three
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JavaScript 3D library
283 lines (175 loc) • 7.98 kB
JavaScript
import { uniform } from '../core/UniformNode.js';
import { renderGroup, sharedUniformGroup } from '../core/UniformGroupNode.js';
import { Vector3 } from '../../math/Vector3.js';
import { Fn, vec4 } from '../tsl/TSLBase.js';
import { uniformArray } from './UniformArrayNode.js';
import { builtin } from './BuiltinNode.js';
import { screenSize } from '../display/ScreenNode.js';
/**
* TSL object that represents the current `index` value of the camera if used ArrayCamera.
*
* @tsl
* @type {UniformNode<uint>}
*/
export const cameraIndex = /*@__PURE__*/ uniform( 0, 'uint' ).setName( 'u_cameraIndex' ).setGroup( sharedUniformGroup( 'cameraIndex' ) ).toVarying( 'v_cameraIndex' );
/**
* TSL object that represents the `near` value of the camera used for the current render.
*
* @tsl
* @type {UniformNode<float>}
*/
export const cameraNear = /*@__PURE__*/ uniform( 'float' ).setName( 'cameraNear' ).setGroup( renderGroup ).onRenderUpdate( ( { camera } ) => camera.near );
/**
* TSL object that represents the `far` value of the camera used for the current render.
*
* @tsl
* @type {UniformNode<float>}
*/
export const cameraFar = /*@__PURE__*/ uniform( 'float' ).setName( 'cameraFar' ).setGroup( renderGroup ).onRenderUpdate( ( { camera } ) => camera.far );
/**
* TSL object that represents the projection matrix of the camera used for the current render.
*
* @tsl
* @type {UniformNode<mat4>}
*/
export const cameraProjectionMatrix = /*@__PURE__*/ ( Fn( ( { camera } ) => {
let cameraProjectionMatrix;
if ( camera.isArrayCamera && camera.cameras.length > 0 ) {
const matrices = [];
for ( const subCamera of camera.cameras ) {
matrices.push( subCamera.projectionMatrix );
}
const cameraProjectionMatrices = uniformArray( matrices ).setGroup( renderGroup ).setName( 'cameraProjectionMatrices' );
cameraProjectionMatrix = cameraProjectionMatrices.element( camera.isMultiViewCamera ? builtin( 'gl_ViewID_OVR' ) : cameraIndex ).toConst( 'cameraProjectionMatrix' );
} else {
cameraProjectionMatrix = uniform( 'mat4' ).setName( 'cameraProjectionMatrix' ).setGroup( renderGroup ).onRenderUpdate( ( { camera } ) => camera.projectionMatrix );
}
return cameraProjectionMatrix;
} ).once() )();
/**
* TSL object that represents the inverse projection matrix of the camera used for the current render.
*
* @tsl
* @type {UniformNode<mat4>}
*/
export const cameraProjectionMatrixInverse = /*@__PURE__*/ ( Fn( ( { camera } ) => {
let cameraProjectionMatrixInverse;
if ( camera.isArrayCamera && camera.cameras.length > 0 ) {
const matrices = [];
for ( const subCamera of camera.cameras ) {
matrices.push( subCamera.projectionMatrixInverse );
}
const cameraProjectionMatricesInverse = uniformArray( matrices ).setGroup( renderGroup ).setName( 'cameraProjectionMatricesInverse' );
cameraProjectionMatrixInverse = cameraProjectionMatricesInverse.element( camera.isMultiViewCamera ? builtin( 'gl_ViewID_OVR' ) : cameraIndex ).toConst( 'cameraProjectionMatrixInverse' );
} else {
cameraProjectionMatrixInverse = uniform( 'mat4' ).setName( 'cameraProjectionMatrixInverse' ).setGroup( renderGroup ).onRenderUpdate( ( { camera } ) => camera.projectionMatrixInverse );
}
return cameraProjectionMatrixInverse;
} ).once() )();
/**
* TSL object that represents the view matrix of the camera used for the current render.
*
* @tsl
* @type {UniformNode<mat4>}
*/
export const cameraViewMatrix = /*@__PURE__*/ ( Fn( ( { camera } ) => {
let cameraViewMatrix;
if ( camera.isArrayCamera && camera.cameras.length > 0 ) {
const matrices = [];
for ( const subCamera of camera.cameras ) {
matrices.push( subCamera.matrixWorldInverse );
}
const cameraViewMatrices = uniformArray( matrices ).setGroup( renderGroup ).setName( 'cameraViewMatrices' );
cameraViewMatrix = cameraViewMatrices.element( camera.isMultiViewCamera ? builtin( 'gl_ViewID_OVR' ) : cameraIndex ).toConst( 'cameraViewMatrix' );
} else {
cameraViewMatrix = uniform( 'mat4' ).setName( 'cameraViewMatrix' ).setGroup( renderGroup ).onRenderUpdate( ( { camera } ) => camera.matrixWorldInverse );
}
return cameraViewMatrix;
} ).once() )();
/**
* TSL object that represents the world matrix of the camera used for the current render.
*
* @tsl
* @type {UniformNode<mat4>}
*/
export const cameraWorldMatrix = /*@__PURE__*/ ( Fn( ( { camera } ) => {
let cameraWorldMatrix;
if ( camera.isArrayCamera && camera.cameras.length > 0 ) {
const matrices = [];
for ( const subCamera of camera.cameras ) {
matrices.push( subCamera.matrixWorld );
}
const cameraWorldMatrices = uniformArray( matrices ).setGroup( renderGroup ).setName( 'cameraWorldMatrices' );
cameraWorldMatrix = cameraWorldMatrices.element( camera.isMultiViewCamera ? builtin( 'gl_ViewID_OVR' ) : cameraIndex ).toConst( 'cameraWorldMatrix' );
} else {
cameraWorldMatrix = uniform( 'mat4' ).setName( 'cameraWorldMatrix' ).setGroup( renderGroup ).onRenderUpdate( ( { camera } ) => camera.matrixWorld );
}
return cameraWorldMatrix;
} ).once() )();
/**
* TSL object that represents the normal matrix of the camera used for the current render.
*
* @tsl
* @type {UniformNode<mat3>}
*/
export const cameraNormalMatrix = /*@__PURE__*/ ( Fn( ( { camera } ) => {
let cameraNormalMatrix;
if ( camera.isArrayCamera && camera.cameras.length > 0 ) {
const matrices = [];
for ( const subCamera of camera.cameras ) {
matrices.push( subCamera.normalMatrix );
}
const cameraNormalMatrices = uniformArray( matrices ).setGroup( renderGroup ).setName( 'cameraNormalMatrices' );
cameraNormalMatrix = cameraNormalMatrices.element( camera.isMultiViewCamera ? builtin( 'gl_ViewID_OVR' ) : cameraIndex ).toConst( 'cameraNormalMatrix' );
} else {
cameraNormalMatrix = uniform( 'mat3' ).setName( 'cameraNormalMatrix' ).setGroup( renderGroup ).onRenderUpdate( ( { camera } ) => camera.normalMatrix );
}
return cameraNormalMatrix;
} ).once() )();
/**
* TSL object that represents the position in world space of the camera used for the current render.
*
* @tsl
* @type {UniformNode<vec3>}
*/
export const cameraPosition = /*@__PURE__*/ ( Fn( ( { camera } ) => {
let cameraPosition;
if ( camera.isArrayCamera && camera.cameras.length > 0 ) {
const positions = [];
for ( let i = 0, l = camera.cameras.length; i < l; i ++ ) {
positions.push( new Vector3() );
}
const cameraPositions = uniformArray( positions ).setGroup( renderGroup ).setName( 'cameraPositions' ).onRenderUpdate( ( { camera }, self ) => {
const subCameras = camera.cameras;
const array = self.array;
for ( let i = 0, l = subCameras.length; i < l; i ++ ) {
array[ i ].setFromMatrixPosition( subCameras[ i ].matrixWorld );
}
} );
cameraPosition = cameraPositions.element( camera.isMultiViewCamera ? builtin( 'gl_ViewID_OVR' ) : cameraIndex ).toConst( 'cameraPosition' );
} else {
cameraPosition = uniform( new Vector3() ).setName( 'cameraPosition' ).setGroup( renderGroup ).onRenderUpdate( ( { camera }, self ) => self.value.setFromMatrixPosition( camera.matrixWorld ) );
}
return cameraPosition;
} ).once() )();
/**
* TSL object that represents the viewport of the camera used for the current render.
*
* @tsl
* @type {UniformNode<vec4>}
*/
export const cameraViewport = /*@__PURE__*/ ( Fn( ( { camera } ) => {
let cameraViewport;
if ( camera.isArrayCamera && camera.cameras.length > 0 ) {
const viewports = [];
for ( const subCamera of camera.cameras ) {
viewports.push( subCamera.viewport );
}
const cameraViewports = uniformArray( viewports, 'vec4' ).setGroup( renderGroup ).setName( 'cameraViewports' );
cameraViewport = cameraViewports.element( cameraIndex ).toConst( 'cameraViewport' );
} else {
// Fallback for single camera
cameraViewport = vec4( 0, 0, screenSize.x, screenSize.y ).toConst( 'cameraViewport' );
}
return cameraViewport;
} ).once() )();