Accueil / npm / three@0.186.1 / src / nodes / accessors / TextureNode.js

TextureNode.js

import UniformNode, { uniform } from '../core/UniformNode.js';
import { uv } from './UV.js';
import { textureSize } from './TextureSizeNode.js';
import { colorSpaceToWorking } from '../display/ColorSpaceNode.js';
import { expression } from '../code/ExpressionNode.js';
import { maxMipLevel } from '../utils/MaxMipLevelNode.js';
import { nodeProxy, vec3, nodeObject, int, Fn } from '../tsl/TSLBase.js';
import { step } from '../math/MathNode.js';
import { NodeUpdateType } from '../core/constants.js';
import { getTextureType } from '../core/NodeUtils.js';

import { Compatibility, GreaterCompare, GreaterEqualCompare, IntType, LessCompare, LessEqualCompare, NearestFilter, UnsignedIntType } from '../../constants.js';

import { Texture } from '../../textures/Texture.js';
import { warn, warnOnce } from '../../utils.js';

import NodeError from '../core/NodeError.js';

const EmptyTexture = /*@__PURE__*/ new Texture();

/**
 * This type of uniform node represents a 2D texture.
 *
 * @augments UniformNode
 */
class TextureNode extends UniformNode {

	static get type() {

		return 'TextureNode';

	}

	/**
	 * Constructs a new texture node.
	 *
	 * @param {Texture} [value=EmptyTexture] - The texture.
	 * @param {?Node<vec2|vec3>} [uvNode=null] - The uv node.
	 * @param {?Node<int>} [levelNode=null] - The level node.
	 * @param {?Node<float>} [biasNode=null] - The bias node.
	 */
	constructor( value = EmptyTexture, uvNode = null, levelNode = null, biasNode = null ) {

		super( value );

		/**
		 * This flag can be used for type testing.
		 *
		 * @type {boolean}
		 * @readonly
		 * @default true
		 */
		this.isTextureNode = true;

		/**
		 * Represents the texture coordinates.
		 *
		 * @type {?Node<vec2|vec3>}
		 * @default null
		 */
		this.uvNode = uvNode;

		/**
		 * Represents the mip level that should be selected.
		 *
		 * @type {?Node<int>}
		 * @default null
		 */
		this.levelNode = levelNode;

		/**
		 * Represents the bias to be applied during level-of-detail computation.
		 *
		 * @type {?Node<float>}
		 * @default null
		 */
		this.biasNode = biasNode;

		/**
		 * Represents a reference value a texture sample is compared to.
		 *
		 * @type {?Node<float>}
		 * @default null
		 */
		this.compareNode = null;

		/**
		 * When using texture arrays, the depth node defines the layer to select.
		 *
		 * @type {?Node<int>}
		 * @default null
		 */
		this.depthNode = null;

		/**
		 * When defined, a texture is sampled using explicit gradients.
		 *
		 * @type {?Array<Node<vec2>>}
		 * @default null
		 */
		this.gradNode = null;

		/**
		 * Represents the optional index constant of the channel to gather.
		 * This must be in range [0, 3] and a compile-time constant.
		 *
		 * @type {?Node<int>}
		 * @default null
		 */
		this.gatherNode = null;

		/**
		 * Represents the optional texel offset applied to the unnormalized texture
		 * coordinate before sampling the texture.
		 *
		 * @type {?Node<ivec2|ivec3>}
		 * @default null
		 */
		this.offsetNode = null;

		/**
		 * Whether texture values should be sampled or fetched.
		 *
		 * @type {boolean}
		 * @default true
		 */
		this.sampler = true;

		/**
		 * Whether the uv transformation matrix should be
		 * automatically updated or not. Use `setUpdateMatrix()`
		 * if you want to change the value of the property.
		 *
		 * @type {boolean}
		 * @default false
		 */
		this.updateMatrix = false;

		/**
		 * By default the `update()` method is not executed. Depending on
		 * whether a uv transformation matrix and/or flipY is applied, `update()`
		 * is executed per object.
		 *
		 * @type {string}
		 * @default 'none'
		 */
		this.updateType = NodeUpdateType.NONE;

		/**
		 * The reference node.
		 *
		 * @type {?Node}
		 * @default null
		 */
		this.referenceNode = null;

		/**
		 * The texture value is stored in a private property.
		 *
		 * @private
		 * @type {Texture}
		 */
		this._value = value;

		/**
		 * The uniform node that represents the uv transformation matrix.
		 *
		 * @private
		 * @type {?UniformNode<mat3>}
		 * @default null
		 */
		this._matrixUniform = null;

		/**
		 * The uniform node that represents the y-flip. Only required for WebGL.
		 *
		 * @private
		 * @type {?UniformNode<bool>}
		 * @default null
		 */
		this._flipYUniform = null;

		/**
		 * Whether the node is used as a comparison sampler, e.g. via `samplerComparison()`.
		 *
		 * @private
		 * @type {boolean}
		 * @default false
		 */
		this._samplerComparison = false;

		this.setUpdateMatrix( uvNode === null );

	}

	set value( value ) {

		if ( this.referenceNode ) {

			this.referenceNode.value = value;

		} else {

			this._value = value;

		}

	}

	/**
	 * The texture value.
	 *
	 * @type {Texture}
	 */
	get value() {

		return this.referenceNode ? this.referenceNode.value : this._value;

	}

	/**
	 * Overwritten since the uniform hash is defined by the texture's UUID.
	 *
	 * @param {NodeBuilder} builder - The current node builder.
	 * @return {string} The uniform hash.
	 */
	getUniformHash( /*builder*/ ) {

		return this.value.uuid;

	}

	/**
	 * Overwritten since the node type is inferred from the texture type.
	 *
	 * @param {NodeBuilder} builder - The current node builder.
	 * @return {string} The node type.
	 */
	generateNodeType( /*builder*/ ) {

		if ( this.gatherNode !== null ) {

			return 'vec4';

		}

		return getTextureType( this.value );

	}

	/**
	 * Overwrites the default implementation to return a fixed value `'texture'`.
	 *
	 * @param {NodeBuilder} builder - The current node builder.
	 * @return {string} The input type.
	 */
	getInputType( /*builder*/ ) {

		return 'texture';

	}

	/**
	 * Returns a default uvs based on the current texture's channel.
	 *
	 * @return {AttributeNode<vec2>} The default uvs.
	 */
	getDefaultUV() {

		return uv( this.value.channel );

	}

	/**
	 * Overwritten to always return the texture reference of the node.
	 *
	 * @param {any} state - This method can be invocated in different contexts so `state` can refer to any object type.
	 * @return {Texture} The texture reference.
	 */
	updateReference( /*state*/ ) {

		return this.value;

	}

	/**
	 * Transforms the given uv node with the texture transformation matrix.
	 *
	 * @param {Node} uvNode - The uv node to transform.
	 * @return {Node} The transformed uv node.
	 */
	getTransformedUV( uvNode ) {

		if ( this._matrixUniform === null ) this._matrixUniform = uniform( this.value.matrix );

		return this._matrixUniform.mul( vec3( uvNode, 1 ) ).xy;

	}

	/**
	 * Defines whether the uv transformation matrix should automatically be updated or not.
	 *
	 * @param {boolean} value - The update toggle.
	 * @return {TextureNode} A reference to this node.
	 */
	setUpdateMatrix( value ) {

		this.updateMatrix = value;

		return this;

	}

	/**
	 * Setups the uv node. Depending on the backend as well as texture's image and type, it might be necessary
	 * to modify the uv node for correct sampling.
	 *
	 * @param {NodeBuilder} builder - The current node builder.
	 * @param {Node} uvNode - The uv node to setup.
	 * @return {Node} The updated uv node.
	 */
	setupUV( builder, uvNode ) {

		if ( builder.isFlipY() ) {

			if ( this._flipYUniform === null ) this._flipYUniform = uniform( false );

			uvNode = uvNode.toVar();

			if ( this.sampler ) {

				uvNode = this._flipYUniform.select( uvNode.flipY(), uvNode );

			} else {

				uvNode = this._flipYUniform.select( uvNode.setY( int( textureSize( this, this.levelNode ).y ).sub( uvNode.y ).sub( 1 ) ), uvNode );

			}

		}

		return uvNode;

	}

	/**
	 * Setups texture node by preparing the internal nodes for code generation.
	 *
	 * @param {NodeBuilder} builder - The current node builder.
	 */
	setup( builder ) {

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

		//

		const texture = this.value;

		if ( ! texture || texture.isTexture !== true ) {

			throw new NodeError( 'THREE.TSL: `texture( value )` function expects a valid instance of THREE.Texture().', this.stackTrace );

		}

		//

		const uvNode = Fn( () => {

			let uvNode = this.uvNode;

			if ( ( uvNode === null || builder.context.forceUVContext === true ) && builder.context.getUV ) {

				uvNode = builder.context.getUV( this, builder );

			}

			if ( ! uvNode ) uvNode = this.getDefaultUV();

			if ( this.updateMatrix === true ) {

				uvNode = this.getTransformedUV( uvNode );

			}

			uvNode = this.setupUV( builder, uvNode );

			//

			this.updateType = ( this._matrixUniform !== null || this._flipYUniform !== null ) ? NodeUpdateType.OBJECT : NodeUpdateType.NONE;

			//

			return uvNode;

		} )();

		//

		let levelNode = this.levelNode;

		if ( levelNode === null && builder.context.getTextureLevel ) {

			levelNode = builder.context.getTextureLevel( this );

		}

		//

		let compareNode = null;
		let compareStepNode = null;

		if ( this.compareNode !== null ) {

			if ( builder.renderer.hasCompatibility( Compatibility.TEXTURE_COMPARE ) ) {

				compareNode = this.compareNode;

			} else {

				const compareFunction = texture.compareFunction;

				if ( compareFunction === null || compareFunction === LessCompare || compareFunction === LessEqualCompare || compareFunction === GreaterCompare || compareFunction === GreaterEqualCompare ) {

					compareStepNode = this.compareNode;

				} else {

					compareNode = this.compareNode;

					warnOnce( 'TSL: Only "LessCompare", "LessEqualCompare", "GreaterCompare" and "GreaterEqualCompare" are supported for depth texture comparison fallback.' );

				}

			}

		}

		properties.uvNode = uvNode;
		properties.levelNode = levelNode;
		properties.biasNode = this.biasNode;
		properties.compareNode = compareNode;
		properties.compareStepNode = compareStepNode;
		properties.gradNode = this.gradNode;
		properties.gatherNode = this.gatherNode;
		properties.depthNode = this.depthNode;
		properties.offsetNode = this.offsetNode;

	}

	/**
	 * Generates the uv code snippet.
	 *
	 * @param {NodeBuilder} builder - The current node builder.
	 * @param {Node} uvNode - The uv node to generate code for.
	 * @return {string} The generated code snippet.
	 */
	generateUV( builder, uvNode ) {

		return uvNode.build( builder, this.sampler === true ? 'vec2' : 'ivec2' );

	}

	/**
	 * Generates the offset code snippet.
	 *
	 * @param {NodeBuilder} builder - The current node builder.
	 * @param {Node} offsetNode - The offset node to generate code for.
	 * @return {string} The generated code snippet.
	 */
	generateOffset( builder, offsetNode ) {

		return offsetNode.build( builder, 'ivec2' );

	}

	/**
	 * Generates the snippet for the texture sampling.
	 *
	 * @param {NodeBuilder} builder - The current node builder.
	 * @param {string} textureProperty - The texture property.
	 * @param {string} uvSnippet - The uv snippet.
	 * @param {?string} levelSnippet - The level snippet.
	 * @param {?string} biasSnippet - The bias snippet.
	 * @param {?string} depthSnippet - The depth snippet.
	 * @param {?string} compareSnippet - The compare snippet.
	 * @param {?Array<string>} gradSnippet - The grad snippet.
	 * @param {?string} gatherSnippet - The gather snippet.
	 * @param {?string} offsetSnippet - The offset snippet.
	 * @param {?string} flipYSnippet - The y-flip snippet. Only used for WebGL.
	 * @return {string} The generated code snippet.
	 */
	generateSnippet( builder, textureProperty, uvSnippet, levelSnippet, biasSnippet, depthSnippet, compareSnippet, gradSnippet, gatherSnippet, offsetSnippet, flipYSnippet ) {

		const texture = this.value;

		let snippet;

		if ( biasSnippet ) {

			snippet = builder.generateTextureBias( texture, textureProperty, uvSnippet, biasSnippet, depthSnippet, offsetSnippet );

		} else if ( gradSnippet ) {

			snippet = builder.generateTextureGrad( texture, textureProperty, uvSnippet, gradSnippet, depthSnippet, offsetSnippet );

		} else if ( gatherSnippet ) {

			if ( compareSnippet ) {

				snippet = builder.generateTextureGatherCompare( texture, textureProperty, uvSnippet, compareSnippet, depthSnippet, offsetSnippet, flipYSnippet );

			} else {

				snippet = builder.generateTextureGather( texture, textureProperty, uvSnippet, gatherSnippet, depthSnippet, offsetSnippet, flipYSnippet );

			}

		} else if ( compareSnippet ) {

			snippet = builder.generateTextureCompare( texture, textureProperty, uvSnippet, compareSnippet, depthSnippet, offsetSnippet );

		} else if ( this.sampler === false ) {

			snippet = builder.generateTextureLoad( texture, textureProperty, uvSnippet, levelSnippet, depthSnippet, offsetSnippet );

		} else if ( levelSnippet ) {

			snippet = builder.generateTextureLevel( texture, textureProperty, uvSnippet, levelSnippet, depthSnippet, offsetSnippet );

		} else {

			snippet = builder.generateTexture( texture, textureProperty, uvSnippet, depthSnippet, offsetSnippet );

		}

		return snippet;

	}

	/**
	 * Generates the code snippet of the texture node.
	 *
	 * @param {NodeBuilder} builder - The current node builder.
	 * @param {string} output - The current output.
	 * @return {string} The generated code snippet.
	 */
	generate( builder, output ) {

		const texture = this.value;

		const properties = builder.getNodeProperties( this );
		const textureProperty = super.generate( builder, 'property' );

		if ( /^sampler/.test( output ) ) {

			if ( output === 'samplerComparison' ) {

				this._samplerComparison = true;

				// texture nodes with the same texture share a single uniform so it's
				// important to set the flag on the node the binding refers to as well

				const sharedNode = this.getSharedNode( builder );
				sharedNode._samplerComparison = true;

			}

			return textureProperty + '_sampler';

		} else if ( builder.isReference( output ) ) {

			return textureProperty;

		} else {

			const nodeData = builder.getDataFromNode( this );

			const nodeType = this.getNodeType( builder );

			let propertyName = nodeData.propertyName;

			if ( propertyName === undefined ) {

				const { uvNode, levelNode, biasNode, compareNode, compareStepNode, depthNode, gradNode, gatherNode, offsetNode } = properties;

				const uvSnippet = this.generateUV( builder, uvNode );
				const levelSnippet = levelNode ? levelNode.build( builder, 'float' ) : null;
				const biasSnippet = biasNode ? biasNode.build( builder, 'float' ) : null;
				const depthSnippet = depthNode ? depthNode.build( builder, 'int' ) : null;
				const compareSnippet = compareNode ? compareNode.build( builder, 'float' ) : null;
				const compareStepSnippet = compareStepNode ? compareStepNode.build( builder, 'float' ) : null;
				const gradSnippet = gradNode ? [ gradNode[ 0 ].build( builder, 'vec2' ), gradNode[ 1 ].build( builder, 'vec2' ) ] : null;
				const gatherSnippet = gatherNode ? gatherNode.build( builder, 'int' ) : null;
				const offsetSnippet = offsetNode ? this.generateOffset( builder, offsetNode ) : null;
				const flipYSnippet = this._flipYUniform ? this._flipYUniform.build( builder, 'bool' ) : null;

				let finalDepthSnippet = depthSnippet;

				if ( finalDepthSnippet === null && texture.isArrayTexture && this.isTexture3DNode !== true ) {

					finalDepthSnippet = '0';

				}

				const nodeVar = builder.getVarFromNode( this );

				propertyName = builder.getPropertyName( nodeVar );

				let snippet = this.generateSnippet( builder, textureProperty, uvSnippet, levelSnippet, biasSnippet, finalDepthSnippet, compareSnippet, gradSnippet, gatherSnippet, offsetSnippet, flipYSnippet );

				let snippetType;

				if ( texture.isDepthTexture === true && gatherSnippet === null ) {

					snippetType = 'float';

				} else {

					snippetType = texture.type === UnsignedIntType ? 'uvec4' : ( texture.type === IntType ? 'ivec4' : 'vec4' );

				}

				snippet = builder.format( snippet, snippetType, nodeType );

				if ( compareStepSnippet !== null ) {

					const compareFunction = texture.compareFunction;

					if ( compareFunction === GreaterCompare || compareFunction === GreaterEqualCompare ) {

						snippet = step( expression( snippet, nodeType ), expression( compareStepSnippet, 'float' ) ).build( builder, nodeType );

					} else {

						snippet = step( expression( compareStepSnippet, 'float' ), expression( snippet, nodeType ) ).build( builder, nodeType );

					}

				}

				builder.addLineFlowCode( `${propertyName} = ${snippet}`, this );

				nodeData.snippet = snippet;
				nodeData.propertyName = propertyName;

			}

			let snippet = propertyName;

			if ( builder.needsToWorkingColorSpace( texture ) ) {

				snippet = colorSpaceToWorking( expression( snippet, nodeType ), texture.colorSpace ).setup( builder ).build( builder, nodeType );

			}

			return builder.format( snippet, nodeType, output );

		}

	}

	/**
	 * Sets the sampler value.
	 *
	 * @param {boolean} value - The sampler value to set.
	 * @return {TextureNode} A reference to this texture node.
	 */
	setSampler( value ) {

		this.sampler = value;

		return this;

	}

	/**
	 * Returns the sampler value.
	 *
	 * @return {boolean} The sampler value.
	 */
	getSampler() {

		return this.sampler;

	}

	// @TODO: Move to TSL

	/**
	 * Samples the texture with the given uv node.
	 *
	 * @param {Node} uvNode - The uv node.
	 * @return {TextureNode} A texture node representing the texture sample.
	 */
	sample( uvNode ) {

		const textureNode = this.clone();
		textureNode.uvNode = nodeObject( uvNode );
		textureNode.referenceNode = this.getBase();

		return nodeObject( textureNode );

	}

	/**
	 * TSL function for creating a texture node that fetches/loads texels without interpolation.
	 *
	 * @param {Node<uvec2>} uvNode - The uv node.
	 * @returns {TextureNode} A texture node representing the texture load.
	 */
	load( uvNode ) {

		return this.sample( uvNode ).setSampler( false );

	}

	/**
	 * Samples a blurred version of the texture by defining an internal bias.
	 *
	 * @param {Node<float>} amountNode - How blurred the texture should be.
	 * @return {TextureNode} A texture node representing the texture sample.
	 */
	blur( amountNode ) {

		const textureNode = this.clone();
		textureNode.biasNode = nodeObject( amountNode ).mul( maxMipLevel( textureNode ) );
		textureNode.referenceNode = this.getBase();

		const map = textureNode.value;

		if ( textureNode.generateMipmaps === false && ( map && map.generateMipmaps === false || map.minFilter === NearestFilter || map.magFilter === NearestFilter ) ) {

			warn( 'TSL: texture().blur() requires mipmaps and sampling. Use .generateMipmaps=true and .minFilter/.magFilter=THREE.LinearFilter in the Texture.' );

			textureNode.biasNode = null;

		}

		return nodeObject( textureNode );

	}

	/**
	 * Samples a specific mip of the texture.
	 *
	 * @param {Node<int>} levelNode - The mip level to sample.
	 * @return {TextureNode} A texture node representing the texture sample.
	 */
	level( levelNode ) {

		const textureNode = this.clone();
		textureNode.levelNode = nodeObject( levelNode );
		textureNode.referenceNode = this.getBase();

		return nodeObject( textureNode );

	}

	/**
	 * Returns the texture size of the requested level.
	 *
	 * @param {Node<int>} levelNode - The level to compute the size for.
	 * @return {TextureSizeNode} The texture size.
	 */
	size( levelNode ) {

		return textureSize( this, levelNode );

	}

	/**
	 * Samples the texture with the given bias.
	 *
	 * @param {Node<float>} biasNode - The bias node.
	 * @return {TextureNode} A texture node representing the texture sample.
	 */
	bias( biasNode ) {

		const textureNode = this.clone();
		textureNode.biasNode = nodeObject( biasNode );
		textureNode.referenceNode = this.getBase();

		return nodeObject( textureNode );

	}

	/**
	 * Returns the base texture of this node.
	 * @return {TextureNode} The base texture node.
	 */
	getBase() {

		return this.referenceNode ? this.referenceNode.getBase() : this;

	}

	/**
	 * Samples the texture by executing a compare operation.
	 *
	 * @param {Node<float>} compareNode - The node that defines the compare value.
	 * @return {TextureNode} A texture node representing the texture sample.
	 */
	compare( compareNode ) {

		const textureNode = this.clone();
		textureNode.compareNode = nodeObject( compareNode );
		textureNode.referenceNode = this.getBase();

		return nodeObject( textureNode );

	}

	/**
	 * Samples the texture using an explicit gradient.
	 *
	 * @param {Node<vec2>} gradNodeX - The gradX node.
	 * @param {Node<vec2>} gradNodeY - The gradY node.
	 * @return {TextureNode} A texture node representing the texture sample.
	 */
	grad( gradNodeX, gradNodeY ) {

		const textureNode = this.clone();
		textureNode.gradNode = [ nodeObject( gradNodeX ), nodeObject( gradNodeY ) ];
		textureNode.referenceNode = this.getBase();

		return nodeObject( textureNode );

	}

	/**
	 * Gathers four texels from the texture.
	 *
	 * @param {Node<int>} gatherNode - The index of the channel to read. This must be in range [0, 3] and a compile-time constant.
	 * @return {TextureNode} A texture node representing the texture sample.
	 */
	gather( gatherNode = 0 ) {

		const textureNode = this.clone();
		textureNode.gatherNode = nodeObject( gatherNode );
		textureNode.referenceNode = this.getBase();

		return nodeObject( textureNode );

	}

	/**
	 * Returns `true` if the texture is sampled with a depth comparison,
	 * meaning the node must be bound with a comparison sampler.
	 *
	 * @return {boolean} Whether comparison sampling is used or not.
	 */
	isSampleCompare() {

		return this.compareNode !== null || this._samplerComparison === true;

	}

	/**
	 * Samples the texture by defining a depth node.
	 *
	 * @param {Node<int>} depthNode - The depth node.
	 * @return {TextureNode} A texture node representing the texture sample.
	 */
	depth( depthNode ) {

		const textureNode = this.clone();
		textureNode.depthNode = nodeObject( depthNode );
		textureNode.referenceNode = this.getBase();

		return nodeObject( textureNode );

	}

	/**
	 * Samples the texture by defining an offset node.
	 *
	 * @param {Node<ivec2>} offsetNode - The offset node.
	 * @return {TextureNode} A texture node representing the texture sample.
	 */
	offset( offsetNode ) {

		const textureNode = this.clone();
		textureNode.offsetNode = nodeObject( offsetNode );
		textureNode.referenceNode = this.getBase();

		return nodeObject( textureNode );

	}

	// --

	serialize( data ) {

		super.serialize( data );

		data.value = this.value.toJSON( data.meta ).uuid;
		data.sampler = this.sampler;
		data.updateMatrix = this.updateMatrix;
		data.updateType = this.updateType;

	}

	deserialize( data ) {

		super.deserialize( data );

		this.value = data.meta.textures[ data.value ];
		this.sampler = data.sampler;
		this.updateMatrix = data.updateMatrix;
		this.updateType = data.updateType;

	}

	/**
	 * The update is used to implement the update of the uv transformation matrix.
	 */
	update() {

		const texture = this.value;
		const matrixUniform = this._matrixUniform;

		if ( matrixUniform !== null ) matrixUniform.value = texture.matrix;

		if ( texture.matrixAutoUpdate === true ) {

			texture.updateMatrix();

		}

		//

		const flipYUniform = this._flipYUniform;

		if ( flipYUniform !== null ) {

			flipYUniform.value = ( ( texture.image instanceof ImageBitmap && texture.flipY === true ) || texture.isRenderTargetTexture === true || texture.isFramebufferTexture === true || texture.isDepthTexture === true );

		}

	}

	/**
	 * Clones the texture node.
	 *
	 * @return {TextureNode} The cloned texture node.
	 */
	clone() {

		const newNode = new this.constructor( this.value, this.uvNode, this.levelNode, this.biasNode );
		newNode.sampler = this.sampler;
		newNode.depthNode = this.depthNode;
		newNode.compareNode = this.compareNode;
		newNode.gradNode = this.gradNode;
		newNode.gatherNode = this.gatherNode;
		newNode.offsetNode = this.offsetNode;

		return newNode;

	}

}

export default TextureNode;

/**
 * TSL function for creating a texture node.
 *
 * @tsl
 * @function
 * @param {?Texture} value - The texture.
 * @param {?Node<vec2|vec3>} [uvNode=null] - The uv node.
 * @param {?Node<int>} [levelNode=null] - The level node.
 * @param {?Node<float>} [biasNode=null] - The bias node.
 * @returns {TextureNode}
 */
const textureBase = /*@__PURE__*/ nodeProxy( TextureNode ).setParameterLength( 1, 4 ).setName( 'texture' );

/**
 * TSL function for creating a texture node or sample a texture node already existing.
 *
 * @tsl
 * @function
 * @param {?(Texture|TextureNode)} [value=EmptyTexture] - The texture.
 * @param {?Node<vec2|vec3>} [uvNode=null] - The uv node.
 * @param {?Node<int>} [levelNode=null] - The level node.
 * @param {?Node<float>} [biasNode=null] - The bias node.
 * @returns {TextureNode}
 */
export const texture = ( value = EmptyTexture, uvNode = null, levelNode = null, biasNode = null ) => {

	let textureNode;

	if ( value && value.isTextureNode === true ) {

		textureNode = nodeObject( value.clone() );
		textureNode.referenceNode = value.getBase(); // Ensure the reference is set to the original node

		if ( uvNode !== null ) textureNode.uvNode = nodeObject( uvNode );
		if ( levelNode !== null ) textureNode.levelNode = nodeObject( levelNode );
		if ( biasNode !== null ) textureNode.biasNode = nodeObject( biasNode );

	} else {

		textureNode = textureBase( value, uvNode, levelNode, biasNode );

	}

	return textureNode;

};

/**
 * TSL function for creating a uniform texture node.
 *
 * @tsl
 * @function
 * @param {?Texture} value - The texture.
 * @returns {TextureNode}
 */
export const uniformTexture = ( value = EmptyTexture ) => texture( value );

/**
 * TSL function for creating a texture node that fetches/loads texels without interpolation.
 *
 * @tsl
 * @function
 * @param {?(Texture|TextureNode)} [value=EmptyTexture] - The texture.
 * @param {?Node<vec2|vec3>} [uvNode=null] - The uv node.
 * @param {?Node<int>} [levelNode=null] - The level node.
 * @param {?Node<float>} [biasNode=null] - The bias node.
 * @returns {TextureNode}
 */
export const textureLoad = ( ...params ) => texture( ...params ).setSampler( false );

export const textureLevel = ( value, uv, level ) => texture( value, uv ).level( level );

/**
 * Converts a texture or texture node to a sampler.
 *
 * @tsl
 * @function
 * @param {TextureNode|Texture} value - The texture or texture node to convert.
 * @returns {Node}
 */
export const sampler = ( value ) => ( value.isNode === true ? value : texture( value ) ).convert( 'sampler' );

/**
 * Converts a texture or texture node to a sampler comparison.
 *
 * @tsl
 * @function
 * @param {TextureNode|Texture} value - The texture or texture node to convert.
 * @returns {Node}
 */
export const samplerComparison = ( value ) => ( value.isNode === true ? value : texture( value ) ).convert( 'samplerComparison' );

Exemple