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TSL: CameraNode - Move to TSL approach #28422

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May 18, 2024
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2 changes: 1 addition & 1 deletion examples/jsm/nodes/Nodes.js
Original file line number Diff line number Diff line change
Expand Up @@ -80,7 +80,7 @@ export { default as UniformsNode, uniforms } from './accessors/UniformsNode.js';
export * from './accessors/BitangentNode.js';
export { default as BufferAttributeNode, bufferAttribute, dynamicBufferAttribute, instancedBufferAttribute, instancedDynamicBufferAttribute } from './accessors/BufferAttributeNode.js';
export { default as BufferNode, buffer } from './accessors/BufferNode.js';
export { default as CameraNode, cameraProjectionMatrix, cameraProjectionMatrixInverse, cameraViewMatrix, cameraNormalMatrix, cameraWorldMatrix, cameraPosition, cameraNear, cameraFar, cameraLogDepth } from './accessors/CameraNode.js';
export * from './accessors/CameraNode.js';
export { default as VertexColorNode, vertexColor } from './accessors/VertexColorNode.js';
export { default as CubeTextureNode, cubeTexture } from './accessors/CubeTextureNode.js';
export { default as InstanceNode, instance } from './accessors/InstanceNode.js';
Expand Down
131 changes: 12 additions & 119 deletions examples/jsm/nodes/accessors/CameraNode.js
Original file line number Diff line number Diff line change
@@ -1,119 +1,12 @@
import Object3DNode from './Object3DNode.js';
import { addNodeClass } from '../core/Node.js';
import { NodeUpdateType } from '../core/constants.js';
//import { sharedUniformGroup } from '../core/UniformGroupNode.js';
import { nodeImmutable } from '../shadernode/ShaderNode.js';

//const cameraGroup = sharedUniformGroup( 'camera' );

class CameraNode extends Object3DNode {

constructor( scope = CameraNode.POSITION ) {

super( scope );

this.updateType = NodeUpdateType.RENDER;

//this._uniformNode.groupNode = cameraGroup;

}

getNodeType( builder ) {

const scope = this.scope;

if ( scope === CameraNode.PROJECTION_MATRIX || scope === CameraNode.PROJECTION_MATRIX_INVERSE ) {

return 'mat4';

} else if ( scope === CameraNode.NEAR || scope === CameraNode.FAR || scope === CameraNode.LOG_DEPTH ) {

return 'float';

}

return super.getNodeType( builder );

}

update( frame ) {

const camera = frame.camera;
const uniformNode = this._uniformNode;
const scope = this.scope;

//cameraGroup.needsUpdate = true;

if ( scope === CameraNode.VIEW_MATRIX ) {

uniformNode.value = camera.matrixWorldInverse;

} else if ( scope === CameraNode.PROJECTION_MATRIX ) {

uniformNode.value = camera.projectionMatrix;

} else if ( scope === CameraNode.PROJECTION_MATRIX_INVERSE ) {

uniformNode.value = camera.projectionMatrixInverse;

} else if ( scope === CameraNode.NEAR ) {

uniformNode.value = camera.near;

} else if ( scope === CameraNode.FAR ) {

uniformNode.value = camera.far;

} else if ( scope === CameraNode.LOG_DEPTH ) {

uniformNode.value = 2.0 / ( Math.log( camera.far + 1.0 ) / Math.LN2 );

} else {

this.object3d = camera;

super.update( frame );

}

}

generate( builder ) {

const scope = this.scope;

if ( scope === CameraNode.PROJECTION_MATRIX || scope === CameraNode.PROJECTION_MATRIX_INVERSE ) {

this._uniformNode.nodeType = 'mat4';

} else if ( scope === CameraNode.NEAR || scope === CameraNode.FAR || scope === CameraNode.LOG_DEPTH ) {

this._uniformNode.nodeType = 'float';

}

return super.generate( builder );

}

}

CameraNode.PROJECTION_MATRIX = 'projectionMatrix';
CameraNode.PROJECTION_MATRIX_INVERSE = 'projectionMatrixInverse';
CameraNode.NEAR = 'near';
CameraNode.FAR = 'far';
CameraNode.LOG_DEPTH = 'logDepth';

export default CameraNode;

export const cameraProjectionMatrix = nodeImmutable( CameraNode, CameraNode.PROJECTION_MATRIX );
export const cameraProjectionMatrixInverse = nodeImmutable( CameraNode, CameraNode.PROJECTION_MATRIX_INVERSE );
export const cameraNear = nodeImmutable( CameraNode, CameraNode.NEAR );
export const cameraFar = nodeImmutable( CameraNode, CameraNode.FAR );
export const cameraLogDepth = nodeImmutable( CameraNode, CameraNode.LOG_DEPTH );
export const cameraViewMatrix = nodeImmutable( CameraNode, CameraNode.VIEW_MATRIX );
export const cameraNormalMatrix = nodeImmutable( CameraNode, CameraNode.NORMAL_MATRIX );
export const cameraWorldMatrix = nodeImmutable( CameraNode, CameraNode.WORLD_MATRIX );
export const cameraPosition = nodeImmutable( CameraNode, CameraNode.POSITION );

addNodeClass( 'CameraNode', CameraNode );
import { uniform } from '../core/UniformNode.js';
import { Vector3 } from 'three';

export const cameraNear = /*#__PURE__*/ uniform( 'float' ).onRenderUpdate( ( { camera } ) => camera.near );
export const cameraFar = /*#__PURE__*/ uniform( 'float' ).onRenderUpdate( ( { camera } ) => camera.far );
export const cameraLogDepth = /*#__PURE__*/ uniform( 'float' ).onRenderUpdate( ( { camera } ) => 2.0 / ( Math.log( camera.far + 1.0 ) / Math.LN2 ) );
export const cameraProjectionMatrix = /*#__PURE__*/ uniform( 'mat4' ).onRenderUpdate( ( { camera } ) => camera.projectionMatrix );
export const cameraProjectionMatrixInverse = /*#__PURE__*/ uniform( 'mat4' ).onRenderUpdate( ( { camera } ) => camera.projectionMatrixInverse );
export const cameraViewMatrix = /*#__PURE__*/ uniform( 'mat4' ).onRenderUpdate( ( { camera } ) => camera.matrixWorldInverse );
export const cameraWorldMatrix = /*#__PURE__*/ uniform( 'mat4' ).onRenderUpdate( ( { camera } ) => camera.matrixWorld );
export const cameraNormalMatrix = /*#__PURE__*/ uniform( 'mat3' ).onRenderUpdate( ( { camera } ) => camera.normalMatrix );
export const cameraPosition = /*#__PURE__*/ uniform( new Vector3() ).onRenderUpdate( ( { camera }, self ) => self.value.setFromMatrixPosition( camera.matrixWorld ) );