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- 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;
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