Accueil / npm / three@0.186.1 / src / nodes / display / PassNode.js

PassNode.js

import TempNode from '../core/TempNode.js';
import { default as TextureNode/*, texture*/ } from '../accessors/TextureNode.js';
import { NodeUpdateType } from '../core/constants.js';
import { context } from '../tsl/TSLBase.js';
import { uniform } from '../core/UniformNode.js';
import { viewZToOrthographicDepth, perspectiveDepthToViewZ } from './ViewportDepthNode.js';

import { HalfFloatType, FloatType } from '../../constants.js';
import { Vector2 } from '../../math/Vector2.js';
import { Vector4 } from '../../math/Vector4.js';
import { DepthTexture } from '../../textures/DepthTexture.js';
import { RenderTarget } from '../../core/RenderTarget.js';
import { warn } from '../../utils.js';

const _size = /*@__PURE__*/ new Vector2();

/**
 * Represents the texture of a pass node.
 *
 * @augments TextureNode
 */
class PassTextureNode extends TextureNode {

	static get type() {

		return 'PassTextureNode';

	}

	/**
	 * Constructs a new pass texture node.
	 *
	 * @param {PassNode} passNode - The pass node.
	 * @param {Texture} texture - The output texture.
	 */
	constructor( passNode, texture ) {

		super( texture );

		/**
		 * A reference to the pass node.
		 *
		 * @type {PassNode}
		 */
		this.passNode = passNode;

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

		this.setUpdateMatrix( false );

	}

	setup( builder ) {

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

		return super.setup( builder );

	}

	clone() {

		return new this.constructor( this.passNode, this.value );

	}

}

/**
 * An extension of `PassTextureNode` which allows to manage more than one
 * internal texture. Relevant for the `getPreviousTexture()` related API.
 *
 * @augments PassTextureNode
 */
class PassMultipleTextureNode extends PassTextureNode {

	static get type() {

		return 'PassMultipleTextureNode';

	}

	/**
	 * Constructs a new pass texture node.
	 *
	 * @param {PassNode} passNode - The pass node.
	 * @param {string} textureName - The output texture name.
	 * @param {boolean} [previousTexture=false] - Whether previous frame data should be used or not.
	 */
	constructor( passNode, textureName, previousTexture = false ) {

		// null is passed to the super call since this class does not
		// use an external texture for rendering pass data into. Instead
		// the texture is managed by the pass node itself

		super( passNode, null );

		/**
		 * The output texture name.
		 *
		 * @type {string}
		 */
		this.textureName = textureName;

		/**
		 * Whether previous frame data should be used or not.
		 *
		 * @type {boolean}
		 */
		this.previousTexture = previousTexture;

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

	}

	/**
	 * Updates the texture reference of this node.
	 */
	updateTexture() {

		this.value = this.previousTexture ? this.passNode.getPreviousTexture( this.textureName ) : this.passNode.getTexture( this.textureName );

	}

	setup( builder ) {

		this.updateTexture();

		return super.setup( builder );

	}

	clone() {

		const newNode = new this.constructor( this.passNode, this.textureName, this.previousTexture );
		newNode.uvNode = this.uvNode;
		newNode.levelNode = this.levelNode;
		newNode.biasNode = 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;

	}

}

/**
 * Represents a render pass (sometimes called beauty pass) in context of post processing.
 * This pass produces a render for the given scene and camera and can provide multiple outputs
 * via MRT for further processing.
 *
 * ```js
 * const postProcessing = new RenderPipeline( renderer );
 *
 * const scenePass = pass( scene, camera );
 *
 * postProcessing.outputNode = scenePass;
 * ```
 *
 * @augments TempNode
 */
class PassNode extends TempNode {

	static get type() {

		return 'PassNode';

	}

	/**
	 * Constructs a new pass node.
	 *
	 * @param {('color'|'depth')} scope - The scope of the pass. The scope determines whether the node outputs color or depth.
	 * @param {Scene} scene - A reference to the scene.
	 * @param {Camera} camera - A reference to the camera.
	 * @param {Object} options - Options for the internal render target.
	 */
	constructor( scope, scene, camera, options = {} ) {

		super( 'vec4' );

		/**
		 * The scope of the pass. The scope determines whether the node outputs color or depth.
		 *
		 * @type {('color'|'depth')}
		 */
		this.scope = scope;

		/**
		 * A reference to the scene.
		 *
		 * @type {Scene}
		 */
		this.scene = scene;

		/**
		 * A reference to the camera.
		 *
		 * @type {Camera}
		 */
		this.camera = camera;

		/**
		 * Options for the internal render target.
		 *
		 * @type {Object}
		 */
		this.options = options;

		/**
		 * The pass's pixel width. Will be kept automatically kept in sync with the renderer's width.
		 * @private
		 * @type {number}
		 * @default 1
		 */
		this._width = 1;

		/**
		 * The pass's pixel height. Will be kept automatically kept in sync with the renderer's height.
		 * @private
		 * @type {number}
		 * @default 1
		 */
		this._height = 1;

		const renderTarget = new RenderTarget( this._width, this._height, { type: HalfFloatType, ...options, } );
		renderTarget.texture.name = 'output';

		let depthTexture = null;

		if ( this.scope === PassNode.DEPTH || options.depthBuffer !== false ) {

			depthTexture = options.depthTexture || new DepthTexture();
			depthTexture.isRenderTargetTexture = true;
			//depthTexture.type = FloatType;
			depthTexture.name = 'depth';

			renderTarget.depthTexture = depthTexture;

		}

		/**
		 * The pass's render target.
		 *
		 * @type {RenderTarget}
		 */
		this.renderTarget = renderTarget;

		/**
		 * An optional override material for the pass.
		 *
		 * @type {Material|null}
		 */
		this.overrideMaterial = null;

		/**
		 * Whether the pass is transparent.
		 *
		 * @type {boolean}
		 * @default false
		 */
		this.transparent = true;

		/**
		 * Whether the pass is opaque.
		 *
		 * @type {boolean}
		 * @default true
		 */
		this.opaque = true;

		this.lighting = null;

		/**
		 * Whether the renderer should automatically clear before rendering the pass.
		 *
		 * @type {boolean}
		 * @default true
		 */
		this.autoClear = options.autoClear !== undefined ? options.autoClear : true;

		/**
		 * Whether the color buffer should be cleared.
		 *
		 * @type {boolean}
		 * @default true
		 */
		this.autoClearColor = options.autoClearColor !== undefined ? options.autoClearColor : true;

		/**
		 * Whether the depth buffer should be cleared.
		 *
		 * @type {boolean}
		 * @default true
		 */
		this.autoClearDepth = options.autoClearDepth !== undefined ? options.autoClearDepth : true;

		/**
		 * Whether the stencil buffer should be cleared.
		 *
		 * @type {boolean}
		 * @default true
		 */
		this.autoClearStencil = options.autoClearStencil !== undefined ? options.autoClearStencil : true;

		/**
		 * An optional global context for the pass.
		 *
		 * @type {ContextNode|null}
		 */
		this.contextNode = null;

		/**
		 * A cache for the context node.
		 *
		 * @private
		 * @type {?Object}
		 * @default null
		 */
		this._contextNodeCache = null;

		/**
		 * A dictionary holding the internal result textures.
		 *
		 * @private
		 * @type {{ output: Texture, depth: ?DepthTexture }}
		 */
		this._textures = {
			output: renderTarget.texture
		};

		if ( depthTexture !== null ) {

			this._textures.depth = depthTexture;

		}

		/**
		 * A dictionary holding the internal texture nodes.
		 *
		 * @private
		 * @type {Object<string, TextureNode>}
		 */
		this._textureNodes = {};

		/**
		 * A dictionary holding the internal depth nodes.
		 *
		 * @private
		 * @type {Object}
		 */
		this._linearDepthNodes = {};

		/**
		 * A dictionary holding the internal viewZ nodes.
		 *
		 * @private
		 * @type {Object}
		 */
		this._viewZNodes = {};

		/**
		 * A dictionary holding the texture data of the previous frame.
		 * Used for computing velocity/motion vectors.
		 *
		 * @private
		 * @type {Object<string, Texture>}
		 */
		this._previousTextures = {};

		/**
		 * A dictionary holding the texture nodes of the previous frame.
		 * Used for computing velocity/motion vectors.
		 *
		 * @private
		 * @type {Object<string, TextureNode>}
		 */
		this._previousTextureNodes = {};

		/**
		 * The `near` property of the camera as a uniform.
		 *
		 * @private
		 * @type {UniformNode}
		 */
		this._cameraNear = uniform( 0 );

		/**
		 * The `far` property of the camera as a uniform.
		 *
		 * @private
		 * @type {UniformNode}
		 */
		this._cameraFar = uniform( 0 );

		/**
		 * A MRT node configuring the MRT settings.
		 *
		 * @private
		 * @type {?MRTNode}
		 * @default null
		 */
		this._mrt = null;

		/**
		 * Layer object for configuring the camera that is used
		 * to produce the pass.
		 *
		 * @private
		 * @type {?Layers}
		 * @default null
		 */
		this._layers = null;

		/**
		 * Scales the resolution of the internal render target.
		 *
		 * @private
		 * @type {number}
		 * @default 1
		 */
		this._resolutionScale = 1;

		/**
		 * Custom viewport definition.
		 *
		 * @private
		 * @type {?Vector4}
		 * @default null
		 */
		this._viewport = null;

		/**
		 * Custom scissor definition.
		 *
		 * @private
		 * @type {?Vector4}
		 * @default null
		 */
		this._scissor = null;

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

		/**
		 * The `updateBeforeType` is set to `NodeUpdateType.FRAME` since the node renders the
		 * scene once per frame in its {@link PassNode#updateBefore} method.
		 *
		 * @type {string}
		 * @default 'frame'
		 */
		this.updateBeforeType = NodeUpdateType.FRAME;

		/**
		 * This flag is used for global cache.
		 *
		 * @type {boolean}
		 * @default true
		 */
		this.global = true;

	}

	/**
	 * Sets the resolution scale for the pass.
	 * The resolution scale is a factor that is multiplied with the renderer's width and height.
	 *
	 * @param {number} resolutionScale - The resolution scale to set. A value of `1` means full resolution.
	 * @return {PassNode} A reference to this pass.
	 */
	setResolutionScale( resolutionScale ) {

		this._resolutionScale = resolutionScale;

		return this;

	}

	/**
	 * Gets the current resolution scale of the pass.
	 *
	 * @return {number} The current resolution scale. A value of `1` means full resolution.
	 */
	getResolutionScale() {

		return this._resolutionScale;

	}

	/**
	 * Sets the resolution for the pass.
	 * The resolution is a factor that is multiplied with the renderer's width and height.
	 *
	 * @param {number} resolution - The resolution to set. A value of `1` means full resolution.
	 * @return {PassNode} A reference to this pass.
	 * @deprecated since r181. Use {@link PassNode#setResolutionScale `setResolutionScale()`} instead.
	 */
	setResolution( resolution ) { // @deprecated, r181

		warn( 'PassNode: .setResolution() is deprecated. Use .setResolutionScale() instead.' );

		return this.setResolutionScale( resolution );

	}

	/**
	 * Gets the current resolution of the pass.
	 *
	 * @return {number} The current resolution. A value of `1` means full resolution.
	 * @deprecated since r181. Use {@link PassNode#getResolutionScale `getResolutionScale()`} instead.
	 */
	getResolution() { // @deprecated, r181

		warn( 'PassNode: .getResolution() is deprecated. Use .getResolutionScale() instead.' );

		return this.getResolutionScale();

	}

	/**
	 * Sets the layer configuration that should be used when rendering the pass.
	 *
	 * @param {Layers} layers - The layers object to set.
	 * @return {PassNode} A reference to this pass.
	 */
	setLayers( layers ) {

		this._layers = layers;

		return this;

	}

	/**
	 * Gets the current layer configuration of the pass.
	 *
	 * @return {?Layers} .
	 */
	getLayers() {

		return this._layers;

	}

	/**
	 * Sets the given MRT node to setup MRT for this pass.
	 *
	 * @param {MRTNode} mrt - The MRT object.
	 * @return {PassNode} A reference to this pass.
	 */
	setMRT( mrt ) {

		this._mrt = mrt;

		return this;

	}

	/**
	 * Returns the current MRT node.
	 *
	 * @return {MRTNode} The current MRT node.
	 */
	getMRT() {

		return this._mrt;

	}

	/**
	 * Returns the texture for the given output name.
	 *
	 * @param {string} name - The output name to get the texture for.
	 * @return {Texture} The texture.
	 */
	getTexture( name ) {

		let texture = this._textures[ name ];

		if ( texture === undefined ) {

			if ( name === 'depth' ) {

				throw new Error( 'THREE.PassNode: Depth texture is not available for this pass.' );

			}

			const refTexture = this.renderTarget.texture;

			texture = refTexture.clone();
			texture.name = name;

			this._textures[ name ] = texture;

			this.renderTarget.textures.push( texture );

		}

		return texture;

	}

	/**
	 * Returns the texture holding the data of the previous frame for the given output name.
	 *
	 * @param {string} name - The output name to get the texture for.
	 * @return {Texture} The texture holding the data of the previous frame.
	 */
	getPreviousTexture( name ) {

		let texture = this._previousTextures[ name ];

		if ( texture === undefined ) {

			texture = this.getTexture( name ).clone();

			this._previousTextures[ name ] = texture;

		}

		return texture;

	}

	/**
	 * Switches current and previous textures for the given output name.
	 *
	 * @param {string} name - The output name.
	 */
	toggleTexture( name ) {

		const prevTexture = this._previousTextures[ name ];

		if ( prevTexture !== undefined ) {

			const texture = this._textures[ name ];

			const index = this.renderTarget.textures.indexOf( texture );
			this.renderTarget.textures[ index ] = prevTexture;

			this._textures[ name ] = prevTexture;
			this._previousTextures[ name ] = texture;

			this._textureNodes[ name ].updateTexture();
			this._previousTextureNodes[ name ].updateTexture();

		}

	}

	/**
	 * Returns the texture node for the given output name.
	 *
	 * @param {string} [name='output'] - The output name to get the texture node for.
	 * @return {TextureNode} The texture node.
	 */
	getTextureNode( name = 'output' ) {

		let textureNode = this._textureNodes[ name ];

		if ( textureNode === undefined ) {

			textureNode = new PassMultipleTextureNode( this, name );
			textureNode.updateTexture();
			this._textureNodes[ name ] = textureNode;

		}

		return textureNode;

	}

	/**
	 * Returns the previous texture node for the given output name.
	 *
	 * @param {string} [name='output'] - The output name to get the previous texture node for.
	 * @return {TextureNode} The previous texture node.
	 */
	getPreviousTextureNode( name = 'output' ) {

		let textureNode = this._previousTextureNodes[ name ];

		if ( textureNode === undefined ) {

			if ( this._textureNodes[ name ] === undefined ) this.getTextureNode( name );

			textureNode = new PassMultipleTextureNode( this, name, true );
			textureNode.updateTexture();
			this._previousTextureNodes[ name ] = textureNode;

		}

		return textureNode;

	}

	/**
	 * Returns a viewZ node of this pass.
	 *
	 * @param {string} [name='depth'] - The output name to get the viewZ node for. In most cases the default `'depth'` can be used however the parameter exists for custom depth outputs.
	 * @return {Node} The viewZ node.
	 */
	getViewZNode( name = 'depth' ) {

		let viewZNode = this._viewZNodes[ name ];

		if ( viewZNode === undefined ) {

			const cameraNear = this._cameraNear;
			const cameraFar = this._cameraFar;

			this._viewZNodes[ name ] = viewZNode = perspectiveDepthToViewZ( this.getTextureNode( name ), cameraNear, cameraFar );

		}

		return viewZNode;

	}

	/**
	 * Returns a linear depth node of this pass.
	 *
	 * @param {string} [name='depth'] - The output name to get the linear depth node for. In most cases the default `'depth'` can be used however the parameter exists for custom depth outputs.
	 * @return {Node} The linear depth node.
	 */
	getLinearDepthNode( name = 'depth' ) {

		let linearDepthNode = this._linearDepthNodes[ name ];

		if ( linearDepthNode === undefined ) {

			const cameraNear = this._cameraNear;
			const cameraFar = this._cameraFar;
			const viewZNode = this.getViewZNode( name );

			// TODO: just if ( builder.camera.isPerspectiveCamera )

			this._linearDepthNodes[ name ] = linearDepthNode = viewZToOrthographicDepth( viewZNode, cameraNear, cameraFar );

		}

		return linearDepthNode;

	}

	/**
	 * Precompiles the pass.
	 *
	 * Note that this method must be called after the pass configuration is complete.
	 * So calls like `setMRT()` and `getTextureNode()` must proceed the precompilation.
	 *
	 * @async
	 * @param {Renderer} renderer - The renderer.
	 * @return {Promise} A Promise that resolves when the compile has been finished.
	 * @see {@link Renderer#compileAsync}
	 */
	async compileAsync( renderer ) {

		const currentRenderTarget = renderer.getRenderTarget();
		const currentMRT = renderer.getMRT();

		renderer.setRenderTarget( this.renderTarget );
		renderer.setMRT( this._mrt );

		await renderer.compileAsync( this.scene, this.camera );

		renderer.setRenderTarget( currentRenderTarget );
		renderer.setMRT( currentMRT );

	}

	setup( { renderer } ) {

		this.renderTarget.samples = this.options.samples === undefined ? renderer.samples : this.options.samples;

		this.renderTarget.texture.type = renderer.getOutputBufferType();

		if ( renderer.reversedDepthBuffer === true && this.renderTarget.depthTexture !== null ) {

			this.renderTarget.depthTexture.type = FloatType;

		}

		return this.scope === PassNode.COLOR ? this.getTextureNode() : this.getLinearDepthNode();

	}

	updateBefore( frame ) {

		const { renderer } = frame;
		const { scene } = this;

		let camera;

		const outputRenderTarget = renderer.getOutputRenderTarget();

		if ( outputRenderTarget && outputRenderTarget.isXRRenderTarget === true ) {

			camera = renderer.xr.getCamera();

			renderer.xr.updateCamera( camera );

			_size.set( outputRenderTarget.width, outputRenderTarget.height );

		} else {

			camera = this.camera;

			renderer.getDrawingBufferSize( _size );

		}

		this.setSize( _size.width, _size.height );

		const currentRenderTarget = renderer.getRenderTarget();
		const currentMRT = renderer.getMRT();
		const currentAutoClear = renderer.autoClear;
		const currentAutoClearColor = renderer.autoClearColor;
		const currentAutoClearDepth = renderer.autoClearDepth;
		const currentAutoClearStencil = renderer.autoClearStencil;
		const currentTransparent = renderer.transparent;
		const currentOpaque = renderer.opaque;
		const currentLighting = renderer.lighting;
		const currentMask = camera.layers.mask;
		const currentContextNode = renderer.contextNode;
		const currentOverrideMaterial = scene.overrideMaterial;

		this._cameraNear.value = camera.near;
		this._cameraFar.value = camera.far;

		if ( this._layers !== null ) {

			camera.layers.mask = this._layers.mask;

		}

		for ( const name in this._previousTextures ) {

			this.toggleTexture( name );

		}

		if ( this.overrideMaterial !== null ) {

			scene.overrideMaterial = this.overrideMaterial;

		}

		renderer.setRenderTarget( this.renderTarget );
		renderer.setMRT( this._mrt );
		renderer.autoClear = this.autoClear;
		renderer.autoClearColor = this.autoClearColor;
		renderer.autoClearDepth = this.autoClearDepth;
		renderer.autoClearStencil = this.autoClearStencil;
		renderer.transparent = this.transparent;
		renderer.opaque = this.opaque;

		if ( this.lighting !== null ) {

			renderer.lighting = this.lighting;

		}

		if ( this.contextNode !== null ) {

			if ( this._contextNodeCache === null || this._contextNodeCache.version !== this.version ) {

				this._contextNodeCache = {
					version: this.version,
					context: context( { ...renderer.contextNode.getFlowContextData(), ...this.contextNode.getFlowContextData() } )
				};

			}

			renderer.contextNode = this._contextNodeCache.context;

		}

		const currentSceneName = scene.name;

		scene.name = this.name ? this.name : scene.name;

		renderer.render( scene, camera );

		scene.name = currentSceneName;
		scene.overrideMaterial = currentOverrideMaterial;

		renderer.setRenderTarget( currentRenderTarget );
		renderer.setMRT( currentMRT );
		renderer.autoClear = currentAutoClear;
		renderer.autoClearColor = currentAutoClearColor;
		renderer.autoClearDepth = currentAutoClearDepth;
		renderer.autoClearStencil = currentAutoClearStencil;
		renderer.transparent = currentTransparent;
		renderer.opaque = currentOpaque;
		renderer.contextNode = currentContextNode;
		renderer.lighting = currentLighting;

		camera.layers.mask = currentMask;

	}

	/**
	 * Sets the size of the pass's render target. Honors the pixel ratio.
	 *
	 * @param {number} width - The width to set.
	 * @param {number} height - The height to set.
	 */
	setSize( width, height ) {

		this._width = width;
		this._height = height;

		const effectiveWidth = Math.floor( this._width * this._resolutionScale );
		const effectiveHeight = Math.floor( this._height * this._resolutionScale );

		this.renderTarget.setSize( effectiveWidth, effectiveHeight );

		// scissor

		if ( this._scissor !== null ) {

			this.renderTarget.scissor.copy( this._scissor ).multiplyScalar( this._resolutionScale ).floor();
			this.renderTarget.scissorTest = true;

		} else {

			this.renderTarget.scissorTest = false;

		}

		// viewport

		if ( this._viewport !== null ) {

			this.renderTarget.viewport.copy( this._viewport ).multiplyScalar( this._resolutionScale ).floor();

		}

	}

	/**
	 * This method allows to define the pass's scissor rectangle. By default, the scissor rectangle is kept
	 * in sync with the pass's dimensions. To reverse the process and use auto-sizing again, call the method
	 * with `null` as the single argument.
	 *
	 * @param {?(number | Vector4)} x - The horizontal coordinate for the lower left corner of the box in logical pixel unit.
	 * Instead of passing four arguments, the method also works with a single four-dimensional vector.
	 * @param {number} y - The vertical coordinate for the lower left corner of the box in logical pixel unit.
	 * @param {number} width - The width of the scissor box in logical pixel unit.
	 * @param {number} height - The height of the scissor box in logical pixel unit.
	 */
	setScissor( x, y, width, height ) {

		if ( x === null ) {

			this._scissor = null;

		} else {

			if ( this._scissor === null ) this._scissor = new Vector4();

			if ( x.isVector4 ) {

				this._scissor.copy( x );

			} else {

				this._scissor.set( x, y, width, height );

			}

		}

	}

	/**
	 * This method allows to define the pass's viewport. By default, the viewport is kept in sync
	 * with the pass's dimensions. To reverse the process and use auto-sizing again, call the method
	 * with `null` as the single argument.
	 *
	 * @param {number | Vector4} x - The horizontal coordinate for the lower left corner of the viewport origin in logical pixel unit.
	 * @param {number} y - The vertical coordinate for the lower left corner of the viewport origin  in logical pixel unit.
	 * @param {number} width - The width of the viewport in logical pixel unit.
	 * @param {number} height - The height of the viewport in logical pixel unit.
	 */
	setViewport( x, y, width, height ) {

		if ( x === null ) {

			this._viewport = null;

		} else {

			if ( this._viewport === null ) this._viewport = new Vector4();

			if ( x.isVector4 ) {

				this._viewport.copy( x );

			} else {

				this._viewport.set( x, y, width, height );

			}

		}

	}

	/**
	 * Frees internal resources. Should be called when the node is no longer in use.
	 */
	dispose() {

		super.dispose();

		this.renderTarget.dispose();

	}


	/**
	 * @static
	 * @type {'color'}
	 * @default 'color'
	 */
	static get COLOR() {

		return 'color';

	}

	/**
	 * @static
	 * @type {'depth'}
	 * @default 'depth'
	 */
	static get DEPTH() {

		return 'depth';

	}

}

export default PassNode;

/**
 * TSL function for creating a pass node.
 *
 * @tsl
 * @function
 * @param {Scene} scene - A reference to the scene.
 * @param {Camera} camera - A reference to the camera.
 * @param {Object} options - Options for the internal render target.
 * @returns {PassNode}
 */
export const pass = ( scene, camera, options ) => new PassNode( PassNode.COLOR, scene, camera, options );

/**
 * TSL function for creating a pass texture node.
 *
 * @tsl
 * @function
 * @param {PassNode} pass - The pass node.
 * @param {Texture} texture - The output texture.
 * @returns {PassTextureNode}
 */
export const passTexture = ( pass, texture ) => new PassTextureNode( pass, texture );

/**
 * TSL function for creating a depth pass node.
 *
 * @tsl
 * @function
 * @param {Scene} scene - A reference to the scene.
 * @param {Camera} camera - A reference to the camera.
 * @param {Object} options - Options for the internal render target.
 * @returns {PassNode}
 */
export const depthPass = ( scene, camera, options ) => new PassNode( PassNode.DEPTH, scene, camera, options );