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FrameFadePlugin.ts 7.7KB

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  1. import {LinearFilter, WebGLRenderTarget} from 'three'
  2. import {IPassID, IPipelinePass} from '../../postprocessing'
  3. import {ThreeViewer} from '../../viewer'
  4. import {PipelinePassPlugin} from '../base/PipelinePassPlugin'
  5. import {uiFolderContainer, uiToggle} from 'uiconfig.js'
  6. import {ITexture, IWebGLRenderer} from '../../core'
  7. import {AddBlendTexturePass} from '../../postprocessing/AddBlendTexturePass'
  8. import {now, serialize, timeout, ValOrFunc} from 'ts-browser-helpers'
  9. import {ProgressivePlugin} from './ProgressivePlugin'
  10. import {IRenderTarget} from '../../rendering'
  11. export type FrameFadePluginEventTypes = ''
  12. /**
  13. * FrameFade Plugin
  14. *
  15. * Adds a post-render pass to smoothly fade to a new rendered frame over time.
  16. * This is useful for example when changing the camera position, material, object properties, etc to avoid a sudden jump.
  17. * @category Plugins
  18. */
  19. @uiFolderContainer('FrameFade Plugin')
  20. export class FrameFadePlugin
  21. extends PipelinePassPlugin<FrameFadeBlendPass, 'frameFade', FrameFadePluginEventTypes> {
  22. readonly passId = 'frameFade'
  23. public static readonly PluginType = 'FrameFadePlugin'
  24. dependencies = [ProgressivePlugin]
  25. @serialize() @uiToggle() fadeOnActiveCameraChange = true
  26. @serialize() @uiToggle() fadeOnMaterialUpdate = true
  27. @serialize() @uiToggle() fadeOnSceneUpdate = true
  28. protected _pointerEnabled = true
  29. protected _target?: IRenderTarget
  30. constructor(
  31. enabled = true,
  32. ) {
  33. super()
  34. this.enabled = enabled
  35. this.startTransition = this.startTransition.bind(this)
  36. this.stopTransition = this.stopTransition.bind(this)
  37. this._fadeCam = this._fadeCam.bind(this)
  38. this._fadeMat = this._fadeMat.bind(this)
  39. this.isDisabled = ((sup)=>()=>!this._pointerEnabled || sup())(this.isDisabled)
  40. }
  41. public async startTransition(duration: number) { // duration in ms
  42. if (!this._viewer || !this._pass || this.isDisabled()) return
  43. if (!this._target)
  44. this._target = this._viewer.renderManager.getTempTarget({
  45. sizeMultiplier: 1.,
  46. minFilter: LinearFilter,
  47. magFilter: LinearFilter,
  48. colorSpace: (this._viewer.renderManager.composerTarget.texture as ITexture).colorSpace,
  49. })
  50. this._pass.fadeTimeState = Math.max(duration, this._pass.fadeTimeState)
  51. this._pass.fadeTime = this._pass.fadeTimeState
  52. this._pass.toSaveFrame = true
  53. // this._pass.passObject.enabled = true
  54. this.setDirty()
  55. await timeout(duration)
  56. }
  57. public stopTransition() {
  58. if (!this._pass) return
  59. this._pass.fadeTimeState = 0. // will be stopped in update on next frame
  60. }
  61. onAdded(viewer: ThreeViewer) {
  62. super.onAdded(viewer)
  63. viewer.scene.addEventListener('mainCameraUpdate', this.stopTransition)
  64. viewer.scene.addEventListener('mainCameraChange', this._fadeCam)
  65. viewer.scene.addEventListener('materialUpdate', this._fadeMat)
  66. viewer.scene.addEventListener('sceneUpdate', this._fadeScene)
  67. viewer.scene.addEventListener('objectUpdate', this._fadeObjectUpdate)
  68. window.addEventListener('pointermove', this._onPointerMove)
  69. }
  70. onRemove(viewer: ThreeViewer) {
  71. viewer.scene.removeEventListener('mainCameraUpdate', this.stopTransition)
  72. viewer.scene.removeEventListener('mainCameraChange', this._fadeCam)
  73. viewer.scene.removeEventListener('materialUpdate', this._fadeMat)
  74. viewer.scene.removeEventListener('sceneUpdate', this._fadeScene)
  75. viewer.scene.removeEventListener('objectUpdate', this._fadeObjectUpdate)
  76. window.removeEventListener('pointermove', this._onPointerMove)
  77. super.onRemove(viewer)
  78. }
  79. private _fadeCam = async(ev: any)=>
  80. ev.frameFade !== false && this.fadeOnActiveCameraChange && this.startTransition(ev.fadeDuration || 1000)
  81. private _fadeMat = async(ev: any)=>
  82. ev.frameFade !== false && this.fadeOnMaterialUpdate && this.startTransition(ev.fadeDuration || 200)
  83. private _fadeScene = async(ev: any)=>
  84. ev.frameFade !== false && this.fadeOnSceneUpdate && this.startTransition(ev.fadeDuration || 500)
  85. private _fadeObjectUpdate = async(ev: any)=>
  86. ev.frameFade && this.startTransition(ev.fadeDuration || 500)
  87. private _onPointerMove = (ev: PointerEvent)=> {
  88. const canvas = this._viewer?.canvas
  89. if (!canvas) {
  90. this._pointerEnabled = false
  91. return
  92. }
  93. // no button is pressed
  94. if (!ev.buttons || ev.target !== canvas) {
  95. this._pointerEnabled = true
  96. return
  97. }
  98. // check if pointer is over canvas
  99. const rect = canvas.getBoundingClientRect()
  100. const x = (ev.clientX - rect.left) / rect.width
  101. const y = (ev.clientY - rect.top) / rect.height
  102. this._pointerEnabled = x < 0 || x > 1 || y < 0 || y > 1
  103. }
  104. setDirty() {
  105. if (this.isDisabled()) return
  106. this._viewer?.setDirty()
  107. }
  108. get dirty() {
  109. return !this.isDisabled() && !!this._pass && this._pass.fadeTimeState > 0
  110. }
  111. set dirty(_: boolean) {
  112. console.error('FrameFadePlugin.dirty is readonly')
  113. }
  114. protected _createPass() {
  115. return new FrameFadeBlendPass(this.passId, this)
  116. }
  117. get canFrameFade() {
  118. return this._target && this._pointerEnabled &&
  119. this.dirty && this._pass &&
  120. this._pass.fadeTimeState > 0.001 &&
  121. this._viewer && this._viewer.scene.renderCamera === this._viewer.scene.mainCamera
  122. }
  123. get lastFrame() {
  124. return this._viewer?.getPlugin(ProgressivePlugin)?.texture
  125. }
  126. get target() {
  127. return this._target
  128. }
  129. protected _beforeRender(): boolean {
  130. if (!super._beforeRender() || !this._pass) return false
  131. if (this.isDisabled()) this.stopTransition()
  132. if (this._pass.fadeTimeState < 0.001) {
  133. this._pass.toSaveFrame = false
  134. if (this._target && this._viewer) {
  135. this._viewer.renderManager.releaseTempTarget(this._target)
  136. this._target = undefined
  137. }
  138. }
  139. return true
  140. }
  141. }
  142. class FrameFadeBlendPass extends AddBlendTexturePass implements IPipelinePass {
  143. before = ['progressive', 'taa']
  144. after = ['render']
  145. required = ['render', 'progressive']
  146. dirty: ValOrFunc<boolean> = () => false
  147. fadeTime = 0 // ms
  148. fadeTimeState = 0
  149. toSaveFrame = false
  150. private _lastTime = 0
  151. constructor(public readonly passId: IPassID, public plugin: FrameFadePlugin) {
  152. super()
  153. }
  154. render(renderer: IWebGLRenderer, writeBuffer: WebGLRenderTarget, readBuffer: WebGLRenderTarget, deltaTime: number, maskActive: boolean) {
  155. this.needsSwap = false
  156. const target = this.plugin.target
  157. if (!this.plugin.canFrameFade || !target) return
  158. const lastFrame = this.plugin.lastFrame
  159. if (this.toSaveFrame && lastFrame) {
  160. renderer.renderManager.blit(target, {source: lastFrame, respectColorSpace: false})
  161. this._lastTime = 0
  162. this.toSaveFrame = false
  163. }
  164. this.uniforms.tDiffuse2.value = target.texture
  165. const weight = this.fadeTimeState / this.fadeTime
  166. this.uniforms.weight2.value.setScalar(weight)
  167. this.uniforms.weight2.value.w = 1
  168. this.uniforms.weight.value.setScalar(1. - weight)
  169. this.uniforms.weight.value.w = 1
  170. super.render(renderer, writeBuffer, readBuffer, deltaTime, maskActive)
  171. this.needsSwap = true
  172. const time = now()
  173. if (this._lastTime < 10) this._lastTime = time - 10 // ms
  174. const dt = time - this._lastTime
  175. this._lastTime = time
  176. this.fadeTimeState -= dt
  177. }
  178. }