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FrameFadePlugin.ts 7.9KB

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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. }
  40. public async startTransition(duration: number) { // duration in ms
  41. if (!this._viewer || !this._pass || this.isDisabled()) return
  42. if (!this._target)
  43. this._target = this._viewer.renderManager.getTempTarget({
  44. sizeMultiplier: 1.,
  45. minFilter: LinearFilter,
  46. magFilter: LinearFilter,
  47. colorSpace: (this._viewer.renderManager.composerTarget.texture as ITexture).colorSpace,
  48. })
  49. this._pass.fadeTimeState = Math.max(duration, this._pass.fadeTimeState)
  50. this._pass.fadeTime = this._pass.fadeTimeState
  51. this._pass.toSaveFrame = true
  52. // this._pass.passObject.enabled = true
  53. this.setDirty()
  54. await timeout(duration)
  55. }
  56. public stopTransition() {
  57. if (!this._pass) return
  58. this._pass.fadeTimeState = 0. // will be stopped in update on next frame
  59. }
  60. onAdded(viewer: ThreeViewer) {
  61. super.onAdded(viewer)
  62. viewer.scene.addEventListener('mainCameraUpdate', this.stopTransition)
  63. viewer.scene.addEventListener('mainCameraChange', this._fadeCam)
  64. viewer.scene.addEventListener('materialUpdate', this._fadeMat)
  65. viewer.scene.addEventListener('sceneUpdate', this._fadeScene)
  66. viewer.scene.addEventListener('objectUpdate', this._fadeObjectUpdate)
  67. window.addEventListener('pointermove', this._onPointerMove)
  68. }
  69. onRemove(viewer: ThreeViewer) {
  70. viewer.scene.removeEventListener('mainCameraUpdate', this.stopTransition)
  71. viewer.scene.removeEventListener('mainCameraChange', this._fadeCam)
  72. viewer.scene.removeEventListener('materialUpdate', this._fadeMat)
  73. viewer.scene.removeEventListener('sceneUpdate', this._fadeScene)
  74. viewer.scene.removeEventListener('objectUpdate', this._fadeObjectUpdate)
  75. window.removeEventListener('pointermove', this._onPointerMove)
  76. super.onRemove(viewer)
  77. }
  78. private _fadeCam = async(ev: any)=>
  79. ev.frameFade !== false && this.fadeOnActiveCameraChange && this.startTransition(ev.fadeDuration || 1000)
  80. private _fadeMat = async(ev: any)=>
  81. ev.frameFade !== false && this.fadeOnMaterialUpdate && this.startTransition(ev.fadeDuration || 200)
  82. private _fadeScene = async(ev: any)=>
  83. ev.frameFade !== false && this.fadeOnSceneUpdate && this.startTransition(ev.fadeDuration || 500)
  84. private _fadeObjectUpdate = async(ev: any)=>
  85. ev.frameFade && this.startTransition(ev.fadeDuration || 500)
  86. private _onPointerMove = (ev: PointerEvent)=> {
  87. const canvas = this._viewer?.canvas
  88. if (!canvas) {
  89. this._pointerEnabled = false
  90. return
  91. }
  92. // no button is pressed
  93. if (!ev.buttons || ev.target !== canvas) {
  94. this._pointerEnabled = true
  95. return
  96. }
  97. // check if pointer is over canvas
  98. const rect = canvas.getBoundingClientRect()
  99. const x = (ev.clientX - rect.left) / rect.width
  100. const y = (ev.clientY - rect.top) / rect.height
  101. this._pointerEnabled = x < 0 || x > 1 || y < 0 || y > 1
  102. }
  103. private _disabledBy: string[] = []
  104. disable(name: string) {
  105. if (!this._disabledBy.includes(name)) {
  106. this._disabledBy.push(name)
  107. }
  108. }
  109. enable(name: string) {
  110. const i = this._disabledBy.indexOf(name)
  111. if (i >= 0) {
  112. this._disabledBy.splice(i, 1)
  113. }
  114. }
  115. isDisabled() {
  116. return !this._pointerEnabled || this._disabledBy.length > 0 || !this.enabled
  117. }
  118. setDirty() {
  119. if (!this.enabled) return
  120. this._viewer?.setDirty()
  121. }
  122. get dirty() {
  123. return this.enabled && !!this._pass && this._pass.fadeTimeState > 0
  124. }
  125. set dirty(_: boolean) {
  126. console.error('FrameFadePlugin.dirty is readonly')
  127. }
  128. protected _createPass() {
  129. return new FrameFadeBlendPass(this.passId, this)
  130. }
  131. get canFrameFade() {
  132. return this._target && this._pointerEnabled && this.enabled && this.dirty && this._pass && this._pass.fadeTimeState > 0.001
  133. }
  134. get lastFrame() {
  135. return this._viewer?.getPlugin(ProgressivePlugin)?.texture
  136. }
  137. get target() {
  138. return this._target
  139. }
  140. protected _beforeRender(): boolean {
  141. if (!super._beforeRender() || !this._pass) return false
  142. if (this.isDisabled()) this.stopTransition()
  143. if (this._pass.fadeTimeState < 0.001) {
  144. this._pass.toSaveFrame = false
  145. if (this._target && this._viewer) {
  146. this._viewer.renderManager.releaseTempTarget(this._target)
  147. this._target = undefined
  148. }
  149. }
  150. return true
  151. }
  152. }
  153. class FrameFadeBlendPass extends AddBlendTexturePass implements IPipelinePass {
  154. before = ['progressive', 'taa']
  155. after = ['render']
  156. required = ['render', 'progressive']
  157. dirty: ValOrFunc<boolean> = () => false
  158. fadeTime = 0 // ms
  159. fadeTimeState = 0
  160. toSaveFrame = false
  161. private _lastTime = 0
  162. constructor(public readonly passId: IPassID, public plugin: FrameFadePlugin) {
  163. super()
  164. }
  165. render(renderer: IWebGLRenderer, writeBuffer: WebGLRenderTarget, readBuffer: WebGLRenderTarget, deltaTime: number, maskActive: boolean) {
  166. this.needsSwap = false
  167. const target = this.plugin.target
  168. if (!this.plugin.canFrameFade || !target) return
  169. const lastFrame = this.plugin.lastFrame
  170. if (this.toSaveFrame && lastFrame) {
  171. renderer.renderManager.blit(target, {source: lastFrame, respectColorSpace: false})
  172. this._lastTime = 0
  173. this.toSaveFrame = false
  174. }
  175. this.uniforms.tDiffuse2.value = target.texture
  176. const weight = this.fadeTimeState / this.fadeTime
  177. this.uniforms.weight2.value.setScalar(weight)
  178. this.uniforms.weight2.value.w = 1
  179. this.uniforms.weight.value.setScalar(1. - weight)
  180. this.uniforms.weight.value.w = 1
  181. super.render(renderer, writeBuffer, readBuffer, deltaTime, maskActive)
  182. this.needsSwap = true
  183. const time = now()
  184. if (this._lastTime < 10) this._lastTime = time - 10 // ms
  185. const dt = time - this._lastTime
  186. this._lastTime = time
  187. this.fadeTimeState -= dt
  188. }
  189. }