import { Vector2, MeshNormalMaterial, ShaderMaterial, Vector4, WebGLRenderTarget, DepthTexture, NearestFilter, RGBAFormat } from "three";
import { Pass, FullScreenQuad } from "./Pass.js";
class RenderPixelatedPass extends Pass {
  constructor(resolution, pixelSize, scene, camera, options = {}) {
    var _a, _b;
    super();
    this.pixelSize = pixelSize;
    this.resolution = new Vector2();
    this.renderResolution = new Vector2();
    this.setSize(resolution.x, resolution.y);
    this.fsQuad = new FullScreenQuad(this.material());
    this.scene = scene;
    this.camera = camera;
    this.normalEdgeStrength = (_a = options.normalEdgeStrength) != null ? _a : 0.3;
    this.depthEdgeStrength = (_b = options.depthEdgeStrength) != null ? _b : 0.4;
    this.rgbRenderTarget = pixelRenderTarget(this.renderResolution, RGBAFormat, true);
    this.normalRenderTarget = pixelRenderTarget(this.renderResolution, RGBAFormat, false);
    this.normalMaterial = new MeshNormalMaterial();
  }
  dispose() {
    this.rgbRenderTarget.dispose();
    this.normalRenderTarget.dispose();
    this.fsQuad.dispose();
  }
  setSize(width, height) {
    var _a, _b, _c;
    this.resolution.set(width, height);
    this.renderResolution.set(width / this.pixelSize | 0, height / this.pixelSize | 0);
    const { x, y } = this.renderResolution;
    (_a = this.rgbRenderTarget) == null ? void 0 : _a.setSize(x, y);
    (_b = this.normalRenderTarget) == null ? void 0 : _b.setSize(x, y);
    (_c = this.fsQuad) == null ? void 0 : _c.material.uniforms.resolution.value.set(x, y, 1 / x, 1 / y);
  }
  setPixelSize(pixelSize) {
    this.pixelSize = pixelSize;
    this.setSize(this.resolution.x, this.resolution.y);
  }
  render(renderer, writeBuffer) {
    const uniforms = this.fsQuad.material.uniforms;
    uniforms.normalEdgeStrength.value = this.normalEdgeStrength;
    uniforms.depthEdgeStrength.value = this.depthEdgeStrength;
    renderer.setRenderTarget(this.rgbRenderTarget);
    renderer.render(this.scene, this.camera);
    const overrideMaterial_old = this.scene.overrideMaterial;
    renderer.setRenderTarget(this.normalRenderTarget);
    this.scene.overrideMaterial = this.normalMaterial;
    renderer.render(this.scene, this.camera);
    this.scene.overrideMaterial = overrideMaterial_old;
    uniforms.tDiffuse.value = this.rgbRenderTarget.texture;
    uniforms.tDepth.value = this.rgbRenderTarget.depthTexture;
    uniforms.tNormal.value = this.normalRenderTarget.texture;
    if (this.renderToScreen) {
      renderer.setRenderTarget(null);
    } else {
      renderer.setRenderTarget(writeBuffer);
      if (this.clear)
        renderer.clear();
    }
    this.fsQuad.render(renderer);
  }
  material() {
    return new ShaderMaterial({
      uniforms: {
        tDiffuse: { value: null },
        tDepth: { value: null },
        tNormal: { value: null },
        resolution: {
          value: new Vector4(
            this.renderResolution.x,
            this.renderResolution.y,
            1 / this.renderResolution.x,
            1 / this.renderResolution.y
          )
        },
        normalEdgeStrength: { value: 0 },
        depthEdgeStrength: { value: 0 }
      },
      vertexShader: `
				varying vec2 vUv;

				void main() {

					vUv = uv;
					gl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );

				}
				`,
      fragmentShader: `
				uniform sampler2D tDiffuse;
				uniform sampler2D tDepth;
				uniform sampler2D tNormal;
				uniform vec4 resolution;
				uniform float normalEdgeStrength;
				uniform float depthEdgeStrength;
				varying vec2 vUv;

				float getDepth(int x, int y) {

					return texture2D( tDepth, vUv + vec2(x, y) * resolution.zw ).r;

				}

				vec3 getNormal(int x, int y) {

					return texture2D( tNormal, vUv + vec2(x, y) * resolution.zw ).rgb * 2.0 - 1.0;

				}

				float depthEdgeIndicator(float depth, vec3 normal) {

					float diff = 0.0;
					diff += clamp(getDepth(1, 0) - depth, 0.0, 1.0);
					diff += clamp(getDepth(-1, 0) - depth, 0.0, 1.0);
					diff += clamp(getDepth(0, 1) - depth, 0.0, 1.0);
					diff += clamp(getDepth(0, -1) - depth, 0.0, 1.0);
					return floor(smoothstep(0.01, 0.02, diff) * 2.) / 2.;

				}

				float neighborNormalEdgeIndicator(int x, int y, float depth, vec3 normal) {

					float depthDiff = getDepth(x, y) - depth;
					vec3 neighborNormal = getNormal(x, y);
					
					// Edge pixels should yield to faces who's normals are closer to the bias normal.
					vec3 normalEdgeBias = vec3(1., 1., 1.); // This should probably be a parameter.
					float normalDiff = dot(normal - neighborNormal, normalEdgeBias);
					float normalIndicator = clamp(smoothstep(-.01, .01, normalDiff), 0.0, 1.0);
					
					// Only the shallower pixel should detect the normal edge.
					float depthIndicator = clamp(sign(depthDiff * .25 + .0025), 0.0, 1.0);

					return (1.0 - dot(normal, neighborNormal)) * depthIndicator * normalIndicator;

				}

				float normalEdgeIndicator(float depth, vec3 normal) {
					
					float indicator = 0.0;

					indicator += neighborNormalEdgeIndicator(0, -1, depth, normal);
					indicator += neighborNormalEdgeIndicator(0, 1, depth, normal);
					indicator += neighborNormalEdgeIndicator(-1, 0, depth, normal);
					indicator += neighborNormalEdgeIndicator(1, 0, depth, normal);

					return step(0.1, indicator);

				}

				void main() {

					vec4 texel = texture2D( tDiffuse, vUv );

					float depth = 0.0;
					vec3 normal = vec3(0.0);

					if (depthEdgeStrength > 0.0 || normalEdgeStrength > 0.0) {

						depth = getDepth(0, 0);
						normal = getNormal(0, 0);

					}

					float dei = 0.0;
					if (depthEdgeStrength > 0.0) 
						dei = depthEdgeIndicator(depth, normal);

					float nei = 0.0; 
					if (normalEdgeStrength > 0.0) 
						nei = normalEdgeIndicator(depth, normal);

					float Strength = dei > 0.0 ? (1.0 - depthEdgeStrength * dei) : (1.0 + normalEdgeStrength * nei);

					gl_FragColor = texel * Strength;

				}
				`
    });
  }
}
function pixelRenderTarget(resolution, pixelFormat, useDepthTexture) {
  const renderTarget = new WebGLRenderTarget(
    resolution.x,
    resolution.y,
    !useDepthTexture ? void 0 : {
      depthTexture: new DepthTexture(resolution.x, resolution.y),
      depthBuffer: true
    }
  );
  renderTarget.texture.format = pixelFormat;
  renderTarget.texture.minFilter = NearestFilter;
  renderTarget.texture.magFilter = NearestFilter;
  renderTarget.texture.generateMipmaps = false;
  renderTarget.stencilBuffer = false;
  return renderTarget;
}
export {
  RenderPixelatedPass
};
//# sourceMappingURL=RenderPixelatedPass.js.map
