import { Mesh, OrthographicCamera, PlaneGeometry, Scene, WebGLRenderTarget } from '../../../../build/three.module.js'; import { NodeBuilder } from '../core/NodeBuilder.js'; import { NodeMaterial } from '../materials/NodeMaterial.js'; import { TextureNode } from './TextureNode.js'; class RTTNode extends TextureNode { constructor( width, height, input, options = {} ) { const renderTarget = new WebGLRenderTarget( width, height, options ); super( renderTarget.texture ); this.input = input; this.clear = options.clear !== undefined ? options.clear : true; this.renderTarget = renderTarget; this.material = new NodeMaterial(); this.camera = new OrthographicCamera( - 1, 1, 1, - 1, 0, 1 ); this.scene = new Scene(); this.quad = new Mesh( new PlaneGeometry( 2, 2 ), this.material ); this.quad.frustumCulled = false; // Avoid getting clipped this.scene.add( this.quad ); this.render = true; } build( builder, output, uuid ) { const rttBuilder = new NodeBuilder(); rttBuilder.nodes = builder.nodes; rttBuilder.updaters = builder.updaters; this.material.fragment.value = this.input; this.material.build( { builder: rttBuilder } ); return super.build( builder, output, uuid ); } updateFramesaveTo( frame ) { this.saveTo.render = false; if ( this.saveTo !== this.saveToCurrent ) { if ( this.saveToMaterial ) this.saveToMaterial.dispose(); const material = new NodeMaterial(); material.fragment.value = this; material.build(); const scene = new Scene(); const quad = new Mesh( new PlaneGeometry( 2, 2 ), material ); quad.frustumCulled = false; // Avoid getting clipped scene.add( quad ); this.saveToScene = scene; this.saveToMaterial = material; } this.saveToCurrent = this.saveTo; frame.renderer.setRenderTarget( this.saveTo.renderTarget ); if ( this.saveTo.clear ) frame.renderer.clear(); frame.renderer.render( this.saveToScene, this.camera ); } updateFrame( frame ) { if ( frame.renderer ) { // from the second frame if ( this.saveTo && this.saveTo.render === false ) { this.updateFramesaveTo( frame ); } if ( this.render ) { if ( this.material.uniforms.renderTexture ) { this.material.uniforms.renderTexture.value = frame.renderTexture; } frame.renderer.setRenderTarget( this.renderTarget ); if ( this.clear ) frame.renderer.clear(); frame.renderer.render( this.scene, this.camera ); } // first frame if ( this.saveTo && this.saveTo.render === true ) { this.updateFramesaveTo( frame ); } } else { console.warn( 'RTTNode need a renderer in NodeFrame' ); } } copy( source ) { super.copy( source ); this.saveTo = source.saveTo; return this; } toJSON( meta ) { let data = this.getJSONNode( meta ); if ( ! data ) { data = super.toJSON( meta ); if ( this.saveTo ) data.saveTo = this.saveTo.toJSON( meta ).uuid; } return data; } } RTTNode.prototype.nodeType = 'RTT'; export { RTTNode };