You can not select more than 25 topics Topics must start with a letter or number, can include dashes ('-') and can be up to 35 characters long.

149 lines
3.4 KiB

6 months ago
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;