添加关照、全局等高线、修改图层问题
This commit is contained in:
190
static/sdk/three/jsm/nodes/display/GaussianBlurNode.js
Normal file
190
static/sdk/three/jsm/nodes/display/GaussianBlurNode.js
Normal file
@ -0,0 +1,190 @@
|
||||
import TempNode from '../core/TempNode.js';
|
||||
import { nodeObject, addNodeElement, tslFn, float, vec2, vec4 } from '../shadernode/ShaderNode.js';
|
||||
import { NodeUpdateType } from '../core/constants.js';
|
||||
import { mul } from '../math/OperatorNode.js';
|
||||
import { uv } from '../accessors/UVNode.js';
|
||||
import { texturePass } from './PassNode.js';
|
||||
import { uniform } from '../core/UniformNode.js';
|
||||
import { Vector2, RenderTarget } from 'three';
|
||||
import QuadMesh from '../../objects/QuadMesh.js';
|
||||
|
||||
// WebGPU: The use of a single QuadMesh for both gaussian blur passes results in a single RenderObject with a SampledTexture binding that
|
||||
// alternates between source textures and triggers creation of new BindGroups and BindGroupLayouts every frame.
|
||||
|
||||
const quadMesh1 = new QuadMesh();
|
||||
const quadMesh2 = new QuadMesh();
|
||||
|
||||
class GaussianBlurNode extends TempNode {
|
||||
|
||||
constructor( textureNode, sigma = 2 ) {
|
||||
|
||||
super( 'vec4' );
|
||||
|
||||
this.textureNode = textureNode;
|
||||
this.sigma = sigma;
|
||||
|
||||
this.directionNode = vec2( 1 );
|
||||
|
||||
this._invSize = uniform( new Vector2() );
|
||||
this._passDirection = uniform( new Vector2() );
|
||||
|
||||
this._horizontalRT = new RenderTarget();
|
||||
this._horizontalRT.texture.name = 'GaussianBlurNode.horizontal';
|
||||
this._verticalRT = new RenderTarget();
|
||||
this._verticalRT.texture.name = 'GaussianBlurNode.vertical';
|
||||
|
||||
this._textureNode = texturePass( this, this._verticalRT.texture );
|
||||
|
||||
this.updateBeforeType = NodeUpdateType.RENDER;
|
||||
|
||||
this.resolution = new Vector2( 1, 1 );
|
||||
|
||||
}
|
||||
|
||||
setSize( width, height ) {
|
||||
|
||||
width = Math.max( Math.round( width * this.resolution.x ), 1 );
|
||||
height = Math.max( Math.round( height * this.resolution.y ), 1 );
|
||||
|
||||
this._invSize.value.set( 1 / width, 1 / height );
|
||||
this._horizontalRT.setSize( width, height );
|
||||
this._verticalRT.setSize( width, height );
|
||||
|
||||
}
|
||||
|
||||
updateBefore( frame ) {
|
||||
|
||||
const { renderer } = frame;
|
||||
|
||||
const textureNode = this.textureNode;
|
||||
const map = textureNode.value;
|
||||
|
||||
const currentRenderTarget = renderer.getRenderTarget();
|
||||
const currentTexture = textureNode.value;
|
||||
|
||||
quadMesh1.material = this._material;
|
||||
quadMesh2.material = this._material;
|
||||
|
||||
this.setSize( map.image.width, map.image.height );
|
||||
|
||||
const textureType = map.type;
|
||||
|
||||
this._horizontalRT.texture.type = textureType;
|
||||
this._verticalRT.texture.type = textureType;
|
||||
|
||||
// horizontal
|
||||
|
||||
renderer.setRenderTarget( this._horizontalRT );
|
||||
|
||||
this._passDirection.value.set( 1, 0 );
|
||||
|
||||
quadMesh1.render( renderer );
|
||||
|
||||
// vertical
|
||||
|
||||
textureNode.value = this._horizontalRT.texture;
|
||||
renderer.setRenderTarget( this._verticalRT );
|
||||
|
||||
this._passDirection.value.set( 0, 1 );
|
||||
|
||||
quadMesh2.render( renderer );
|
||||
|
||||
// restore
|
||||
|
||||
renderer.setRenderTarget( currentRenderTarget );
|
||||
textureNode.value = currentTexture;
|
||||
|
||||
}
|
||||
|
||||
getTextureNode() {
|
||||
|
||||
return this._textureNode;
|
||||
|
||||
}
|
||||
|
||||
setup( builder ) {
|
||||
|
||||
const textureNode = this.textureNode;
|
||||
|
||||
if ( textureNode.isTextureNode !== true ) {
|
||||
|
||||
console.error( 'GaussianBlurNode requires a TextureNode.' );
|
||||
|
||||
return vec4();
|
||||
|
||||
}
|
||||
|
||||
//
|
||||
|
||||
const uvNode = textureNode.uvNode || uv();
|
||||
|
||||
const sampleTexture = ( uv ) => textureNode.cache().context( { getUV: () => uv, forceUVContext: true } );
|
||||
|
||||
const blur = tslFn( () => {
|
||||
|
||||
const kernelSize = 3 + ( 2 * this.sigma );
|
||||
const gaussianCoefficients = this._getCoefficients( kernelSize );
|
||||
|
||||
const invSize = this._invSize;
|
||||
const direction = vec2( this.directionNode ).mul( this._passDirection );
|
||||
|
||||
const weightSum = float( gaussianCoefficients[ 0 ] ).toVar();
|
||||
const diffuseSum = vec4( sampleTexture( uvNode ).mul( weightSum ) ).toVar();
|
||||
|
||||
for ( let i = 1; i < kernelSize; i ++ ) {
|
||||
|
||||
const x = float( i );
|
||||
const w = float( gaussianCoefficients[ i ] );
|
||||
|
||||
const uvOffset = vec2( direction.mul( invSize.mul( x ) ) ).toVar();
|
||||
|
||||
const sample1 = vec4( sampleTexture( uvNode.add( uvOffset ) ) );
|
||||
const sample2 = vec4( sampleTexture( uvNode.sub( uvOffset ) ) );
|
||||
|
||||
diffuseSum.addAssign( sample1.add( sample2 ).mul( w ) );
|
||||
weightSum.addAssign( mul( 2.0, w ) );
|
||||
|
||||
}
|
||||
|
||||
return diffuseSum.div( weightSum );
|
||||
|
||||
} );
|
||||
|
||||
//
|
||||
|
||||
const material = this._material || ( this._material = builder.createNodeMaterial() );
|
||||
material.fragmentNode = blur();
|
||||
|
||||
//
|
||||
|
||||
const properties = builder.getNodeProperties( this );
|
||||
properties.textureNode = textureNode;
|
||||
|
||||
//
|
||||
|
||||
return this._textureNode;
|
||||
|
||||
}
|
||||
|
||||
_getCoefficients( kernelRadius ) {
|
||||
|
||||
const coefficients = [];
|
||||
|
||||
for ( let i = 0; i < kernelRadius; i ++ ) {
|
||||
|
||||
coefficients.push( 0.39894 * Math.exp( - 0.5 * i * i / ( kernelRadius * kernelRadius ) ) / kernelRadius );
|
||||
|
||||
}
|
||||
|
||||
return coefficients;
|
||||
|
||||
}
|
||||
|
||||
}
|
||||
|
||||
export const gaussianBlur = ( node, sigma ) => nodeObject( new GaussianBlurNode( nodeObject( node ), sigma ) );
|
||||
|
||||
addNodeElement( 'gaussianBlur', gaussianBlur );
|
||||
|
||||
export default GaussianBlurNode;
|
||||
|
Reference in New Issue
Block a user