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WebGPURenderer: PostProcessing + GaussianBlurNode + QuadMesh (mrdoob#…
…27369) * WebGPURenderer: PostProcessing + GaussianBlurNode * update example * revision * revision * Fix RTT & Framebuffer flipY * Fix multi-scene backgroundNode * fixes * new webgpu_portal example * fix title * cleanup * cleanup * adjustments * Added QuadMesh * PostProcessing just for WebGPUBackend for now * portal update * error message * cleanup * using quad texture * Fix flip RTT & DepthNode after QuadMesh * update to QuadMesh * Update webgpu_depth_texture.jpg * update `webgpu_instance_uniform` example
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import TempNode from '../core/TempNode.js'; | ||
import { nodeObject, addNodeElement, tslFn, float, vec2, vec3, vec4 } from '../shadernode/ShaderNode.js'; | ||
import { NodeUpdateType } from '../core/constants.js'; | ||
import { mul } from '../math/OperatorNode.js'; | ||
import { uv } from '../accessors/UVNode.js'; | ||
import { texture } from '../accessors/TextureNode.js'; | ||
import { uniform } from '../core/UniformNode.js'; | ||
import { Vector2, RenderTarget } from 'three'; | ||
import QuadMesh from '../../objects/QuadMesh.js'; | ||
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const quadMesh = new QuadMesh(); | ||
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class GaussianBlurNode extends TempNode { | ||
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constructor( textureNode, sigma = 2 ) { | ||
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super( textureNode ); | ||
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this.textureNode = textureNode; | ||
this.sigma = sigma; | ||
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this.directionNode = vec2( 1 ); | ||
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this._invSize = uniform( new Vector2() ); | ||
this._passDirection = uniform( new Vector2() ); | ||
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this._horizontalRT = new RenderTarget(); | ||
this._verticalRT = new RenderTarget(); | ||
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this.updateBeforeType = NodeUpdateType.RENDER; | ||
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} | ||
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setSize( width, height ) { | ||
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this._invSize.value.set( 1 / width, 1 / height ); | ||
this._horizontalRT.setSize( width, height ); | ||
this._verticalRT.setSize( width, height ); | ||
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} | ||
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updateBefore( frame ) { | ||
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const { renderer } = frame; | ||
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const textureNode = this.textureNode; | ||
const map = textureNode.value; | ||
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const currentRenderTarget = renderer.getRenderTarget(); | ||
const currentTexture = textureNode.value; | ||
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quadMesh.material = this._material; | ||
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this.setSize( map.image.width, map.image.height ); | ||
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// horizontal | ||
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renderer.setRenderTarget( this._horizontalRT ); | ||
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this._passDirection.value.set( 1, 0 ); | ||
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quadMesh.render( renderer ); | ||
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// vertical | ||
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textureNode.value = this._horizontalRT.texture; | ||
renderer.setRenderTarget( this._verticalRT ); | ||
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this._passDirection.value.set( 0, 1 ); | ||
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quadMesh.render( renderer ); | ||
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// restore | ||
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renderer.setRenderTarget( currentRenderTarget ); | ||
textureNode.value = currentTexture; | ||
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} | ||
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setup( builder ) { | ||
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const textureNode = this.textureNode; | ||
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if ( textureNode.isTextureNode !== true ) { | ||
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console.error( 'GaussianBlurNode requires a TextureNode.' ); | ||
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return vec4(); | ||
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} | ||
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// | ||
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const uvNode = textureNode.uvNode || uv(); | ||
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const sampleTexture = ( uv ) => textureNode.cache().context( { getUV: () => uv, forceUVContext: true } ); | ||
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const blur = tslFn( () => { | ||
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const kernelSize = 3 + ( 2 * this.sigma ); | ||
const gaussianCoefficients = this._getCoefficients( kernelSize ); | ||
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const invSize = this._invSize; | ||
const direction = vec2( this.directionNode ).mul( this._passDirection ); | ||
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const weightSum = float( gaussianCoefficients[ 0 ] ).toVar(); | ||
const diffuseSum = vec3( sampleTexture( uvNode ).mul( weightSum ) ).toVar(); | ||
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for ( let i = 1; i < kernelSize; i ++ ) { | ||
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const x = float( i ); | ||
const w = float( gaussianCoefficients[ i ] ); | ||
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const uvOffset = vec2( direction.mul( invSize.mul( x ) ) ).toVar(); | ||
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const sample1 = vec3( sampleTexture( uvNode.add( uvOffset ) ) ); | ||
const sample2 = vec3( sampleTexture( uvNode.sub( uvOffset ) ) ); | ||
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diffuseSum.addAssign( sample1.add( sample2 ).mul( w ) ); | ||
weightSum.addAssign( mul( 2.0, w ) ); | ||
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} | ||
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return vec4( diffuseSum.div( weightSum ), 1.0 ); | ||
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} ); | ||
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// | ||
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const material = this._material || ( this._material = builder.createNodeMaterial( 'MeshBasicNodeMaterial' ) ); | ||
material.fragmentNode = blur(); | ||
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// | ||
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const properties = builder.getNodeProperties( this ); | ||
properties.textureNode = textureNode; | ||
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// | ||
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return texture( this._verticalRT.texture ); | ||
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} | ||
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_getCoefficients( kernelRadius ) { | ||
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const coefficients = []; | ||
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for ( let i = 0; i < kernelRadius; i ++ ) { | ||
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coefficients.push( 0.39894 * Math.exp( - 0.5 * i * i / ( kernelRadius * kernelRadius ) ) / kernelRadius ); | ||
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} | ||
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return coefficients; | ||
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} | ||
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} | ||
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export const gaussianBlur = ( node, sigma ) => nodeObject( new GaussianBlurNode( nodeObject( node ), sigma ) ); | ||
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addNodeElement( 'gaussianBlur', gaussianBlur ); | ||
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export default GaussianBlurNode; | ||
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