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import { TempNode, NodeUpdateType } from 'three/webgpu'; | |
import { convertToTexture, nodeObject, Fn, uv, uniform, vec2, vec4, clamp } from 'three/tsl'; | |
/** @module DepthOfFieldNode **/ | |
/** | |
* Post processing node for creating depth of field (DOF) effect. | |
* | |
* @augments TempNode | |
*/ | |
class DepthOfFieldNode extends TempNode { | |
static get type() { | |
return 'DepthOfFieldNode'; | |
} | |
/** | |
* Constructs a new DOF node. | |
* | |
* @param {TextureNode} textureNode - The texture node that represents the input of the effect. | |
* @param {Node<float>} viewZNode - Represents the viewZ depth values of the scene. | |
* @param {Node<float>} focusNode - Defines the effect's focus which is the distance along the camera's look direction in world units. | |
* @param {Node<float>} apertureNode - Defines the effect's aperture. | |
* @param {Node<float>} maxblurNode - Defines the effect's maximum blur. | |
*/ | |
constructor( textureNode, viewZNode, focusNode, apertureNode, maxblurNode ) { | |
super( 'vec4' ); | |
/** | |
* The texture node that represents the input of the effect. | |
* | |
* @type {TextureNode} | |
*/ | |
this.textureNode = textureNode; | |
/** | |
* Represents the viewZ depth values of the scene. | |
* | |
* @type {Node<float>} | |
*/ | |
this.viewZNode = viewZNode; | |
/** | |
* Defines the effect's focus which is the distance along the camera's look direction in world units. | |
* | |
* @type {Node<float>} | |
*/ | |
this.focusNode = focusNode; | |
/** | |
* Defines the effect's aperture. | |
* | |
* @type {Node<float>} | |
*/ | |
this.apertureNode = apertureNode; | |
/** | |
* Defines the effect's maximum blur. | |
* | |
* @type {Node<float>} | |
*/ | |
this.maxblurNode = maxblurNode; | |
/** | |
* Represents the input's aspect ratio. | |
* | |
* @private | |
* @type {UniformNode<float>} | |
*/ | |
this._aspect = uniform( 0 ); | |
/** | |
* The `updateBeforeType` is set to `NodeUpdateType.FRAME` since the node updates | |
* its internal uniforms once per frame in `updateBefore()`. | |
* | |
* @type {String} | |
* @default 'frame' | |
*/ | |
this.updateBeforeType = NodeUpdateType.FRAME; | |
} | |
/** | |
* This method is used to update the effect's uniforms once per frame. | |
* | |
* @param {NodeFrame} frame - The current node frame. | |
*/ | |
updateBefore() { | |
const map = this.textureNode.value; | |
this._aspect.value = map.image.width / map.image.height; | |
} | |
/** | |
* This method is used to setup the effect's TSL code. | |
* | |
* @param {NodeBuilder} builder - The current node builder. | |
* @return {ShaderCallNodeInternal} | |
*/ | |
setup() { | |
const textureNode = this.textureNode; | |
const uvNode = textureNode.uvNode || uv(); | |
const sampleTexture = ( uv ) => textureNode.sample( uv ); | |
const dof = Fn( () => { | |
const aspectcorrect = vec2( 1.0, this._aspect ); | |
const factor = this.focusNode.add( this.viewZNode ); | |
const dofblur = vec2( clamp( factor.mul( this.apertureNode ), this.maxblurNode.negate(), this.maxblurNode ) ); | |
const dofblur9 = dofblur.mul( 0.9 ); | |
const dofblur7 = dofblur.mul( 0.7 ); | |
const dofblur4 = dofblur.mul( 0.4 ); | |
let col = vec4( 0.0 ); | |
col = col.add( sampleTexture( uvNode ) ); | |
col = col.add( sampleTexture( uvNode.add( vec2( 0.0, 0.4 ).mul( aspectcorrect ).mul( dofblur ) ) ) ); | |
col = col.add( sampleTexture( uvNode.add( vec2( 0.15, 0.37 ).mul( aspectcorrect ).mul( dofblur ) ) ) ); | |
col = col.add( sampleTexture( uvNode.add( vec2( 0.29, 0.29 ).mul( aspectcorrect ).mul( dofblur ) ) ) ); | |
col = col.add( sampleTexture( uvNode.add( vec2( - 0.37, 0.15 ).mul( aspectcorrect ).mul( dofblur ) ) ) ); | |
col = col.add( sampleTexture( uvNode.add( vec2( 0.40, 0.0 ).mul( aspectcorrect ).mul( dofblur ) ) ) ); | |
col = col.add( sampleTexture( uvNode.add( vec2( 0.37, - 0.15 ).mul( aspectcorrect ).mul( dofblur ) ) ) ); | |
col = col.add( sampleTexture( uvNode.add( vec2( 0.29, - 0.29 ).mul( aspectcorrect ).mul( dofblur ) ) ) ); | |
col = col.add( sampleTexture( uvNode.add( vec2( - 0.15, - 0.37 ).mul( aspectcorrect ).mul( dofblur ) ) ) ); | |
col = col.add( sampleTexture( uvNode.add( vec2( 0.0, - 0.4 ).mul( aspectcorrect ).mul( dofblur ) ) ) ); | |
col = col.add( sampleTexture( uvNode.add( vec2( - 0.15, 0.37 ).mul( aspectcorrect ).mul( dofblur ) ) ) ); | |
col = col.add( sampleTexture( uvNode.add( vec2( - 0.29, 0.29 ).mul( aspectcorrect ).mul( dofblur ) ) ) ); | |
col = col.add( sampleTexture( uvNode.add( vec2( 0.37, 0.15 ).mul( aspectcorrect ).mul( dofblur ) ) ) ); | |
col = col.add( sampleTexture( uvNode.add( vec2( - 0.4, 0.0 ).mul( aspectcorrect ).mul( dofblur ) ) ) ); | |
col = col.add( sampleTexture( uvNode.add( vec2( - 0.37, - 0.15 ).mul( aspectcorrect ).mul( dofblur ) ) ) ); | |
col = col.add( sampleTexture( uvNode.add( vec2( - 0.29, - 0.29 ).mul( aspectcorrect ).mul( dofblur ) ) ) ); | |
col = col.add( sampleTexture( uvNode.add( vec2( 0.15, - 0.37 ).mul( aspectcorrect ).mul( dofblur ) ) ) ); | |
col = col.add( sampleTexture( uvNode.add( vec2( 0.15, 0.37 ).mul( aspectcorrect ).mul( dofblur9 ) ) ) ); | |
col = col.add( sampleTexture( uvNode.add( vec2( - 0.37, 0.15 ).mul( aspectcorrect ).mul( dofblur9 ) ) ) ); | |
col = col.add( sampleTexture( uvNode.add( vec2( 0.37, - 0.15 ).mul( aspectcorrect ).mul( dofblur9 ) ) ) ); | |
col = col.add( sampleTexture( uvNode.add( vec2( - 0.15, - 0.37 ).mul( aspectcorrect ).mul( dofblur9 ) ) ) ); | |
col = col.add( sampleTexture( uvNode.add( vec2( - 0.15, 0.37 ).mul( aspectcorrect ).mul( dofblur9 ) ) ) ); | |
col = col.add( sampleTexture( uvNode.add( vec2( 0.37, 0.15 ).mul( aspectcorrect ).mul( dofblur9 ) ) ) ); | |
col = col.add( sampleTexture( uvNode.add( vec2( - 0.37, - 0.15 ).mul( aspectcorrect ).mul( dofblur9 ) ) ) ); | |
col = col.add( sampleTexture( uvNode.add( vec2( 0.15, - 0.37 ).mul( aspectcorrect ).mul( dofblur9 ) ) ) ); | |
col = col.add( sampleTexture( uvNode.add( vec2( 0.29, 0.29 ).mul( aspectcorrect ).mul( dofblur7 ) ) ) ); | |
col = col.add( sampleTexture( uvNode.add( vec2( 0.40, 0.0 ).mul( aspectcorrect ).mul( dofblur7 ) ) ) ); | |
col = col.add( sampleTexture( uvNode.add( vec2( 0.29, - 0.29 ).mul( aspectcorrect ).mul( dofblur7 ) ) ) ); | |
col = col.add( sampleTexture( uvNode.add( vec2( 0.0, - 0.4 ).mul( aspectcorrect ).mul( dofblur7 ) ) ) ); | |
col = col.add( sampleTexture( uvNode.add( vec2( - 0.29, 0.29 ).mul( aspectcorrect ).mul( dofblur7 ) ) ) ); | |
col = col.add( sampleTexture( uvNode.add( vec2( - 0.4, 0.0 ).mul( aspectcorrect ).mul( dofblur7 ) ) ) ); | |
col = col.add( sampleTexture( uvNode.add( vec2( - 0.29, - 0.29 ).mul( aspectcorrect ).mul( dofblur7 ) ) ) ); | |
col = col.add( sampleTexture( uvNode.add( vec2( 0.0, 0.4 ).mul( aspectcorrect ).mul( dofblur7 ) ) ) ); | |
col = col.add( sampleTexture( uvNode.add( vec2( 0.29, 0.29 ).mul( aspectcorrect ).mul( dofblur4 ) ) ) ); | |
col = col.add( sampleTexture( uvNode.add( vec2( 0.4, 0.0 ).mul( aspectcorrect ).mul( dofblur4 ) ) ) ); | |
col = col.add( sampleTexture( uvNode.add( vec2( 0.29, - 0.29 ).mul( aspectcorrect ).mul( dofblur4 ) ) ) ); | |
col = col.add( sampleTexture( uvNode.add( vec2( 0.0, - 0.4 ).mul( aspectcorrect ).mul( dofblur4 ) ) ) ); | |
col = col.add( sampleTexture( uvNode.add( vec2( - 0.29, 0.29 ).mul( aspectcorrect ).mul( dofblur4 ) ) ) ); | |
col = col.add( sampleTexture( uvNode.add( vec2( - 0.4, 0.0 ).mul( aspectcorrect ).mul( dofblur4 ) ) ) ); | |
col = col.add( sampleTexture( uvNode.add( vec2( - 0.29, - 0.29 ).mul( aspectcorrect ).mul( dofblur4 ) ) ) ); | |
col = col.add( sampleTexture( uvNode.add( vec2( 0.0, 0.4 ).mul( aspectcorrect ).mul( dofblur4 ) ) ) ); | |
col = col.div( 41 ); | |
col.a = 1; | |
return vec4( col ); | |
} ); | |
const outputNode = dof(); | |
return outputNode; | |
} | |
} | |
export default DepthOfFieldNode; | |
/** | |
* TSL function for creating a depth-of-field effect (DOF) for post processing. | |
* | |
* @function | |
* @param {Node<vec4>} node - The node that represents the input of the effect. | |
* @param {Node<float>} viewZNode - Represents the viewZ depth values of the scene. | |
* @param {Node<float> | Number} focus - Defines the effect's focus which is the distance along the camera's look direction in world units. | |
* @param {Node<float> | Number} aperture - Defines the effect's aperture. | |
* @param {Node<float> | Number} maxblur - Defines the effect's maximum blur. | |
* @returns {DepthOfFieldNode} | |
*/ | |
export const dof = ( node, viewZNode, focus = 1, aperture = 0.025, maxblur = 1 ) => nodeObject( new DepthOfFieldNode( convertToTexture( node ), nodeObject( viewZNode ), nodeObject( focus ), nodeObject( aperture ), nodeObject( maxblur ) ) ); | |