/
ProgressivePlugin.ts
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/
ProgressivePlugin.ts
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import {IUniform, Texture, TextureDataType, UnsignedByteType, WebGLRenderTarget} from 'three'
import {IPassID, IPipelinePass} from '../../postprocessing'
import {ThreeViewer} from '../../viewer'
import {PipelinePassPlugin} from '../base/PipelinePassPlugin'
import {uiFolderContainer, uiImage, uiInput} from 'uiconfig.js'
import {ICamera, IRenderManager, IScene, IWebGLRenderer} from '../../core'
import {AddBlendTexturePass} from '../../postprocessing/AddBlendTexturePass'
import {getOrCall, serialize, ValOrFunc} from 'ts-browser-helpers'
import {IShaderPropertiesUpdater} from '../../materials'
export type ProgressivePluginEventTypes = ''
export type ProgressivePluginTarget = WebGLRenderTarget
/**
* Progressive Plugin
*
* Adds a post-render pass to blend the last frame with the current frame.
* This can be used to create a progressive rendering effect which is useful for progressive shadows, gi, denoising, baking, anti-aliasing, and many other effects.
* @category Plugins
*/
@uiFolderContainer('Progressive Plugin')
export class ProgressivePlugin
extends PipelinePassPlugin<ProgressiveBlendPass, 'progressive', ProgressivePluginEventTypes> implements IShaderPropertiesUpdater {
readonly passId = 'progressive'
public static readonly PluginType = 'ProgressivePlugin'
/**
* Different targets for different render cameras.
* Need to save them all here since we need them in the next frame.
* @protected
*/
protected _targets = new Map<string, ProgressivePluginTarget>()
@serialize() @uiInput('Frame count') maxFrameCount: number
// todo: deserialize jitter
// @uiImage('Last Texture' /* {readOnly: true}*/) texture?: Texture
get texture(): Texture | undefined {
return this.target?.texture
}
get target(): ProgressivePluginTarget | undefined {
return this._viewer ? this._targets.get(this._viewer.scene.renderCamera.uuid) : undefined
}
getTarget(camera?: ICamera) {
return this._viewer ? this._targets.get((camera ? camera : this._viewer.scene.renderCamera).uuid) : undefined
}
get textures() {
return this._viewer ? Array.from(this._targets.values()).map(t => t.texture) : []
}
@uiImage('Last Texture' /* {readOnly: true}*/)
get mainTexture() {
return this._viewer ? this.getTarget(this._viewer.scene.mainCamera)?.texture : undefined
}
// @onChange2(ProgressivePlugin.prototype._createTarget)
// @uiDropdown('Buffer Type', threeConstMappings.TextureDataType.uiConfig)
readonly bufferType: TextureDataType // cannot be changed after creation (for now)
constructor(
maxFrameCount = 32,
bufferType: TextureDataType = UnsignedByteType,
enabled = true,
) {
super()
this.maxFrameCount = maxFrameCount
this.enabled = enabled
this.bufferType = bufferType
}
protected _createTarget(camera?: ICamera, recreate = false) {
if (!this._viewer) return
camera = camera ?? this._viewer.scene.renderCamera
if (recreate) this._disposeTarget(camera)
if (this._targets.has(camera.uuid)) return this._targets.get(camera.uuid)
const target = this._viewer.renderManager.composerTarget.clone(true) as WebGLRenderTarget
target.texture.name = 'progressiveLastBuffer_' + camera.uuid
// target.texture.type = this.bufferType
this._targets.set(camera.uuid, target)
// if (this._pass) this._pass.target = this.target
return target
}
protected _disposeTarget(camera?: ICamera) {
if (!this._viewer) return
if (!camera) {
this._targets.forEach((t) => this._viewer!.renderManager.disposeTarget(t))
this._targets.clear()
} else {
const t = this._targets.get(camera.uuid)
if (t) {
this._viewer!.renderManager.disposeTarget(t)
this._targets.delete(camera.uuid)
}
}
}
protected _createPass() {
// this._createTarget(true)
const pass = new ProgressiveBlendPass(this.passId, ()=>this.target ?? this._createTarget()) // todo: disposeTarget somewhere
pass.dirty = () => (this._viewer?.renderManager.frameCount || 0) < this.maxFrameCount // todo use isConverged function
return pass
}
onAdded(viewer: ThreeViewer) {
super.onAdded(viewer)
}
onRemove(viewer: ThreeViewer): void {
this._disposeTarget()
return super.onRemove(viewer)
}
/**
*
* @param postRender - if called after rendering frame.
*/
public isConverged(postRender = false): boolean {
return (this._viewer?.renderManager.frameCount || 0) >= this.maxFrameCount - 1 + (postRender ? 1 : 0)
}
updateShaderProperties(material: {defines: Record<string, string | number | undefined>; uniforms: {[p: string]: IUniform}}): this {
if (material.uniforms.tLastFrame) material.uniforms.tLastFrame.value = this.target?.texture ?? undefined
return this
}
/**
* Get recording delta post render, For use with animations to sync with converge mode in canvas recorder. See PopmotionPlugin for usage.
* @returns {number} - delta time in milliseconds, or 0 when converging, or -1 in case of not recording in converge mode
*/
postFrameConvergedRecordingDelta(_ = 'CanvasRecorder'): number {
// const recorder = this._viewer!.getPluginByType<IConvergedCanvasRecorder&IViewerPlugin>(recorderPlugin)
// if (recorder && recorder.isRecording() && recorder.convergeMode)
// return this.isConverged(true) ? 1. / recorder.videoFrameRate : 0
return -1
}
get convergedPromise() {
return new Promise<void>(resolve=>{
if (this.isConverged()) {
this._viewer?.doOnce('postFrame', ()=>resolve())
} else {
const l = ()=>{
if (!this.isConverged(true)) return
this._viewer?.removeEventListener('postRender', l)
this._viewer?.doOnce('postFrame', ()=>resolve())
}
this._viewer?.addEventListener('postRender', l)
}
})
}
}
class ProgressiveBlendPass extends AddBlendTexturePass implements IPipelinePass {
before = ['screen']
after = ['render']
required = ['render']
dirty: ValOrFunc<boolean> = () => false
constructor(public readonly passId: IPassID, public target?: ValOrFunc<WebGLRenderTarget|undefined>) {
super()
}
render(renderer: IWebGLRenderer, writeBuffer: WebGLRenderTarget, readBuffer: WebGLRenderTarget, deltaTime: number, maskActive: boolean) {
if (!this.enabled) return
const target = getOrCall(this.target)
if (!target) {
console.warn('ProgressiveBlendPass: target not defined')
return
}
if (renderer.renderManager.frameCount < 1) {
this.needsSwap = false
if (readBuffer?.texture)
renderer.renderManager.blit(target, {
source: readBuffer.texture,
respectColorSpace: false,
})
return
}
this.needsSwap = true
super.render(renderer, writeBuffer, readBuffer, deltaTime, maskActive)
renderer.renderManager.blit(target, {
source: writeBuffer.texture,
respectColorSpace: false,
})
}
beforeRender(_: IScene, _1: ICamera, renderManager: IRenderManager) {
if (!this.enabled) return
if (!this.target) {
console.error('ProgressiveBlendPass: render target undefined')
return
}
let f = 1. / (Math.max(renderManager.frameCount, 0) + 1)
this.uniforms.weight.value.set(f, f, f, f)
f = 1. - f
this.uniforms.weight2.value.set(f, f, f, f)
this.uniforms.tDiffuse2.value = getOrCall(this.target)?.texture
this.material.uniformsNeedUpdate = true
}
}