@onerjs/core 8.37.7 → 8.37.9

This diff represents the content of publicly available package versions that have been released to one of the supported registries. The information contained in this diff is provided for informational purposes only and reflects changes between package versions as they appear in their respective public registries.
Files changed (77) hide show
  1. package/Animations/animationGroup.d.ts +2 -3
  2. package/Animations/animationGroup.js +10 -15
  3. package/Animations/animationGroup.js.map +1 -1
  4. package/Bones/bone.d.ts +2 -0
  5. package/Bones/bone.js +2 -0
  6. package/Bones/bone.js.map +1 -1
  7. package/Bones/skeleton.js +7 -0
  8. package/Bones/skeleton.js.map +1 -1
  9. package/FrameGraph/Tasks/PostProcesses/bloomTask.js +3 -1
  10. package/FrameGraph/Tasks/PostProcesses/bloomTask.js.map +1 -1
  11. package/FrameGraph/Tasks/PostProcesses/depthOfFieldTask.js +3 -1
  12. package/FrameGraph/Tasks/PostProcesses/depthOfFieldTask.js.map +1 -1
  13. package/FrameGraph/Tasks/PostProcesses/postProcessTask.js +1 -1
  14. package/FrameGraph/Tasks/PostProcesses/postProcessTask.js.map +1 -1
  15. package/FrameGraph/Tasks/PostProcesses/ssao2RenderingPipelineTask.js +3 -1
  16. package/FrameGraph/Tasks/PostProcesses/ssao2RenderingPipelineTask.js.map +1 -1
  17. package/FrameGraph/Tasks/PostProcesses/ssrRenderingPipelineTask.js +3 -1
  18. package/FrameGraph/Tasks/PostProcesses/ssrRenderingPipelineTask.js.map +1 -1
  19. package/Layers/effectLayer.d.ts +4 -0
  20. package/Layers/effectLayer.js +2 -0
  21. package/Layers/effectLayer.js.map +1 -1
  22. package/Layers/highlightLayer.js +1 -0
  23. package/Layers/highlightLayer.js.map +1 -1
  24. package/Layers/index.d.ts +2 -0
  25. package/Layers/index.js +2 -0
  26. package/Layers/index.js.map +1 -1
  27. package/Layers/selectionOutlineLayer.d.ts +185 -0
  28. package/Layers/selectionOutlineLayer.js +326 -0
  29. package/Layers/selectionOutlineLayer.js.map +1 -0
  30. package/Layers/thinEffectLayer.d.ts +5 -1
  31. package/Layers/thinEffectLayer.js +21 -16
  32. package/Layers/thinEffectLayer.js.map +1 -1
  33. package/Layers/thinGlowLayer.js +1 -0
  34. package/Layers/thinGlowLayer.js.map +1 -1
  35. package/Layers/thinHighlightLayer.js +1 -0
  36. package/Layers/thinHighlightLayer.js.map +1 -1
  37. package/Layers/thinSelectionOutlineLayer.d.ts +154 -0
  38. package/Layers/thinSelectionOutlineLayer.js +611 -0
  39. package/Layers/thinSelectionOutlineLayer.js.map +1 -0
  40. package/Loading/Plugins/babylonFileLoader.js +136 -48
  41. package/Loading/Plugins/babylonFileLoader.js.map +1 -1
  42. package/Maths/math.vector.functions.d.ts +8 -0
  43. package/Maths/math.vector.functions.js +10 -0
  44. package/Maths/math.vector.functions.js.map +1 -1
  45. package/Meshes/abstractMesh.d.ts +4 -0
  46. package/Meshes/abstractMesh.js +4 -0
  47. package/Meshes/abstractMesh.js.map +1 -1
  48. package/Meshes/csg2.js +9 -1
  49. package/Meshes/csg2.js.map +1 -1
  50. package/Meshes/instancedMesh.js +2 -2
  51. package/Meshes/instancedMesh.js.map +1 -1
  52. package/Meshes/mesh.js +6 -1
  53. package/Meshes/mesh.js.map +1 -1
  54. package/Morph/morphTarget.js +2 -1
  55. package/Morph/morphTarget.js.map +1 -1
  56. package/Shaders/selection.fragment.d.ts +7 -0
  57. package/Shaders/selection.fragment.js +47 -0
  58. package/Shaders/selection.fragment.js.map +1 -0
  59. package/Shaders/selection.vertex.d.ts +17 -0
  60. package/Shaders/selection.vertex.js +95 -0
  61. package/Shaders/selection.vertex.js.map +1 -0
  62. package/Shaders/selectionOutline.fragment.d.ts +5 -0
  63. package/Shaders/selectionOutline.fragment.js +23 -0
  64. package/Shaders/selectionOutline.fragment.js.map +1 -0
  65. package/ShadersWGSL/selection.fragment.d.ts +7 -0
  66. package/ShadersWGSL/selection.fragment.js +47 -0
  67. package/ShadersWGSL/selection.fragment.js.map +1 -0
  68. package/ShadersWGSL/selection.vertex.d.ts +17 -0
  69. package/ShadersWGSL/selection.vertex.js +96 -0
  70. package/ShadersWGSL/selection.vertex.js.map +1 -0
  71. package/ShadersWGSL/selectionOutline.fragment.d.ts +5 -0
  72. package/ShadersWGSL/selectionOutline.fragment.js +24 -0
  73. package/ShadersWGSL/selectionOutline.fragment.js.map +1 -0
  74. package/package.json +1 -1
  75. package/scene.d.ts +2 -2
  76. package/scene.js +10 -2
  77. package/scene.js.map +1 -1
@@ -1 +1 @@
1
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{ Bone } from \"./bone\";\r\nimport { Observable } from \"../Misc/observable\";\r\nimport { Vector3, Matrix, TmpVectors } from \"../Maths/math.vector\";\r\nimport type { Scene } from \"../scene\";\r\nimport type { Nullable } from \"../types\";\r\nimport type { AbstractMesh } from \"../Meshes/abstractMesh\";\r\nimport { RawTexture } from \"../Materials/Textures/rawTexture\";\r\nimport type { Animatable } from \"../Animations/animatable.core\";\r\nimport type { AnimationPropertiesOverride } from \"../Animations/animationPropertiesOverride\";\r\nimport { Animation } from \"../Animations/animation\";\r\nimport { AnimationRange } from \"../Animations/animationRange\";\r\nimport { EngineStore } from \"../Engines/engineStore\";\r\nimport { Constants } from \"../Engines/constants\";\r\nimport { Logger } from \"../Misc/logger\";\r\nimport { DeepCopier } from \"../Misc/deepCopier\";\r\nimport type { IInspectable } from \"../Misc/iInspectable\";\r\nimport type { IAnimatable } from \"../Animations/animatable.interface\";\r\nimport type { IAssetContainer } from \"core/IAssetContainer\";\r\n\r\n/**\r\n * Class used to handle skinning animations\r\n * @see https://doc.babylonjs.com/features/featuresDeepDive/mesh/bonesSkeletons\r\n */\r\nexport class Skeleton implements IAnimatable {\r\n /**\r\n * Defines the list of child bones\r\n */\r\n public bones: Bone[] = [];\r\n /**\r\n * Defines an estimate of the dimension of the skeleton at rest\r\n */\r\n public dimensionsAtRest: Vector3;\r\n /**\r\n * Defines a boolean indicating if the root matrix is provided by meshes or by the current skeleton (this is the default value)\r\n */\r\n public needInitialSkinMatrix = false;\r\n\r\n /**\r\n * Gets the list of animations attached to this skeleton\r\n */\r\n public animations: Array<Animation>;\r\n\r\n private _scene: Scene;\r\n private _isDirty = true;\r\n private _transformMatrices: Float32Array;\r\n private _transformMatrixTexture: Nullable<RawTexture>;\r\n private _meshesWithPoseMatrix = new Array<AbstractMesh>();\r\n private _animatables: IAnimatable[];\r\n private _identity = Matrix.Identity();\r\n private _synchronizedWithMesh: AbstractMesh;\r\n private _currentRenderId = -1;\r\n\r\n private _ranges: { [name: string]: Nullable<AnimationRange> } = {};\r\n\r\n private _absoluteTransformIsDirty = true;\r\n\r\n private _canUseTextureForBones = false;\r\n private _uniqueId = 0;\r\n\r\n /** @internal */\r\n public _numBonesWithLinkedTransformNode = 0;\r\n\r\n /** @internal */\r\n public _hasWaitingData: Nullable<boolean> = null;\r\n\r\n /** @internal */\r\n public _parentContainer: Nullable<IAssetContainer> = null;\r\n\r\n /**\r\n * Specifies if the skeleton should be serialized\r\n */\r\n public doNotSerialize = false;\r\n\r\n private _useTextureToStoreBoneMatrices = true;\r\n /**\r\n * Gets or sets a boolean indicating that bone matrices should be stored as a texture instead of using shader uniforms (default is true).\r\n * Please note that this option is not available if the hardware does not support it\r\n */\r\n public get useTextureToStoreBoneMatrices(): boolean {\r\n return this._useTextureToStoreBoneMatrices;\r\n }\r\n\r\n public set useTextureToStoreBoneMatrices(value: boolean) {\r\n this._useTextureToStoreBoneMatrices = value;\r\n this._markAsDirty();\r\n }\r\n\r\n private _animationPropertiesOverride: Nullable<AnimationPropertiesOverride> = null;\r\n\r\n /**\r\n * Gets or sets the animation properties override\r\n */\r\n public get animationPropertiesOverride(): Nullable<AnimationPropertiesOverride> {\r\n if (!this._animationPropertiesOverride) {\r\n return this._scene.animationPropertiesOverride;\r\n }\r\n return this._animationPropertiesOverride;\r\n }\r\n\r\n public set animationPropertiesOverride(value: Nullable<AnimationPropertiesOverride>) {\r\n this._animationPropertiesOverride = value;\r\n }\r\n\r\n /**\r\n * List of inspectable custom properties (used by the Inspector)\r\n * @see https://doc.babylonjs.com/toolsAndResources/inspector#extensibility\r\n */\r\n public inspectableCustomProperties: IInspectable[];\r\n\r\n // Events\r\n\r\n /**\r\n * An observable triggered before computing the skeleton's matrices\r\n */\r\n public onBeforeComputeObservable = new Observable<Skeleton>();\r\n\r\n /**\r\n * Gets a boolean indicating that the skeleton effectively stores matrices into a texture\r\n */\r\n public get isUsingTextureForMatrices() {\r\n return this.useTextureToStoreBoneMatrices && this._canUseTextureForBones;\r\n }\r\n\r\n /**\r\n * Gets the unique ID of this skeleton\r\n */\r\n public get uniqueId(): number {\r\n return this._uniqueId;\r\n }\r\n\r\n /**\r\n * Gets or sets an object used to store user defined information for the skeleton\r\n */\r\n public metadata: any = null;\r\n\r\n /**\r\n * Creates a new skeleton\r\n * @param name defines the skeleton name\r\n * @param id defines the skeleton Id\r\n * @param scene defines the hosting scene\r\n */\r\n constructor(\r\n /** defines the skeleton name */\r\n public name: string,\r\n /** defines the skeleton Id */\r\n public id: string,\r\n scene: Scene\r\n ) {\r\n this.bones = [];\r\n\r\n this._scene = scene || EngineStore.LastCreatedScene;\r\n this._uniqueId = this._scene.getUniqueId();\r\n\r\n this._scene.addSkeleton(this);\r\n\r\n //make sure it will recalculate the matrix next time prepare is called.\r\n this._isDirty = true;\r\n\r\n const engineCaps = this._scene.getEngine().getCaps();\r\n this._canUseTextureForBones = engineCaps.textureFloat && engineCaps.maxVertexTextureImageUnits > 0;\r\n }\r\n\r\n /**\r\n * Gets the current object class name.\r\n * @returns the class name\r\n */\r\n public getClassName(): string {\r\n return \"Skeleton\";\r\n }\r\n\r\n /**\r\n * Returns an array containing the root bones\r\n * @returns an array containing the root bones\r\n */\r\n public getChildren(): Array<Bone> {\r\n return this.bones.filter((b) => !b.getParent());\r\n }\r\n\r\n // Members\r\n /**\r\n * Gets the list of transform matrices to send to shaders (one matrix per bone)\r\n * @param mesh defines the mesh to use to get the root matrix (if needInitialSkinMatrix === true)\r\n * @returns a Float32Array containing matrices data\r\n */\r\n public getTransformMatrices(mesh: Nullable<AbstractMesh>): Float32Array {\r\n if (this.needInitialSkinMatrix) {\r\n if (!mesh) {\r\n throw new Error(\"getTransformMatrices: When using the needInitialSkinMatrix flag, a mesh must be provided\");\r\n }\r\n if (!mesh._bonesTransformMatrices) {\r\n this.prepare(true);\r\n }\r\n\r\n return mesh._bonesTransformMatrices!;\r\n }\r\n\r\n if (!this._transformMatrices || this._isDirty) {\r\n this.prepare(!this._transformMatrices);\r\n }\r\n\r\n return this._transformMatrices;\r\n }\r\n\r\n /**\r\n * Gets the list of transform matrices to send to shaders inside a texture (one matrix per bone)\r\n * @param mesh defines the mesh to use to get the root matrix (if needInitialSkinMatrix === true)\r\n * @returns a raw texture containing the data\r\n */\r\n public getTransformMatrixTexture(mesh: AbstractMesh): Nullable<RawTexture> {\r\n if (this.needInitialSkinMatrix && mesh._transformMatrixTexture) {\r\n return mesh._transformMatrixTexture;\r\n }\r\n\r\n return this._transformMatrixTexture;\r\n }\r\n\r\n /**\r\n * Gets the current hosting scene\r\n * @returns a scene object\r\n */\r\n public getScene(): Scene {\r\n return this._scene;\r\n }\r\n\r\n // Methods\r\n\r\n /**\r\n * Gets a string representing the current skeleton data\r\n * @param fullDetails defines a boolean indicating if we want a verbose version\r\n * @returns a string representing the current skeleton data\r\n */\r\n public toString(fullDetails?: boolean): string {\r\n let ret = `Name: ${this.name}, nBones: ${this.bones.length}`;\r\n ret += `, nAnimationRanges: ${this._ranges ? Object.keys(this._ranges).length : \"none\"}`;\r\n if (fullDetails) {\r\n ret += \", Ranges: {\";\r\n let first = true;\r\n for (const name in this._ranges) {\r\n if (first) {\r\n ret += \", \";\r\n first = false;\r\n }\r\n ret += name;\r\n }\r\n ret += \"}\";\r\n }\r\n return ret;\r\n }\r\n\r\n /**\r\n * Get bone's index searching by name\r\n * @param name defines bone's name to search for\r\n * @returns the indice of the bone. Returns -1 if not found\r\n */\r\n public getBoneIndexByName(name: string): number {\r\n for (let boneIndex = 0, cache = this.bones.length; boneIndex < cache; boneIndex++) {\r\n if (this.bones[boneIndex].name === name) {\r\n return boneIndex;\r\n }\r\n }\r\n return -1;\r\n }\r\n\r\n /**\r\n * Create a new animation range\r\n * @param name defines the name of the range\r\n * @param from defines the start key\r\n * @param to defines the end key\r\n */\r\n public createAnimationRange(name: string, from: number, to: number): void {\r\n // check name not already in use\r\n if (!this._ranges[name]) {\r\n this._ranges[name] = new AnimationRange(name, from, to);\r\n for (let i = 0, nBones = this.bones.length; i < nBones; i++) {\r\n if (this.bones[i].animations[0]) {\r\n this.bones[i].animations[0].createRange(name, from, to);\r\n }\r\n }\r\n }\r\n }\r\n\r\n /**\r\n * Delete a specific animation range\r\n * @param name defines the name of the range\r\n * @param deleteFrames defines if frames must be removed as well\r\n */\r\n public deleteAnimationRange(name: string, deleteFrames = true): void {\r\n for (let i = 0, nBones = this.bones.length; i < nBones; i++) {\r\n if (this.bones[i].animations[0]) {\r\n this.bones[i].animations[0].deleteRange(name, deleteFrames);\r\n }\r\n }\r\n this._ranges[name] = null; // said much faster than 'delete this._range[name]'\r\n }\r\n\r\n /**\r\n * Gets a specific animation range\r\n * @param name defines the name of the range to look for\r\n * @returns the requested animation range or null if not found\r\n */\r\n public getAnimationRange(name: string): Nullable<AnimationRange> {\r\n return this._ranges[name] || null;\r\n }\r\n\r\n /**\r\n * Gets the list of all animation ranges defined on this skeleton\r\n * @returns an array\r\n */\r\n public getAnimationRanges(): Nullable<AnimationRange>[] {\r\n const animationRanges: Nullable<AnimationRange>[] = [];\r\n let name: string;\r\n for (name in this._ranges) {\r\n animationRanges.push(this._ranges[name]);\r\n }\r\n return animationRanges;\r\n }\r\n\r\n /**\r\n * Copy animation range from a source skeleton.\r\n * This is not for a complete retargeting, only between very similar skeleton's with only possible bone length differences\r\n * @param source defines the source skeleton\r\n * @param name defines the name of the range to copy\r\n * @param rescaleAsRequired defines if rescaling must be applied if required\r\n * @returns true if operation was successful\r\n */\r\n public copyAnimationRange(source: Skeleton, name: string, rescaleAsRequired = false): boolean {\r\n if (this._ranges[name] || !source.getAnimationRange(name)) {\r\n return false;\r\n }\r\n let ret = true;\r\n const frameOffset = this._getHighestAnimationFrame() + 1;\r\n\r\n // make a dictionary of source skeleton's bones, so exact same order or doubly nested loop is not required\r\n const boneDict: { [key: string]: Bone } = {};\r\n const sourceBones = source.bones;\r\n let nBones: number;\r\n let i: number;\r\n for (i = 0, nBones = sourceBones.length; i < nBones; i++) {\r\n boneDict[sourceBones[i].name] = sourceBones[i];\r\n }\r\n\r\n if (this.bones.length !== sourceBones.length) {\r\n Logger.Warn(`copyAnimationRange: this rig has ${this.bones.length} bones, while source as ${sourceBones.length}`);\r\n ret = false;\r\n }\r\n\r\n const skelDimensionsRatio = rescaleAsRequired && this.dimensionsAtRest && source.dimensionsAtRest ? this.dimensionsAtRest.divide(source.dimensionsAtRest) : null;\r\n\r\n for (i = 0, nBones = this.bones.length; i < nBones; i++) {\r\n const boneName = this.bones[i].name;\r\n const sourceBone = boneDict[boneName];\r\n if (sourceBone) {\r\n ret = ret && this.bones[i].copyAnimationRange(sourceBone, name, frameOffset, rescaleAsRequired, skelDimensionsRatio);\r\n } else {\r\n Logger.Warn(\"copyAnimationRange: not same rig, missing source bone \" + boneName);\r\n ret = false;\r\n }\r\n }\r\n // do not call createAnimationRange(), since it also is done to bones, which was already done\r\n const range = source.getAnimationRange(name);\r\n if (range) {\r\n this._ranges[name] = new AnimationRange(name, range.from + frameOffset, range.to + frameOffset);\r\n }\r\n return ret;\r\n }\r\n\r\n /**\r\n * Forces the skeleton to go to rest pose\r\n */\r\n public returnToRest(): void {\r\n for (const bone of this.bones) {\r\n if (bone._index !== -1) {\r\n bone.returnToRest();\r\n }\r\n }\r\n }\r\n\r\n private _getHighestAnimationFrame(): number {\r\n let ret = 0;\r\n for (let i = 0, nBones = this.bones.length; i < nBones; i++) {\r\n if (this.bones[i].animations[0]) {\r\n const highest = this.bones[i].animations[0].getHighestFrame();\r\n if (ret < highest) {\r\n ret = highest;\r\n }\r\n }\r\n }\r\n return ret;\r\n }\r\n\r\n /**\r\n * Begin a specific animation range\r\n * @param name defines the name of the range to start\r\n * @param loop defines if looping must be turned on (false by default)\r\n * @param speedRatio defines the speed ratio to apply (1 by default)\r\n * @param onAnimationEnd defines a callback which will be called when animation will end\r\n * @returns a new animatable\r\n */\r\n public beginAnimation(name: string, loop?: boolean, speedRatio?: number, onAnimationEnd?: () => void): Nullable<Animatable> {\r\n const range = this.getAnimationRange(name);\r\n\r\n if (!range) {\r\n return null;\r\n }\r\n\r\n return this._scene.beginAnimation(this, range.from, range.to, loop, speedRatio, onAnimationEnd);\r\n }\r\n\r\n /**\r\n * Convert the keyframes for a range of animation on a skeleton to be relative to a given reference frame.\r\n * @param skeleton defines the Skeleton containing the animation range to convert\r\n * @param referenceFrame defines the frame that keyframes in the range will be relative to\r\n * @param range defines the name of the AnimationRange belonging to the Skeleton to convert\r\n * @returns the original skeleton\r\n */\r\n public static MakeAnimationAdditive(skeleton: Skeleton, referenceFrame = 0, range: string): Nullable<Skeleton> {\r\n const rangeValue = skeleton.getAnimationRange(range);\r\n\r\n // We can't make a range additive if it doesn't exist\r\n if (!rangeValue) {\r\n return null;\r\n }\r\n\r\n // Find any current scene-level animatable belonging to the target that matches the range\r\n const sceneAnimatables = skeleton._scene.getAllAnimatablesByTarget(skeleton);\r\n let rangeAnimatable: Nullable<Animatable> = null;\r\n\r\n for (let index = 0; index < sceneAnimatables.length; index++) {\r\n const sceneAnimatable = sceneAnimatables[index];\r\n\r\n if (sceneAnimatable.fromFrame === rangeValue?.from && sceneAnimatable.toFrame === rangeValue?.to) {\r\n rangeAnimatable = sceneAnimatable;\r\n break;\r\n }\r\n }\r\n\r\n // Convert the animations belonging to the skeleton to additive keyframes\r\n const animatables = skeleton.getAnimatables();\r\n\r\n for (let index = 0; index < animatables.length; index++) {\r\n const animatable = animatables[index];\r\n const animations = animatable.animations;\r\n\r\n if (!animations) {\r\n continue;\r\n }\r\n\r\n for (let animIndex = 0; animIndex < animations.length; animIndex++) {\r\n Animation.MakeAnimationAdditive(animations[animIndex], referenceFrame, range);\r\n }\r\n }\r\n\r\n // Mark the scene-level animatable as additive\r\n if (rangeAnimatable) {\r\n rangeAnimatable.isAdditive = true;\r\n }\r\n\r\n return skeleton;\r\n }\r\n\r\n /** @internal */\r\n public _markAsDirty(): void {\r\n this._isDirty = true;\r\n this._absoluteTransformIsDirty = true;\r\n }\r\n\r\n /**\r\n * @internal\r\n */\r\n public _registerMeshWithPoseMatrix(mesh: AbstractMesh): void {\r\n this._meshesWithPoseMatrix.push(mesh);\r\n }\r\n\r\n /**\r\n * @internal\r\n */\r\n public _unregisterMeshWithPoseMatrix(mesh: AbstractMesh): void {\r\n const index = this._meshesWithPoseMatrix.indexOf(mesh);\r\n\r\n if (index > -1) {\r\n this._meshesWithPoseMatrix.splice(index, 1);\r\n }\r\n }\r\n\r\n private _computeTransformMatrices(targetMatrix: Float32Array, initialSkinMatrix: Nullable<Matrix>): void {\r\n this.onBeforeComputeObservable.notifyObservers(this);\r\n\r\n for (let index = 0; index < this.bones.length; index++) {\r\n const bone = this.bones[index];\r\n bone._childUpdateId++;\r\n const parentBone = bone.getParent();\r\n\r\n if (parentBone) {\r\n bone.getLocalMatrix().multiplyToRef(parentBone.getFinalMatrix(), bone.getFinalMatrix());\r\n } else {\r\n if (initialSkinMatrix) {\r\n bone.getLocalMatrix().multiplyToRef(initialSkinMatrix, bone.getFinalMatrix());\r\n } else {\r\n bone.getFinalMatrix().copyFrom(bone.getLocalMatrix());\r\n }\r\n }\r\n\r\n if (bone._index !== -1) {\r\n const mappedIndex = bone._index === null ? index : bone._index;\r\n bone.getAbsoluteInverseBindMatrix().multiplyToArray(bone.getFinalMatrix(), targetMatrix, mappedIndex * 16);\r\n }\r\n }\r\n\r\n this._identity.copyToArray(targetMatrix, this.bones.length * 16);\r\n }\r\n\r\n /**\r\n * Build all resources required to render a skeleton\r\n * @param dontCheckFrameId defines a boolean indicating if prepare should be run without checking first the current frame id (default: false)\r\n */\r\n public prepare(dontCheckFrameId = false): void {\r\n if (!dontCheckFrameId) {\r\n const currentRenderId = this.getScene().getRenderId();\r\n if (this._currentRenderId === currentRenderId) {\r\n return;\r\n }\r\n this._currentRenderId = currentRenderId;\r\n }\r\n\r\n // Update the local matrix of bones with linked transform nodes.\r\n if (this._numBonesWithLinkedTransformNode > 0) {\r\n for (const bone of this.bones) {\r\n if (bone._linkedTransformNode) {\r\n const node = bone._linkedTransformNode;\r\n bone.position = node.position;\r\n if (node.rotationQuaternion) {\r\n bone.rotationQuaternion = node.rotationQuaternion;\r\n } else {\r\n bone.rotation = node.rotation;\r\n }\r\n bone.scaling = node.scaling;\r\n }\r\n }\r\n }\r\n\r\n if (this.needInitialSkinMatrix) {\r\n for (const mesh of this._meshesWithPoseMatrix) {\r\n const poseMatrix = mesh.getPoseMatrix();\r\n\r\n let needsUpdate = this._isDirty;\r\n if (!mesh._bonesTransformMatrices || mesh._bonesTransformMatrices.length !== 16 * (this.bones.length + 1)) {\r\n mesh._bonesTransformMatrices = new Float32Array(16 * (this.bones.length + 1));\r\n needsUpdate = true;\r\n }\r\n\r\n if (!needsUpdate) {\r\n continue;\r\n }\r\n\r\n if (this._synchronizedWithMesh !== mesh) {\r\n this._synchronizedWithMesh = mesh;\r\n\r\n // Prepare bones\r\n for (const bone of this.bones) {\r\n if (!bone.getParent()) {\r\n const matrix = bone.getBindMatrix();\r\n matrix.multiplyToRef(poseMatrix, TmpVectors.Matrix[1]);\r\n bone._updateAbsoluteBindMatrices(TmpVectors.Matrix[1]);\r\n }\r\n }\r\n\r\n if (this.isUsingTextureForMatrices) {\r\n const textureWidth = (this.bones.length + 1) * 4;\r\n if (!mesh._transformMatrixTexture || mesh._transformMatrixTexture.getSize().width !== textureWidth) {\r\n if (mesh._transformMatrixTexture) {\r\n mesh._transformMatrixTexture.dispose();\r\n }\r\n\r\n mesh._transformMatrixTexture = RawTexture.CreateRGBATexture(\r\n mesh._bonesTransformMatrices,\r\n (this.bones.length + 1) * 4,\r\n 1,\r\n this._scene,\r\n false,\r\n false,\r\n Constants.TEXTURE_NEAREST_SAMPLINGMODE,\r\n Constants.TEXTURETYPE_FLOAT\r\n );\r\n }\r\n }\r\n }\r\n\r\n this._computeTransformMatrices(mesh._bonesTransformMatrices, poseMatrix);\r\n\r\n if (this.isUsingTextureForMatrices && mesh._transformMatrixTexture) {\r\n mesh._transformMatrixTexture.update(mesh._bonesTransformMatrices);\r\n }\r\n }\r\n } else {\r\n if (!this._isDirty) {\r\n return;\r\n }\r\n\r\n if (!this._transformMatrices || this._transformMatrices.length !== 16 * (this.bones.length + 1)) {\r\n this._transformMatrices = new Float32Array(16 * (this.bones.length + 1));\r\n\r\n if (this.isUsingTextureForMatrices) {\r\n if (this._transformMatrixTexture) {\r\n this._transformMatrixTexture.dispose();\r\n }\r\n\r\n this._transformMatrixTexture = RawTexture.CreateRGBATexture(\r\n this._transformMatrices,\r\n (this.bones.length + 1) * 4,\r\n 1,\r\n this._scene,\r\n false,\r\n false,\r\n Constants.TEXTURE_NEAREST_SAMPLINGMODE,\r\n Constants.TEXTURETYPE_FLOAT\r\n );\r\n }\r\n }\r\n\r\n this._computeTransformMatrices(this._transformMatrices, null);\r\n\r\n if (this.isUsingTextureForMatrices && this._transformMatrixTexture) {\r\n this._transformMatrixTexture.update(this._transformMatrices);\r\n }\r\n }\r\n\r\n this._isDirty = false;\r\n }\r\n\r\n /**\r\n * Gets the list of animatables currently running for this skeleton\r\n * @returns an array of animatables\r\n */\r\n public getAnimatables(): IAnimatable[] {\r\n if (!this._animatables || this._animatables.length !== this.bones.length) {\r\n this._animatables = [];\r\n\r\n for (let index = 0; index < this.bones.length; index++) {\r\n this._animatables.push(this.bones[index]);\r\n }\r\n }\r\n\r\n return this._animatables;\r\n }\r\n\r\n /**\r\n * Clone the current skeleton\r\n * @param name defines the name of the new skeleton\r\n * @param id defines the id of the new skeleton\r\n * @returns the new skeleton\r\n */\r\n public clone(name: string, id?: string): Skeleton {\r\n const result = new Skeleton(name, id || name, this._scene);\r\n\r\n result.needInitialSkinMatrix = this.needInitialSkinMatrix;\r\n result.metadata = this.metadata;\r\n\r\n for (let index = 0; index < this.bones.length; index++) {\r\n const source = this.bones[index];\r\n let parentBone = null;\r\n\r\n const parent = source.getParent();\r\n if (parent) {\r\n const parentIndex = this.bones.indexOf(parent);\r\n parentBone = result.bones[parentIndex];\r\n }\r\n\r\n const bone = new Bone(source.name, result, parentBone, source.getBindMatrix().clone(), source.getRestMatrix().clone());\r\n bone._index = source._index;\r\n\r\n if (source._linkedTransformNode) {\r\n bone.linkTransformNode(source._linkedTransformNode);\r\n }\r\n\r\n DeepCopier.DeepCopy(source.animations, bone.animations);\r\n }\r\n\r\n if (this._ranges) {\r\n result._ranges = {};\r\n for (const rangeName in this._ranges) {\r\n const range = this._ranges[rangeName];\r\n\r\n if (range) {\r\n result._ranges[rangeName] = range.clone();\r\n }\r\n }\r\n }\r\n\r\n this._isDirty = true;\r\n\r\n result.prepare(true);\r\n\r\n return result;\r\n }\r\n\r\n /**\r\n * Enable animation blending for this skeleton\r\n * @param blendingSpeed defines the blending speed to apply\r\n * @see https://doc.babylonjs.com/features/featuresDeepDive/animation/advanced_animations#animation-blending\r\n */\r\n public enableBlending(blendingSpeed = 0.01) {\r\n for (const bone of this.bones) {\r\n for (const animation of bone.animations) {\r\n animation.enableBlending = true;\r\n animation.blendingSpeed = blendingSpeed;\r\n }\r\n }\r\n }\r\n\r\n /**\r\n * Releases all resources associated with the current skeleton\r\n */\r\n public dispose() {\r\n this._meshesWithPoseMatrix.length = 0;\r\n this.metadata = null;\r\n\r\n // Animations\r\n this.getScene().stopAnimation(this);\r\n\r\n // Remove from scene\r\n this.getScene().removeSkeleton(this);\r\n\r\n if (this._parentContainer) {\r\n const index = this._parentContainer.skeletons.indexOf(this);\r\n if (index > -1) {\r\n this._parentContainer.skeletons.splice(index, 1);\r\n }\r\n this._parentContainer = null;\r\n }\r\n\r\n if (this._transformMatrixTexture) {\r\n this._transformMatrixTexture.dispose();\r\n this._transformMatrixTexture = null;\r\n }\r\n }\r\n\r\n /**\r\n * Serialize the skeleton in a JSON object\r\n * @returns a JSON object\r\n */\r\n public serialize(): any {\r\n const serializationObject: any = {};\r\n\r\n serializationObject.name = this.name;\r\n serializationObject.id = this.id;\r\n\r\n if (this.dimensionsAtRest) {\r\n serializationObject.dimensionsAtRest = this.dimensionsAtRest.asArray();\r\n }\r\n\r\n serializationObject.bones = [];\r\n\r\n serializationObject.needInitialSkinMatrix = this.needInitialSkinMatrix;\r\n\r\n if (this.metadata) {\r\n serializationObject.metadata = this.metadata;\r\n }\r\n\r\n for (let index = 0; index < this.bones.length; index++) {\r\n const bone = this.bones[index];\r\n const parent = bone.getParent();\r\n\r\n const serializedBone: any = {\r\n parentBoneIndex: parent ? this.bones.indexOf(parent) : -1,\r\n index: bone.getIndex(),\r\n name: bone.name,\r\n id: bone.id,\r\n matrix: bone.getBindMatrix().asArray(),\r\n rest: bone.getRestMatrix().asArray(),\r\n linkedTransformNodeId: bone.getTransformNode()?.id,\r\n };\r\n\r\n serializationObject.bones.push(serializedBone);\r\n\r\n if (bone.length) {\r\n serializedBone.length = bone.length;\r\n }\r\n\r\n if (bone.metadata) {\r\n serializedBone.metadata = bone.metadata;\r\n }\r\n\r\n if (bone.animations && bone.animations.length > 0) {\r\n serializedBone.animation = bone.animations[0].serialize();\r\n }\r\n\r\n serializationObject.ranges = [];\r\n for (const name in this._ranges) {\r\n const source = this._ranges[name];\r\n\r\n if (!source) {\r\n continue;\r\n }\r\n\r\n const range: any = {};\r\n range.name = name;\r\n range.from = source.from;\r\n range.to = source.to;\r\n serializationObject.ranges.push(range);\r\n }\r\n }\r\n return serializationObject;\r\n }\r\n\r\n /**\r\n * Creates a new skeleton from serialized data\r\n * @param parsedSkeleton defines the serialized data\r\n * @param scene defines the hosting scene\r\n * @returns a new skeleton\r\n */\r\n public static Parse(parsedSkeleton: any, scene: Scene): Skeleton {\r\n const skeleton = new Skeleton(parsedSkeleton.name, parsedSkeleton.id, scene);\r\n if (parsedSkeleton.dimensionsAtRest) {\r\n skeleton.dimensionsAtRest = Vector3.FromArray(parsedSkeleton.dimensionsAtRest);\r\n }\r\n\r\n skeleton.needInitialSkinMatrix = parsedSkeleton.needInitialSkinMatrix;\r\n\r\n if (parsedSkeleton.metadata) {\r\n skeleton.metadata = parsedSkeleton.metadata;\r\n }\r\n\r\n let index: number;\r\n for (index = 0; index < parsedSkeleton.bones.length; index++) {\r\n const parsedBone = parsedSkeleton.bones[index];\r\n const parsedBoneIndex = parsedSkeleton.bones[index].index;\r\n let parentBone = null;\r\n if (parsedBone.parentBoneIndex > -1) {\r\n parentBone = skeleton.bones[parsedBone.parentBoneIndex];\r\n }\r\n\r\n const rest: Nullable<Matrix> = parsedBone.rest ? Matrix.FromArray(parsedBone.rest) : null;\r\n const bone = new Bone(parsedBone.name, skeleton, parentBone, Matrix.FromArray(parsedBone.matrix), rest, null, parsedBoneIndex);\r\n\r\n if (parsedBone.id !== undefined && parsedBone.id !== null) {\r\n bone.id = parsedBone.id;\r\n }\r\n\r\n if (parsedBone.length) {\r\n bone.length = parsedBone.length;\r\n }\r\n\r\n if (parsedBone.metadata) {\r\n bone.metadata = parsedBone.metadata;\r\n }\r\n\r\n if (parsedBone.animation) {\r\n bone.animations.push(Animation.Parse(parsedBone.animation));\r\n }\r\n\r\n if (parsedBone.linkedTransformNodeId !== undefined && parsedBone.linkedTransformNodeId !== null) {\r\n skeleton._hasWaitingData = true;\r\n bone._waitingTransformNodeId = parsedBone.linkedTransformNodeId;\r\n }\r\n }\r\n\r\n // placed after bones, so createAnimationRange can cascade down\r\n if (parsedSkeleton.ranges) {\r\n for (index = 0; index < parsedSkeleton.ranges.length; index++) {\r\n const data = parsedSkeleton.ranges[index];\r\n skeleton.createAnimationRange(data.name, data.from, data.to);\r\n }\r\n }\r\n return skeleton;\r\n }\r\n\r\n /**\r\n * Compute all node absolute matrices\r\n * @param forceUpdate defines if computation must be done even if cache is up to date\r\n */\r\n public computeAbsoluteMatrices(forceUpdate = false): void {\r\n if (this._absoluteTransformIsDirty || forceUpdate) {\r\n this.bones[0].computeAbsoluteMatrices();\r\n this._absoluteTransformIsDirty = false;\r\n }\r\n }\r\n\r\n /**\r\n * Compute all node absolute matrices\r\n * @param forceUpdate defines if computation must be done even if cache is up to date\r\n * @deprecated Please use computeAbsoluteMatrices instead\r\n */\r\n public computeAbsoluteTransforms(forceUpdate = false): void {\r\n this.computeAbsoluteMatrices(forceUpdate);\r\n }\r\n\r\n /**\r\n * Gets the root pose matrix\r\n * @returns a matrix\r\n */\r\n public getPoseMatrix(): Nullable<Matrix> {\r\n let poseMatrix: Nullable<Matrix> = null;\r\n\r\n if (this._meshesWithPoseMatrix.length > 0) {\r\n poseMatrix = this._meshesWithPoseMatrix[0].getPoseMatrix();\r\n }\r\n\r\n return poseMatrix;\r\n }\r\n\r\n /**\r\n * Sorts bones per internal index\r\n */\r\n public sortBones(): void {\r\n const bones: Bone[] = [];\r\n const visited = new Array<boolean>(this.bones.length);\r\n for (let index = 0; index < this.bones.length; index++) {\r\n this._sortBones(index, bones, visited);\r\n }\r\n\r\n this.bones = bones;\r\n }\r\n\r\n private _sortBones(index: number, bones: Bone[], visited: boolean[]): void {\r\n if (visited[index]) {\r\n return;\r\n }\r\n\r\n visited[index] = true;\r\n\r\n const bone = this.bones[index];\r\n if (!bone) {\r\n return;\r\n }\r\n\r\n if (bone._index === undefined) {\r\n bone._index = index;\r\n }\r\n\r\n const parentBone = bone.getParent();\r\n if (parentBone) {\r\n this._sortBones(this.bones.indexOf(parentBone), bones, visited);\r\n }\r\n\r\n bones.push(bone);\r\n }\r\n\r\n /**\r\n * Set the current local matrix as the restPose for all bones in the skeleton.\r\n */\r\n public setCurrentPoseAsRest(): void {\r\n for (const b of this.bones) {\r\n b.setCurrentPoseAsRest();\r\n }\r\n }\r\n}\r\n"]}
1
+ 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{ Bone } from \"./bone\";\r\nimport { Observable } from \"../Misc/observable\";\r\nimport { Vector3, Matrix, TmpVectors } from \"../Maths/math.vector\";\r\nimport type { Scene } from \"../scene\";\r\nimport type { Nullable } from \"../types\";\r\nimport type { AbstractMesh } from \"../Meshes/abstractMesh\";\r\nimport { RawTexture } from \"../Materials/Textures/rawTexture\";\r\nimport type { Animatable } from \"../Animations/animatable.core\";\r\nimport type { AnimationPropertiesOverride } from \"../Animations/animationPropertiesOverride\";\r\nimport { Animation } from \"../Animations/animation\";\r\nimport { AnimationRange } from \"../Animations/animationRange\";\r\nimport { EngineStore } from \"../Engines/engineStore\";\r\nimport { Constants } from \"../Engines/constants\";\r\nimport { Logger } from \"../Misc/logger\";\r\nimport { DeepCopier } from \"../Misc/deepCopier\";\r\nimport type { IInspectable } from \"../Misc/iInspectable\";\r\nimport type { IAnimatable } from \"../Animations/animatable.interface\";\r\nimport type { IAssetContainer } from \"core/IAssetContainer\";\r\n\r\n/**\r\n * Class used to handle skinning animations\r\n * @see https://doc.babylonjs.com/features/featuresDeepDive/mesh/bonesSkeletons\r\n */\r\nexport class Skeleton implements IAnimatable {\r\n /**\r\n * Defines the list of child bones\r\n */\r\n public bones: Bone[] = [];\r\n /**\r\n * Defines an estimate of the dimension of the skeleton at rest\r\n */\r\n public dimensionsAtRest: Vector3;\r\n /**\r\n * Defines a boolean indicating if the root matrix is provided by meshes or by the current skeleton (this is the default value)\r\n */\r\n public needInitialSkinMatrix = false;\r\n\r\n /**\r\n * Gets the list of animations attached to this skeleton\r\n */\r\n public animations: Array<Animation>;\r\n\r\n private _scene: Scene;\r\n private _isDirty = true;\r\n private _transformMatrices: Float32Array;\r\n private _transformMatrixTexture: Nullable<RawTexture>;\r\n private _meshesWithPoseMatrix = new Array<AbstractMesh>();\r\n private _animatables: IAnimatable[];\r\n private _identity = Matrix.Identity();\r\n private _synchronizedWithMesh: AbstractMesh;\r\n private _currentRenderId = -1;\r\n\r\n private _ranges: { [name: string]: Nullable<AnimationRange> } = {};\r\n\r\n private _absoluteTransformIsDirty = true;\r\n\r\n private _canUseTextureForBones = false;\r\n private _uniqueId = 0;\r\n\r\n /** @internal */\r\n public _numBonesWithLinkedTransformNode = 0;\r\n\r\n /** @internal */\r\n public _hasWaitingData: Nullable<boolean> = null;\r\n\r\n /** @internal */\r\n public _parentContainer: Nullable<IAssetContainer> = null;\r\n\r\n /**\r\n * Specifies if the skeleton should be serialized\r\n */\r\n public doNotSerialize = false;\r\n\r\n private _useTextureToStoreBoneMatrices = true;\r\n /**\r\n * Gets or sets a boolean indicating that bone matrices should be stored as a texture instead of using shader uniforms (default is true).\r\n * Please note that this option is not available if the hardware does not support it\r\n */\r\n public get useTextureToStoreBoneMatrices(): boolean {\r\n return this._useTextureToStoreBoneMatrices;\r\n }\r\n\r\n public set useTextureToStoreBoneMatrices(value: boolean) {\r\n this._useTextureToStoreBoneMatrices = value;\r\n this._markAsDirty();\r\n }\r\n\r\n private _animationPropertiesOverride: Nullable<AnimationPropertiesOverride> = null;\r\n\r\n /**\r\n * Gets or sets the animation properties override\r\n */\r\n public get animationPropertiesOverride(): Nullable<AnimationPropertiesOverride> {\r\n if (!this._animationPropertiesOverride) {\r\n return this._scene.animationPropertiesOverride;\r\n }\r\n return this._animationPropertiesOverride;\r\n }\r\n\r\n public set animationPropertiesOverride(value: Nullable<AnimationPropertiesOverride>) {\r\n this._animationPropertiesOverride = value;\r\n }\r\n\r\n /**\r\n * List of inspectable custom properties (used by the Inspector)\r\n * @see https://doc.babylonjs.com/toolsAndResources/inspector#extensibility\r\n */\r\n public inspectableCustomProperties: IInspectable[];\r\n\r\n // Events\r\n\r\n /**\r\n * An observable triggered before computing the skeleton's matrices\r\n */\r\n public onBeforeComputeObservable = new Observable<Skeleton>();\r\n\r\n /**\r\n * Gets a boolean indicating that the skeleton effectively stores matrices into a texture\r\n */\r\n public get isUsingTextureForMatrices() {\r\n return this.useTextureToStoreBoneMatrices && this._canUseTextureForBones;\r\n }\r\n\r\n /**\r\n * Gets the unique ID of this skeleton\r\n */\r\n public get uniqueId(): number {\r\n return this._uniqueId;\r\n }\r\n\r\n /**\r\n * Gets or sets an object used to store user defined information for the skeleton\r\n */\r\n public metadata: any = null;\r\n\r\n /**\r\n * Creates a new skeleton\r\n * @param name defines the skeleton name\r\n * @param id defines the skeleton Id\r\n * @param scene defines the hosting scene\r\n */\r\n constructor(\r\n /** defines the skeleton name */\r\n public name: string,\r\n /** defines the skeleton Id */\r\n public id: string,\r\n scene: Scene\r\n ) {\r\n this.bones = [];\r\n\r\n this._scene = scene || EngineStore.LastCreatedScene;\r\n this._uniqueId = this._scene.getUniqueId();\r\n\r\n this._scene.addSkeleton(this);\r\n\r\n //make sure it will recalculate the matrix next time prepare is called.\r\n this._isDirty = true;\r\n\r\n const engineCaps = this._scene.getEngine().getCaps();\r\n this._canUseTextureForBones = engineCaps.textureFloat && engineCaps.maxVertexTextureImageUnits > 0;\r\n }\r\n\r\n /**\r\n * Gets the current object class name.\r\n * @returns the class name\r\n */\r\n public getClassName(): string {\r\n return \"Skeleton\";\r\n }\r\n\r\n /**\r\n * Returns an array containing the root bones\r\n * @returns an array containing the root bones\r\n */\r\n public getChildren(): Array<Bone> {\r\n return this.bones.filter((b) => !b.getParent());\r\n }\r\n\r\n // Members\r\n /**\r\n * Gets the list of transform matrices to send to shaders (one matrix per bone)\r\n * @param mesh defines the mesh to use to get the root matrix (if needInitialSkinMatrix === true)\r\n * @returns a Float32Array containing matrices data\r\n */\r\n public getTransformMatrices(mesh: Nullable<AbstractMesh>): Float32Array {\r\n if (this.needInitialSkinMatrix) {\r\n if (!mesh) {\r\n throw new Error(\"getTransformMatrices: When using the needInitialSkinMatrix flag, a mesh must be provided\");\r\n }\r\n if (!mesh._bonesTransformMatrices) {\r\n this.prepare(true);\r\n }\r\n\r\n return mesh._bonesTransformMatrices!;\r\n }\r\n\r\n if (!this._transformMatrices || this._isDirty) {\r\n this.prepare(!this._transformMatrices);\r\n }\r\n\r\n return this._transformMatrices;\r\n }\r\n\r\n /**\r\n * Gets the list of transform matrices to send to shaders inside a texture (one matrix per bone)\r\n * @param mesh defines the mesh to use to get the root matrix (if needInitialSkinMatrix === true)\r\n * @returns a raw texture containing the data\r\n */\r\n public getTransformMatrixTexture(mesh: AbstractMesh): Nullable<RawTexture> {\r\n if (this.needInitialSkinMatrix && mesh._transformMatrixTexture) {\r\n return mesh._transformMatrixTexture;\r\n }\r\n\r\n return this._transformMatrixTexture;\r\n }\r\n\r\n /**\r\n * Gets the current hosting scene\r\n * @returns a scene object\r\n */\r\n public getScene(): Scene {\r\n return this._scene;\r\n }\r\n\r\n // Methods\r\n\r\n /**\r\n * Gets a string representing the current skeleton data\r\n * @param fullDetails defines a boolean indicating if we want a verbose version\r\n * @returns a string representing the current skeleton data\r\n */\r\n public toString(fullDetails?: boolean): string {\r\n let ret = `Name: ${this.name}, nBones: ${this.bones.length}`;\r\n ret += `, nAnimationRanges: ${this._ranges ? Object.keys(this._ranges).length : \"none\"}`;\r\n if (fullDetails) {\r\n ret += \", Ranges: {\";\r\n let first = true;\r\n for (const name in this._ranges) {\r\n if (first) {\r\n ret += \", \";\r\n first = false;\r\n }\r\n ret += name;\r\n }\r\n ret += \"}\";\r\n }\r\n return ret;\r\n }\r\n\r\n /**\r\n * Get bone's index searching by name\r\n * @param name defines bone's name to search for\r\n * @returns the indice of the bone. Returns -1 if not found\r\n */\r\n public getBoneIndexByName(name: string): number {\r\n for (let boneIndex = 0, cache = this.bones.length; boneIndex < cache; boneIndex++) {\r\n if (this.bones[boneIndex].name === name) {\r\n return boneIndex;\r\n }\r\n }\r\n return -1;\r\n }\r\n\r\n /**\r\n * Create a new animation range\r\n * @param name defines the name of the range\r\n * @param from defines the start key\r\n * @param to defines the end key\r\n */\r\n public createAnimationRange(name: string, from: number, to: number): void {\r\n // check name not already in use\r\n if (!this._ranges[name]) {\r\n this._ranges[name] = new AnimationRange(name, from, to);\r\n for (let i = 0, nBones = this.bones.length; i < nBones; i++) {\r\n if (this.bones[i].animations[0]) {\r\n this.bones[i].animations[0].createRange(name, from, to);\r\n }\r\n }\r\n }\r\n }\r\n\r\n /**\r\n * Delete a specific animation range\r\n * @param name defines the name of the range\r\n * @param deleteFrames defines if frames must be removed as well\r\n */\r\n public deleteAnimationRange(name: string, deleteFrames = true): void {\r\n for (let i = 0, nBones = this.bones.length; i < nBones; i++) {\r\n if (this.bones[i].animations[0]) {\r\n this.bones[i].animations[0].deleteRange(name, deleteFrames);\r\n }\r\n }\r\n this._ranges[name] = null; // said much faster than 'delete this._range[name]'\r\n }\r\n\r\n /**\r\n * Gets a specific animation range\r\n * @param name defines the name of the range to look for\r\n * @returns the requested animation range or null if not found\r\n */\r\n public getAnimationRange(name: string): Nullable<AnimationRange> {\r\n return this._ranges[name] || null;\r\n }\r\n\r\n /**\r\n * Gets the list of all animation ranges defined on this skeleton\r\n * @returns an array\r\n */\r\n public getAnimationRanges(): Nullable<AnimationRange>[] {\r\n const animationRanges: Nullable<AnimationRange>[] = [];\r\n let name: string;\r\n for (name in this._ranges) {\r\n animationRanges.push(this._ranges[name]);\r\n }\r\n return animationRanges;\r\n }\r\n\r\n /**\r\n * Copy animation range from a source skeleton.\r\n * This is not for a complete retargeting, only between very similar skeleton's with only possible bone length differences\r\n * @param source defines the source skeleton\r\n * @param name defines the name of the range to copy\r\n * @param rescaleAsRequired defines if rescaling must be applied if required\r\n * @returns true if operation was successful\r\n */\r\n public copyAnimationRange(source: Skeleton, name: string, rescaleAsRequired = false): boolean {\r\n if (this._ranges[name] || !source.getAnimationRange(name)) {\r\n return false;\r\n }\r\n let ret = true;\r\n const frameOffset = this._getHighestAnimationFrame() + 1;\r\n\r\n // make a dictionary of source skeleton's bones, so exact same order or doubly nested loop is not required\r\n const boneDict: { [key: string]: Bone } = {};\r\n const sourceBones = source.bones;\r\n let nBones: number;\r\n let i: number;\r\n for (i = 0, nBones = sourceBones.length; i < nBones; i++) {\r\n boneDict[sourceBones[i].name] = sourceBones[i];\r\n }\r\n\r\n if (this.bones.length !== sourceBones.length) {\r\n Logger.Warn(`copyAnimationRange: this rig has ${this.bones.length} bones, while source as ${sourceBones.length}`);\r\n ret = false;\r\n }\r\n\r\n const skelDimensionsRatio = rescaleAsRequired && this.dimensionsAtRest && source.dimensionsAtRest ? this.dimensionsAtRest.divide(source.dimensionsAtRest) : null;\r\n\r\n for (i = 0, nBones = this.bones.length; i < nBones; i++) {\r\n const boneName = this.bones[i].name;\r\n const sourceBone = boneDict[boneName];\r\n if (sourceBone) {\r\n ret = ret && this.bones[i].copyAnimationRange(sourceBone, name, frameOffset, rescaleAsRequired, skelDimensionsRatio);\r\n } else {\r\n Logger.Warn(\"copyAnimationRange: not same rig, missing source bone \" + boneName);\r\n ret = false;\r\n }\r\n }\r\n // do not call createAnimationRange(), since it also is done to bones, which was already done\r\n const range = source.getAnimationRange(name);\r\n if (range) {\r\n this._ranges[name] = new AnimationRange(name, range.from + frameOffset, range.to + frameOffset);\r\n }\r\n return ret;\r\n }\r\n\r\n /**\r\n * Forces the skeleton to go to rest pose\r\n */\r\n public returnToRest(): void {\r\n for (const bone of this.bones) {\r\n if (bone._index !== -1) {\r\n bone.returnToRest();\r\n }\r\n }\r\n }\r\n\r\n private _getHighestAnimationFrame(): number {\r\n let ret = 0;\r\n for (let i = 0, nBones = this.bones.length; i < nBones; i++) {\r\n if (this.bones[i].animations[0]) {\r\n const highest = this.bones[i].animations[0].getHighestFrame();\r\n if (ret < highest) {\r\n ret = highest;\r\n }\r\n }\r\n }\r\n return ret;\r\n }\r\n\r\n /**\r\n * Begin a specific animation range\r\n * @param name defines the name of the range to start\r\n * @param loop defines if looping must be turned on (false by default)\r\n * @param speedRatio defines the speed ratio to apply (1 by default)\r\n * @param onAnimationEnd defines a callback which will be called when animation will end\r\n * @returns a new animatable\r\n */\r\n public beginAnimation(name: string, loop?: boolean, speedRatio?: number, onAnimationEnd?: () => void): Nullable<Animatable> {\r\n const range = this.getAnimationRange(name);\r\n\r\n if (!range) {\r\n return null;\r\n }\r\n\r\n return this._scene.beginAnimation(this, range.from, range.to, loop, speedRatio, onAnimationEnd);\r\n }\r\n\r\n /**\r\n * Convert the keyframes for a range of animation on a skeleton to be relative to a given reference frame.\r\n * @param skeleton defines the Skeleton containing the animation range to convert\r\n * @param referenceFrame defines the frame that keyframes in the range will be relative to\r\n * @param range defines the name of the AnimationRange belonging to the Skeleton to convert\r\n * @returns the original skeleton\r\n */\r\n public static MakeAnimationAdditive(skeleton: Skeleton, referenceFrame = 0, range: string): Nullable<Skeleton> {\r\n const rangeValue = skeleton.getAnimationRange(range);\r\n\r\n // We can't make a range additive if it doesn't exist\r\n if (!rangeValue) {\r\n return null;\r\n }\r\n\r\n // Find any current scene-level animatable belonging to the target that matches the range\r\n const sceneAnimatables = skeleton._scene.getAllAnimatablesByTarget(skeleton);\r\n let rangeAnimatable: Nullable<Animatable> = null;\r\n\r\n for (let index = 0; index < sceneAnimatables.length; index++) {\r\n const sceneAnimatable = sceneAnimatables[index];\r\n\r\n if (sceneAnimatable.fromFrame === rangeValue?.from && sceneAnimatable.toFrame === rangeValue?.to) {\r\n rangeAnimatable = sceneAnimatable;\r\n break;\r\n }\r\n }\r\n\r\n // Convert the animations belonging to the skeleton to additive keyframes\r\n const animatables = skeleton.getAnimatables();\r\n\r\n for (let index = 0; index < animatables.length; index++) {\r\n const animatable = animatables[index];\r\n const animations = animatable.animations;\r\n\r\n if (!animations) {\r\n continue;\r\n }\r\n\r\n for (let animIndex = 0; animIndex < animations.length; animIndex++) {\r\n Animation.MakeAnimationAdditive(animations[animIndex], referenceFrame, range);\r\n }\r\n }\r\n\r\n // Mark the scene-level animatable as additive\r\n if (rangeAnimatable) {\r\n rangeAnimatable.isAdditive = true;\r\n }\r\n\r\n return skeleton;\r\n }\r\n\r\n /** @internal */\r\n public _markAsDirty(): void {\r\n this._isDirty = true;\r\n this._absoluteTransformIsDirty = true;\r\n }\r\n\r\n /**\r\n * @internal\r\n */\r\n public _registerMeshWithPoseMatrix(mesh: AbstractMesh): void {\r\n this._meshesWithPoseMatrix.push(mesh);\r\n }\r\n\r\n /**\r\n * @internal\r\n */\r\n public _unregisterMeshWithPoseMatrix(mesh: AbstractMesh): void {\r\n const index = this._meshesWithPoseMatrix.indexOf(mesh);\r\n\r\n if (index > -1) {\r\n this._meshesWithPoseMatrix.splice(index, 1);\r\n }\r\n }\r\n\r\n private _computeTransformMatrices(targetMatrix: Float32Array, initialSkinMatrix: Nullable<Matrix>): void {\r\n this.onBeforeComputeObservable.notifyObservers(this);\r\n\r\n for (let index = 0; index < this.bones.length; index++) {\r\n const bone = this.bones[index];\r\n bone._childUpdateId++;\r\n const parentBone = bone.getParent();\r\n\r\n if (parentBone) {\r\n bone.getLocalMatrix().multiplyToRef(parentBone.getFinalMatrix(), bone.getFinalMatrix());\r\n } else {\r\n if (initialSkinMatrix) {\r\n bone.getLocalMatrix().multiplyToRef(initialSkinMatrix, bone.getFinalMatrix());\r\n } else {\r\n bone.getFinalMatrix().copyFrom(bone.getLocalMatrix());\r\n }\r\n }\r\n\r\n if (bone._index !== -1) {\r\n const mappedIndex = bone._index === null ? index : bone._index;\r\n bone.getAbsoluteInverseBindMatrix().multiplyToArray(bone.getFinalMatrix(), targetMatrix, mappedIndex * 16);\r\n }\r\n }\r\n\r\n this._identity.copyToArray(targetMatrix, this.bones.length * 16);\r\n }\r\n\r\n /**\r\n * Build all resources required to render a skeleton\r\n * @param dontCheckFrameId defines a boolean indicating if prepare should be run without checking first the current frame id (default: false)\r\n */\r\n public prepare(dontCheckFrameId = false): void {\r\n if (!dontCheckFrameId) {\r\n const currentRenderId = this.getScene().getRenderId();\r\n if (this._currentRenderId === currentRenderId) {\r\n return;\r\n }\r\n this._currentRenderId = currentRenderId;\r\n }\r\n\r\n // Update the local matrix of bones with linked transform nodes.\r\n if (this._numBonesWithLinkedTransformNode > 0) {\r\n for (const bone of this.bones) {\r\n if (bone._linkedTransformNode) {\r\n const node = bone._linkedTransformNode;\r\n bone.position = node.position;\r\n if (node.rotationQuaternion) {\r\n bone.rotationQuaternion = node.rotationQuaternion;\r\n } else {\r\n bone.rotation = node.rotation;\r\n }\r\n bone.scaling = node.scaling;\r\n }\r\n }\r\n }\r\n\r\n if (this.needInitialSkinMatrix) {\r\n for (const mesh of this._meshesWithPoseMatrix) {\r\n const poseMatrix = mesh.getPoseMatrix();\r\n\r\n let needsUpdate = this._isDirty;\r\n if (!mesh._bonesTransformMatrices || mesh._bonesTransformMatrices.length !== 16 * (this.bones.length + 1)) {\r\n mesh._bonesTransformMatrices = new Float32Array(16 * (this.bones.length + 1));\r\n needsUpdate = true;\r\n }\r\n\r\n if (!needsUpdate) {\r\n continue;\r\n }\r\n\r\n if (this._synchronizedWithMesh !== mesh) {\r\n this._synchronizedWithMesh = mesh;\r\n\r\n // Prepare bones\r\n for (const bone of this.bones) {\r\n if (!bone.getParent()) {\r\n const matrix = bone.getBindMatrix();\r\n matrix.multiplyToRef(poseMatrix, TmpVectors.Matrix[1]);\r\n bone._updateAbsoluteBindMatrices(TmpVectors.Matrix[1]);\r\n }\r\n }\r\n\r\n if (this.isUsingTextureForMatrices) {\r\n const textureWidth = (this.bones.length + 1) * 4;\r\n if (!mesh._transformMatrixTexture || mesh._transformMatrixTexture.getSize().width !== textureWidth) {\r\n if (mesh._transformMatrixTexture) {\r\n mesh._transformMatrixTexture.dispose();\r\n }\r\n\r\n mesh._transformMatrixTexture = RawTexture.CreateRGBATexture(\r\n mesh._bonesTransformMatrices,\r\n (this.bones.length + 1) * 4,\r\n 1,\r\n this._scene,\r\n false,\r\n false,\r\n Constants.TEXTURE_NEAREST_SAMPLINGMODE,\r\n Constants.TEXTURETYPE_FLOAT\r\n );\r\n }\r\n }\r\n }\r\n\r\n this._computeTransformMatrices(mesh._bonesTransformMatrices, poseMatrix);\r\n\r\n if (this.isUsingTextureForMatrices && mesh._transformMatrixTexture) {\r\n mesh._transformMatrixTexture.update(mesh._bonesTransformMatrices);\r\n }\r\n }\r\n } else {\r\n if (!this._isDirty) {\r\n return;\r\n }\r\n\r\n if (!this._transformMatrices || this._transformMatrices.length !== 16 * (this.bones.length + 1)) {\r\n this._transformMatrices = new Float32Array(16 * (this.bones.length + 1));\r\n\r\n if (this.isUsingTextureForMatrices) {\r\n if (this._transformMatrixTexture) {\r\n this._transformMatrixTexture.dispose();\r\n }\r\n\r\n this._transformMatrixTexture = RawTexture.CreateRGBATexture(\r\n this._transformMatrices,\r\n (this.bones.length + 1) * 4,\r\n 1,\r\n this._scene,\r\n false,\r\n false,\r\n Constants.TEXTURE_NEAREST_SAMPLINGMODE,\r\n Constants.TEXTURETYPE_FLOAT\r\n );\r\n }\r\n }\r\n\r\n this._computeTransformMatrices(this._transformMatrices, null);\r\n\r\n if (this.isUsingTextureForMatrices && this._transformMatrixTexture) {\r\n this._transformMatrixTexture.update(this._transformMatrices);\r\n }\r\n }\r\n\r\n this._isDirty = false;\r\n }\r\n\r\n /**\r\n * Gets the list of animatables currently running for this skeleton\r\n * @returns an array of animatables\r\n */\r\n public getAnimatables(): IAnimatable[] {\r\n if (!this._animatables || this._animatables.length !== this.bones.length) {\r\n this._animatables = [];\r\n\r\n for (let index = 0; index < this.bones.length; index++) {\r\n this._animatables.push(this.bones[index]);\r\n }\r\n }\r\n\r\n return this._animatables;\r\n }\r\n\r\n /**\r\n * Clone the current skeleton\r\n * @param name defines the name of the new skeleton\r\n * @param id defines the id of the new skeleton\r\n * @returns the new skeleton\r\n */\r\n public clone(name: string, id?: string): Skeleton {\r\n const result = new Skeleton(name, id || name, this._scene);\r\n\r\n result.needInitialSkinMatrix = this.needInitialSkinMatrix;\r\n result.metadata = this.metadata;\r\n\r\n for (let index = 0; index < this.bones.length; index++) {\r\n const source = this.bones[index];\r\n let parentBone = null;\r\n\r\n const parent = source.getParent();\r\n if (parent) {\r\n const parentIndex = this.bones.indexOf(parent);\r\n parentBone = result.bones[parentIndex];\r\n }\r\n\r\n const bone = new Bone(source.name, result, parentBone, source.getBindMatrix().clone(), source.getRestMatrix().clone());\r\n bone._index = source._index;\r\n\r\n if (source._linkedTransformNode) {\r\n bone.linkTransformNode(source._linkedTransformNode);\r\n }\r\n\r\n DeepCopier.DeepCopy(source.animations, bone.animations);\r\n }\r\n\r\n if (this._ranges) {\r\n result._ranges = {};\r\n for (const rangeName in this._ranges) {\r\n const range = this._ranges[rangeName];\r\n\r\n if (range) {\r\n result._ranges[rangeName] = range.clone();\r\n }\r\n }\r\n }\r\n\r\n this._isDirty = true;\r\n\r\n result.prepare(true);\r\n\r\n return result;\r\n }\r\n\r\n /**\r\n * Enable animation blending for this skeleton\r\n * @param blendingSpeed defines the blending speed to apply\r\n * @see https://doc.babylonjs.com/features/featuresDeepDive/animation/advanced_animations#animation-blending\r\n */\r\n public enableBlending(blendingSpeed = 0.01) {\r\n for (const bone of this.bones) {\r\n for (const animation of bone.animations) {\r\n animation.enableBlending = true;\r\n animation.blendingSpeed = blendingSpeed;\r\n }\r\n }\r\n }\r\n\r\n /**\r\n * Releases all resources associated with the current skeleton\r\n */\r\n public dispose() {\r\n this._meshesWithPoseMatrix.length = 0;\r\n this.metadata = null;\r\n\r\n // Animations\r\n this.getScene().stopAnimation(this);\r\n\r\n // Remove from scene\r\n this.getScene().removeSkeleton(this);\r\n\r\n if (this._parentContainer) {\r\n const index = this._parentContainer.skeletons.indexOf(this);\r\n if (index > -1) {\r\n this._parentContainer.skeletons.splice(index, 1);\r\n }\r\n this._parentContainer = null;\r\n }\r\n\r\n if (this._transformMatrixTexture) {\r\n this._transformMatrixTexture.dispose();\r\n this._transformMatrixTexture = null;\r\n }\r\n }\r\n\r\n /**\r\n * Serialize the skeleton in a JSON object\r\n * @returns a JSON object\r\n */\r\n public serialize(): any {\r\n const serializationObject: any = {};\r\n\r\n serializationObject.name = this.name;\r\n serializationObject.id = this.id;\r\n serializationObject.uniqueId = this.uniqueId;\r\n\r\n if (this.dimensionsAtRest) {\r\n serializationObject.dimensionsAtRest = this.dimensionsAtRest.asArray();\r\n }\r\n\r\n serializationObject.bones = [];\r\n\r\n serializationObject.needInitialSkinMatrix = this.needInitialSkinMatrix;\r\n\r\n if (this.metadata) {\r\n serializationObject.metadata = this.metadata;\r\n }\r\n\r\n for (let index = 0; index < this.bones.length; index++) {\r\n const bone = this.bones[index];\r\n const parent = bone.getParent();\r\n\r\n const serializedBone: any = {\r\n parentBoneIndex: parent ? this.bones.indexOf(parent) : -1,\r\n index: bone.getIndex(),\r\n name: bone.name,\r\n id: bone.id,\r\n uniqueId: bone.uniqueId,\r\n matrix: bone.getBindMatrix().asArray(),\r\n rest: bone.getRestMatrix().asArray(),\r\n linkedTransformNodeId: bone.getTransformNode()?.id,\r\n linkedTransformNodeUniqueId: bone.getTransformNode()?.uniqueId,\r\n };\r\n\r\n serializationObject.bones.push(serializedBone);\r\n\r\n if (bone.length) {\r\n serializedBone.length = bone.length;\r\n }\r\n\r\n if (bone.metadata) {\r\n serializedBone.metadata = bone.metadata;\r\n }\r\n\r\n if (bone.animations && bone.animations.length > 0) {\r\n serializedBone.animation = bone.animations[0].serialize();\r\n }\r\n\r\n serializationObject.ranges = [];\r\n for (const name in this._ranges) {\r\n const source = this._ranges[name];\r\n\r\n if (!source) {\r\n continue;\r\n }\r\n\r\n const range: any = {};\r\n range.name = name;\r\n range.from = source.from;\r\n range.to = source.to;\r\n serializationObject.ranges.push(range);\r\n }\r\n }\r\n return serializationObject;\r\n }\r\n\r\n /**\r\n * Creates a new skeleton from serialized data\r\n * @param parsedSkeleton defines the serialized data\r\n * @param scene defines the hosting scene\r\n * @returns a new skeleton\r\n */\r\n public static Parse(parsedSkeleton: any, scene: Scene): Skeleton {\r\n const skeleton = new Skeleton(parsedSkeleton.name, parsedSkeleton.id, scene);\r\n if (parsedSkeleton.dimensionsAtRest) {\r\n skeleton.dimensionsAtRest = Vector3.FromArray(parsedSkeleton.dimensionsAtRest);\r\n }\r\n\r\n skeleton.needInitialSkinMatrix = parsedSkeleton.needInitialSkinMatrix;\r\n\r\n if (parsedSkeleton.metadata) {\r\n skeleton.metadata = parsedSkeleton.metadata;\r\n }\r\n\r\n let index: number;\r\n for (index = 0; index < parsedSkeleton.bones.length; index++) {\r\n const parsedBone = parsedSkeleton.bones[index];\r\n const parsedBoneIndex = parsedSkeleton.bones[index].index;\r\n let parentBone = null;\r\n if (parsedBone.parentBoneIndex > -1) {\r\n parentBone = skeleton.bones[parsedBone.parentBoneIndex];\r\n }\r\n\r\n const rest: Nullable<Matrix> = parsedBone.rest ? Matrix.FromArray(parsedBone.rest) : null;\r\n const bone = new Bone(parsedBone.name, skeleton, parentBone, Matrix.FromArray(parsedBone.matrix), rest, null, parsedBoneIndex);\r\n\r\n if (parsedBone.id !== undefined && parsedBone.id !== null) {\r\n bone.id = parsedBone.id;\r\n }\r\n\r\n if (parsedBone.length) {\r\n bone.length = parsedBone.length;\r\n }\r\n\r\n if (parsedBone.metadata) {\r\n bone.metadata = parsedBone.metadata;\r\n }\r\n\r\n if (parsedBone.animation) {\r\n bone.animations.push(Animation.Parse(parsedBone.animation));\r\n }\r\n\r\n if (parsedBone.linkedTransformNodeId !== undefined && parsedBone.linkedTransformNodeId !== null) {\r\n skeleton._hasWaitingData = true;\r\n bone._waitingTransformNodeId = parsedBone.linkedTransformNodeId;\r\n }\r\n\r\n if (parsedBone.linkedTransformNodeUniqueId !== undefined && parsedBone.linkedTransformNodeUniqueId !== null) {\r\n skeleton._hasWaitingData = true;\r\n bone._waitingTransformNodeUniqueId = parsedBone.linkedTransformNodeUniqueId;\r\n }\r\n }\r\n\r\n // placed after bones, so createAnimationRange can cascade down\r\n if (parsedSkeleton.ranges) {\r\n for (index = 0; index < parsedSkeleton.ranges.length; index++) {\r\n const data = parsedSkeleton.ranges[index];\r\n skeleton.createAnimationRange(data.name, data.from, data.to);\r\n }\r\n }\r\n return skeleton;\r\n }\r\n\r\n /**\r\n * Compute all node absolute matrices\r\n * @param forceUpdate defines if computation must be done even if cache is up to date\r\n */\r\n public computeAbsoluteMatrices(forceUpdate = false): void {\r\n if (this._absoluteTransformIsDirty || forceUpdate) {\r\n this.bones[0].computeAbsoluteMatrices();\r\n this._absoluteTransformIsDirty = false;\r\n }\r\n }\r\n\r\n /**\r\n * Compute all node absolute matrices\r\n * @param forceUpdate defines if computation must be done even if cache is up to date\r\n * @deprecated Please use computeAbsoluteMatrices instead\r\n */\r\n public computeAbsoluteTransforms(forceUpdate = false): void {\r\n this.computeAbsoluteMatrices(forceUpdate);\r\n }\r\n\r\n /**\r\n * Gets the root pose matrix\r\n * @returns a matrix\r\n */\r\n public getPoseMatrix(): Nullable<Matrix> {\r\n let poseMatrix: Nullable<Matrix> = null;\r\n\r\n if (this._meshesWithPoseMatrix.length > 0) {\r\n poseMatrix = this._meshesWithPoseMatrix[0].getPoseMatrix();\r\n }\r\n\r\n return poseMatrix;\r\n }\r\n\r\n /**\r\n * Sorts bones per internal index\r\n */\r\n public sortBones(): void {\r\n const bones: Bone[] = [];\r\n const visited = new Array<boolean>(this.bones.length);\r\n for (let index = 0; index < this.bones.length; index++) {\r\n this._sortBones(index, bones, visited);\r\n }\r\n\r\n this.bones = bones;\r\n }\r\n\r\n private _sortBones(index: number, bones: Bone[], visited: boolean[]): void {\r\n if (visited[index]) {\r\n return;\r\n }\r\n\r\n visited[index] = true;\r\n\r\n const bone = this.bones[index];\r\n if (!bone) {\r\n return;\r\n }\r\n\r\n if (bone._index === undefined) {\r\n bone._index = index;\r\n }\r\n\r\n const parentBone = bone.getParent();\r\n if (parentBone) {\r\n this._sortBones(this.bones.indexOf(parentBone), bones, visited);\r\n }\r\n\r\n bones.push(bone);\r\n }\r\n\r\n /**\r\n * Set the current local matrix as the restPose for all bones in the skeleton.\r\n */\r\n public setCurrentPoseAsRest(): void {\r\n for (const b of this.bones) {\r\n b.setCurrentPoseAsRest();\r\n }\r\n }\r\n}\r\n"]}
@@ -127,7 +127,9 @@ export class FrameGraphBloomTask extends FrameGraphTask {
127
127
  passDisabled.addDependencies(this.sourceTexture);
128
128
  passDisabled.setRenderTarget(this.outputTexture);
129
129
  passDisabled.setExecuteFunc((context) => {
130
- context.copyTexture(this.sourceTexture);
130
+ if (this.alphaMode === 0) {
131
+ context.copyTexture(this.sourceTexture);
132
+ }
131
133
  });
132
134
  }
133
135
  dispose() {
@@ -1 +1 @@
1
- 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type { FrameGraph, FrameGraphTextureCreationOptions, FrameGraphTextureHandle } from \"core/index\";\r\nimport { Constants } from \"core/Engines/constants\";\r\nimport { FrameGraphBloomMergeTask } from \"./bloomMergeTask\";\r\nimport { FrameGraphTask } from \"../../frameGraphTask\";\r\nimport { ThinBloomEffect } from \"core/PostProcesses/thinBloomEffect\";\r\nimport { FrameGraphExtractHighlightsTask } from \"./extractHighlightsTask\";\r\nimport { FrameGraphBlurTask } from \"./blurTask\";\r\n\r\n/**\r\n * Task which applies a bloom render effect.\r\n */\r\nexport class FrameGraphBloomTask extends FrameGraphTask {\r\n /**\r\n * The source texture to apply the bloom effect on.\r\n */\r\n public sourceTexture: FrameGraphTextureHandle;\r\n\r\n /**\r\n * The sampling mode to use for the source texture.\r\n */\r\n public sourceSamplingMode = Constants.TEXTURE_BILINEAR_SAMPLINGMODE;\r\n\r\n /**\r\n * The alpha mode to use when applying the bloom effect.\r\n */\r\n public get alphaMode() {\r\n return this._merge.alphaMode;\r\n }\r\n\r\n public set alphaMode(mode: number) {\r\n this._merge.alphaMode = mode;\r\n }\r\n\r\n /**\r\n * The target texture to render the bloom effect to.\r\n * If not supplied, a texture with the same configuration as the source texture will be created.\r\n */\r\n public targetTexture?: FrameGraphTextureHandle;\r\n\r\n /**\r\n * The output texture of the bloom effect.\r\n */\r\n public readonly outputTexture: FrameGraphTextureHandle;\r\n\r\n /**\r\n * The bloom effect to apply.\r\n */\r\n public readonly bloom: ThinBloomEffect;\r\n\r\n /**\r\n * Whether the bloom effect is HDR.\r\n * When true, the bloom effect will use a higher precision texture format (half float or float). Else, it will use unsigned byte.\r\n */\r\n public readonly hdr: boolean;\r\n\r\n /**\r\n * The name of the task.\r\n */\r\n public override get name() {\r\n return this._name;\r\n }\r\n\r\n public override set name(name: string) {\r\n this._name = name;\r\n if (this._downscale) {\r\n this._downscale.name = `${name} Downscale`;\r\n }\r\n\r\n if (this._blurX) {\r\n this._blurX.name = `${name} Blur X`;\r\n }\r\n\r\n if (this._blurY) {\r\n this._blurY.name = `${name} Blur Y`;\r\n }\r\n\r\n if (this._merge) {\r\n this._merge.name = `${name} Merge`;\r\n }\r\n }\r\n\r\n private readonly _downscale: FrameGraphExtractHighlightsTask;\r\n private readonly _blurX: FrameGraphBlurTask;\r\n private readonly _blurY: FrameGraphBlurTask;\r\n private readonly _merge: FrameGraphBloomMergeTask;\r\n private readonly _defaultPipelineTextureType: number;\r\n\r\n /**\r\n * Constructs a new bloom task.\r\n * @param name Name of the task.\r\n * @param frameGraph The frame graph this task is associated with.\r\n * @param weight Weight of the bloom effect.\r\n * @param kernel Kernel size of the bloom effect.\r\n * @param threshold Threshold of the bloom effect.\r\n * @param hdr Whether the bloom effect is HDR.\r\n * @param bloomScale The scale of the bloom effect. This value is multiplied by the source texture size to determine the bloom texture size.\r\n */\r\n constructor(name: string, frameGraph: FrameGraph, weight = 0.25, kernel = 64, threshold = 0.2, hdr = false, bloomScale = 0.5) {\r\n super(name, frameGraph);\r\n\r\n this.hdr = hdr;\r\n\r\n this._defaultPipelineTextureType = Constants.TEXTURETYPE_UNSIGNED_BYTE;\r\n if (hdr) {\r\n const caps = frameGraph.engine.getCaps();\r\n if (caps.textureHalfFloatRender) {\r\n this._defaultPipelineTextureType = Constants.TEXTURETYPE_HALF_FLOAT;\r\n } else if (caps.textureFloatRender) {\r\n this._defaultPipelineTextureType = Constants.TEXTURETYPE_FLOAT;\r\n }\r\n }\r\n\r\n this.bloom = new ThinBloomEffect(name, frameGraph.engine, bloomScale);\r\n this.bloom.threshold = threshold;\r\n this.bloom.kernel = kernel;\r\n this.bloom.weight = weight;\r\n\r\n this._downscale = new FrameGraphExtractHighlightsTask(`${name} Downscale`, this._frameGraph, this.bloom._downscale);\r\n this._blurX = new FrameGraphBlurTask(`${name} Blur X`, this._frameGraph, this.bloom._blurX);\r\n this._blurY = new FrameGraphBlurTask(`${name} Blur Y`, this._frameGraph, this.bloom._blurY);\r\n this._merge = new FrameGraphBloomMergeTask(`${name} Merge`, this._frameGraph, this.bloom._merge);\r\n\r\n this.outputTexture = this._frameGraph.textureManager.createDanglingHandle();\r\n }\r\n\r\n public override isReady() {\r\n return this.bloom.isReady();\r\n }\r\n\r\n public override getClassName(): string {\r\n return \"FrameGraphBloomTask\";\r\n }\r\n\r\n public record(): void {\r\n if (this.sourceTexture === undefined) {\r\n throw new Error(\"FrameGraphBloomTask: sourceTexture is required\");\r\n }\r\n\r\n const sourceTextureDescription = this._frameGraph.textureManager.getTextureDescription(this.sourceTexture);\r\n\r\n const textureCreationOptions: FrameGraphTextureCreationOptions = {\r\n size: {\r\n width: Math.floor(sourceTextureDescription.size.width * this.bloom.scale) || 1,\r\n height: Math.floor(sourceTextureDescription.size.height * this.bloom.scale) || 1,\r\n },\r\n options: {\r\n createMipMaps: false,\r\n types: [this._defaultPipelineTextureType],\r\n formats: [Constants.TEXTUREFORMAT_RGBA],\r\n samples: 1,\r\n useSRGBBuffers: [false],\r\n labels: [\"\"],\r\n },\r\n sizeIsPercentage: false,\r\n };\r\n\r\n const downscaleTextureHandle = this._frameGraph.textureManager.createRenderTargetTexture(this._downscale.name, textureCreationOptions);\r\n\r\n this._downscale.sourceTexture = this.sourceTexture;\r\n this._downscale.sourceSamplingMode = Constants.TEXTURE_BILINEAR_SAMPLINGMODE;\r\n this._downscale.targetTexture = downscaleTextureHandle;\r\n this._downscale.record(true);\r\n\r\n const blurXTextureHandle = this._frameGraph.textureManager.createRenderTargetTexture(this._blurX.name, textureCreationOptions);\r\n\r\n this._blurX.sourceTexture = downscaleTextureHandle;\r\n this._blurX.sourceSamplingMode = Constants.TEXTURE_BILINEAR_SAMPLINGMODE;\r\n this._blurX.targetTexture = blurXTextureHandle;\r\n this._blurX.record(true);\r\n\r\n const blurYTextureHandle = this._frameGraph.textureManager.createRenderTargetTexture(this._blurY.name, textureCreationOptions);\r\n\r\n this._blurY.sourceTexture = blurXTextureHandle;\r\n this._blurY.sourceSamplingMode = Constants.TEXTURE_BILINEAR_SAMPLINGMODE;\r\n this._blurY.targetTexture = blurYTextureHandle;\r\n this._blurY.record(true);\r\n\r\n const sourceTextureCreationOptions = this._frameGraph.textureManager.getTextureCreationOptions(this.sourceTexture);\r\n\r\n this._frameGraph.textureManager.resolveDanglingHandle(this.outputTexture, this.targetTexture, this._merge.name, sourceTextureCreationOptions);\r\n\r\n this._merge.sourceTexture = this.sourceTexture;\r\n this._merge.sourceSamplingMode = this.sourceSamplingMode;\r\n this._merge.blurTexture = blurYTextureHandle;\r\n this._merge.targetTexture = this.outputTexture;\r\n this._merge.record(true);\r\n\r\n const passDisabled = this._frameGraph.addRenderPass(this.name + \"_disabled\", true);\r\n\r\n passDisabled.addDependencies(this.sourceTexture);\r\n\r\n passDisabled.setRenderTarget(this.outputTexture);\r\n passDisabled.setExecuteFunc((context) => {\r\n context.copyTexture(this.sourceTexture);\r\n });\r\n }\r\n\r\n public override dispose(): void {\r\n this._downscale.dispose();\r\n this._blurX.dispose();\r\n this._blurY.dispose();\r\n this._merge.dispose();\r\n super.dispose();\r\n }\r\n}\r\n"]}
1
+ 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type { FrameGraph, FrameGraphTextureCreationOptions, FrameGraphTextureHandle } from \"core/index\";\r\nimport { Constants } from \"core/Engines/constants\";\r\nimport { FrameGraphBloomMergeTask } from \"./bloomMergeTask\";\r\nimport { FrameGraphTask } from \"../../frameGraphTask\";\r\nimport { ThinBloomEffect } from \"core/PostProcesses/thinBloomEffect\";\r\nimport { FrameGraphExtractHighlightsTask } from \"./extractHighlightsTask\";\r\nimport { FrameGraphBlurTask } from \"./blurTask\";\r\n\r\n/**\r\n * Task which applies a bloom render effect.\r\n */\r\nexport class FrameGraphBloomTask extends FrameGraphTask {\r\n /**\r\n * The source texture to apply the bloom effect on.\r\n */\r\n public sourceTexture: FrameGraphTextureHandle;\r\n\r\n /**\r\n * The sampling mode to use for the source texture.\r\n */\r\n public sourceSamplingMode = Constants.TEXTURE_BILINEAR_SAMPLINGMODE;\r\n\r\n /**\r\n * The alpha mode to use when applying the bloom effect.\r\n */\r\n public get alphaMode() {\r\n return this._merge.alphaMode;\r\n }\r\n\r\n public set alphaMode(mode: number) {\r\n this._merge.alphaMode = mode;\r\n }\r\n\r\n /**\r\n * The target texture to render the bloom effect to.\r\n * If not supplied, a texture with the same configuration as the source texture will be created.\r\n */\r\n public targetTexture?: FrameGraphTextureHandle;\r\n\r\n /**\r\n * The output texture of the bloom effect.\r\n */\r\n public readonly outputTexture: FrameGraphTextureHandle;\r\n\r\n /**\r\n * The bloom effect to apply.\r\n */\r\n public readonly bloom: ThinBloomEffect;\r\n\r\n /**\r\n * Whether the bloom effect is HDR.\r\n * When true, the bloom effect will use a higher precision texture format (half float or float). Else, it will use unsigned byte.\r\n */\r\n public readonly hdr: boolean;\r\n\r\n /**\r\n * The name of the task.\r\n */\r\n public override get name() {\r\n return this._name;\r\n }\r\n\r\n public override set name(name: string) {\r\n this._name = name;\r\n if (this._downscale) {\r\n this._downscale.name = `${name} Downscale`;\r\n }\r\n\r\n if (this._blurX) {\r\n this._blurX.name = `${name} Blur X`;\r\n }\r\n\r\n if (this._blurY) {\r\n this._blurY.name = `${name} Blur Y`;\r\n }\r\n\r\n if (this._merge) {\r\n this._merge.name = `${name} Merge`;\r\n }\r\n }\r\n\r\n private readonly _downscale: FrameGraphExtractHighlightsTask;\r\n private readonly _blurX: FrameGraphBlurTask;\r\n private readonly _blurY: FrameGraphBlurTask;\r\n private readonly _merge: FrameGraphBloomMergeTask;\r\n private readonly _defaultPipelineTextureType: number;\r\n\r\n /**\r\n * Constructs a new bloom task.\r\n * @param name Name of the task.\r\n * @param frameGraph The frame graph this task is associated with.\r\n * @param weight Weight of the bloom effect.\r\n * @param kernel Kernel size of the bloom effect.\r\n * @param threshold Threshold of the bloom effect.\r\n * @param hdr Whether the bloom effect is HDR.\r\n * @param bloomScale The scale of the bloom effect. This value is multiplied by the source texture size to determine the bloom texture size.\r\n */\r\n constructor(name: string, frameGraph: FrameGraph, weight = 0.25, kernel = 64, threshold = 0.2, hdr = false, bloomScale = 0.5) {\r\n super(name, frameGraph);\r\n\r\n this.hdr = hdr;\r\n\r\n this._defaultPipelineTextureType = Constants.TEXTURETYPE_UNSIGNED_BYTE;\r\n if (hdr) {\r\n const caps = frameGraph.engine.getCaps();\r\n if (caps.textureHalfFloatRender) {\r\n this._defaultPipelineTextureType = Constants.TEXTURETYPE_HALF_FLOAT;\r\n } else if (caps.textureFloatRender) {\r\n this._defaultPipelineTextureType = Constants.TEXTURETYPE_FLOAT;\r\n }\r\n }\r\n\r\n this.bloom = new ThinBloomEffect(name, frameGraph.engine, bloomScale);\r\n this.bloom.threshold = threshold;\r\n this.bloom.kernel = kernel;\r\n this.bloom.weight = weight;\r\n\r\n this._downscale = new FrameGraphExtractHighlightsTask(`${name} Downscale`, this._frameGraph, this.bloom._downscale);\r\n this._blurX = new FrameGraphBlurTask(`${name} Blur X`, this._frameGraph, this.bloom._blurX);\r\n this._blurY = new FrameGraphBlurTask(`${name} Blur Y`, this._frameGraph, this.bloom._blurY);\r\n this._merge = new FrameGraphBloomMergeTask(`${name} Merge`, this._frameGraph, this.bloom._merge);\r\n\r\n this.outputTexture = this._frameGraph.textureManager.createDanglingHandle();\r\n }\r\n\r\n public override isReady() {\r\n return this.bloom.isReady();\r\n }\r\n\r\n public override getClassName(): string {\r\n return \"FrameGraphBloomTask\";\r\n }\r\n\r\n public record(): void {\r\n if (this.sourceTexture === undefined) {\r\n throw new Error(\"FrameGraphBloomTask: sourceTexture is required\");\r\n }\r\n\r\n const sourceTextureDescription = this._frameGraph.textureManager.getTextureDescription(this.sourceTexture);\r\n\r\n const textureCreationOptions: FrameGraphTextureCreationOptions = {\r\n size: {\r\n width: Math.floor(sourceTextureDescription.size.width * this.bloom.scale) || 1,\r\n height: Math.floor(sourceTextureDescription.size.height * this.bloom.scale) || 1,\r\n },\r\n options: {\r\n createMipMaps: false,\r\n types: [this._defaultPipelineTextureType],\r\n formats: [Constants.TEXTUREFORMAT_RGBA],\r\n samples: 1,\r\n useSRGBBuffers: [false],\r\n labels: [\"\"],\r\n },\r\n sizeIsPercentage: false,\r\n };\r\n\r\n const downscaleTextureHandle = this._frameGraph.textureManager.createRenderTargetTexture(this._downscale.name, textureCreationOptions);\r\n\r\n this._downscale.sourceTexture = this.sourceTexture;\r\n this._downscale.sourceSamplingMode = Constants.TEXTURE_BILINEAR_SAMPLINGMODE;\r\n this._downscale.targetTexture = downscaleTextureHandle;\r\n this._downscale.record(true);\r\n\r\n const blurXTextureHandle = this._frameGraph.textureManager.createRenderTargetTexture(this._blurX.name, textureCreationOptions);\r\n\r\n this._blurX.sourceTexture = downscaleTextureHandle;\r\n this._blurX.sourceSamplingMode = Constants.TEXTURE_BILINEAR_SAMPLINGMODE;\r\n this._blurX.targetTexture = blurXTextureHandle;\r\n this._blurX.record(true);\r\n\r\n const blurYTextureHandle = this._frameGraph.textureManager.createRenderTargetTexture(this._blurY.name, textureCreationOptions);\r\n\r\n this._blurY.sourceTexture = blurXTextureHandle;\r\n this._blurY.sourceSamplingMode = Constants.TEXTURE_BILINEAR_SAMPLINGMODE;\r\n this._blurY.targetTexture = blurYTextureHandle;\r\n this._blurY.record(true);\r\n\r\n const sourceTextureCreationOptions = this._frameGraph.textureManager.getTextureCreationOptions(this.sourceTexture);\r\n\r\n this._frameGraph.textureManager.resolveDanglingHandle(this.outputTexture, this.targetTexture, this._merge.name, sourceTextureCreationOptions);\r\n\r\n this._merge.sourceTexture = this.sourceTexture;\r\n this._merge.sourceSamplingMode = this.sourceSamplingMode;\r\n this._merge.blurTexture = blurYTextureHandle;\r\n this._merge.targetTexture = this.outputTexture;\r\n this._merge.record(true);\r\n\r\n const passDisabled = this._frameGraph.addRenderPass(this.name + \"_disabled\", true);\r\n\r\n passDisabled.addDependencies(this.sourceTexture);\r\n\r\n passDisabled.setRenderTarget(this.outputTexture);\r\n passDisabled.setExecuteFunc((context) => {\r\n if (this.alphaMode === Constants.ALPHA_DISABLE) {\r\n context.copyTexture(this.sourceTexture);\r\n }\r\n });\r\n }\r\n\r\n public override dispose(): void {\r\n this._downscale.dispose();\r\n this._blurX.dispose();\r\n this._blurY.dispose();\r\n this._merge.dispose();\r\n super.dispose();\r\n }\r\n}\r\n"]}
@@ -147,7 +147,9 @@ export class FrameGraphDepthOfFieldTask extends FrameGraphTask {
147
147
  passDisabled.addDependencies(this.sourceTexture);
148
148
  passDisabled.setRenderTarget(this.outputTexture);
149
149
  passDisabled.setExecuteFunc((context) => {
150
- context.copyTexture(this.sourceTexture);
150
+ if (this.alphaMode === 0) {
151
+ context.copyTexture(this.sourceTexture);
152
+ }
151
153
  });
152
154
  }
153
155
  dispose() {
@@ -1 +1 @@
1
- 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type { FrameGraph, FrameGraphTextureCreationOptions, FrameGraphTextureHandle, AbstractEngine, Camera } from \"core/index\";\r\nimport { Constants } from \"core/Engines/constants\";\r\nimport { FrameGraphTask } from \"../../frameGraphTask\";\r\nimport { ThinDepthOfFieldEffectBlurLevel } from \"core/PostProcesses/thinDepthOfFieldEffect\";\r\nimport { FrameGraphDepthOfFieldMergeTask } from \"./depthOfFieldMergeTask\";\r\nimport { FrameGraphCircleOfConfusionTask } from \"./circleOfConfusionTask\";\r\nimport { FrameGraphDepthOfFieldBlurTask } from \"./depthOfFieldBlurTask\";\r\nimport { ThinDepthOfFieldEffect } from \"core/PostProcesses/thinDepthOfFieldEffect\";\r\n\r\n/**\r\n * Task which applies a depth of field effect.\r\n */\r\nexport class FrameGraphDepthOfFieldTask extends FrameGraphTask {\r\n /**\r\n * The source texture to apply the depth of field effect on.\r\n */\r\n public sourceTexture: FrameGraphTextureHandle;\r\n\r\n /**\r\n * The sampling mode to use for the source texture.\r\n */\r\n public sourceSamplingMode = Constants.TEXTURE_BILINEAR_SAMPLINGMODE;\r\n\r\n /**\r\n * The alpha mode to use when applying the depth of field effect.\r\n */\r\n public get alphaMode() {\r\n return this._merge.alphaMode;\r\n }\r\n\r\n public set alphaMode(mode: number) {\r\n this._merge.alphaMode = mode;\r\n }\r\n\r\n /**\r\n * The depth texture to use for the depth of field effect.\r\n * Should store camera space depth (Z coordinate).\r\n */\r\n public depthTexture: FrameGraphTextureHandle;\r\n\r\n /**\r\n * The sampling mode to use for the depth texture.\r\n */\r\n public depthSamplingMode = Constants.TEXTURE_BILINEAR_SAMPLINGMODE;\r\n\r\n /**\r\n * The camera used to render the scene.\r\n */\r\n public camera: Camera;\r\n\r\n /**\r\n * The target texture to render the depth of field effect to.\r\n */\r\n public targetTexture?: FrameGraphTextureHandle;\r\n\r\n /**\r\n * The output texture of the depth of field effect.\r\n */\r\n public readonly outputTexture: FrameGraphTextureHandle;\r\n\r\n /**\r\n * The depth of field effect.\r\n */\r\n public readonly depthOfField: ThinDepthOfFieldEffect;\r\n\r\n /**\r\n * Whether the depth of field effect is applied on HDR textures.\r\n * When true, the depth of field effect will use a higher precision texture format (half float or float). Else, it will use unsigned byte.\r\n */\r\n public readonly hdr: boolean;\r\n\r\n /**\r\n * The name of the task.\r\n */\r\n public override get name() {\r\n return this._name;\r\n }\r\n\r\n public override set name(name: string) {\r\n this._name = name;\r\n if (this._circleOfConfusion) {\r\n this._circleOfConfusion.name = `${name} Circle of Confusion`;\r\n }\r\n\r\n if (this._blurX) {\r\n for (let i = 0; i < this._blurX.length; i++) {\r\n this._blurX[i].name = `${name} Blur X${i}`;\r\n this._blurY[i].name = `${name} Blur Y${i}`;\r\n }\r\n }\r\n\r\n if (this._merge) {\r\n this._merge.name = `${name} Merge`;\r\n }\r\n }\r\n\r\n private readonly _engine: AbstractEngine;\r\n private readonly _circleOfConfusion: FrameGraphCircleOfConfusionTask;\r\n private readonly _blurX: FrameGraphDepthOfFieldBlurTask[] = [];\r\n private readonly _blurY: FrameGraphDepthOfFieldBlurTask[] = [];\r\n private readonly _merge: FrameGraphDepthOfFieldMergeTask;\r\n private readonly _defaultPipelineTextureType: number;\r\n\r\n /**\r\n * Constructs a depth of field task.\r\n * @param name The name of the task.\r\n * @param frameGraph The frame graph this task belongs to.\r\n * @param blurLevel The blur level of the depth of field effect (default: ThinDepthOfFieldEffectBlurLevel.Low).\r\n * @param hdr Whether the depth of field effect is HDR.\r\n */\r\n constructor(name: string, frameGraph: FrameGraph, blurLevel: ThinDepthOfFieldEffectBlurLevel = ThinDepthOfFieldEffectBlurLevel.Low, hdr = false) {\r\n super(name, frameGraph);\r\n\r\n this._engine = frameGraph.engine;\r\n this.hdr = hdr;\r\n\r\n this._defaultPipelineTextureType = Constants.TEXTURETYPE_UNSIGNED_BYTE;\r\n if (hdr) {\r\n const caps = frameGraph.engine.getCaps();\r\n if (caps.textureHalfFloatRender) {\r\n this._defaultPipelineTextureType = Constants.TEXTURETYPE_HALF_FLOAT;\r\n } else if (caps.textureFloatRender) {\r\n this._defaultPipelineTextureType = Constants.TEXTURETYPE_FLOAT;\r\n }\r\n }\r\n\r\n this.depthOfField = new ThinDepthOfFieldEffect(name, frameGraph.engine, blurLevel, true);\r\n\r\n this._circleOfConfusion = new FrameGraphCircleOfConfusionTask(`${name} Circle of Confusion`, this._frameGraph, this.depthOfField._circleOfConfusion);\r\n\r\n const blurCount = this.depthOfField._depthOfFieldBlurX.length;\r\n\r\n for (let i = 0; i < blurCount; i++) {\r\n this._blurX.push(new FrameGraphDepthOfFieldBlurTask(`${name} Blur X${i}`, this._frameGraph, this.depthOfField._depthOfFieldBlurX[i][0]));\r\n this._blurY.push(new FrameGraphDepthOfFieldBlurTask(`${name} Blur Y${i}`, this._frameGraph, this.depthOfField._depthOfFieldBlurY[i][0]));\r\n }\r\n\r\n this._merge = new FrameGraphDepthOfFieldMergeTask(`${name} Merge`, this._frameGraph, this.depthOfField._dofMerge);\r\n\r\n this.outputTexture = this._frameGraph.textureManager.createDanglingHandle();\r\n }\r\n\r\n public override isReady() {\r\n return this.depthOfField.isReady();\r\n }\r\n\r\n public override getClassName(): string {\r\n return \"FrameGraphDepthOfFieldTask\";\r\n }\r\n\r\n public record(): void {\r\n if (this.sourceTexture === undefined || this.depthTexture === undefined || this.camera === undefined) {\r\n throw new Error(\"FrameGraphDepthOfFieldTask: sourceTexture, depthTexture and camera are required\");\r\n }\r\n\r\n const sourceTextureDescription = this._frameGraph.textureManager.getTextureDescription(this.sourceTexture);\r\n\r\n const textureSize = {\r\n width: sourceTextureDescription.size.width,\r\n height: sourceTextureDescription.size.height,\r\n };\r\n const circleOfConfusionTextureFormat = this._engine.isWebGPU || this._engine.version > 1 ? Constants.TEXTUREFORMAT_RED : Constants.TEXTUREFORMAT_RGBA;\r\n const textureCreationOptions: FrameGraphTextureCreationOptions = {\r\n size: textureSize,\r\n options: {\r\n createMipMaps: false,\r\n types: [this._defaultPipelineTextureType],\r\n formats: [circleOfConfusionTextureFormat],\r\n samples: 1,\r\n useSRGBBuffers: [false],\r\n labels: [\"\"],\r\n },\r\n sizeIsPercentage: false,\r\n };\r\n\r\n const circleOfConfusionTextureHandle = this._frameGraph.textureManager.createRenderTargetTexture(this._circleOfConfusion.name, textureCreationOptions);\r\n\r\n this._circleOfConfusion.sourceTexture = this.sourceTexture; // texture not used by the CoC shader\r\n this._circleOfConfusion.depthTexture = this.depthTexture;\r\n this._circleOfConfusion.depthSamplingMode = this.depthSamplingMode;\r\n this._circleOfConfusion.camera = this.camera;\r\n this._circleOfConfusion.targetTexture = circleOfConfusionTextureHandle;\r\n this._circleOfConfusion.record(true);\r\n\r\n textureCreationOptions.options.formats = [Constants.TEXTUREFORMAT_RGBA];\r\n\r\n const blurSteps: FrameGraphTextureHandle[] = [];\r\n\r\n for (let i = 0; i < this._blurX.length; i++) {\r\n const ratio = this.depthOfField._depthOfFieldBlurX[i][1];\r\n\r\n textureSize.width = Math.floor(sourceTextureDescription.size.width * ratio) || 1;\r\n textureSize.height = Math.floor(sourceTextureDescription.size.height * ratio) || 1;\r\n\r\n textureCreationOptions.options.labels![0] = \"step \" + (i + 1);\r\n\r\n const blurYTextureHandle = this._frameGraph.textureManager.createRenderTargetTexture(this._blurY[i].name, textureCreationOptions);\r\n\r\n this._blurY[i].sourceTexture = i === 0 ? this.sourceTexture : this._blurX[i - 1].outputTexture;\r\n this._blurY[i].sourceSamplingMode = Constants.TEXTURE_BILINEAR_SAMPLINGMODE;\r\n this._blurY[i].circleOfConfusionTexture = circleOfConfusionTextureHandle;\r\n this._blurY[i].targetTexture = blurYTextureHandle;\r\n this._blurY[i].record(true);\r\n\r\n const blurXTextureHandle = this._frameGraph.textureManager.createRenderTargetTexture(this._blurX[i].name, textureCreationOptions);\r\n\r\n this._blurX[i].sourceTexture = this._blurY[i].outputTexture;\r\n this._blurX[i].sourceSamplingMode = Constants.TEXTURE_BILINEAR_SAMPLINGMODE;\r\n this._blurX[i].circleOfConfusionTexture = circleOfConfusionTextureHandle;\r\n this._blurX[i].targetTexture = blurXTextureHandle;\r\n this._blurX[i].record(true);\r\n\r\n blurSteps.push(blurXTextureHandle);\r\n }\r\n\r\n const sourceTextureCreationOptions = this._frameGraph.textureManager.getTextureCreationOptions(this.sourceTexture);\r\n\r\n this._frameGraph.textureManager.resolveDanglingHandle(this.outputTexture, this.targetTexture, this._merge.name, sourceTextureCreationOptions);\r\n\r\n this._merge.sourceTexture = this.sourceTexture;\r\n this._merge.sourceSamplingMode = this.sourceSamplingMode;\r\n this._merge.circleOfConfusionTexture = circleOfConfusionTextureHandle;\r\n this._merge.blurSteps = blurSteps;\r\n this._merge.targetTexture = this.outputTexture;\r\n this._merge.record(true);\r\n\r\n const passDisabled = this._frameGraph.addRenderPass(this.name + \"_disabled\", true);\r\n\r\n passDisabled.addDependencies(this.sourceTexture);\r\n\r\n passDisabled.setRenderTarget(this.outputTexture);\r\n passDisabled.setExecuteFunc((context) => {\r\n context.copyTexture(this.sourceTexture);\r\n });\r\n }\r\n\r\n public override dispose(): void {\r\n this._circleOfConfusion.dispose();\r\n for (let i = 0; i < this._blurX.length; i++) {\r\n this._blurX[i].dispose();\r\n this._blurY[i].dispose();\r\n }\r\n this._merge.dispose();\r\n super.dispose();\r\n }\r\n}\r\n"]}
1
+ 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type { FrameGraph, FrameGraphTextureCreationOptions, FrameGraphTextureHandle, AbstractEngine, Camera } from \"core/index\";\r\nimport { Constants } from \"core/Engines/constants\";\r\nimport { FrameGraphTask } from \"../../frameGraphTask\";\r\nimport { ThinDepthOfFieldEffectBlurLevel } from \"core/PostProcesses/thinDepthOfFieldEffect\";\r\nimport { FrameGraphDepthOfFieldMergeTask } from \"./depthOfFieldMergeTask\";\r\nimport { FrameGraphCircleOfConfusionTask } from \"./circleOfConfusionTask\";\r\nimport { FrameGraphDepthOfFieldBlurTask } from \"./depthOfFieldBlurTask\";\r\nimport { ThinDepthOfFieldEffect } from \"core/PostProcesses/thinDepthOfFieldEffect\";\r\n\r\n/**\r\n * Task which applies a depth of field effect.\r\n */\r\nexport class FrameGraphDepthOfFieldTask extends FrameGraphTask {\r\n /**\r\n * The source texture to apply the depth of field effect on.\r\n */\r\n public sourceTexture: FrameGraphTextureHandle;\r\n\r\n /**\r\n * The sampling mode to use for the source texture.\r\n */\r\n public sourceSamplingMode = Constants.TEXTURE_BILINEAR_SAMPLINGMODE;\r\n\r\n /**\r\n * The alpha mode to use when applying the depth of field effect.\r\n */\r\n public get alphaMode() {\r\n return this._merge.alphaMode;\r\n }\r\n\r\n public set alphaMode(mode: number) {\r\n this._merge.alphaMode = mode;\r\n }\r\n\r\n /**\r\n * The depth texture to use for the depth of field effect.\r\n * Should store camera space depth (Z coordinate).\r\n */\r\n public depthTexture: FrameGraphTextureHandle;\r\n\r\n /**\r\n * The sampling mode to use for the depth texture.\r\n */\r\n public depthSamplingMode = Constants.TEXTURE_BILINEAR_SAMPLINGMODE;\r\n\r\n /**\r\n * The camera used to render the scene.\r\n */\r\n public camera: Camera;\r\n\r\n /**\r\n * The target texture to render the depth of field effect to.\r\n */\r\n public targetTexture?: FrameGraphTextureHandle;\r\n\r\n /**\r\n * The output texture of the depth of field effect.\r\n */\r\n public readonly outputTexture: FrameGraphTextureHandle;\r\n\r\n /**\r\n * The depth of field effect.\r\n */\r\n public readonly depthOfField: ThinDepthOfFieldEffect;\r\n\r\n /**\r\n * Whether the depth of field effect is applied on HDR textures.\r\n * When true, the depth of field effect will use a higher precision texture format (half float or float). Else, it will use unsigned byte.\r\n */\r\n public readonly hdr: boolean;\r\n\r\n /**\r\n * The name of the task.\r\n */\r\n public override get name() {\r\n return this._name;\r\n }\r\n\r\n public override set name(name: string) {\r\n this._name = name;\r\n if (this._circleOfConfusion) {\r\n this._circleOfConfusion.name = `${name} Circle of Confusion`;\r\n }\r\n\r\n if (this._blurX) {\r\n for (let i = 0; i < this._blurX.length; i++) {\r\n this._blurX[i].name = `${name} Blur X${i}`;\r\n this._blurY[i].name = `${name} Blur Y${i}`;\r\n }\r\n }\r\n\r\n if (this._merge) {\r\n this._merge.name = `${name} Merge`;\r\n }\r\n }\r\n\r\n private readonly _engine: AbstractEngine;\r\n private readonly _circleOfConfusion: FrameGraphCircleOfConfusionTask;\r\n private readonly _blurX: FrameGraphDepthOfFieldBlurTask[] = [];\r\n private readonly _blurY: FrameGraphDepthOfFieldBlurTask[] = [];\r\n private readonly _merge: FrameGraphDepthOfFieldMergeTask;\r\n private readonly _defaultPipelineTextureType: number;\r\n\r\n /**\r\n * Constructs a depth of field task.\r\n * @param name The name of the task.\r\n * @param frameGraph The frame graph this task belongs to.\r\n * @param blurLevel The blur level of the depth of field effect (default: ThinDepthOfFieldEffectBlurLevel.Low).\r\n * @param hdr Whether the depth of field effect is HDR.\r\n */\r\n constructor(name: string, frameGraph: FrameGraph, blurLevel: ThinDepthOfFieldEffectBlurLevel = ThinDepthOfFieldEffectBlurLevel.Low, hdr = false) {\r\n super(name, frameGraph);\r\n\r\n this._engine = frameGraph.engine;\r\n this.hdr = hdr;\r\n\r\n this._defaultPipelineTextureType = Constants.TEXTURETYPE_UNSIGNED_BYTE;\r\n if (hdr) {\r\n const caps = frameGraph.engine.getCaps();\r\n if (caps.textureHalfFloatRender) {\r\n this._defaultPipelineTextureType = Constants.TEXTURETYPE_HALF_FLOAT;\r\n } else if (caps.textureFloatRender) {\r\n this._defaultPipelineTextureType = Constants.TEXTURETYPE_FLOAT;\r\n }\r\n }\r\n\r\n this.depthOfField = new ThinDepthOfFieldEffect(name, frameGraph.engine, blurLevel, true);\r\n\r\n this._circleOfConfusion = new FrameGraphCircleOfConfusionTask(`${name} Circle of Confusion`, this._frameGraph, this.depthOfField._circleOfConfusion);\r\n\r\n const blurCount = this.depthOfField._depthOfFieldBlurX.length;\r\n\r\n for (let i = 0; i < blurCount; i++) {\r\n this._blurX.push(new FrameGraphDepthOfFieldBlurTask(`${name} Blur X${i}`, this._frameGraph, this.depthOfField._depthOfFieldBlurX[i][0]));\r\n this._blurY.push(new FrameGraphDepthOfFieldBlurTask(`${name} Blur Y${i}`, this._frameGraph, this.depthOfField._depthOfFieldBlurY[i][0]));\r\n }\r\n\r\n this._merge = new FrameGraphDepthOfFieldMergeTask(`${name} Merge`, this._frameGraph, this.depthOfField._dofMerge);\r\n\r\n this.outputTexture = this._frameGraph.textureManager.createDanglingHandle();\r\n }\r\n\r\n public override isReady() {\r\n return this.depthOfField.isReady();\r\n }\r\n\r\n public override getClassName(): string {\r\n return \"FrameGraphDepthOfFieldTask\";\r\n }\r\n\r\n public record(): void {\r\n if (this.sourceTexture === undefined || this.depthTexture === undefined || this.camera === undefined) {\r\n throw new Error(\"FrameGraphDepthOfFieldTask: sourceTexture, depthTexture and camera are required\");\r\n }\r\n\r\n const sourceTextureDescription = this._frameGraph.textureManager.getTextureDescription(this.sourceTexture);\r\n\r\n const textureSize = {\r\n width: sourceTextureDescription.size.width,\r\n height: sourceTextureDescription.size.height,\r\n };\r\n const circleOfConfusionTextureFormat = this._engine.isWebGPU || this._engine.version > 1 ? Constants.TEXTUREFORMAT_RED : Constants.TEXTUREFORMAT_RGBA;\r\n const textureCreationOptions: FrameGraphTextureCreationOptions = {\r\n size: textureSize,\r\n options: {\r\n createMipMaps: false,\r\n types: [this._defaultPipelineTextureType],\r\n formats: [circleOfConfusionTextureFormat],\r\n samples: 1,\r\n useSRGBBuffers: [false],\r\n labels: [\"\"],\r\n },\r\n sizeIsPercentage: false,\r\n };\r\n\r\n const circleOfConfusionTextureHandle = this._frameGraph.textureManager.createRenderTargetTexture(this._circleOfConfusion.name, textureCreationOptions);\r\n\r\n this._circleOfConfusion.sourceTexture = this.sourceTexture; // texture not used by the CoC shader\r\n this._circleOfConfusion.depthTexture = this.depthTexture;\r\n this._circleOfConfusion.depthSamplingMode = this.depthSamplingMode;\r\n this._circleOfConfusion.camera = this.camera;\r\n this._circleOfConfusion.targetTexture = circleOfConfusionTextureHandle;\r\n this._circleOfConfusion.record(true);\r\n\r\n textureCreationOptions.options.formats = [Constants.TEXTUREFORMAT_RGBA];\r\n\r\n const blurSteps: FrameGraphTextureHandle[] = [];\r\n\r\n for (let i = 0; i < this._blurX.length; i++) {\r\n const ratio = this.depthOfField._depthOfFieldBlurX[i][1];\r\n\r\n textureSize.width = Math.floor(sourceTextureDescription.size.width * ratio) || 1;\r\n textureSize.height = Math.floor(sourceTextureDescription.size.height * ratio) || 1;\r\n\r\n textureCreationOptions.options.labels![0] = \"step \" + (i + 1);\r\n\r\n const blurYTextureHandle = this._frameGraph.textureManager.createRenderTargetTexture(this._blurY[i].name, textureCreationOptions);\r\n\r\n this._blurY[i].sourceTexture = i === 0 ? this.sourceTexture : this._blurX[i - 1].outputTexture;\r\n this._blurY[i].sourceSamplingMode = Constants.TEXTURE_BILINEAR_SAMPLINGMODE;\r\n this._blurY[i].circleOfConfusionTexture = circleOfConfusionTextureHandle;\r\n this._blurY[i].targetTexture = blurYTextureHandle;\r\n this._blurY[i].record(true);\r\n\r\n const blurXTextureHandle = this._frameGraph.textureManager.createRenderTargetTexture(this._blurX[i].name, textureCreationOptions);\r\n\r\n this._blurX[i].sourceTexture = this._blurY[i].outputTexture;\r\n this._blurX[i].sourceSamplingMode = Constants.TEXTURE_BILINEAR_SAMPLINGMODE;\r\n this._blurX[i].circleOfConfusionTexture = circleOfConfusionTextureHandle;\r\n this._blurX[i].targetTexture = blurXTextureHandle;\r\n this._blurX[i].record(true);\r\n\r\n blurSteps.push(blurXTextureHandle);\r\n }\r\n\r\n const sourceTextureCreationOptions = this._frameGraph.textureManager.getTextureCreationOptions(this.sourceTexture);\r\n\r\n this._frameGraph.textureManager.resolveDanglingHandle(this.outputTexture, this.targetTexture, this._merge.name, sourceTextureCreationOptions);\r\n\r\n this._merge.sourceTexture = this.sourceTexture;\r\n this._merge.sourceSamplingMode = this.sourceSamplingMode;\r\n this._merge.circleOfConfusionTexture = circleOfConfusionTextureHandle;\r\n this._merge.blurSteps = blurSteps;\r\n this._merge.targetTexture = this.outputTexture;\r\n this._merge.record(true);\r\n\r\n const passDisabled = this._frameGraph.addRenderPass(this.name + \"_disabled\", true);\r\n\r\n passDisabled.addDependencies(this.sourceTexture);\r\n\r\n passDisabled.setRenderTarget(this.outputTexture);\r\n passDisabled.setExecuteFunc((context) => {\r\n if (this.alphaMode === Constants.ALPHA_DISABLE) {\r\n context.copyTexture(this.sourceTexture);\r\n }\r\n });\r\n }\r\n\r\n public override dispose(): void {\r\n this._circleOfConfusion.dispose();\r\n for (let i = 0; i < this._blurX.length; i++) {\r\n this._blurX[i].dispose();\r\n this._blurY[i].dispose();\r\n }\r\n this._merge.dispose();\r\n super.dispose();\r\n }\r\n}\r\n"]}
@@ -122,7 +122,7 @@ export class FrameGraphPostProcessTask extends FrameGraphTask {
122
122
  passDisabled.setRenderTarget(this.outputTexture);
123
123
  passDisabled.setRenderTargetDepth(this.depthAttachmentTexture);
124
124
  passDisabled.setExecuteFunc((context) => {
125
- if (this.sourceTexture !== undefined) {
125
+ if (this.sourceTexture !== undefined && this.alphaMode === 0) {
126
126
  if (this.viewport) {
127
127
  context.setViewport(this.viewport);
128
128
  }
@@ -1 +1 @@
1
- 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type {\r\n FrameGraph,\r\n FrameGraphTextureHandle,\r\n DrawWrapper,\r\n FrameGraphRenderPass,\r\n FrameGraphRenderContext,\r\n EffectWrapper,\r\n IViewportLike,\r\n Nullable,\r\n IStencilStateProperties,\r\n} from \"core/index\";\r\nimport { Constants } from \"core/Engines/constants\";\r\nimport { FrameGraphTask } from \"../../frameGraphTask\";\r\n\r\n/**\r\n * Task which applies a post process.\r\n */\r\nexport class FrameGraphPostProcessTask extends FrameGraphTask {\r\n /**\r\n * The source texture to apply the post process on.\r\n * It's allowed to be undefined if the post process does not require a source texture.\r\n * In that case, targetTexture must be provided.\r\n */\r\n public sourceTexture?: FrameGraphTextureHandle;\r\n\r\n /**\r\n * The sampling mode to use for the source texture.\r\n */\r\n public sourceSamplingMode = Constants.TEXTURE_BILINEAR_SAMPLINGMODE;\r\n\r\n /**\r\n * The target texture to render the post process to.\r\n * If not supplied, a texture with the same configuration as the source texture will be created.\r\n */\r\n public targetTexture?: FrameGraphTextureHandle;\r\n\r\n /**\r\n * The stencil state to use for the post process (optional).\r\n */\r\n public stencilState?: IStencilStateProperties;\r\n\r\n /**\r\n * The depth attachment texture to use for the post process (optional).\r\n * Note that a post-process task never writes to the depth buffer: attaching a depth texture is only useful if you want to test against the depth/stencil aspect or write to the stencil buffer.\r\n */\r\n public depthAttachmentTexture?: FrameGraphTextureHandle;\r\n\r\n /**\r\n * If true, the depth attachment will be read-only.\r\n * This means that the post process will not write to the depth buffer.\r\n * Setting depthReadOnly and stencilReadOnly to true is useful when you want to also be able to bind this same depth/stencil attachment to a shader.\r\n * Note that it will only work in WebGPU, as WebGL does not support read-only depth/stencil attachments.\r\n */\r\n public depthReadOnly = false;\r\n\r\n /**\r\n * If true, the stencil attachment will be read-only.\r\n * This means that the post process will not write to the stencil buffer.\r\n * Setting depthReadOnly and stencilReadOnly to true is useful when you want to also be able to bind this same depth/stencil attachment to a shader.\r\n * Note that it will only work in WebGPU, as WebGL does not support read-only depth/stencil attachments.\r\n */\r\n public stencilReadOnly = false;\r\n\r\n /**\r\n * If true, color write will be disabled when applying the post process.\r\n * This means that the post process will not write to the color buffer.\r\n */\r\n public disableColorWrite = false;\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 */\r\n public drawBackFace = false;\r\n\r\n /**\r\n * If depth testing should be enabled (default is true).\r\n */\r\n public depthTest = true;\r\n\r\n /**\r\n * The alpha mode to use when applying the post process (default is ALPHA_DISABLE).\r\n */\r\n public get alphaMode(): number {\r\n return this.postProcess.alphaMode;\r\n }\r\n\r\n public set alphaMode(value: number) {\r\n this.postProcess.alphaMode = value;\r\n }\r\n\r\n /**\r\n * The viewport to use when applying the post process.\r\n * If set to null, the currently active viewport is used.\r\n * If undefined (default), the viewport is reset to a full screen viewport before applying the post process.\r\n */\r\n public viewport?: Nullable<IViewportLike>;\r\n\r\n /**\r\n * The output texture of the post process.\r\n */\r\n public readonly outputTexture: FrameGraphTextureHandle;\r\n\r\n /**\r\n * The output depth attachment texture.\r\n * This texture will point to the same texture than the depthAttachmentTexture property if it is set.\r\n * Note, however, that the handle itself will be different!\r\n */\r\n public readonly outputDepthAttachmentTexture: FrameGraphTextureHandle;\r\n\r\n /**\r\n * The post process to apply.\r\n */\r\n public readonly postProcess: EffectWrapper;\r\n\r\n /**\r\n * The draw wrapper used by the post process\r\n */\r\n public get drawWrapper() {\r\n return this._postProcessDrawWrapper;\r\n }\r\n\r\n protected readonly _postProcessDrawWrapper: DrawWrapper;\r\n protected _sourceWidth: number;\r\n protected _sourceHeight: number;\r\n protected _outputWidth: number;\r\n protected _outputHeight: number;\r\n\r\n /**\r\n * Constructs a new post process task.\r\n * @param name Name of the task.\r\n * @param frameGraph The frame graph this task is associated with.\r\n * @param postProcess The post process to apply.\r\n */\r\n constructor(name: string, frameGraph: FrameGraph, postProcess: EffectWrapper) {\r\n super(name, frameGraph);\r\n\r\n this.postProcess = postProcess;\r\n this._postProcessDrawWrapper = this.postProcess.drawWrapper;\r\n\r\n this.outputTexture = this._frameGraph.textureManager.createDanglingHandle();\r\n this.outputDepthAttachmentTexture = this._frameGraph.textureManager.createDanglingHandle();\r\n }\r\n\r\n public override isReady() {\r\n return this.postProcess.isReady();\r\n }\r\n\r\n public override getClassName(): string {\r\n return \"FrameGraphPostProcessTask\";\r\n }\r\n\r\n public record(\r\n skipCreationOfDisabledPasses = false,\r\n additionalExecute?: (context: FrameGraphRenderContext) => void,\r\n additionalBindings?: (context: FrameGraphRenderContext) => void\r\n ): FrameGraphRenderPass {\r\n if (this.sourceTexture === undefined && this.targetTexture === undefined) {\r\n throw new Error(`FrameGraphPostProcessTask \"${this.name}\": sourceTexture or targetTexture is required`);\r\n }\r\n\r\n const sourceTextureCreationOptions = this.sourceTexture !== undefined ? this._frameGraph.textureManager.getTextureCreationOptions(this.sourceTexture) : undefined;\r\n if (sourceTextureCreationOptions) {\r\n sourceTextureCreationOptions.options.samples = 1;\r\n }\r\n\r\n this._frameGraph.textureManager.resolveDanglingHandle(this.outputTexture, this.targetTexture, this.name, sourceTextureCreationOptions);\r\n if (this.depthAttachmentTexture !== undefined) {\r\n this._frameGraph.textureManager.resolveDanglingHandle(this.outputDepthAttachmentTexture, this.depthAttachmentTexture);\r\n }\r\n\r\n if (sourceTextureCreationOptions) {\r\n const sourceSize = this._frameGraph.textureManager.getTextureAbsoluteDimensions(sourceTextureCreationOptions);\r\n\r\n this._sourceWidth = sourceSize.width;\r\n this._sourceHeight = sourceSize.height;\r\n }\r\n\r\n const outputTextureDescription = this._frameGraph.textureManager.getTextureDescription(this.outputTexture);\r\n\r\n this._outputWidth = outputTextureDescription.size.width;\r\n this._outputHeight = outputTextureDescription.size.height;\r\n\r\n const pass = this._frameGraph.addRenderPass(this.name);\r\n\r\n pass.depthReadOnly = this.depthReadOnly;\r\n pass.stencilReadOnly = this.stencilReadOnly;\r\n\r\n pass.addDependencies(this.sourceTexture);\r\n\r\n pass.setRenderTarget(this.outputTexture);\r\n pass.setRenderTargetDepth(this.depthAttachmentTexture);\r\n pass.setExecuteFunc((context) => {\r\n context.pushDebugGroup(`Apply post-process (${this.name})`);\r\n if (this.sourceTexture !== undefined) {\r\n context.setTextureSamplingMode(this.sourceTexture, this.sourceSamplingMode);\r\n }\r\n additionalExecute?.(context);\r\n if (this.viewport) {\r\n context.setViewport(this.viewport);\r\n }\r\n context.applyFullScreenEffect(\r\n this._postProcessDrawWrapper,\r\n () => {\r\n if (this.sourceTexture !== undefined) {\r\n context.bindTextureHandle(this._postProcessDrawWrapper.effect!, \"textureSampler\", this.sourceTexture);\r\n }\r\n additionalBindings?.(context);\r\n this.postProcess.bind();\r\n },\r\n this.stencilState,\r\n this.disableColorWrite,\r\n this.drawBackFace,\r\n this.depthTest,\r\n this.viewport !== undefined\r\n );\r\n context.restoreDefaultFramebuffer();\r\n context.popDebugGroup();\r\n });\r\n\r\n if (!skipCreationOfDisabledPasses) {\r\n const passDisabled = this._frameGraph.addRenderPass(this.name + \"_disabled\", true);\r\n\r\n passDisabled.depthReadOnly = this.depthReadOnly;\r\n passDisabled.stencilReadOnly = this.stencilReadOnly;\r\n\r\n passDisabled.addDependencies(this.sourceTexture);\r\n\r\n passDisabled.setRenderTarget(this.outputTexture);\r\n passDisabled.setRenderTargetDepth(this.depthAttachmentTexture);\r\n passDisabled.setExecuteFunc((context) => {\r\n if (this.sourceTexture !== undefined) {\r\n if (this.viewport) {\r\n context.setViewport(this.viewport);\r\n }\r\n context.copyTexture(this.sourceTexture, undefined, this.viewport !== undefined);\r\n }\r\n });\r\n }\r\n\r\n return pass;\r\n }\r\n\r\n public override dispose(): void {\r\n this.postProcess.dispose();\r\n super.dispose();\r\n }\r\n}\r\n"]}
1
+ {"version":3,"file":"postProcessTask.js","sourceRoot":"","sources":["../../../../../../dev/core/src/FrameGraph/Tasks/PostProcesses/postProcessTask.ts"],"names":[],"mappings":"AAWA,OAAO,EAAE,SAAS,EAAE,sCAA+B;AACnD,OAAO,EAAE,cAAc,EAAE,MAAM,sBAAsB,CAAC;AAEtD;;GAEG;AACH,MAAM,OAAO,yBAA0B,SAAQ,cAAc;IA8DzD;;OAEG;IACH,IAAW,SAAS;QAChB,OAAO,IAAI,CAAC,WAAW,CAAC,SAAS,CAAC;IACtC,CAAC;IAED,IAAW,SAAS,CAAC,KAAa;QAC9B,IAAI,CAAC,WAAW,CAAC,SAAS,GAAG,KAAK,CAAC;IACvC,CAAC;IA0BD;;OAEG;IACH,IAAW,WAAW;QAClB,OAAO,IAAI,CAAC,uBAAuB,CAAC;IACxC,CAAC;IAQD;;;;;OAKG;IACH,YAAY,IAAY,EAAE,UAAsB,EAAE,WAA0B;QACxE,KAAK,CAAC,IAAI,EAAE,UAAU,CAAC,CAAC;QA7G5B;;WAEG;QACI,uBAAkB,GAAG,SAAS,CAAC,6BAA6B,CAAC;QAmBpE;;;;;WAKG;QACI,kBAAa,GAAG,KAAK,CAAC;QAE7B;;;;;WAKG;QACI,oBAAe,GAAG,KAAK,CAAC;QAE/B;;;WAGG;QACI,sBAAiB,GAAG,KAAK,CAAC;QAEjC;;WAEG;QACI,iBAAY,GAAG,KAAK,CAAC;QAE5B;;WAEG;QACI,cAAS,GAAG,IAAI,CAAC;QA2DpB,IAAI,CAAC,WAAW,GAAG,WAAW,CAAC;QAC/B,IAAI,CAAC,uBAAuB,GAAG,IAAI,CAAC,WAAW,CAAC,WAAW,CAAC;QAE5D,IAAI,CAAC,aAAa,GAAG,IAAI,CAAC,WAAW,CAAC,cAAc,CAAC,oBAAoB,EAAE,CAAC;QAC5E,IAAI,CAAC,4BAA4B,GAAG,IAAI,CAAC,WAAW,CAAC,cAAc,CAAC,oBAAoB,EAAE,CAAC;IAC/F,CAAC;IAEe,OAAO;QACnB,OAAO,IAAI,CAAC,WAAW,CAAC,OAAO,EAAE,CAAC;IACtC,CAAC;IAEe,YAAY;QACxB,OAAO,2BAA2B,CAAC;IACvC,CAAC;IAEM,MAAM,CACT,4BAA4B,GAAG,KAAK,EACpC,iBAA8D,EAC9D,kBAA+D;QAE/D,IAAI,IAAI,CAAC,aAAa,KAAK,SAAS,IAAI,IAAI,CAAC,aAAa,KAAK,SAAS,EAAE,CAAC;YACvE,MAAM,IAAI,KAAK,CAAC,8BAA8B,IAAI,CAAC,IAAI,+CAA+C,CAAC,CAAC;QAC5G,CAAC;QAED,MAAM,4BAA4B,GAAG,IAAI,CAAC,aAAa,KAAK,SAAS,CAAC,CAAC,CAAC,IAAI,CAAC,WAAW,CAAC,cAAc,CAAC,yBAAyB,CAAC,IAAI,CAAC,aAAa,CAAC,CAAC,CAAC,CAAC,SAAS,CAAC;QAClK,IAAI,4BAA4B,EAAE,CAAC;YAC/B,4BAA4B,CAAC,OAAO,CAAC,OAAO,GAAG,CAAC,CAAC;QACrD,CAAC;QAED,IAAI,CAAC,WAAW,CAAC,cAAc,CAAC,qBAAqB,CAAC,IAAI,CAAC,aAAa,EAAE,IAAI,CAAC,aAAa,EAAE,IAAI,CAAC,IAAI,EAAE,4BAA4B,CAAC,CAAC;QACvI,IAAI,IAAI,CAAC,sBAAsB,KAAK,SAAS,EAAE,CAAC;YAC5C,IAAI,CAAC,WAAW,CAAC,cAAc,CAAC,qBAAqB,CAAC,IAAI,CAAC,4BAA4B,EAAE,IAAI,CAAC,sBAAsB,CAAC,CAAC;QAC1H,CAAC;QAED,IAAI,4BAA4B,EAAE,CAAC;YAC/B,MAAM,UAAU,GAAG,IAAI,CAAC,WAAW,CAAC,cAAc,CAAC,4BAA4B,CAAC,4BAA4B,CAAC,CAAC;YAE9G,IAAI,CAAC,YAAY,GAAG,UAAU,CAAC,KAAK,CAAC;YACrC,IAAI,CAAC,aAAa,GAAG,UAAU,CAAC,MAAM,CAAC;QAC3C,CAAC;QAED,MAAM,wBAAwB,GAAG,IAAI,CAAC,WAAW,CAAC,cAAc,CAAC,qBAAqB,CAAC,IAAI,CAAC,aAAa,CAAC,CAAC;QAE3G,IAAI,CAAC,YAAY,GAAG,wBAAwB,CAAC,IAAI,CAAC,KAAK,CAAC;QACxD,IAAI,CAAC,aAAa,GAAG,wBAAwB,CAAC,IAAI,CAAC,MAAM,CAAC;QAE1D,MAAM,IAAI,GAAG,IAAI,CAAC,WAAW,CAAC,aAAa,CAAC,IAAI,CAAC,IAAI,CAAC,CAAC;QAEvD,IAAI,CAAC,aAAa,GAAG,IAAI,CAAC,aAAa,CAAC;QACxC,IAAI,CAAC,eAAe,GAAG,IAAI,CAAC,eAAe,CAAC;QAE5C,IAAI,CAAC,eAAe,CAAC,IAAI,CAAC,aAAa,CAAC,CAAC;QAEzC,IAAI,CAAC,eAAe,CAAC,IAAI,CAAC,aAAa,CAAC,CAAC;QACzC,IAAI,CAAC,oBAAoB,CAAC,IAAI,CAAC,sBAAsB,CAAC,CAAC;QACvD,IAAI,CAAC,cAAc,CAAC,CAAC,OAAO,EAAE,EAAE;YAC5B,OAAO,CAAC,cAAc,CAAC,uBAAuB,IAAI,CAAC,IAAI,GAAG,CAAC,CAAC;YAC5D,IAAI,IAAI,CAAC,aAAa,KAAK,SAAS,EAAE,CAAC;gBACnC,OAAO,CAAC,sBAAsB,CAAC,IAAI,CAAC,aAAa,EAAE,IAAI,CAAC,kBAAkB,CAAC,CAAC;YAChF,CAAC;YACD,iBAAiB,EAAE,CAAC,OAAO,CAAC,CAAC;YAC7B,IAAI,IAAI,CAAC,QAAQ,EAAE,CAAC;gBAChB,OAAO,CAAC,WAAW,CAAC,IAAI,CAAC,QAAQ,CAAC,CAAC;YACvC,CAAC;YACD,OAAO,CAAC,qBAAqB,CACzB,IAAI,CAAC,uBAAuB,EAC5B,GAAG,EAAE;gBACD,IAAI,IAAI,CAAC,aAAa,KAAK,SAAS,EAAE,CAAC;oBACnC,OAAO,CAAC,iBAAiB,CAAC,IAAI,CAAC,uBAAuB,CAAC,MAAO,EAAE,gBAAgB,EAAE,IAAI,CAAC,aAAa,CAAC,CAAC;gBAC1G,CAAC;gBACD,kBAAkB,EAAE,CAAC,OAAO,CAAC,CAAC;gBAC9B,IAAI,CAAC,WAAW,CAAC,IAAI,EAAE,CAAC;YAC5B,CAAC,EACD,IAAI,CAAC,YAAY,EACjB,IAAI,CAAC,iBAAiB,EACtB,IAAI,CAAC,YAAY,EACjB,IAAI,CAAC,SAAS,EACd,IAAI,CAAC,QAAQ,KAAK,SAAS,CAC9B,CAAC;YACF,OAAO,CAAC,yBAAyB,EAAE,CAAC;YACpC,OAAO,CAAC,aAAa,EAAE,CAAC;QAC5B,CAAC,CAAC,CAAC;QAEH,IAAI,CAAC,4BAA4B,EAAE,CAAC;YAChC,MAAM,YAAY,GAAG,IAAI,CAAC,WAAW,CAAC,aAAa,CAAC,IAAI,CAAC,IAAI,GAAG,WAAW,EAAE,IAAI,CAAC,CAAC;YAEnF,YAAY,CAAC,aAAa,GAAG,IAAI,CAAC,aAAa,CAAC;YAChD,YAAY,CAAC,eAAe,GAAG,IAAI,CAAC,eAAe,CAAC;YAEpD,YAAY,CAAC,eAAe,CAAC,IAAI,CAAC,aAAa,CAAC,CAAC;YAEjD,YAAY,CAAC,eAAe,CAAC,IAAI,CAAC,aAAa,CAAC,CAAC;YACjD,YAAY,CAAC,oBAAoB,CAAC,IAAI,CAAC,sBAAsB,CAAC,CAAC;YAC/D,YAAY,CAAC,cAAc,CAAC,CAAC,OAAO,EAAE,EAAE;gBACpC,IAAI,IAAI,CAAC,aAAa,KAAK,SAAS,IAAI,IAAI,CAAC,SAAS,KAAK,SAAS,CAAC,aAAa,EAAE,CAAC;oBACjF,IAAI,IAAI,CAAC,QAAQ,EAAE,CAAC;wBAChB,OAAO,CAAC,WAAW,CAAC,IAAI,CAAC,QAAQ,CAAC,CAAC;oBACvC,CAAC;oBACD,OAAO,CAAC,WAAW,CAAC,IAAI,CAAC,aAAa,EAAE,SAAS,EAAE,IAAI,CAAC,QAAQ,KAAK,SAAS,CAAC,CAAC;gBACpF,CAAC;YACL,CAAC,CAAC,CAAC;QACP,CAAC;QAED,OAAO,IAAI,CAAC;IAChB,CAAC;IAEe,OAAO;QACnB,IAAI,CAAC,WAAW,CAAC,OAAO,EAAE,CAAC;QAC3B,KAAK,CAAC,OAAO,EAAE,CAAC;IACpB,CAAC;CACJ","sourcesContent":["import type {\r\n FrameGraph,\r\n FrameGraphTextureHandle,\r\n DrawWrapper,\r\n FrameGraphRenderPass,\r\n FrameGraphRenderContext,\r\n EffectWrapper,\r\n IViewportLike,\r\n Nullable,\r\n IStencilStateProperties,\r\n} from \"core/index\";\r\nimport { Constants } from \"core/Engines/constants\";\r\nimport { FrameGraphTask } from \"../../frameGraphTask\";\r\n\r\n/**\r\n * Task which applies a post process.\r\n */\r\nexport class FrameGraphPostProcessTask extends FrameGraphTask {\r\n /**\r\n * The source texture to apply the post process on.\r\n * It's allowed to be undefined if the post process does not require a source texture.\r\n * In that case, targetTexture must be provided.\r\n */\r\n public sourceTexture?: FrameGraphTextureHandle;\r\n\r\n /**\r\n * The sampling mode to use for the source texture.\r\n */\r\n public sourceSamplingMode = Constants.TEXTURE_BILINEAR_SAMPLINGMODE;\r\n\r\n /**\r\n * The target texture to render the post process to.\r\n * If not supplied, a texture with the same configuration as the source texture will be created.\r\n */\r\n public targetTexture?: FrameGraphTextureHandle;\r\n\r\n /**\r\n * The stencil state to use for the post process (optional).\r\n */\r\n public stencilState?: IStencilStateProperties;\r\n\r\n /**\r\n * The depth attachment texture to use for the post process (optional).\r\n * Note that a post-process task never writes to the depth buffer: attaching a depth texture is only useful if you want to test against the depth/stencil aspect or write to the stencil buffer.\r\n */\r\n public depthAttachmentTexture?: FrameGraphTextureHandle;\r\n\r\n /**\r\n * If true, the depth attachment will be read-only.\r\n * This means that the post process will not write to the depth buffer.\r\n * Setting depthReadOnly and stencilReadOnly to true is useful when you want to also be able to bind this same depth/stencil attachment to a shader.\r\n * Note that it will only work in WebGPU, as WebGL does not support read-only depth/stencil attachments.\r\n */\r\n public depthReadOnly = false;\r\n\r\n /**\r\n * If true, the stencil attachment will be read-only.\r\n * This means that the post process will not write to the stencil buffer.\r\n * Setting depthReadOnly and stencilReadOnly to true is useful when you want to also be able to bind this same depth/stencil attachment to a shader.\r\n * Note that it will only work in WebGPU, as WebGL does not support read-only depth/stencil attachments.\r\n */\r\n public stencilReadOnly = false;\r\n\r\n /**\r\n * If true, color write will be disabled when applying the post process.\r\n * This means that the post process will not write to the color buffer.\r\n */\r\n public disableColorWrite = false;\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 */\r\n public drawBackFace = false;\r\n\r\n /**\r\n * If depth testing should be enabled (default is true).\r\n */\r\n public depthTest = true;\r\n\r\n /**\r\n * The alpha mode to use when applying the post process (default is ALPHA_DISABLE).\r\n */\r\n public get alphaMode(): number {\r\n return this.postProcess.alphaMode;\r\n }\r\n\r\n public set alphaMode(value: number) {\r\n this.postProcess.alphaMode = value;\r\n }\r\n\r\n /**\r\n * The viewport to use when applying the post process.\r\n * If set to null, the currently active viewport is used.\r\n * If undefined (default), the viewport is reset to a full screen viewport before applying the post process.\r\n */\r\n public viewport?: Nullable<IViewportLike>;\r\n\r\n /**\r\n * The output texture of the post process.\r\n */\r\n public readonly outputTexture: FrameGraphTextureHandle;\r\n\r\n /**\r\n * The output depth attachment texture.\r\n * This texture will point to the same texture than the depthAttachmentTexture property if it is set.\r\n * Note, however, that the handle itself will be different!\r\n */\r\n public readonly outputDepthAttachmentTexture: FrameGraphTextureHandle;\r\n\r\n /**\r\n * The post process to apply.\r\n */\r\n public readonly postProcess: EffectWrapper;\r\n\r\n /**\r\n * The draw wrapper used by the post process\r\n */\r\n public get drawWrapper() {\r\n return this._postProcessDrawWrapper;\r\n }\r\n\r\n protected readonly _postProcessDrawWrapper: DrawWrapper;\r\n protected _sourceWidth: number;\r\n protected _sourceHeight: number;\r\n protected _outputWidth: number;\r\n protected _outputHeight: number;\r\n\r\n /**\r\n * Constructs a new post process task.\r\n * @param name Name of the task.\r\n * @param frameGraph The frame graph this task is associated with.\r\n * @param postProcess The post process to apply.\r\n */\r\n constructor(name: string, frameGraph: FrameGraph, postProcess: EffectWrapper) {\r\n super(name, frameGraph);\r\n\r\n this.postProcess = postProcess;\r\n this._postProcessDrawWrapper = this.postProcess.drawWrapper;\r\n\r\n this.outputTexture = this._frameGraph.textureManager.createDanglingHandle();\r\n this.outputDepthAttachmentTexture = this._frameGraph.textureManager.createDanglingHandle();\r\n }\r\n\r\n public override isReady() {\r\n return this.postProcess.isReady();\r\n }\r\n\r\n public override getClassName(): string {\r\n return \"FrameGraphPostProcessTask\";\r\n }\r\n\r\n public record(\r\n skipCreationOfDisabledPasses = false,\r\n additionalExecute?: (context: FrameGraphRenderContext) => void,\r\n additionalBindings?: (context: FrameGraphRenderContext) => void\r\n ): FrameGraphRenderPass {\r\n if (this.sourceTexture === undefined && this.targetTexture === undefined) {\r\n throw new Error(`FrameGraphPostProcessTask \"${this.name}\": sourceTexture or targetTexture is required`);\r\n }\r\n\r\n const sourceTextureCreationOptions = this.sourceTexture !== undefined ? this._frameGraph.textureManager.getTextureCreationOptions(this.sourceTexture) : undefined;\r\n if (sourceTextureCreationOptions) {\r\n sourceTextureCreationOptions.options.samples = 1;\r\n }\r\n\r\n this._frameGraph.textureManager.resolveDanglingHandle(this.outputTexture, this.targetTexture, this.name, sourceTextureCreationOptions);\r\n if (this.depthAttachmentTexture !== undefined) {\r\n this._frameGraph.textureManager.resolveDanglingHandle(this.outputDepthAttachmentTexture, this.depthAttachmentTexture);\r\n }\r\n\r\n if (sourceTextureCreationOptions) {\r\n const sourceSize = this._frameGraph.textureManager.getTextureAbsoluteDimensions(sourceTextureCreationOptions);\r\n\r\n this._sourceWidth = sourceSize.width;\r\n this._sourceHeight = sourceSize.height;\r\n }\r\n\r\n const outputTextureDescription = this._frameGraph.textureManager.getTextureDescription(this.outputTexture);\r\n\r\n this._outputWidth = outputTextureDescription.size.width;\r\n this._outputHeight = outputTextureDescription.size.height;\r\n\r\n const pass = this._frameGraph.addRenderPass(this.name);\r\n\r\n pass.depthReadOnly = this.depthReadOnly;\r\n pass.stencilReadOnly = this.stencilReadOnly;\r\n\r\n pass.addDependencies(this.sourceTexture);\r\n\r\n pass.setRenderTarget(this.outputTexture);\r\n pass.setRenderTargetDepth(this.depthAttachmentTexture);\r\n pass.setExecuteFunc((context) => {\r\n context.pushDebugGroup(`Apply post-process (${this.name})`);\r\n if (this.sourceTexture !== undefined) {\r\n context.setTextureSamplingMode(this.sourceTexture, this.sourceSamplingMode);\r\n }\r\n additionalExecute?.(context);\r\n if (this.viewport) {\r\n context.setViewport(this.viewport);\r\n }\r\n context.applyFullScreenEffect(\r\n this._postProcessDrawWrapper,\r\n () => {\r\n if (this.sourceTexture !== undefined) {\r\n context.bindTextureHandle(this._postProcessDrawWrapper.effect!, \"textureSampler\", this.sourceTexture);\r\n }\r\n additionalBindings?.(context);\r\n this.postProcess.bind();\r\n },\r\n this.stencilState,\r\n this.disableColorWrite,\r\n this.drawBackFace,\r\n this.depthTest,\r\n this.viewport !== undefined\r\n );\r\n context.restoreDefaultFramebuffer();\r\n context.popDebugGroup();\r\n });\r\n\r\n if (!skipCreationOfDisabledPasses) {\r\n const passDisabled = this._frameGraph.addRenderPass(this.name + \"_disabled\", true);\r\n\r\n passDisabled.depthReadOnly = this.depthReadOnly;\r\n passDisabled.stencilReadOnly = this.stencilReadOnly;\r\n\r\n passDisabled.addDependencies(this.sourceTexture);\r\n\r\n passDisabled.setRenderTarget(this.outputTexture);\r\n passDisabled.setRenderTargetDepth(this.depthAttachmentTexture);\r\n passDisabled.setExecuteFunc((context) => {\r\n if (this.sourceTexture !== undefined && this.alphaMode === Constants.ALPHA_DISABLE) {\r\n if (this.viewport) {\r\n context.setViewport(this.viewport);\r\n }\r\n context.copyTexture(this.sourceTexture, undefined, this.viewport !== undefined);\r\n }\r\n });\r\n }\r\n\r\n return pass;\r\n }\r\n\r\n public override dispose(): void {\r\n this.postProcess.dispose();\r\n super.dispose();\r\n }\r\n}\r\n"]}
@@ -144,7 +144,9 @@ export class FrameGraphSSAO2RenderingPipelineTask extends FrameGraphTask {
144
144
  passDisabled.addDependencies(this.sourceTexture);
145
145
  passDisabled.setRenderTarget(this.outputTexture);
146
146
  passDisabled.setExecuteFunc((context) => {
147
- context.copyTexture(this.sourceTexture);
147
+ if (this.alphaMode === 0) {
148
+ context.copyTexture(this.sourceTexture);
149
+ }
148
150
  });
149
151
  }
150
152
  dispose() {