UNPKG

three

Version:

JavaScript 3D library

146 lines (81 loc) 3.3 kB
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;