three 基础库
You can not select more than 25 topics Topics must start with a letter or number, can include dashes ('-') and can be up to 35 characters long.
 
 
 

157 lines
3.0 KiB

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 };