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import { RenderTarget, Vector2, NodeMaterial, RendererUtils, QuadMesh, TempNode, NodeUpdateType } from 'three/webgpu'; | |
import { nodeObject, Fn, If, float, uv, uniform, convertToTexture, vec2, vec4, passTexture, mul } from 'three/tsl'; | |
/** @module GaussianBlurNode **/ | |
const _quadMesh = /*@__PURE__*/ new QuadMesh(); | |
let _rendererState; | |
const premult = /*@__PURE__*/ Fn( ( [ color ] ) => { | |
return vec4( color.rgb.mul( color.a ), color.a ); | |
} ).setLayout( { | |
name: 'premult', | |
type: 'vec4', | |
inputs: [ | |
{ name: 'color', type: 'vec4' } | |
] | |
} ); | |
const unpremult = /*@__PURE__*/ Fn( ( [ color ] ) => { | |
If( color.a.equal( 0.0 ), () => vec4( 0.0 ) ); | |
return vec4( color.rgb.div( color.a ), color.a ); | |
} ).setLayout( { | |
name: 'unpremult', | |
type: 'vec4', | |
inputs: [ | |
{ name: 'color', type: 'vec4' } | |
] | |
} ); | |
/** | |
* Post processing node for creating a gaussian blur effect. | |
* | |
* @augments TempNode | |
*/ | |
class GaussianBlurNode extends TempNode { | |
static get type() { | |
return 'GaussianBlurNode'; | |
} | |
/** | |
* Constructs a new gaussian blur node. | |
* | |
* @param {TextureNode} textureNode - The texture node that represents the input of the effect. | |
* @param {Node<vec2|float>} directionNode - Defines the direction and radius of the blur. | |
* @param {Number} sigma - Controls the kernel of the blur filter. Higher values mean a wider blur radius. | |
*/ | |
constructor( textureNode, directionNode = null, sigma = 2 ) { | |
super( 'vec4' ); | |
/** | |
* The texture node that represents the input of the effect. | |
* | |
* @type {TextureNode} | |
*/ | |
this.textureNode = textureNode; | |
/** | |
* Defines the direction and radius of the blur. | |
* | |
* @type {Node<vec2|float>} | |
*/ | |
this.directionNode = directionNode; | |
/** | |
* Controls the kernel of the blur filter. Higher values mean a wider blur radius. | |
* | |
* @type {Number} | |
*/ | |
this.sigma = sigma; | |
/** | |
* A uniform node holding the inverse resolution value. | |
* | |
* @private | |
* @type {UniformNode<vec2>} | |
*/ | |
this._invSize = uniform( new Vector2() ); | |
/** | |
* Gaussian blur is applied in two passes (horizontal, vertical). | |
* This node controls the direction of each pass. | |
* | |
* @private | |
* @type {UniformNode<vec2>} | |
*/ | |
this._passDirection = uniform( new Vector2() ); | |
/** | |
* The render target used for the horizontal pass. | |
* | |
* @private | |
* @type {RenderTarget} | |
*/ | |
this._horizontalRT = new RenderTarget( 1, 1, { depthBuffer: false } ); | |
this._horizontalRT.texture.name = 'GaussianBlurNode.horizontal'; | |
/** | |
* The render target used for the vertical pass. | |
* | |
* @private | |
* @type {RenderTarget} | |
*/ | |
this._verticalRT = new RenderTarget( 1, 1, { depthBuffer: false } ); | |
this._verticalRT.texture.name = 'GaussianBlurNode.vertical'; | |
/** | |
* The result of the effect is represented as a separate texture node. | |
* | |
* @private | |
* @type {PassTextureNode} | |
*/ | |
this._textureNode = passTexture( this, this._verticalRT.texture ); | |
this._textureNode.uvNode = textureNode.uvNode; | |
/** | |
* The `updateBeforeType` is set to `NodeUpdateType.FRAME` since the node renders | |
* its effect once per frame in `updateBefore()`. | |
* | |
* @type {String} | |
* @default 'frame' | |
*/ | |
this.updateBeforeType = NodeUpdateType.FRAME; | |
/** | |
* Controls the resolution of the effect. | |
* | |
* @type {Vector2} | |
* @default (1,1) | |
*/ | |
this.resolution = new Vector2( 1, 1 ); | |
/** | |
* Whether the effect should use premultiplied alpha or not. Set this to `true` | |
* if you are going to blur texture input with transparency. | |
* | |
* @type {Boolean} | |
* @default false | |
*/ | |
this.premultipliedAlpha = false; | |
} | |
/** | |
* Sets the given premultiplied alpha value. | |
* | |
* @param {Boolean} value - Whether the effect should use premultiplied alpha or not. | |
* @return {GaussianBlurNode} height - A reference to this node. | |
*/ | |
setPremultipliedAlpha( value ) { | |
this.premultipliedAlpha = value; | |
return this; | |
} | |
/** | |
* Returns the premultiplied alpha value. | |
* | |
* @return {Boolean} Whether the effect should use premultiplied alpha or not. | |
*/ | |
getPremultipliedAlpha() { | |
return this.premultipliedAlpha; | |
} | |
/** | |
* Sets the size of the effect. | |
* | |
* @param {Number} width - The width of the effect. | |
* @param {Number} height - The height of the effect. | |
*/ | |
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 ); | |
} | |
/** | |
* This method is used to render the effect once per frame. | |
* | |
* @param {NodeFrame} frame - The current node frame. | |
*/ | |
updateBefore( frame ) { | |
const { renderer } = frame; | |
_rendererState = RendererUtils.resetRendererState( renderer, _rendererState ); | |
// | |
const textureNode = this.textureNode; | |
const map = textureNode.value; | |
const currentTexture = textureNode.value; | |
_quadMesh.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 ); | |
_quadMesh.render( renderer ); | |
// vertical | |
textureNode.value = this._horizontalRT.texture; | |
renderer.setRenderTarget( this._verticalRT ); | |
this._passDirection.value.set( 0, 1 ); | |
_quadMesh.render( renderer ); | |
// restore | |
textureNode.value = currentTexture; | |
RendererUtils.restoreRendererState( renderer, _rendererState ); | |
} | |
/** | |
* Returns the result of the effect as a texture node. | |
* | |
* @return {PassTextureNode} A texture node that represents the result of the effect. | |
*/ | |
getTextureNode() { | |
return this._textureNode; | |
} | |
/** | |
* This method is used to setup the effect's TSL code. | |
* | |
* @param {NodeBuilder} builder - The current node builder. | |
* @return {PassTextureNode} | |
*/ | |
setup( builder ) { | |
const textureNode = this.textureNode; | |
// | |
const uvNode = uv(); | |
const directionNode = vec2( this.directionNode || 1 ); | |
let sampleTexture, output; | |
if ( this.premultipliedAlpha ) { | |
// https://lisyarus.github.io/blog/posts/blur-coefficients-generator.html | |
sampleTexture = ( uv ) => premult( textureNode.sample( uv ) ); | |
output = ( color ) => unpremult( color ); | |
} else { | |
sampleTexture = ( uv ) => textureNode.sample( uv ); | |
output = ( color ) => color; | |
} | |
const blur = Fn( () => { | |
const kernelSize = 3 + ( 2 * this.sigma ); | |
const gaussianCoefficients = this._getCoefficients( kernelSize ); | |
const invSize = this._invSize; | |
const direction = 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 = sampleTexture( uvNode.add( uvOffset ) ); | |
const sample2 = sampleTexture( uvNode.sub( uvOffset ) ); | |
diffuseSum.addAssign( sample1.add( sample2 ).mul( w ) ); | |
weightSum.addAssign( mul( 2.0, w ) ); | |
} | |
return output( diffuseSum.div( weightSum ) ); | |
} ); | |
// | |
const material = this._material || ( this._material = new NodeMaterial() ); | |
material.fragmentNode = blur().context( builder.getSharedContext() ); | |
material.name = 'Gaussian_blur'; | |
material.needsUpdate = true; | |
// | |
const properties = builder.getNodeProperties( this ); | |
properties.textureNode = textureNode; | |
// | |
return this._textureNode; | |
} | |
/** | |
* Frees internal resources. This method should be called | |
* when the effect is no longer required. | |
*/ | |
dispose() { | |
this._horizontalRT.dispose(); | |
this._verticalRT.dispose(); | |
} | |
/** | |
* Computes gaussian coefficients depending on the given kernel radius. | |
* | |
* @private | |
* @param {Number} kernelRadius - The kernel radius. | |
* @return {Array<Number>} | |
*/ | |
_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 default GaussianBlurNode; | |
/** | |
* TSL function for creating a gaussian blur node for post processing. | |
* | |
* @function | |
* @param {Node<vec4>} node - The node that represents the input of the effect. | |
* @param {Node<vec2|float>} directionNode - Defines the direction and radius of the blur. | |
* @param {Number} sigma - Controls the kernel of the blur filter. Higher values mean a wider blur radius. | |
* @returns {GaussianBlurNode} | |
*/ | |
export const gaussianBlur = ( node, directionNode, sigma ) => nodeObject( new GaussianBlurNode( convertToTexture( node ), directionNode, sigma ) ); | |
/** | |
* TSL function for creating a gaussian blur node for post processing with enabled premultiplied alpha. | |
* | |
* @function | |
* @param {Node<vec4>} node - The node that represents the input of the effect. | |
* @param {Node<vec2|float>} directionNode - Defines the direction and radius of the blur. | |
* @param {Number} sigma - Controls the kernel of the blur filter. Higher values mean a wider blur radius. | |
* @returns {GaussianBlurNode} | |
*/ | |
export const premultipliedGaussianBlur = ( node, directionNode, sigma ) => nodeObject( new GaussianBlurNode( convertToTexture( node ), directionNode, sigma ).setPremultipliedAlpha( true ) ); | |