149 lines
		
	
	
		
			3.4 KiB
		
	
	
	
		
			JavaScript
		
	
	
	
	
	
			
		
		
	
	
			149 lines
		
	
	
		
			3.4 KiB
		
	
	
	
		
			JavaScript
		
	
	
	
	
	
import TempNode from '../core/TempNode.js';
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import { nodeObject, addNodeElement, tslFn, float, vec4 } from '../shadernode/ShaderNode.js';
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import { NodeUpdateType } from '../core/constants.js';
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import { uv } from '../accessors/UVNode.js';
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import { texture } from '../accessors/TextureNode.js';
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import { texturePass } from './PassNode.js';
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import { uniform } from '../core/UniformNode.js';
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import { RenderTarget } from 'three';
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import { sign, max } from '../math/MathNode.js';
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import QuadMesh from '../../objects/QuadMesh.js';
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const quadMeshComp = new QuadMesh();
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class AfterImageNode extends TempNode {
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	constructor( textureNode, damp = 0.96 ) {
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		super( textureNode );
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		this.textureNode = textureNode;
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		this.textureNodeOld = texture();
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		this.damp = uniform( damp );
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		this._compRT = new RenderTarget();
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		this._compRT.texture.name = 'AfterImageNode.comp';
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		this._oldRT = new RenderTarget();
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		this._oldRT.texture.name = 'AfterImageNode.old';
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		this._textureNode = texturePass( this, this._compRT.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._compRT.setSize( width, height );
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		this._oldRT.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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		const textureType = map.type;
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		this._compRT.texture.type = textureType;
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		this._oldRT.texture.type = textureType;
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		const currentRenderTarget = renderer.getRenderTarget();
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		const currentTexture = textureNode.value;
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		this.textureNodeOld.value = this._oldRT.texture;
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		// comp
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		renderer.setRenderTarget( this._compRT );
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		quadMeshComp.render( renderer );
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		// Swap the textures
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		const temp = this._oldRT;
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		this._oldRT = this._compRT;
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		this._compRT = temp;
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		// set size before swapping fails
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		this.setSize( map.image.width, map.image.height );
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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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		const textureNodeOld = this.textureNodeOld;
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		if ( textureNode.isTextureNode !== true ) {
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			console.error( 'AfterImageNode 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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		textureNodeOld.uvNode = uvNode;
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		const sampleTexture = ( uv ) => textureNode.cache().context( { getUV: () => uv, forceUVContext: true } );
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		const when_gt = tslFn( ( [ x_immutable, y_immutable ] ) => {
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			const y = float( y_immutable ).toVar();
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			const x = vec4( x_immutable ).toVar();
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			return max( sign( x.sub( y ) ), 0.0 );
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		} );
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		const afterImg = tslFn( () => {
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			const texelOld = vec4( textureNodeOld );
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			const texelNew = vec4( sampleTexture( uvNode ) );
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			texelOld.mulAssign( this.damp.mul( when_gt( texelOld, 0.1 ) ) );
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			return max( texelNew, texelOld );
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		} );
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		//
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		const materialComposed = this._materialComposed || ( this._materialComposed = builder.createNodeMaterial() );
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		materialComposed.fragmentNode = afterImg();
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		quadMeshComp.material = materialComposed;
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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 afterImage = ( node, damp ) => nodeObject( new AfterImageNode( nodeObject( node ), damp ) );
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addNodeElement( 'afterImage', afterImage );
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export default AfterImageNode;
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