three
Version:
JavaScript 3D library
190 lines (108 loc) • 3.33 kB
JavaScript
/**
* @author sunag / http://www.sunag.com.br/
*/
THREE.CameraNode = function ( scope, camera ) {
THREE.TempNode.call( this, 'v3' );
this.setScope( scope || THREE.CameraNode.POSITION );
this.setCamera( camera );
};
THREE.CameraNode.fDepthColor = new THREE.FunctionNode( [
"float depthColor( float mNear, float mFar ) {",
" #ifdef USE_LOGDEPTHBUF_EXT",
" float depth = gl_FragDepthEXT / gl_FragCoord.w;",
" #else",
" float depth = gl_FragCoord.z / gl_FragCoord.w;",
" #endif",
" return 1.0 - smoothstep( mNear, mFar, depth );",
"}"
].join( "\n" ) );
THREE.CameraNode.POSITION = 'position';
THREE.CameraNode.DEPTH = 'depth';
THREE.CameraNode.TO_VERTEX = 'toVertex';
THREE.CameraNode.prototype = Object.create( THREE.TempNode.prototype );
THREE.CameraNode.prototype.constructor = THREE.CameraNode;
THREE.CameraNode.prototype.nodeType = "Camera";
THREE.CameraNode.prototype.setCamera = function ( camera ) {
this.camera = camera;
this.updateFrame = camera !== undefined ? this.onUpdateFrame : undefined;
};
THREE.CameraNode.prototype.setScope = function ( scope ) {
switch ( this.scope ) {
case THREE.CameraNode.DEPTH:
delete this.near;
delete this.far;
break;
}
this.scope = scope;
switch ( scope ) {
case THREE.CameraNode.DEPTH:
var camera = this.camera;
this.near = new THREE.FloatNode( camera ? camera.near : 1 );
this.far = new THREE.FloatNode( camera ? camera.far : 1200 );
break;
}
};
THREE.CameraNode.prototype.getType = function ( builder ) {
switch ( this.scope ) {
case THREE.CameraNode.DEPTH:
return 'fv1';
}
return this.type;
};
THREE.CameraNode.prototype.isUnique = function ( builder ) {
switch ( this.scope ) {
case THREE.CameraNode.DEPTH:
case THREE.CameraNode.TO_VERTEX:
return true;
}
return false;
};
THREE.CameraNode.prototype.isShared = function ( builder ) {
switch ( this.scope ) {
case THREE.CameraNode.POSITION:
return false;
}
return true;
};
THREE.CameraNode.prototype.generate = function ( builder, output ) {
var material = builder.material;
var result;
switch ( this.scope ) {
case THREE.CameraNode.POSITION:
result = 'cameraPosition';
break;
case THREE.CameraNode.DEPTH:
var func = THREE.CameraNode.fDepthColor;
builder.include( func );
result = func.name + '(' + this.near.build( builder, 'fv1' ) + ',' + this.far.build( builder, 'fv1' ) + ')';
break;
case THREE.CameraNode.TO_VERTEX:
result = 'normalize( ' + new THREE.PositionNode( THREE.PositionNode.WORLD ).build( builder, 'v3' ) + ' - cameraPosition )';
break;
}
return builder.format( result, this.getType( builder ), output );
};
THREE.CameraNode.prototype.onUpdateFrame = function ( frame ) {
switch ( this.scope ) {
case THREE.CameraNode.DEPTH:
var camera = this.camera;
this.near.number = camera.near;
this.far.number = camera.far;
break;
}
};
THREE.CameraNode.prototype.toJSON = function ( meta ) {
var data = this.getJSONNode( meta );
if ( ! data ) {
data = this.createJSONNode( meta );
data.scope = this.scope;
if ( this.camera ) data.camera = this.camera.uuid;
switch ( this.scope ) {
case THREE.CameraNode.DEPTH:
data.near = this.near.number;
data.far = this.far.number;
break;
}
}
return data;
};