three
Version:
JavaScript 3D library
146 lines (81 loc) • 3.3 kB
JavaScript
import { RenderTarget, Vector2, TempNode, QuadMesh, NodeMaterial, PostProcessingUtils } from 'three/webgpu';
import { nodeObject, Fn, float, NodeUpdateType, uv, passTexture, uniform, convertToTexture, vec2, vec3, Loop, threshold } from 'three/tsl';
const _quadMesh = /*@__PURE__*/ new QuadMesh();
let _rendererState;
class AnamorphicNode extends TempNode {
static get type() {
return 'AnamorphicNode';
}
constructor( textureNode, tresholdNode, scaleNode, samples ) {
super( 'vec4' );
this.textureNode = textureNode;
this.tresholdNode = tresholdNode;
this.scaleNode = scaleNode;
this.colorNode = vec3( 0.1, 0.0, 1.0 );
this.samples = samples;
this.resolution = new Vector2( 1, 1 );
this._renderTarget = new RenderTarget( 1, 1, { depthBuffer: false } );
this._renderTarget.texture.name = 'anamorphic';
this._invSize = uniform( new Vector2() );
this._textureNode = passTexture( this, this._renderTarget.texture );
this.updateBeforeType = NodeUpdateType.FRAME;
}
getTextureNode() {
return this._textureNode;
}
setSize( width, height ) {
this._invSize.value.set( 1 / width, 1 / height );
width = Math.max( Math.round( width * this.resolution.x ), 1 );
height = Math.max( Math.round( height * this.resolution.y ), 1 );
this._renderTarget.setSize( width, height );
}
updateBefore( frame ) {
const { renderer } = frame;
_rendererState = PostProcessingUtils.resetRendererState( renderer, _rendererState );
//
const textureNode = this.textureNode;
const map = textureNode.value;
this._renderTarget.texture.type = map.type;
const currentTexture = textureNode.value;
_quadMesh.material = this._material;
this.setSize( map.image.width, map.image.height );
// render
renderer.setRenderTarget( this._renderTarget );
_quadMesh.render( renderer );
// restore
textureNode.value = currentTexture;
PostProcessingUtils.restoreRendererState( renderer, _rendererState );
}
setup( builder ) {
const textureNode = this.textureNode;
const uvNode = textureNode.uvNode || uv();
const sampleTexture = ( uv ) => textureNode.uv( uv );
const anamorph = Fn( () => {
const samples = this.samples;
const halfSamples = Math.floor( samples / 2 );
const total = vec3( 0 ).toVar();
Loop( { start: - halfSamples, end: halfSamples }, ( { i } ) => {
const softness = float( i ).abs().div( halfSamples ).oneMinus();
const uv = vec2( uvNode.x.add( this._invSize.x.mul( i ).mul( this.scaleNode ) ), uvNode.y );
const color = sampleTexture( uv );
const pass = threshold( color, this.tresholdNode ).mul( softness );
total.addAssign( pass );
} );
return total.mul( this.colorNode );
} );
//
const material = this._material || ( this._material = new NodeMaterial() );
material.name = 'Anamorphic';
material.fragmentNode = anamorph();
//
const properties = builder.getNodeProperties( this );
properties.textureNode = textureNode;
//
return this._textureNode;
}
dispose() {
this._renderTarget.dispose();
}
}
export const anamorphic = ( node, threshold = .9, scale = 3, samples = 32 ) => nodeObject( new AnamorphicNode( convertToTexture( node ), nodeObject( threshold ), nodeObject( scale ), samples ) );
export default AnamorphicNode;