TextureNode.js 3.8 KB

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  1. import UniformNode from '../core/UniformNode.js';
  2. import { uv } from './UVNode.js';
  3. import { textureSize } from './TextureSizeNode.js';
  4. import { context } from '../core/ContextNode.js';
  5. import { addNodeClass } from '../core/Node.js';
  6. import { addNodeElement, nodeProxy } from '../shadernode/ShaderNode.js';
  7. let defaultUV;
  8. class TextureNode extends UniformNode {
  9. constructor( value, uvNode = null, levelNode = null ) {
  10. super( value );
  11. this.isTextureNode = true;
  12. this.uvNode = uvNode;
  13. this.levelNode = levelNode;
  14. }
  15. getUniformHash( /*builder*/ ) {
  16. return this.value.uuid;
  17. }
  18. getNodeType( /*builder*/ ) {
  19. if ( this.value.isDepthTexture === true ) return 'float';
  20. return 'vec4';
  21. }
  22. getInputType( /*builder*/ ) {
  23. return 'texture';
  24. }
  25. getDefaultUV() {
  26. return defaultUV || ( defaultUV = uv() );
  27. }
  28. construct( builder ) {
  29. const properties = builder.getNodeProperties( this );
  30. //
  31. let uvNode = this.uvNode;
  32. if ( uvNode === null && builder.context.getUVNode ) {
  33. uvNode = builder.context.getUVNode( this );
  34. }
  35. uvNode || ( uvNode = this.getDefaultUV() );
  36. //
  37. let levelNode = this.levelNode;
  38. if ( levelNode === null && builder.context.getSamplerLevelNode ) {
  39. levelNode = builder.context.getSamplerLevelNode( this );
  40. }
  41. //
  42. properties.uvNode = uvNode;
  43. properties.levelNode = levelNode ? builder.context.getMIPLevelAlgorithmNode( this, levelNode ) : null;
  44. }
  45. generate( builder, output ) {
  46. const { uvNode, levelNode } = builder.getNodeProperties( this );
  47. const texture = this.value;
  48. if ( ! texture || texture.isTexture !== true ) {
  49. throw new Error( 'TextureNode: Need a three.js texture.' );
  50. }
  51. const textureProperty = super.generate( builder, 'property' );
  52. if ( output === 'sampler' ) {
  53. return textureProperty + '_sampler';
  54. } else if ( builder.isReference( output ) ) {
  55. return textureProperty;
  56. } else {
  57. const nodeType = this.getNodeType( builder );
  58. const nodeData = builder.getDataFromNode( this );
  59. let propertyName = nodeData.propertyName;
  60. if ( propertyName === undefined ) {
  61. const uvSnippet = uvNode.build( builder, 'vec2' );
  62. const nodeVar = builder.getVarFromNode( this, nodeType );
  63. propertyName = builder.getPropertyName( nodeVar );
  64. let snippet = null;
  65. if ( levelNode && levelNode.isNode === true ) {
  66. const levelSnippet = levelNode.build( builder, 'float' );
  67. snippet = builder.getTextureLevel( texture, textureProperty, uvSnippet, levelSnippet );
  68. } else {
  69. snippet = builder.getTexture( texture, textureProperty, uvSnippet );
  70. }
  71. builder.addLineFlowCode( `${propertyName} = ${snippet}` );
  72. nodeData.snippet = snippet;
  73. nodeData.propertyName = propertyName;
  74. }
  75. return builder.format( propertyName, nodeType, output );
  76. }
  77. }
  78. uv( uvNode ) {
  79. const textureNode = this.clone();
  80. textureNode.uvNode = uvNode;
  81. return textureNode;
  82. }
  83. level( levelNode ) {
  84. const textureNode = this.clone();
  85. textureNode.levelNode = levelNode;
  86. return context( textureNode, {
  87. getMIPLevelAlgorithmNode: ( textureNode, levelNode ) => levelNode
  88. } );
  89. }
  90. size( levelNode ) {
  91. return textureSize( this, levelNode );
  92. }
  93. serialize( data ) {
  94. super.serialize( data );
  95. data.value = this.value.toJSON( data.meta ).uuid;
  96. }
  97. deserialize( data ) {
  98. super.deserialize( data );
  99. this.value = data.meta.textures[ data.value ];
  100. }
  101. clone() {
  102. return new this.constructor( this.value, this.uvNode, this.levelNode );
  103. }
  104. }
  105. export default TextureNode;
  106. export const texture = nodeProxy( TextureNode );
  107. //export const textureLevel = ( value, uv, level ) => texture( value, uv ).level( level );
  108. export const sampler = ( aTexture ) => ( aTexture.isNode === true ? aTexture : texture( aTexture ) ).convert( 'sampler' );
  109. addNodeElement( 'texture', texture );
  110. //addNodeElement( 'textureLevel', textureLevel );
  111. addNodeClass( TextureNode );