@polygonjs/polygonjs
Version:
node-based WebGL 3D engine https://polygonjs.com
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text/typescript
/**
* Adds a vignette.
*
*
*/
import {TypedPostNode, TypedPostNodeContext, PostParamOptions} from './_Base';
import {NodeParamsConfig, ParamConfig} from '../utils/params/ParamsConfig';
import {EffectPass, VignetteEffect, VignetteTechnique} from 'postprocessing';
import {IUniform} from 'three';
class VignettePostParamsConfig extends NodeParamsConfig {
/** @param offset */
offset = ParamConfig.FLOAT(0, {
range: [0, 1],
rangeLocked: [false, false],
...PostParamOptions,
});
/** @param darkness */
darkness = ParamConfig.FLOAT(1, {
range: [0, 2],
rangeLocked: [true, false],
...PostParamOptions,
});
}
const ParamsConfig = new VignettePostParamsConfig();
export class VignettePostNode extends TypedPostNode<EffectPass, VignettePostParamsConfig> {
override paramsConfig = ParamsConfig;
static override type() {
return 'vignette';
}
override createPass(context: TypedPostNodeContext) {
const effect = new VignetteEffect({
technique: VignetteTechnique.DEFAULT,
offset: this.pv.offset,
darkness: this.pv.darkness,
});
const pass = new EffectPass(context.camera, effect);
this.updatePass(pass);
return pass;
}
override updatePass(pass: EffectPass) {
const effect = (pass as any).effects[0] as VignetteTechnique;
const uniforms = (effect as any).uniforms as Map<string, IUniform>;
uniforms.get('offset')!.value = this.pv.offset;
uniforms.get('darkness')!.value = this.pv.darkness;
}
}