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;