TextureNode.js 8.2 KB

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  1. import UniformNode, { uniform } from '../core/UniformNode.js';
  2. import { uv } from './UVNode.js';
  3. import { textureSize } from './TextureSizeNode.js';
  4. import { colorSpaceToLinear } from '../display/ColorSpaceNode.js';
  5. import { expression } from '../code/ExpressionNode.js';
  6. import { addNodeClass } from '../core/Node.js';
  7. import { maxMipLevel } from '../utils/MaxMipLevelNode.js';
  8. import { addNodeElement, nodeProxy, vec3, nodeObject } from '../shadernode/ShaderNode.js';
  9. import { NodeUpdateType } from '../core/constants.js';
  10. import { IntType, UnsignedIntType } from 'three';
  11. class TextureNode extends UniformNode {
  12. constructor( value, uvNode = null, levelNode = null ) {
  13. super( value );
  14. this.isTextureNode = true;
  15. this.uvNode = uvNode;
  16. this.levelNode = levelNode;
  17. this.compareNode = null;
  18. this.depthNode = null;
  19. this.gradNode = null;
  20. this.sampler = true;
  21. this.updateMatrix = false;
  22. this.updateType = NodeUpdateType.NONE;
  23. this.referenceNode = null;
  24. this._value = value;
  25. this.setUpdateMatrix( uvNode === null );
  26. }
  27. set value( value ) {
  28. if ( this.referenceNode ) {
  29. this.referenceNode.value = value;
  30. } else {
  31. this._value = value;
  32. }
  33. }
  34. get value() {
  35. return this.referenceNode ? this.referenceNode.value : this._value;
  36. }
  37. getUniformHash( /*builder*/ ) {
  38. return this.value.uuid;
  39. }
  40. getNodeType( /*builder*/ ) {
  41. if ( this.value.isDepthTexture === true ) return 'float';
  42. if ( this.value.type === UnsignedIntType ) {
  43. return 'uvec4';
  44. } else if ( this.value.type === IntType ) {
  45. return 'ivec4';
  46. }
  47. return 'vec4';
  48. }
  49. getInputType( /*builder*/ ) {
  50. return 'texture';
  51. }
  52. getDefaultUV() {
  53. return uv( this.value.channel );
  54. }
  55. updateReference( /*state*/ ) {
  56. return this.value;
  57. }
  58. getTransformedUV( uvNode ) {
  59. const texture = this.value;
  60. return uniform( texture.matrix ).mul( vec3( uvNode, 1 ) ).xy;
  61. }
  62. setUpdateMatrix( value ) {
  63. this.updateMatrix = value;
  64. this.updateType = value ? NodeUpdateType.FRAME : NodeUpdateType.NONE;
  65. return this;
  66. }
  67. setupUV( builder, uvNode ) {
  68. const texture = this.value;
  69. if ( builder.isFlipY() && ( texture.isRenderTargetTexture === true || texture.isFramebufferTexture === true || texture.isDepthTexture === true ) ) {
  70. uvNode = uvNode.setY( uvNode.y.oneMinus() );
  71. }
  72. return uvNode;
  73. }
  74. setup( builder ) {
  75. const properties = builder.getNodeProperties( this );
  76. //
  77. let uvNode = this.uvNode;
  78. if ( ( uvNode === null || builder.context.forceUVContext === true ) && builder.context.getUV ) {
  79. uvNode = builder.context.getUV( this );
  80. }
  81. if ( ! uvNode ) uvNode = this.getDefaultUV();
  82. if ( this.updateMatrix === true ) {
  83. uvNode = this.getTransformedUV( uvNode );
  84. }
  85. uvNode = this.setupUV( builder, uvNode );
  86. //
  87. let levelNode = this.levelNode;
  88. if ( levelNode === null && builder.context.getTextureLevel ) {
  89. levelNode = builder.context.getTextureLevel( this );
  90. }
  91. //
  92. properties.uvNode = uvNode;
  93. properties.levelNode = levelNode;
  94. properties.compareNode = this.compareNode;
  95. properties.gradNode = this.gradNode;
  96. properties.depthNode = this.depthNode;
  97. }
  98. generateUV( builder, uvNode ) {
  99. return uvNode.build( builder, this.sampler === true ? 'vec2' : 'ivec2' );
  100. }
  101. generateSnippet( builder, textureProperty, uvSnippet, levelSnippet, depthSnippet, compareSnippet, gradSnippet ) {
  102. const texture = this.value;
  103. let snippet;
  104. if ( levelSnippet ) {
  105. snippet = builder.generateTextureLevel( texture, textureProperty, uvSnippet, levelSnippet, depthSnippet );
  106. } else if ( gradSnippet ) {
  107. snippet = builder.generateTextureGrad( texture, textureProperty, uvSnippet, gradSnippet, depthSnippet );
  108. } else if ( compareSnippet ) {
  109. snippet = builder.generateTextureCompare( texture, textureProperty, uvSnippet, compareSnippet, depthSnippet );
  110. } else if ( this.sampler === false ) {
  111. snippet = builder.generateTextureLoad( texture, textureProperty, uvSnippet, depthSnippet );
  112. } else {
  113. snippet = builder.generateTexture( texture, textureProperty, uvSnippet, depthSnippet );
  114. }
  115. return snippet;
  116. }
  117. generate( builder, output ) {
  118. const properties = builder.getNodeProperties( this );
  119. const texture = this.value;
  120. if ( ! texture || texture.isTexture !== true ) {
  121. throw new Error( 'TextureNode: Need a three.js texture.' );
  122. }
  123. const textureProperty = super.generate( builder, 'property' );
  124. if ( output === 'sampler' ) {
  125. return textureProperty + '_sampler';
  126. } else if ( builder.isReference( output ) ) {
  127. return textureProperty;
  128. } else {
  129. const nodeData = builder.getDataFromNode( this );
  130. let propertyName = nodeData.propertyName;
  131. if ( propertyName === undefined ) {
  132. const { uvNode, levelNode, compareNode, depthNode, gradNode } = properties;
  133. const uvSnippet = this.generateUV( builder, uvNode );
  134. const levelSnippet = levelNode ? levelNode.build( builder, 'float' ) : null;
  135. const depthSnippet = depthNode ? depthNode.build( builder, 'int' ) : null;
  136. const compareSnippet = compareNode ? compareNode.build( builder, 'float' ) : null;
  137. const gradSnippet = gradNode ? [ gradNode[ 0 ].build( builder, 'vec2' ), gradNode[ 1 ].build( builder, 'vec2' ) ] : null;
  138. const nodeVar = builder.getVarFromNode( this );
  139. propertyName = builder.getPropertyName( nodeVar );
  140. const snippet = this.generateSnippet( builder, textureProperty, uvSnippet, levelSnippet, depthSnippet, compareSnippet, gradSnippet );
  141. builder.addLineFlowCode( `${propertyName} = ${snippet}` );
  142. nodeData.snippet = snippet;
  143. nodeData.propertyName = propertyName;
  144. }
  145. let snippet = propertyName;
  146. const nodeType = this.getNodeType( builder );
  147. if ( builder.needsColorSpaceToLinear( texture ) ) {
  148. snippet = colorSpaceToLinear( expression( snippet, nodeType ), texture.colorSpace ).setup( builder ).build( builder, nodeType );
  149. }
  150. return builder.format( snippet, nodeType, output );
  151. }
  152. }
  153. setSampler( value ) {
  154. this.sampler = value;
  155. return this;
  156. }
  157. getSampler() {
  158. return this.sampler;
  159. }
  160. // @TODO: Move to TSL
  161. uv( uvNode ) {
  162. const textureNode = this.clone();
  163. textureNode.uvNode = uvNode;
  164. textureNode.referenceNode = this;
  165. return nodeObject( textureNode );
  166. }
  167. blur( levelNode ) {
  168. const textureNode = this.clone();
  169. textureNode.levelNode = levelNode.mul( maxMipLevel( textureNode ) );
  170. textureNode.referenceNode = this;
  171. return nodeObject( textureNode );
  172. }
  173. level( levelNode ) {
  174. const textureNode = this.clone();
  175. textureNode.levelNode = levelNode;
  176. textureNode.referenceNode = this;
  177. return textureNode;
  178. }
  179. size( levelNode ) {
  180. return textureSize( this, levelNode );
  181. }
  182. compare( compareNode ) {
  183. const textureNode = this.clone();
  184. textureNode.compareNode = nodeObject( compareNode );
  185. textureNode.referenceNode = this;
  186. return nodeObject( textureNode );
  187. }
  188. grad( gradNodeX, gradNodeY ) {
  189. const textureNode = this.clone();
  190. textureNode.gradNode = [ nodeObject( gradNodeX ), nodeObject( gradNodeY ) ];
  191. textureNode.referenceNode = this;
  192. return nodeObject( textureNode );
  193. }
  194. depth( depthNode ) {
  195. const textureNode = this.clone();
  196. textureNode.depthNode = nodeObject( depthNode );
  197. textureNode.referenceNode = this;
  198. return nodeObject( textureNode );
  199. }
  200. // --
  201. serialize( data ) {
  202. super.serialize( data );
  203. data.value = this.value.toJSON( data.meta ).uuid;
  204. }
  205. deserialize( data ) {
  206. super.deserialize( data );
  207. this.value = data.meta.textures[ data.value ];
  208. }
  209. update() {
  210. const texture = this.value;
  211. if ( texture.matrixAutoUpdate === true ) {
  212. texture.updateMatrix();
  213. }
  214. }
  215. clone() {
  216. const newNode = new this.constructor( this.value, this.uvNode, this.levelNode );
  217. newNode.sampler = this.sampler;
  218. return newNode;
  219. }
  220. }
  221. export default TextureNode;
  222. export const texture = nodeProxy( TextureNode );
  223. export const textureLoad = ( ...params ) => texture( ...params ).setSampler( false );
  224. //export const textureLevel = ( value, uv, level ) => texture( value, uv ).level( level );
  225. export const sampler = ( aTexture ) => ( aTexture.isNode === true ? aTexture : texture( aTexture ) ).convert( 'sampler' );
  226. addNodeElement( 'texture', texture );
  227. //addNodeElement( 'textureLevel', textureLevel );
  228. addNodeClass( 'TextureNode', TextureNode );