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import { addNodeClass } from '../core/Node.js';
import TempNode from '../core/TempNode.js';
import TextureNode from '../accessors/TextureNode.js';
import { NodeUpdateType } from '../core/constants.js';
import { nodeObject } from '../shadernode/ShaderNode.js';
import { uniform } from '../core/UniformNode.js';
import { viewZToOrthographicDepth, perspectiveDepthToViewZ } from './ViewportDepthNode.js';
import { RenderTarget, Vector2, HalfFloatType, DepthTexture, NoToneMapping/*, FloatType*/ } from 'three';
class PassTextureNode extends TextureNode {
constructor( passNode, texture ) {
super( texture );
this.passNode = passNode;
this.setUpdateMatrix( false );
}
setup( builder ) {
this.passNode.build( builder );
return super.setup( builder );
}
clone() {
return new this.constructor( this.passNode, this.value );
}
}
class PassNode extends TempNode {
constructor( scope, scene, camera ) {
super( 'vec4' );
this.scope = scope;
this.scene = scene;
this.camera = camera;
this._pixelRatio = 1;
this._width = 1;
this._height = 1;
const depthTexture = new DepthTexture();
depthTexture.isRenderTargetTexture = true;
//depthTexture.type = FloatType;
depthTexture.name = 'PostProcessingDepth';
const renderTarget = new RenderTarget( this._width * this._pixelRatio, this._height * this._pixelRatio, { type: HalfFloatType } );
renderTarget.texture.name = 'PostProcessing';
renderTarget.depthTexture = depthTexture;
this.renderTarget = renderTarget;
this.updateBeforeType = NodeUpdateType.FRAME;
this._textureNode = nodeObject( new PassTextureNode( this, renderTarget.texture ) );
this._depthTextureNode = nodeObject( new PassTextureNode( this, depthTexture ) );
this._depthNode = null;
this._viewZNode = null;
this._cameraNear = uniform( 0 );
this._cameraFar = uniform( 0 );
this.isPassNode = true;
}
isGlobal() {
return true;
}
getTextureNode() {
return this._textureNode;
}
getTextureDepthNode() {
return this._depthTextureNode;
}
getViewZNode() {
if ( this._viewZNode === null ) {
const cameraNear = this._cameraNear;
const cameraFar = this._cameraFar;
this._viewZNode = perspectiveDepthToViewZ( this._depthTextureNode, cameraNear, cameraFar );
}
return this._viewZNode;
}
getDepthNode() {
if ( this._depthNode === null ) {
const cameraNear = this._cameraNear;
const cameraFar = this._cameraFar;
this._depthNode = viewZToOrthographicDepth( this.getViewZNode(), cameraNear, cameraFar );
}
return this._depthNode;
}
setup() {
return this.scope === PassNode.COLOR ? this.getTextureNode() : this.getDepthNode();
}
updateBefore( frame ) {
const { renderer } = frame;
const { scene, camera } = this;
this._pixelRatio = renderer.getPixelRatio();
const size = renderer.getSize( new Vector2() );
this.setSize( size.width, size.height );
const currentToneMapping = renderer.toneMapping;
const currentToneMappingNode = renderer.toneMappingNode;
const currentRenderTarget = renderer.getRenderTarget();
this._cameraNear.value = camera.near;
this._cameraFar.value = camera.far;
renderer.toneMapping = NoToneMapping;
renderer.toneMappingNode = null;
renderer.setRenderTarget( this.renderTarget );
renderer.render( scene, camera );
renderer.toneMapping = currentToneMapping;
renderer.toneMappingNode = currentToneMappingNode;
renderer.setRenderTarget( currentRenderTarget );
}
setSize( width, height ) {
this._width = width;
this._height = height;
const effectiveWidth = this._width * this._pixelRatio;
const effectiveHeight = this._height * this._pixelRatio;
this.renderTarget.setSize( effectiveWidth, effectiveHeight );
}
setPixelRatio( pixelRatio ) {
this._pixelRatio = pixelRatio;
this.setSize( this._width, this._height );
}
dispose() {
this.renderTarget.dispose();
}
}
PassNode.COLOR = 'color';
PassNode.DEPTH = 'depth';
export default PassNode;
export const pass = ( scene, camera ) => nodeObject( new PassNode( PassNode.COLOR, scene, camera ) );
export const texturePass = ( pass, texture ) => nodeObject( new PassTextureNode( pass, texture ) );
export const depthPass = ( scene, camera ) => nodeObject( new PassNode( PassNode.DEPTH, scene, camera ) );
addNodeClass( 'PassNode', PassNode );