node-ejs-renderer/node_modules/three/examples/jsm/nodes/display/AnamorphicNode.js

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2024-06-09 13:55:01 -04:00
import TempNode from '../core/TempNode.js';
import { nodeObject, addNodeElement, tslFn, float, vec2, vec3, vec4 } from '../shadernode/ShaderNode.js';
import { loop } from '../utils/LoopNode.js';
import { uniform } from '../core/UniformNode.js';
import { NodeUpdateType } from '../core/constants.js';
import { threshold } from './ColorAdjustmentNode.js';
import { uv } from '../accessors/UVNode.js';
import { texturePass } from './PassNode.js';
import { Vector2, RenderTarget } from 'three';
import QuadMesh from '../../objects/QuadMesh.js';
const quadMesh = new QuadMesh();
class AnamorphicNode extends TempNode {
constructor( textureNode, tresholdNode, scaleNode, samples ) {
super( 'vec4' );
this.textureNode = textureNode;
this.tresholdNode = tresholdNode;
this.scaleNode = scaleNode;
this.colorNode = vec3( 0.1, 0.0, 1.0 );
this.samples = samples;
this.resolution = new Vector2( 1, 1 );
this._renderTarget = new RenderTarget();
this._renderTarget.texture.name = 'anamorphic';
this._invSize = uniform( new Vector2() );
this._textureNode = texturePass( this, this._renderTarget.texture );
this.updateBeforeType = NodeUpdateType.RENDER;
}
getTextureNode() {
return this._textureNode;
}
setSize( width, height ) {
this._invSize.value.set( 1 / width, 1 / height );
width = Math.max( Math.round( width * this.resolution.x ), 1 );
height = Math.max( Math.round( height * this.resolution.y ), 1 );
this._renderTarget.setSize( width, height );
}
updateBefore( frame ) {
const { renderer } = frame;
const textureNode = this.textureNode;
const map = textureNode.value;
this._renderTarget.texture.type = map.type;
const currentRenderTarget = renderer.getRenderTarget();
const currentTexture = textureNode.value;
quadMesh.material = this._material;
this.setSize( map.image.width, map.image.height );
// render
renderer.setRenderTarget( this._renderTarget );
quadMesh.render( renderer );
// restore
renderer.setRenderTarget( currentRenderTarget );
textureNode.value = currentTexture;
}
setup( builder ) {
const textureNode = this.textureNode;
if ( textureNode.isTextureNode !== true ) {
console.error( 'AnamorphNode requires a TextureNode.' );
return vec4();
}
//
const uvNode = textureNode.uvNode || uv();
const sampleTexture = ( uv ) => textureNode.cache().context( { getUV: () => uv, forceUVContext: true } );
const anamorph = tslFn( () => {
const samples = this.samples;
const halfSamples = Math.floor( samples / 2 );
const total = vec3( 0 ).toVar();
loop( { start: - halfSamples, end: halfSamples }, ( { i } ) => {
const softness = float( i ).abs().div( halfSamples ).oneMinus();
const uv = vec2( uvNode.x.add( this._invSize.x.mul( i ).mul( this.scaleNode ) ), uvNode.y );
const color = sampleTexture( uv );
const pass = threshold( color, this.tresholdNode ).mul( softness );
total.addAssign( pass );
} );
return total.mul( this.colorNode );
} );
//
const material = this._material || ( this._material = builder.createNodeMaterial() );
material.fragmentNode = anamorph();
//
const properties = builder.getNodeProperties( this );
properties.textureNode = textureNode;
//
return this._textureNode;
}
}
export const anamorphic = ( node, threshold = .9, scale = 3, samples = 32 ) => nodeObject( new AnamorphicNode( nodeObject( node ), nodeObject( threshold ), nodeObject( scale ), samples ) );
addNodeElement( 'anamorphic', anamorphic );
export default AnamorphicNode;