139 lines
4.0 KiB
JavaScript
139 lines
4.0 KiB
JavaScript
import TextureNode from '../accessors/TextureNode.js';
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import { NodeUpdateType } from '../core/constants.js';
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import { nodeProxy } from '../tsl/TSLBase.js';
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import { screenUV } from './ScreenNode.js';
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import { Vector2 } from '../../math/Vector2.js';
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import { FramebufferTexture } from '../../textures/FramebufferTexture.js';
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import { LinearMipmapLinearFilter } from '../../constants.js';
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const _size = /*@__PURE__*/ new Vector2();
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/**
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* A special type of texture node which represents the data of the current viewport
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* as a texture. The module extracts data from the current bound framebuffer with
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* a copy operation so no extra render pass is required to produce the texture data
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* (which is good for performance). `ViewportTextureNode` can be used as an input for a
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* variety of effects like refractive or transmissive materials.
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*
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* @augments TextureNode
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*/
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class ViewportTextureNode extends TextureNode {
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static get type() {
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return 'ViewportTextureNode';
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}
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/**
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* Constructs a new viewport texture node.
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*
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* @param {Node} [uvNode=screenUV] - The uv node.
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* @param {?Node} [levelNode=null] - The level node.
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* @param {?Texture} [framebufferTexture=null] - A framebuffer texture holding the viewport data. If not provided, a framebuffer texture is created automatically.
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*/
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constructor( uvNode = screenUV, levelNode = null, framebufferTexture = null ) {
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if ( framebufferTexture === null ) {
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framebufferTexture = new FramebufferTexture();
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framebufferTexture.minFilter = LinearMipmapLinearFilter;
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}
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super( framebufferTexture, uvNode, levelNode );
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/**
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* Whether to generate mipmaps or not.
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*
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* @type {boolean}
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* @default false
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*/
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this.generateMipmaps = false;
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/**
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* This flag can be used for type testing.
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*
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* @type {boolean}
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* @readonly
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* @default true
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*/
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this.isOutputTextureNode = true;
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/**
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* The `updateBeforeType` is set to `NodeUpdateType.FRAME` since the node renders the
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* scene once per frame in its {@link ViewportTextureNode#updateBefore} method.
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*
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* @type {string}
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* @default 'frame'
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*/
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this.updateBeforeType = NodeUpdateType.FRAME;
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}
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updateBefore( frame ) {
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const renderer = frame.renderer;
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renderer.getDrawingBufferSize( _size );
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//
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const framebufferTexture = this.value;
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if ( framebufferTexture.image.width !== _size.width || framebufferTexture.image.height !== _size.height ) {
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framebufferTexture.image.width = _size.width;
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framebufferTexture.image.height = _size.height;
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framebufferTexture.needsUpdate = true;
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}
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//
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const currentGenerateMipmaps = framebufferTexture.generateMipmaps;
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framebufferTexture.generateMipmaps = this.generateMipmaps;
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renderer.copyFramebufferToTexture( framebufferTexture );
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framebufferTexture.generateMipmaps = currentGenerateMipmaps;
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}
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clone() {
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const viewportTextureNode = new this.constructor( this.uvNode, this.levelNode, this.value );
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viewportTextureNode.generateMipmaps = this.generateMipmaps;
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return viewportTextureNode;
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}
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}
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export default ViewportTextureNode;
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/**
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* TSL function for creating a viewport texture node.
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*
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* @tsl
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* @function
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* @param {?Node} [uvNode=screenUV] - The uv node.
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* @param {?Node} [levelNode=null] - The level node.
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* @param {?Texture} [framebufferTexture=null] - A framebuffer texture holding the viewport data. If not provided, a framebuffer texture is created automatically.
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* @returns {ViewportTextureNode}
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*/
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export const viewportTexture = /*@__PURE__*/ nodeProxy( ViewportTextureNode ).setParameterLength( 0, 3 );
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/**
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* TSL function for creating a viewport texture node with enabled mipmap generation.
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*
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* @tsl
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* @function
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* @param {?Node} [uvNode=screenUV] - The uv node.
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* @param {?Node} [levelNode=null] - The level node.
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* @param {?Texture} [framebufferTexture=null] - A framebuffer texture holding the viewport data. If not provided, a framebuffer texture is created automatically.
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* @returns {ViewportTextureNode}
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*/
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export const viewportMipTexture = /*@__PURE__*/ nodeProxy( ViewportTextureNode, null, null, { generateMipmaps: true } ).setParameterLength( 0, 3 );
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