-
-
Notifications
You must be signed in to change notification settings - Fork 35.3k
Commit
This commit does not belong to any branch on this repository, and may belong to a fork outside of the repository.
WebGPURenderer: PostProcessing - Anamorphic example (#27621)
* add threshold * Add AnamorphicNode * Add getTextureNode() * Update Nodes.js * add anamorphic example * update * update types
- Loading branch information
Showing
9 changed files
with
334 additions
and
5 deletions.
There are no files selected for viewing
This file contains bidirectional Unicode text that may be interpreted or compiled differently than what appears below. To review, open the file in an editor that reveals hidden Unicode characters.
Learn more about bidirectional Unicode characters
This file contains bidirectional Unicode text that may be interpreted or compiled differently than what appears below. To review, open the file in an editor that reveals hidden Unicode characters.
Learn more about bidirectional Unicode characters
This file contains bidirectional Unicode text that may be interpreted or compiled differently than what appears below. To review, open the file in an editor that reveals hidden Unicode characters.
Learn more about bidirectional Unicode characters
This file contains bidirectional Unicode text that may be interpreted or compiled differently than what appears below. To review, open the file in an editor that reveals hidden Unicode characters.
Learn more about bidirectional Unicode characters
Original file line number | Diff line number | Diff line change |
---|---|---|
@@ -0,0 +1,148 @@ | ||
import TempNode from '../core/TempNode.js'; | ||
import { nodeObject, addNodeElement, tslFn, float, vec2, vec3, vec4 } from '../shadernode/ShaderNode.js'; | ||
import { loop } from '../utils/LoopNode.js'; | ||
import { uniform } from '../core/UniformNode.js'; | ||
import { NodeUpdateType } from '../core/constants.js'; | ||
import { threshold } from './ColorAdjustmentNode.js'; | ||
import { uv } from '../accessors/UVNode.js'; | ||
import { texturePass } from './PassNode.js'; | ||
import { Vector2, RenderTarget } from 'three'; | ||
import QuadMesh from '../../objects/QuadMesh.js'; | ||
|
||
const quadMesh = new QuadMesh(); | ||
|
||
class AnamorphicNode extends TempNode { | ||
|
||
constructor( textureNode, tresholdNode, scaleNode, samples ) { | ||
|
||
super( 'vec4' ); | ||
|
||
this.textureNode = textureNode; | ||
this.tresholdNode = tresholdNode; | ||
this.scaleNode = scaleNode; | ||
this.colorNode = vec3( 0.1, 0.0, 1.0 ); | ||
this.samples = samples; | ||
this.resolution = new Vector2( 1, 1 ); | ||
|
||
this._renderTarget = new RenderTarget(); | ||
this._renderTarget.texture.name = 'anamorphic'; | ||
|
||
this._invSize = uniform( new Vector2() ); | ||
|
||
this._textureNode = texturePass( this, this._renderTarget.texture ); | ||
|
||
this.updateBeforeType = NodeUpdateType.RENDER; | ||
|
||
} | ||
|
||
getTextureNode() { | ||
|
||
return this._textureNode; | ||
|
||
} | ||
|
||
setSize( width, height ) { | ||
|
||
this._invSize.value.set( 1 / width, 1 / height ); | ||
|
||
width = Math.max( Math.round( width * this.resolution.x ), 1 ); | ||
height = Math.max( Math.round( height * this.resolution.y ), 1 ); | ||
|
||
this._renderTarget.setSize( width, height ); | ||
|
||
} | ||
|
||
updateBefore( frame ) { | ||
|
||
const { renderer } = frame; | ||
|
||
const textureNode = this.textureNode; | ||
const map = textureNode.value; | ||
|
||
this._renderTarget.texture.type = map.type; | ||
|
||
const currentRenderTarget = renderer.getRenderTarget(); | ||
const currentTexture = textureNode.value; | ||
|
||
quadMesh.material = this._material; | ||
|
||
this.setSize( map.image.width, map.image.height ); | ||
|
||
// render | ||
|
||
renderer.setRenderTarget( this._renderTarget ); | ||
|
||
quadMesh.render( renderer ); | ||
|
||
// restore | ||
|
||
renderer.setRenderTarget( currentRenderTarget ); | ||
textureNode.value = currentTexture; | ||
|
||
} | ||
|
||
setup( builder ) { | ||
|
||
const textureNode = this.textureNode; | ||
|
||
if ( textureNode.isTextureNode !== true ) { | ||
|
||
console.error( 'AnamorphNode requires a TextureNode.' ); | ||
|
||
return vec4(); | ||
|
||
} | ||
|
||
// | ||
|
||
const uvNode = textureNode.uvNode || uv(); | ||
|
||
const sampleTexture = ( uv ) => textureNode.cache().context( { getUV: () => uv, forceUVContext: true } ); | ||
|
||
const anamorph = tslFn( () => { | ||
|
||
const samples = this.samples; | ||
const halfSamples = Math.floor( samples / 2 ); | ||
|
||
const total = vec3( 0 ).toVar(); | ||
|
||
loop( { start: - halfSamples, end: halfSamples }, ( { i } ) => { | ||
|
||
const softness = float( i ).abs().div( halfSamples ).oneMinus(); | ||
|
||
const uv = vec2( uvNode.x.add( this._invSize.x.mul( i ).mul( this.scaleNode ) ), uvNode.y ); | ||
const color = sampleTexture( uv ); | ||
const pass = threshold( color, this.tresholdNode ).mul( softness ); | ||
|
||
total.addAssign( pass ); | ||
|
||
} ); | ||
|
||
return total.mul( this.colorNode ); | ||
|
||
} ); | ||
|
||
// | ||
|
||
const material = this._material || ( this._material = builder.createNodeMaterial() ); | ||
material.fragmentNode = anamorph(); | ||
|
||
// | ||
|
||
const properties = builder.getNodeProperties( this ); | ||
properties.textureNode = textureNode; | ||
|
||
// | ||
|
||
return this._textureNode; | ||
|
||
} | ||
|
||
} | ||
|
||
export const anamorphic = ( node, threshold = .9, scale = 3, samples = 32 ) => nodeObject( new AnamorphicNode( nodeObject( node ), nodeObject( threshold ), nodeObject( scale ), samples ) ); | ||
|
||
addNodeElement( 'anamorphic', anamorphic ); | ||
|
||
export default AnamorphicNode; | ||
|
This file contains bidirectional Unicode text that may be interpreted or compiled differently than what appears below. To review, open the file in an editor that reveals hidden Unicode characters.
Learn more about bidirectional Unicode characters
This file contains bidirectional Unicode text that may be interpreted or compiled differently than what appears below. To review, open the file in an editor that reveals hidden Unicode characters.
Learn more about bidirectional Unicode characters
This file contains bidirectional Unicode text that may be interpreted or compiled differently than what appears below. To review, open the file in an editor that reveals hidden Unicode characters.
Learn more about bidirectional Unicode characters
Loading
Sorry, something went wrong. Reload?
Sorry, we cannot display this file.
Sorry, this file is invalid so it cannot be displayed.
Oops, something went wrong.