| |
| |
| |
|
|
| import { TempNode } from '../core/TempNode.js'; |
| import { FunctionNode } from '../core/FunctionNode.js'; |
| import { FloatNode } from '../inputs/FloatNode.js'; |
| import { PositionNode } from '../accessors/PositionNode.js'; |
|
|
| function CameraNode( scope, camera ) { |
|
|
| TempNode.call( this, 'v3' ); |
|
|
| this.setScope( scope || CameraNode.POSITION ); |
| this.setCamera( camera ); |
|
|
| } |
|
|
| CameraNode.Nodes = ( function () { |
|
|
| var depthColor = new FunctionNode( [ |
| "float depthColor( float mNear, float mFar ) {", |
|
|
| " #ifdef USE_LOGDEPTHBUF_EXT", |
|
|
| " float depth = gl_FragDepthEXT / gl_FragCoord.w;", |
|
|
| " #else", |
|
|
| " float depth = gl_FragCoord.z / gl_FragCoord.w;", |
|
|
| " #endif", |
|
|
| " return 1.0 - smoothstep( mNear, mFar, depth );", |
|
|
| "}" |
| ].join( "\n" ) ); |
|
|
| return { |
| depthColor: depthColor |
| }; |
|
|
| } )(); |
|
|
| CameraNode.POSITION = 'position'; |
| CameraNode.DEPTH = 'depth'; |
| CameraNode.TO_VERTEX = 'toVertex'; |
|
|
| CameraNode.prototype = Object.create( TempNode.prototype ); |
| CameraNode.prototype.constructor = CameraNode; |
| CameraNode.prototype.nodeType = "Camera"; |
|
|
| CameraNode.prototype.setCamera = function ( camera ) { |
|
|
| this.camera = camera; |
| this.updateFrame = camera !== undefined ? this.onUpdateFrame : undefined; |
|
|
| }; |
|
|
| CameraNode.prototype.setScope = function ( scope ) { |
|
|
| switch ( this.scope ) { |
|
|
| case CameraNode.DEPTH: |
|
|
| delete this.near; |
| delete this.far; |
|
|
| break; |
|
|
| } |
|
|
| this.scope = scope; |
|
|
| switch ( scope ) { |
|
|
| case CameraNode.DEPTH: |
|
|
| var camera = this.camera; |
|
|
| this.near = new FloatNode( camera ? camera.near : 1 ); |
| this.far = new FloatNode( camera ? camera.far : 1200 ); |
|
|
| break; |
|
|
| } |
|
|
| }; |
|
|
| CameraNode.prototype.getType = function ( builder ) { |
|
|
| switch ( this.scope ) { |
|
|
| case CameraNode.DEPTH: |
|
|
| return 'f'; |
|
|
| } |
|
|
| return this.type; |
|
|
| }; |
|
|
| CameraNode.prototype.getUnique = function ( builder ) { |
|
|
| switch ( this.scope ) { |
|
|
| case CameraNode.DEPTH: |
| case CameraNode.TO_VERTEX: |
|
|
| return true; |
|
|
| } |
|
|
| return false; |
|
|
| }; |
|
|
| CameraNode.prototype.getShared = function ( builder ) { |
|
|
| switch ( this.scope ) { |
|
|
| case CameraNode.POSITION: |
|
|
| return false; |
|
|
| } |
|
|
| return true; |
|
|
| }; |
|
|
| CameraNode.prototype.generate = function ( builder, output ) { |
|
|
| var result; |
|
|
| switch ( this.scope ) { |
|
|
| case CameraNode.POSITION: |
|
|
| result = 'cameraPosition'; |
|
|
| break; |
|
|
| case CameraNode.DEPTH: |
|
|
| var depthColor = builder.include( CameraNode.Nodes.depthColor ); |
|
|
| result = depthColor + '( ' + this.near.build( builder, 'f' ) + ', ' + this.far.build( builder, 'f' ) + ' )'; |
|
|
| break; |
|
|
| case CameraNode.TO_VERTEX: |
|
|
| result = 'normalize( ' + new PositionNode( PositionNode.WORLD ).build( builder, 'v3' ) + ' - cameraPosition )'; |
|
|
| break; |
|
|
| } |
|
|
| return builder.format( result, this.getType( builder ), output ); |
|
|
| }; |
|
|
| CameraNode.prototype.onUpdateFrame = function ( frame ) { |
|
|
| switch ( this.scope ) { |
|
|
| case CameraNode.DEPTH: |
|
|
| var camera = this.camera; |
|
|
| this.near.value = camera.near; |
| this.far.value = camera.far; |
|
|
| break; |
|
|
| } |
|
|
| }; |
|
|
| CameraNode.prototype.copy = function ( source ) { |
|
|
| TempNode.prototype.copy.call( this, source ); |
|
|
| this.setScope( source.scope ); |
|
|
| if ( source.camera ) { |
|
|
| this.setCamera( source.camera ); |
|
|
| } |
|
|
| switch ( source.scope ) { |
|
|
| case CameraNode.DEPTH: |
|
|
| this.near.number = source.near; |
| this.far.number = source.far; |
|
|
| break; |
|
|
| } |
|
|
| }; |
|
|
| CameraNode.prototype.toJSON = function ( meta ) { |
|
|
| var data = this.getJSONNode( meta ); |
|
|
| if ( ! data ) { |
|
|
| data = this.createJSONNode( meta ); |
|
|
| data.scope = this.scope; |
|
|
| if ( this.camera ) data.camera = this.camera.uuid; |
|
|
| switch ( this.scope ) { |
|
|
| case CameraNode.DEPTH: |
|
|
| data.near = this.near.value; |
| data.far = this.far.value; |
|
|
| break; |
|
|
| } |
|
|
| } |
|
|
| return data; |
|
|
| }; |
|
|
| export { CameraNode }; |
|
|