MCP 3D Printer Server

by DMontgomery40
Verified
import { DataTexture, RepeatWrapping, Vector2, Vector3, TempNode } from 'three/webgpu'; import { texture, getNormalFromDepth, getViewPosition, convertToTexture, nodeObject, Fn, float, NodeUpdateType, uv, uniform, Loop, luminance, vec2, vec3, vec4, uniformArray, int, dot, max, pow, abs, If, textureSize, sin, cos, mat2, PI } from 'three/tsl'; import { SimplexNoise } from '../../math/SimplexNoise.js'; /** @module DenoiseNode **/ /** * Post processing node for denoising data like raw screen-space ambient occlusion output. * Denoise can noticeably improve the quality of ambient occlusion but also add quite some * overhead to the post processing setup. It's best to make its usage optional (e.g. via * graphic settings). * * Reference: {@link https://openaccess.thecvf.com/content/WACV2021/papers/Khademi_Self-Supervised_Poisson-Gaussian_Denoising_WACV_2021_paper.pdf}. * * @augments TempNode */ class DenoiseNode extends TempNode { static get type() { return 'DenoiseNode'; } /** * Constructs a new denoise node. * * @param {TextureNode} textureNode - The texture node that represents the input of the effect (e.g. AO). * @param {Node<float>} depthNode - A node that represents the scene's depth. * @param {Node<vec3>?} normalNode - A node that represents the scene's normals. * @param {Camera} camera - The camera the scene is rendered with. */ constructor( textureNode, depthNode, normalNode, camera ) { super( 'vec4' ); /** * The texture node that represents the input of the effect (e.g. AO). * * @type {TextureNode} */ this.textureNode = textureNode; /** * A node that represents the scene's depth. * * @type {Node<float>} */ this.depthNode = depthNode; /** * A node that represents the scene's normals. If no normals are passed to the * constructor (because MRT is not available), normals can be automatically * reconstructed from depth values in the shader. * * @type {Node<vec3>?} */ this.normalNode = normalNode; /** * The node represents the internal noise texture. * * @type {TextureNode} */ this.noiseNode = texture( generateDefaultNoise() ); /** * The luma Phi value. * * @type {UniformNode<float>} */ this.lumaPhi = uniform( 5 ); /** * The depth Phi value. * * @type {UniformNode<float>} */ this.depthPhi = uniform( 5 ); /** * The normal Phi value. * * @type {UniformNode<float>} */ this.normalPhi = uniform( 5 ); /** * The radius. * * @type {UniformNode<float>} */ this.radius = uniform( 5 ); /** * The index. * * @type {UniformNode<float>} */ this.index = uniform( 0 ); /** * The `updateBeforeType` is set to `NodeUpdateType.FRAME` since the node updates * its internal uniforms once per frame in `updateBefore()`. * * @type {String} * @default 'frame' */ this.updateBeforeType = NodeUpdateType.FRAME; /** * The resolution of the effect. * * @private * @type {UniformNode<vec2>} */ this._resolution = uniform( new Vector2() ); /** * An array of sample vectors. * * @private * @type {UniformArrayNode<vec3>} */ this._sampleVectors = uniformArray( generateDenoiseSamples( 16, 2, 1 ) ); /** * Represents the inverse projection matrix of the scene's camera. * * @private * @type {UniformNode<mat4>} */ this._cameraProjectionMatrixInverse = uniform( camera.projectionMatrixInverse ); } /** * This method is used to update internal uniforms once per frame. * * @param {NodeFrame} frame - The current node frame. */ updateBefore() { const map = this.textureNode.value; this._resolution.value.set( map.image.width, map.image.height ); } /** * This method is used to setup the effect's TSL code. * * @param {NodeBuilder} builder - The current node builder. * @return {ShaderCallNodeInternal} */ setup( /* builder */ ) { const uvNode = uv(); const sampleTexture = ( uv ) => this.textureNode.sample( uv ); const sampleDepth = ( uv ) => this.depthNode.sample( uv ).x; const sampleNormal = ( uv ) => ( this.normalNode !== null ) ? this.normalNode.sample( uv ).rgb.normalize() : getNormalFromDepth( uv, this.depthNode.value, this._cameraProjectionMatrixInverse ); const sampleNoise = ( uv ) => this.noiseNode.sample( uv ); const denoiseSample = Fn( ( [ center, viewNormal, viewPosition, sampleUv ] ) => { const texel = sampleTexture( sampleUv ).toVar(); const depth = sampleDepth( sampleUv ).toVar(); const normal = sampleNormal( sampleUv ).toVar(); const neighborColor = texel.rgb; const viewPos = getViewPosition( sampleUv, depth, this._cameraProjectionMatrixInverse ).toVar(); const normalDiff = dot( viewNormal, normal ).toVar(); const normalSimilarity = pow( max( normalDiff, 0 ), this.normalPhi ).toVar(); const lumaDiff = abs( luminance( neighborColor ).sub( luminance( center ) ) ).toVar(); const lumaSimilarity = max( float( 1.0 ).sub( lumaDiff.div( this.lumaPhi ) ), 0 ).toVar(); const depthDiff = abs( dot( viewPosition.sub( viewPos ), viewNormal ) ).toVar(); const depthSimilarity = max( float( 1.0 ).sub( depthDiff.div( this.depthPhi ) ), 0 ); const w = lumaSimilarity.mul( depthSimilarity ).mul( normalSimilarity ); return vec4( neighborColor.mul( w ), w ); } ); const denoise = Fn( ( [ uvNode ] ) => { const depth = sampleDepth( uvNode ).toVar(); const viewNormal = sampleNormal( uvNode ).toVar(); const texel = sampleTexture( uvNode ).toVar(); If( depth.greaterThanEqual( 1.0 ).or( dot( viewNormal, viewNormal ).equal( 0.0 ) ), () => { return texel; } ); const center = vec3( texel.rgb ).toVar(); const viewPosition = getViewPosition( uvNode, depth, this._cameraProjectionMatrixInverse ).toVar(); const noiseResolution = textureSize( this.noiseNode, 0 ); let noiseUv = vec2( uvNode.x, uvNode.y.oneMinus() ); noiseUv = noiseUv.mul( this._resolution.div( noiseResolution ) ); const noiseTexel = sampleNoise( noiseUv ).toVar(); const x = sin( noiseTexel.element( this.index.mod( 4 ).mul( 2 ).mul( PI ) ) ).toVar(); const y = cos( noiseTexel.element( this.index.mod( 4 ).mul( 2 ).mul( PI ) ) ).toVar(); const noiseVec = vec2( x, y ).toVar(); const rotationMatrix = mat2( noiseVec.x, noiseVec.y.negate(), noiseVec.x, noiseVec.y ).toVar(); const totalWeight = float( 1.0 ).toVar(); const denoised = vec3( texel.rgb ).toVar(); Loop( { start: int( 0 ), end: int( 16 ), type: 'int', condition: '<' }, ( { i } ) => { const sampleDir = this._sampleVectors.element( i ).toVar(); const offset = rotationMatrix.mul( sampleDir.xy.mul( float( 1.0 ).add( sampleDir.z.mul( this.radius.sub( 1 ) ) ) ) ).div( this._resolution ).toVar(); const sampleUv = uvNode.add( offset ).toVar(); const result = denoiseSample( center, viewNormal, viewPosition, sampleUv ); denoised.addAssign( result.xyz ); totalWeight.addAssign( result.w ); } ); If( totalWeight.greaterThan( float( 0 ) ), () => { denoised.divAssign( totalWeight ); } ); return vec4( denoised, texel.a ); } ).setLayout( { name: 'denoise', type: 'vec4', inputs: [ { name: 'uv', type: 'vec2' } ] } ); const output = Fn( () => { return denoise( uvNode ); } ); const outputNode = output(); return outputNode; } } export default DenoiseNode; /** * Generates denoise samples based on the given parameters. * * @param {Number} numSamples - The number of samples. * @param {Number} numRings - The number of rings. * @param {Number} radiusExponent - The radius exponent. * @return {Array<Vector3>} The denoise samples. */ function generateDenoiseSamples( numSamples, numRings, radiusExponent ) { const samples = []; for ( let i = 0; i < numSamples; i ++ ) { const angle = 2 * Math.PI * numRings * i / numSamples; const radius = Math.pow( i / ( numSamples - 1 ), radiusExponent ); samples.push( new Vector3( Math.cos( angle ), Math.sin( angle ), radius ) ); } return samples; } /** * Generates a default noise texture for the given size. * * @param {Number} [size=64] - The texture size. * @return {DataTexture} The generated noise texture. */ function generateDefaultNoise( size = 64 ) { const simplex = new SimplexNoise(); const arraySize = size * size * 4; const data = new Uint8Array( arraySize ); for ( let i = 0; i < size; i ++ ) { for ( let j = 0; j < size; j ++ ) { const x = i; const y = j; data[ ( i * size + j ) * 4 ] = ( simplex.noise( x, y ) * 0.5 + 0.5 ) * 255; data[ ( i * size + j ) * 4 + 1 ] = ( simplex.noise( x + size, y ) * 0.5 + 0.5 ) * 255; data[ ( i * size + j ) * 4 + 2 ] = ( simplex.noise( x, y + size ) * 0.5 + 0.5 ) * 255; data[ ( i * size + j ) * 4 + 3 ] = ( simplex.noise( x + size, y + size ) * 0.5 + 0.5 ) * 255; } } const noiseTexture = new DataTexture( data, size, size ); noiseTexture.wrapS = RepeatWrapping; noiseTexture.wrapT = RepeatWrapping; noiseTexture.needsUpdate = true; return noiseTexture; } /** * TSL function for creating a denoise effect. * * @function * @param {Node} node - The node that represents the input of the effect (e.g. AO). * @param {Node<float>} depthNode - A node that represents the scene's depth. * @param {Node<vec3>?} normalNode - A node that represents the scene's normals. * @param {Camera} camera - The camera the scene is rendered with. * @returns {DenoiseNode} */ export const denoise = ( node, depthNode, normalNode, camera ) => nodeObject( new DenoiseNode( convertToTexture( node ), nodeObject( depthNode ), nodeObject( normalNode ), camera ) );