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237 lines
3.3 KiB
237 lines
3.3 KiB
2 years ago
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import { TempNode } from '../core/TempNode.js';
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import { FunctionNode } from '../core/FunctionNode.js';
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import { FloatNode } from '../inputs/FloatNode.js';
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import { PositionNode } from '../accessors/PositionNode.js';
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class CameraNode extends TempNode {
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constructor( scope, camera ) {
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super( 'v3' );
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this.setScope( scope || CameraNode.POSITION );
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this.setCamera( camera );
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}
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setCamera( camera ) {
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this.camera = camera;
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this.updateFrame = camera !== undefined ? this.onUpdateFrame : undefined;
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}
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setScope( scope ) {
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switch ( this.scope ) {
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case CameraNode.DEPTH:
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delete this.near;
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delete this.far;
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break;
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}
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this.scope = scope;
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switch ( scope ) {
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case CameraNode.DEPTH:
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const camera = this.camera;
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this.near = new FloatNode( camera ? camera.near : 1 );
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this.far = new FloatNode( camera ? camera.far : 1200 );
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break;
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}
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}
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getType( /* builder */ ) {
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switch ( this.scope ) {
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case CameraNode.DEPTH:
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return 'f';
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}
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return this.type;
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}
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getUnique( /* builder */ ) {
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switch ( this.scope ) {
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case CameraNode.DEPTH:
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case CameraNode.TO_VERTEX:
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return true;
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}
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return false;
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}
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getShared( /* builder */ ) {
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switch ( this.scope ) {
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case CameraNode.POSITION:
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return false;
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}
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return true;
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}
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generate( builder, output ) {
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let result;
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switch ( this.scope ) {
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case CameraNode.POSITION:
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result = 'cameraPosition';
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break;
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case CameraNode.DEPTH:
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const depthColor = builder.include( CameraNode.Nodes.depthColor );
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result = depthColor + '( ' + this.near.build( builder, 'f' ) + ', ' + this.far.build( builder, 'f' ) + ' )';
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break;
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case CameraNode.TO_VERTEX:
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result = 'normalize( ' + new PositionNode( PositionNode.WORLD ).build( builder, 'v3' ) + ' - cameraPosition )';
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break;
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}
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return builder.format( result, this.getType( builder ), output );
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}
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onUpdateFrame( /* frame */ ) {
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switch ( this.scope ) {
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case CameraNode.DEPTH:
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const camera = this.camera;
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this.near.value = camera.near;
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this.far.value = camera.far;
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break;
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}
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}
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copy( source ) {
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super.copy( source );
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this.setScope( source.scope );
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if ( source.camera ) {
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this.setCamera( source.camera );
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}
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switch ( source.scope ) {
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case CameraNode.DEPTH:
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this.near.number = source.near;
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this.far.number = source.far;
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break;
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}
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return this;
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}
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toJSON( meta ) {
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let data = this.getJSONNode( meta );
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if ( ! data ) {
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data = this.createJSONNode( meta );
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data.scope = this.scope;
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if ( this.camera ) data.camera = this.camera.uuid;
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switch ( this.scope ) {
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case CameraNode.DEPTH:
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data.near = this.near.value;
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data.far = this.far.value;
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break;
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}
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}
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return data;
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}
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}
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CameraNode.Nodes = ( function () {
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const depthColor = new FunctionNode( /* glsl */`
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float depthColor( float mNear, float mFar ) {
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#ifdef USE_LOGDEPTHBUF_EXT
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float depth = gl_FragDepthEXT / gl_FragCoord.w;
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#else
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float depth = gl_FragCoord.z / gl_FragCoord.w;
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#endif
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return 1.0 - smoothstep( mNear, mFar, depth );
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}`
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);
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return {
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depthColor: depthColor
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};
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} )();
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CameraNode.POSITION = 'position';
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CameraNode.DEPTH = 'depth';
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CameraNode.TO_VERTEX = 'toVertex';
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CameraNode.prototype.nodeType = 'Camera';
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export { CameraNode };
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