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;