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three

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JavaScript 3D library

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import TempNode from '../core/TempNode.js'; import { nodeObject, addNodeElement, tslFn, vec2, vec3, vec4 } from '../shadernode/ShaderNode.js'; import { uniform } from '../core/UniformNode.js'; import { NodeUpdateType } from '../core/constants.js'; import { uv } from '../accessors/UVNode.js'; import { texturePass } from './PassNode.js'; import { sin, cos } from '../math/MathNode.js'; import { add } from '../math/OperatorNode.js'; import { Vector2, RenderTarget } from 'three'; import QuadMesh from '../../objects/QuadMesh.js'; const quadMesh = new QuadMesh(); class DotScreenNode extends TempNode { constructor( colorNode, center = new Vector2( 0.5, 0.5 ), angle = 1.57, scale = 1 ) { super( 'vec4' ); this.colorNode = colorNode; this.center = uniform( center ); this.angle = uniform( angle ); this.scale = uniform( scale ); this._renderTarget = new RenderTarget(); this._renderTarget.texture.name = 'dotScreen'; this._size = uniform( new Vector2() ); this._textureNode = texturePass( this, this._renderTarget.texture ); this.updateBeforeType = NodeUpdateType.RENDER; } getTextureNode() { return this._textureNode; } setSize( width, height ) { this._size.value.set( width, height ); this._renderTarget.setSize( width, height ); } updateBefore( frame ) { const { renderer } = frame; const colorNode = this.colorNode; const map = colorNode.value; this._renderTarget.texture.type = map.type; const currentRenderTarget = renderer.getRenderTarget(); const currentTexture = colorNode.value; quadMesh.material = this._material; this.setSize( map.image.width, map.image.height ); // render renderer.setRenderTarget( this._renderTarget ); quadMesh.render( renderer ); // restore renderer.setRenderTarget( currentRenderTarget ); colorNode.value = currentTexture; } setup( builder ) { const colorNode = this.colorNode; const pattern = tslFn( () => { const s = sin( this.angle ); const c = cos( this.angle ); const tex = uv().mul( this._size ).sub( this.center ); const point = vec2( c.mul( tex.x ).sub( s.mul( tex.y ) ), s.mul( tex.x ).add( c.mul( tex.y ) ) ).mul( this.scale ); return sin( point.x ).mul( sin( point.y ) ).mul( 4 ); } ); const dotScreen = tslFn( () => { const color = colorNode; const average = add( color.r, color.g, color.b ).div( 3 ); return vec4( vec3( average.mul( 10 ).sub( 5 ).add( pattern() ) ), color.a ); } ); // const material = this._material || ( this._material = builder.createNodeMaterial() ); material.fragmentNode = dotScreen(); // const properties = builder.getNodeProperties( this ); properties.textureNode = colorNode; // return this._textureNode; } } export const dotScreen = ( node, center, angle, scale ) => nodeObject( new DotScreenNode( nodeObject( node ), center, angle, scale ) ); addNodeElement( 'dotScreen', dotScreen ); export default DotScreenNode;