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📄 AnamorphicNode.js

📊 Analysis Summary

Metric Count
🔧 Functions 8
🧱 Classes 1
📦 Imports 19
📊 Variables & Constants 9

📚 Table of Contents

🛠️ File Location:

📂 examples/jsm/tsl/display/AnamorphicNode.js

📦 Imports

Name Source
RenderTarget three/webgpu
Vector2 three/webgpu
TempNode three/webgpu
QuadMesh three/webgpu
NodeMaterial three/webgpu
RendererUtils three/webgpu
nodeObject three/tsl
Fn three/tsl
float three/tsl
NodeUpdateType three/tsl
uv three/tsl
passTexture three/tsl
uniform three/tsl
convertToTexture three/tsl
vec2 three/tsl
vec3 three/tsl
Loop three/tsl
mix three/tsl
luminance three/tsl

Variables & Constants

Name Type Kind Value Exported
_quadMesh any let/var new QuadMesh()
_rendererState any let/var *not shown*
textureNode TextureNode let/var this.textureNode
map any let/var textureNode.value
currentTexture any let/var textureNode.value
textureNode TextureNode let/var this.textureNode
uvNode any let/var textureNode.uvNode \|\| uv()
samples any let/var this.samples
material any let/var this._material \|\| ( this._material = new NodeMaterial() )

Functions

AnamorphicNode.getTextureNode(): PassTextureNode

JSDoc:

/**
     * Returns the result of the effect as a texture node.
     *
     * @return {PassTextureNode} A texture node that represents the result of the effect.
     */

Returns: PassTextureNode

Code
getTextureNode() {

        return this._textureNode;

    }

AnamorphicNode.setSize(width: number, height: number): void

JSDoc:

/**
     * Sets the size of the effect.
     *
     * @param {number} width - The width of the effect.
     * @param {number} height - The height of the effect.
     */

Parameters:

  • width number
  • height number

Returns: void

Calls:

  • this._invSize.value.set
  • Math.max
  • Math.round
  • this._renderTarget.setSize
Code
setSize( width, height ) {

        this._invSize.value.set( 1 / width, 1 / height );

        width = Math.max( Math.round( width * this.resolution.x ), 1 );
        height = Math.max( Math.round( height * this.resolution.y ), 1 );

        this._renderTarget.setSize( width, height );

    }

AnamorphicNode.updateBefore(frame: NodeFrame): void

JSDoc:

/**
     * This method is used to render the effect once per frame.
     *
     * @param {NodeFrame} frame - The current node frame.
     */

Parameters:

  • frame NodeFrame

Returns: void

Calls:

  • RendererUtils.resetRendererState
  • this.setSize
  • renderer.setRenderTarget
  • _quadMesh.render
  • RendererUtils.restoreRendererState

Internal Comments:

// (x2)
// render (x4)
// restore (x4)

Code
updateBefore( frame ) {

        const { renderer } = frame;

        _rendererState = RendererUtils.resetRendererState( renderer, _rendererState );

        //

        const textureNode = this.textureNode;
        const map = textureNode.value;

        this._renderTarget.texture.type = map.type;

        const currentTexture = textureNode.value;

        _quadMesh.material = this._material;

        this.setSize( map.image.width, map.image.height );

        // render

        renderer.setRenderTarget( this._renderTarget );

        _quadMesh.render( renderer );

        // restore

        textureNode.value = currentTexture;

        RendererUtils.restoreRendererState( renderer, _rendererState );

    }

AnamorphicNode.setup(builder: NodeBuilder): PassTextureNode

JSDoc:

/**
     * This method is used to setup the effect's TSL code.
     *
     * @param {NodeBuilder} builder - The current node builder.
     * @return {PassTextureNode}
     */

Parameters:

  • builder NodeBuilder

Returns: PassTextureNode

Calls:

  • uv (from three/tsl)
  • textureNode.sample
  • mix (from three/tsl)
  • vec3 (from three/tsl)
  • luminance( color ).sub( threshold ).max
  • Fn (from three/tsl)
  • Math.floor
  • vec3( 0 ).toVar
  • Loop (from three/tsl)
  • float( i ).abs().div( halfSamples ).oneMinus
  • vec2 (from three/tsl)
  • uvNode.x.add
  • this._invSize.x.mul( i ).mul
  • sampleTexture
  • threshold( color, this.thresholdNode ).mul
  • total.addAssign
  • total.mul
  • anamorph
  • builder.getNodeProperties

Internal Comments:

// (x5)

Code
setup( builder ) {

        const textureNode = this.textureNode;
        const uvNode = textureNode.uvNode || uv();

        const sampleTexture = ( uv ) => textureNode.sample( uv );

        const threshold = ( color, threshold ) => mix( vec3( 0.0 ), color, luminance( color ).sub( threshold ).max( 0 ) );

        const anamorph = Fn( () => {

            const samples = this.samples;
            const halfSamples = Math.floor( samples / 2 );

            const total = vec3( 0 ).toVar();

            Loop( { start: - halfSamples, end: halfSamples }, ( { i } ) => {

                const softness = float( i ).abs().div( halfSamples ).oneMinus();

                const uv = vec2( uvNode.x.add( this._invSize.x.mul( i ).mul( this.scaleNode ) ), uvNode.y );
                const color = sampleTexture( uv );
                const pass = threshold( color, this.thresholdNode ).mul( softness );

                total.addAssign( pass );

            } );

            return total.mul( this.colorNode );

        } );

        //

        const material = this._material || ( this._material = new NodeMaterial() );
        material.name = 'Anamorphic';
        material.fragmentNode = anamorph();

        //

        const properties = builder.getNodeProperties( this );
        properties.textureNode = textureNode;

        //

        return this._textureNode;

    }

AnamorphicNode.dispose(): void

JSDoc:

/**
     * Frees internal resources. This method should be called
     * when the effect is no longer required.
     */

Returns: void

Calls:

  • this._renderTarget.dispose
Code
dispose() {

        this._renderTarget.dispose();

    }

sampleTexture(uv: any): any

Parameters:

  • uv any

Returns: any

Calls:

  • textureNode.sample
Code
( uv ) => textureNode.sample( uv )

threshold(color: any, threshold: any): any

Parameters:

  • color any
  • threshold any

Returns: any

Calls:

  • mix (from three/tsl)
Code
( color, threshold ) => mix( vec3( 0.0 ), color, luminance( color ).sub( threshold ).max( 0 ) )

anamorphic(node: TextureNode, threshold: any, scale: any, samples: number): AnamorphicNode

Parameters:

  • node TextureNode
  • threshold any
  • scale any
  • samples number

Returns: AnamorphicNode

Calls:

  • nodeObject (from three/tsl)
Code
( node, threshold = .9, scale = 3, samples = 32 ) => nodeObject( new AnamorphicNode( convertToTexture( node ), nodeObject( threshold ), nodeObject( scale ), samples ) )

Classes

AnamorphicNode

Class Code
class AnamorphicNode extends TempNode {

    static get type() {

        return 'AnamorphicNode';

    }

    /**
     * Constructs a new anamorphic node.
     *
     * @param {TextureNode} textureNode - The texture node that represents the input of the effect.
     * @param {Node<float>} thresholdNode - The threshold is one option to control the intensity and size of the effect.
     * @param {Node<float>} scaleNode - Defines the vertical scale of the flares.
     * @param {number} samples - More samples result in larger flares and a more expensive runtime behavior.
     */
    constructor( textureNode, thresholdNode, scaleNode, samples ) {

        super( 'vec4' );

        /**
         * The texture node that represents the input of the effect.
         *
         * @type {TextureNode}
         */
        this.textureNode = textureNode;

        /**
         * The threshold is one option to control the intensity and size of the effect.
         *
         * @type {Node<float>}
         */
        this.thresholdNode = thresholdNode;

        /**
         * Defines the vertical scale of the flares.
         *
         * @type {Node<float>}
         */
        this.scaleNode = scaleNode;

        /**
         * The color of the flares.
         *
         * @type {Node<vec3>}
         */
        this.colorNode = vec3( 0.1, 0.0, 1.0 );

        /**
         * More samples result in larger flares and a more expensive runtime behavior.
         *
         * @type {Node<float>}
         */
        this.samples = samples;

        /**
         * The resolution scale.
         *
         * @type {Vector2}
         */
        this.resolution = new Vector2( 1, 1 );

        /**
         * The internal render target of the effect.
         *
         * @private
         * @type {RenderTarget}
         */
        this._renderTarget = new RenderTarget( 1, 1, { depthBuffer: false } );
        this._renderTarget.texture.name = 'anamorphic';

        /**
         * A uniform node holding the inverse resolution value.
         *
         * @private
         * @type {UniformNode<vec2>}
         */
        this._invSize = uniform( new Vector2() );

        /**
         * The result of the effect is represented as a separate texture node.
         *
         * @private
         * @type {PassTextureNode}
         */
        this._textureNode = passTexture( this, this._renderTarget.texture );

        /**
         * The `updateBeforeType` is set to `NodeUpdateType.FRAME` since the node renders
         * its effect once per frame in `updateBefore()`.
         *
         * @type {string}
         * @default 'frame'
         */
        this.updateBeforeType = NodeUpdateType.FRAME;

    }

    /**
     * Returns the result of the effect as a texture node.
     *
     * @return {PassTextureNode} A texture node that represents the result of the effect.
     */
    getTextureNode() {

        return this._textureNode;

    }

    /**
     * Sets the size of the effect.
     *
     * @param {number} width - The width of the effect.
     * @param {number} height - The height of the effect.
     */
    setSize( width, height ) {

        this._invSize.value.set( 1 / width, 1 / height );

        width = Math.max( Math.round( width * this.resolution.x ), 1 );
        height = Math.max( Math.round( height * this.resolution.y ), 1 );

        this._renderTarget.setSize( width, height );

    }

    /**
     * This method is used to render the effect once per frame.
     *
     * @param {NodeFrame} frame - The current node frame.
     */
    updateBefore( frame ) {

        const { renderer } = frame;

        _rendererState = RendererUtils.resetRendererState( renderer, _rendererState );

        //

        const textureNode = this.textureNode;
        const map = textureNode.value;

        this._renderTarget.texture.type = map.type;

        const currentTexture = textureNode.value;

        _quadMesh.material = this._material;

        this.setSize( map.image.width, map.image.height );

        // render

        renderer.setRenderTarget( this._renderTarget );

        _quadMesh.render( renderer );

        // restore

        textureNode.value = currentTexture;

        RendererUtils.restoreRendererState( renderer, _rendererState );

    }

    /**
     * This method is used to setup the effect's TSL code.
     *
     * @param {NodeBuilder} builder - The current node builder.
     * @return {PassTextureNode}
     */
    setup( builder ) {

        const textureNode = this.textureNode;
        const uvNode = textureNode.uvNode || uv();

        const sampleTexture = ( uv ) => textureNode.sample( uv );

        const threshold = ( color, threshold ) => mix( vec3( 0.0 ), color, luminance( color ).sub( threshold ).max( 0 ) );

        const anamorph = Fn( () => {

            const samples = this.samples;
            const halfSamples = Math.floor( samples / 2 );

            const total = vec3( 0 ).toVar();

            Loop( { start: - halfSamples, end: halfSamples }, ( { i } ) => {

                const softness = float( i ).abs().div( halfSamples ).oneMinus();

                const uv = vec2( uvNode.x.add( this._invSize.x.mul( i ).mul( this.scaleNode ) ), uvNode.y );
                const color = sampleTexture( uv );
                const pass = threshold( color, this.thresholdNode ).mul( softness );

                total.addAssign( pass );

            } );

            return total.mul( this.colorNode );

        } );

        //

        const material = this._material || ( this._material = new NodeMaterial() );
        material.name = 'Anamorphic';
        material.fragmentNode = anamorph();

        //

        const properties = builder.getNodeProperties( this );
        properties.textureNode = textureNode;

        //

        return this._textureNode;

    }

    /**
     * Frees internal resources. This method should be called
     * when the effect is no longer required.
     */
    dispose() {

        this._renderTarget.dispose();

    }

}

Methods

getTextureNode(): PassTextureNode
Code
getTextureNode() {

        return this._textureNode;

    }
setSize(width: number, height: number): void
Code
setSize( width, height ) {

        this._invSize.value.set( 1 / width, 1 / height );

        width = Math.max( Math.round( width * this.resolution.x ), 1 );
        height = Math.max( Math.round( height * this.resolution.y ), 1 );

        this._renderTarget.setSize( width, height );

    }
updateBefore(frame: NodeFrame): void
Code
updateBefore( frame ) {

        const { renderer } = frame;

        _rendererState = RendererUtils.resetRendererState( renderer, _rendererState );

        //

        const textureNode = this.textureNode;
        const map = textureNode.value;

        this._renderTarget.texture.type = map.type;

        const currentTexture = textureNode.value;

        _quadMesh.material = this._material;

        this.setSize( map.image.width, map.image.height );

        // render

        renderer.setRenderTarget( this._renderTarget );

        _quadMesh.render( renderer );

        // restore

        textureNode.value = currentTexture;

        RendererUtils.restoreRendererState( renderer, _rendererState );

    }
setup(builder: NodeBuilder): PassTextureNode
Code
setup( builder ) {

        const textureNode = this.textureNode;
        const uvNode = textureNode.uvNode || uv();

        const sampleTexture = ( uv ) => textureNode.sample( uv );

        const threshold = ( color, threshold ) => mix( vec3( 0.0 ), color, luminance( color ).sub( threshold ).max( 0 ) );

        const anamorph = Fn( () => {

            const samples = this.samples;
            const halfSamples = Math.floor( samples / 2 );

            const total = vec3( 0 ).toVar();

            Loop( { start: - halfSamples, end: halfSamples }, ( { i } ) => {

                const softness = float( i ).abs().div( halfSamples ).oneMinus();

                const uv = vec2( uvNode.x.add( this._invSize.x.mul( i ).mul( this.scaleNode ) ), uvNode.y );
                const color = sampleTexture( uv );
                const pass = threshold( color, this.thresholdNode ).mul( softness );

                total.addAssign( pass );

            } );

            return total.mul( this.colorNode );

        } );

        //

        const material = this._material || ( this._material = new NodeMaterial() );
        material.name = 'Anamorphic';
        material.fragmentNode = anamorph();

        //

        const properties = builder.getNodeProperties( this );
        properties.textureNode = textureNode;

        //

        return this._textureNode;

    }
dispose(): void
Code
dispose() {

        this._renderTarget.dispose();

    }