import UniformNode, { uniform } from '../core/UniformNode.js'; import { uv } from './UVNode.js'; import { textureSize } from './TextureSizeNode.js'; import { colorSpaceToLinear } from '../display/ColorSpaceNode.js'; import { expression } from '../code/ExpressionNode.js'; import { addNodeClass } from '../core/Node.js'; import { maxMipLevel } from '../utils/MaxMipLevelNode.js'; import { addNodeElement, nodeProxy, vec3, nodeObject } from '../shadernode/ShaderNode.js'; import { NodeUpdateType } from '../core/constants.js'; class TextureNode extends UniformNode { constructor( value, uvNode = null, levelNode = null ) { super( value ); this.isTextureNode = true; this.uvNode = uvNode; this.levelNode = levelNode; this.compareNode = null; this.depthNode = null; this.gradNode = null; this.sampler = true; this.updateMatrix = false; this.updateType = NodeUpdateType.NONE; this.referenceNode = null; this._value = value; this.setUpdateMatrix( uvNode === null ); } set value( value ) { if ( this.referenceNode ) { this.referenceNode.value = value; } else { this._value = value; } } get value() { return this.referenceNode ? this.referenceNode.value : this._value; } getUniformHash( /*builder*/ ) { return this.value.uuid; } getNodeType( /*builder*/ ) { if ( this.value.isDepthTexture === true ) return 'float'; return 'vec4'; } getInputType( /*builder*/ ) { return 'texture'; } getDefaultUV() { return uv( this.value.channel ); } updateReference( /*state*/ ) { return this.value; } getTransformedUV( uvNode ) { const texture = this.value; return uniform( texture.matrix ).mul( vec3( uvNode, 1 ) ).xy; } setUpdateMatrix( value ) { this.updateMatrix = value; this.updateType = value ? NodeUpdateType.FRAME : NodeUpdateType.NONE; return this; } setupUV( builder, uvNode ) { const texture = this.value; if ( builder.isFlipY() && ( texture.isRenderTargetTexture === true || texture.isFramebufferTexture === true || texture.isDepthTexture === true ) ) { uvNode = uvNode.setY( uvNode.y.oneMinus() ); } return uvNode; } setup( builder ) { const properties = builder.getNodeProperties( this ); // let uvNode = this.uvNode; if ( ( uvNode === null || builder.context.forceUVContext === true ) && builder.context.getUV ) { uvNode = builder.context.getUV( this ); } if ( ! uvNode ) uvNode = this.getDefaultUV(); if ( this.updateMatrix === true ) { uvNode = this.getTransformedUV( uvNode ); } uvNode = this.setupUV( builder, uvNode ); // let levelNode = this.levelNode; if ( levelNode === null && builder.context.getTextureLevel ) { levelNode = builder.context.getTextureLevel( this ); } // properties.uvNode = uvNode; properties.levelNode = levelNode; properties.compareNode = this.compareNode; properties.gradNode = this.gradNode; properties.depthNode = this.depthNode; } generateUV( builder, uvNode ) { return uvNode.build( builder, this.sampler === true ? 'vec2' : 'ivec2' ); } generateSnippet( builder, textureProperty, uvSnippet, levelSnippet, depthSnippet, compareSnippet, gradSnippet ) { const texture = this.value; let snippet; if ( levelSnippet ) { snippet = builder.generateTextureLevel( texture, textureProperty, uvSnippet, levelSnippet, depthSnippet ); } else if ( gradSnippet ) { snippet = builder.generateTextureGrad( texture, textureProperty, uvSnippet, gradSnippet, depthSnippet ); } else if ( compareSnippet ) { snippet = builder.generateTextureCompare( texture, textureProperty, uvSnippet, compareSnippet, depthSnippet ); } else if ( this.sampler === false ) { snippet = builder.generateTextureLoad( texture, textureProperty, uvSnippet, depthSnippet ); } else { snippet = builder.generateTexture( texture, textureProperty, uvSnippet, depthSnippet ); } return snippet; } generate( builder, output ) { const properties = builder.getNodeProperties( this ); const texture = this.value; if ( ! texture || texture.isTexture !== true ) { throw new Error( 'TextureNode: Need a three.js texture.' ); } const textureProperty = super.generate( builder, 'property' ); if ( output === 'sampler' ) { return textureProperty + '_sampler'; } else if ( builder.isReference( output ) ) { return textureProperty; } else { const nodeData = builder.getDataFromNode( this ); let propertyName = nodeData.propertyName; if ( propertyName === undefined ) { const { uvNode, levelNode, compareNode, depthNode, gradNode } = properties; const uvSnippet = this.generateUV( builder, uvNode ); const levelSnippet = levelNode ? levelNode.build( builder, 'float' ) : null; const depthSnippet = depthNode ? depthNode.build( builder, 'int' ) : null; const compareSnippet = compareNode ? compareNode.build( builder, 'float' ) : null; const gradSnippet = gradNode ? [ gradNode[ 0 ].build( builder, 'vec2' ), gradNode[ 1 ].build( builder, 'vec2' ) ] : null; const nodeVar = builder.getVarFromNode( this ); propertyName = builder.getPropertyName( nodeVar ); const snippet = this.generateSnippet( builder, textureProperty, uvSnippet, levelSnippet, depthSnippet, compareSnippet, gradSnippet ); builder.addLineFlowCode( `${propertyName} = ${snippet}` ); if ( builder.context.tempWrite !== false ) { nodeData.snippet = snippet; nodeData.propertyName = propertyName; } } let snippet = propertyName; const nodeType = this.getNodeType( builder ); if ( builder.needsColorSpaceToLinear( texture ) ) { snippet = colorSpaceToLinear( expression( snippet, nodeType ), texture.colorSpace ).setup( builder ).build( builder, nodeType ); } return builder.format( snippet, nodeType, output ); } } setSampler( value ) { this.sampler = value; return this; } getSampler() { return this.sampler; } // @TODO: Move to TSL uv( uvNode ) { const textureNode = this.clone(); textureNode.uvNode = uvNode; textureNode.referenceNode = this; return nodeObject( textureNode ); } blur( levelNode ) { const textureNode = this.clone(); textureNode.levelNode = levelNode.mul( maxMipLevel( textureNode ) ); textureNode.referenceNode = this; return nodeObject( textureNode ); } level( levelNode ) { const textureNode = this.clone(); textureNode.levelNode = levelNode; textureNode.referenceNode = this; return textureNode; } size( levelNode ) { return textureSize( this, levelNode ); } compare( compareNode ) { const textureNode = this.clone(); textureNode.compareNode = nodeObject( compareNode ); textureNode.referenceNode = this; return nodeObject( textureNode ); } grad( gradNodeX, gradNodeY ) { const textureNode = this.clone(); textureNode.gradNode = [ nodeObject( gradNodeX ), nodeObject( gradNodeY ) ]; textureNode.referenceNode = this; return nodeObject( textureNode ); } depth( depthNode ) { const textureNode = this.clone(); textureNode.depthNode = nodeObject( depthNode ); textureNode.referenceNode = this; return nodeObject( textureNode ); } // -- serialize( data ) { super.serialize( data ); data.value = this.value.toJSON( data.meta ).uuid; } deserialize( data ) { super.deserialize( data ); this.value = data.meta.textures[ data.value ]; } update() { const texture = this.value; if ( texture.matrixAutoUpdate === true ) { texture.updateMatrix(); } } clone() { const newNode = new this.constructor( this.value, this.uvNode, this.levelNode ); newNode.sampler = this.sampler; return newNode; } } export default TextureNode; export const texture = nodeProxy( TextureNode ); export const textureLoad = ( ...params ) => texture( ...params ).setSampler( false ); //export const textureLevel = ( value, uv, level ) => texture( value, uv ).level( level ); export const sampler = ( aTexture ) => ( aTexture.isNode === true ? aTexture : texture( aTexture ) ).convert( 'sampler' ); addNodeElement( 'texture', texture ); //addNodeElement( 'textureLevel', textureLevel ); addNodeClass( 'TextureNode', TextureNode );