200 lines
		
	
	
		
			4.2 KiB
		
	
	
	
		
			JavaScript
		
	
	
	
	
	
		
		
			
		
	
	
			200 lines
		
	
	
		
			4.2 KiB
		
	
	
	
		
			JavaScript
		
	
	
	
	
	
|  | 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 ) { | ||
|  | 
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|  | 		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 ); |