191 lines
		
	
	
		
			4.7 KiB
		
	
	
	
		
			JavaScript
		
	
	
	
	
	
		
		
			
		
	
	
			191 lines
		
	
	
		
			4.7 KiB
		
	
	
	
		
			JavaScript
		
	
	
	
	
	
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								import TempNode from '../core/TempNode.js';
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								import { nodeObject, addNodeElement, tslFn, float, vec2, vec4 } from '../shadernode/ShaderNode.js';
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								import { NodeUpdateType } from '../core/constants.js';
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								import { mul } from '../math/OperatorNode.js';
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								import { uv } from '../accessors/UVNode.js';
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								import { texturePass } from './PassNode.js';
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								import { uniform } from '../core/UniformNode.js';
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								import { Vector2, RenderTarget } from 'three';
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								import QuadMesh from '../../objects/QuadMesh.js';
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								// WebGPU: The use of a single QuadMesh for both gaussian blur passes results in a single RenderObject with a SampledTexture binding that
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								// alternates between source textures and triggers creation of new BindGroups and BindGroupLayouts every frame.
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								const quadMesh1 = new QuadMesh();
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								const quadMesh2 = new QuadMesh();
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								class GaussianBlurNode extends TempNode {
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									constructor( textureNode, sigma = 2 ) {
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										super( 'vec4' );
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										this.textureNode = textureNode;
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										this.sigma = sigma;
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										this.directionNode = vec2( 1 );
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										this._invSize = uniform( new Vector2() );
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										this._passDirection = uniform( new Vector2() );
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										this._horizontalRT = new RenderTarget();
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										this._horizontalRT.texture.name = 'GaussianBlurNode.horizontal';
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										this._verticalRT = new RenderTarget();
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										this._verticalRT.texture.name = 'GaussianBlurNode.vertical';
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										this._textureNode = texturePass( this, this._verticalRT.texture );
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										this.updateBeforeType = NodeUpdateType.RENDER;
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										this.resolution = new Vector2( 1, 1 );
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									}
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									setSize( width, height ) {
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										width = Math.max( Math.round( width * this.resolution.x ), 1 );
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										height = Math.max( Math.round( height * this.resolution.y ), 1 );
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										this._invSize.value.set( 1 / width, 1 / height );
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										this._horizontalRT.setSize( width, height );
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										this._verticalRT.setSize( width, height );
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									}
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									updateBefore( frame ) {
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										const { renderer } = frame;
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										const textureNode = this.textureNode;
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										const map = textureNode.value;
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										const currentRenderTarget = renderer.getRenderTarget();
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										const currentTexture = textureNode.value;
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										quadMesh1.material = this._material;
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										quadMesh2.material = this._material;
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										this.setSize( map.image.width, map.image.height );
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										const textureType = map.type;
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										this._horizontalRT.texture.type = textureType;
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										this._verticalRT.texture.type = textureType;
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										// horizontal
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										renderer.setRenderTarget( this._horizontalRT );
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										this._passDirection.value.set( 1, 0 );
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										quadMesh1.render( renderer );
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										// vertical
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										textureNode.value = this._horizontalRT.texture;
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										renderer.setRenderTarget( this._verticalRT );
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										this._passDirection.value.set( 0, 1 );
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										quadMesh2.render( renderer );
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										// restore
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										renderer.setRenderTarget( currentRenderTarget );
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										textureNode.value = currentTexture;
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									}
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									getTextureNode() {
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										return this._textureNode;
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									}
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									setup( builder ) {
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										const textureNode = this.textureNode;
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										if ( textureNode.isTextureNode !== true ) {
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											console.error( 'GaussianBlurNode requires a TextureNode.' );
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											return vec4();
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										}
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										//
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										const uvNode = textureNode.uvNode || uv();
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										const sampleTexture = ( uv ) => textureNode.cache().context( { getUV: () => uv, forceUVContext: true } );
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										const blur = tslFn( () => {
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											const kernelSize = 3 + ( 2 * this.sigma );
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											const gaussianCoefficients = this._getCoefficients( kernelSize );
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											const invSize = this._invSize;
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											const direction = vec2( this.directionNode ).mul( this._passDirection );
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											const weightSum = float( gaussianCoefficients[ 0 ] ).toVar();
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											const diffuseSum = vec4( sampleTexture( uvNode ).mul( weightSum ) ).toVar();
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											for ( let i = 1; i < kernelSize; i ++ ) {
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												const x = float( i );
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												const w = float( gaussianCoefficients[ i ] );
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												const uvOffset = vec2( direction.mul( invSize.mul( x ) ) ).toVar();
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												const sample1 = vec4( sampleTexture( uvNode.add( uvOffset ) ) );
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												const sample2 = vec4( sampleTexture( uvNode.sub( uvOffset ) ) );
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												diffuseSum.addAssign( sample1.add( sample2 ).mul( w ) );
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												weightSum.addAssign( mul( 2.0, w ) );
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											}
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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() );
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										material.fragmentNode = blur();
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										//
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										const properties = builder.getNodeProperties( this );
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										properties.textureNode = textureNode;
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										//
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										return this._textureNode;
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									}
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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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									}
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								}
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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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