Accueil / npm / three@0.171.0 / examples / jsm / tsl / display / GaussianBlurNode.js

GaussianBlurNode.js

import { RenderTarget, Vector2, NodeMaterial, PostProcessingUtils, QuadMesh, TempNode, NodeUpdateType } from 'three/webgpu';
import { nodeObject, Fn, If, float, uv, uniform, convertToTexture, vec2, vec4, passTexture, mul } from 'three/tsl';

// 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 _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' }
	]
} );

class GaussianBlurNode extends TempNode {

	static get type() {

		return 'GaussianBlurNode';

	}

	constructor( textureNode, directionNode = null, sigma = 2 ) {

		super( 'vec4' );

		this.textureNode = textureNode;
		this.directionNode = directionNode;
		this.sigma = sigma;

		this._invSize = uniform( new Vector2() );
		this._passDirection = uniform( new Vector2() );

		this._horizontalRT = new RenderTarget( 1, 1, { depthBuffer: false } );
		this._horizontalRT.texture.name = 'GaussianBlurNode.horizontal';
		this._verticalRT = new RenderTarget( 1, 1, { depthBuffer: false } );
		this._verticalRT.texture.name = 'GaussianBlurNode.vertical';

		this._textureNode = passTexture( this, this._verticalRT.texture );
		this._textureNode.uvNode = textureNode.uvNode;

		this.updateBeforeType = NodeUpdateType.FRAME;

		this.resolution = new Vector2( 1, 1 );

		this.premultipliedAlpha = false;

	}

	setPremultipliedAlpha( value ) {

		this.premultipliedAlpha = value;

		return this;

	}

	getPremultipliedAlpha() {

		return this.premultipliedAlpha;

	}

	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;

		_rendererState = PostProcessingUtils.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;

		PostProcessingUtils.restoreRendererState( renderer, _rendererState );

	}

	getTextureNode() {

		return this._textureNode;

	}

	setup( builder ) {

		const textureNode = this.textureNode;

		//

		const uvNode = textureNode.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.uv( uv ) );
			output = ( color ) => unpremult( color );

		} else {

			sampleTexture = ( uv ) => textureNode.uv( 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;

	}

	dispose() {

		this._horizontalRT.dispose();
		this._verticalRT.dispose();

	}

	_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;

export const gaussianBlur = ( node, directionNode, sigma ) => nodeObject( new GaussianBlurNode( convertToTexture( node ), directionNode, sigma ) );
export const premultipliedGaussianBlur = ( node, directionNode, sigma ) => nodeObject( new GaussianBlurNode( convertToTexture( node ), directionNode, sigma ).setPremultipliedAlpha( true ) );

Exemple