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Nodes: Add PixelationNode (#28802)
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* sketched out draft of pixelation pass.

* Have normal and depth edges working

* Pixel size modifier

* playing with render targets

* fix renderTarget issue

* auto-mrt version of pixelation

* cleanup

* remove any outside tests, logs, and changes

* screenshot and cleanup

* more cleanup

* differentiate lighting from webgl version and modify to remove lighting errors

* final lighting adjustment

* Revert lighting

* bring back directionToColor

* fix screenshot

* filtering fix

* fix normalView and add new screenshot

* normalzie uvNodeNormal

* remove unused directionToColor import, floor widtth and height of resolution, change uniform naming to match other uniforms, fix comment spacing in updateBefore

* replace single expression tslFn function

* update lowerResolutionMaterial, remove unnecessary const color assignment

* revert to pixelationPass approach

* fix lint issue, ignore puppeteer test for now

* Update webgpu_postprocessing_pixel.html

---------

Co-authored-by: Michael Herzog <michael.herzog@human-interactive.org>
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cmhhelgeson and Mugen87 authored Jul 15, 2024
1 parent 91f0857 commit 83bffe6
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1 change: 1 addition & 0 deletions examples/files.json
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Expand Up @@ -375,6 +375,7 @@
"webgpu_postprocessing_anamorphic",
"webgpu_postprocessing_ao",
"webgpu_postprocessing_dof",
"webgpu_postprocessing_pixel",
"webgpu_postprocessing_fxaa",
"webgpu_postprocessing_sobel",
"webgpu_postprocessing",
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277 changes: 277 additions & 0 deletions examples/webgpu_postprocessing_pixel.html
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<!DOCTYPE html>
<html lang="en">
<head>
<title>three.js webgpu - postprocessing pixel</title>
<meta charset="utf-8">
<meta name="viewport" content="width=device-width, user-scalable=no, minimum-scale=1.0, maximum-scale=1.0">
<link type="text/css" rel="stylesheet" href="main.css">
</head>

<body>
<div id="info">
<a href="https://threejs.org" target="_blank" rel="noopener">three.js</a> - Node based pixelation pass with optional single pixel outlines by
<a href="https://github.com/KodyJKing" target="_blank" rel="noopener">Kody King</a><br /><br />
</div>

<div id="container"></div>

<script type="importmap">
{
"imports": {
"three": "../build/three.webgpu.js",
"three/tsl": "../build/three.webgpu.js",
"three/addons/": "./jsm/"
}
}
</script>


<script type="module">

import * as THREE from 'three';

import { OrbitControls } from 'three/addons/controls/OrbitControls.js';
import { GUI } from 'three/addons/libs/lil-gui.module.min.js';

import { uniform, pixelationPass } from 'three/tsl';

let camera, scene, renderer, postProcessing, crystalMesh, clock;
let gui, effectController;

init();

function init() {

const aspectRatio = window.innerWidth / window.innerHeight;

camera = new THREE.OrthographicCamera( - aspectRatio, aspectRatio, 1, - 1, 0.1, 10 );
camera.position.y = 2 * Math.tan( Math.PI / 6 );
camera.position.z = 2;

scene = new THREE.Scene();
scene.background = new THREE.Color( 0x151729 );

clock = new THREE.Clock();

// textures

const loader = new THREE.TextureLoader();
const texChecker = pixelTexture( loader.load( 'textures/checker.png' ) );
const texChecker2 = pixelTexture( loader.load( 'textures/checker.png' ) );
texChecker.repeat.set( 3, 3 );
texChecker2.repeat.set( 1.5, 1.5 );

// meshes

const boxMaterial = new THREE.MeshPhongMaterial( { map: texChecker2 } );

function addBox( boxSideLength, x, z, rotation ) {

const mesh = new THREE.Mesh( new THREE.BoxGeometry( boxSideLength, boxSideLength, boxSideLength ), boxMaterial );
mesh.castShadow = true;
//mesh.receiveShadow = true;
mesh.rotation.y = rotation;
mesh.position.y = boxSideLength / 2;
mesh.position.set( x, boxSideLength / 2 + .0001, z );
scene.add( mesh );
return mesh;

}

addBox( .4, 0, 0, Math.PI / 4 );
addBox( .5, - .5, - .5, Math.PI / 4 );

const planeSideLength = 2;
const planeMesh = new THREE.Mesh(
new THREE.PlaneGeometry( planeSideLength, planeSideLength ),
new THREE.MeshPhongMaterial( { map: texChecker } )
);
planeMesh.receiveShadow = true;
planeMesh.rotation.x = - Math.PI / 2;
scene.add( planeMesh );

const radius = .2;
const geometry = new THREE.IcosahedronGeometry( radius );
crystalMesh = new THREE.Mesh(
geometry,
new THREE.MeshPhongMaterial( {
color: 0x68b7e9,
emissive: 0x4f7e8b,
shininess: 10,
specular: 0xffffff
} )
);
//crystalMesh.receiveShadow = true;
crystalMesh.castShadow = true;
scene.add( crystalMesh );

// lights

scene.add( new THREE.AmbientLight( 0x757f8e, 3 ) );

const directionalLight = new THREE.DirectionalLight( 0xfffecd, 1.5 );
directionalLight.position.set( 100, 100, 100 );
directionalLight.castShadow = true;
directionalLight.shadow.mapSize.set( 2048, 2048 );
scene.add( directionalLight );

const spotLight = new THREE.SpotLight( 0xffc100, 10, 10, Math.PI / 16, .02, 2 );
spotLight.position.set( 2, 2, 0 );
const target = spotLight.target;
scene.add( target );
target.position.set( 0, 0, 0 );
spotLight.castShadow = true;
scene.add( spotLight );

renderer = new THREE.WebGPURenderer( { antialias: false } );
renderer.shadowMap.enabled = true;
//renderer.setPixelRatio( window.devicePixelRatio );
renderer.setSize( window.innerWidth, window.innerHeight );
renderer.setAnimationLoop( animate );
document.body.appendChild( renderer.domElement );

effectController = {
pixelSize: uniform( 6 ),
normalEdgeStrength: uniform( 0.3 ),
depthEdgeStrength: uniform( 0.4 ),
pixelAlignedPanning: true
};

postProcessing = new THREE.PostProcessing( renderer );
const scenePass = pixelationPass( scene, camera, effectController.pixelSize, effectController.normalEdgeStrength, effectController.depthEdgeStrength );
postProcessing.outputNode = scenePass;

window.addEventListener( 'resize', onWindowResize );

const controls = new OrbitControls( camera, renderer.domElement );
controls.maxZoom = 2;

// gui

gui = new GUI();
gui.add( effectController.pixelSize, 'value', 1, 16, 1 ).name( 'Pixel Size' );
gui.add( effectController.normalEdgeStrength, 'value', 0, 2, 0.05 ).name( 'Normal Edge Strength' );
gui.add( effectController.depthEdgeStrength, 'value', 0, 1, 0.05 ).name( 'Depth Edge Strength' );
gui.add( effectController, 'pixelAlignedPanning' );

}

function onWindowResize() {

const aspectRatio = window.innerWidth / window.innerHeight;
camera.left = - aspectRatio;
camera.right = aspectRatio;
camera.updateProjectionMatrix();

renderer.setSize( window.innerWidth, window.innerHeight );

}

function animate() {

const t = clock.getElapsedTime();

crystalMesh.material.emissiveIntensity = Math.sin( t * 3 ) * .5 + .5;
crystalMesh.position.y = .7 + Math.sin( t * 2 ) * .05;
crystalMesh.rotation.y = stopGoEased( t, 2, 4 ) * 2 * Math.PI;

const rendererSize = renderer.getSize( new THREE.Vector2() );
const aspectRatio = rendererSize.x / rendererSize.y;

if ( effectController.pixelAlignedPanning ) {

const pixelSize = effectController.pixelSize.value;

pixelAlignFrustum( camera, aspectRatio, Math.floor( rendererSize.x / pixelSize ),
Math.floor( rendererSize.y / pixelSize ) );

} else if ( camera.left != - aspectRatio || camera.top != 1.0 ) {

// Reset the Camera Frustum if it has been modified
camera.left = - aspectRatio;
camera.right = aspectRatio;
camera.top = 1.0;
camera.bottom = - 1.0;
camera.updateProjectionMatrix();

}

postProcessing.render();

}

// Helper functions

function pixelTexture( texture ) {

texture.minFilter = THREE.NearestFilter;
texture.magFilter = THREE.NearestFilter;
texture.generateMipmaps = false;
texture.wrapS = THREE.RepeatWrapping;
texture.wrapT = THREE.RepeatWrapping;
texture.colorSpace = THREE.SRGBColorSpace;
return texture;

}

function easeInOutCubic( x ) {

return x ** 2 * 3 - x ** 3 * 2;

}

function linearStep( x, edge0, edge1 ) {

const w = edge1 - edge0;
const m = 1 / w;
const y0 = - m * edge0;
return THREE.MathUtils.clamp( y0 + m * x, 0, 1 );

}

function stopGoEased( x, downtime, period ) {

const cycle = ( x / period ) | 0;
const tween = x - cycle * period;
const linStep = easeInOutCubic( linearStep( tween, downtime, period ) );
return cycle + linStep;

}

function pixelAlignFrustum( camera, aspectRatio, pixelsPerScreenWidth, pixelsPerScreenHeight ) {

// 0. Get Pixel Grid Units
const worldScreenWidth = ( ( camera.right - camera.left ) / camera.zoom );
const worldScreenHeight = ( ( camera.top - camera.bottom ) / camera.zoom );
const pixelWidth = worldScreenWidth / pixelsPerScreenWidth;
const pixelHeight = worldScreenHeight / pixelsPerScreenHeight;

// 1. Project the current camera position along its local rotation bases
const camPos = new THREE.Vector3(); camera.getWorldPosition( camPos );
const camRot = new THREE.Quaternion(); camera.getWorldQuaternion( camRot );
const camRight = new THREE.Vector3( 1.0, 0.0, 0.0 ).applyQuaternion( camRot );
const camUp = new THREE.Vector3( 0.0, 1.0, 0.0 ).applyQuaternion( camRot );
const camPosRight = camPos.dot( camRight );
const camPosUp = camPos.dot( camUp );

// 2. Find how far along its position is along these bases in pixel units
const camPosRightPx = camPosRight / pixelWidth;
const camPosUpPx = camPosUp / pixelHeight;

// 3. Find the fractional pixel units and convert to world units
const fractX = camPosRightPx - Math.round( camPosRightPx );
const fractY = camPosUpPx - Math.round( camPosUpPx );

// 4. Add fractional world units to the left/right top/bottom to align with the pixel grid
camera.left = - aspectRatio - ( fractX * pixelWidth );
camera.right = aspectRatio - ( fractX * pixelWidth );
camera.top = 1.0 - ( fractY * pixelHeight );
camera.bottom = - 1.0 - ( fractY * pixelHeight );
camera.updateProjectionMatrix();

}

</script>
</body>

</html>
1 change: 1 addition & 0 deletions src/nodes/Nodes.js
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Expand Up @@ -137,6 +137,7 @@ export { default as Lut3DNode, lut3D } from './display/Lut3DNode.js';
export { default as GTAONode, ao } from './display/GTAONode.js';
export { default as FXAANode, fxaa } from './display/FXAANode.js';
export { default as RenderOutputNode, renderOutput } from './display/RenderOutputNode.js';
export { default as PixelationPassNode, pixelationPass } from './display/PixelationPassNode.js';

export { default as PassNode, pass, passTexture, depthPass } from './display/PassNode.js';

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