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import { RenderTarget, Vector2, QuadMesh, NodeMaterial, RendererUtils, TempNode, NodeUpdateType } from 'three/webgpu';
import { nodeObject, Fn, float, vec4, uv, texture, passTexture, uniform, sign, max, convertToTexture } from 'three/tsl';
/** @module AfterImageNode **/
const _size = /*@__PURE__*/ new Vector2();
const _quadMeshComp = /*@__PURE__*/ new QuadMesh();
let _rendererState;
/**
* Post processing node for creating an after image effect.
*
* @augments TempNode
*/
class AfterImageNode extends TempNode {
static get type() {
return 'AfterImageNode';
}
/**
* Constructs a new after image node.
*
* @param {TextureNode} textureNode - The texture node that represents the input of the effect.
* @param {Number} [damp=0.96] - The damping intensity. A higher value means a stronger after image effect.
*/
constructor( textureNode, damp = 0.96 ) {
super( 'vec4' );
/**
* The texture node that represents the input of the effect.
*
* @type {TextureNode}
*/
this.textureNode = textureNode;
/**
* The texture represents the pervious frame.
*
* @type {TextureNode}
*/
this.textureNodeOld = texture();
/**
* The damping intensity as a uniform node.
*
* @type {UniformNode<float>}
*/
this.damp = uniform( damp );
/**
* The render target used for compositing the effect.
*
* @private
* @type {RenderTarget}
*/
this._compRT = new RenderTarget( 1, 1, { depthBuffer: false } );
this._compRT.texture.name = 'AfterImageNode.comp';
/**
* The render target that represents the previous frame.
*
* @private
* @type {RenderTarget}
*/
this._oldRT = new RenderTarget( 1, 1, { depthBuffer: false } );
this._oldRT.texture.name = 'AfterImageNode.old';
/**
* The result of the effect is represented as a separate texture node.
*
* @private
* @type {PassTextureNode}
*/
this._textureNode = passTexture( this, this._compRT.texture );
/**
* The `updateBeforeType` is set to `NodeUpdateType.FRAME` since the node renders
* its effect once per frame in `updateBefore()`.
*
* @type {String}
* @default 'frame'
*/
this.updateBeforeType = NodeUpdateType.FRAME;
}
/**
* Returns the result of the effect as a texture node.
*
* @return {PassTextureNode} A texture node that represents the result of the effect.
*/
getTextureNode() {
return this._textureNode;
}
/**
* Sets the size of the effect.
*
* @param {Number} width - The width of the effect.
* @param {Number} height - The height of the effect.
*/
setSize( width, height ) {
this._compRT.setSize( width, height );
this._oldRT.setSize( width, height );
}
/**
* This method is used to render the effect once per frame.
*
* @param {NodeFrame} frame - The current node frame.
*/
updateBefore( frame ) {
const { renderer } = frame;
_rendererState = RendererUtils.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;
RendererUtils.restoreRendererState( renderer, _rendererState );
}
/**
* This method is used to setup the effect's TSL code.
*
* @param {NodeBuilder} builder - The current node builder.
* @return {PassTextureNode}
*/
setup( builder ) {
const textureNode = this.textureNode;
const textureNodeOld = this.textureNodeOld;
//
const uvNode = textureNode.uvNode || uv();
textureNodeOld.uvNode = uvNode;
const sampleTexture = ( uv ) => textureNode.sample( 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;
}
/**
* Frees internal resources. This method should be called
* when the effect is no longer required.
*/
dispose() {
this._compRT.dispose();
this._oldRT.dispose();
}
}
/**
* TSL function for creating an after image node for post processing.
*
* @function
* @param {Node<vec4>} node - The node that represents the input of the effect.
* @param {Number} [damp=0.96] - The damping intensity. A higher value means a stronger after image effect.
* @returns {AfterImageNode}
*/
export const afterImage = ( node, damp ) => nodeObject( new AfterImageNode( convertToTexture( node ), damp ) );
export default AfterImageNode;
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