n\r\n this._frameGraphTask.shadowGenerators = [];\r\n\r\n const shadowGeneratorsConnectedPoint = this.shadowGenerators.connectedPoint;\r\n if (shadowGeneratorsConnectedPoint) {\r\n if (shadowGeneratorsConnectedPoint.type === NodeRenderGraphBlockConnectionPointTypes.ResourceContainer) {\r\n const container = shadowGeneratorsConnectedPoint.ownerBlock as NodeRenderGraphResourceContainerBlock;\r\n for (const input of container.inputs) {\r\n if (input.connectedPoint && input.connectedPoint.value !== undefined && NodeRenderGraphConnectionPoint.IsShadowGenerator(input.connectedPoint.value)) {\r\n this._frameGraphTask.shadowGenerators.push(input.connectedPoint.value as FrameGraphShadowGeneratorTask);\r\n }\r\n }\r\n } else if (NodeRenderGraphConnectionPoint.IsShadowGenerator(shadowGeneratorsConnectedPoint.value)) {\r\n this._frameGraphTask.shadowGenerators[0] = shadowGeneratorsConnectedPoint.value as FrameGraphShadowGeneratorTask;\r\n }\r\n }\r\n }\r\n\r\n protected override _dumpPropertiesCode() {\r\n const codes: string[] = [];\r\n codes.push(`${this._codeVariableName}.isMainObjectRenderer = ${this.isMainObjectRenderer};`);\r\n codes.push(`${this._codeVariableName}.depthTest = ${this.depthTest};`);\r\n codes.push(`${this._codeVariableName}.depthWrite = ${this.depthWrite};`);\r\n codes.push(`${this._codeVariableName}.renderMeshes = ${this.renderMeshes};`);\r\n codes.push(`${this._codeVariableName}.renderDepthOnlyMeshes = ${this.renderDepthOnlyMeshes};`);\r\n codes.push(`${this._codeVariableName}.renderOpaqueMeshes = ${this.renderOpaqueMeshes};`);\r\n codes.push(`${this._codeVariableName}.renderAlphaTestMeshes = ${this.renderAlphaTestMeshes};`);\r\n codes.push(`${this._codeVariableName}.renderTransparentMeshes = ${this.renderTransparentMeshes};`);\r\n codes.push(`${this._codeVariableName}.useOITForTransparentMeshes = ${this.useOITForTransparentMeshes};`);\r\n codes.push(`${this._codeVariableName}.oitPassCount = ${this.oitPassCount};`);\r\n codes.push(`${this._codeVariableName}.renderParticles = ${this.renderParticles};`);\r\n codes.push(`${this._codeVariableName}.renderSprites = ${this.renderSprites};`);\r\n codes.push(`${this._codeVariableName}.forceLayerMaskCheck = ${this.forceLayerMaskCheck};`);\r\n codes.push(`${this._codeVariableName}.enableBoundingBoxRendering = ${this.enableBoundingBoxRendering};`);\r\n codes.push(`${this._codeVariableName}.enableOutlineRendering = ${this.enableOutlineRendering};`);\r\n codes.push(`${this._codeVariableName}.disableShadows = ${this.disableShadows};`);\r\n codes.push(`${this._codeVariableName}.renderInLinearSpace = ${this.renderInLinearSpace};`);\r\n codes.push(`${this._codeVariableName}.resolveMSAAColors = ${this.resolveMSAAColors};`);\r\n codes.push(`${this._codeVariableName}.resolveMSAADepth = ${this.resolveMSAADepth};`);\r\n return super._dumpPropertiesCode() + codes.join(\"\\n\");\r\n }\r\n\r\n public override serialize(): any {\r\n const serializationObject = super.serialize();\r\n serializationObject.isMainObjectRenderer = this.isMainObjectRenderer;\r\n serializationObject.depthTest = this.depthTest;\r\n serializationObject.depthWrite = this.depthWrite;\r\n serializationObject.renderMeshes = this.renderMeshes;\r\n serializationObject.renderDepthOnlyMeshes = this.renderDepthOnlyMeshes;\r\n serializationObject.renderOpaqueMeshes = this.renderOpaqueMeshes;\r\n serializationObject.renderAlphaTestMeshes = this.renderAlphaTestMeshes;\r\n serializationObject.renderTransparentMeshes = this.renderTransparentMeshes;\r\n serializationObject.useOITForTransparentMeshes = this.useOITForTransparentMeshes;\r\n serializationObject.oitPassCount = this.oitPassCount;\r\n serializationObject.renderParticles = this.renderParticles;\r\n serializationObject.renderSprites = this.renderSprites;\r\n serializationObject.forceLayerMaskCheck = this.forceLayerMaskCheck;\r\n serializationObject.enableBoundingBoxRendering = this.enableBoundingBoxRendering;\r\n serializationObject.enableOutlineRendering = this.enableOutlineRendering;\r\n serializationObject.disableShadows = this.disableShadows;\r\n serializationObject.renderInLinearSpace = this.renderInLinearSpace;\r\n serializationObject.resolveMSAAColors = this.resolveMSAAColors;\r\n serializationObject.resolveMSAADepth = this.resolveMSAADepth;\r\n return serializationObject;\r\n }\r\n\r\n public override _deserialize(serializationObject: any) {\r\n super._deserialize(serializationObject);\r\n this.isMainObjectRenderer = !!serializationObject.isMainObjectRenderer;\r\n this.depthTest = serializationObject.depthTest;\r\n this.depthWrite = serializationObject.depthWrite;\r\n this.renderMeshes = serializationObject.renderMeshes ?? true;\r\n this.renderDepthOnlyMeshes = serializationObject.renderDepthOnlyMeshes ?? true;\r\n this.renderOpaqueMeshes = serializationObject.renderOpaqueMeshes ?? true;\r\n this.renderAlphaTestMeshes = serializationObject.renderAlphaTestMeshes ?? true;\r\n this.renderTransparentMeshes = serializationObject.renderTransparentMeshes ?? true;\r\n this.useOITForTransparentMeshes = serializationObject.useOITForTransparentMeshes ?? false;\r\n this.oitPassCount = serializationObject.oitPassCount ?? 5;\r\n this.renderParticles = serializationObject.renderParticles ?? true;\r\n this.renderSprites = serializationObject.renderSprites ?? true;\r\n this.forceLayerMaskCheck = serializationObject.forceLayerMaskCheck ?? true;\r\n this.enableBoundingBoxRendering = serializationObject.enableBoundingBoxRendering ?? true;\r\n this.enableOutlineRendering = serializationObject.enableOutlineRendering ?? true;\r\n this.disableShadows = serializationObject.disableShadows;\r\n this.renderInLinearSpace = !!serializationObject.renderInLinearSpace;\r\n this.resolveMSAAColors = serializationObject.resolveMSAAColors ?? true;\r\n this.resolveMSAADepth = serializationObject.resolveMSAADepth ?? false;\r\n }\r\n}\r\n"]}
@@ -418,25 +418,25 @@ export class NodeRenderGraphGeometryRendererBlock extends NodeRenderGraphBaseObj
418
418
  }
419
419
  }
420
420
  __decorate([
421
- editableInPropertyPage("Texture width", 2 /* PropertyTypeForEdition.Int */, "RENDERING - GEOMETRY")
421
+ editableInPropertyPage("Texture width", 2 /* PropertyTypeForEdition.Int */, "GEOMETRY")
422
422
  ], NodeRenderGraphGeometryRendererBlock.prototype, "width", null);
423
423
  __decorate([
424
- editableInPropertyPage("Texture height", 2 /* PropertyTypeForEdition.Int */, "RENDERING - GEOMETRY")
424
+ editableInPropertyPage("Texture height", 2 /* PropertyTypeForEdition.Int */, "GEOMETRY")
425
425
  ], NodeRenderGraphGeometryRendererBlock.prototype, "height", null);
426
426
  __decorate([
427
- editableInPropertyPage("Size is in percentage", 0 /* PropertyTypeForEdition.Boolean */, "RENDERING - GEOMETRY")
427
+ editableInPropertyPage("Size is in percentage", 0 /* PropertyTypeForEdition.Boolean */, "GEOMETRY")
428
428
  ], NodeRenderGraphGeometryRendererBlock.prototype, "sizeInPercentage", null);
429
429
  __decorate([
430
- editableInPropertyPage("Samples", 2 /* PropertyTypeForEdition.Int */, "RENDERING - GEOMETRY", { min: 1, max: 8 })
430
+ editableInPropertyPage("Samples", 2 /* PropertyTypeForEdition.Int */, "GEOMETRY", { min: 1, max: 8 })
431
431
  ], NodeRenderGraphGeometryRendererBlock.prototype, "samples", null);
432
432
  __decorate([
433
- editableInPropertyPage("Reverse culling", 0 /* PropertyTypeForEdition.Boolean */, "RENDERING - GEOMETRY")
433
+ editableInPropertyPage("Reverse culling", 0 /* PropertyTypeForEdition.Boolean */, "GEOMETRY")
434
434
  ], NodeRenderGraphGeometryRendererBlock.prototype, "reverseCulling", null);
435
435
  __decorate([
436
- editableInPropertyPage("Don't render if material depth write is disabled", 0 /* PropertyTypeForEdition.Boolean */, "RENDERING - GEOMETRY")
436
+ editableInPropertyPage("Don't render if material depth write is disabled", 0 /* PropertyTypeForEdition.Boolean */, "GEOMETRY")
437
437
  ], NodeRenderGraphGeometryRendererBlock.prototype, "dontRenderWhenMaterialDepthWriteIsDisabled", null);
438
438
  __decorate([
439
- editableInPropertyPage("Disable depth pre-pass", 0 /* PropertyTypeForEdition.Boolean */, "RENDERING - GEOMETRY")
439
+ editableInPropertyPage("Disable depth pre-pass", 0 /* PropertyTypeForEdition.Boolean */, "GEOMETRY")
440
440
  ], NodeRenderGraphGeometryRendererBlock.prototype, "disableDepthPrePass", null);
441
441
  __decorate([
442
442
  editableInPropertyPage("Format", 9 /* PropertyTypeForEdition.TextureFormat */, "OUTPUT - VIEW DEPTH")