TextureNode.js 3.1 KB

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