Buckets:
| import { RenderTarget, Vector2, QuadMesh, NodeMaterial, RendererUtils, TempNode, NodeUpdateType } from 'three/webgpu'; | |
| import { nodeObject, Fn, float, uv, texture, passTexture, uniform, sign, max, convertToTexture } from 'three/tsl'; | |
| const _size = /*@__PURE__*/ new Vector2(); | |
| const _quadMeshComp = /*@__PURE__*/ new QuadMesh(); | |
| let _rendererState; | |
| /** | |
| * Post processing node for creating an after image effect. | |
| * | |
| * @augments TempNode | |
| * @three_import import { afterImage } from 'three/addons/tsl/display/AfterImageNode.js'; | |
| */ | |
| class AfterImageNode extends TempNode { | |
| static get type() { | |
| return 'AfterImageNode'; | |
| } | |
| /** | |
| * Constructs a new after image node. | |
| * | |
| * @param {TextureNode} textureNode - The texture node that represents the input of the effect. | |
| * @param {number} [damp=0.96] - The damping intensity. A higher value means a stronger after image effect. | |
| */ | |
| constructor( textureNode, damp = 0.96 ) { | |
| super( 'vec4' ); | |
| /** | |
| * The texture node that represents the input of the effect. | |
| * | |
| * @type {TextureNode} | |
| */ | |
| this.textureNode = textureNode; | |
| /** | |
| * The texture represents the pervious frame. | |
| * | |
| * @type {TextureNode} | |
| */ | |
| this.textureNodeOld = texture( null ); | |
| /** | |
| * How quickly the after-image fades. A higher value means the after-image | |
| * persists longer, while a lower value means it fades faster. Should be in | |
| * the range `[0, 1]`. | |
| * | |
| * @type {UniformNode<float>} | |
| */ | |
| this.damp = uniform( damp ); | |
| /** | |
| * The render target used for compositing the effect. | |
| * | |
| * @private | |
| * @type {RenderTarget} | |
| */ | |
| this._compRT = new RenderTarget( 1, 1, { depthBuffer: false } ); | |
| this._compRT.texture.name = 'AfterImageNode.comp'; | |
| /** | |
| * The render target that represents the previous frame. | |
| * | |
| * @private | |
| * @type {RenderTarget} | |
| */ | |
| this._oldRT = new RenderTarget( 1, 1, { depthBuffer: false } ); | |
| this._oldRT.texture.name = 'AfterImageNode.old'; | |
| /** | |
| * The result of the effect is represented as a separate texture node. | |
| * | |
| * @private | |
| * @type {PassTextureNode} | |
| */ | |
| this._textureNode = passTexture( this, this._compRT.texture ); | |
| /** | |
| * The `updateBeforeType` is set to `NodeUpdateType.FRAME` since the node renders | |
| * its effect once per frame in `updateBefore()`. | |
| * | |
| * @type {string} | |
| * @default 'frame' | |
| */ | |
| this.updateBeforeType = NodeUpdateType.FRAME; | |
| } | |
| /** | |
| * Returns the result of the effect as a texture node. | |
| * | |
| * @return {PassTextureNode} A texture node that represents the result of the effect. | |
| */ | |
| getTextureNode() { | |
| return this._textureNode; | |
| } | |
| /** | |
| * Sets the size of the effect. | |
| * | |
| * @param {number} width - The width of the effect. | |
| * @param {number} height - The height of the effect. | |
| */ | |
| setSize( width, height ) { | |
| this._compRT.setSize( width, height ); | |
| this._oldRT.setSize( width, height ); | |
| } | |
| /** | |
| * This method is used to render the effect once per frame. | |
| * | |
| * @param {NodeFrame} frame - The current node frame. | |
| */ | |
| updateBefore( frame ) { | |
| const { renderer } = frame; | |
| _rendererState = RendererUtils.resetRendererState( renderer, _rendererState ); | |
| // | |
| const textureNode = this.textureNode; | |
| const map = textureNode.value; | |
| const textureType = map.type; | |
| this._compRT.texture.type = textureType; | |
| this._oldRT.texture.type = textureType; | |
| renderer.getDrawingBufferSize( _size ); | |
| this.setSize( _size.x, _size.y ); | |
| const currentTexture = textureNode.value; | |
| this.textureNodeOld.value = this._oldRT.texture; | |
| // comp | |
| _quadMeshComp.material = this._materialComposed; | |
| renderer.setRenderTarget( this._compRT ); | |
| _quadMeshComp.render( renderer ); | |
| // Swap the textures | |
| const temp = this._oldRT; | |
| this._oldRT = this._compRT; | |
| this._compRT = temp; | |
| // | |
| textureNode.value = currentTexture; | |
| RendererUtils.restoreRendererState( renderer, _rendererState ); | |
| } | |
| /** | |
| * This method is used to setup the effect's TSL code. | |
| * | |
| * @param {NodeBuilder} builder - The current node builder. | |
| * @return {PassTextureNode} | |
| */ | |
| setup( builder ) { | |
| const textureNode = this.textureNode; | |
| const textureNodeOld = this.textureNodeOld; | |
| // | |
| textureNodeOld.uvNode = textureNode.uvNode || uv(); | |
| const afterImg = Fn( () => { | |
| const texelOld = textureNodeOld.sample().toVar(); | |
| const texelNew = textureNode.sample().toVar(); | |
| const threshold = float( 0.1 ).toConst(); | |
| // m acts as a mask. It's 1 if the previous pixel was "bright enough" (above the threshold) and 0 if it wasn't. | |
| const m = max( sign( texelOld.sub( threshold ) ), 0.0 ); | |
| // This is where the after-image fades: | |
| // | |
| // - If m is 0, texelOld is multiplied by 0, effectively clearing the after-image for that pixel. | |
| // - If m is 1, texelOld is multiplied by "damp". Since "damp" is between 0 and 1, this reduces the color value of | |
| // texelOld, making it darker and causing it to fade. | |
| texelOld.mulAssign( this.damp.mul( m ) ); | |
| return max( texelNew, texelOld ); | |
| } ); | |
| // | |
| const materialComposed = this._materialComposed || ( this._materialComposed = new NodeMaterial() ); | |
| materialComposed.name = 'AfterImage'; | |
| materialComposed.fragmentNode = afterImg(); | |
| // | |
| const properties = builder.getNodeProperties( this ); | |
| properties.textureNode = textureNode; | |
| // | |
| return this._textureNode; | |
| } | |
| /** | |
| * Frees internal resources. This method should be called | |
| * when the effect is no longer required. | |
| */ | |
| dispose() { | |
| this._compRT.dispose(); | |
| this._oldRT.dispose(); | |
| } | |
| } | |
| /** | |
| * TSL function for creating an after image node for post processing. | |
| * | |
| * @tsl | |
| * @function | |
| * @param {Node<vec4>} node - The node that represents the input of the effect. | |
| * @param {number} [damp=0.96] - The damping intensity. A higher value means a stronger after image effect. | |
| * @returns {AfterImageNode} | |
| */ | |
| export const afterImage = ( node, damp ) => nodeObject( new AfterImageNode( convertToTexture( node ), damp ) ); | |
| export default AfterImageNode; | |
Xet Storage Details
- Size:
- 5.98 kB
- Xet hash:
- 56f3889c620f32d59fb2f22fb769944b93ad4e6c19ea74705470234c07eb7472
·
Xet efficiently stores files, intelligently splitting them into unique chunks and accelerating uploads and downloads. More info.