@onerjs/core 8.55.9 → 8.56.2

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Files changed (265) hide show
  1. package/AudioV2/webAudio/webAudioEngine.d.ts +7 -0
  2. package/AudioV2/webAudio/webAudioEngine.js +6 -5
  3. package/AudioV2/webAudio/webAudioEngine.js.map +1 -1
  4. package/Cameras/arcRotateCamera.pure.js +24 -0
  5. package/Cameras/arcRotateCamera.pure.js.map +1 -1
  6. package/Culling/Helper/boundingInfoHelper.js +8 -4
  7. package/Culling/Helper/boundingInfoHelper.js.map +1 -1
  8. package/Engines/AbstractEngine/abstractEngine.textureLoaders.d.ts +5 -1
  9. package/Engines/AbstractEngine/abstractEngine.textureLoaders.js +7 -3
  10. package/Engines/AbstractEngine/abstractEngine.textureLoaders.js.map +1 -1
  11. package/Engines/AbstractEngine/abstractEngine.textureLoaders.pure.d.ts +6 -0
  12. package/Engines/AbstractEngine/abstractEngine.textureLoaders.pure.js +16 -0
  13. package/Engines/AbstractEngine/abstractEngine.textureLoaders.pure.js.map +1 -0
  14. package/Engines/AbstractEngine/pure.d.ts +1 -0
  15. package/Engines/AbstractEngine/pure.js +1 -0
  16. package/Engines/AbstractEngine/pure.js.map +1 -1
  17. package/Engines/IDrawContext.d.ts +2 -0
  18. package/Engines/IDrawContext.js.map +1 -1
  19. package/Engines/WebGPU/webgpuDrawContext.d.ts +8 -0
  20. package/Engines/WebGPU/webgpuDrawContext.js +15 -0
  21. package/Engines/WebGPU/webgpuDrawContext.js.map +1 -1
  22. package/Engines/abstractEngine.pure.js +2 -2
  23. package/Engines/abstractEngine.pure.js.map +1 -1
  24. package/Engines/constants.d.ts +5 -0
  25. package/Engines/constants.js +5 -0
  26. package/Engines/constants.js.map +1 -1
  27. package/Engines/engine.d.ts +11 -3
  28. package/Engines/webgpuEngine.d.ts +1 -0
  29. package/Engines/webgpuEngine.js +1 -0
  30. package/Engines/webgpuEngine.js.map +1 -1
  31. package/Engines/webgpuEngine.pure.d.ts +10 -0
  32. package/Engines/webgpuEngine.pure.js +15 -1
  33. package/Engines/webgpuEngine.pure.js.map +1 -1
  34. package/FrameGraph/Node/Blocks/Rendering/geometryRendererBlock.pure.d.ts +4 -0
  35. package/FrameGraph/Node/Blocks/Rendering/geometryRendererBlock.pure.js +12 -0
  36. package/FrameGraph/Node/Blocks/Rendering/geometryRendererBlock.pure.js.map +1 -1
  37. package/FrameGraph/Node/Blocks/inputBlock.pure.js +2 -1
  38. package/FrameGraph/Node/Blocks/inputBlock.pure.js.map +1 -1
  39. package/FrameGraph/Node/Types/nodeRenderGraphTypes.d.ts +2 -0
  40. package/FrameGraph/Node/Types/nodeRenderGraphTypes.js +2 -0
  41. package/FrameGraph/Node/Types/nodeRenderGraphTypes.js.map +1 -1
  42. package/FrameGraph/Tasks/Rendering/geometryRendererTask.d.ts +21 -0
  43. package/FrameGraph/Tasks/Rendering/geometryRendererTask.js +45 -0
  44. package/FrameGraph/Tasks/Rendering/geometryRendererTask.js.map +1 -1
  45. package/FrameGraph/Tasks/Rendering/iblShadowsRendererTask.pure.js +2 -5
  46. package/FrameGraph/Tasks/Rendering/iblShadowsRendererTask.pure.js.map +1 -1
  47. package/Materials/Node/Blocks/Fragment/fragmentOutputBlock.pure.d.ts +1 -0
  48. package/Materials/Node/Blocks/Fragment/fragmentOutputBlock.pure.js +18 -3
  49. package/Materials/Node/Blocks/Fragment/fragmentOutputBlock.pure.js.map +1 -1
  50. package/Materials/Node/Blocks/Fragment/imageProcessingBlock.pure.js +2 -0
  51. package/Materials/Node/Blocks/Fragment/imageProcessingBlock.pure.js.map +1 -1
  52. package/Materials/Node/Blocks/Fragment/prePassOutputBlock.pure.js +5 -21
  53. package/Materials/Node/Blocks/Fragment/prePassOutputBlock.pure.js.map +1 -1
  54. package/Materials/Node/Blocks/PBR/pbrMetallicRoughnessBlock.pure.js +1 -0
  55. package/Materials/Node/Blocks/PBR/pbrMetallicRoughnessBlock.pure.js.map +1 -1
  56. package/Materials/Node/Blocks/powBlock.pure.js +2 -1
  57. package/Materials/Node/Blocks/powBlock.pure.js.map +1 -1
  58. package/Materials/Node/Blocks/triPlanarBlock.pure.js +14 -12
  59. package/Materials/Node/Blocks/triPlanarBlock.pure.js.map +1 -1
  60. package/Materials/Node/nodeMaterial.pure.d.ts +11 -0
  61. package/Materials/Node/nodeMaterial.pure.js +11 -0
  62. package/Materials/Node/nodeMaterial.pure.js.map +1 -1
  63. package/Materials/Node/nodeMaterialBuildState.d.ts +4 -3
  64. package/Materials/Node/nodeMaterialBuildState.js +7 -1
  65. package/Materials/Node/nodeMaterialBuildState.js.map +1 -1
  66. package/Materials/PBR/openpbrMaterial.pure.d.ts +4 -0
  67. package/Materials/PBR/pbrBaseMaterial.pure.d.ts +4 -0
  68. package/Materials/Textures/index.d.ts +1 -0
  69. package/Materials/Textures/index.js +1 -0
  70. package/Materials/Textures/index.js.map +1 -1
  71. package/Materials/Textures/textureProcessor.d.ts +29 -6
  72. package/Materials/Textures/textureProcessor.js +22 -16
  73. package/Materials/Textures/textureProcessor.js.map +1 -1
  74. package/Materials/drawWrapper.js +3 -0
  75. package/Materials/drawWrapper.js.map +1 -1
  76. package/Materials/imageProcessingConfiguration.defines.d.ts +3 -0
  77. package/Materials/imageProcessingConfiguration.defines.js +2 -0
  78. package/Materials/imageProcessingConfiguration.defines.js.map +1 -1
  79. package/Materials/imageProcessingConfiguration.functions.js +3 -0
  80. package/Materials/imageProcessingConfiguration.functions.js.map +1 -1
  81. package/Materials/imageProcessingConfiguration.pure.d.ts +58 -0
  82. package/Materials/imageProcessingConfiguration.pure.js +123 -2
  83. package/Materials/imageProcessingConfiguration.pure.js.map +1 -1
  84. package/Materials/materialHelper.geometryrendering.d.ts +19 -0
  85. package/Materials/materialHelper.geometryrendering.js +29 -1
  86. package/Materials/materialHelper.geometryrendering.js.map +1 -1
  87. package/Materials/prepass.defines.d.ts +3 -0
  88. package/Materials/prepass.defines.js +3 -0
  89. package/Materials/prepass.defines.js.map +1 -1
  90. package/Materials/standardMaterial.pure.d.ts +4 -0
  91. package/Materials/uniformBuffer.d.ts +29 -0
  92. package/Materials/uniformBuffer.js +146 -0
  93. package/Materials/uniformBuffer.js.map +1 -1
  94. package/Maths/colorTemperature.functions.d.ts +29 -0
  95. package/Maths/colorTemperature.functions.js +196 -0
  96. package/Maths/colorTemperature.functions.js.map +1 -0
  97. package/Maths/index.d.ts +1 -0
  98. package/Maths/index.js +1 -0
  99. package/Maths/index.js.map +1 -1
  100. package/Maths/math.vector.pure.d.ts +1 -5
  101. package/Maths/math.vector.pure.js.map +1 -1
  102. package/Maths/pure.d.ts +1 -0
  103. package/Maths/pure.js +1 -0
  104. package/Maths/pure.js.map +1 -1
  105. package/Misc/filesInput.d.ts +15 -0
  106. package/Misc/filesInput.js +156 -74
  107. package/Misc/filesInput.js.map +1 -1
  108. package/Misc/observable.pure.js +1 -3
  109. package/Misc/observable.pure.js.map +1 -1
  110. package/Misc/tools.pure.js +1 -1
  111. package/Misc/tools.pure.js.map +1 -1
  112. package/PostProcesses/imageProcessingPostProcess.d.ts +41 -1
  113. package/PostProcesses/imageProcessingPostProcess.js +41 -1
  114. package/PostProcesses/imageProcessingPostProcess.js.map +1 -1
  115. package/PostProcesses/thinImageProcessingPostProcess.d.ts +50 -0
  116. package/PostProcesses/thinImageProcessingPostProcess.js +65 -0
  117. package/PostProcesses/thinImageProcessingPostProcess.js.map +1 -1
  118. package/Rendering/IBLShadows/iblShadowsMaterialCompatibility.pure.d.ts +12 -0
  119. package/Rendering/IBLShadows/iblShadowsMaterialCompatibility.pure.js +22 -0
  120. package/Rendering/IBLShadows/iblShadowsMaterialCompatibility.pure.js.map +1 -0
  121. package/Rendering/IBLShadows/iblShadowsPluginMaterial.pure.d.ts +1 -0
  122. package/Rendering/IBLShadows/iblShadowsPluginMaterial.pure.js +39 -0
  123. package/Rendering/IBLShadows/iblShadowsPluginMaterial.pure.js.map +1 -1
  124. package/Rendering/IBLShadows/iblShadowsRenderPipeline.pure.js +2 -4
  125. package/Rendering/IBLShadows/iblShadowsRenderPipeline.pure.js.map +1 -1
  126. package/Rendering/IBLShadows/pure.d.ts +1 -0
  127. package/Rendering/IBLShadows/pure.js +1 -0
  128. package/Rendering/IBLShadows/pure.js.map +1 -1
  129. package/Rendering/fluidRenderer/fluidRenderingObject.d.ts +11 -0
  130. package/Rendering/fluidRenderer/fluidRenderingObject.js +36 -14
  131. package/Rendering/fluidRenderer/fluidRenderingObject.js.map +1 -1
  132. package/Rendering/fluidRenderer/fluidRenderingObjectCustomParticles.d.ts +5 -0
  133. package/Rendering/fluidRenderer/fluidRenderingObjectCustomParticles.js +16 -3
  134. package/Rendering/fluidRenderer/fluidRenderingObjectCustomParticles.js.map +1 -1
  135. package/Rendering/fluidRenderer/fluidRenderingObjectParticleSystem.d.ts +5 -0
  136. package/Rendering/fluidRenderer/fluidRenderingObjectParticleSystem.js +12 -0
  137. package/Rendering/fluidRenderer/fluidRenderingObjectParticleSystem.js.map +1 -1
  138. package/Rendering/geometryBufferRenderer.pure.d.ts +30 -0
  139. package/Rendering/geometryBufferRenderer.pure.js +84 -0
  140. package/Rendering/geometryBufferRenderer.pure.js.map +1 -1
  141. package/Rendering/iblCdfGenerator.js +10 -1
  142. package/Rendering/iblCdfGenerator.js.map +1 -1
  143. package/Shaders/ShadersInclude/hdrFilteringFunctions.js +1 -1
  144. package/Shaders/ShadersInclude/hdrFilteringFunctions.js.map +1 -1
  145. package/Shaders/ShadersInclude/helperFunctions.js +2 -2
  146. package/Shaders/ShadersInclude/helperFunctions.js.map +1 -1
  147. package/Shaders/ShadersInclude/imageProcessingDeclaration.js +3 -0
  148. package/Shaders/ShadersInclude/imageProcessingDeclaration.js.map +1 -1
  149. package/Shaders/ShadersInclude/imageProcessingFunctions.js +3 -0
  150. package/Shaders/ShadersInclude/imageProcessingFunctions.js.map +1 -1
  151. package/Shaders/ShadersInclude/objectIdFunctions.d.ts +5 -0
  152. package/Shaders/ShadersInclude/objectIdFunctions.js +22 -0
  153. package/Shaders/ShadersInclude/objectIdFunctions.js.map +1 -0
  154. package/Shaders/ShadersInclude/openpbrBlockPrePass.js +3 -0
  155. package/Shaders/ShadersInclude/openpbrBlockPrePass.js.map +1 -1
  156. package/Shaders/ShadersInclude/openpbrDirectLighting.js +34 -4
  157. package/Shaders/ShadersInclude/openpbrDirectLighting.js.map +1 -1
  158. package/Shaders/ShadersInclude/openpbrIblFunctions.js +8 -2
  159. package/Shaders/ShadersInclude/openpbrIblFunctions.js.map +1 -1
  160. package/Shaders/ShadersInclude/pbrBlockPrePass.js +3 -0
  161. package/Shaders/ShadersInclude/pbrBlockPrePass.js.map +1 -1
  162. package/Shaders/ShadersInclude/pbrDirectLightingFunctions.js +5 -0
  163. package/Shaders/ShadersInclude/pbrDirectLightingFunctions.js.map +1 -1
  164. package/Shaders/ShadersInclude/prePassDeclaration.d.ts +1 -0
  165. package/Shaders/ShadersInclude/prePassDeclaration.js +5 -0
  166. package/Shaders/ShadersInclude/prePassDeclaration.js.map +1 -1
  167. package/Shaders/default.fragment.js +5 -1
  168. package/Shaders/default.fragment.js.map +1 -1
  169. package/Shaders/fluidRenderingParticleDepth.vertex.js +7 -1
  170. package/Shaders/fluidRenderingParticleDepth.vertex.js.map +1 -1
  171. package/Shaders/fluidRenderingParticleDiffuse.vertex.js +7 -1
  172. package/Shaders/fluidRenderingParticleDiffuse.vertex.js.map +1 -1
  173. package/Shaders/fluidRenderingParticleThickness.vertex.js +7 -1
  174. package/Shaders/fluidRenderingParticleThickness.vertex.js.map +1 -1
  175. package/Shaders/geometry.fragment.js +9 -1
  176. package/Shaders/geometry.fragment.js.map +1 -1
  177. package/Shaders/openpbr.fragment.js +2 -1
  178. package/Shaders/openpbr.fragment.js.map +1 -1
  179. package/Shaders/pbr.fragment.js +2 -1
  180. package/Shaders/pbr.fragment.js.map +1 -1
  181. package/ShadersWGSL/ShadersInclude/imageProcessingDeclaration.js +3 -0
  182. package/ShadersWGSL/ShadersInclude/imageProcessingDeclaration.js.map +1 -1
  183. package/ShadersWGSL/ShadersInclude/imageProcessingFunctions.js +3 -0
  184. package/ShadersWGSL/ShadersInclude/imageProcessingFunctions.js.map +1 -1
  185. package/ShadersWGSL/ShadersInclude/objectIdFunctions.d.ts +5 -0
  186. package/ShadersWGSL/ShadersInclude/objectIdFunctions.js +22 -0
  187. package/ShadersWGSL/ShadersInclude/objectIdFunctions.js.map +1 -0
  188. package/ShadersWGSL/ShadersInclude/openpbrBlockPrePass.js +3 -0
  189. package/ShadersWGSL/ShadersInclude/openpbrBlockPrePass.js.map +1 -1
  190. package/ShadersWGSL/ShadersInclude/openpbrDirectLighting.js +35 -5
  191. package/ShadersWGSL/ShadersInclude/openpbrDirectLighting.js.map +1 -1
  192. package/ShadersWGSL/ShadersInclude/openpbrDirectLightingInit.js +1 -1
  193. package/ShadersWGSL/ShadersInclude/openpbrDirectLightingInit.js.map +1 -1
  194. package/ShadersWGSL/ShadersInclude/openpbrIblFunctions.js +8 -2
  195. package/ShadersWGSL/ShadersInclude/openpbrIblFunctions.js.map +1 -1
  196. package/ShadersWGSL/ShadersInclude/pbrBlockPrePass.js +3 -0
  197. package/ShadersWGSL/ShadersInclude/pbrBlockPrePass.js.map +1 -1
  198. package/ShadersWGSL/ShadersInclude/pbrDirectLightingFunctions.js +5 -0
  199. package/ShadersWGSL/ShadersInclude/pbrDirectLightingFunctions.js.map +1 -1
  200. package/ShadersWGSL/ShadersInclude/prePassDeclaration.d.ts +1 -0
  201. package/ShadersWGSL/ShadersInclude/prePassDeclaration.js +5 -0
  202. package/ShadersWGSL/ShadersInclude/prePassDeclaration.js.map +1 -1
  203. package/ShadersWGSL/default.fragment.js +5 -1
  204. package/ShadersWGSL/default.fragment.js.map +1 -1
  205. package/ShadersWGSL/fluidRenderingParticleDepth.vertex.js +16 -4
  206. package/ShadersWGSL/fluidRenderingParticleDepth.vertex.js.map +1 -1
  207. package/ShadersWGSL/fluidRenderingParticleDiffuse.vertex.js +15 -3
  208. package/ShadersWGSL/fluidRenderingParticleDiffuse.vertex.js.map +1 -1
  209. package/ShadersWGSL/fluidRenderingParticleThickness.vertex.js +15 -3
  210. package/ShadersWGSL/fluidRenderingParticleThickness.vertex.js.map +1 -1
  211. package/ShadersWGSL/geometry.fragment.js +9 -1
  212. package/ShadersWGSL/geometry.fragment.js.map +1 -1
  213. package/ShadersWGSL/openpbr.fragment.js +2 -1
  214. package/ShadersWGSL/openpbr.fragment.js.map +1 -1
  215. package/ShadersWGSL/pbr.fragment.js +2 -1
  216. package/ShadersWGSL/pbr.fragment.js.map +1 -1
  217. package/XR/features/Layers/WebXRCompositionLayer.d.ts +52 -0
  218. package/XR/features/Layers/WebXRCompositionLayer.js +80 -0
  219. package/XR/features/Layers/WebXRCompositionLayer.js.map +1 -1
  220. package/XR/features/WebXRControllerPointerSelection.pure.js +2 -1
  221. package/XR/features/WebXRControllerPointerSelection.pure.js.map +1 -1
  222. package/XR/features/WebXRControllerTeleportation.pure.js +2 -1
  223. package/XR/features/WebXRControllerTeleportation.pure.js.map +1 -1
  224. package/XR/features/WebXRDepthSensing.pure.d.ts +21 -0
  225. package/XR/features/WebXRDepthSensing.pure.js +42 -0
  226. package/XR/features/WebXRDepthSensing.pure.js.map +1 -1
  227. package/XR/features/WebXRHandTracking.pure.js +2 -0
  228. package/XR/features/WebXRHandTracking.pure.js.map +1 -1
  229. package/XR/features/WebXRLayers.pure.d.ts +12 -0
  230. package/XR/features/WebXRLayers.pure.js +31 -1
  231. package/XR/features/WebXRLayers.pure.js.map +1 -1
  232. package/XR/features/WebXRTrackedSources.d.ts +5 -0
  233. package/XR/features/WebXRTrackedSources.js +8 -0
  234. package/XR/features/WebXRTrackedSources.js.map +1 -0
  235. package/XR/features/WebXRTrackedSources.pure.d.ts +70 -0
  236. package/XR/features/WebXRTrackedSources.pure.js +153 -0
  237. package/XR/features/WebXRTrackedSources.pure.js.map +1 -0
  238. package/XR/features/index.d.ts +1 -0
  239. package/XR/features/index.js +1 -0
  240. package/XR/features/index.js.map +1 -1
  241. package/XR/features/pure.d.ts +1 -0
  242. package/XR/features/pure.js +1 -0
  243. package/XR/features/pure.js.map +1 -1
  244. package/XR/motionController/webXRAbstractMotionController.d.ts +53 -1
  245. package/XR/motionController/webXRAbstractMotionController.js +61 -0
  246. package/XR/motionController/webXRAbstractMotionController.js.map +1 -1
  247. package/XR/webXRDefaultExperience.js +8 -4
  248. package/XR/webXRDefaultExperience.js.map +1 -1
  249. package/XR/webXRExperienceHelper.js +86 -44
  250. package/XR/webXRExperienceHelper.js.map +1 -1
  251. package/XR/webXRFeaturesManager.d.ts +9 -0
  252. package/XR/webXRFeaturesManager.js +4 -0
  253. package/XR/webXRFeaturesManager.js.map +1 -1
  254. package/XR/webXRGraphicsBinding.d.ts +29 -0
  255. package/XR/webXRGraphicsBinding.js +40 -0
  256. package/XR/webXRGraphicsBinding.js.map +1 -1
  257. package/XR/webXRInputSource.js +1 -1
  258. package/XR/webXRInputSource.js.map +1 -1
  259. package/XR/webXRLayerWrapper.d.ts +7 -5
  260. package/XR/webXRLayerWrapper.js +10 -7
  261. package/XR/webXRLayerWrapper.js.map +1 -1
  262. package/XR/webXRSessionManager.d.ts +45 -0
  263. package/XR/webXRSessionManager.js +174 -29
  264. package/XR/webXRSessionManager.js.map +1 -1
  265. package/package.json +1 -1
@@ -32,6 +32,27 @@ export class FrameGraphGeometryRendererTask extends FrameGraphObjectRendererTask
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  this._disableDepthPrePass = value;
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  this._renderer.disableDepthPrePass = value;
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  }
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+ /**
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+ * Provides the object ID written for each rendered mesh.
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+ *
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+ * IDs must be integers between 0 and 0xFFFFFF for RGBA textures, or between 0 and 0xFF for RED textures.
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+ * ID 0 is reserved for background or excluded meshes.
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+ * By default, meshes use their unique ID.
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+ * Instances use the ID of their source mesh. Default IDs are only stable for the lifetime of the current scene and should not be persisted.
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+ * When using a RED texture, provide a custom ID if mesh unique IDs can exceed 0xFF.
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+ * The provider runs in the render hot path and may be called multiple times for the same mesh in a frame.
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+ * @see https://playground.babylonjs.com/#00T6WJ#0
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+ */
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+ get objectIdProvider() {
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+ return this._objectIdProvider;
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+ }
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+ set objectIdProvider(value) {
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+ this._objectIdProvider = value;
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+ const configuration = MaterialHelperGeometryRendering.GetConfiguration(this._renderer.renderPassId);
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+ if (configuration) {
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+ configuration.objectIdProvider = value;
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+ }
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+ }
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  /**
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  * Gets or sets the name of the task.
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  */
@@ -106,6 +127,7 @@ export class FrameGraphGeometryRendererTask extends FrameGraphObjectRendererTask
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  this.geometryReflectivityTexture = this._frameGraph.textureManager.createDanglingHandle();
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  this.geometryVelocityTexture = this._frameGraph.textureManager.createDanglingHandle();
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  this.geometryLinearVelocityTexture = this._frameGraph.textureManager.createDanglingHandle();
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+ this.geometryObjectIdTexture = this._frameGraph.textureManager.createDanglingHandle();
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  }
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  /**
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  * Gets the list of excluded meshes from the velocity texture.
@@ -198,6 +220,9 @@ export class FrameGraphGeometryRendererTask extends FrameGraphObjectRendererTask
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  this._frameGraph.textureManager.resolveDanglingHandle(this.geometryLinearVelocityTexture, handle);
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  needPreviousWorldMatrices = true;
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  break;
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+ case 15:
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+ this._frameGraph.textureManager.resolveDanglingHandle(this.geometryObjectIdTexture, handle);
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+ break;
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  }
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  }
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  this._scene.needsPreviousWorldMatrices = needPreviousWorldMatrices;
@@ -220,6 +245,22 @@ export class FrameGraphGeometryRendererTask extends FrameGraphObjectRendererTask
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  if (this.objectList === undefined || this.camera === undefined) {
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  throw new Error(`FrameGraphGeometryRendererTask ${this.name}: object list and camera must be provided`);
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  }
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+ const objectIdDescription = this.textureDescriptions.find((description) => description.type === 15);
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+ if (objectIdDescription) {
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+ if (this.samples !== 1) {
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+ throw new Error(`FrameGraphGeometryRendererTask ${this.name}: object ID textures currently require samples to be 1`);
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+ }
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+ const isSupportedFormat = objectIdDescription.textureFormat === 5 || objectIdDescription.textureFormat === 6;
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+ if (objectIdDescription.textureType !== 0 || !isSupportedFormat) {
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+ throw new Error(`FrameGraphGeometryRendererTask ${this.name}: object ID textures must use TEXTURETYPE_UNSIGNED_BYTE with TEXTUREFORMAT_RGBA or TEXTUREFORMAT_RED`);
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+ }
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+ }
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+ const targetTextureCount = this.targetTexture === undefined ? 0 : Array.isArray(this.targetTexture) ? this.targetTexture.length : 1;
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+ const attachmentCount = this.textureDescriptions.length + targetTextureCount;
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+ const maxDrawBuffers = Math.min(this._engine.getCaps().maxDrawBuffers ?? 1, 8);
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+ if (attachmentCount > maxDrawBuffers) {
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+ throw new Error(`FrameGraphGeometryRendererTask ${this.name}: ${attachmentCount} color attachments were requested, but this engine supports at most ${maxDrawBuffers}`);
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+ }
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  }
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  _checkTextureCompatibility(targetTextures) {
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  let depthEnabled = false;
@@ -355,11 +396,15 @@ export class FrameGraphGeometryRendererTask extends FrameGraphObjectRendererTask
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  const index = MaterialHelperGeometryRendering.GeometryTextureDescriptions.findIndex((f) => f.type === description.type);
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  const geometryDescription = MaterialHelperGeometryRendering.GeometryTextureDescriptions[index];
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  configuration.defines[geometryDescription.defineIndex] = i;
399
+ if (description.type === 15) {
400
+ configuration.objectIdIsRedFormat = description.textureFormat === 6;
401
+ }
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  }
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  if (this.targetTexture !== undefined) {
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  configuration.defines["PREPASS_COLOR_INDEX"] = this.textureDescriptions.length;
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  }
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  configuration.reverseCulling = this.reverseCulling;
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+ configuration.objectIdProvider = this.objectIdProvider;
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  }
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  }
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  //# sourceMappingURL=geometryRendererTask.js.map
@@ -1 +1 @@
1
- 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{\r\n type FrameGraphTextureHandle,\r\n type Scene,\r\n type FrameGraph,\r\n type AbstractMesh,\r\n type ObjectRendererOptions,\r\n type FrameGraphRenderContext,\r\n type FrameGraphRenderPass,\r\n type ObjectRenderer,\r\n} from \"core/index\";\r\nimport { Color4 } from \"core/Maths/math.color.pure\";\r\nimport { MaterialHelperGeometryRendering, GeometryRenderingTextureClearType } from \"core/Materials/materialHelper.geometryrendering\";\r\nimport { Constants } from \"core/Engines/constants\";\r\nimport { FrameGraphObjectRendererTask } from \"./objectRendererTask\";\r\n\r\n/**\r\n * Description of a texture used by the geometry renderer task.\r\n */\r\nexport interface IFrameGraphGeometryRendererTextureDescription {\r\n /**\r\n * The type of the texture.\r\n * The value should be one of the Constants.PREPASS_XXX_TEXTURE_TYPE values.\r\n */\r\n type: number;\r\n\r\n /**\r\n * The type of the texture.\r\n */\r\n textureType: number;\r\n\r\n /**\r\n * The format of the texture.\r\n */\r\n textureFormat: number;\r\n}\r\n\r\nconst ClearColors: Color4[] = [new Color4(0, 0, 0, 0), new Color4(1, 1, 1, 1), new Color4(0, 0, 0, 0)];\r\n\r\n/**\r\n * Task used to render geometry to a set of textures.\r\n */\r\nexport class FrameGraphGeometryRendererTask extends FrameGraphObjectRendererTask {\r\n /**\r\n * The size of the output textures (default is 100% of the back buffer texture size).\r\n */\r\n public size: { width: number; height: number } = { width: 100, height: 100 };\r\n\r\n /**\r\n * Whether the size is a percentage of the back buffer size (default is true).\r\n */\r\n public sizeIsPercentage = true;\r\n\r\n /**\r\n * The number of samples to use for the output textures (default is 1).\r\n */\r\n public samples = 1;\r\n\r\n private _reverseCulling = false;\r\n\r\n /**\r\n * Whether to reverse culling (default is false).\r\n */\r\n public get reverseCulling() {\r\n return this._reverseCulling;\r\n }\r\n\r\n public set reverseCulling(value: boolean) {\r\n this._reverseCulling = value;\r\n\r\n const configuration = MaterialHelperGeometryRendering.GetConfiguration(this._renderer.renderPassId);\r\n if (configuration) {\r\n configuration.reverseCulling = value;\r\n }\r\n }\r\n\r\n /**\r\n * Indicates if a mesh shouldn't be rendered when its material has depth write disabled (default is true).\r\n */\r\n public dontRenderWhenMaterialDepthWriteIsDisabled = true;\r\n\r\n private _disableDepthPrePass = true;\r\n /**\r\n * Indicates whether the depth pre-pass is disabled (default is true).\r\n * Materials that require depth pre-pass (Material.needDepthPrePass == true) don't work with the geometry renderer, that's why this setting is true by default.\r\n * However, if the geometry renderer doesn't generate any geometry textures but only renders to the main target texture, then depth pre-pass can be enabled.\r\n */\r\n public get disableDepthPrePass() {\r\n return this._disableDepthPrePass;\r\n }\r\n\r\n public set disableDepthPrePass(value: boolean) {\r\n this._disableDepthPrePass = value;\r\n this._renderer.disableDepthPrePass = value;\r\n }\r\n\r\n /**\r\n * The list of texture descriptions used by the geometry renderer task.\r\n */\r\n public textureDescriptions: IFrameGraphGeometryRendererTextureDescription[] = [];\r\n\r\n /**\r\n * The irradiance output texture. Will point to a valid texture only if that texture has been requested in textureDescriptions!\r\n */\r\n public readonly geometryIrradianceTexture: FrameGraphTextureHandle;\r\n\r\n /**\r\n * The depth (in view space) output texture. Will point to a valid texture only if that texture has been requested in textureDescriptions!\r\n */\r\n public readonly geometryViewDepthTexture: FrameGraphTextureHandle;\r\n\r\n /**\r\n * The normalized depth (in view space) output texture. Will point to a valid texture only if that texture has been requested in textureDescriptions!\r\n * The normalization is (d - near) / (far - near), where d is the depth value in view space and near and far are the near and far planes of the camera.\r\n */\r\n public readonly geometryNormViewDepthTexture: FrameGraphTextureHandle;\r\n\r\n /**\r\n * The depth (in screen space) output texture. Will point to a valid texture only if that texture has been requested in textureDescriptions!\r\n */\r\n public readonly geometryScreenDepthTexture: FrameGraphTextureHandle;\r\n\r\n /**\r\n * The normal (in view space) output texture. Will point to a valid texture only if that texture has been requested in textureDescriptions!\r\n */\r\n public readonly geometryViewNormalTexture: FrameGraphTextureHandle;\r\n\r\n /**\r\n * The normal (in world space) output texture. Will point to a valid texture only if that texture has been requested in textureDescriptions!\r\n */\r\n public readonly geometryWorldNormalTexture: FrameGraphTextureHandle;\r\n\r\n /**\r\n * The position (in local space) output texture. Will point to a valid texture only if that texture has been requested in textureDescriptions!\r\n */\r\n public readonly geometryLocalPositionTexture: FrameGraphTextureHandle;\r\n\r\n /**\r\n * The position (in world space) output texture. Will point to a valid texture only if that texture has been requested in textureDescriptions!\r\n */\r\n public readonly geometryWorldPositionTexture: FrameGraphTextureHandle;\r\n\r\n /**\r\n * The albedo output texture. Will point to a valid texture only if that texture has been requested in textureDescriptions!\r\n */\r\n public readonly geometryAlbedoTexture: FrameGraphTextureHandle;\r\n\r\n /**\r\n * The reflectivity output texture. Will point to a valid texture only if that texture has been requested in textureDescriptions!\r\n */\r\n public readonly geometryReflectivityTexture: FrameGraphTextureHandle;\r\n\r\n /**\r\n * The velocity output texture. Will point to a valid texture only if that texture has been requested in textureDescriptions!\r\n */\r\n public readonly geometryVelocityTexture: FrameGraphTextureHandle;\r\n\r\n /**\r\n * The linear velocity output texture. Will point to a valid texture only if that texture has been requested in textureDescriptions!\r\n */\r\n public readonly geometryLinearVelocityTexture: FrameGraphTextureHandle;\r\n\r\n /**\r\n * Gets or sets the name of the task.\r\n */\r\n public override get name() {\r\n return this._name;\r\n }\r\n\r\n public override set name(value: string) {\r\n this._name = value;\r\n if (this._renderer) {\r\n this._renderer.name = value;\r\n }\r\n }\r\n\r\n private _clearAttachmentsLayout: Map<GeometryRenderingTextureClearType, number[]>;\r\n private _allAttachmentsLayout: number[];\r\n\r\n /**\r\n * Constructs a new geometry renderer task.\r\n * @param name The name of the task.\r\n * @param frameGraph The frame graph the task belongs to.\r\n * @param scene The scene the frame graph is associated with.\r\n * @param options The options of the object renderer.\r\n * @param existingObjectRenderer An existing object renderer to use (optional). If provided, the options parameter will be ignored.\r\n */\r\n constructor(name: string, frameGraph: FrameGraph, scene: Scene, options?: ObjectRendererOptions, existingObjectRenderer?: ObjectRenderer) {\r\n super(name, frameGraph, scene, options, existingObjectRenderer);\r\n\r\n this.renderSprites = false;\r\n this.renderParticles = false;\r\n this.enableBoundingBoxRendering = false;\r\n this.enableOutlineRendering = false;\r\n this._renderer.disableDepthPrePass = true;\r\n\r\n this._renderer.customIsReadyFunction = (mesh: AbstractMesh, refreshRate: number, preWarm?: boolean) => {\r\n if (this.dontRenderWhenMaterialDepthWriteIsDisabled && mesh.material && mesh.material.disableDepthWrite) {\r\n return !!preWarm;\r\n }\r\n\r\n return mesh.isReady(refreshRate === 0);\r\n };\r\n\r\n this._renderer.onBeforeRenderingManagerRenderObservable.add(() => {\r\n if (!this._renderer.options.doNotChangeAspectRatio) {\r\n scene.updateTransformMatrix(true);\r\n }\r\n });\r\n\r\n this._clearAttachmentsLayout = new Map();\r\n this._allAttachmentsLayout = [];\r\n\r\n this.geometryIrradianceTexture = this._frameGraph.textureManager.createDanglingHandle();\r\n this.geometryViewDepthTexture = this._frameGraph.textureManager.createDanglingHandle();\r\n this.geometryNormViewDepthTexture = this._frameGraph.textureManager.createDanglingHandle();\r\n this.geometryScreenDepthTexture = this._frameGraph.textureManager.createDanglingHandle();\r\n this.geometryViewNormalTexture = this._frameGraph.textureManager.createDanglingHandle();\r\n this.geometryWorldNormalTexture = this._frameGraph.textureManager.createDanglingHandle();\r\n this.geometryLocalPositionTexture = this._frameGraph.textureManager.createDanglingHandle();\r\n this.geometryWorldPositionTexture = this._frameGraph.textureManager.createDanglingHandle();\r\n this.geometryAlbedoTexture = this._frameGraph.textureManager.createDanglingHandle();\r\n this.geometryReflectivityTexture = this._frameGraph.textureManager.createDanglingHandle();\r\n this.geometryVelocityTexture = this._frameGraph.textureManager.createDanglingHandle();\r\n this.geometryLinearVelocityTexture = this._frameGraph.textureManager.createDanglingHandle();\r\n }\r\n\r\n /**\r\n * Gets the list of excluded meshes from the velocity texture.\r\n */\r\n public get excludedSkinnedMeshFromVelocityTexture(): AbstractMesh[] {\r\n return MaterialHelperGeometryRendering.GetConfiguration(this._renderer.renderPassId).excludedSkinnedMesh;\r\n }\r\n\r\n /**\r\n * Excludes the given skinned mesh from computing bones velocities.\r\n * Computing bones velocities can have a cost. The cost can be saved by calling this function and by passing the skinned mesh to ignore.\r\n * @param skinnedMesh The mesh containing the skeleton to ignore when computing the velocity map.\r\n */\r\n public excludeSkinnedMeshFromVelocityTexture(skinnedMesh: AbstractMesh): void {\r\n if (skinnedMesh.skeleton) {\r\n const list = this.excludedSkinnedMeshFromVelocityTexture;\r\n if (list.indexOf(skinnedMesh) === -1) {\r\n list.push(skinnedMesh);\r\n }\r\n }\r\n }\r\n\r\n /**\r\n * Removes the given skinned mesh from the excluded meshes to integrate bones velocities while rendering the velocity map.\r\n * @param skinnedMesh The mesh containing the skeleton that has been ignored previously.\r\n * @see excludeSkinnedMesh to exclude a skinned mesh from bones velocity computation.\r\n */\r\n public removeExcludedSkinnedMeshFromVelocityTexture(skinnedMesh: AbstractMesh): void {\r\n const list = this.excludedSkinnedMeshFromVelocityTexture;\r\n const index = list.indexOf(skinnedMesh);\r\n if (index !== -1) {\r\n list.splice(index, 1);\r\n }\r\n }\r\n\r\n public override getClassName(): string {\r\n return \"FrameGraphGeometryRendererTask\";\r\n }\r\n\r\n /**\r\n * Records the geometry renderer task into the frame graph.\r\n * @param skipCreationOfDisabledPasses defines whether disabled passes should be skipped\r\n * @param additionalExecute defines an optional callback executed by the pass\r\n * @returns the recorded render pass\r\n */\r\n public override record(skipCreationOfDisabledPasses = false, additionalExecute?: (context: FrameGraphRenderContext) => void): FrameGraphRenderPass {\r\n this._buildClearAttachmentsLayout();\r\n\r\n this._registerForRenderPassId(this._renderer.renderPassId);\r\n\r\n MaterialHelperGeometryRendering.MarkAsDirty(this._renderer.renderPassId, this.objectList.meshes || this._scene.meshes);\r\n\r\n const pass = super.record(skipCreationOfDisabledPasses, additionalExecute) as FrameGraphRenderPass;\r\n\r\n const outputTextureHandles = pass.renderTarget as FrameGraphTextureHandle[];\r\n\r\n let needPreviousWorldMatrices = false;\r\n\r\n for (let i = 0; i < this.textureDescriptions.length; i++) {\r\n const description = this.textureDescriptions[i];\r\n const handle = outputTextureHandles[i];\r\n const index = MaterialHelperGeometryRendering.GeometryTextureDescriptions.findIndex((f) => f.type === description.type);\r\n const geometryDescription = MaterialHelperGeometryRendering.GeometryTextureDescriptions[index];\r\n\r\n switch (geometryDescription.type) {\r\n case Constants.PREPASS_IRRADIANCE_TEXTURE_TYPE:\r\n this._frameGraph.textureManager.resolveDanglingHandle(this.geometryIrradianceTexture, handle);\r\n break;\r\n case Constants.PREPASS_DEPTH_TEXTURE_TYPE:\r\n this._frameGraph.textureManager.resolveDanglingHandle(this.geometryViewDepthTexture, handle);\r\n break;\r\n case Constants.PREPASS_NORMALIZED_VIEW_DEPTH_TEXTURE_TYPE:\r\n this._frameGraph.textureManager.resolveDanglingHandle(this.geometryNormViewDepthTexture, handle);\r\n break;\r\n case Constants.PREPASS_SCREENSPACE_DEPTH_TEXTURE_TYPE:\r\n this._frameGraph.textureManager.resolveDanglingHandle(this.geometryScreenDepthTexture, handle);\r\n break;\r\n case Constants.PREPASS_NORMAL_TEXTURE_TYPE:\r\n this._frameGraph.textureManager.resolveDanglingHandle(this.geometryViewNormalTexture, handle);\r\n break;\r\n case Constants.PREPASS_WORLD_NORMAL_TEXTURE_TYPE:\r\n this._frameGraph.textureManager.resolveDanglingHandle(this.geometryWorldNormalTexture, handle);\r\n break;\r\n case Constants.PREPASS_LOCAL_POSITION_TEXTURE_TYPE:\r\n this._frameGraph.textureManager.resolveDanglingHandle(this.geometryLocalPositionTexture, handle);\r\n break;\r\n case Constants.PREPASS_POSITION_TEXTURE_TYPE:\r\n this._frameGraph.textureManager.resolveDanglingHandle(this.geometryWorldPositionTexture, handle);\r\n break;\r\n case Constants.PREPASS_ALBEDO_TEXTURE_TYPE:\r\n this._frameGraph.textureManager.resolveDanglingHandle(this.geometryAlbedoTexture, handle);\r\n break;\r\n case Constants.PREPASS_REFLECTIVITY_TEXTURE_TYPE:\r\n this._frameGraph.textureManager.resolveDanglingHandle(this.geometryReflectivityTexture, handle);\r\n break;\r\n case Constants.PREPASS_VELOCITY_TEXTURE_TYPE:\r\n this._frameGraph.textureManager.resolveDanglingHandle(this.geometryVelocityTexture, handle);\r\n needPreviousWorldMatrices = true;\r\n break;\r\n case Constants.PREPASS_VELOCITY_LINEAR_TEXTURE_TYPE:\r\n this._frameGraph.textureManager.resolveDanglingHandle(this.geometryLinearVelocityTexture, handle);\r\n needPreviousWorldMatrices = true;\r\n break;\r\n }\r\n }\r\n\r\n this._scene.needsPreviousWorldMatrices = needPreviousWorldMatrices;\r\n\r\n return pass;\r\n }\r\n\r\n public override dispose(): void {\r\n MaterialHelperGeometryRendering.DeleteConfiguration(this._renderer.renderPassId);\r\n this._renderer.dispose();\r\n super.dispose();\r\n }\r\n\r\n protected override _resolveDanglingHandles(_targetTextures: FrameGraphTextureHandle[]) {\r\n if (this.targetTexture !== undefined) {\r\n this._frameGraph.textureManager.resolveDanglingHandle(this.outputTexture, Array.isArray(this.targetTexture) ? this.targetTexture[0] : this.targetTexture);\r\n }\r\n\r\n if (this.depthTexture !== undefined) {\r\n this._frameGraph.textureManager.resolveDanglingHandle(this.outputDepthTexture, this.depthTexture);\r\n }\r\n }\r\n\r\n protected override _checkParameters() {\r\n if (this.objectList === undefined || this.camera === undefined) {\r\n throw new Error(`FrameGraphGeometryRendererTask ${this.name}: object list and camera must be provided`);\r\n }\r\n }\r\n\r\n protected override _checkTextureCompatibility(targetTextures: FrameGraphTextureHandle[]): boolean {\r\n let depthEnabled = false;\r\n\r\n let dimensions: { width: number; height: number } | null = null;\r\n\r\n if (this.targetTexture !== undefined) {\r\n const outputTextureDescription = this._frameGraph.textureManager.getTextureDescription(Array.isArray(this.targetTexture) ? this.targetTexture[0] : this.targetTexture);\r\n if (this.samples !== outputTextureDescription.options.samples) {\r\n throw new Error(`FrameGraphGeometryRendererTask ${this.name}: the target texture and the output geometry textures must have the same number of samples`);\r\n }\r\n dimensions = outputTextureDescription.size;\r\n }\r\n\r\n if (this.depthTexture !== undefined) {\r\n const depthTextureDescription = this._frameGraph.textureManager.getTextureDescription(this.depthTexture);\r\n if (depthTextureDescription.options.samples !== this.samples && this.textureDescriptions.length > 0) {\r\n throw new Error(`FrameGraphGeometryRendererTask ${this.name}: the depth texture and the output geometry textures must have the same number of samples`);\r\n }\r\n\r\n this._frameGraph.textureManager.resolveDanglingHandle(this.outputDepthTexture, this.depthTexture);\r\n\r\n depthEnabled = true;\r\n dimensions = depthTextureDescription.size;\r\n }\r\n\r\n const geomTextureDimensions = this.sizeIsPercentage ? this._frameGraph.textureManager.getAbsoluteDimensions(this.size) : this.size;\r\n if (dimensions !== null) {\r\n if (geomTextureDimensions.width !== dimensions.width || geomTextureDimensions.height !== dimensions.height) {\r\n throw new Error(\r\n `FrameGraphGeometryRendererTask ${this.name}: the geometry textures (size: ${geomTextureDimensions.width}x${geomTextureDimensions.height}) and the target/depth texture (size: ${dimensions.width}x${dimensions.height}) must have the same dimensions.`\r\n );\r\n }\r\n }\r\n\r\n depthEnabled = depthEnabled || super._checkTextureCompatibility(targetTextures);\r\n\r\n return depthEnabled;\r\n }\r\n\r\n protected override _getTargetHandles(): FrameGraphTextureHandle[] {\r\n const types: number[] = [];\r\n const formats: number[] = [];\r\n const labels: string[] = [];\r\n const useSRGBBuffers: boolean[] = [];\r\n\r\n for (let i = 0; i < this.textureDescriptions.length; i++) {\r\n const description = this.textureDescriptions[i];\r\n const index = MaterialHelperGeometryRendering.GeometryTextureDescriptions.findIndex((f) => f.type === description.type);\r\n\r\n if (index === -1) {\r\n throw new Error(`FrameGraphGeometryRendererTask ${this.name}: unknown texture type ${description.type}`);\r\n }\r\n\r\n types[i] = description.textureType;\r\n formats[i] = description.textureFormat;\r\n labels[i] = MaterialHelperGeometryRendering.GeometryTextureDescriptions[index].name;\r\n useSRGBBuffers[i] = false;\r\n }\r\n\r\n const handles: FrameGraphTextureHandle[] = [];\r\n\r\n if (this.textureDescriptions.length > 0) {\r\n const baseHandle = this._frameGraph.textureManager.createRenderTargetTexture(this.name, {\r\n size: this.size,\r\n sizeIsPercentage: this.sizeIsPercentage,\r\n options: {\r\n createMipMaps: false,\r\n samples: this.samples,\r\n types,\r\n formats,\r\n useSRGBBuffers,\r\n labels,\r\n },\r\n });\r\n\r\n for (let i = 0; i < this.textureDescriptions.length; i++) {\r\n handles.push(baseHandle + i);\r\n }\r\n }\r\n\r\n if (this.targetTexture !== undefined) {\r\n if (Array.isArray(this.targetTexture)) {\r\n handles.push(...this.targetTexture);\r\n } else {\r\n handles.push(this.targetTexture);\r\n }\r\n }\r\n\r\n return handles;\r\n }\r\n\r\n protected override _prepareRendering(context: FrameGraphRenderContext, depthEnabled: boolean) {\r\n context.setDepthStates(this.depthTest && depthEnabled, this.depthWrite && depthEnabled);\r\n\r\n context.pushDebugGroup(`Clear attachments`);\r\n\r\n this._clearAttachmentsLayout.forEach((layout, clearType) => {\r\n context.clearColorAttachments(ClearColors[clearType], layout);\r\n });\r\n\r\n context.restoreDefaultFramebuffer();\r\n context.popDebugGroup();\r\n\r\n return this._allAttachmentsLayout;\r\n }\r\n\r\n private _buildClearAttachmentsLayout() {\r\n const clearAttachmentsLayout = new Map<GeometryRenderingTextureClearType, boolean[]>();\r\n const allAttachmentsLayout: boolean[] = [];\r\n\r\n for (let i = 0; i < this.textureDescriptions.length; i++) {\r\n const description = this.textureDescriptions[i];\r\n const index = MaterialHelperGeometryRendering.GeometryTextureDescriptions.findIndex((f) => f.type === description.type);\r\n const geometryDescription = MaterialHelperGeometryRendering.GeometryTextureDescriptions[index];\r\n\r\n const clearType =\r\n geometryDescription.type === Constants.PREPASS_SCREENSPACE_DEPTH_TEXTURE_TYPE && this._engine.useReverseDepthBuffer\r\n ? GeometryRenderingTextureClearType.Zero\r\n : geometryDescription.clearType;\r\n let layout = clearAttachmentsLayout.get(clearType);\r\n if (layout === undefined) {\r\n layout = [];\r\n clearAttachmentsLayout.set(clearType, layout);\r\n for (let j = 0; j < i; j++) {\r\n layout[j] = false;\r\n }\r\n }\r\n\r\n clearAttachmentsLayout.forEach((layout, layoutClearType) => {\r\n layout.push(layoutClearType === clearType);\r\n });\r\n\r\n allAttachmentsLayout.push(true);\r\n }\r\n\r\n if (this.targetTexture !== undefined) {\r\n // We don't clear the target texture, but we need to add a layout for it in clearAttachmentsLayout to be able to use clearColorAttachments with the correct number of attachments in _prepareRendering.\r\n // We also need to add a value in allAttachmentsLayout for the target texture.\r\n let layout = clearAttachmentsLayout.get(GeometryRenderingTextureClearType.Zero);\r\n if (layout === undefined) {\r\n layout = [];\r\n clearAttachmentsLayout.set(GeometryRenderingTextureClearType.Zero, layout);\r\n for (let j = 0; j < this.textureDescriptions.length - 1; j++) {\r\n layout[j] = false;\r\n }\r\n }\r\n\r\n clearAttachmentsLayout.forEach((layout) => {\r\n layout.push(false);\r\n });\r\n\r\n allAttachmentsLayout.push(true);\r\n }\r\n\r\n this._clearAttachmentsLayout = new Map();\r\n\r\n clearAttachmentsLayout.forEach((layout, clearType) => {\r\n this._clearAttachmentsLayout.set(clearType, this._engine.buildTextureLayout(layout));\r\n });\r\n\r\n this._allAttachmentsLayout = this._engine.buildTextureLayout(allAttachmentsLayout);\r\n }\r\n\r\n private _registerForRenderPassId(renderPassId: number) {\r\n const configuration = MaterialHelperGeometryRendering.CreateConfiguration(renderPassId);\r\n\r\n for (let i = 0; i < this.textureDescriptions.length; i++) {\r\n const description = this.textureDescriptions[i];\r\n const index = MaterialHelperGeometryRendering.GeometryTextureDescriptions.findIndex((f) => f.type === description.type);\r\n const geometryDescription = MaterialHelperGeometryRendering.GeometryTextureDescriptions[index];\r\n\r\n configuration.defines[geometryDescription.defineIndex] = i;\r\n }\r\n\r\n if (this.targetTexture !== undefined) {\r\n configuration.defines[\"PREPASS_COLOR_INDEX\"] = this.textureDescriptions.length;\r\n }\r\n\r\n configuration.reverseCulling = this.reverseCulling;\r\n }\r\n}\r\n"]}
1
+ 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{\r\n type FrameGraphTextureHandle,\r\n type Scene,\r\n type FrameGraph,\r\n type AbstractMesh,\r\n type ObjectRendererOptions,\r\n type FrameGraphRenderContext,\r\n type FrameGraphRenderPass,\r\n type ObjectRenderer,\r\n} from \"core/index\";\r\nimport { Color4 } from \"core/Maths/math.color.pure\";\r\nimport { MaterialHelperGeometryRendering, GeometryRenderingTextureClearType, type GeometryRenderingObjectIdProvider } from \"core/Materials/materialHelper.geometryrendering\";\r\nimport { Constants } from \"core/Engines/constants\";\r\nimport { FrameGraphObjectRendererTask } from \"./objectRendererTask\";\r\n\r\n/**\r\n * Description of a texture used by the geometry renderer task.\r\n */\r\nexport interface IFrameGraphGeometryRendererTextureDescription {\r\n /**\r\n * The type of the texture.\r\n * The value should be one of the Constants.PREPASS_XXX_TEXTURE_TYPE values.\r\n */\r\n type: number;\r\n\r\n /**\r\n * The type of the texture.\r\n */\r\n textureType: number;\r\n\r\n /**\r\n * The format of the texture.\r\n */\r\n textureFormat: number;\r\n}\r\n\r\nconst ClearColors: Color4[] = [new Color4(0, 0, 0, 0), new Color4(1, 1, 1, 1), new Color4(0, 0, 0, 0)];\r\n\r\n/**\r\n * Task used to render geometry to a set of textures.\r\n */\r\nexport class FrameGraphGeometryRendererTask extends FrameGraphObjectRendererTask {\r\n /**\r\n * The size of the output textures (default is 100% of the back buffer texture size).\r\n */\r\n public size: { width: number; height: number } = { width: 100, height: 100 };\r\n\r\n /**\r\n * Whether the size is a percentage of the back buffer size (default is true).\r\n */\r\n public sizeIsPercentage = true;\r\n\r\n /**\r\n * The number of samples to use for the output textures (default is 1).\r\n */\r\n public samples = 1;\r\n\r\n private _reverseCulling = false;\r\n\r\n /**\r\n * Whether to reverse culling (default is false).\r\n */\r\n public get reverseCulling() {\r\n return this._reverseCulling;\r\n }\r\n\r\n public set reverseCulling(value: boolean) {\r\n this._reverseCulling = value;\r\n\r\n const configuration = MaterialHelperGeometryRendering.GetConfiguration(this._renderer.renderPassId);\r\n if (configuration) {\r\n configuration.reverseCulling = value;\r\n }\r\n }\r\n\r\n /**\r\n * Indicates if a mesh shouldn't be rendered when its material has depth write disabled (default is true).\r\n */\r\n public dontRenderWhenMaterialDepthWriteIsDisabled = true;\r\n\r\n private _disableDepthPrePass = true;\r\n /**\r\n * Indicates whether the depth pre-pass is disabled (default is true).\r\n * Materials that require depth pre-pass (Material.needDepthPrePass == true) don't work with the geometry renderer, that's why this setting is true by default.\r\n * However, if the geometry renderer doesn't generate any geometry textures but only renders to the main target texture, then depth pre-pass can be enabled.\r\n */\r\n public get disableDepthPrePass() {\r\n return this._disableDepthPrePass;\r\n }\r\n\r\n public set disableDepthPrePass(value: boolean) {\r\n this._disableDepthPrePass = value;\r\n this._renderer.disableDepthPrePass = value;\r\n }\r\n\r\n /**\r\n * The list of texture descriptions used by the geometry renderer task.\r\n */\r\n public textureDescriptions: IFrameGraphGeometryRendererTextureDescription[] = [];\r\n\r\n private _objectIdProvider?: GeometryRenderingObjectIdProvider;\r\n\r\n /**\r\n * Provides the object ID written for each rendered mesh.\r\n *\r\n * IDs must be integers between 0 and 0xFFFFFF for RGBA textures, or between 0 and 0xFF for RED textures.\r\n * ID 0 is reserved for background or excluded meshes.\r\n * By default, meshes use their unique ID.\r\n * Instances use the ID of their source mesh. Default IDs are only stable for the lifetime of the current scene and should not be persisted.\r\n * When using a RED texture, provide a custom ID if mesh unique IDs can exceed 0xFF.\r\n * The provider runs in the render hot path and may be called multiple times for the same mesh in a frame.\r\n * @see https://playground.babylonjs.com/#00T6WJ#0\r\n */\r\n public get objectIdProvider(): GeometryRenderingObjectIdProvider | undefined {\r\n return this._objectIdProvider;\r\n }\r\n\r\n public set objectIdProvider(value: GeometryRenderingObjectIdProvider | undefined) {\r\n this._objectIdProvider = value;\r\n\r\n const configuration = MaterialHelperGeometryRendering.GetConfiguration(this._renderer.renderPassId);\r\n if (configuration) {\r\n configuration.objectIdProvider = value;\r\n }\r\n }\r\n\r\n /**\r\n * The irradiance output texture. Will point to a valid texture only if that texture has been requested in textureDescriptions!\r\n */\r\n public readonly geometryIrradianceTexture: FrameGraphTextureHandle;\r\n\r\n /**\r\n * The depth (in view space) output texture. Will point to a valid texture only if that texture has been requested in textureDescriptions!\r\n */\r\n public readonly geometryViewDepthTexture: FrameGraphTextureHandle;\r\n\r\n /**\r\n * The normalized depth (in view space) output texture. Will point to a valid texture only if that texture has been requested in textureDescriptions!\r\n * The normalization is (d - near) / (far - near), where d is the depth value in view space and near and far are the near and far planes of the camera.\r\n */\r\n public readonly geometryNormViewDepthTexture: FrameGraphTextureHandle;\r\n\r\n /**\r\n * The depth (in screen space) output texture. Will point to a valid texture only if that texture has been requested in textureDescriptions!\r\n */\r\n public readonly geometryScreenDepthTexture: FrameGraphTextureHandle;\r\n\r\n /**\r\n * The normal (in view space) output texture. Will point to a valid texture only if that texture has been requested in textureDescriptions!\r\n */\r\n public readonly geometryViewNormalTexture: FrameGraphTextureHandle;\r\n\r\n /**\r\n * The normal (in world space) output texture. Will point to a valid texture only if that texture has been requested in textureDescriptions!\r\n */\r\n public readonly geometryWorldNormalTexture: FrameGraphTextureHandle;\r\n\r\n /**\r\n * The position (in local space) output texture. Will point to a valid texture only if that texture has been requested in textureDescriptions!\r\n */\r\n public readonly geometryLocalPositionTexture: FrameGraphTextureHandle;\r\n\r\n /**\r\n * The position (in world space) output texture. Will point to a valid texture only if that texture has been requested in textureDescriptions!\r\n */\r\n public readonly geometryWorldPositionTexture: FrameGraphTextureHandle;\r\n\r\n /**\r\n * The albedo output texture. Will point to a valid texture only if that texture has been requested in textureDescriptions!\r\n */\r\n public readonly geometryAlbedoTexture: FrameGraphTextureHandle;\r\n\r\n /**\r\n * The reflectivity output texture. Will point to a valid texture only if that texture has been requested in textureDescriptions!\r\n */\r\n public readonly geometryReflectivityTexture: FrameGraphTextureHandle;\r\n\r\n /**\r\n * The velocity output texture. Will point to a valid texture only if that texture has been requested in textureDescriptions!\r\n */\r\n public readonly geometryVelocityTexture: FrameGraphTextureHandle;\r\n\r\n /**\r\n * The linear velocity output texture. Will point to a valid texture only if that texture has been requested in textureDescriptions!\r\n */\r\n public readonly geometryLinearVelocityTexture: FrameGraphTextureHandle;\r\n\r\n /**\r\n * The object ID output texture. Will point to a valid texture only if that texture has been requested in textureDescriptions!\r\n * RGBA unsigned byte textures store 24-bit IDs, while RED unsigned byte textures store 8-bit IDs.\r\n * Decode RED values with `round(value * 255.0)`.\r\n */\r\n public readonly geometryObjectIdTexture: FrameGraphTextureHandle;\r\n\r\n /**\r\n * Gets or sets the name of the task.\r\n */\r\n public override get name() {\r\n return this._name;\r\n }\r\n\r\n public override set name(value: string) {\r\n this._name = value;\r\n if (this._renderer) {\r\n this._renderer.name = value;\r\n }\r\n }\r\n\r\n private _clearAttachmentsLayout: Map<GeometryRenderingTextureClearType, number[]>;\r\n private _allAttachmentsLayout: number[];\r\n\r\n /**\r\n * Constructs a new geometry renderer task.\r\n * @param name The name of the task.\r\n * @param frameGraph The frame graph the task belongs to.\r\n * @param scene The scene the frame graph is associated with.\r\n * @param options The options of the object renderer.\r\n * @param existingObjectRenderer An existing object renderer to use (optional). If provided, the options parameter will be ignored.\r\n */\r\n constructor(name: string, frameGraph: FrameGraph, scene: Scene, options?: ObjectRendererOptions, existingObjectRenderer?: ObjectRenderer) {\r\n super(name, frameGraph, scene, options, existingObjectRenderer);\r\n\r\n this.renderSprites = false;\r\n this.renderParticles = false;\r\n this.enableBoundingBoxRendering = false;\r\n this.enableOutlineRendering = false;\r\n this._renderer.disableDepthPrePass = true;\r\n\r\n this._renderer.customIsReadyFunction = (mesh: AbstractMesh, refreshRate: number, preWarm?: boolean) => {\r\n if (this.dontRenderWhenMaterialDepthWriteIsDisabled && mesh.material && mesh.material.disableDepthWrite) {\r\n return !!preWarm;\r\n }\r\n\r\n return mesh.isReady(refreshRate === 0);\r\n };\r\n\r\n this._renderer.onBeforeRenderingManagerRenderObservable.add(() => {\r\n if (!this._renderer.options.doNotChangeAspectRatio) {\r\n scene.updateTransformMatrix(true);\r\n }\r\n });\r\n\r\n this._clearAttachmentsLayout = new Map();\r\n this._allAttachmentsLayout = [];\r\n\r\n this.geometryIrradianceTexture = this._frameGraph.textureManager.createDanglingHandle();\r\n this.geometryViewDepthTexture = this._frameGraph.textureManager.createDanglingHandle();\r\n this.geometryNormViewDepthTexture = this._frameGraph.textureManager.createDanglingHandle();\r\n this.geometryScreenDepthTexture = this._frameGraph.textureManager.createDanglingHandle();\r\n this.geometryViewNormalTexture = this._frameGraph.textureManager.createDanglingHandle();\r\n this.geometryWorldNormalTexture = this._frameGraph.textureManager.createDanglingHandle();\r\n this.geometryLocalPositionTexture = this._frameGraph.textureManager.createDanglingHandle();\r\n this.geometryWorldPositionTexture = this._frameGraph.textureManager.createDanglingHandle();\r\n this.geometryAlbedoTexture = this._frameGraph.textureManager.createDanglingHandle();\r\n this.geometryReflectivityTexture = this._frameGraph.textureManager.createDanglingHandle();\r\n this.geometryVelocityTexture = this._frameGraph.textureManager.createDanglingHandle();\r\n this.geometryLinearVelocityTexture = this._frameGraph.textureManager.createDanglingHandle();\r\n this.geometryObjectIdTexture = this._frameGraph.textureManager.createDanglingHandle();\r\n }\r\n\r\n /**\r\n * Gets the list of excluded meshes from the velocity texture.\r\n */\r\n public get excludedSkinnedMeshFromVelocityTexture(): AbstractMesh[] {\r\n return MaterialHelperGeometryRendering.GetConfiguration(this._renderer.renderPassId).excludedSkinnedMesh;\r\n }\r\n\r\n /**\r\n * Excludes the given skinned mesh from computing bones velocities.\r\n * Computing bones velocities can have a cost. The cost can be saved by calling this function and by passing the skinned mesh to ignore.\r\n * @param skinnedMesh The mesh containing the skeleton to ignore when computing the velocity map.\r\n */\r\n public excludeSkinnedMeshFromVelocityTexture(skinnedMesh: AbstractMesh): void {\r\n if (skinnedMesh.skeleton) {\r\n const list = this.excludedSkinnedMeshFromVelocityTexture;\r\n if (list.indexOf(skinnedMesh) === -1) {\r\n list.push(skinnedMesh);\r\n }\r\n }\r\n }\r\n\r\n /**\r\n * Removes the given skinned mesh from the excluded meshes to integrate bones velocities while rendering the velocity map.\r\n * @param skinnedMesh The mesh containing the skeleton that has been ignored previously.\r\n * @see excludeSkinnedMesh to exclude a skinned mesh from bones velocity computation.\r\n */\r\n public removeExcludedSkinnedMeshFromVelocityTexture(skinnedMesh: AbstractMesh): void {\r\n const list = this.excludedSkinnedMeshFromVelocityTexture;\r\n const index = list.indexOf(skinnedMesh);\r\n if (index !== -1) {\r\n list.splice(index, 1);\r\n }\r\n }\r\n\r\n public override getClassName(): string {\r\n return \"FrameGraphGeometryRendererTask\";\r\n }\r\n\r\n /**\r\n * Records the geometry renderer task into the frame graph.\r\n * @param skipCreationOfDisabledPasses defines whether disabled passes should be skipped\r\n * @param additionalExecute defines an optional callback executed by the pass\r\n * @returns the recorded render pass\r\n */\r\n public override record(skipCreationOfDisabledPasses = false, additionalExecute?: (context: FrameGraphRenderContext) => void): FrameGraphRenderPass {\r\n this._buildClearAttachmentsLayout();\r\n\r\n this._registerForRenderPassId(this._renderer.renderPassId);\r\n\r\n MaterialHelperGeometryRendering.MarkAsDirty(this._renderer.renderPassId, this.objectList.meshes || this._scene.meshes);\r\n\r\n const pass = super.record(skipCreationOfDisabledPasses, additionalExecute) as FrameGraphRenderPass;\r\n\r\n const outputTextureHandles = pass.renderTarget as FrameGraphTextureHandle[];\r\n\r\n let needPreviousWorldMatrices = false;\r\n\r\n for (let i = 0; i < this.textureDescriptions.length; i++) {\r\n const description = this.textureDescriptions[i];\r\n const handle = outputTextureHandles[i];\r\n const index = MaterialHelperGeometryRendering.GeometryTextureDescriptions.findIndex((f) => f.type === description.type);\r\n const geometryDescription = MaterialHelperGeometryRendering.GeometryTextureDescriptions[index];\r\n\r\n switch (geometryDescription.type) {\r\n case Constants.PREPASS_IRRADIANCE_TEXTURE_TYPE:\r\n this._frameGraph.textureManager.resolveDanglingHandle(this.geometryIrradianceTexture, handle);\r\n break;\r\n case Constants.PREPASS_DEPTH_TEXTURE_TYPE:\r\n this._frameGraph.textureManager.resolveDanglingHandle(this.geometryViewDepthTexture, handle);\r\n break;\r\n case Constants.PREPASS_NORMALIZED_VIEW_DEPTH_TEXTURE_TYPE:\r\n this._frameGraph.textureManager.resolveDanglingHandle(this.geometryNormViewDepthTexture, handle);\r\n break;\r\n case Constants.PREPASS_SCREENSPACE_DEPTH_TEXTURE_TYPE:\r\n this._frameGraph.textureManager.resolveDanglingHandle(this.geometryScreenDepthTexture, handle);\r\n break;\r\n case Constants.PREPASS_NORMAL_TEXTURE_TYPE:\r\n this._frameGraph.textureManager.resolveDanglingHandle(this.geometryViewNormalTexture, handle);\r\n break;\r\n case Constants.PREPASS_WORLD_NORMAL_TEXTURE_TYPE:\r\n this._frameGraph.textureManager.resolveDanglingHandle(this.geometryWorldNormalTexture, handle);\r\n break;\r\n case Constants.PREPASS_LOCAL_POSITION_TEXTURE_TYPE:\r\n this._frameGraph.textureManager.resolveDanglingHandle(this.geometryLocalPositionTexture, handle);\r\n break;\r\n case Constants.PREPASS_POSITION_TEXTURE_TYPE:\r\n this._frameGraph.textureManager.resolveDanglingHandle(this.geometryWorldPositionTexture, handle);\r\n break;\r\n case Constants.PREPASS_ALBEDO_TEXTURE_TYPE:\r\n this._frameGraph.textureManager.resolveDanglingHandle(this.geometryAlbedoTexture, handle);\r\n break;\r\n case Constants.PREPASS_REFLECTIVITY_TEXTURE_TYPE:\r\n this._frameGraph.textureManager.resolveDanglingHandle(this.geometryReflectivityTexture, handle);\r\n break;\r\n case Constants.PREPASS_VELOCITY_TEXTURE_TYPE:\r\n this._frameGraph.textureManager.resolveDanglingHandle(this.geometryVelocityTexture, handle);\r\n needPreviousWorldMatrices = true;\r\n break;\r\n case Constants.PREPASS_VELOCITY_LINEAR_TEXTURE_TYPE:\r\n this._frameGraph.textureManager.resolveDanglingHandle(this.geometryLinearVelocityTexture, handle);\r\n needPreviousWorldMatrices = true;\r\n break;\r\n case Constants.PREPASS_OBJECT_ID_TEXTURE_TYPE:\r\n this._frameGraph.textureManager.resolveDanglingHandle(this.geometryObjectIdTexture, handle);\r\n break;\r\n }\r\n }\r\n\r\n this._scene.needsPreviousWorldMatrices = needPreviousWorldMatrices;\r\n\r\n return pass;\r\n }\r\n\r\n public override dispose(): void {\r\n MaterialHelperGeometryRendering.DeleteConfiguration(this._renderer.renderPassId);\r\n this._renderer.dispose();\r\n super.dispose();\r\n }\r\n\r\n protected override _resolveDanglingHandles(_targetTextures: FrameGraphTextureHandle[]) {\r\n if (this.targetTexture !== undefined) {\r\n this._frameGraph.textureManager.resolveDanglingHandle(this.outputTexture, Array.isArray(this.targetTexture) ? this.targetTexture[0] : this.targetTexture);\r\n }\r\n\r\n if (this.depthTexture !== undefined) {\r\n this._frameGraph.textureManager.resolveDanglingHandle(this.outputDepthTexture, this.depthTexture);\r\n }\r\n }\r\n\r\n protected override _checkParameters() {\r\n if (this.objectList === undefined || this.camera === undefined) {\r\n throw new Error(`FrameGraphGeometryRendererTask ${this.name}: object list and camera must be provided`);\r\n }\r\n\r\n const objectIdDescription = this.textureDescriptions.find((description) => description.type === Constants.PREPASS_OBJECT_ID_TEXTURE_TYPE);\r\n if (objectIdDescription) {\r\n if (this.samples !== 1) {\r\n throw new Error(`FrameGraphGeometryRendererTask ${this.name}: object ID textures currently require samples to be 1`);\r\n }\r\n\r\n const isSupportedFormat = objectIdDescription.textureFormat === Constants.TEXTUREFORMAT_RGBA || objectIdDescription.textureFormat === Constants.TEXTUREFORMAT_RED;\r\n if (objectIdDescription.textureType !== Constants.TEXTURETYPE_UNSIGNED_BYTE || !isSupportedFormat) {\r\n throw new Error(`FrameGraphGeometryRendererTask ${this.name}: object ID textures must use TEXTURETYPE_UNSIGNED_BYTE with TEXTUREFORMAT_RGBA or TEXTUREFORMAT_RED`);\r\n }\r\n }\r\n\r\n const targetTextureCount = this.targetTexture === undefined ? 0 : Array.isArray(this.targetTexture) ? this.targetTexture.length : 1;\r\n const attachmentCount = this.textureDescriptions.length + targetTextureCount;\r\n const maxDrawBuffers = Math.min(this._engine.getCaps().maxDrawBuffers ?? 1, 8);\r\n if (attachmentCount > maxDrawBuffers) {\r\n throw new Error(`FrameGraphGeometryRendererTask ${this.name}: ${attachmentCount} color attachments were requested, but this engine supports at most ${maxDrawBuffers}`);\r\n }\r\n }\r\n\r\n protected override _checkTextureCompatibility(targetTextures: FrameGraphTextureHandle[]): boolean {\r\n let depthEnabled = false;\r\n\r\n let dimensions: { width: number; height: number } | null = null;\r\n\r\n if (this.targetTexture !== undefined) {\r\n const outputTextureDescription = this._frameGraph.textureManager.getTextureDescription(Array.isArray(this.targetTexture) ? this.targetTexture[0] : this.targetTexture);\r\n if (this.samples !== outputTextureDescription.options.samples) {\r\n throw new Error(`FrameGraphGeometryRendererTask ${this.name}: the target texture and the output geometry textures must have the same number of samples`);\r\n }\r\n dimensions = outputTextureDescription.size;\r\n }\r\n\r\n if (this.depthTexture !== undefined) {\r\n const depthTextureDescription = this._frameGraph.textureManager.getTextureDescription(this.depthTexture);\r\n if (depthTextureDescription.options.samples !== this.samples && this.textureDescriptions.length > 0) {\r\n throw new Error(`FrameGraphGeometryRendererTask ${this.name}: the depth texture and the output geometry textures must have the same number of samples`);\r\n }\r\n\r\n this._frameGraph.textureManager.resolveDanglingHandle(this.outputDepthTexture, this.depthTexture);\r\n\r\n depthEnabled = true;\r\n dimensions = depthTextureDescription.size;\r\n }\r\n\r\n const geomTextureDimensions = this.sizeIsPercentage ? this._frameGraph.textureManager.getAbsoluteDimensions(this.size) : this.size;\r\n if (dimensions !== null) {\r\n if (geomTextureDimensions.width !== dimensions.width || geomTextureDimensions.height !== dimensions.height) {\r\n throw new Error(\r\n `FrameGraphGeometryRendererTask ${this.name}: the geometry textures (size: ${geomTextureDimensions.width}x${geomTextureDimensions.height}) and the target/depth texture (size: ${dimensions.width}x${dimensions.height}) must have the same dimensions.`\r\n );\r\n }\r\n }\r\n\r\n depthEnabled = depthEnabled || super._checkTextureCompatibility(targetTextures);\r\n\r\n return depthEnabled;\r\n }\r\n\r\n protected override _getTargetHandles(): FrameGraphTextureHandle[] {\r\n const types: number[] = [];\r\n const formats: number[] = [];\r\n const labels: string[] = [];\r\n const useSRGBBuffers: boolean[] = [];\r\n\r\n for (let i = 0; i < this.textureDescriptions.length; i++) {\r\n const description = this.textureDescriptions[i];\r\n const index = MaterialHelperGeometryRendering.GeometryTextureDescriptions.findIndex((f) => f.type === description.type);\r\n\r\n if (index === -1) {\r\n throw new Error(`FrameGraphGeometryRendererTask ${this.name}: unknown texture type ${description.type}`);\r\n }\r\n\r\n types[i] = description.textureType;\r\n formats[i] = description.textureFormat;\r\n labels[i] = MaterialHelperGeometryRendering.GeometryTextureDescriptions[index].name;\r\n useSRGBBuffers[i] = false;\r\n }\r\n\r\n const handles: FrameGraphTextureHandle[] = [];\r\n\r\n if (this.textureDescriptions.length > 0) {\r\n const baseHandle = this._frameGraph.textureManager.createRenderTargetTexture(this.name, {\r\n size: this.size,\r\n sizeIsPercentage: this.sizeIsPercentage,\r\n options: {\r\n createMipMaps: false,\r\n samples: this.samples,\r\n types,\r\n formats,\r\n useSRGBBuffers,\r\n labels,\r\n },\r\n });\r\n\r\n for (let i = 0; i < this.textureDescriptions.length; i++) {\r\n handles.push(baseHandle + i);\r\n }\r\n }\r\n\r\n if (this.targetTexture !== undefined) {\r\n if (Array.isArray(this.targetTexture)) {\r\n handles.push(...this.targetTexture);\r\n } else {\r\n handles.push(this.targetTexture);\r\n }\r\n }\r\n\r\n return handles;\r\n }\r\n\r\n protected override _prepareRendering(context: FrameGraphRenderContext, depthEnabled: boolean) {\r\n context.setDepthStates(this.depthTest && depthEnabled, this.depthWrite && depthEnabled);\r\n\r\n context.pushDebugGroup(`Clear attachments`);\r\n\r\n this._clearAttachmentsLayout.forEach((layout, clearType) => {\r\n context.clearColorAttachments(ClearColors[clearType], layout);\r\n });\r\n\r\n context.restoreDefaultFramebuffer();\r\n context.popDebugGroup();\r\n\r\n return this._allAttachmentsLayout;\r\n }\r\n\r\n private _buildClearAttachmentsLayout() {\r\n const clearAttachmentsLayout = new Map<GeometryRenderingTextureClearType, boolean[]>();\r\n const allAttachmentsLayout: boolean[] = [];\r\n\r\n for (let i = 0; i < this.textureDescriptions.length; i++) {\r\n const description = this.textureDescriptions[i];\r\n const index = MaterialHelperGeometryRendering.GeometryTextureDescriptions.findIndex((f) => f.type === description.type);\r\n const geometryDescription = MaterialHelperGeometryRendering.GeometryTextureDescriptions[index];\r\n\r\n const clearType =\r\n geometryDescription.type === Constants.PREPASS_SCREENSPACE_DEPTH_TEXTURE_TYPE && this._engine.useReverseDepthBuffer\r\n ? GeometryRenderingTextureClearType.Zero\r\n : geometryDescription.clearType;\r\n let layout = clearAttachmentsLayout.get(clearType);\r\n if (layout === undefined) {\r\n layout = [];\r\n clearAttachmentsLayout.set(clearType, layout);\r\n for (let j = 0; j < i; j++) {\r\n layout[j] = false;\r\n }\r\n }\r\n\r\n clearAttachmentsLayout.forEach((layout, layoutClearType) => {\r\n layout.push(layoutClearType === clearType);\r\n });\r\n\r\n allAttachmentsLayout.push(true);\r\n }\r\n\r\n if (this.targetTexture !== undefined) {\r\n // We don't clear the target texture, but we need to add a layout for it in clearAttachmentsLayout to be able to use clearColorAttachments with the correct number of attachments in _prepareRendering.\r\n // We also need to add a value in allAttachmentsLayout for the target texture.\r\n let layout = clearAttachmentsLayout.get(GeometryRenderingTextureClearType.Zero);\r\n if (layout === undefined) {\r\n layout = [];\r\n clearAttachmentsLayout.set(GeometryRenderingTextureClearType.Zero, layout);\r\n for (let j = 0; j < this.textureDescriptions.length - 1; j++) {\r\n layout[j] = false;\r\n }\r\n }\r\n\r\n clearAttachmentsLayout.forEach((layout) => {\r\n layout.push(false);\r\n });\r\n\r\n allAttachmentsLayout.push(true);\r\n }\r\n\r\n this._clearAttachmentsLayout = new Map();\r\n\r\n clearAttachmentsLayout.forEach((layout, clearType) => {\r\n this._clearAttachmentsLayout.set(clearType, this._engine.buildTextureLayout(layout));\r\n });\r\n\r\n this._allAttachmentsLayout = this._engine.buildTextureLayout(allAttachmentsLayout);\r\n }\r\n\r\n private _registerForRenderPassId(renderPassId: number) {\r\n const configuration = MaterialHelperGeometryRendering.CreateConfiguration(renderPassId);\r\n\r\n for (let i = 0; i < this.textureDescriptions.length; i++) {\r\n const description = this.textureDescriptions[i];\r\n const index = MaterialHelperGeometryRendering.GeometryTextureDescriptions.findIndex((f) => f.type === description.type);\r\n const geometryDescription = MaterialHelperGeometryRendering.GeometryTextureDescriptions[index];\r\n\r\n configuration.defines[geometryDescription.defineIndex] = i;\r\n if (description.type === Constants.PREPASS_OBJECT_ID_TEXTURE_TYPE) {\r\n configuration.objectIdIsRedFormat = description.textureFormat === Constants.TEXTUREFORMAT_RED;\r\n }\r\n }\r\n\r\n if (this.targetTexture !== undefined) {\r\n configuration.defines[\"PREPASS_COLOR_INDEX\"] = this.textureDescriptions.length;\r\n }\r\n\r\n configuration.reverseCulling = this.reverseCulling;\r\n configuration.objectIdProvider = this.objectIdProvider;\r\n }\r\n}\r\n"]}
@@ -1,9 +1,7 @@
1
1
  /** This file must only contain pure code and pure imports */
2
2
 
3
- import { PBRBaseMaterial } from "../../../Materials/PBR/pbrBaseMaterial.pure.js";
4
- import { OpenPBRMaterial } from "../../../Materials/PBR/openpbrMaterial.pure.js";
5
- import { StandardMaterial } from "../../../Materials/standardMaterial.pure.js";
6
3
  import { IBLShadowsPluginMaterial } from "../../../Rendering/IBLShadows/iblShadowsPluginMaterial.pure.js";
4
+ import { IsIBLShadowsReceiverCompatible } from "../../../Rendering/IBLShadows/iblShadowsMaterialCompatibility.pure.js";
7
5
  import { FrameGraphIblShadowsAccumulationTask } from "./iblShadows/iblShadowsAccumulationTask.js";
8
6
  import { FrameGraphIblShadowsSpatialBlurTask } from "./iblShadows/iblShadowsSpatialBlurTask.js";
9
7
  import { FrameGraphIblShadowsTracingTask } from "./iblShadows/iblShadowsTracingTask.js";
@@ -535,8 +533,7 @@ export class FrameGraphIblShadowsRendererTask extends FrameGraphTask {
535
533
  }
536
534
  }
537
535
  _addShadowReceivingMaterialInternal(material) {
538
- const isSupportedMaterial = material instanceof PBRBaseMaterial || material instanceof StandardMaterial || material instanceof OpenPBRMaterial;
539
- if (!isSupportedMaterial || this._materialsWithRenderPlugin.indexOf(material) !== -1) {
536
+ if (!IsIBLShadowsReceiverCompatible(material) || this._materialsWithRenderPlugin.indexOf(material) !== -1) {
540
537
  return;
541
538
  }
542
539
  const plugin = material.pluginManager?.getPlugin(IBLShadowsPluginMaterial.Name);
@@ -1 +1 @@
1
- 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This file must only contain pure code and pure imports */\r\n\r\nimport { type Camera, type FrameGraph, type FrameGraphObjectList, type FrameGraphTextureHandle, type InternalTexture, type Mesh, type Nullable, type Observer } from \"core/index\";\r\nimport { Constants } from \"core/Engines/constants\";\r\nimport { type Material } from \"core/Materials/material.pure\";\r\nimport { PBRBaseMaterial } from \"core/Materials/PBR/pbrBaseMaterial.pure\";\r\nimport { OpenPBRMaterial } from \"core/Materials/PBR/openpbrMaterial.pure\";\r\nimport { StandardMaterial } from \"core/Materials/standardMaterial.pure\";\r\nimport { IBLShadowsPluginMaterial } from \"core/Rendering/IBLShadows/iblShadowsPluginMaterial.pure\";\r\nimport { FrameGraphIblShadowsAccumulationTask } from \"./iblShadows/iblShadowsAccumulationTask\";\r\nimport { FrameGraphIblShadowsSpatialBlurTask } from \"./iblShadows/iblShadowsSpatialBlurTask\";\r\nimport { FrameGraphIblShadowsTracingTask } from \"./iblShadows/iblShadowsTracingTask\";\r\nimport { FrameGraphIblShadowsVoxelizationTask } from \"./iblShadows/iblShadowsVoxelizationTask\";\r\nimport { Texture } from \"core/Materials/Textures/texture.pure\";\r\nimport { CubeTexture } from \"core/Materials/Textures/cubeTexture.pure\";\r\nimport { Tools } from \"core/Misc/tools.pure\";\r\nimport { Observable } from \"core/Misc/observable.pure\";\r\nimport { IblCdfGenerator } from \"core/Rendering/iblCdfGenerator\";\r\nimport { RegisterIblCdfGeneratorSceneComponent } from \"core/Rendering/iblCdfGeneratorSceneComponent.pure\";\r\nimport { FrameGraphTask } from \"../../frameGraphTask\";\r\n\r\n/**\r\n * Composite task that owns the individual IBL shadows frame graph tasks.\r\n * The frame graph remains flat internally, but this task groups the pipeline\r\n * and owns the child task implementation details.\r\n */\r\nexport class FrameGraphIblShadowsRendererTask extends FrameGraphTask {\r\n /** Final frame-graph texture handle produced by the task. */\r\n public readonly outputTexture: FrameGraphTextureHandle;\r\n\r\n private readonly _voxelizationTask: FrameGraphIblShadowsVoxelizationTask;\r\n private readonly _tracingTask: FrameGraphIblShadowsTracingTask;\r\n private readonly _spatialBlurTask: FrameGraphIblShadowsSpatialBlurTask;\r\n private readonly _accumulationTask: FrameGraphIblShadowsAccumulationTask;\r\n private _dependenciesResolved = false;\r\n private _shadowOpacity = 1.0;\r\n private readonly _materialsWithRenderPlugin: Material[] = [];\r\n private readonly _outputTextureReadyObservable = new Observable<InternalTexture>();\r\n private _lastNotifiedOutputTexture: Nullable<InternalTexture> = null;\r\n private _observedEnvironmentTexture: Nullable<Texture | CubeTexture> = null;\r\n private _observedEnvironmentTextureUnsubscribe: Nullable<() => void> = null;\r\n private _lastImportedIcdfTexture: Nullable<InternalTexture> = null;\r\n private _lastImportedEnvironmentTexture: Nullable<InternalTexture> = null;\r\n private _lastImportedBlueNoiseTexture: Nullable<InternalTexture> = null;\r\n private readonly _blueNoiseTexture: Texture;\r\n private _cameraViewChangedObserver: Nullable<Observer<any>> = null;\r\n private _cdfTextureChangedObserver: Nullable<Observer<any>> = null;\r\n private _cdfGeneratedObserver: Nullable<Observer<any>> = null;\r\n private _environmentTextureChangedObserver: Nullable<Observer<any>> = null;\r\n private _beforeRenderDependencyObserver: Nullable<Observer<any>> = null;\r\n private _beforeRenderOutputReadyObserver: Nullable<Observer<any>> = null;\r\n private _blueNoiseLoadObserver: Nullable<Observer<any>> = null;\r\n private _texturesAllocatedObserver: Nullable<Observer<any>> = null;\r\n private _voxelizationCompleteObserver: Nullable<Observer<any>> = null;\r\n\r\n /**\r\n * Gets the class name.\r\n * @returns The class name.\r\n */\r\n public override getClassName(): string {\r\n return \"FrameGraphIblShadowsRendererTask\";\r\n }\r\n\r\n public override get name() {\r\n return this._name;\r\n }\r\n\r\n public override set name(value: string) {\r\n this._name = value;\r\n if (this._voxelizationTask) {\r\n this._voxelizationTask.name = `${value} Voxelization`;\r\n }\r\n if (this._tracingTask) {\r\n this._tracingTask.name = `${value} Tracing`;\r\n }\r\n if (this._spatialBlurTask) {\r\n this._spatialBlurTask.name = `${value} Blur`;\r\n }\r\n if (this._accumulationTask) {\r\n this._accumulationTask.name = `${value} Accumulation`;\r\n }\r\n }\r\n\r\n /**\r\n * Whether the task is disabled.\r\n */\r\n\r\n public override get disabled(): boolean {\r\n return this._disabled;\r\n }\r\n\r\n public override set disabled(value: boolean) {\r\n this._disabled = value;\r\n if (!this._disabled && this._dependenciesResolved) {\r\n this._accumulationTask.reset = true;\r\n }\r\n this._applyMaterialPluginParameters();\r\n }\r\n\r\n // ------ Common properties ------\r\n\r\n /** Camera used by the tracing stage. */\r\n public get camera(): Camera {\r\n return this._tracingTask.camera!;\r\n }\r\n\r\n /** Camera used by the tracing stage. */\r\n public set camera(value: Camera) {\r\n this._setCamera(value);\r\n }\r\n\r\n /** Object list used by voxelization. */\r\n public get objectList(): FrameGraphObjectList {\r\n return this._voxelizationTask.objectList;\r\n }\r\n\r\n /** Object list used by voxelization. */\r\n public set objectList(value: FrameGraphObjectList) {\r\n if (this._voxelizationTask.objectList === value) {\r\n return;\r\n }\r\n\r\n this._voxelizationTask.objectList = value;\r\n this._voxelizationTask.updateSceneBounds();\r\n this._voxelizationTask.requestVoxelizationUpdate();\r\n this._accumulationTask.reset = true;\r\n }\r\n\r\n /**\r\n * Depth texture handle used by tracing and blur.\r\n * This should be the screen-space depth of all objects in the scene\r\n * that will receive shadows.\r\n * It is important that this texture stores 32-bit depth values to avoid artifacts.\r\n */\r\n public depthTexture: FrameGraphTextureHandle;\r\n\r\n /**\r\n * World-space normal texture handle used by tracing and blur.\r\n * This should store the world-space normals of all objects in the scene\r\n * that will receive shadows. Each component should be normalized to [0, 1] rather than [-1, 1].\r\n * Recommended to be 16-bit floating point though 8-bit unsigned byte can be used with minimal\r\n * loss in quality.\r\n */\r\n public normalTexture: FrameGraphTextureHandle;\r\n\r\n /**\r\n * Position texture handle used by accumulation.\r\n * This should store the world-space position of all objects in the scene\r\n * that will receive shadows.\r\n * Should be stored as 16-bit floating point.\r\n */\r\n public positionTexture: FrameGraphTextureHandle;\r\n\r\n /**\r\n * Velocity texture handle used by accumulation.\r\n * This should store the linear velocity per pixel of all objects in the scene\r\n * that will receive shadows.\r\n * Should be stored as 16-bit floating point.\r\n */\r\n public velocityTexture: FrameGraphTextureHandle;\r\n\r\n // ------ Tracing properties ------\r\n\r\n /** Number of tracing sample directions. */\r\n public get sampleDirections(): number {\r\n return this._tracingTask.sampleDirections;\r\n }\r\n\r\n /** Number of tracing sample directions. */\r\n public set sampleDirections(value: number) {\r\n this._tracingTask.sampleDirections = value;\r\n this.resetAccumulation();\r\n }\r\n\r\n /** Whether traced shadows preserve environment color. */\r\n public get coloredShadows(): boolean {\r\n return this._tracingTask.coloredShadows;\r\n }\r\n\r\n /** Whether traced shadows preserve environment color. */\r\n public set coloredShadows(value: boolean) {\r\n if (this._tracingTask.coloredShadows === value) {\r\n return;\r\n }\r\n this._tracingTask.coloredShadows = value;\r\n this._applyMaterialPluginParameters();\r\n this.resetAccumulation();\r\n }\r\n\r\n /** Opacity of voxel-traced shadows. */\r\n public get voxelShadowOpacity(): number {\r\n return this._tracingTask.voxelShadowOpacity;\r\n }\r\n\r\n /** Opacity of voxel-traced shadows. */\r\n public set voxelShadowOpacity(value: number) {\r\n this._tracingTask.voxelShadowOpacity = value;\r\n this.resetAccumulation();\r\n }\r\n\r\n /** Opacity of screen-space shadows. */\r\n public get ssShadowOpacity(): number {\r\n return this._tracingTask.ssShadowOpacity;\r\n }\r\n\r\n /** Opacity of screen-space shadows. */\r\n public set ssShadowOpacity(value: number) {\r\n this._tracingTask.ssShadowOpacity = value;\r\n this.resetAccumulation();\r\n }\r\n\r\n /** Number of screen-space shadow samples. */\r\n public get ssShadowSampleCount(): number {\r\n return this._tracingTask.ssShadowSampleCount;\r\n }\r\n\r\n /** Number of screen-space shadow samples. */\r\n public set ssShadowSampleCount(value: number) {\r\n this._tracingTask.ssShadowSampleCount = value;\r\n this.resetAccumulation();\r\n }\r\n\r\n /** Stride used by screen-space shadow sampling. */\r\n public get ssShadowStride(): number {\r\n return this._tracingTask.ssShadowStride;\r\n }\r\n\r\n /** Stride used by screen-space shadow sampling. */\r\n public set ssShadowStride(value: number) {\r\n this._tracingTask.ssShadowStride = value;\r\n this.resetAccumulation();\r\n }\r\n\r\n /** Distance scale used by screen-space shadow tracing. */\r\n public get ssShadowDistanceScale(): number {\r\n return this._tracingTask.ssShadowDistanceScale;\r\n }\r\n\r\n /** Distance scale used by screen-space shadow tracing. */\r\n public set ssShadowDistanceScale(value: number) {\r\n this._tracingTask.ssShadowDistanceScale = value;\r\n this.resetAccumulation();\r\n }\r\n\r\n /** Thickness scale used by screen-space shadow tracing. */\r\n public get ssShadowThicknessScale(): number {\r\n return this._tracingTask.ssShadowThicknessScale;\r\n }\r\n\r\n /** Thickness scale used by screen-space shadow tracing. */\r\n public set ssShadowThicknessScale(value: number) {\r\n this._tracingTask.ssShadowThicknessScale = value;\r\n this.resetAccumulation();\r\n }\r\n\r\n /** Voxel tracing normal bias. */\r\n public get voxelNormalBias(): number {\r\n return this._tracingTask.voxelNormalBias;\r\n }\r\n\r\n /** Voxel tracing normal bias. */\r\n public set voxelNormalBias(value: number) {\r\n this._tracingTask.voxelNormalBias = value;\r\n this.resetAccumulation();\r\n }\r\n\r\n /** Voxel tracing direction bias. */\r\n public get voxelDirectionBias(): number {\r\n return this._tracingTask.voxelDirectionBias;\r\n }\r\n\r\n /** Voxel tracing direction bias. */\r\n public set voxelDirectionBias(value: number) {\r\n this._tracingTask.voxelDirectionBias = value;\r\n this.resetAccumulation();\r\n }\r\n\r\n /** Environment rotation in radians. */\r\n public get envRotation(): number {\r\n return this._tracingTask.envRotation;\r\n }\r\n\r\n /** Environment rotation in radians. */\r\n public set envRotation(value: number) {\r\n this._tracingTask.envRotation = value;\r\n this.resetAccumulation();\r\n }\r\n\r\n // ------ Accumulation properties ------\r\n\r\n /** Temporal shadow remanence while moving. */\r\n public get shadowRemanence(): number {\r\n return this._accumulationTask.remanence;\r\n }\r\n\r\n /** Temporal shadow remanence while moving. */\r\n public set shadowRemanence(value: number) {\r\n this._accumulationTask.remanence = value;\r\n }\r\n\r\n /** Final material shadow opacity. */\r\n public get shadowOpacity(): number {\r\n return this._shadowOpacity;\r\n }\r\n\r\n /** Final material shadow opacity. */\r\n public set shadowOpacity(value: number) {\r\n this._shadowOpacity = Math.max(0, Math.min(value, 1));\r\n this._applyMaterialPluginParameters();\r\n }\r\n\r\n // ------ Voxelization properties ------\r\n\r\n /** Voxelization resolution exponent. */\r\n public get resolutionExp(): number {\r\n return this._voxelizationTask.resolutionExp;\r\n }\r\n\r\n /** Voxelization resolution exponent. */\r\n public set resolutionExp(value: number) {\r\n this._voxelizationTask.resolutionExp = value;\r\n this.resetAccumulation();\r\n }\r\n\r\n /** Voxelization refresh rate. */\r\n public get refreshRate(): number {\r\n return this._voxelizationTask.refreshRate;\r\n }\r\n\r\n /** Voxelization refresh rate. */\r\n public set refreshRate(value: number) {\r\n this._voxelizationTask.refreshRate = value;\r\n }\r\n\r\n /** Whether tri-planar voxelization is used. */\r\n public get triPlanarVoxelization(): boolean {\r\n return this._voxelizationTask.triPlanarVoxelization;\r\n }\r\n\r\n /** Whether tri-planar voxelization is used. */\r\n public set triPlanarVoxelization(value: boolean) {\r\n this._voxelizationTask.triPlanarVoxelization = value;\r\n }\r\n\r\n /** Current world-space voxel grid size. */\r\n public get voxelGridSize(): number {\r\n return this._voxelizationTask.voxelGridSize;\r\n }\r\n\r\n /** True when the accumulated output texture is ready. */\r\n public get outputTextureReady(): boolean {\r\n return !!this._getAccumulationOutputTexture()?.isReady;\r\n }\r\n\r\n /** Notifies when the accumulated output texture becomes ready. */\r\n public get onOutputTextureReadyObservable(): Observable<InternalTexture> {\r\n return this._outputTextureReadyObservable;\r\n }\r\n\r\n // ------ Public methods ------\r\n\r\n /** Triggers a voxelization refresh on the next eligible frame. */\r\n public updateVoxelization(): void {\r\n this._voxelizationTask.requestVoxelizationUpdate();\r\n }\r\n\r\n /** Recomputes the voxelization scene bounds from the current object list. */\r\n public updateSceneBounds(): void {\r\n this._voxelizationTask.updateSceneBounds();\r\n }\r\n\r\n /** Resets temporal accumulation. */\r\n public resetAccumulation(): void {\r\n this._accumulationTask.reset = true;\r\n }\r\n\r\n /**\r\n * Adds one or more materials that should receive IBL shadows.\r\n * @param material The material or materials to register. If omitted, all scene materials are added.\r\n */\r\n public addShadowReceivingMaterial(material?: Material | Material[]): void {\r\n if (!material) {\r\n for (const sceneMaterial of this._frameGraph.scene.materials) {\r\n this._addShadowReceivingMaterialInternal(sceneMaterial);\r\n }\r\n } else if (Array.isArray(material)) {\r\n for (const sceneMaterial of material) {\r\n this._addShadowReceivingMaterialInternal(sceneMaterial);\r\n }\r\n } else {\r\n this._addShadowReceivingMaterialInternal(material);\r\n }\r\n\r\n this._applyMaterialPluginParameters();\r\n }\r\n\r\n /**\r\n * Removes one or more materials from IBL shadow reception.\r\n * @param material The material or materials to unregister.\r\n */\r\n public removeShadowReceivingMaterial(material: Material | Material[]): void {\r\n const materials = Array.isArray(material) ? material : [material];\r\n for (const mat of materials) {\r\n const index = this._materialsWithRenderPlugin.indexOf(mat);\r\n if (index !== -1) {\r\n this._materialsWithRenderPlugin.splice(index, 1);\r\n }\r\n\r\n const plugin = mat.pluginManager?.getPlugin<IBLShadowsPluginMaterial>(IBLShadowsPluginMaterial.Name);\r\n if (plugin) {\r\n plugin.isEnabled = false;\r\n }\r\n }\r\n }\r\n\r\n /** Clears all registered shadow-receiving materials. */\r\n public clearShadowReceivingMaterials(): void {\r\n for (const mat of this._materialsWithRenderPlugin) {\r\n const plugin = mat.pluginManager?.getPlugin<IBLShadowsPluginMaterial>(IBLShadowsPluginMaterial.Name);\r\n if (plugin) {\r\n plugin.isEnabled = false;\r\n }\r\n }\r\n\r\n this._materialsWithRenderPlugin.length = 0;\r\n }\r\n\r\n /**\r\n * Adds one or more meshes to the voxelization object list.\r\n * @param mesh The mesh or meshes to add.\r\n */\r\n public addShadowCastingMesh(mesh: Mesh | Mesh[]): void {\r\n const meshes = Array.isArray(mesh) ? mesh : [mesh];\r\n const objectMeshes = this._voxelizationTask.objectList.meshes as Mesh[];\r\n for (const currentMesh of meshes) {\r\n if (currentMesh && objectMeshes.indexOf(currentMesh) === -1) {\r\n objectMeshes.push(currentMesh);\r\n }\r\n }\r\n }\r\n\r\n /**\r\n * Removes one or more meshes from the voxelization object list.\r\n * @param mesh The mesh or meshes to remove.\r\n */\r\n public removeShadowCastingMesh(mesh: Mesh | Mesh[]): void {\r\n const meshes = Array.isArray(mesh) ? mesh : [mesh];\r\n const objectMeshes = this._voxelizationTask.objectList.meshes as Mesh[];\r\n for (const currentMesh of meshes) {\r\n const index = objectMeshes.indexOf(currentMesh);\r\n if (index !== -1) {\r\n objectMeshes.splice(index, 1);\r\n }\r\n }\r\n }\r\n\r\n /** Clears all shadow-casting meshes from the voxelization object list. */\r\n public clearShadowCastingMeshes(): void {\r\n const objectMeshes = this._voxelizationTask.objectList.meshes as Mesh[];\r\n objectMeshes.length = 0;\r\n }\r\n\r\n // ------ Framework overrides ------\r\n\r\n // eslint-disable-next-line @typescript-eslint/promise-function-async, no-restricted-syntax\r\n public override initAsync(): Promise<unknown> {\r\n this._frameGraph.scene.enableIblCdfGenerator();\r\n\r\n // Don't poll for shadow dependencies here. _tryEnableShadowsTasks() is called\r\n // in record() (where it imports a placeholder ICDF if the real one isn't ready yet,\r\n // preventing any \"handle not found\" errors) and by _beforeRenderDependencyObserver\r\n // on every frame. Shadows enable automatically once the CDF, environment texture,\r\n // and blue-noise texture are all ready — no timeout involved.git pu\r\n return Promise.resolve();\r\n }\r\n\r\n public override isReady(): boolean {\r\n return this._voxelizationTask.isReady() && this._tracingTask.isReady() && this._spatialBlurTask.isReady() && this._accumulationTask.isReady();\r\n }\r\n\r\n /**\r\n * Records the parent task.\r\n * Child tasks record the actual passes.\r\n */\r\n public override record(): void {\r\n if (this.depthTexture === undefined || this.normalTexture === undefined || this.positionTexture === undefined || this.velocityTexture === undefined) {\r\n throw new Error(`FrameGraphIblShadowsRendererTask \"${this.name}\": depthTexture, normalTexture, positionTexture and velocityTexture are required`);\r\n }\r\n\r\n this._lastImportedIcdfTexture = null;\r\n this._lastImportedEnvironmentTexture = null;\r\n this._lastImportedBlueNoiseTexture = null;\r\n\r\n this._tryEnableShadowsTasks();\r\n\r\n // Set sub-task texture inputs (these are set here because handles may not be available at construction time)\r\n this._tracingTask.depthTexture = this.depthTexture;\r\n this._tracingTask.normalTexture = this.normalTexture;\r\n this._spatialBlurTask.depthTexture = this.depthTexture;\r\n this._spatialBlurTask.normalTexture = this.normalTexture;\r\n this._accumulationTask.positionTexture = this.positionTexture;\r\n this._accumulationTask.velocityTexture = this.velocityTexture;\r\n\r\n this._voxelizationTask.record();\r\n this._tracingTask.record();\r\n this._spatialBlurTask.record();\r\n this._accumulationTask.record();\r\n\r\n const passDisabled = this._frameGraph.addRenderPass(this.name + \"_disabled\", true);\r\n passDisabled.setRenderTarget(this.outputTexture);\r\n passDisabled.setExecuteFunc((_context) => {});\r\n }\r\n\r\n /**\r\n * Disposes the task and owned resources.\r\n */\r\n public override dispose(): void {\r\n this._disposeObservers();\r\n this._voxelizationTask.dispose();\r\n this._tracingTask.dispose();\r\n this._spatialBlurTask.dispose();\r\n this._accumulationTask.dispose();\r\n\r\n super.dispose();\r\n }\r\n\r\n /**\r\n * Creates a new IBL shadows composite task.\r\n * @param name The task name.\r\n * @param frameGraph The owning frame graph.\r\n */\r\n constructor(name: string, frameGraph: FrameGraph) {\r\n super(name, frameGraph);\r\n\r\n RegisterIblCdfGeneratorSceneComponent(IblCdfGenerator);\r\n\r\n this._voxelizationTask = new FrameGraphIblShadowsVoxelizationTask(`${name} Voxelization`, frameGraph);\r\n\r\n this._tracingTask = new FrameGraphIblShadowsTracingTask(`${name} Tracing`, frameGraph);\r\n this._tracingTask.voxelGridTexture = this._voxelizationTask.outputVoxelGridTexture;\r\n this._tracingTask.worldScaleMatrix = this._voxelizationTask.worldScaleMatrix;\r\n this._tracingTask.voxelizationTask = this._voxelizationTask;\r\n\r\n this._spatialBlurTask = new FrameGraphIblShadowsSpatialBlurTask(`${name} Blur`, frameGraph);\r\n this._spatialBlurTask.sourceTexture = this._tracingTask.outputTexture;\r\n this._spatialBlurTask.voxelizationTask = this._voxelizationTask;\r\n\r\n this._accumulationTask = new FrameGraphIblShadowsAccumulationTask(`${name} Accumulation`, frameGraph);\r\n this._accumulationTask.sourceTexture = this._spatialBlurTask.outputTexture;\r\n this._accumulationTask.voxelizationTask = this._voxelizationTask;\r\n\r\n this.outputTexture = this._accumulationTask.outputTexture;\r\n this._blueNoiseTexture = new Texture(\r\n Tools.GetAssetUrl(\"https://assets.babylonjs.com/core/blue_noise/blue_noise_rgb.png\"),\r\n frameGraph.scene,\r\n false,\r\n true,\r\n Constants.TEXTURE_NEAREST_SAMPLINGMODE\r\n );\r\n\r\n this._initialize();\r\n }\r\n\r\n private _disposeDependencyObservers(): void {\r\n this._observedEnvironmentTextureUnsubscribe?.();\r\n this._observedEnvironmentTextureUnsubscribe = null;\r\n this._observedEnvironmentTexture = null;\r\n }\r\n\r\n private _disposeObservers(): void {\r\n this._disposeDependencyObservers();\r\n this._tracingTask.camera?.onViewMatrixChangedObservable.remove(this._cameraViewChangedObserver);\r\n this._frameGraph.scene.iblCdfGenerator?.onTextureChangedObservable.remove(this._cdfTextureChangedObserver);\r\n this._frameGraph.scene.iblCdfGenerator?.onGeneratedObservable.remove(this._cdfGeneratedObserver);\r\n this._frameGraph.scene.onEnvironmentTextureChangedObservable.remove(this._environmentTextureChangedObserver);\r\n this._frameGraph.scene.onBeforeRenderObservable.remove(this._beforeRenderDependencyObserver);\r\n this._frameGraph.scene.onBeforeRenderObservable.remove(this._beforeRenderOutputReadyObserver);\r\n this._blueNoiseTexture.onLoadObservable.remove(this._blueNoiseLoadObserver);\r\n this.onTexturesAllocatedObservable.remove(this._texturesAllocatedObserver);\r\n this._voxelizationTask.onVoxelizationCompleteObservable.remove(this._voxelizationCompleteObserver);\r\n\r\n this._cameraViewChangedObserver = null;\r\n this._cdfTextureChangedObserver = null;\r\n this._cdfGeneratedObserver = null;\r\n this._environmentTextureChangedObserver = null;\r\n this._beforeRenderDependencyObserver = null;\r\n this._beforeRenderOutputReadyObserver = null;\r\n this._blueNoiseLoadObserver = null;\r\n this._texturesAllocatedObserver = null;\r\n this._voxelizationCompleteObserver = null;\r\n this._blueNoiseTexture.dispose();\r\n }\r\n\r\n private _setCamera(camera: Camera): void {\r\n const currentCamera = this._tracingTask.camera;\r\n if (currentCamera === camera && this._cameraViewChangedObserver !== null) {\r\n return;\r\n }\r\n\r\n if (currentCamera && this._cameraViewChangedObserver) {\r\n currentCamera.onViewMatrixChangedObservable.remove(this._cameraViewChangedObserver);\r\n this._cameraViewChangedObserver = null;\r\n }\r\n\r\n this._tracingTask.camera = camera;\r\n this._cameraViewChangedObserver = camera.onViewMatrixChangedObservable.add(() => {\r\n this._accumulationTask.isMoving = true;\r\n });\r\n this._accumulationTask.reset = true;\r\n }\r\n\r\n private _observeEnvironmentTexture(): void {\r\n const env = this._frameGraph.scene.environmentTexture;\r\n const currentEnvironmentTexture = env instanceof Texture || env instanceof CubeTexture ? env : null;\r\n\r\n if (currentEnvironmentTexture === this._observedEnvironmentTexture) {\r\n return;\r\n }\r\n\r\n this._observedEnvironmentTextureUnsubscribe?.();\r\n this._observedEnvironmentTextureUnsubscribe = null;\r\n this._observedEnvironmentTexture = currentEnvironmentTexture;\r\n\r\n if (currentEnvironmentTexture instanceof Texture) {\r\n const observer = currentEnvironmentTexture.onLoadObservable.add(this._onEnvironmentTextureLoaded);\r\n if (observer) {\r\n this._observedEnvironmentTextureUnsubscribe = () => currentEnvironmentTexture.onLoadObservable.remove(observer);\r\n }\r\n } else if (currentEnvironmentTexture instanceof CubeTexture) {\r\n const observer = currentEnvironmentTexture.onLoadObservable.add(this._onEnvironmentTextureLoaded);\r\n if (observer) {\r\n this._observedEnvironmentTextureUnsubscribe = () => currentEnvironmentTexture.onLoadObservable.remove(observer);\r\n }\r\n }\r\n }\r\n\r\n private _getEnvironmentTextureInternal(): Nullable<InternalTexture> {\r\n const currentEnvironmentTexture = this._frameGraph.scene.environmentTexture;\r\n\r\n if (!currentEnvironmentTexture || !currentEnvironmentTexture.isReadyOrNotBlocking()) {\r\n return null;\r\n }\r\n\r\n const internalTexture = currentEnvironmentTexture.getInternalTexture();\r\n return internalTexture?.isReady ? internalTexture : null;\r\n }\r\n\r\n private _getAccumulationOutputTexture(): Nullable<InternalTexture> {\r\n try {\r\n return this._frameGraph.textureManager.getTextureFromHandle(this._accumulationTask.outputTexture);\r\n } catch {\r\n return null;\r\n }\r\n }\r\n\r\n private _notifyIfOutputTextureReady(): void {\r\n const outputTexture = this._getAccumulationOutputTexture();\r\n if (!outputTexture?.isReady || this._lastNotifiedOutputTexture === outputTexture) {\r\n return;\r\n }\r\n\r\n this._lastNotifiedOutputTexture = outputTexture;\r\n this._outputTextureReadyObservable.notifyObservers(outputTexture);\r\n }\r\n\r\n private _applyMaterialPluginParameters(): void {\r\n const accumulationTexture = this._getAccumulationOutputTexture();\r\n for (const material of this._materialsWithRenderPlugin) {\r\n const plugin = material.pluginManager?.getPlugin<IBLShadowsPluginMaterial>(IBLShadowsPluginMaterial.Name);\r\n if (!plugin) {\r\n continue;\r\n }\r\n\r\n if (accumulationTexture && accumulationTexture.isReady) {\r\n plugin.iblShadowsTexture = accumulationTexture;\r\n }\r\n\r\n plugin.shadowOpacity = this._shadowOpacity;\r\n plugin.isColored = this._tracingTask.coloredShadows;\r\n plugin.isEnabled = !this._disabled && this._dependenciesResolved && !!accumulationTexture;\r\n }\r\n }\r\n\r\n private _addShadowReceivingMaterialInternal(material: Material): void {\r\n const isSupportedMaterial = material instanceof PBRBaseMaterial || material instanceof StandardMaterial || material instanceof OpenPBRMaterial;\r\n if (!isSupportedMaterial || this._materialsWithRenderPlugin.indexOf(material) !== -1) {\r\n return;\r\n }\r\n\r\n const plugin = material.pluginManager?.getPlugin<IBLShadowsPluginMaterial>(IBLShadowsPluginMaterial.Name);\r\n if (!plugin) {\r\n new IBLShadowsPluginMaterial(material);\r\n }\r\n\r\n this._materialsWithRenderPlugin.push(material);\r\n }\r\n\r\n private readonly _onEnvironmentTextureLoaded = () => {\r\n this._tryEnableShadowsTasks();\r\n };\r\n\r\n private _tryEnableShadowsTasks(): boolean {\r\n const scene = this._frameGraph.scene;\r\n const icdfTexture = scene.iblCdfGenerator?.getIcdfTexture().getInternalTexture();\r\n const environmentTexture = this._getEnvironmentTextureInternal();\r\n const blueNoiseInternalTexture = this._blueNoiseTexture.getInternalTexture();\r\n\r\n // Always import whatever textures are currently available so that their handles\r\n // remain valid in the texture manager across rebuilds. After a frameGraph.clear()\r\n // all texture entries are wiped — without this, stale handles left in the tracing\r\n // task would cause _computeTextureLifespan to throw \"texture handle not found\"\r\n // even when CDF generation is still in progress. Importing the 1×1 placeholder\r\n // ICDF (returned by getIcdfTexture() when real generation hasn't completed) is\r\n // harmless: _dependenciesResolved stays false, the tracing execute function clears\r\n // to white, and the real texture is swapped in the moment CDF is ready.\r\n const icdfChanged = this._lastImportedIcdfTexture !== icdfTexture;\r\n if (icdfChanged && icdfTexture) {\r\n this._tracingTask.icdfTexture = this._frameGraph.textureManager.importTexture(`ICDF Texture`, icdfTexture, this._tracingTask.icdfTexture);\r\n this._lastImportedIcdfTexture = icdfTexture;\r\n }\r\n\r\n const environmentChanged = this._lastImportedEnvironmentTexture !== environmentTexture;\r\n if (environmentChanged || !environmentTexture) {\r\n if (environmentTexture) {\r\n this._tracingTask.environmentTexture = this._frameGraph.textureManager.importTexture(\r\n `Environment Texture`,\r\n environmentTexture,\r\n this._tracingTask.environmentTexture\r\n );\r\n this._lastImportedEnvironmentTexture = environmentTexture;\r\n } else {\r\n // No environment texture (null or not yet ready) — clear any stale handle so\r\n // it is not added to pass dependencies where _computeTextureLifespan would\r\n // fail to find it. This happens when a new IBL is dragged in: the environment\r\n // texture temporarily returns null from _getEnvironmentTextureInternal() while\r\n // it is still loading, but _lastImportedEnvironmentTexture was reset to null in\r\n // record(), so environmentChanged is false and the old stale handle is never\r\n // cleared — unless we add the || !environmentTexture guard here.\r\n this._tracingTask.environmentTexture = undefined;\r\n this._lastImportedEnvironmentTexture = null;\r\n }\r\n }\r\n\r\n const blueNoiseChanged = this._lastImportedBlueNoiseTexture !== blueNoiseInternalTexture;\r\n if (blueNoiseChanged || !blueNoiseInternalTexture) {\r\n if (blueNoiseInternalTexture) {\r\n this._tracingTask.blueNoiseTexture = this._frameGraph.textureManager.importTexture(\r\n `Blue Noise Texture`,\r\n blueNoiseInternalTexture,\r\n this._tracingTask.blueNoiseTexture\r\n );\r\n this._lastImportedBlueNoiseTexture = blueNoiseInternalTexture;\r\n } else {\r\n // Same null-guard as environment above.\r\n this._tracingTask.blueNoiseTexture = undefined;\r\n this._lastImportedBlueNoiseTexture = null;\r\n }\r\n }\r\n\r\n // Only mark dependencies as resolved when all textures are genuinely ready.\r\n //\r\n // Use IblCdfGenerator.isReady() rather than icdfTexture?.isReady (the raw\r\n // InternalTexture property). For a ProceduralTexture render target, InternalTexture\r\n // .isReady can remain false after onGeneratedObservable fires — it reflects GPU\r\n // texture object creation state, not whether the ICDF effect has been compiled and\r\n // the texture has been rendered. IblCdfGenerator.isReady() checks _icdfPT.isReady()\r\n // (ProceduralTexture readiness = effect compiled AND rendered at least once) plus all\r\n // intermediate CDF textures. Without this, _dependenciesResolved never flips to true\r\n // when a new model is loaded (the CDF regenerates but isReady stays false), so the\r\n // IBLShadowsPluginMaterial plugin is never enabled on any material.\r\n const cdfReady = scene.iblCdfGenerator?.isReady() ?? false;\r\n const ready = cdfReady && !!environmentTexture?.isReady && !!blueNoiseInternalTexture?.isReady;\r\n if (!ready) {\r\n if (this._dependenciesResolved) {\r\n this._dependenciesResolved = false;\r\n }\r\n return false;\r\n }\r\n\r\n if (!this._dependenciesResolved) {\r\n this._dependenciesResolved = true;\r\n if (!this._disabled) {\r\n this._accumulationTask.reset = true;\r\n }\r\n this._disposeDependencyObservers();\r\n } else if (icdfChanged || environmentChanged || blueNoiseChanged) {\r\n this._accumulationTask.reset = true;\r\n }\r\n\r\n this._applyMaterialPluginParameters();\r\n\r\n return true;\r\n }\r\n\r\n private _initialize(): void {\r\n const scene = this._frameGraph.scene;\r\n\r\n this._voxelizationCompleteObserver = this._voxelizationTask.onVoxelizationCompleteObservable.add(() => {\r\n this._tracingTask.voxelGridTexture = this._voxelizationTask.outputVoxelGridTexture;\r\n this._accumulationTask.reset = true;\r\n });\r\n\r\n this._cdfTextureChangedObserver =\r\n scene.iblCdfGenerator?.onTextureChangedObservable.add(() => {\r\n this._lastImportedIcdfTexture = null;\r\n this._accumulationTask.reset = true;\r\n }) ?? null;\r\n\r\n this._cdfGeneratedObserver =\r\n scene.iblCdfGenerator?.onGeneratedObservable.add(() => {\r\n this._lastImportedIcdfTexture = null;\r\n this._tryEnableShadowsTasks();\r\n }) ?? null;\r\n\r\n this._environmentTextureChangedObserver = scene.onEnvironmentTextureChangedObservable.add(() => {\r\n this._lastImportedEnvironmentTexture = null;\r\n this._dependenciesResolved = false;\r\n this._observeEnvironmentTexture();\r\n this._applyMaterialPluginParameters();\r\n this._tryEnableShadowsTasks();\r\n });\r\n\r\n this._observeEnvironmentTexture();\r\n\r\n if (scene.environmentTexture?.isReadyOrNotBlocking()) {\r\n this._tryEnableShadowsTasks();\r\n }\r\n\r\n this._blueNoiseLoadObserver = this._blueNoiseTexture.onLoadObservable.add(() => {\r\n this._tryEnableShadowsTasks();\r\n });\r\n\r\n this._beforeRenderDependencyObserver = scene.onBeforeRenderObservable.add(() => {\r\n this._tryEnableShadowsTasks();\r\n });\r\n\r\n this._beforeRenderOutputReadyObserver = scene.onBeforeRenderObservable.add(() => {\r\n this._notifyIfOutputTextureReady();\r\n });\r\n\r\n this._tryEnableShadowsTasks();\r\n\r\n this._texturesAllocatedObserver = this.onTexturesAllocatedObservable.add(() => {\r\n this._applyMaterialPluginParameters();\r\n this._notifyIfOutputTextureReady();\r\n });\r\n }\r\n}\r\n"]}
1
+ 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This file must only contain pure code and pure imports */\r\n\r\nimport { type Camera, type FrameGraph, type FrameGraphObjectList, type FrameGraphTextureHandle, type InternalTexture, type Mesh, type Nullable, type Observer } from \"core/index\";\r\nimport { Constants } from \"core/Engines/constants\";\r\nimport { type Material } from \"core/Materials/material.pure\";\r\nimport { IBLShadowsPluginMaterial } from \"core/Rendering/IBLShadows/iblShadowsPluginMaterial.pure\";\r\nimport { IsIBLShadowsReceiverCompatible } from \"core/Rendering/IBLShadows/iblShadowsMaterialCompatibility.pure\";\r\nimport { FrameGraphIblShadowsAccumulationTask } from \"./iblShadows/iblShadowsAccumulationTask\";\r\nimport { FrameGraphIblShadowsSpatialBlurTask } from \"./iblShadows/iblShadowsSpatialBlurTask\";\r\nimport { FrameGraphIblShadowsTracingTask } from \"./iblShadows/iblShadowsTracingTask\";\r\nimport { FrameGraphIblShadowsVoxelizationTask } from \"./iblShadows/iblShadowsVoxelizationTask\";\r\nimport { Texture } from \"core/Materials/Textures/texture.pure\";\r\nimport { CubeTexture } from \"core/Materials/Textures/cubeTexture.pure\";\r\nimport { Tools } from \"core/Misc/tools.pure\";\r\nimport { Observable } from \"core/Misc/observable.pure\";\r\nimport { IblCdfGenerator } from \"core/Rendering/iblCdfGenerator\";\r\nimport { RegisterIblCdfGeneratorSceneComponent } from \"core/Rendering/iblCdfGeneratorSceneComponent.pure\";\r\nimport { FrameGraphTask } from \"../../frameGraphTask\";\r\n\r\n/**\r\n * Composite task that owns the individual IBL shadows frame graph tasks.\r\n * The frame graph remains flat internally, but this task groups the pipeline\r\n * and owns the child task implementation details.\r\n */\r\nexport class FrameGraphIblShadowsRendererTask extends FrameGraphTask {\r\n /** Final frame-graph texture handle produced by the task. */\r\n public readonly outputTexture: FrameGraphTextureHandle;\r\n\r\n private readonly _voxelizationTask: FrameGraphIblShadowsVoxelizationTask;\r\n private readonly _tracingTask: FrameGraphIblShadowsTracingTask;\r\n private readonly _spatialBlurTask: FrameGraphIblShadowsSpatialBlurTask;\r\n private readonly _accumulationTask: FrameGraphIblShadowsAccumulationTask;\r\n private _dependenciesResolved = false;\r\n private _shadowOpacity = 1.0;\r\n private readonly _materialsWithRenderPlugin: Material[] = [];\r\n private readonly _outputTextureReadyObservable = new Observable<InternalTexture>();\r\n private _lastNotifiedOutputTexture: Nullable<InternalTexture> = null;\r\n private _observedEnvironmentTexture: Nullable<Texture | CubeTexture> = null;\r\n private _observedEnvironmentTextureUnsubscribe: Nullable<() => void> = null;\r\n private _lastImportedIcdfTexture: Nullable<InternalTexture> = null;\r\n private _lastImportedEnvironmentTexture: Nullable<InternalTexture> = null;\r\n private _lastImportedBlueNoiseTexture: Nullable<InternalTexture> = null;\r\n private readonly _blueNoiseTexture: Texture;\r\n private _cameraViewChangedObserver: Nullable<Observer<any>> = null;\r\n private _cdfTextureChangedObserver: Nullable<Observer<any>> = null;\r\n private _cdfGeneratedObserver: Nullable<Observer<any>> = null;\r\n private _environmentTextureChangedObserver: Nullable<Observer<any>> = null;\r\n private _beforeRenderDependencyObserver: Nullable<Observer<any>> = null;\r\n private _beforeRenderOutputReadyObserver: Nullable<Observer<any>> = null;\r\n private _blueNoiseLoadObserver: Nullable<Observer<any>> = null;\r\n private _texturesAllocatedObserver: Nullable<Observer<any>> = null;\r\n private _voxelizationCompleteObserver: Nullable<Observer<any>> = null;\r\n\r\n /**\r\n * Gets the class name.\r\n * @returns The class name.\r\n */\r\n public override getClassName(): string {\r\n return \"FrameGraphIblShadowsRendererTask\";\r\n }\r\n\r\n public override get name() {\r\n return this._name;\r\n }\r\n\r\n public override set name(value: string) {\r\n this._name = value;\r\n if (this._voxelizationTask) {\r\n this._voxelizationTask.name = `${value} Voxelization`;\r\n }\r\n if (this._tracingTask) {\r\n this._tracingTask.name = `${value} Tracing`;\r\n }\r\n if (this._spatialBlurTask) {\r\n this._spatialBlurTask.name = `${value} Blur`;\r\n }\r\n if (this._accumulationTask) {\r\n this._accumulationTask.name = `${value} Accumulation`;\r\n }\r\n }\r\n\r\n /**\r\n * Whether the task is disabled.\r\n */\r\n\r\n public override get disabled(): boolean {\r\n return this._disabled;\r\n }\r\n\r\n public override set disabled(value: boolean) {\r\n this._disabled = value;\r\n if (!this._disabled && this._dependenciesResolved) {\r\n this._accumulationTask.reset = true;\r\n }\r\n this._applyMaterialPluginParameters();\r\n }\r\n\r\n // ------ Common properties ------\r\n\r\n /** Camera used by the tracing stage. */\r\n public get camera(): Camera {\r\n return this._tracingTask.camera!;\r\n }\r\n\r\n /** Camera used by the tracing stage. */\r\n public set camera(value: Camera) {\r\n this._setCamera(value);\r\n }\r\n\r\n /** Object list used by voxelization. */\r\n public get objectList(): FrameGraphObjectList {\r\n return this._voxelizationTask.objectList;\r\n }\r\n\r\n /** Object list used by voxelization. */\r\n public set objectList(value: FrameGraphObjectList) {\r\n if (this._voxelizationTask.objectList === value) {\r\n return;\r\n }\r\n\r\n this._voxelizationTask.objectList = value;\r\n this._voxelizationTask.updateSceneBounds();\r\n this._voxelizationTask.requestVoxelizationUpdate();\r\n this._accumulationTask.reset = true;\r\n }\r\n\r\n /**\r\n * Depth texture handle used by tracing and blur.\r\n * This should be the screen-space depth of all objects in the scene\r\n * that will receive shadows.\r\n * It is important that this texture stores 32-bit depth values to avoid artifacts.\r\n */\r\n public depthTexture: FrameGraphTextureHandle;\r\n\r\n /**\r\n * World-space normal texture handle used by tracing and blur.\r\n * This should store the world-space normals of all objects in the scene\r\n * that will receive shadows. Each component should be normalized to [0, 1] rather than [-1, 1].\r\n * Recommended to be 16-bit floating point though 8-bit unsigned byte can be used with minimal\r\n * loss in quality.\r\n */\r\n public normalTexture: FrameGraphTextureHandle;\r\n\r\n /**\r\n * Position texture handle used by accumulation.\r\n * This should store the world-space position of all objects in the scene\r\n * that will receive shadows.\r\n * Should be stored as 16-bit floating point.\r\n */\r\n public positionTexture: FrameGraphTextureHandle;\r\n\r\n /**\r\n * Velocity texture handle used by accumulation.\r\n * This should store the linear velocity per pixel of all objects in the scene\r\n * that will receive shadows.\r\n * Should be stored as 16-bit floating point.\r\n */\r\n public velocityTexture: FrameGraphTextureHandle;\r\n\r\n // ------ Tracing properties ------\r\n\r\n /** Number of tracing sample directions. */\r\n public get sampleDirections(): number {\r\n return this._tracingTask.sampleDirections;\r\n }\r\n\r\n /** Number of tracing sample directions. */\r\n public set sampleDirections(value: number) {\r\n this._tracingTask.sampleDirections = value;\r\n this.resetAccumulation();\r\n }\r\n\r\n /** Whether traced shadows preserve environment color. */\r\n public get coloredShadows(): boolean {\r\n return this._tracingTask.coloredShadows;\r\n }\r\n\r\n /** Whether traced shadows preserve environment color. */\r\n public set coloredShadows(value: boolean) {\r\n if (this._tracingTask.coloredShadows === value) {\r\n return;\r\n }\r\n this._tracingTask.coloredShadows = value;\r\n this._applyMaterialPluginParameters();\r\n this.resetAccumulation();\r\n }\r\n\r\n /** Opacity of voxel-traced shadows. */\r\n public get voxelShadowOpacity(): number {\r\n return this._tracingTask.voxelShadowOpacity;\r\n }\r\n\r\n /** Opacity of voxel-traced shadows. */\r\n public set voxelShadowOpacity(value: number) {\r\n this._tracingTask.voxelShadowOpacity = value;\r\n this.resetAccumulation();\r\n }\r\n\r\n /** Opacity of screen-space shadows. */\r\n public get ssShadowOpacity(): number {\r\n return this._tracingTask.ssShadowOpacity;\r\n }\r\n\r\n /** Opacity of screen-space shadows. */\r\n public set ssShadowOpacity(value: number) {\r\n this._tracingTask.ssShadowOpacity = value;\r\n this.resetAccumulation();\r\n }\r\n\r\n /** Number of screen-space shadow samples. */\r\n public get ssShadowSampleCount(): number {\r\n return this._tracingTask.ssShadowSampleCount;\r\n }\r\n\r\n /** Number of screen-space shadow samples. */\r\n public set ssShadowSampleCount(value: number) {\r\n this._tracingTask.ssShadowSampleCount = value;\r\n this.resetAccumulation();\r\n }\r\n\r\n /** Stride used by screen-space shadow sampling. */\r\n public get ssShadowStride(): number {\r\n return this._tracingTask.ssShadowStride;\r\n }\r\n\r\n /** Stride used by screen-space shadow sampling. */\r\n public set ssShadowStride(value: number) {\r\n this._tracingTask.ssShadowStride = value;\r\n this.resetAccumulation();\r\n }\r\n\r\n /** Distance scale used by screen-space shadow tracing. */\r\n public get ssShadowDistanceScale(): number {\r\n return this._tracingTask.ssShadowDistanceScale;\r\n }\r\n\r\n /** Distance scale used by screen-space shadow tracing. */\r\n public set ssShadowDistanceScale(value: number) {\r\n this._tracingTask.ssShadowDistanceScale = value;\r\n this.resetAccumulation();\r\n }\r\n\r\n /** Thickness scale used by screen-space shadow tracing. */\r\n public get ssShadowThicknessScale(): number {\r\n return this._tracingTask.ssShadowThicknessScale;\r\n }\r\n\r\n /** Thickness scale used by screen-space shadow tracing. */\r\n public set ssShadowThicknessScale(value: number) {\r\n this._tracingTask.ssShadowThicknessScale = value;\r\n this.resetAccumulation();\r\n }\r\n\r\n /** Voxel tracing normal bias. */\r\n public get voxelNormalBias(): number {\r\n return this._tracingTask.voxelNormalBias;\r\n }\r\n\r\n /** Voxel tracing normal bias. */\r\n public set voxelNormalBias(value: number) {\r\n this._tracingTask.voxelNormalBias = value;\r\n this.resetAccumulation();\r\n }\r\n\r\n /** Voxel tracing direction bias. */\r\n public get voxelDirectionBias(): number {\r\n return this._tracingTask.voxelDirectionBias;\r\n }\r\n\r\n /** Voxel tracing direction bias. */\r\n public set voxelDirectionBias(value: number) {\r\n this._tracingTask.voxelDirectionBias = value;\r\n this.resetAccumulation();\r\n }\r\n\r\n /** Environment rotation in radians. */\r\n public get envRotation(): number {\r\n return this._tracingTask.envRotation;\r\n }\r\n\r\n /** Environment rotation in radians. */\r\n public set envRotation(value: number) {\r\n this._tracingTask.envRotation = value;\r\n this.resetAccumulation();\r\n }\r\n\r\n // ------ Accumulation properties ------\r\n\r\n /** Temporal shadow remanence while moving. */\r\n public get shadowRemanence(): number {\r\n return this._accumulationTask.remanence;\r\n }\r\n\r\n /** Temporal shadow remanence while moving. */\r\n public set shadowRemanence(value: number) {\r\n this._accumulationTask.remanence = value;\r\n }\r\n\r\n /** Final material shadow opacity. */\r\n public get shadowOpacity(): number {\r\n return this._shadowOpacity;\r\n }\r\n\r\n /** Final material shadow opacity. */\r\n public set shadowOpacity(value: number) {\r\n this._shadowOpacity = Math.max(0, Math.min(value, 1));\r\n this._applyMaterialPluginParameters();\r\n }\r\n\r\n // ------ Voxelization properties ------\r\n\r\n /** Voxelization resolution exponent. */\r\n public get resolutionExp(): number {\r\n return this._voxelizationTask.resolutionExp;\r\n }\r\n\r\n /** Voxelization resolution exponent. */\r\n public set resolutionExp(value: number) {\r\n this._voxelizationTask.resolutionExp = value;\r\n this.resetAccumulation();\r\n }\r\n\r\n /** Voxelization refresh rate. */\r\n public get refreshRate(): number {\r\n return this._voxelizationTask.refreshRate;\r\n }\r\n\r\n /** Voxelization refresh rate. */\r\n public set refreshRate(value: number) {\r\n this._voxelizationTask.refreshRate = value;\r\n }\r\n\r\n /** Whether tri-planar voxelization is used. */\r\n public get triPlanarVoxelization(): boolean {\r\n return this._voxelizationTask.triPlanarVoxelization;\r\n }\r\n\r\n /** Whether tri-planar voxelization is used. */\r\n public set triPlanarVoxelization(value: boolean) {\r\n this._voxelizationTask.triPlanarVoxelization = value;\r\n }\r\n\r\n /** Current world-space voxel grid size. */\r\n public get voxelGridSize(): number {\r\n return this._voxelizationTask.voxelGridSize;\r\n }\r\n\r\n /** True when the accumulated output texture is ready. */\r\n public get outputTextureReady(): boolean {\r\n return !!this._getAccumulationOutputTexture()?.isReady;\r\n }\r\n\r\n /** Notifies when the accumulated output texture becomes ready. */\r\n public get onOutputTextureReadyObservable(): Observable<InternalTexture> {\r\n return this._outputTextureReadyObservable;\r\n }\r\n\r\n // ------ Public methods ------\r\n\r\n /** Triggers a voxelization refresh on the next eligible frame. */\r\n public updateVoxelization(): void {\r\n this._voxelizationTask.requestVoxelizationUpdate();\r\n }\r\n\r\n /** Recomputes the voxelization scene bounds from the current object list. */\r\n public updateSceneBounds(): void {\r\n this._voxelizationTask.updateSceneBounds();\r\n }\r\n\r\n /** Resets temporal accumulation. */\r\n public resetAccumulation(): void {\r\n this._accumulationTask.reset = true;\r\n }\r\n\r\n /**\r\n * Adds one or more materials that should receive IBL shadows.\r\n * @param material The material or materials to register. If omitted, all scene materials are added.\r\n */\r\n public addShadowReceivingMaterial(material?: Material | Material[]): void {\r\n if (!material) {\r\n for (const sceneMaterial of this._frameGraph.scene.materials) {\r\n this._addShadowReceivingMaterialInternal(sceneMaterial);\r\n }\r\n } else if (Array.isArray(material)) {\r\n for (const sceneMaterial of material) {\r\n this._addShadowReceivingMaterialInternal(sceneMaterial);\r\n }\r\n } else {\r\n this._addShadowReceivingMaterialInternal(material);\r\n }\r\n\r\n this._applyMaterialPluginParameters();\r\n }\r\n\r\n /**\r\n * Removes one or more materials from IBL shadow reception.\r\n * @param material The material or materials to unregister.\r\n */\r\n public removeShadowReceivingMaterial(material: Material | Material[]): void {\r\n const materials = Array.isArray(material) ? material : [material];\r\n for (const mat of materials) {\r\n const index = this._materialsWithRenderPlugin.indexOf(mat);\r\n if (index !== -1) {\r\n this._materialsWithRenderPlugin.splice(index, 1);\r\n }\r\n\r\n const plugin = mat.pluginManager?.getPlugin<IBLShadowsPluginMaterial>(IBLShadowsPluginMaterial.Name);\r\n if (plugin) {\r\n plugin.isEnabled = false;\r\n }\r\n }\r\n }\r\n\r\n /** Clears all registered shadow-receiving materials. */\r\n public clearShadowReceivingMaterials(): void {\r\n for (const mat of this._materialsWithRenderPlugin) {\r\n const plugin = mat.pluginManager?.getPlugin<IBLShadowsPluginMaterial>(IBLShadowsPluginMaterial.Name);\r\n if (plugin) {\r\n plugin.isEnabled = false;\r\n }\r\n }\r\n\r\n this._materialsWithRenderPlugin.length = 0;\r\n }\r\n\r\n /**\r\n * Adds one or more meshes to the voxelization object list.\r\n * @param mesh The mesh or meshes to add.\r\n */\r\n public addShadowCastingMesh(mesh: Mesh | Mesh[]): void {\r\n const meshes = Array.isArray(mesh) ? mesh : [mesh];\r\n const objectMeshes = this._voxelizationTask.objectList.meshes as Mesh[];\r\n for (const currentMesh of meshes) {\r\n if (currentMesh && objectMeshes.indexOf(currentMesh) === -1) {\r\n objectMeshes.push(currentMesh);\r\n }\r\n }\r\n }\r\n\r\n /**\r\n * Removes one or more meshes from the voxelization object list.\r\n * @param mesh The mesh or meshes to remove.\r\n */\r\n public removeShadowCastingMesh(mesh: Mesh | Mesh[]): void {\r\n const meshes = Array.isArray(mesh) ? mesh : [mesh];\r\n const objectMeshes = this._voxelizationTask.objectList.meshes as Mesh[];\r\n for (const currentMesh of meshes) {\r\n const index = objectMeshes.indexOf(currentMesh);\r\n if (index !== -1) {\r\n objectMeshes.splice(index, 1);\r\n }\r\n }\r\n }\r\n\r\n /** Clears all shadow-casting meshes from the voxelization object list. */\r\n public clearShadowCastingMeshes(): void {\r\n const objectMeshes = this._voxelizationTask.objectList.meshes as Mesh[];\r\n objectMeshes.length = 0;\r\n }\r\n\r\n // ------ Framework overrides ------\r\n\r\n // eslint-disable-next-line @typescript-eslint/promise-function-async, no-restricted-syntax\r\n public override initAsync(): Promise<unknown> {\r\n this._frameGraph.scene.enableIblCdfGenerator();\r\n\r\n // Don't poll for shadow dependencies here. _tryEnableShadowsTasks() is called\r\n // in record() (where it imports a placeholder ICDF if the real one isn't ready yet,\r\n // preventing any \"handle not found\" errors) and by _beforeRenderDependencyObserver\r\n // on every frame. Shadows enable automatically once the CDF, environment texture,\r\n // and blue-noise texture are all ready — no timeout involved.git pu\r\n return Promise.resolve();\r\n }\r\n\r\n public override isReady(): boolean {\r\n return this._voxelizationTask.isReady() && this._tracingTask.isReady() && this._spatialBlurTask.isReady() && this._accumulationTask.isReady();\r\n }\r\n\r\n /**\r\n * Records the parent task.\r\n * Child tasks record the actual passes.\r\n */\r\n public override record(): void {\r\n if (this.depthTexture === undefined || this.normalTexture === undefined || this.positionTexture === undefined || this.velocityTexture === undefined) {\r\n throw new Error(`FrameGraphIblShadowsRendererTask \"${this.name}\": depthTexture, normalTexture, positionTexture and velocityTexture are required`);\r\n }\r\n\r\n this._lastImportedIcdfTexture = null;\r\n this._lastImportedEnvironmentTexture = null;\r\n this._lastImportedBlueNoiseTexture = null;\r\n\r\n this._tryEnableShadowsTasks();\r\n\r\n // Set sub-task texture inputs (these are set here because handles may not be available at construction time)\r\n this._tracingTask.depthTexture = this.depthTexture;\r\n this._tracingTask.normalTexture = this.normalTexture;\r\n this._spatialBlurTask.depthTexture = this.depthTexture;\r\n this._spatialBlurTask.normalTexture = this.normalTexture;\r\n this._accumulationTask.positionTexture = this.positionTexture;\r\n this._accumulationTask.velocityTexture = this.velocityTexture;\r\n\r\n this._voxelizationTask.record();\r\n this._tracingTask.record();\r\n this._spatialBlurTask.record();\r\n this._accumulationTask.record();\r\n\r\n const passDisabled = this._frameGraph.addRenderPass(this.name + \"_disabled\", true);\r\n passDisabled.setRenderTarget(this.outputTexture);\r\n passDisabled.setExecuteFunc((_context) => {});\r\n }\r\n\r\n /**\r\n * Disposes the task and owned resources.\r\n */\r\n public override dispose(): void {\r\n this._disposeObservers();\r\n this._voxelizationTask.dispose();\r\n this._tracingTask.dispose();\r\n this._spatialBlurTask.dispose();\r\n this._accumulationTask.dispose();\r\n\r\n super.dispose();\r\n }\r\n\r\n /**\r\n * Creates a new IBL shadows composite task.\r\n * @param name The task name.\r\n * @param frameGraph The owning frame graph.\r\n */\r\n constructor(name: string, frameGraph: FrameGraph) {\r\n super(name, frameGraph);\r\n\r\n RegisterIblCdfGeneratorSceneComponent(IblCdfGenerator);\r\n\r\n this._voxelizationTask = new FrameGraphIblShadowsVoxelizationTask(`${name} Voxelization`, frameGraph);\r\n\r\n this._tracingTask = new FrameGraphIblShadowsTracingTask(`${name} Tracing`, frameGraph);\r\n this._tracingTask.voxelGridTexture = this._voxelizationTask.outputVoxelGridTexture;\r\n this._tracingTask.worldScaleMatrix = this._voxelizationTask.worldScaleMatrix;\r\n this._tracingTask.voxelizationTask = this._voxelizationTask;\r\n\r\n this._spatialBlurTask = new FrameGraphIblShadowsSpatialBlurTask(`${name} Blur`, frameGraph);\r\n this._spatialBlurTask.sourceTexture = this._tracingTask.outputTexture;\r\n this._spatialBlurTask.voxelizationTask = this._voxelizationTask;\r\n\r\n this._accumulationTask = new FrameGraphIblShadowsAccumulationTask(`${name} Accumulation`, frameGraph);\r\n this._accumulationTask.sourceTexture = this._spatialBlurTask.outputTexture;\r\n this._accumulationTask.voxelizationTask = this._voxelizationTask;\r\n\r\n this.outputTexture = this._accumulationTask.outputTexture;\r\n this._blueNoiseTexture = new Texture(\r\n Tools.GetAssetUrl(\"https://assets.babylonjs.com/core/blue_noise/blue_noise_rgb.png\"),\r\n frameGraph.scene,\r\n false,\r\n true,\r\n Constants.TEXTURE_NEAREST_SAMPLINGMODE\r\n );\r\n\r\n this._initialize();\r\n }\r\n\r\n private _disposeDependencyObservers(): void {\r\n this._observedEnvironmentTextureUnsubscribe?.();\r\n this._observedEnvironmentTextureUnsubscribe = null;\r\n this._observedEnvironmentTexture = null;\r\n }\r\n\r\n private _disposeObservers(): void {\r\n this._disposeDependencyObservers();\r\n this._tracingTask.camera?.onViewMatrixChangedObservable.remove(this._cameraViewChangedObserver);\r\n this._frameGraph.scene.iblCdfGenerator?.onTextureChangedObservable.remove(this._cdfTextureChangedObserver);\r\n this._frameGraph.scene.iblCdfGenerator?.onGeneratedObservable.remove(this._cdfGeneratedObserver);\r\n this._frameGraph.scene.onEnvironmentTextureChangedObservable.remove(this._environmentTextureChangedObserver);\r\n this._frameGraph.scene.onBeforeRenderObservable.remove(this._beforeRenderDependencyObserver);\r\n this._frameGraph.scene.onBeforeRenderObservable.remove(this._beforeRenderOutputReadyObserver);\r\n this._blueNoiseTexture.onLoadObservable.remove(this._blueNoiseLoadObserver);\r\n this.onTexturesAllocatedObservable.remove(this._texturesAllocatedObserver);\r\n this._voxelizationTask.onVoxelizationCompleteObservable.remove(this._voxelizationCompleteObserver);\r\n\r\n this._cameraViewChangedObserver = null;\r\n this._cdfTextureChangedObserver = null;\r\n this._cdfGeneratedObserver = null;\r\n this._environmentTextureChangedObserver = null;\r\n this._beforeRenderDependencyObserver = null;\r\n this._beforeRenderOutputReadyObserver = null;\r\n this._blueNoiseLoadObserver = null;\r\n this._texturesAllocatedObserver = null;\r\n this._voxelizationCompleteObserver = null;\r\n this._blueNoiseTexture.dispose();\r\n }\r\n\r\n private _setCamera(camera: Camera): void {\r\n const currentCamera = this._tracingTask.camera;\r\n if (currentCamera === camera && this._cameraViewChangedObserver !== null) {\r\n return;\r\n }\r\n\r\n if (currentCamera && this._cameraViewChangedObserver) {\r\n currentCamera.onViewMatrixChangedObservable.remove(this._cameraViewChangedObserver);\r\n this._cameraViewChangedObserver = null;\r\n }\r\n\r\n this._tracingTask.camera = camera;\r\n this._cameraViewChangedObserver = camera.onViewMatrixChangedObservable.add(() => {\r\n this._accumulationTask.isMoving = true;\r\n });\r\n this._accumulationTask.reset = true;\r\n }\r\n\r\n private _observeEnvironmentTexture(): void {\r\n const env = this._frameGraph.scene.environmentTexture;\r\n const currentEnvironmentTexture = env instanceof Texture || env instanceof CubeTexture ? env : null;\r\n\r\n if (currentEnvironmentTexture === this._observedEnvironmentTexture) {\r\n return;\r\n }\r\n\r\n this._observedEnvironmentTextureUnsubscribe?.();\r\n this._observedEnvironmentTextureUnsubscribe = null;\r\n this._observedEnvironmentTexture = currentEnvironmentTexture;\r\n\r\n if (currentEnvironmentTexture instanceof Texture) {\r\n const observer = currentEnvironmentTexture.onLoadObservable.add(this._onEnvironmentTextureLoaded);\r\n if (observer) {\r\n this._observedEnvironmentTextureUnsubscribe = () => currentEnvironmentTexture.onLoadObservable.remove(observer);\r\n }\r\n } else if (currentEnvironmentTexture instanceof CubeTexture) {\r\n const observer = currentEnvironmentTexture.onLoadObservable.add(this._onEnvironmentTextureLoaded);\r\n if (observer) {\r\n this._observedEnvironmentTextureUnsubscribe = () => currentEnvironmentTexture.onLoadObservable.remove(observer);\r\n }\r\n }\r\n }\r\n\r\n private _getEnvironmentTextureInternal(): Nullable<InternalTexture> {\r\n const currentEnvironmentTexture = this._frameGraph.scene.environmentTexture;\r\n\r\n if (!currentEnvironmentTexture || !currentEnvironmentTexture.isReadyOrNotBlocking()) {\r\n return null;\r\n }\r\n\r\n const internalTexture = currentEnvironmentTexture.getInternalTexture();\r\n return internalTexture?.isReady ? internalTexture : null;\r\n }\r\n\r\n private _getAccumulationOutputTexture(): Nullable<InternalTexture> {\r\n try {\r\n return this._frameGraph.textureManager.getTextureFromHandle(this._accumulationTask.outputTexture);\r\n } catch {\r\n return null;\r\n }\r\n }\r\n\r\n private _notifyIfOutputTextureReady(): void {\r\n const outputTexture = this._getAccumulationOutputTexture();\r\n if (!outputTexture?.isReady || this._lastNotifiedOutputTexture === outputTexture) {\r\n return;\r\n }\r\n\r\n this._lastNotifiedOutputTexture = outputTexture;\r\n this._outputTextureReadyObservable.notifyObservers(outputTexture);\r\n }\r\n\r\n private _applyMaterialPluginParameters(): void {\r\n const accumulationTexture = this._getAccumulationOutputTexture();\r\n for (const material of this._materialsWithRenderPlugin) {\r\n const plugin = material.pluginManager?.getPlugin<IBLShadowsPluginMaterial>(IBLShadowsPluginMaterial.Name);\r\n if (!plugin) {\r\n continue;\r\n }\r\n\r\n if (accumulationTexture && accumulationTexture.isReady) {\r\n plugin.iblShadowsTexture = accumulationTexture;\r\n }\r\n\r\n plugin.shadowOpacity = this._shadowOpacity;\r\n plugin.isColored = this._tracingTask.coloredShadows;\r\n plugin.isEnabled = !this._disabled && this._dependenciesResolved && !!accumulationTexture;\r\n }\r\n }\r\n\r\n private _addShadowReceivingMaterialInternal(material: Material): void {\r\n if (!IsIBLShadowsReceiverCompatible(material) || this._materialsWithRenderPlugin.indexOf(material) !== -1) {\r\n return;\r\n }\r\n\r\n const plugin = material.pluginManager?.getPlugin<IBLShadowsPluginMaterial>(IBLShadowsPluginMaterial.Name);\r\n if (!plugin) {\r\n new IBLShadowsPluginMaterial(material);\r\n }\r\n\r\n this._materialsWithRenderPlugin.push(material);\r\n }\r\n\r\n private readonly _onEnvironmentTextureLoaded = () => {\r\n this._tryEnableShadowsTasks();\r\n };\r\n\r\n private _tryEnableShadowsTasks(): boolean {\r\n const scene = this._frameGraph.scene;\r\n const icdfTexture = scene.iblCdfGenerator?.getIcdfTexture().getInternalTexture();\r\n const environmentTexture = this._getEnvironmentTextureInternal();\r\n const blueNoiseInternalTexture = this._blueNoiseTexture.getInternalTexture();\r\n\r\n // Always import whatever textures are currently available so that their handles\r\n // remain valid in the texture manager across rebuilds. After a frameGraph.clear()\r\n // all texture entries are wiped — without this, stale handles left in the tracing\r\n // task would cause _computeTextureLifespan to throw \"texture handle not found\"\r\n // even when CDF generation is still in progress. Importing the 1×1 placeholder\r\n // ICDF (returned by getIcdfTexture() when real generation hasn't completed) is\r\n // harmless: _dependenciesResolved stays false, the tracing execute function clears\r\n // to white, and the real texture is swapped in the moment CDF is ready.\r\n const icdfChanged = this._lastImportedIcdfTexture !== icdfTexture;\r\n if (icdfChanged && icdfTexture) {\r\n this._tracingTask.icdfTexture = this._frameGraph.textureManager.importTexture(`ICDF Texture`, icdfTexture, this._tracingTask.icdfTexture);\r\n this._lastImportedIcdfTexture = icdfTexture;\r\n }\r\n\r\n const environmentChanged = this._lastImportedEnvironmentTexture !== environmentTexture;\r\n if (environmentChanged || !environmentTexture) {\r\n if (environmentTexture) {\r\n this._tracingTask.environmentTexture = this._frameGraph.textureManager.importTexture(\r\n `Environment Texture`,\r\n environmentTexture,\r\n this._tracingTask.environmentTexture\r\n );\r\n this._lastImportedEnvironmentTexture = environmentTexture;\r\n } else {\r\n // No environment texture (null or not yet ready) — clear any stale handle so\r\n // it is not added to pass dependencies where _computeTextureLifespan would\r\n // fail to find it. This happens when a new IBL is dragged in: the environment\r\n // texture temporarily returns null from _getEnvironmentTextureInternal() while\r\n // it is still loading, but _lastImportedEnvironmentTexture was reset to null in\r\n // record(), so environmentChanged is false and the old stale handle is never\r\n // cleared — unless we add the || !environmentTexture guard here.\r\n this._tracingTask.environmentTexture = undefined;\r\n this._lastImportedEnvironmentTexture = null;\r\n }\r\n }\r\n\r\n const blueNoiseChanged = this._lastImportedBlueNoiseTexture !== blueNoiseInternalTexture;\r\n if (blueNoiseChanged || !blueNoiseInternalTexture) {\r\n if (blueNoiseInternalTexture) {\r\n this._tracingTask.blueNoiseTexture = this._frameGraph.textureManager.importTexture(\r\n `Blue Noise Texture`,\r\n blueNoiseInternalTexture,\r\n this._tracingTask.blueNoiseTexture\r\n );\r\n this._lastImportedBlueNoiseTexture = blueNoiseInternalTexture;\r\n } else {\r\n // Same null-guard as environment above.\r\n this._tracingTask.blueNoiseTexture = undefined;\r\n this._lastImportedBlueNoiseTexture = null;\r\n }\r\n }\r\n\r\n // Only mark dependencies as resolved when all textures are genuinely ready.\r\n //\r\n // Use IblCdfGenerator.isReady() rather than icdfTexture?.isReady (the raw\r\n // InternalTexture property). For a ProceduralTexture render target, InternalTexture\r\n // .isReady can remain false after onGeneratedObservable fires — it reflects GPU\r\n // texture object creation state, not whether the ICDF effect has been compiled and\r\n // the texture has been rendered. IblCdfGenerator.isReady() checks _icdfPT.isReady()\r\n // (ProceduralTexture readiness = effect compiled AND rendered at least once) plus all\r\n // intermediate CDF textures. Without this, _dependenciesResolved never flips to true\r\n // when a new model is loaded (the CDF regenerates but isReady stays false), so the\r\n // IBLShadowsPluginMaterial plugin is never enabled on any material.\r\n const cdfReady = scene.iblCdfGenerator?.isReady() ?? false;\r\n const ready = cdfReady && !!environmentTexture?.isReady && !!blueNoiseInternalTexture?.isReady;\r\n if (!ready) {\r\n if (this._dependenciesResolved) {\r\n this._dependenciesResolved = false;\r\n }\r\n return false;\r\n }\r\n\r\n if (!this._dependenciesResolved) {\r\n this._dependenciesResolved = true;\r\n if (!this._disabled) {\r\n this._accumulationTask.reset = true;\r\n }\r\n this._disposeDependencyObservers();\r\n } else if (icdfChanged || environmentChanged || blueNoiseChanged) {\r\n this._accumulationTask.reset = true;\r\n }\r\n\r\n this._applyMaterialPluginParameters();\r\n\r\n return true;\r\n }\r\n\r\n private _initialize(): void {\r\n const scene = this._frameGraph.scene;\r\n\r\n this._voxelizationCompleteObserver = this._voxelizationTask.onVoxelizationCompleteObservable.add(() => {\r\n this._tracingTask.voxelGridTexture = this._voxelizationTask.outputVoxelGridTexture;\r\n this._accumulationTask.reset = true;\r\n });\r\n\r\n this._cdfTextureChangedObserver =\r\n scene.iblCdfGenerator?.onTextureChangedObservable.add(() => {\r\n this._lastImportedIcdfTexture = null;\r\n this._accumulationTask.reset = true;\r\n }) ?? null;\r\n\r\n this._cdfGeneratedObserver =\r\n scene.iblCdfGenerator?.onGeneratedObservable.add(() => {\r\n this._lastImportedIcdfTexture = null;\r\n this._tryEnableShadowsTasks();\r\n }) ?? null;\r\n\r\n this._environmentTextureChangedObserver = scene.onEnvironmentTextureChangedObservable.add(() => {\r\n this._lastImportedEnvironmentTexture = null;\r\n this._dependenciesResolved = false;\r\n this._observeEnvironmentTexture();\r\n this._applyMaterialPluginParameters();\r\n this._tryEnableShadowsTasks();\r\n });\r\n\r\n this._observeEnvironmentTexture();\r\n\r\n if (scene.environmentTexture?.isReadyOrNotBlocking()) {\r\n this._tryEnableShadowsTasks();\r\n }\r\n\r\n this._blueNoiseLoadObserver = this._blueNoiseTexture.onLoadObservable.add(() => {\r\n this._tryEnableShadowsTasks();\r\n });\r\n\r\n this._beforeRenderDependencyObserver = scene.onBeforeRenderObservable.add(() => {\r\n this._tryEnableShadowsTasks();\r\n });\r\n\r\n this._beforeRenderOutputReadyObserver = scene.onBeforeRenderObservable.add(() => {\r\n this._notifyIfOutputTextureReady();\r\n });\r\n\r\n this._tryEnableShadowsTasks();\r\n\r\n this._texturesAllocatedObserver = this.onTexturesAllocatedObservable.add(() => {\r\n this._applyMaterialPluginParameters();\r\n this._notifyIfOutputTextureReady();\r\n });\r\n }\r\n}\r\n"]}
@@ -73,6 +73,7 @@ export declare class FragmentOutputBlock extends NodeMaterialBlock {
73
73
  */
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74
  get glow(): NodeMaterialConnectionPoint;
75
75
  protected _getOutputString(state: NodeMaterialBuildState): string;
76
+ private _writePrePassOutput;
76
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  /**
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  * Prepare the list of defines
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  * @param defines - the material defines