Buckets:
| import UniformNode, { uniform } from '../core/UniformNode.js'; | |
| import { uv } from './UV.js'; | |
| import { textureSize } from './TextureSizeNode.js'; | |
| import { colorSpaceToWorking } from '../display/ColorSpaceNode.js'; | |
| import { expression } from '../code/ExpressionNode.js'; | |
| import { maxMipLevel } from '../utils/MaxMipLevelNode.js'; | |
| import { nodeProxy, vec3, nodeObject, int } from '../tsl/TSLBase.js'; | |
| import { NodeUpdateType } from '../core/constants.js'; | |
| import { IntType, NearestFilter, UnsignedIntType } from '../../constants.js'; | |
| /** | |
| * This type of uniform node represents a 2D texture. | |
| * | |
| * @augments UniformNode | |
| */ | |
| class TextureNode extends UniformNode { | |
| static get type() { | |
| return 'TextureNode'; | |
| } | |
| /** | |
| * Constructs a new texture node. | |
| * | |
| * @param {Texture} value - The texture. | |
| * @param {?Node<vec2|vec3>} [uvNode=null] - The uv node. | |
| * @param {?Node<int>} [levelNode=null] - The level node. | |
| * @param {?Node<float>} [biasNode=null] - The bias node. | |
| */ | |
| constructor( value, uvNode = null, levelNode = null, biasNode = null ) { | |
| super( value ); | |
| /** | |
| * This flag can be used for type testing. | |
| * | |
| * @type {boolean} | |
| * @readonly | |
| * @default true | |
| */ | |
| this.isTextureNode = true; | |
| /** | |
| * Represents the texture coordinates. | |
| * | |
| * @type {?Node<vec2|vec3>} | |
| * @default null | |
| */ | |
| this.uvNode = uvNode; | |
| /** | |
| * Represents the mip level that should be selected. | |
| * | |
| * @type {?Node<int>} | |
| * @default null | |
| */ | |
| this.levelNode = levelNode; | |
| /** | |
| * Represents the bias to be applied during level-of-detail computation. | |
| * | |
| * @type {?Node<float>} | |
| * @default null | |
| */ | |
| this.biasNode = biasNode; | |
| /** | |
| * Represents a reference value a texture sample is compared to. | |
| * | |
| * @type {?Node<float>} | |
| * @default null | |
| */ | |
| this.compareNode = null; | |
| /** | |
| * When using texture arrays, the depth node defines the layer to select. | |
| * | |
| * @type {?Node<int>} | |
| * @default null | |
| */ | |
| this.depthNode = null; | |
| /** | |
| * When defined, a texture is sampled using explicit gradients. | |
| * | |
| * @type {?Array<Node<vec2>>} | |
| * @default null | |
| */ | |
| this.gradNode = null; | |
| /** | |
| * Whether texture values should be sampled or fetched. | |
| * | |
| * @type {boolean} | |
| * @default true | |
| */ | |
| this.sampler = true; | |
| /** | |
| * Whether the uv transformation matrix should be | |
| * automatically updated or not. Use `setUpdateMatrix()` | |
| * if you want to change the value of the property. | |
| * | |
| * @type {boolean} | |
| * @default false | |
| */ | |
| this.updateMatrix = false; | |
| /** | |
| * By default the `update()` method is not executed. `setUpdateMatrix()` | |
| * sets the value to `frame` when the uv transformation matrix should | |
| * automatically be updated. | |
| * | |
| * @type {string} | |
| * @default 'none' | |
| */ | |
| this.updateType = NodeUpdateType.NONE; | |
| /** | |
| * The reference node. | |
| * | |
| * @type {?Node} | |
| * @default null | |
| */ | |
| this.referenceNode = null; | |
| /** | |
| * The texture value is stored in a private property. | |
| * | |
| * @private | |
| * @type {Texture} | |
| */ | |
| this._value = value; | |
| /** | |
| * The uniform node that represents the uv transformation matrix. | |
| * | |
| * @private | |
| * @type {?UniformNode<mat3>} | |
| */ | |
| this._matrixUniform = null; | |
| this.setUpdateMatrix( uvNode === null ); | |
| } | |
| set value( value ) { | |
| if ( this.referenceNode ) { | |
| this.referenceNode.value = value; | |
| } else { | |
| this._value = value; | |
| } | |
| } | |
| /** | |
| * The texture value. | |
| * | |
| * @type {Texture} | |
| */ | |
| get value() { | |
| return this.referenceNode ? this.referenceNode.value : this._value; | |
| } | |
| /** | |
| * Overwritten since the uniform hash is defined by the texture's UUID. | |
| * | |
| * @param {NodeBuilder} builder - The current node builder. | |
| * @return {string} The uniform hash. | |
| */ | |
| getUniformHash( /*builder*/ ) { | |
| return this.value.uuid; | |
| } | |
| /** | |
| * Overwritten since the node type is inferred from the texture type. | |
| * | |
| * @param {NodeBuilder} builder - The current node builder. | |
| * @return {string} The node type. | |
| */ | |
| getNodeType( /*builder*/ ) { | |
| if ( this.value.isDepthTexture === true ) return 'float'; | |
| if ( this.value.type === UnsignedIntType ) { | |
| return 'uvec4'; | |
| } else if ( this.value.type === IntType ) { | |
| return 'ivec4'; | |
| } | |
| return 'vec4'; | |
| } | |
| /** | |
| * Overwrites the default implementation to return a fixed value `'texture'`. | |
| * | |
| * @param {NodeBuilder} builder - The current node builder. | |
| * @return {string} The input type. | |
| */ | |
| getInputType( /*builder*/ ) { | |
| return 'texture'; | |
| } | |
| /** | |
| * Returns a default uvs based on the current texture's channel. | |
| * | |
| * @return {AttributeNode<vec2>} The default uvs. | |
| */ | |
| getDefaultUV() { | |
| return uv( this.value.channel ); | |
| } | |
| /** | |
| * Overwritten to always return the texture reference of the node. | |
| * | |
| * @param {any} state - This method can be invocated in different contexts so `state` can refer to any object type. | |
| * @return {Texture} The texture reference. | |
| */ | |
| updateReference( /*state*/ ) { | |
| return this.value; | |
| } | |
| /** | |
| * Transforms the given uv node with the texture transformation matrix. | |
| * | |
| * @param {Node} uvNode - The uv node to transform. | |
| * @return {Node} The transformed uv node. | |
| */ | |
| getTransformedUV( uvNode ) { | |
| if ( this._matrixUniform === null ) this._matrixUniform = uniform( this.value.matrix ); | |
| return this._matrixUniform.mul( vec3( uvNode, 1 ) ).xy; | |
| } | |
| /** | |
| * Defines whether the uv transformation matrix should automatically be updated or not. | |
| * | |
| * @param {boolean} value - The update toggle. | |
| * @return {TextureNode} A reference to this node. | |
| */ | |
| setUpdateMatrix( value ) { | |
| this.updateMatrix = value; | |
| this.updateType = value ? NodeUpdateType.OBJECT : NodeUpdateType.NONE; | |
| return this; | |
| } | |
| /** | |
| * Setups the uv node. Depending on the backend as well as texture's image and type, it might be necessary | |
| * to modify the uv node for correct sampling. | |
| * | |
| * @param {NodeBuilder} builder - The current node builder. | |
| * @param {Node} uvNode - The uv node to setup. | |
| * @return {Node} The updated uv node. | |
| */ | |
| setupUV( builder, uvNode ) { | |
| const texture = this.value; | |
| if ( builder.isFlipY() && ( ( texture.image instanceof ImageBitmap && texture.flipY === true ) || texture.isRenderTargetTexture === true || texture.isFramebufferTexture === true || texture.isDepthTexture === true ) ) { | |
| if ( this.sampler ) { | |
| uvNode = uvNode.flipY(); | |
| } else { | |
| uvNode = uvNode.setY( int( textureSize( this, this.levelNode ).y ).sub( uvNode.y ).sub( 1 ) ); | |
| } | |
| } | |
| return uvNode; | |
| } | |
| /** | |
| * Setups texture node by preparing the internal nodes for code generation. | |
| * | |
| * @param {NodeBuilder} builder - The current node builder. | |
| */ | |
| setup( builder ) { | |
| const properties = builder.getNodeProperties( this ); | |
| properties.referenceNode = this.referenceNode; | |
| // | |
| const texture = this.value; | |
| if ( ! texture || texture.isTexture !== true ) { | |
| throw new Error( 'THREE.TSL: `texture( value )` function expects a valid instance of THREE.Texture().' ); | |
| } | |
| // | |
| let uvNode = this.uvNode; | |
| if ( ( uvNode === null || builder.context.forceUVContext === true ) && builder.context.getUV ) { | |
| uvNode = builder.context.getUV( this, builder ); | |
| } | |
| if ( ! uvNode ) uvNode = this.getDefaultUV(); | |
| if ( this.updateMatrix === true ) { | |
| uvNode = this.getTransformedUV( uvNode ); | |
| } | |
| uvNode = this.setupUV( builder, uvNode ); | |
| // | |
| let levelNode = this.levelNode; | |
| if ( levelNode === null && builder.context.getTextureLevel ) { | |
| levelNode = builder.context.getTextureLevel( this ); | |
| } | |
| // | |
| properties.uvNode = uvNode; | |
| properties.levelNode = levelNode; | |
| properties.biasNode = this.biasNode; | |
| properties.compareNode = this.compareNode; | |
| properties.gradNode = this.gradNode; | |
| properties.depthNode = this.depthNode; | |
| } | |
| /** | |
| * Generates the uv code snippet. | |
| * | |
| * @param {NodeBuilder} builder - The current node builder. | |
| * @param {Node} uvNode - The uv node to generate code for. | |
| * @return {string} The generated code snippet. | |
| */ | |
| generateUV( builder, uvNode ) { | |
| return uvNode.build( builder, this.sampler === true ? 'vec2' : 'ivec2' ); | |
| } | |
| /** | |
| * Generates the snippet for the texture sampling. | |
| * | |
| * @param {NodeBuilder} builder - The current node builder. | |
| * @param {string} textureProperty - The texture property. | |
| * @param {string} uvSnippet - The uv snippet. | |
| * @param {?string} levelSnippet - The level snippet. | |
| * @param {?string} biasSnippet - The bias snippet. | |
| * @param {?string} depthSnippet - The depth snippet. | |
| * @param {?string} compareSnippet - The compare snippet. | |
| * @param {?Array<string>} gradSnippet - The grad snippet. | |
| * @return {string} The generated code snippet. | |
| */ | |
| generateSnippet( builder, textureProperty, uvSnippet, levelSnippet, biasSnippet, depthSnippet, compareSnippet, gradSnippet ) { | |
| const texture = this.value; | |
| let snippet; | |
| if ( levelSnippet ) { | |
| snippet = builder.generateTextureLevel( texture, textureProperty, uvSnippet, levelSnippet, depthSnippet ); | |
| } else if ( biasSnippet ) { | |
| snippet = builder.generateTextureBias( texture, textureProperty, uvSnippet, biasSnippet, depthSnippet ); | |
| } else if ( gradSnippet ) { | |
| snippet = builder.generateTextureGrad( texture, textureProperty, uvSnippet, gradSnippet, depthSnippet ); | |
| } else if ( compareSnippet ) { | |
| snippet = builder.generateTextureCompare( texture, textureProperty, uvSnippet, compareSnippet, depthSnippet ); | |
| } else if ( this.sampler === false ) { | |
| snippet = builder.generateTextureLoad( texture, textureProperty, uvSnippet, depthSnippet ); | |
| } else { | |
| snippet = builder.generateTexture( texture, textureProperty, uvSnippet, depthSnippet ); | |
| } | |
| return snippet; | |
| } | |
| /** | |
| * Generates the code snippet of the texture node. | |
| * | |
| * @param {NodeBuilder} builder - The current node builder. | |
| * @param {string} output - The current output. | |
| * @return {string} The generated code snippet. | |
| */ | |
| generate( builder, output ) { | |
| const texture = this.value; | |
| const properties = builder.getNodeProperties( this ); | |
| const textureProperty = super.generate( builder, 'property' ); | |
| if ( /^sampler/.test( output ) ) { | |
| return textureProperty + '_sampler'; | |
| } else if ( builder.isReference( output ) ) { | |
| return textureProperty; | |
| } else { | |
| const nodeData = builder.getDataFromNode( this ); | |
| let propertyName = nodeData.propertyName; | |
| if ( propertyName === undefined ) { | |
| const { uvNode, levelNode, biasNode, compareNode, depthNode, gradNode } = properties; | |
| const uvSnippet = this.generateUV( builder, uvNode ); | |
| const levelSnippet = levelNode ? levelNode.build( builder, 'float' ) : null; | |
| const biasSnippet = biasNode ? biasNode.build( builder, 'float' ) : null; | |
| const depthSnippet = depthNode ? depthNode.build( builder, 'int' ) : null; | |
| const compareSnippet = compareNode ? compareNode.build( builder, 'float' ) : null; | |
| const gradSnippet = gradNode ? [ gradNode[ 0 ].build( builder, 'vec2' ), gradNode[ 1 ].build( builder, 'vec2' ) ] : null; | |
| const nodeVar = builder.getVarFromNode( this ); | |
| propertyName = builder.getPropertyName( nodeVar ); | |
| const snippet = this.generateSnippet( builder, textureProperty, uvSnippet, levelSnippet, biasSnippet, depthSnippet, compareSnippet, gradSnippet ); | |
| builder.addLineFlowCode( `${propertyName} = ${snippet}`, this ); | |
| nodeData.snippet = snippet; | |
| nodeData.propertyName = propertyName; | |
| } | |
| let snippet = propertyName; | |
| const nodeType = this.getNodeType( builder ); | |
| if ( builder.needsToWorkingColorSpace( texture ) ) { | |
| snippet = colorSpaceToWorking( expression( snippet, nodeType ), texture.colorSpace ).setup( builder ).build( builder, nodeType ); | |
| } | |
| return builder.format( snippet, nodeType, output ); | |
| } | |
| } | |
| /** | |
| * Sets the sampler value. | |
| * | |
| * @param {boolean} value - The sampler value to set. | |
| * @return {TextureNode} A reference to this texture node. | |
| */ | |
| setSampler( value ) { | |
| this.sampler = value; | |
| return this; | |
| } | |
| /** | |
| * Returns the sampler value. | |
| * | |
| * @return {boolean} The sampler value. | |
| */ | |
| getSampler() { | |
| return this.sampler; | |
| } | |
| // @TODO: Move to TSL | |
| /** | |
| * @function | |
| * @deprecated since r172. Use {@link TextureNode#sample} instead. | |
| * | |
| * @param {Node} uvNode - The uv node. | |
| * @return {TextureNode} A texture node representing the texture sample. | |
| */ | |
| uv( uvNode ) { // @deprecated, r172 | |
| console.warn( 'THREE.TextureNode: .uv() has been renamed. Use .sample() instead.' ); | |
| return this.sample( uvNode ); | |
| } | |
| /** | |
| * Samples the texture with the given uv node. | |
| * | |
| * @param {Node} uvNode - The uv node. | |
| * @return {TextureNode} A texture node representing the texture sample. | |
| */ | |
| sample( uvNode ) { | |
| const textureNode = this.clone(); | |
| textureNode.uvNode = nodeObject( uvNode ); | |
| textureNode.referenceNode = this.getSelf(); | |
| return nodeObject( textureNode ); | |
| } | |
| /** | |
| * Samples a blurred version of the texture by defining an internal bias. | |
| * | |
| * @param {Node<float>} amountNode - How blurred the texture should be. | |
| * @return {TextureNode} A texture node representing the texture sample. | |
| */ | |
| blur( amountNode ) { | |
| const textureNode = this.clone(); | |
| textureNode.biasNode = nodeObject( amountNode ).mul( maxMipLevel( textureNode ) ); | |
| textureNode.referenceNode = this.getSelf(); | |
| const map = textureNode.value; | |
| if ( textureNode.generateMipmaps === false && ( map && map.generateMipmaps === false || map.minFilter === NearestFilter || map.magFilter === NearestFilter ) ) { | |
| console.warn( 'THREE.TSL: texture().blur() requires mipmaps and sampling. Use .generateMipmaps=true and .minFilter/.magFilter=THREE.LinearFilter in the Texture.' ); | |
| textureNode.biasNode = null; | |
| } | |
| return nodeObject( textureNode ); | |
| } | |
| /** | |
| * Samples a specific mip of the texture. | |
| * | |
| * @param {Node<int>} levelNode - The mip level to sample. | |
| * @return {TextureNode} A texture node representing the texture sample. | |
| */ | |
| level( levelNode ) { | |
| const textureNode = this.clone(); | |
| textureNode.levelNode = nodeObject( levelNode ); | |
| textureNode.referenceNode = this.getSelf(); | |
| return nodeObject( textureNode ); | |
| } | |
| /** | |
| * Returns the texture size of the requested level. | |
| * | |
| * @param {Node<int>} levelNode - The level to compute the size for. | |
| * @return {TextureSizeNode} The texture size. | |
| */ | |
| size( levelNode ) { | |
| return textureSize( this, levelNode ); | |
| } | |
| /** | |
| * Samples the texture with the given bias. | |
| * | |
| * @param {Node<float>} biasNode - The bias node. | |
| * @return {TextureNode} A texture node representing the texture sample. | |
| */ | |
| bias( biasNode ) { | |
| const textureNode = this.clone(); | |
| textureNode.biasNode = nodeObject( biasNode ); | |
| textureNode.referenceNode = this.getSelf(); | |
| return nodeObject( textureNode ); | |
| } | |
| /** | |
| * Samples the texture by executing a compare operation. | |
| * | |
| * @param {Node<float>} compareNode - The node that defines the compare value. | |
| * @return {TextureNode} A texture node representing the texture sample. | |
| */ | |
| compare( compareNode ) { | |
| const textureNode = this.clone(); | |
| textureNode.compareNode = nodeObject( compareNode ); | |
| textureNode.referenceNode = this.getSelf(); | |
| return nodeObject( textureNode ); | |
| } | |
| /** | |
| * Samples the texture using an explicit gradient. | |
| * | |
| * @param {Node<vec2>} gradNodeX - The gradX node. | |
| * @param {Node<vec2>} gradNodeY - The gradY node. | |
| * @return {TextureNode} A texture node representing the texture sample. | |
| */ | |
| grad( gradNodeX, gradNodeY ) { | |
| const textureNode = this.clone(); | |
| textureNode.gradNode = [ nodeObject( gradNodeX ), nodeObject( gradNodeY ) ]; | |
| textureNode.referenceNode = this.getSelf(); | |
| return nodeObject( textureNode ); | |
| } | |
| /** | |
| * Samples the texture by defining a depth node. | |
| * | |
| * @param {Node<int>} depthNode - The depth node. | |
| * @return {TextureNode} A texture node representing the texture sample. | |
| */ | |
| depth( depthNode ) { | |
| const textureNode = this.clone(); | |
| textureNode.depthNode = nodeObject( depthNode ); | |
| textureNode.referenceNode = this.getSelf(); | |
| return nodeObject( textureNode ); | |
| } | |
| // -- | |
| serialize( data ) { | |
| super.serialize( data ); | |
| data.value = this.value.toJSON( data.meta ).uuid; | |
| data.sampler = this.sampler; | |
| data.updateMatrix = this.updateMatrix; | |
| data.updateType = this.updateType; | |
| } | |
| deserialize( data ) { | |
| super.deserialize( data ); | |
| this.value = data.meta.textures[ data.value ]; | |
| this.sampler = data.sampler; | |
| this.updateMatrix = data.updateMatrix; | |
| this.updateType = data.updateType; | |
| } | |
| /** | |
| * The update is used to implement the update of the uv transformation matrix. | |
| */ | |
| update() { | |
| const texture = this.value; | |
| const matrixUniform = this._matrixUniform; | |
| if ( matrixUniform !== null ) matrixUniform.value = texture.matrix; | |
| if ( texture.matrixAutoUpdate === true ) { | |
| texture.updateMatrix(); | |
| } | |
| } | |
| /** | |
| * Clones the texture node. | |
| * | |
| * @return {TextureNode} The cloned texture node. | |
| */ | |
| clone() { | |
| const newNode = new this.constructor( this.value, this.uvNode, this.levelNode, this.biasNode ); | |
| newNode.sampler = this.sampler; | |
| newNode.depthNode = this.depthNode; | |
| newNode.compareNode = this.compareNode; | |
| newNode.gradNode = this.gradNode; | |
| return newNode; | |
| } | |
| } | |
| export default TextureNode; | |
| /** | |
| * TSL function for creating a texture node. | |
| * | |
| * @tsl | |
| * @function | |
| * @param {Texture} value - The texture. | |
| * @param {?Node<vec2|vec3>} [uvNode=null] - The uv node. | |
| * @param {?Node<int>} [levelNode=null] - The level node. | |
| * @param {?Node<float>} [biasNode=null] - The bias node. | |
| * @returns {TextureNode} | |
| */ | |
| export const texture = /*@__PURE__*/ nodeProxy( TextureNode ).setParameterLength( 1, 4 ); | |
| /** | |
| * TSL function for creating a texture node that fetches/loads texels without interpolation. | |
| * | |
| * @tsl | |
| * @function | |
| * @param {Texture} value - The texture. | |
| * @param {?Node<vec2|vec3>} [uvNode=null] - The uv node. | |
| * @param {?Node<int>} [levelNode=null] - The level node. | |
| * @param {?Node<float>} [biasNode=null] - The bias node. | |
| * @returns {TextureNode} | |
| */ | |
| export const textureLoad = ( ...params ) => texture( ...params ).setSampler( false ); | |
| //export const textureLevel = ( value, uv, level ) => texture( value, uv ).level( level ); | |
| /** | |
| * Converts a texture or texture node to a sampler. | |
| * | |
| * @tsl | |
| * @function | |
| * @param {TextureNode|Texture} value - The texture or texture node to convert. | |
| * @returns {Node} | |
| */ | |
| export const sampler = ( value ) => ( value.isNode === true ? value : texture( value ) ).convert( 'sampler' ); | |
| /** | |
| * Converts a texture or texture node to a sampler comparison. | |
| * | |
| * @tsl | |
| * @function | |
| * @param {TextureNode|Texture} value - The texture or texture node to convert. | |
| * @returns {Node} | |
| */ | |
| export const samplerComparison = ( value ) => ( value.isNode === true ? value : texture( value ) ).convert( 'samplerComparison' ); | |
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