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import { RenderTarget, Vector2, TempNode, QuadMesh, NodeMaterial, RendererUtils } from 'three/webgpu'; | |
import { nodeObject, Fn, float, NodeUpdateType, uv, passTexture, uniform, convertToTexture, vec2, vec3, Loop, mix, luminance } from 'three/tsl'; | |
/** @module AnamorphicNode **/ | |
const _quadMesh = /*@__PURE__*/ new QuadMesh(); | |
let _rendererState; | |
/** | |
* Post processing node for adding an anamorphic flare effect. | |
* | |
* @augments TempNode | |
*/ | |
class AnamorphicNode extends TempNode { | |
static get type() { | |
return 'AnamorphicNode'; | |
} | |
/** | |
* Constructs a new anamorphic node. | |
* | |
* @param {TextureNode} textureNode - The texture node that represents the input of the effect. | |
* @param {Node<float>} tresholdNode - The threshold is one option to control the intensity and size of the effect. | |
* @param {Node<float>} scaleNode - Defines the vertical scale of the flares. | |
* @param {Number} samples - More samples result in larger flares and a more expensive runtime behavior. | |
*/ | |
constructor( textureNode, tresholdNode, scaleNode, samples ) { | |
super( 'vec4' ); | |
/** | |
* The texture node that represents the input of the effect. | |
* | |
* @type {TextureNode} | |
*/ | |
this.textureNode = textureNode; | |
/** | |
* The threshold is one option to control the intensity and size of the effect. | |
* | |
* @type {Node<float>} | |
*/ | |
this.tresholdNode = tresholdNode; | |
/** | |
* Defines the vertical scale of the flares. | |
* | |
* @type {Node<float>} | |
*/ | |
this.scaleNode = scaleNode; | |
/** | |
* The color of the flares. | |
* | |
* @type {Node<vec3>} | |
*/ | |
this.colorNode = vec3( 0.1, 0.0, 1.0 ); | |
/** | |
* More samples result in larger flares and a more expensive runtime behavior. | |
* | |
* @type {Node<float>} | |
*/ | |
this.samples = samples; | |
/** | |
* The resolution scale. | |
* | |
* @type {Vector2} | |
*/ | |
this.resolution = new Vector2( 1, 1 ); | |
/** | |
* The internal render target of the effect. | |
* | |
* @private | |
* @type {RenderTarget} | |
*/ | |
this._renderTarget = new RenderTarget( 1, 1, { depthBuffer: false } ); | |
this._renderTarget.texture.name = 'anamorphic'; | |
/** | |
* A uniform node holding the inverse resolution value. | |
* | |
* @private | |
* @type {UniformNode<vec2>} | |
*/ | |
this._invSize = uniform( new Vector2() ); | |
/** | |
* The result of the effect is represented as a separate texture node. | |
* | |
* @private | |
* @type {PassTextureNode} | |
*/ | |
this._textureNode = passTexture( this, this._renderTarget.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._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 ); | |
} | |
/** | |
* 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; | |
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; | |
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 uvNode = textureNode.uvNode || uv(); | |
const sampleTexture = ( uv ) => textureNode.sample( uv ); | |
const threshold = ( color, threshold ) => mix( vec3( 0.0 ), color, luminance( color ).sub( threshold ).max( 0 ) ); | |
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; | |
} | |
/** | |
* Frees internal resources. This method should be called | |
* when the effect is no longer required. | |
*/ | |
dispose() { | |
this._renderTarget.dispose(); | |
} | |
} | |
/** | |
* TSL function for creating an anamorphic flare effect. | |
* | |
* @function | |
* @param {TextureNode} node - The node that represents the input of the effect. | |
* @param {Node<float> | Number} [threshold=0.9] - The threshold is one option to control the intensity and size of the effect. | |
* @param {Node<float> | Number} [scale=3] - Defines the vertical scale of the flares. | |
* @param {Number} [samples=32] - More samples result in larger flares and a more expensive runtime behavior. | |
* @returns {AnamorphicNode} | |
*/ | |
export const anamorphic = ( node, threshold = .9, scale = 3, samples = 32 ) => nodeObject( new AnamorphicNode( convertToTexture( node ), nodeObject( threshold ), nodeObject( scale ), samples ) ); | |
export default AnamorphicNode; | |