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