@babylonjs/core
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Getting started? Play directly with the Babylon.js API using our [playground](https://playground.babylonjs.com/). It also contains a lot of samples to learn how to use it.
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JavaScript
import { __decorate } from "../../../../tslib.es6.js";
import { NodeRenderGraphBlock } from "../../nodeRenderGraphBlock.js";
import { NodeRenderGraphBlockConnectionPointTypes } from "../../Types/nodeRenderGraphTypes.js";
import { editableInPropertyPage } from "../../../../Decorators/nodeDecorator.js";
import { NodeRenderGraphConnectionPoint } from "../../nodeRenderGraphBlockConnectionPoint.js";
import { NodeRenderGraphConnectionPointCustomObject } from "../../nodeRenderGraphConnectionPointCustomObject.js";
import { FrameGraphObjectRendererTask } from "../../../Tasks/Rendering/objectRendererTask.js";
/**
* @internal
*/
export class NodeRenderGraphBaseObjectRendererBlock extends NodeRenderGraphBlock {
/**
* Gets the frame graph task associated with this block
*/
get task() {
return this._frameGraphTask;
}
/**
* Create a new NodeRenderGraphBaseObjectRendererBlock
* @param name defines the block name
* @param frameGraph defines the hosting frame graph
* @param scene defines the hosting scene
* @param doNotChangeAspectRatio True (default) to not change the aspect ratio of the scene in the RTT
* @param enableClusteredLights True (default) to enable clustered lights
*/
constructor(name, frameGraph, scene, doNotChangeAspectRatio = true, enableClusteredLights = true) {
super(name, frameGraph, scene);
this._additionalConstructionParameters = [doNotChangeAspectRatio, enableClusteredLights];
this.registerInput("target", NodeRenderGraphBlockConnectionPointTypes.AutoDetect);
this.registerInput("depth", NodeRenderGraphBlockConnectionPointTypes.AutoDetect, true);
this.registerInput("camera", NodeRenderGraphBlockConnectionPointTypes.Camera);
this.registerInput("objects", NodeRenderGraphBlockConnectionPointTypes.ObjectList);
this._addDependenciesInput();
this.registerInput("shadowGenerators", NodeRenderGraphBlockConnectionPointTypes.AutoDetect, true);
this.registerOutput("output", NodeRenderGraphBlockConnectionPointTypes.BasedOnInput);
this.registerOutput("outputDepth", NodeRenderGraphBlockConnectionPointTypes.BasedOnInput);
this.registerOutput("objectRenderer", NodeRenderGraphBlockConnectionPointTypes.Object, new NodeRenderGraphConnectionPointCustomObject("objectRenderer", this, 1 /* NodeRenderGraphConnectionPointDirection.Output */, NodeRenderGraphBaseObjectRendererBlock, "NodeRenderGraphBaseObjectRendererBlock"));
this.target.addExcludedConnectionPointFromAllowedTypes(NodeRenderGraphBlockConnectionPointTypes.TextureAllButBackBufferDepthStencil | NodeRenderGraphBlockConnectionPointTypes.ResourceContainer);
this.depth.addExcludedConnectionPointFromAllowedTypes(NodeRenderGraphBlockConnectionPointTypes.TextureDepthStencilAttachment | NodeRenderGraphBlockConnectionPointTypes.TextureBackBufferDepthStencilAttachment);
this.shadowGenerators.addExcludedConnectionPointFromAllowedTypes(NodeRenderGraphBlockConnectionPointTypes.ShadowGenerator | NodeRenderGraphBlockConnectionPointTypes.ResourceContainer);
this.output._typeConnectionSource = this.target;
this.outputDepth._typeConnectionSource = this.depth;
this._createFrameGraphObject();
}
_createFrameGraphObject() {
this._frameGraphTask?.dispose();
this._frameGraphTask = new FrameGraphObjectRendererTask(this.name, this._frameGraph, this._scene, {
doNotChangeAspectRatio: this._additionalConstructionParameters[0],
enableClusteredLights: this._additionalConstructionParameters[1],
});
}
_saveState(state) {
state.disabled = this._frameGraphTask.disabled;
state.isMainObjectRenderer = this.isMainObjectRenderer;
state.depthTest = this.depthTest;
state.depthWrite = this.depthWrite;
state.disableShadows = this.disableShadows;
state.renderInLinearSpace = this.renderInLinearSpace;
state.renderMeshes = this.renderMeshes;
state.renderDepthOnlyMeshes = this.renderDepthOnlyMeshes;
state.renderOpaqueMeshes = this.renderOpaqueMeshes;
state.renderAlphaTestMeshes = this.renderAlphaTestMeshes;
state.renderTransparentMeshes = this.renderTransparentMeshes;
state.useOITForTransparentMeshes = this.useOITForTransparentMeshes;
state.renderParticles = this.renderParticles;
state.renderSprites = this.renderSprites;
state.forceLayerMaskCheck = this.forceLayerMaskCheck;
state.enableBoundingBoxRendering = this.enableBoundingBoxRendering;
state.enableOutlineRendering = this.enableOutlineRendering;
}
_restoreState(state) {
this._frameGraphTask.disabled = state.disabled;
this.isMainObjectRenderer = state.isMainObjectRenderer;
this.depthTest = state.depthTest;
this.depthWrite = state.depthWrite;
this.disableShadows = state.disableShadows;
this.renderInLinearSpace = state.renderInLinearSpace;
this.renderMeshes = state.renderMeshes;
this.renderDepthOnlyMeshes = state.renderDepthOnlyMeshes;
this.renderOpaqueMeshes = state.renderOpaqueMeshes;
this.renderAlphaTestMeshes = state.renderAlphaTestMeshes;
this.renderTransparentMeshes = state.renderTransparentMeshes;
this.useOITForTransparentMeshes = state.useOITForTransparentMeshes;
this.renderParticles = state.renderParticles;
this.renderSprites = state.renderSprites;
this.forceLayerMaskCheck = state.forceLayerMaskCheck;
this.enableBoundingBoxRendering = state.enableBoundingBoxRendering;
this.enableOutlineRendering = state.enableOutlineRendering;
}
_createFrameGraphObjectWithState(doNotChangeAspectRatio, enableClusteredLights) {
const state = {};
this._saveState(state);
this._additionalConstructionParameters = [doNotChangeAspectRatio, enableClusteredLights];
this._createFrameGraphObject();
this._restoreState(state);
}
/** Indicates that this object renderer is the main object renderer of the frame graph. */
get isMainObjectRenderer() {
return this._frameGraphTask.isMainObjectRenderer;
}
set isMainObjectRenderer(value) {
this._frameGraphTask.isMainObjectRenderer = value;
}
/** Indicates if depth testing must be enabled or disabled */
get depthTest() {
return this._frameGraphTask.depthTest;
}
set depthTest(value) {
this._frameGraphTask.depthTest = value;
}
/** Indicates if depth writing must be enabled or disabled */
get depthWrite() {
return this._frameGraphTask.depthWrite;
}
set depthWrite(value) {
this._frameGraphTask.depthWrite = value;
}
/** Indicates if meshes should be rendered */
get renderMeshes() {
return this._frameGraphTask.renderMeshes;
}
set renderMeshes(value) {
this._frameGraphTask.renderMeshes = value;
}
/** Indicates if depth-only meshes should be rendered */
get renderDepthOnlyMeshes() {
return this._frameGraphTask.renderDepthOnlyMeshes;
}
set renderDepthOnlyMeshes(value) {
this._frameGraphTask.renderDepthOnlyMeshes = value;
}
/** Indicates if opaque meshes should be rendered */
get renderOpaqueMeshes() {
return this._frameGraphTask.renderOpaqueMeshes;
}
set renderOpaqueMeshes(value) {
this._frameGraphTask.renderOpaqueMeshes = value;
}
/** Indicates if alpha tested meshes should be rendered */
get renderAlphaTestMeshes() {
return this._frameGraphTask.renderAlphaTestMeshes;
}
set renderAlphaTestMeshes(value) {
this._frameGraphTask.renderAlphaTestMeshes = value;
}
/** Indicates if transparent meshes should be rendered */
get renderTransparentMeshes() {
return this._frameGraphTask.renderTransparentMeshes;
}
set renderTransparentMeshes(value) {
this._frameGraphTask.renderTransparentMeshes = value;
}
/** Indicates if use of Order Independent Transparency (OIT) for transparent meshes should be enabled */
get useOITForTransparentMeshes() {
return this._frameGraphTask.useOITForTransparentMeshes;
}
// eslint-disable-next-line @typescript-eslint/naming-convention
set useOITForTransparentMeshes(value) {
this._frameGraphTask.useOITForTransparentMeshes = value;
}
/** Defines the number of passes to use for Order Independent Transparency */
get oitPassCount() {
return this._frameGraphTask.oitPassCount;
}
set oitPassCount(value) {
this._frameGraphTask.oitPassCount = value;
}
/** Indicates if particles should be rendered */
get renderParticles() {
return this._frameGraphTask.renderParticles;
}
set renderParticles(value) {
this._frameGraphTask.renderParticles = value;
}
/** Indicates if sprites should be rendered */
get renderSprites() {
return this._frameGraphTask.renderSprites;
}
set renderSprites(value) {
this._frameGraphTask.renderSprites = value;
}
/** Indicates if layer mask check must be forced */
get forceLayerMaskCheck() {
return this._frameGraphTask.forceLayerMaskCheck;
}
set forceLayerMaskCheck(value) {
this._frameGraphTask.forceLayerMaskCheck = value;
}
/** Indicates if bounding boxes should be rendered */
get enableBoundingBoxRendering() {
return this._frameGraphTask.enableBoundingBoxRendering;
}
set enableBoundingBoxRendering(value) {
this._frameGraphTask.enableBoundingBoxRendering = value;
}
/** Indicates if outlines/overlays should be rendered */
get enableOutlineRendering() {
return this._frameGraphTask.enableOutlineRendering;
}
set enableOutlineRendering(value) {
this._frameGraphTask.enableOutlineRendering = value;
}
/** Indicates if shadows must be enabled or disabled */
get disableShadows() {
return this._frameGraphTask.disableShadows;
}
set disableShadows(value) {
this._frameGraphTask.disableShadows = value;
}
/** If image processing should be disabled */
get renderInLinearSpace() {
return this._frameGraphTask.disableImageProcessing;
}
set renderInLinearSpace(value) {
this._frameGraphTask.disableImageProcessing = value;
}
/** True (default) to not change the aspect ratio of the scene in the RTT */
get doNotChangeAspectRatio() {
return this._frameGraphTask.objectRenderer.options.doNotChangeAspectRatio;
}
set doNotChangeAspectRatio(value) {
this._createFrameGraphObjectWithState(value, this.enableClusteredLights);
}
/** True (default) to enable clustered lights */
get enableClusteredLights() {
return this._frameGraphTask.objectRenderer.options.enableClusteredLights;
}
set enableClusteredLights(value) {
this._createFrameGraphObjectWithState(this.doNotChangeAspectRatio, value);
}
/** If true, MSAA color textures will be resolved at the end of the render pass (default: true) */
get resolveMSAAColors() {
return this._frameGraphTask.resolveMSAAColors;
}
set resolveMSAAColors(value) {
this._frameGraphTask.resolveMSAAColors = value;
}
/** If true, MSAA depth texture will be resolved at the end of the render pass (default: false) */
get resolveMSAADepth() {
return this._frameGraphTask.resolveMSAADepth;
}
set resolveMSAADepth(value) {
this._frameGraphTask.resolveMSAADepth = value;
}
/**
* Gets the current class name
* @returns the class name
*/
getClassName() {
return "NodeRenderGraphBaseObjectRendererBlock";
}
/**
* Gets the target texture input component
*/
get target() {
return this._inputs[0];
}
/**
* Gets the depth texture input component
*/
get depth() {
return this._inputs[1];
}
/**
* Gets the camera input component
*/
get camera() {
return this._inputs[2];
}
/**
* Gets the objects input component
*/
get objects() {
return this._inputs[3];
}
/**
* Gets the dependencies input component
*/
get dependencies() {
return this._inputs[4];
}
/**
* Gets the shadowGenerators input component
*/
get shadowGenerators() {
return this._inputs[5];
}
/**
* Gets the output component
*/
get output() {
return this._outputs[0];
}
/**
* Gets the output depth component
*/
get outputDepth() {
return this._outputs[1];
}
/**
* Gets the objectRenderer component
*/
get objectRenderer() {
return this._outputs[2];
}
_buildBlock(state) {
super._buildBlock(state);
this.output.value = this._frameGraphTask.outputTexture; // the value of the output connection point is the "output" texture of the task
this.outputDepth.value = this._frameGraphTask.outputDepthTexture; // the value of the outputDepth connection point is the "outputDepth" texture of the task
this.objectRenderer.value = this._frameGraphTask; // the value of the objectRenderer connection point is the task itself
this._frameGraphTask.targetTexture = this._getConnectedTextures(this.target.connectedPoint); // Geometry renderer allows undefined for targetTexture
this._frameGraphTask.depthTexture = this.depth.connectedPoint?.value;
this._frameGraphTask.camera = this.camera.connectedPoint?.value;
this._frameGraphTask.objectList = this.objects.connectedPoint?.value;
this._frameGraphTask.shadowGenerators = [];
const shadowGeneratorsConnectedPoint = this.shadowGenerators.connectedPoint;
if (shadowGeneratorsConnectedPoint) {
if (shadowGeneratorsConnectedPoint.type === NodeRenderGraphBlockConnectionPointTypes.ResourceContainer) {
const container = shadowGeneratorsConnectedPoint.ownerBlock;
for (const input of container.inputs) {
if (input.connectedPoint && input.connectedPoint.value !== undefined && NodeRenderGraphConnectionPoint.IsShadowGenerator(input.connectedPoint.value)) {
this._frameGraphTask.shadowGenerators.push(input.connectedPoint.value);
}
}
}
else if (NodeRenderGraphConnectionPoint.IsShadowGenerator(shadowGeneratorsConnectedPoint.value)) {
this._frameGraphTask.shadowGenerators[0] = shadowGeneratorsConnectedPoint.value;
}
}
}
_dumpPropertiesCode() {
const codes = [];
codes.push(`${this._codeVariableName}.isMainObjectRenderer = ${this.isMainObjectRenderer};`);
codes.push(`${this._codeVariableName}.depthTest = ${this.depthTest};`);
codes.push(`${this._codeVariableName}.depthWrite = ${this.depthWrite};`);
codes.push(`${this._codeVariableName}.renderMeshes = ${this.renderMeshes};`);
codes.push(`${this._codeVariableName}.renderDepthOnlyMeshes = ${this.renderDepthOnlyMeshes};`);
codes.push(`${this._codeVariableName}.renderOpaqueMeshes = ${this.renderOpaqueMeshes};`);
codes.push(`${this._codeVariableName}.renderAlphaTestMeshes = ${this.renderAlphaTestMeshes};`);
codes.push(`${this._codeVariableName}.renderTransparentMeshes = ${this.renderTransparentMeshes};`);
codes.push(`${this._codeVariableName}.useOITForTransparentMeshes = ${this.useOITForTransparentMeshes};`);
codes.push(`${this._codeVariableName}.oitPassCount = ${this.oitPassCount};`);
codes.push(`${this._codeVariableName}.renderParticles = ${this.renderParticles};`);
codes.push(`${this._codeVariableName}.renderSprites = ${this.renderSprites};`);
codes.push(`${this._codeVariableName}.forceLayerMaskCheck = ${this.forceLayerMaskCheck};`);
codes.push(`${this._codeVariableName}.enableBoundingBoxRendering = ${this.enableBoundingBoxRendering};`);
codes.push(`${this._codeVariableName}.enableOutlineRendering = ${this.enableOutlineRendering};`);
codes.push(`${this._codeVariableName}.disableShadows = ${this.disableShadows};`);
codes.push(`${this._codeVariableName}.renderInLinearSpace = ${this.renderInLinearSpace};`);
codes.push(`${this._codeVariableName}.resolveMSAAColors = ${this.resolveMSAAColors};`);
codes.push(`${this._codeVariableName}.resolveMSAADepth = ${this.resolveMSAADepth};`);
return super._dumpPropertiesCode() + codes.join("\n");
}
serialize() {
const serializationObject = super.serialize();
serializationObject.isMainObjectRenderer = this.isMainObjectRenderer;
serializationObject.depthTest = this.depthTest;
serializationObject.depthWrite = this.depthWrite;
serializationObject.renderMeshes = this.renderMeshes;
serializationObject.renderDepthOnlyMeshes = this.renderDepthOnlyMeshes;
serializationObject.renderOpaqueMeshes = this.renderOpaqueMeshes;
serializationObject.renderAlphaTestMeshes = this.renderAlphaTestMeshes;
serializationObject.renderTransparentMeshes = this.renderTransparentMeshes;
serializationObject.useOITForTransparentMeshes = this.useOITForTransparentMeshes;
serializationObject.oitPassCount = this.oitPassCount;
serializationObject.renderParticles = this.renderParticles;
serializationObject.renderSprites = this.renderSprites;
serializationObject.forceLayerMaskCheck = this.forceLayerMaskCheck;
serializationObject.enableBoundingBoxRendering = this.enableBoundingBoxRendering;
serializationObject.enableOutlineRendering = this.enableOutlineRendering;
serializationObject.disableShadows = this.disableShadows;
serializationObject.renderInLinearSpace = this.renderInLinearSpace;
serializationObject.resolveMSAAColors = this.resolveMSAAColors;
serializationObject.resolveMSAADepth = this.resolveMSAADepth;
return serializationObject;
}
_deserialize(serializationObject) {
super._deserialize(serializationObject);
this.isMainObjectRenderer = !!serializationObject.isMainObjectRenderer;
this.depthTest = serializationObject.depthTest;
this.depthWrite = serializationObject.depthWrite;
this.renderMeshes = serializationObject.renderMeshes ?? true;
this.renderDepthOnlyMeshes = serializationObject.renderDepthOnlyMeshes ?? true;
this.renderOpaqueMeshes = serializationObject.renderOpaqueMeshes ?? true;
this.renderAlphaTestMeshes = serializationObject.renderAlphaTestMeshes ?? true;
this.renderTransparentMeshes = serializationObject.renderTransparentMeshes ?? true;
this.useOITForTransparentMeshes = serializationObject.useOITForTransparentMeshes ?? false;
this.oitPassCount = serializationObject.oitPassCount ?? 5;
this.renderParticles = serializationObject.renderParticles ?? true;
this.renderSprites = serializationObject.renderSprites ?? true;
this.forceLayerMaskCheck = serializationObject.forceLayerMaskCheck ?? true;
this.enableBoundingBoxRendering = serializationObject.enableBoundingBoxRendering ?? true;
this.enableOutlineRendering = serializationObject.enableOutlineRendering ?? true;
this.disableShadows = serializationObject.disableShadows;
this.renderInLinearSpace = !!serializationObject.renderInLinearSpace;
this.resolveMSAAColors = serializationObject.resolveMSAAColors ?? true;
this.resolveMSAADepth = serializationObject.resolveMSAADepth ?? false;
}
}
__decorate([
editableInPropertyPage("Is main object renderer", 0 /* PropertyTypeForEdition.Boolean */, "GENERAL")
], NodeRenderGraphBaseObjectRendererBlock.prototype, "isMainObjectRenderer", null);
__decorate([
editableInPropertyPage("Depth test", 0 /* PropertyTypeForEdition.Boolean */, "GENERAL")
], NodeRenderGraphBaseObjectRendererBlock.prototype, "depthTest", null);
__decorate([
editableInPropertyPage("Depth write", 0 /* PropertyTypeForEdition.Boolean */, "GENERAL")
], NodeRenderGraphBaseObjectRendererBlock.prototype, "depthWrite", null);
__decorate([
editableInPropertyPage("Render meshes", 0 /* PropertyTypeForEdition.Boolean */, "RENDERING")
], NodeRenderGraphBaseObjectRendererBlock.prototype, "renderMeshes", null);
__decorate([
editableInPropertyPage(" Render depth-only meshes", 0 /* PropertyTypeForEdition.Boolean */, "RENDERING")
], NodeRenderGraphBaseObjectRendererBlock.prototype, "renderDepthOnlyMeshes", null);
__decorate([
editableInPropertyPage(" Render opaque meshes", 0 /* PropertyTypeForEdition.Boolean */, "RENDERING")
], NodeRenderGraphBaseObjectRendererBlock.prototype, "renderOpaqueMeshes", null);
__decorate([
editableInPropertyPage(" Render alpha test meshes", 0 /* PropertyTypeForEdition.Boolean */, "RENDERING")
], NodeRenderGraphBaseObjectRendererBlock.prototype, "renderAlphaTestMeshes", null);
__decorate([
editableInPropertyPage(" Render transparent meshes", 0 /* PropertyTypeForEdition.Boolean */, "RENDERING")
], NodeRenderGraphBaseObjectRendererBlock.prototype, "renderTransparentMeshes", null);
__decorate([
editableInPropertyPage(" Use OIT for transparent meshes", 0 /* PropertyTypeForEdition.Boolean */, "RENDERING")
// eslint-disable-next-line @typescript-eslint/naming-convention
], NodeRenderGraphBaseObjectRendererBlock.prototype, "useOITForTransparentMeshes", null);
__decorate([
editableInPropertyPage(" Pass count", 2 /* PropertyTypeForEdition.Int */, "RENDERING", { min: 1, max: 20 })
], NodeRenderGraphBaseObjectRendererBlock.prototype, "oitPassCount", null);
__decorate([
editableInPropertyPage("Render particles", 0 /* PropertyTypeForEdition.Boolean */, "RENDERING")
], NodeRenderGraphBaseObjectRendererBlock.prototype, "renderParticles", null);
__decorate([
editableInPropertyPage("Render sprites", 0 /* PropertyTypeForEdition.Boolean */, "RENDERING")
], NodeRenderGraphBaseObjectRendererBlock.prototype, "renderSprites", null);
__decorate([
editableInPropertyPage("Force layer mask check", 0 /* PropertyTypeForEdition.Boolean */, "GENERAL")
], NodeRenderGraphBaseObjectRendererBlock.prototype, "forceLayerMaskCheck", null);
__decorate([
editableInPropertyPage("Render bounding boxes", 0 /* PropertyTypeForEdition.Boolean */, "RENDERING")
], NodeRenderGraphBaseObjectRendererBlock.prototype, "enableBoundingBoxRendering", null);
__decorate([
editableInPropertyPage("Render outlines/overlays", 0 /* PropertyTypeForEdition.Boolean */, "RENDERING")
], NodeRenderGraphBaseObjectRendererBlock.prototype, "enableOutlineRendering", null);
__decorate([
editableInPropertyPage("Disable shadows", 0 /* PropertyTypeForEdition.Boolean */, "GENERAL")
], NodeRenderGraphBaseObjectRendererBlock.prototype, "disableShadows", null);
__decorate([
editableInPropertyPage("Disable image processing", 0 /* PropertyTypeForEdition.Boolean */, "GENERAL")
], NodeRenderGraphBaseObjectRendererBlock.prototype, "renderInLinearSpace", null);
__decorate([
editableInPropertyPage("Do not change aspect ratio", 0 /* PropertyTypeForEdition.Boolean */, "GENERAL")
], NodeRenderGraphBaseObjectRendererBlock.prototype, "doNotChangeAspectRatio", null);
__decorate([
editableInPropertyPage("Enable clustered lights", 0 /* PropertyTypeForEdition.Boolean */, "GENERAL")
], NodeRenderGraphBaseObjectRendererBlock.prototype, "enableClusteredLights", null);
__decorate([
editableInPropertyPage("Resolve MSAA colors", 0 /* PropertyTypeForEdition.Boolean */, "GENERAL")
], NodeRenderGraphBaseObjectRendererBlock.prototype, "resolveMSAAColors", null);
__decorate([
editableInPropertyPage("Resolve MSAA depth", 0 /* PropertyTypeForEdition.Boolean */, "GENERAL")
], NodeRenderGraphBaseObjectRendererBlock.prototype, "resolveMSAADepth", null);
//# sourceMappingURL=baseObjectRendererBlock.js.map