MCP 3D Printer Server

by DMontgomery40
Verified
import { RenderTarget, Vector2, QuadMesh, NodeMaterial, RendererUtils, TempNode, NodeUpdateType } from 'three/webgpu'; import { nodeObject, Fn, float, vec4, uv, texture, passTexture, uniform, sign, max, convertToTexture } from 'three/tsl'; /** @module AfterImageNode **/ const _size = /*@__PURE__*/ new Vector2(); const _quadMeshComp = /*@__PURE__*/ new QuadMesh(); let _rendererState; /** * Post processing node for creating an after image effect. * * @augments TempNode */ class AfterImageNode extends TempNode { static get type() { return 'AfterImageNode'; } /** * Constructs a new after image node. * * @param {TextureNode} textureNode - The texture node that represents the input of the effect. * @param {Number} [damp=0.96] - The damping intensity. A higher value means a stronger after image effect. */ constructor( textureNode, damp = 0.96 ) { super( 'vec4' ); /** * The texture node that represents the input of the effect. * * @type {TextureNode} */ this.textureNode = textureNode; /** * The texture represents the pervious frame. * * @type {TextureNode} */ this.textureNodeOld = texture(); /** * The damping intensity as a uniform node. * * @type {UniformNode<float>} */ this.damp = uniform( damp ); /** * The render target used for compositing the effect. * * @private * @type {RenderTarget} */ this._compRT = new RenderTarget( 1, 1, { depthBuffer: false } ); this._compRT.texture.name = 'AfterImageNode.comp'; /** * The render target that represents the previous frame. * * @private * @type {RenderTarget} */ this._oldRT = new RenderTarget( 1, 1, { depthBuffer: false } ); this._oldRT.texture.name = 'AfterImageNode.old'; /** * The result of the effect is represented as a separate texture node. * * @private * @type {PassTextureNode} */ this._textureNode = passTexture( this, this._compRT.texture ); /** * The `updateBeforeType` is set to `NodeUpdateType.FRAME` since the node renders * its effect once per frame in `updateBefore()`. * * @type {String} * @default 'frame' */ this.updateBeforeType = NodeUpdateType.FRAME; } /** * Returns the result of the effect as a texture node. * * @return {PassTextureNode} A texture node that represents the result of the effect. */ getTextureNode() { return this._textureNode; } /** * Sets the size of the effect. * * @param {Number} width - The width of the effect. * @param {Number} height - The height of the effect. */ setSize( width, height ) { this._compRT.setSize( width, height ); this._oldRT.setSize( width, height ); } /** * This method is used to render the effect once per frame. * * @param {NodeFrame} frame - The current node frame. */ updateBefore( frame ) { const { renderer } = frame; _rendererState = RendererUtils.resetRendererState( renderer, _rendererState ); // const textureNode = this.textureNode; const map = textureNode.value; const textureType = map.type; this._compRT.texture.type = textureType; this._oldRT.texture.type = textureType; renderer.getDrawingBufferSize( _size ); this.setSize( _size.x, _size.y ); const currentTexture = textureNode.value; this.textureNodeOld.value = this._oldRT.texture; // comp renderer.setRenderTarget( this._compRT ); _quadMeshComp.render( renderer ); // Swap the textures const temp = this._oldRT; this._oldRT = this._compRT; this._compRT = temp; // textureNode.value = currentTexture; RendererUtils.restoreRendererState( renderer, _rendererState ); } /** * This method is used to setup the effect's TSL code. * * @param {NodeBuilder} builder - The current node builder. * @return {PassTextureNode} */ setup( builder ) { const textureNode = this.textureNode; const textureNodeOld = this.textureNodeOld; // const uvNode = textureNode.uvNode || uv(); textureNodeOld.uvNode = uvNode; const sampleTexture = ( uv ) => textureNode.sample( uv ); const when_gt = Fn( ( [ x_immutable, y_immutable ] ) => { const y = float( y_immutable ).toVar(); const x = vec4( x_immutable ).toVar(); return max( sign( x.sub( y ) ), 0.0 ); } ); const afterImg = Fn( () => { const texelOld = vec4( textureNodeOld ); const texelNew = vec4( sampleTexture( uvNode ) ); texelOld.mulAssign( this.damp.mul( when_gt( texelOld, 0.1 ) ) ); return max( texelNew, texelOld ); } ); // const materialComposed = this._materialComposed || ( this._materialComposed = new NodeMaterial() ); materialComposed.name = 'AfterImage'; materialComposed.fragmentNode = afterImg(); _quadMeshComp.material = materialComposed; // const properties = builder.getNodeProperties( this ); properties.textureNode = textureNode; // return this._textureNode; } /** * Frees internal resources. This method should be called * when the effect is no longer required. */ dispose() { this._compRT.dispose(); this._oldRT.dispose(); } } /** * TSL function for creating an after image node for post processing. * * @function * @param {Node<vec4>} node - The node that represents the input of the effect. * @param {Number} [damp=0.96] - The damping intensity. A higher value means a stronger after image effect. * @returns {AfterImageNode} */ export const afterImage = ( node, damp ) => nodeObject( new AfterImageNode( convertToTexture( node ), damp ) ); export default AfterImageNode;