添加关照、全局等高线、修改图层问题
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148
static/sdk/three/jsm/nodes/display/AnamorphicNode.js
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148
static/sdk/three/jsm/nodes/display/AnamorphicNode.js
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import TempNode from '../core/TempNode.js';
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import { nodeObject, addNodeElement, tslFn, float, vec2, vec3, vec4 } from '../shadernode/ShaderNode.js';
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import { loop } from '../utils/LoopNode.js';
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import { uniform } from '../core/UniformNode.js';
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import { NodeUpdateType } from '../core/constants.js';
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import { threshold } from './ColorAdjustmentNode.js';
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import { uv } from '../accessors/UVNode.js';
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import { texturePass } from './PassNode.js';
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import { Vector2, RenderTarget } from 'three';
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import QuadMesh from '../../objects/QuadMesh.js';
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const quadMesh = new QuadMesh();
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class AnamorphicNode extends TempNode {
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constructor( textureNode, tresholdNode, scaleNode, samples ) {
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super( 'vec4' );
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this.textureNode = textureNode;
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this.tresholdNode = tresholdNode;
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this.scaleNode = scaleNode;
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this.colorNode = vec3( 0.1, 0.0, 1.0 );
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this.samples = samples;
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this.resolution = new Vector2( 1, 1 );
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this._renderTarget = new RenderTarget();
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this._renderTarget.texture.name = 'anamorphic';
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this._invSize = uniform( new Vector2() );
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this._textureNode = texturePass( this, this._renderTarget.texture );
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this.updateBeforeType = NodeUpdateType.RENDER;
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}
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getTextureNode() {
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return this._textureNode;
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}
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setSize( width, height ) {
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this._invSize.value.set( 1 / width, 1 / height );
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width = Math.max( Math.round( width * this.resolution.x ), 1 );
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height = Math.max( Math.round( height * this.resolution.y ), 1 );
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this._renderTarget.setSize( width, height );
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}
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updateBefore( frame ) {
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const { renderer } = frame;
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const textureNode = this.textureNode;
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const map = textureNode.value;
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this._renderTarget.texture.type = map.type;
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const currentRenderTarget = renderer.getRenderTarget();
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const currentTexture = textureNode.value;
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quadMesh.material = this._material;
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this.setSize( map.image.width, map.image.height );
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// render
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renderer.setRenderTarget( this._renderTarget );
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quadMesh.render( renderer );
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// restore
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renderer.setRenderTarget( currentRenderTarget );
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textureNode.value = currentTexture;
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}
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setup( builder ) {
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const textureNode = this.textureNode;
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if ( textureNode.isTextureNode !== true ) {
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console.error( 'AnamorphNode requires a TextureNode.' );
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return vec4();
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}
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//
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const uvNode = textureNode.uvNode || uv();
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const sampleTexture = ( uv ) => textureNode.cache().context( { getUV: () => uv, forceUVContext: true } );
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const anamorph = tslFn( () => {
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const samples = this.samples;
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const halfSamples = Math.floor( samples / 2 );
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const total = vec3( 0 ).toVar();
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loop( { start: - halfSamples, end: halfSamples }, ( { i } ) => {
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const softness = float( i ).abs().div( halfSamples ).oneMinus();
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const uv = vec2( uvNode.x.add( this._invSize.x.mul( i ).mul( this.scaleNode ) ), uvNode.y );
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const color = sampleTexture( uv );
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const pass = threshold( color, this.tresholdNode ).mul( softness );
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total.addAssign( pass );
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} );
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return total.mul( this.colorNode );
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} );
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//
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const material = this._material || ( this._material = builder.createNodeMaterial() );
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material.fragmentNode = anamorph();
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//
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const properties = builder.getNodeProperties( this );
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properties.textureNode = textureNode;
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//
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return this._textureNode;
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}
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}
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export const anamorphic = ( node, threshold = .9, scale = 3, samples = 32 ) => nodeObject( new AnamorphicNode( nodeObject( node ), nodeObject( threshold ), nodeObject( scale ), samples ) );
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addNodeElement( 'anamorphic', anamorphic );
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export default AnamorphicNode;
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