mirror of
https://github.com/tengge1/ShadowEditor.git
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190 lines
3.2 KiB
JavaScript
190 lines
3.2 KiB
JavaScript
/**
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* @author sunag / http://www.sunag.com.br/
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*/
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THREE.CameraNode = function ( scope, camera ) {
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THREE.TempNode.call( this, 'v3' );
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this.setScope( scope || THREE.CameraNode.POSITION );
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this.setCamera( camera );
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};
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THREE.CameraNode.fDepthColor = new THREE.FunctionNode( [
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"float depthColor( float mNear, float mFar ) {",
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" #ifdef USE_LOGDEPTHBUF_EXT",
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" float depth = gl_FragDepthEXT / gl_FragCoord.w;",
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" #else",
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" float depth = gl_FragCoord.z / gl_FragCoord.w;",
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" #endif",
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" return 1.0 - smoothstep( mNear, mFar, depth );",
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"}"
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].join( "\n" ) );
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THREE.CameraNode.POSITION = 'position';
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THREE.CameraNode.DEPTH = 'depth';
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THREE.CameraNode.TO_VERTEX = 'toVertex';
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THREE.CameraNode.prototype = Object.create( THREE.TempNode.prototype );
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THREE.CameraNode.prototype.constructor = THREE.CameraNode;
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THREE.CameraNode.prototype.nodeType = "Camera";
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THREE.CameraNode.prototype.setCamera = function ( camera ) {
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this.camera = camera;
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this.updateFrame = camera !== undefined ? this.onUpdateFrame : undefined;
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};
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THREE.CameraNode.prototype.setScope = function ( scope ) {
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switch ( this.scope ) {
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case THREE.CameraNode.DEPTH:
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delete this.near;
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delete this.far;
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break;
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}
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this.scope = scope;
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switch ( scope ) {
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case THREE.CameraNode.DEPTH:
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var camera = this.camera;
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this.near = new THREE.FloatNode( camera ? camera.near : 1 );
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this.far = new THREE.FloatNode( camera ? camera.far : 1200 );
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break;
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}
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};
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THREE.CameraNode.prototype.getType = function ( builder ) {
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switch ( this.scope ) {
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case THREE.CameraNode.DEPTH:
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return 'fv1';
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}
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return this.type;
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};
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THREE.CameraNode.prototype.isUnique = function ( builder ) {
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switch ( this.scope ) {
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case THREE.CameraNode.DEPTH:
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case THREE.CameraNode.TO_VERTEX:
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return true;
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}
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return false;
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};
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THREE.CameraNode.prototype.isShared = function ( builder ) {
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switch ( this.scope ) {
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case THREE.CameraNode.POSITION:
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return false;
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}
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return true;
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};
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THREE.CameraNode.prototype.generate = function ( builder, output ) {
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var material = builder.material;
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var result;
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switch ( this.scope ) {
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case THREE.CameraNode.POSITION:
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result = 'cameraPosition';
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break;
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case THREE.CameraNode.DEPTH:
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var func = THREE.CameraNode.fDepthColor;
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builder.include( func );
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result = func.name + '(' + this.near.build( builder, 'fv1' ) + ',' + this.far.build( builder, 'fv1' ) + ')';
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break;
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case THREE.CameraNode.TO_VERTEX:
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result = 'normalize( ' + new THREE.PositionNode( THREE.PositionNode.WORLD ).build( builder, 'v3' ) + ' - cameraPosition )';
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break;
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}
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return builder.format( result, this.getType( builder ), output );
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};
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THREE.CameraNode.prototype.onUpdateFrame = function ( frame ) {
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switch ( this.scope ) {
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case THREE.CameraNode.DEPTH:
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var camera = this.camera;
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this.near.value = camera.near;
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this.far.value = camera.far;
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break;
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}
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};
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THREE.CameraNode.prototype.toJSON = function ( meta ) {
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var data = this.getJSONNode( meta );
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if ( ! data ) {
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data = this.createJSONNode( meta );
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data.scope = this.scope;
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if ( this.camera ) data.camera = this.camera.uuid;
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switch ( this.scope ) {
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case THREE.CameraNode.DEPTH:
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data.near = this.near.value;
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data.far = this.far.value;
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break;
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}
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}
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return data;
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};
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