191 lines
		
	
	
		
			4.7 KiB
		
	
	
	
		
			JavaScript
		
	
	
	
	
	
		
		
			
		
	
	
			191 lines
		
	
	
		
			4.7 KiB
		
	
	
	
		
			JavaScript
		
	
	
	
	
	
|  | 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.
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|  | 
 | ||
|  | 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
 | ||
|  | 
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|  | 		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
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|  | 
 | ||
|  | 		renderer.setRenderTarget( currentRenderTarget ); | ||
|  | 		textureNode.value = currentTexture; | ||
|  | 
 | ||
|  | 	} | ||
|  | 
 | ||
|  | 	getTextureNode() { | ||
|  | 
 | ||
|  | 		return this._textureNode; | ||
|  | 
 | ||
|  | 	} | ||
|  | 
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|  | 	setup( builder ) { | ||
|  | 
 | ||
|  | 		const textureNode = this.textureNode; | ||
|  | 
 | ||
|  | 		if ( textureNode.isTextureNode !== true ) { | ||
|  | 
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|  | 			console.error( 'GaussianBlurNode requires a TextureNode.' ); | ||
|  | 
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|  | 			return vec4(); | ||
|  | 
 | ||
|  | 		} | ||
|  | 
 | ||
|  | 		//
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|  | 
 | ||
|  | 		const uvNode = textureNode.uvNode || uv(); | ||
|  | 
 | ||
|  | 		const sampleTexture = ( uv ) => textureNode.cache().context( { getUV: () => uv, forceUVContext: true } ); | ||
|  | 
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|  | 		const blur = tslFn( () => { | ||
|  | 
 | ||
|  | 			const kernelSize = 3 + ( 2 * this.sigma ); | ||
|  | 			const gaussianCoefficients = this._getCoefficients( kernelSize ); | ||
|  | 
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|  | 			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 ++ ) { | ||
|  | 
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|  | 				const x = float( i ); | ||
|  | 				const w = float( gaussianCoefficients[ i ] ); | ||
|  | 
 | ||
|  | 				const uvOffset = vec2( direction.mul( invSize.mul( x ) ) ).toVar(); | ||
|  | 
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|  | 				const sample1 = vec4( sampleTexture( uvNode.add( uvOffset ) ) ); | ||
|  | 				const sample2 = vec4( sampleTexture( uvNode.sub( uvOffset ) ) ); | ||
|  | 
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|  | 				diffuseSum.addAssign( sample1.add( sample2 ).mul( w ) ); | ||
|  | 				weightSum.addAssign( mul( 2.0, w ) ); | ||
|  | 
 | ||
|  | 			} | ||
|  | 
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|  | 			return diffuseSum.div( weightSum ); | ||
|  | 
 | ||
|  | 		} ); | ||
|  | 
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|  | 		//
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|  | 
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|  | 		const material = this._material || ( this._material = builder.createNodeMaterial() ); | ||
|  | 		material.fragmentNode = blur(); | ||
|  | 
 | ||
|  | 		//
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|  | 
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|  | 		const properties = builder.getNodeProperties( this ); | ||
|  | 		properties.textureNode = textureNode; | ||
|  | 
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|  | 		//
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|  | 
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|  | 		return this._textureNode; | ||
|  | 
 | ||
|  | 	} | ||
|  | 
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|  | 	_getCoefficients( kernelRadius ) { | ||
|  | 
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|  | 		const coefficients = []; | ||
|  | 
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|  | 		for ( let i = 0; i < kernelRadius; i ++ ) { | ||
|  | 
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|  | 			coefficients.push( 0.39894 * Math.exp( - 0.5 * i * i / ( kernelRadius * kernelRadius ) ) / kernelRadius ); | ||
|  | 
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|  | 		} | ||
|  | 
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|  | 		return coefficients; | ||
|  | 
 | ||
|  | 	} | ||
|  | 
 | ||
|  | } | ||
|  | 
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|  | export const gaussianBlur = ( node, sigma ) => nodeObject( new GaussianBlurNode( nodeObject( node ), sigma ) ); | ||
|  | 
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|  | addNodeElement( 'gaussianBlur', gaussianBlur ); | ||
|  | 
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|  | export default GaussianBlurNode; | ||
|  | 
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