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three

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JavaScript 3D library

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import TextureNode from '../accessors/TextureNode.js'; import { NodeUpdateType } from '../core/constants.js'; import { nodeProxy } from '../tsl/TSLBase.js'; import { screenUV } from './ScreenNode.js'; import { Vector2 } from '../../math/Vector2.js'; import { FramebufferTexture } from '../../textures/FramebufferTexture.js'; import { LinearMipmapLinearFilter } from '../../constants.js'; const _size = /*@__PURE__*/ new Vector2(); /** * A special type of texture node which represents the data of the current viewport * as a texture. The module extracts data from the current bound framebuffer with * a copy operation so no extra render pass is required to produce the texture data * (which is good for performance). `ViewportTextureNode` can be used as an input for a * variety of effects like refractive or transmissive materials. * * @augments TextureNode */ class ViewportTextureNode extends TextureNode { static get type() { return 'ViewportTextureNode'; } /** * Constructs a new viewport texture node. * * @param {Node} [uvNode=screenUV] - The uv node. * @param {?Node} [levelNode=null] - The level node. * @param {?Texture} [framebufferTexture=null] - A framebuffer texture holding the viewport data. If not provided, a framebuffer texture is created automatically. */ constructor( uvNode = screenUV, levelNode = null, framebufferTexture = null ) { let defaultFramebuffer = null; if ( framebufferTexture === null ) { defaultFramebuffer = new FramebufferTexture(); defaultFramebuffer.minFilter = LinearMipmapLinearFilter; framebufferTexture = defaultFramebuffer; } else { defaultFramebuffer = framebufferTexture; } super( framebufferTexture, uvNode, levelNode ); /** * Whether to generate mipmaps or not. * * @type {boolean} * @default false */ this.generateMipmaps = false; /** * The reference framebuffer texture. This is used to store the framebuffer texture * for the current render target. If the render target changes, a new framebuffer texture * is created automatically. * * @type {FramebufferTexture} * @default null */ this.defaultFramebuffer = defaultFramebuffer; /** * This flag can be used for type testing. * * @type {boolean} * @readonly * @default true */ this.isOutputTextureNode = true; /** * The `updateBeforeType` is set to `NodeUpdateType.RENDER` since the node renders the * scene once per render in its {@link ViewportTextureNode#updateBefore} method. * * @type {string} * @default 'frame' */ this.updateBeforeType = NodeUpdateType.RENDER; /** * The framebuffer texture for the current renderer context. * * @type {WeakMap<RenderTarget, FramebufferTexture>} * @private */ this._textures = new WeakMap(); } getFrameBufferTexture( reference = null ) { const defaultFramebuffer = this.referenceNode ? this.referenceNode.defaultFramebuffer : this.defaultFramebuffer; if ( reference === null ) { return defaultFramebuffer; } if ( this._textures.has( reference ) === false ) { const framebufferTexture = defaultFramebuffer.clone(); this._textures.set( reference, framebufferTexture ); } return this._textures.get( reference ); } updateBefore( frame ) { const renderer = frame.renderer; const renderTarget = renderer.getRenderTarget(); if ( renderTarget === null ) { renderer.getDrawingBufferSize( _size ); } else { _size.set( renderTarget.width, renderTarget.height ); } // const framebufferTexture = this.getFrameBufferTexture( renderTarget ); if ( framebufferTexture.image.width !== _size.width || framebufferTexture.image.height !== _size.height ) { framebufferTexture.image.width = _size.width; framebufferTexture.image.height = _size.height; framebufferTexture.needsUpdate = true; } // const currentGenerateMipmaps = framebufferTexture.generateMipmaps; framebufferTexture.generateMipmaps = this.generateMipmaps; renderer.copyFramebufferToTexture( framebufferTexture ); framebufferTexture.generateMipmaps = currentGenerateMipmaps; this.value = framebufferTexture; } clone() { const viewportTextureNode = new this.constructor( this.uvNode, this.levelNode, this.value ); viewportTextureNode.generateMipmaps = this.generateMipmaps; return viewportTextureNode; } } export default ViewportTextureNode; /** * TSL function for creating a viewport texture node. * * @tsl * @function * @param {?Node} [uvNode=screenUV] - The uv node. * @param {?Node} [levelNode=null] - The level node. * @param {?Texture} [framebufferTexture=null] - A framebuffer texture holding the viewport data. If not provided, a framebuffer texture is created automatically. * @returns {ViewportTextureNode} */ export const viewportTexture = /*@__PURE__*/ nodeProxy( ViewportTextureNode ).setParameterLength( 0, 3 ); /** * TSL function for creating a viewport texture node with enabled mipmap generation. * * @tsl * @function * @param {?Node} [uvNode=screenUV] - The uv node. * @param {?Node} [levelNode=null] - The level node. * @param {?Texture} [framebufferTexture=null] - A framebuffer texture holding the viewport data. If not provided, a framebuffer texture is created automatically. * @returns {ViewportTextureNode} */ export const viewportMipTexture = /*@__PURE__*/ nodeProxy( ViewportTextureNode, null, null, { generateMipmaps: true } ).setParameterLength( 0, 3 );