Buckets:
| import { RenderTarget, Vector2, TempNode, QuadMesh, NodeMaterial, RendererUtils } from 'three/webgpu'; | |
| import { nodeObject, Fn, float, NodeUpdateType, uv, passTexture, uniform, convertToTexture, vec2, vec3, Loop, mix, luminance } from 'three/tsl'; | |
| const _quadMesh = /*@__PURE__*/ new QuadMesh(); | |
| let _rendererState; | |
| /** | |
| * Post processing node for adding an anamorphic flare effect. | |
| * | |
| * @augments TempNode | |
| * @three_import import { anamorphic } from 'three/addons/tsl/display/AnamorphicNode.js'; | |
| */ | |
| class AnamorphicNode extends TempNode { | |
| static get type() { | |
| return 'AnamorphicNode'; | |
| } | |
| /** | |
| * Constructs a new anamorphic node. | |
| * | |
| * @param {TextureNode} textureNode - The texture node that represents the input of the effect. | |
| * @param {Node<float>} thresholdNode - The threshold is one option to control the intensity and size of the effect. | |
| * @param {Node<float>} scaleNode - Defines the vertical scale of the flares. | |
| * @param {number} samples - More samples result in larger flares and a more expensive runtime behavior. | |
| */ | |
| constructor( textureNode, thresholdNode, scaleNode, samples ) { | |
| super( 'vec4' ); | |
| /** | |
| * The texture node that represents the input of the effect. | |
| * | |
| * @type {TextureNode} | |
| */ | |
| this.textureNode = textureNode; | |
| /** | |
| * The threshold is one option to control the intensity and size of the effect. | |
| * | |
| * @type {Node<float>} | |
| */ | |
| this.thresholdNode = thresholdNode; | |
| /** | |
| * Defines the vertical scale of the flares. | |
| * | |
| * @type {Node<float>} | |
| */ | |
| this.scaleNode = scaleNode; | |
| /** | |
| * The color of the flares. | |
| * | |
| * @type {Node<vec3>} | |
| */ | |
| this.colorNode = vec3( 0.1, 0.0, 1.0 ); | |
| /** | |
| * More samples result in larger flares and a more expensive runtime behavior. | |
| * | |
| * @type {Node<float>} | |
| */ | |
| this.samples = samples; | |
| /** | |
| * The resolution scale. | |
| * | |
| * @type {Vector2} | |
| */ | |
| this.resolution = new Vector2( 1, 1 ); | |
| /** | |
| * The internal render target of the effect. | |
| * | |
| * @private | |
| * @type {RenderTarget} | |
| */ | |
| this._renderTarget = new RenderTarget( 1, 1, { depthBuffer: false } ); | |
| this._renderTarget.texture.name = 'anamorphic'; | |
| /** | |
| * A uniform node holding the inverse resolution value. | |
| * | |
| * @private | |
| * @type {UniformNode<vec2>} | |
| */ | |
| this._invSize = uniform( new Vector2() ); | |
| /** | |
| * The result of the effect is represented as a separate texture node. | |
| * | |
| * @private | |
| * @type {PassTextureNode} | |
| */ | |
| this._textureNode = passTexture( this, this._renderTarget.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._invSize.value.set( 1 / width, 1 / height ); | |
| width = Math.max( Math.round( width * this.resolution.x ), 1 ); | |
| height = Math.max( Math.round( height * this.resolution.y ), 1 ); | |
| this._renderTarget.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; | |
| this._renderTarget.texture.type = map.type; | |
| const currentTexture = textureNode.value; | |
| _quadMesh.material = this._material; | |
| this.setSize( map.image.width, map.image.height ); | |
| // render | |
| renderer.setRenderTarget( this._renderTarget ); | |
| _quadMesh.render( renderer ); | |
| // restore | |
| 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 uvNode = textureNode.uvNode || uv(); | |
| const sampleTexture = ( uv ) => textureNode.sample( uv ); | |
| const threshold = ( color, threshold ) => mix( vec3( 0.0 ), color, luminance( color ).sub( threshold ).max( 0 ) ); | |
| const anamorph = Fn( () => { | |
| const samples = this.samples; | |
| const halfSamples = Math.floor( samples / 2 ); | |
| const total = vec3( 0 ).toVar(); | |
| Loop( { start: - halfSamples, end: halfSamples }, ( { i } ) => { | |
| const softness = float( i ).abs().div( halfSamples ).oneMinus(); | |
| const uv = vec2( uvNode.x.add( this._invSize.x.mul( i ).mul( this.scaleNode ) ), uvNode.y ); | |
| const color = sampleTexture( uv ); | |
| const pass = threshold( color, this.thresholdNode ).mul( softness ); | |
| total.addAssign( pass ); | |
| } ); | |
| return total.mul( this.colorNode ); | |
| } ); | |
| // | |
| const material = this._material || ( this._material = new NodeMaterial() ); | |
| material.name = 'Anamorphic'; | |
| material.fragmentNode = anamorph(); | |
| // | |
| 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._renderTarget.dispose(); | |
| } | |
| } | |
| /** | |
| * TSL function for creating an anamorphic flare effect. | |
| * | |
| * @tsl | |
| * @function | |
| * @param {TextureNode} node - The node that represents the input of the effect. | |
| * @param {Node<float> | number} [threshold=0.9] - The threshold is one option to control the intensity and size of the effect. | |
| * @param {Node<float> | number} [scale=3] - Defines the vertical scale of the flares. | |
| * @param {number} [samples=32] - More samples result in larger flares and a more expensive runtime behavior. | |
| * @returns {AnamorphicNode} | |
| */ | |
| export const anamorphic = ( node, threshold = .9, scale = 3, samples = 32 ) => nodeObject( new AnamorphicNode( convertToTexture( node ), nodeObject( threshold ), nodeObject( scale ), samples ) ); | |
| export default AnamorphicNode; | |
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