MCP 3D Printer Server
by DMontgomery40
Verified
import { HalfFloatType, RenderTarget, Vector2, Vector3, TempNode, QuadMesh, NodeMaterial, RendererUtils, NodeUpdateType } from 'three/webgpu';
import { nodeObject, Fn, float, uv, passTexture, uniform, Loop, texture, luminance, smoothstep, mix, vec4, uniformArray, add, int } from 'three/tsl';
/** @module BloomNode **/
const _quadMesh = /*@__PURE__*/ new QuadMesh();
const _size = /*@__PURE__*/ new Vector2();
const _BlurDirectionX = /*@__PURE__*/ new Vector2( 1.0, 0.0 );
const _BlurDirectionY = /*@__PURE__*/ new Vector2( 0.0, 1.0 );
let _rendererState;
/**
* Post processing node for creating a bloom effect.
* ```js
* const postProcessing = new THREE.PostProcessing( renderer );
*
* const scenePass = pass( scene, camera );
* const scenePassColor = scenePass.getTextureNode( 'output' );
*
* const bloomPass = bloom( scenePassColor );
*
* postProcessing.outputNode = scenePassColor.add( bloomPass );
* ```
* By default, the node affects the entire image. For a selective bloom,
* use the `emissive` material property to control which objects should
* contribute to bloom or not. This can be achieved via MRT.
* ```js
* const postProcessing = new THREE.PostProcessing( renderer );
*
* const scenePass = pass( scene, camera );
* scenePass.setMRT( mrt( {
* output,
* emissive
* } ) );
*
* const scenePassColor = scenePass.getTextureNode( 'output' );
* const emissivePass = scenePass.getTextureNode( 'emissive' );
*
* const bloomPass = bloom( emissivePass );
* postProcessing.outputNode = scenePassColor.add( bloomPass );
* ```
* @augments TempNode
*/
class BloomNode extends TempNode {
static get type() {
return 'BloomNode';
}
/**
* Constructs a new bloom node.
*
* @param {Node<vec4>} inputNode - The node that represents the input of the effect.
* @param {Number} [strength=1] - The strength of the bloom.
* @param {Number} [radius=0] - The radius of the bloom.
* @param {Number} [threshold=0] - The luminance threshold limits which bright areas contribute to the bloom effect.
*/
constructor( inputNode, strength = 1, radius = 0, threshold = 0 ) {
super( 'vec4' );
/**
* The node that represents the input of the effect.
*
* @type {Node<vec4>}
*/
this.inputNode = inputNode;
/**
* The strength of the bloom.
*
* @type {UniformNode<float>}
*/
this.strength = uniform( strength );
/**
* The radius of the bloom.
*
* @type {UniformNode<float>}
*/
this.radius = uniform( radius );
/**
* The luminance threshold limits which bright areas contribute to the bloom effect.
*
* @type {UniformNode<float>}
*/
this.threshold = uniform( threshold );
/**
* Can be used to tweak the extracted luminance from the scene.
*
* @type {UniformNode<float>}
*/
this.smoothWidth = uniform( 0.01 );
/**
* An array that holds the render targets for the horizontal blur passes.
*
* @private
* @type {Array<RenderTarget>}
*/
this._renderTargetsHorizontal = [];
/**
* An array that holds the render targets for the vertical blur passes.
*
* @private
* @type {Array<RenderTarget>}
*/
this._renderTargetsVertical = [];
/**
* The number if blur mips.
*
* @private
* @type {Number}
*/
this._nMips = 5;
/**
* The render target for the luminance pass.
*
* @private
* @type {RenderTarget}
*/
this._renderTargetBright = new RenderTarget( 1, 1, { depthBuffer: false, type: HalfFloatType } );
this._renderTargetBright.texture.name = 'UnrealBloomPass.bright';
this._renderTargetBright.texture.generateMipmaps = false;
//
for ( let i = 0; i < this._nMips; i ++ ) {
const renderTargetHorizontal = new RenderTarget( 1, 1, { depthBuffer: false, type: HalfFloatType } );
renderTargetHorizontal.texture.name = 'UnrealBloomPass.h' + i;
renderTargetHorizontal.texture.generateMipmaps = false;
this._renderTargetsHorizontal.push( renderTargetHorizontal );
const renderTargetVertical = new RenderTarget( 1, 1, { depthBuffer: false, type: HalfFloatType } );
renderTargetVertical.texture.name = 'UnrealBloomPass.v' + i;
renderTargetVertical.texture.generateMipmaps = false;
this._renderTargetsVertical.push( renderTargetVertical );
}
/**
* The material for the composite pass.
*
* @private
* @type {NodeMaterial?}
*/
this._compositeMaterial = null;
/**
* The material for the luminance pass.
*
* @private
* @type {NodeMaterial?}
*/
this._highPassFilterMaterial = null;
/**
* The materials for the blur pass.
*
* @private
* @type {Array<NodeMaterial>}
*/
this._separableBlurMaterials = [];
/**
* The result of the luminance pass as a texture node for further processing.
*
* @private
* @type {TextureNode}
*/
this._textureNodeBright = texture( this._renderTargetBright.texture );
/**
* The result of the first blur pass as a texture node for further processing.
*
* @private
* @type {TextureNode}
*/
this._textureNodeBlur0 = texture( this._renderTargetsVertical[ 0 ].texture );
/**
* The result of the second blur pass as a texture node for further processing.
*
* @private
* @type {TextureNode}
*/
this._textureNodeBlur1 = texture( this._renderTargetsVertical[ 1 ].texture );
/**
* The result of the third blur pass as a texture node for further processing.
*
* @private
* @type {TextureNode}
*/
this._textureNodeBlur2 = texture( this._renderTargetsVertical[ 2 ].texture );
/**
* The result of the fourth blur pass as a texture node for further processing.
*
* @private
* @type {TextureNode}
*/
this._textureNodeBlur3 = texture( this._renderTargetsVertical[ 3 ].texture );
/**
* The result of the fifth blur pass as a texture node for further processing.
*
* @private
* @type {TextureNode}
*/
this._textureNodeBlur4 = texture( this._renderTargetsVertical[ 4 ].texture );
/**
* The result of the effect is represented as a separate texture node.
*
* @private
* @type {PassTextureNode}
*/
this._textureOutput = passTexture( this, this._renderTargetsHorizontal[ 0 ].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._textureOutput;
}
/**
* 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 ) {
let resx = Math.round( width / 2 );
let resy = Math.round( height / 2 );
this._renderTargetBright.setSize( resx, resy );
for ( let i = 0; i < this._nMips; i ++ ) {
this._renderTargetsHorizontal[ i ].setSize( resx, resy );
this._renderTargetsVertical[ i ].setSize( resx, resy );
this._separableBlurMaterials[ i ].invSize.value.set( 1 / resx, 1 / resy );
resx = Math.round( resx / 2 );
resy = Math.round( resy / 2 );
}
}
/**
* 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 size = renderer.getDrawingBufferSize( _size );
this.setSize( size.width, size.height );
// 1. Extract bright areas
renderer.setRenderTarget( this._renderTargetBright );
_quadMesh.material = this._highPassFilterMaterial;
_quadMesh.render( renderer );
// 2. Blur all the mips progressively
let inputRenderTarget = this._renderTargetBright;
for ( let i = 0; i < this._nMips; i ++ ) {
_quadMesh.material = this._separableBlurMaterials[ i ];
this._separableBlurMaterials[ i ].colorTexture.value = inputRenderTarget.texture;
this._separableBlurMaterials[ i ].direction.value = _BlurDirectionX;
renderer.setRenderTarget( this._renderTargetsHorizontal[ i ] );
_quadMesh.render( renderer );
this._separableBlurMaterials[ i ].colorTexture.value = this._renderTargetsHorizontal[ i ].texture;
this._separableBlurMaterials[ i ].direction.value = _BlurDirectionY;
renderer.setRenderTarget( this._renderTargetsVertical[ i ] );
_quadMesh.render( renderer );
inputRenderTarget = this._renderTargetsVertical[ i ];
}
// 3. Composite all the mips
renderer.setRenderTarget( this._renderTargetsHorizontal[ 0 ] );
_quadMesh.material = this._compositeMaterial;
_quadMesh.render( renderer );
// restore
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 ) {
// luminosity high pass material
const luminosityHighPass = Fn( () => {
const texel = this.inputNode;
const v = luminance( texel.rgb );
const alpha = smoothstep( this.threshold, this.threshold.add( this.smoothWidth ), v );
return mix( vec4( 0 ), texel, alpha );
} );
this._highPassFilterMaterial = this._highPassFilterMaterial || new NodeMaterial();
this._highPassFilterMaterial.fragmentNode = luminosityHighPass().context( builder.getSharedContext() );
this._highPassFilterMaterial.name = 'Bloom_highPass';
this._highPassFilterMaterial.needsUpdate = true;
// gaussian blur materials
const kernelSizeArray = [ 3, 5, 7, 9, 11 ];
for ( let i = 0; i < this._nMips; i ++ ) {
this._separableBlurMaterials.push( this._getSeparableBlurMaterial( builder, kernelSizeArray[ i ] ) );
}
// composite material
const bloomFactors = uniformArray( [ 1.0, 0.8, 0.6, 0.4, 0.2 ] );
const bloomTintColors = uniformArray( [ new Vector3( 1, 1, 1 ), new Vector3( 1, 1, 1 ), new Vector3( 1, 1, 1 ), new Vector3( 1, 1, 1 ), new Vector3( 1, 1, 1 ) ] );
const lerpBloomFactor = Fn( ( [ factor, radius ] ) => {
const mirrorFactor = float( 1.2 ).sub( factor );
return mix( factor, mirrorFactor, radius );
} ).setLayout( {
name: 'lerpBloomFactor',
type: 'float',
inputs: [
{ name: 'factor', type: 'float' },
{ name: 'radius', type: 'float' },
]
} );
const compositePass = Fn( () => {
const color0 = lerpBloomFactor( bloomFactors.element( 0 ), this.radius ).mul( vec4( bloomTintColors.element( 0 ), 1.0 ) ).mul( this._textureNodeBlur0 );
const color1 = lerpBloomFactor( bloomFactors.element( 1 ), this.radius ).mul( vec4( bloomTintColors.element( 1 ), 1.0 ) ).mul( this._textureNodeBlur1 );
const color2 = lerpBloomFactor( bloomFactors.element( 2 ), this.radius ).mul( vec4( bloomTintColors.element( 2 ), 1.0 ) ).mul( this._textureNodeBlur2 );
const color3 = lerpBloomFactor( bloomFactors.element( 3 ), this.radius ).mul( vec4( bloomTintColors.element( 3 ), 1.0 ) ).mul( this._textureNodeBlur3 );
const color4 = lerpBloomFactor( bloomFactors.element( 4 ), this.radius ).mul( vec4( bloomTintColors.element( 4 ), 1.0 ) ).mul( this._textureNodeBlur4 );
const sum = color0.add( color1 ).add( color2 ).add( color3 ).add( color4 );
return sum.mul( this.strength );
} );
this._compositeMaterial = this._compositeMaterial || new NodeMaterial();
this._compositeMaterial.fragmentNode = compositePass().context( builder.getSharedContext() );
this._compositeMaterial.name = 'Bloom_comp';
this._compositeMaterial.needsUpdate = true;
//
return this._textureOutput;
}
/**
* Frees internal resources. This method should be called
* when the effect is no longer required.
*/
dispose() {
for ( let i = 0; i < this._renderTargetsHorizontal.length; i ++ ) {
this._renderTargetsHorizontal[ i ].dispose();
}
for ( let i = 0; i < this._renderTargetsVertical.length; i ++ ) {
this._renderTargetsVertical[ i ].dispose();
}
this._renderTargetBright.dispose();
}
/**
* Create a separable blur material for the given kernel radius.
*
* @param {NodeBuilder} builder - The current node builder.
* @param {Number} kernelRadius - The kernel radius.
* @return {NodeMaterial}
*/
_getSeparableBlurMaterial( builder, kernelRadius ) {
const coefficients = [];
for ( let i = 0; i < kernelRadius; i ++ ) {
coefficients.push( 0.39894 * Math.exp( - 0.5 * i * i / ( kernelRadius * kernelRadius ) ) / kernelRadius );
}
//
const colorTexture = texture();
const gaussianCoefficients = uniformArray( coefficients );
const invSize = uniform( new Vector2() );
const direction = uniform( new Vector2( 0.5, 0.5 ) );
const uvNode = uv();
const sampleTexel = ( uv ) => colorTexture.sample( uv );
const separableBlurPass = Fn( () => {
const weightSum = gaussianCoefficients.element( 0 ).toVar();
const diffuseSum = sampleTexel( uvNode ).rgb.mul( weightSum ).toVar();
Loop( { start: int( 1 ), end: int( kernelRadius ), type: 'int', condition: '<' }, ( { i } ) => {
const x = float( i );
const w = gaussianCoefficients.element( i );
const uvOffset = direction.mul( invSize ).mul( x );
const sample1 = sampleTexel( uvNode.add( uvOffset ) ).rgb;
const sample2 = sampleTexel( uvNode.sub( uvOffset ) ).rgb;
diffuseSum.addAssign( add( sample1, sample2 ).mul( w ) );
weightSum.addAssign( float( 2.0 ).mul( w ) );
} );
return vec4( diffuseSum.div( weightSum ), 1.0 );
} );
const separableBlurMaterial = new NodeMaterial();
separableBlurMaterial.fragmentNode = separableBlurPass().context( builder.getSharedContext() );
separableBlurMaterial.name = 'Bloom_separable';
separableBlurMaterial.needsUpdate = true;
// uniforms
separableBlurMaterial.colorTexture = colorTexture;
separableBlurMaterial.direction = direction;
separableBlurMaterial.invSize = invSize;
return separableBlurMaterial;
}
}
/**
* TSL function for creating a bloom effect.
*
* @function
* @param {Node<vec4>} node - The node that represents the input of the effect.
* @param {Number} [strength=1] - The strength of the bloom.
* @param {Number} [radius=0] - The radius of the bloom.
* @param {Number} [threshold=0] - The luminance threshold limits which bright areas contribute to the bloom effect.
* @returns {BloomNode}
*/
export const bloom = ( node, strength, radius, threshold ) => nodeObject( new BloomNode( nodeObject( node ), strength, radius, threshold ) );
export default BloomNode;