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