import TempNode from '../core/TempNode.js'; import { nodeObject, addNodeElement, tslFn, float, vec4 } from '../shadernode/ShaderNode.js'; import { NodeUpdateType } from '../core/constants.js'; import { uv } from '../accessors/UVNode.js'; import { texture } from '../accessors/TextureNode.js'; import { texturePass } from './PassNode.js'; import { uniform } from '../core/UniformNode.js'; import { RenderTarget } from 'three'; import { sign, max } from '../math/MathNode.js'; import QuadMesh from '../../objects/QuadMesh.js'; const quadMeshComp = new QuadMesh(); class AfterImageNode extends TempNode { constructor( textureNode, damp = 0.96 ) { super( textureNode ); this.textureNode = textureNode; this.textureNodeOld = texture(); this.damp = uniform( damp ); this._compRT = new RenderTarget(); this._compRT.texture.name = 'AfterImageNode.comp'; this._oldRT = new RenderTarget(); this._oldRT.texture.name = 'AfterImageNode.old'; this._textureNode = texturePass( this, this._compRT.texture ); this.updateBeforeType = NodeUpdateType.RENDER; } getTextureNode() { return this._textureNode; } setSize( width, height ) { this._compRT.setSize( width, height ); this._oldRT.setSize( width, height ); } updateBefore( frame ) { const { renderer } = frame; const textureNode = this.textureNode; const map = textureNode.value; const textureType = map.type; this._compRT.texture.type = textureType; this._oldRT.texture.type = textureType; const currentRenderTarget = renderer.getRenderTarget(); const currentTexture = textureNode.value; this.textureNodeOld.value = this._oldRT.texture; // comp renderer.setRenderTarget( this._compRT ); quadMeshComp.render( renderer ); // Swap the textures const temp = this._oldRT; this._oldRT = this._compRT; this._compRT = temp; // set size before swapping fails this.setSize( map.image.width, map.image.height ); renderer.setRenderTarget( currentRenderTarget ); textureNode.value = currentTexture; } setup( builder ) { const textureNode = this.textureNode; const textureNodeOld = this.textureNodeOld; if ( textureNode.isTextureNode !== true ) { console.error( 'AfterImageNode requires a TextureNode.' ); return vec4(); } // const uvNode = textureNode.uvNode || uv(); textureNodeOld.uvNode = uvNode; const sampleTexture = ( uv ) => textureNode.cache().context( { getUV: () => uv, forceUVContext: true } ); const when_gt = tslFn( ( [ x_immutable, y_immutable ] ) => { const y = float( y_immutable ).toVar(); const x = vec4( x_immutable ).toVar(); return max( sign( x.sub( y ) ), 0.0 ); } ); const afterImg = tslFn( () => { const texelOld = vec4( textureNodeOld ); const texelNew = vec4( sampleTexture( uvNode ) ); texelOld.mulAssign( this.damp.mul( when_gt( texelOld, 0.1 ) ) ); return max( texelNew, texelOld ); } ); // const materialComposed = this._materialComposed || ( this._materialComposed = builder.createNodeMaterial() ); materialComposed.fragmentNode = afterImg(); quadMeshComp.material = materialComposed; // const properties = builder.getNodeProperties( this ); properties.textureNode = textureNode; // return this._textureNode; } } export const afterImage = ( node, damp ) => nodeObject( new AfterImageNode( nodeObject( node ), damp ) ); addNodeElement( 'afterImage', afterImage ); export default AfterImageNode;