import TextureNode from './TextureNode.js';
import { nodeProxy, vec3, Fn, If, int } from '../tsl/TSLBase.js';
import { textureSize } from './TextureSizeNode.js';
/** @module Texture3DNode **/
const normal = Fn( ( { texture, uv } ) => {
const epsilon = 0.0001;
const ret = vec3().toVar();
If( uv.x.lessThan( epsilon ), () => {
ret.assign( vec3( 1, 0, 0 ) );
} ).ElseIf( uv.y.lessThan( epsilon ), () => {
ret.assign( vec3( 0, 1, 0 ) );
} ).ElseIf( uv.z.lessThan( epsilon ), () => {
ret.assign( vec3( 0, 0, 1 ) );
} ).ElseIf( uv.x.greaterThan( 1 - epsilon ), () => {
ret.assign( vec3( - 1, 0, 0 ) );
} ).ElseIf( uv.y.greaterThan( 1 - epsilon ), () => {
ret.assign( vec3( 0, - 1, 0 ) );
} ).ElseIf( uv.z.greaterThan( 1 - epsilon ), () => {
ret.assign( vec3( 0, 0, - 1 ) );
} ).Else( () => {
const step = 0.01;
const x = texture.sample( uv.add( vec3( - step, 0.0, 0.0 ) ) ).r.sub( texture.sample( uv.add( vec3( step, 0.0, 0.0 ) ) ).r );
const y = texture.sample( uv.add( vec3( 0.0, - step, 0.0 ) ) ).r.sub( texture.sample( uv.add( vec3( 0.0, step, 0.0 ) ) ).r );
const z = texture.sample( uv.add( vec3( 0.0, 0.0, - step ) ) ).r.sub( texture.sample( uv.add( vec3( 0.0, 0.0, step ) ) ).r );
ret.assign( vec3( x, y, z ) );
} );
return ret.normalize();
} );
/**
* This type of uniform node represents a 3D texture.
*
* @augments module:TextureNode~TextureNode
*/
class Texture3DNode extends TextureNode {
static get type() {
return 'Texture3DNode';
}
/**
* Constructs a new 3D texture node.
*
* @param {Data3DTexture} value - The 3D texture.
* @param {Node<vec2|vec3>?} [uvNode=null] - The uv node.
* @param {Node<int>?} [levelNode=null] - The level node.
*/
constructor( value, uvNode = null, levelNode = null ) {
super( value, uvNode, levelNode );
/**
* This flag can be used for type testing.
*
* @type {Boolean}
* @readonly
* @default true
*/
this.isTexture3DNode = true;
}
/**
* Overwrites the default implementation to return a fixed value `'texture3D'`.
*
* @param {NodeBuilder} builder - The current node builder.
* @return {String} The input type.
*/
getInputType( /*builder*/ ) {
return 'texture3D';
}
/**
* Returns a default uv node which is in context of 3D textures a three-dimensional
* uv node.
*
* @return {Node<vec3>} The default uv node.
*/
getDefaultUV() {
return vec3( 0.5, 0.5, 0.5 );
}
/**
* Overwritten with an empty implementation since the `updateMatrix` flag is ignored
* for 3D textures. The uv transformation matrix is not applied to 3D textures.
*
* @param {Boolean} value - The update toggle.
*/
setUpdateMatrix( /*value*/ ) { } // Ignore .updateMatrix for 3d TextureNode
/**
* Overwrites the default implementation to return the unmodified uv node.
*
* @param {NodeBuilder} builder - The current node builder.
* @param {Node} uvNode - The uv node to setup.
* @return {Node} The unmodified uv node.
*/
setupUV( builder, uvNode ) {
const texture = this.value;
if ( builder.isFlipY() && ( texture.isRenderTargetTexture === true || texture.isFramebufferTexture === true ) ) {
if ( this.sampler ) {
uvNode = uvNode.flipY();
} else {
uvNode = uvNode.setY( int( textureSize( this, this.levelNode ).y ).sub( uvNode.y ).sub( 1 ) );
}
}
return uvNode;
}
/**
* Generates the uv code snippet.
*
* @param {NodeBuilder} builder - The current node builder.
* @param {Node} uvNode - The uv node to generate code for.
* @return {String} The generated code snippet.
*/
generateUV( builder, uvNode ) {
return uvNode.build( builder, 'vec3' );
}
/**
* TODO.
*
* @param {Node<vec3>} uvNode - The uv node .
* @return {Node<vec3>} TODO.
*/
normal( uvNode ) {
return normal( { texture: this, uv: uvNode } );
}
}
export default Texture3DNode;
/**
* TSL function for creating a 3D texture node.
*
* @function
* @param {Data3DTexture} value - The 3D texture.
* @param {Node<vec2|vec3>?} [uvNode=null] - The uv node.
* @param {Node<int>?} [levelNode=null] - The level node.
* @returns {Texture3DNode}
*/
export const texture3D = /*@__PURE__*/ nodeProxy( Texture3DNode );