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- import Node, { addNodeClass } from '../core/Node.js';
- import { nodeImmutable, nodeProxy } from '../shadernode/ShaderNode.js';
- import { cameraNear, cameraFar } from '../accessors/CameraNode.js';
- import { positionView } from '../accessors/PositionNode.js';
- import { viewportDepthTexture } from './ViewportDepthTextureNode.js';
- class ViewportDepthNode extends Node {
- constructor( scope, valueNode = null ) {
- super( 'float' );
- this.scope = scope;
- this.valueNode = valueNode;
- this.isViewportDepthNode = true;
- }
- generate( builder ) {
- const { scope } = this;
- if ( scope === ViewportDepthNode.DEPTH_PIXEL ) {
- return builder.getFragDepth();
- }
- return super.generate( builder );
- }
- setup( /*builder*/ ) {
- const { scope } = this;
- let node = null;
- if ( scope === ViewportDepthNode.DEPTH ) {
- node = viewZToOrthographicDepth( positionView.z, cameraNear, cameraFar );
- } else if ( scope === ViewportDepthNode.DEPTH_TEXTURE ) {
- const texture = this.valueNode || viewportDepthTexture();
- const viewZ = perspectiveDepthToViewZ( texture, cameraNear, cameraFar );
- node = viewZToOrthographicDepth( viewZ, cameraNear, cameraFar );
- } else if ( scope === ViewportDepthNode.DEPTH_PIXEL ) {
- if ( this.valueNode !== null ) {
- node = depthPixelBase().assign( this.valueNode );
- }
- }
- return node;
- }
- }
- // NOTE: viewZ, the z-coordinate in camera space, is negative for points in front of the camera
- // -near maps to 0; -far maps to 1
- export const viewZToOrthographicDepth = ( viewZ, near, far ) => viewZ.add( near ).div( near.sub( far ) );
- // maps orthographic depth in [ 0, 1 ] to viewZ
- export const orthographicDepthToViewZ = ( depth, near, far ) => near.sub( far ).mul( depth ).sub( near );
- // NOTE: https://twitter.com/gonnavis/status/1377183786949959682
- // -near maps to 0; -far maps to 1
- export const viewZToPerspectiveDepth = ( viewZ, near, far ) => near.add( viewZ ).mul( far ).div( far.sub( near ).mul( viewZ ) );
- // maps perspective depth in [ 0, 1 ] to viewZ
- export const perspectiveDepthToViewZ = ( depth, near, far ) => near.mul( far ).div( far.sub( near ).mul( depth ).sub( far ) );
- ViewportDepthNode.DEPTH = 'depth';
- ViewportDepthNode.DEPTH_TEXTURE = 'depthTexture';
- ViewportDepthNode.DEPTH_PIXEL = 'depthPixel';
- export default ViewportDepthNode;
- const depthPixelBase = nodeProxy( ViewportDepthNode, ViewportDepthNode.DEPTH_PIXEL );
- export const depth = nodeImmutable( ViewportDepthNode, ViewportDepthNode.DEPTH );
- export const depthTexture = nodeProxy( ViewportDepthNode, ViewportDepthNode.DEPTH_TEXTURE );
- export const depthPixel = nodeImmutable( ViewportDepthNode, ViewportDepthNode.DEPTH_PIXEL );
- depthPixel.assign = ( value ) => depthPixelBase( value );
- addNodeClass( 'ViewportDepthNode', ViewportDepthNode );
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