191 lines
		
	
	
		
			4.7 KiB
		
	
	
	
		
			JavaScript
		
	
	
	
	
	
			
		
		
	
	
			191 lines
		
	
	
		
			4.7 KiB
		
	
	
	
		
			JavaScript
		
	
	
	
	
	
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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