UNPKG

three

Version:

JavaScript 3D library

156 lines (88 loc) 3.29 kB
import { RenderTarget, Vector2, QuadMesh, NodeMaterial, PostProcessingUtils, TempNode, NodeUpdateType } from 'three/webgpu'; import { nodeObject, Fn, float, vec4, uv, texture, passTexture, uniform, sign, max, convertToTexture } from 'three/tsl'; const _size = /*@__PURE__*/ new Vector2(); const _quadMeshComp = /*@__PURE__*/ new QuadMesh(); let _rendererState; class AfterImageNode extends TempNode { static get type() { return 'AfterImageNode'; } constructor( textureNode, damp = 0.96 ) { super( 'vec4' ); this.textureNode = textureNode; this.textureNodeOld = texture(); this.damp = uniform( damp ); this._compRT = new RenderTarget( 1, 1, { depthBuffer: false } ); this._compRT.texture.name = 'AfterImageNode.comp'; this._oldRT = new RenderTarget( 1, 1, { depthBuffer: false } ); this._oldRT.texture.name = 'AfterImageNode.old'; this._textureNode = passTexture( this, this._compRT.texture ); this.updateBeforeType = NodeUpdateType.FRAME; } getTextureNode() { return this._textureNode; } setSize( width, height ) { this._compRT.setSize( width, height ); this._oldRT.setSize( width, height ); } updateBefore( frame ) { const { renderer } = frame; _rendererState = PostProcessingUtils.resetRendererState( renderer, _rendererState ); // const textureNode = this.textureNode; const map = textureNode.value; const textureType = map.type; this._compRT.texture.type = textureType; this._oldRT.texture.type = textureType; renderer.getDrawingBufferSize( _size ); this.setSize( _size.x, _size.y ); 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; // textureNode.value = currentTexture; PostProcessingUtils.restoreRendererState( renderer, _rendererState ); } setup( builder ) { const textureNode = this.textureNode; const textureNodeOld = this.textureNodeOld; // const uvNode = textureNode.uvNode || uv(); textureNodeOld.uvNode = uvNode; const sampleTexture = ( uv ) => textureNode.uv( uv ); const when_gt = Fn( ( [ 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 = Fn( () => { 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 = new NodeMaterial() ); materialComposed.name = 'AfterImage'; materialComposed.fragmentNode = afterImg(); _quadMeshComp.material = materialComposed; // const properties = builder.getNodeProperties( this ); properties.textureNode = textureNode; // return this._textureNode; } dispose() { this._compRT.dispose(); this._oldRT.dispose(); } } export const afterImage = ( node, damp ) => nodeObject( new AfterImageNode( convertToTexture( node ), damp ) ); export default AfterImageNode;