import { nodeObject } from '../tsl/TSLCore.js';
import TextureNode from '../accessors/TextureNode.js';
import { NodeUpdateType } from '../core/constants.js';
import { uv } from '../accessors/UV.js';
import NodeMaterial from '../../materials/nodes/NodeMaterial.js';
import QuadMesh from '../../renderers/common/QuadMesh.js';
import { RenderTarget } from '../../core/RenderTarget.js';
import { Vector2 } from '../../math/Vector2.js';
import { HalfFloatType } from '../../constants.js';
/** @module RTTNode **/
const _size = /*@__PURE__*/ new Vector2();
/**
* `RTTNode` takes another node and uses it with a `QuadMesh` to render into a texture (RTT).
* This module is especially relevant in context of post processing where certain nodes require
* texture input for their effects. With the helper function `convertToTexture()` which is based
* on this module, the node system can automatically ensure texture input if required.
*
* @augments module:TextureNode~TextureNode
*/
class RTTNode extends TextureNode {
static get type() {
return 'RTTNode';
}
/**
* Constructs a new RTT node.
*
* @param {Node} node - The node to render a texture with.
* @param {Number?} [width=null] - The width of the internal render target. If not width is applied, the render target is automatically resized.
* @param {Number?} [height=null] - The height of the internal render target.
* @param {Object} [options={type:HalfFloatType}] - The options for the internal render target.
*/
constructor( node, width = null, height = null, options = { type: HalfFloatType } ) {
const renderTarget = new RenderTarget( width, height, options );
super( renderTarget.texture, uv() );
/**
* The node to render a texture with.
*
* @type {Node}
*/
this.node = node;
/**
* The width of the internal render target.
* If not width is applied, the render target is automatically resized.
*
* @type {Number?}
* @default null
*/
this.width = width;
/**
* The height of the internal render target.
*
* @type {Number?}
* @default null
*/
this.height = height;
/**
* The pixel ratio
*
* @type {Number}
* @default 1
*/
this.pixelRatio = 1;
/**
* The render target
*
* @type {RenderTarget}
*/
this.renderTarget = renderTarget;
/**
* Whether the texture requires an update or not.
*
* @type {Boolean}
* @default true
*/
this.textureNeedsUpdate = true;
/**
* Whether the texture should automatically be updated or not.
*
* @type {Boolean}
* @default true
*/
this.autoUpdate = true;
/**
* The node which is used with the quad mesh for RTT.
*
* @private
* @type {Node}
* @default null
*/
this._rttNode = null;
/**
* The internal quad mesh for RTT.
*
* @private
* @type {QuadMesh}
*/
this._quadMesh = new QuadMesh( new NodeMaterial() );
/**
* The `updateBeforeType` is set to `NodeUpdateType.RENDER` since the node updates
* the texture once per render in its {@link RTTNode#updateBefore} method.
*
* @type {String}
* @default 'render'
*/
this.updateBeforeType = NodeUpdateType.RENDER;
}
/**
* Whether the internal render target should automatically be resized or not.
*
* @type {Boolean}
* @readonly
* @default true
*/
get autoSize() {
return this.width === null;
}
setup( builder ) {
this._rttNode = this.node.context( builder.getSharedContext() );
this._quadMesh.material.name = 'RTT';
this._quadMesh.material.needsUpdate = true;
return super.setup( builder );
}
/**
* Sets the size of the internal render target
*
* @param {Number} width - The width to set.
* @param {Number} height - The width to set.
*/
setSize( width, height ) {
this.width = width;
this.height = height;
const effectiveWidth = width * this.pixelRatio;
const effectiveHeight = height * this.pixelRatio;
this.renderTarget.setSize( effectiveWidth, effectiveHeight );
this.textureNeedsUpdate = true;
}
/**
* Sets the pixel ratio. This will also resize the render target.
*
* @param {Number} pixelRatio - The pixel ratio to set.
*/
setPixelRatio( pixelRatio ) {
this.pixelRatio = pixelRatio;
this.setSize( this.width, this.height );
}
updateBefore( { renderer } ) {
if ( this.textureNeedsUpdate === false && this.autoUpdate === false ) return;
this.textureNeedsUpdate = false;
//
if ( this.autoSize === true ) {
this.pixelRatio = renderer.getPixelRatio();
const size = renderer.getSize( _size );
this.setSize( size.width, size.height );
}
//
this._quadMesh.material.fragmentNode = this._rttNode;
//
const currentRenderTarget = renderer.getRenderTarget();
renderer.setRenderTarget( this.renderTarget );
this._quadMesh.render( renderer );
renderer.setRenderTarget( currentRenderTarget );
}
clone() {
const newNode = new TextureNode( this.value, this.uvNode, this.levelNode );
newNode.sampler = this.sampler;
newNode.referenceNode = this;
return newNode;
}
}
export default RTTNode;
/**
* TSL function for creating a RTT node.
*
* @function
* @param {Node} node - The node to render a texture with.
* @param {Number?} [width=null] - The width of the internal render target. If not width is applied, the render target is automatically resized.
* @param {Number?} [height=null] - The height of the internal render target.
* @param {Object} [options={type:HalfFloatType}] - The options for the internal render target.
* @returns {RTTNode}
*/
export const rtt = ( node, ...params ) => nodeObject( new RTTNode( nodeObject( node ), ...params ) );
/**
* TSL function for converting nodes to textures nodes.
*
* @function
* @param {Node} node - The node to render a texture with.
* @param {Number?} [width=null] - The width of the internal render target. If not width is applied, the render target is automatically resized.
* @param {Number?} [height=null] - The height of the internal render target.
* @param {Object} [options={type:HalfFloatType}] - The options for the internal render target.
* @returns {RTTNode}
*/
export const convertToTexture = ( node, ...params ) => {
if ( node.isTextureNode ) return node;
if ( node.isPassNode ) return node.getTextureNode();
return rtt( node, ...params );
};