MCP 3D Printer Server

by DMontgomery40
Verified
import { RenderTarget, Vector2, TempNode, QuadMesh, NodeMaterial, RendererUtils } from 'three/webgpu'; import { nodeObject, Fn, float, NodeUpdateType, uv, passTexture, uniform, convertToTexture, vec2, vec3, Loop, mix, luminance } from 'three/tsl'; /** @module AnamorphicNode **/ const _quadMesh = /*@__PURE__*/ new QuadMesh(); let _rendererState; /** * Post processing node for adding an anamorphic flare effect. * * @augments TempNode */ class AnamorphicNode extends TempNode { static get type() { return 'AnamorphicNode'; } /** * Constructs a new anamorphic node. * * @param {TextureNode} textureNode - The texture node that represents the input of the effect. * @param {Node<float>} tresholdNode - The threshold is one option to control the intensity and size of the effect. * @param {Node<float>} scaleNode - Defines the vertical scale of the flares. * @param {Number} samples - More samples result in larger flares and a more expensive runtime behavior. */ constructor( textureNode, tresholdNode, scaleNode, samples ) { super( 'vec4' ); /** * The texture node that represents the input of the effect. * * @type {TextureNode} */ this.textureNode = textureNode; /** * The threshold is one option to control the intensity and size of the effect. * * @type {Node<float>} */ this.tresholdNode = tresholdNode; /** * Defines the vertical scale of the flares. * * @type {Node<float>} */ this.scaleNode = scaleNode; /** * The color of the flares. * * @type {Node<vec3>} */ this.colorNode = vec3( 0.1, 0.0, 1.0 ); /** * More samples result in larger flares and a more expensive runtime behavior. * * @type {Node<float>} */ this.samples = samples; /** * The resolution scale. * * @type {Vector2} */ this.resolution = new Vector2( 1, 1 ); /** * The internal render target of the effect. * * @private * @type {RenderTarget} */ this._renderTarget = new RenderTarget( 1, 1, { depthBuffer: false } ); this._renderTarget.texture.name = 'anamorphic'; /** * A uniform node holding the inverse resolution value. * * @private * @type {UniformNode<vec2>} */ this._invSize = uniform( new Vector2() ); /** * The result of the effect is represented as a separate texture node. * * @private * @type {PassTextureNode} */ this._textureNode = passTexture( this, this._renderTarget.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._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 ); } /** * 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; this._renderTarget.texture.type = map.type; 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 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 uvNode = textureNode.uvNode || uv(); const sampleTexture = ( uv ) => textureNode.sample( uv ); const threshold = ( color, threshold ) => mix( vec3( 0.0 ), color, luminance( color ).sub( threshold ).max( 0 ) ); const anamorph = Fn( () => { 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 = new NodeMaterial() ); material.name = 'Anamorphic'; material.fragmentNode = anamorph(); // 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._renderTarget.dispose(); } } /** * TSL function for creating an anamorphic flare effect. * * @function * @param {TextureNode} node - The node that represents the input of the effect. * @param {Node<float> | Number} [threshold=0.9] - The threshold is one option to control the intensity and size of the effect. * @param {Node<float> | Number} [scale=3] - Defines the vertical scale of the flares. * @param {Number} [samples=32] - More samples result in larger flares and a more expensive runtime behavior. * @returns {AnamorphicNode} */ export const anamorphic = ( node, threshold = .9, scale = 3, samples = 32 ) => nodeObject( new AnamorphicNode( convertToTexture( node ), nodeObject( threshold ), nodeObject( scale ), samples ) ); export default AnamorphicNode;