MCP 3D Printer Server

by DMontgomery40
Verified
import TextureNode from '../accessors/TextureNode.js'; import { NodeUpdateType } from '../core/constants.js'; import { nodeProxy } from '../tsl/TSLBase.js'; import { screenUV } from './ScreenNode.js'; import { Vector2 } from '../../math/Vector2.js'; import { FramebufferTexture } from '../../textures/FramebufferTexture.js'; import { LinearMipmapLinearFilter } from '../../constants.js'; /** @module ViewportTextureNode **/ const _size = /*@__PURE__*/ new Vector2(); /** * A special type of texture node which represents the data of the current viewport * as a texture. The module extracts data from the current bound framebuffer with * a copy operation so no extra render pass is required to produce the texture data * (which is good for performance). `ViewportTextureNode` can be used as an input for a * variety of effects like refractive or transmissive materials. * * @augments module:TextureNode~TextureNode */ class ViewportTextureNode extends TextureNode { static get type() { return 'ViewportTextureNode'; } /** * Constructs a new viewport texture node. * * @param {Node} [uvNode=screenUV] - The uv node. * @param {Node?} [levelNode=null] - The level node. * @param {Texture?} [framebufferTexture=null] - A framebuffer texture holding the viewport data. If not provided, a framebuffer texture is created automatically. */ constructor( uvNode = screenUV, levelNode = null, framebufferTexture = null ) { if ( framebufferTexture === null ) { framebufferTexture = new FramebufferTexture(); framebufferTexture.minFilter = LinearMipmapLinearFilter; } super( framebufferTexture, uvNode, levelNode ); /** * Whether to generate mipmaps or not. * * @type {Boolean} * @default false */ this.generateMipmaps = false; /** * This flag can be used for type testing. * * @type {Boolean} * @readonly * @default true */ this.isOutputTextureNode = true; /** * The `updateBeforeType` is set to `NodeUpdateType.FRAME` since the node renders the * scene once per frame in its {@link ViewportTextureNode#updateBefore} method. * * @type {String} * @default 'frame' */ this.updateBeforeType = NodeUpdateType.FRAME; } updateBefore( frame ) { const renderer = frame.renderer; renderer.getDrawingBufferSize( _size ); // const framebufferTexture = this.value; if ( framebufferTexture.image.width !== _size.width || framebufferTexture.image.height !== _size.height ) { framebufferTexture.image.width = _size.width; framebufferTexture.image.height = _size.height; framebufferTexture.needsUpdate = true; } // const currentGenerateMipmaps = framebufferTexture.generateMipmaps; framebufferTexture.generateMipmaps = this.generateMipmaps; renderer.copyFramebufferToTexture( framebufferTexture ); framebufferTexture.generateMipmaps = currentGenerateMipmaps; } clone() { const viewportTextureNode = new this.constructor( this.uvNode, this.levelNode, this.value ); viewportTextureNode.generateMipmaps = this.generateMipmaps; return viewportTextureNode; } } export default ViewportTextureNode; /** * TSL function for creating a viewport texture node. * * @function * @param {Node} [uvNode=screenUV] - The uv node. * @param {Node?} [levelNode=null] - The level node. * @param {Texture?} [framebufferTexture=null] - A framebuffer texture holding the viewport data. If not provided, a framebuffer texture is created automatically. * @returns {ViewportTextureNode} */ export const viewportTexture = /*@__PURE__*/ nodeProxy( ViewportTextureNode ); /** * TSL function for creating a viewport texture node with enabled mipmap generation. * * @function * @param {Node} [uvNode=screenUV] - The uv node. * @param {Node?} [levelNode=null] - The level node. * @param {Texture?} [framebufferTexture=null] - A framebuffer texture holding the viewport data. If not provided, a framebuffer texture is created automatically. * @returns {ViewportTextureNode} */ export const viewportMipTexture = /*@__PURE__*/ nodeProxy( ViewportTextureNode, null, null, { generateMipmaps: true } );