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import { Vector2, TempNode, NodeUpdateType } from 'three/webgpu'; | |
import { nodeObject, Fn, uv, uniform, convertToTexture, vec2, vec3, vec4, mat3, luminance, add } from 'three/tsl'; | |
/** @module SobelOperatorNode **/ | |
/** | |
* Post processing node for detecting edges with a sobel filter. | |
* A sobel filter should be applied after tone mapping and output color | |
* space conversion. | |
* | |
* @augments TempNode | |
*/ | |
class SobelOperatorNode extends TempNode { | |
static get type() { | |
return 'SobelOperatorNode'; | |
} | |
/** | |
* Constructs a new sobel operator node. | |
* | |
* @param {TextureNode} textureNode - The texture node that represents the input of the effect. | |
*/ | |
constructor( textureNode ) { | |
super( 'vec4' ); | |
/** | |
* The texture node that represents the input of the effect. | |
* | |
* @type {TextureNode} | |
*/ | |
this.textureNode = textureNode; | |
/** | |
* 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; | |
/** | |
* A uniform node holding the inverse resolution value. | |
* | |
* @private | |
* @type {UniformNode<vec2>} | |
*/ | |
this._invSize = uniform( new Vector2() ); | |
} | |
/** | |
* This method is used to update the effect's uniforms once per frame. | |
* | |
* @param {NodeFrame} frame - The current node frame. | |
*/ | |
updateBefore( /* frame */ ) { | |
const map = this.textureNode.value; | |
this._invSize.value.set( 1 / map.image.width, 1 / map.image.height ); | |
} | |
/** | |
* This method is used to setup the effect's TSL code. | |
* | |
* @param {NodeBuilder} builder - The current node builder. | |
* @return {ShaderCallNodeInternal} | |
*/ | |
setup( /* builder */ ) { | |
const { textureNode } = this; | |
const uvNode = textureNode.uvNode || uv(); | |
const sampleTexture = ( uv ) => textureNode.sample( uv ); | |
const sobel = Fn( () => { | |
// Sobel Edge Detection (see https://youtu.be/uihBwtPIBxM) | |
const texel = this._invSize; | |
// kernel definition (in glsl matrices are filled in column-major order) | |
const Gx = mat3( - 1, - 2, - 1, 0, 0, 0, 1, 2, 1 ); // x direction kernel | |
const Gy = mat3( - 1, 0, 1, - 2, 0, 2, - 1, 0, 1 ); // y direction kernel | |
// fetch the 3x3 neighbourhood of a fragment | |
// first column | |
const tx0y0 = luminance( sampleTexture( uvNode.add( texel.mul( vec2( - 1, - 1 ) ) ) ).xyz ); | |
const tx0y1 = luminance( sampleTexture( uvNode.add( texel.mul( vec2( - 1, 0 ) ) ) ).xyz ); | |
const tx0y2 = luminance( sampleTexture( uvNode.add( texel.mul( vec2( - 1, 1 ) ) ) ).xyz ); | |
// second column | |
const tx1y0 = luminance( sampleTexture( uvNode.add( texel.mul( vec2( 0, - 1 ) ) ) ).xyz ); | |
const tx1y1 = luminance( sampleTexture( uvNode.add( texel.mul( vec2( 0, 0 ) ) ) ).xyz ); | |
const tx1y2 = luminance( sampleTexture( uvNode.add( texel.mul( vec2( 0, 1 ) ) ) ).xyz ); | |
// third column | |
const tx2y0 = luminance( sampleTexture( uvNode.add( texel.mul( vec2( 1, - 1 ) ) ) ).xyz ); | |
const tx2y1 = luminance( sampleTexture( uvNode.add( texel.mul( vec2( 1, 0 ) ) ) ).xyz ); | |
const tx2y2 = luminance( sampleTexture( uvNode.add( texel.mul( vec2( 1, 1 ) ) ) ).xyz ); | |
// gradient value in x direction | |
const valueGx = add( | |
Gx[ 0 ][ 0 ].mul( tx0y0 ), | |
Gx[ 1 ][ 0 ].mul( tx1y0 ), | |
Gx[ 2 ][ 0 ].mul( tx2y0 ), | |
Gx[ 0 ][ 1 ].mul( tx0y1 ), | |
Gx[ 1 ][ 1 ].mul( tx1y1 ), | |
Gx[ 2 ][ 1 ].mul( tx2y1 ), | |
Gx[ 0 ][ 2 ].mul( tx0y2 ), | |
Gx[ 1 ][ 2 ].mul( tx1y2 ), | |
Gx[ 2 ][ 2 ].mul( tx2y2 ) | |
); | |
// gradient value in y direction | |
const valueGy = add( | |
Gy[ 0 ][ 0 ].mul( tx0y0 ), | |
Gy[ 1 ][ 0 ].mul( tx1y0 ), | |
Gy[ 2 ][ 0 ].mul( tx2y0 ), | |
Gy[ 0 ][ 1 ].mul( tx0y1 ), | |
Gy[ 1 ][ 1 ].mul( tx1y1 ), | |
Gy[ 2 ][ 1 ].mul( tx2y1 ), | |
Gy[ 0 ][ 2 ].mul( tx0y2 ), | |
Gy[ 1 ][ 2 ].mul( tx1y2 ), | |
Gy[ 2 ][ 2 ].mul( tx2y2 ) | |
); | |
// magnitude of the total gradient | |
const G = valueGx.mul( valueGx ).add( valueGy.mul( valueGy ) ).sqrt(); | |
return vec4( vec3( G ), 1 ); | |
} ); | |
const outputNode = sobel(); | |
return outputNode; | |
} | |
} | |
export default SobelOperatorNode; | |
/** | |
* TSL function for creating a sobel operator node which performs edge detection with a sobel filter. | |
* | |
* @function | |
* @param {Node<vec4>} node - The node that represents the input of the effect. | |
* @returns {SobelOperatorNode} | |
*/ | |
export const sobel = ( node ) => nodeObject( new SobelOperatorNode( convertToTexture( node ) ) ); | |