MCP 3D Printer Server

by DMontgomery40
Verified
import { TempNode, NodeUpdateType } from 'three/webgpu'; import { convertToTexture, nodeObject, Fn, uv, uniform, vec2, vec4, clamp } from 'three/tsl'; /** @module DepthOfFieldNode **/ /** * Post processing node for creating depth of field (DOF) effect. * * @augments TempNode */ class DepthOfFieldNode extends TempNode { static get type() { return 'DepthOfFieldNode'; } /** * Constructs a new DOF node. * * @param {TextureNode} textureNode - The texture node that represents the input of the effect. * @param {Node<float>} viewZNode - Represents the viewZ depth values of the scene. * @param {Node<float>} focusNode - Defines the effect's focus which is the distance along the camera's look direction in world units. * @param {Node<float>} apertureNode - Defines the effect's aperture. * @param {Node<float>} maxblurNode - Defines the effect's maximum blur. */ constructor( textureNode, viewZNode, focusNode, apertureNode, maxblurNode ) { super( 'vec4' ); /** * The texture node that represents the input of the effect. * * @type {TextureNode} */ this.textureNode = textureNode; /** * Represents the viewZ depth values of the scene. * * @type {Node<float>} */ this.viewZNode = viewZNode; /** * Defines the effect's focus which is the distance along the camera's look direction in world units. * * @type {Node<float>} */ this.focusNode = focusNode; /** * Defines the effect's aperture. * * @type {Node<float>} */ this.apertureNode = apertureNode; /** * Defines the effect's maximum blur. * * @type {Node<float>} */ this.maxblurNode = maxblurNode; /** * Represents the input's aspect ratio. * * @private * @type {UniformNode<float>} */ this._aspect = 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; } /** * This method is used to update the effect's uniforms once per frame. * * @param {NodeFrame} frame - The current node frame. */ updateBefore() { const map = this.textureNode.value; this._aspect.value = 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() { const textureNode = this.textureNode; const uvNode = textureNode.uvNode || uv(); const sampleTexture = ( uv ) => textureNode.sample( uv ); const dof = Fn( () => { const aspectcorrect = vec2( 1.0, this._aspect ); const factor = this.focusNode.add( this.viewZNode ); const dofblur = vec2( clamp( factor.mul( this.apertureNode ), this.maxblurNode.negate(), this.maxblurNode ) ); const dofblur9 = dofblur.mul( 0.9 ); const dofblur7 = dofblur.mul( 0.7 ); const dofblur4 = dofblur.mul( 0.4 ); let col = vec4( 0.0 ); col = col.add( sampleTexture( uvNode ) ); col = col.add( sampleTexture( uvNode.add( vec2( 0.0, 0.4 ).mul( aspectcorrect ).mul( dofblur ) ) ) ); col = col.add( sampleTexture( uvNode.add( vec2( 0.15, 0.37 ).mul( aspectcorrect ).mul( dofblur ) ) ) ); col = col.add( sampleTexture( uvNode.add( vec2( 0.29, 0.29 ).mul( aspectcorrect ).mul( dofblur ) ) ) ); col = col.add( sampleTexture( uvNode.add( vec2( - 0.37, 0.15 ).mul( aspectcorrect ).mul( dofblur ) ) ) ); col = col.add( sampleTexture( uvNode.add( vec2( 0.40, 0.0 ).mul( aspectcorrect ).mul( dofblur ) ) ) ); col = col.add( sampleTexture( uvNode.add( vec2( 0.37, - 0.15 ).mul( aspectcorrect ).mul( dofblur ) ) ) ); col = col.add( sampleTexture( uvNode.add( vec2( 0.29, - 0.29 ).mul( aspectcorrect ).mul( dofblur ) ) ) ); col = col.add( sampleTexture( uvNode.add( vec2( - 0.15, - 0.37 ).mul( aspectcorrect ).mul( dofblur ) ) ) ); col = col.add( sampleTexture( uvNode.add( vec2( 0.0, - 0.4 ).mul( aspectcorrect ).mul( dofblur ) ) ) ); col = col.add( sampleTexture( uvNode.add( vec2( - 0.15, 0.37 ).mul( aspectcorrect ).mul( dofblur ) ) ) ); col = col.add( sampleTexture( uvNode.add( vec2( - 0.29, 0.29 ).mul( aspectcorrect ).mul( dofblur ) ) ) ); col = col.add( sampleTexture( uvNode.add( vec2( 0.37, 0.15 ).mul( aspectcorrect ).mul( dofblur ) ) ) ); col = col.add( sampleTexture( uvNode.add( vec2( - 0.4, 0.0 ).mul( aspectcorrect ).mul( dofblur ) ) ) ); col = col.add( sampleTexture( uvNode.add( vec2( - 0.37, - 0.15 ).mul( aspectcorrect ).mul( dofblur ) ) ) ); col = col.add( sampleTexture( uvNode.add( vec2( - 0.29, - 0.29 ).mul( aspectcorrect ).mul( dofblur ) ) ) ); col = col.add( sampleTexture( uvNode.add( vec2( 0.15, - 0.37 ).mul( aspectcorrect ).mul( dofblur ) ) ) ); col = col.add( sampleTexture( uvNode.add( vec2( 0.15, 0.37 ).mul( aspectcorrect ).mul( dofblur9 ) ) ) ); col = col.add( sampleTexture( uvNode.add( vec2( - 0.37, 0.15 ).mul( aspectcorrect ).mul( dofblur9 ) ) ) ); col = col.add( sampleTexture( uvNode.add( vec2( 0.37, - 0.15 ).mul( aspectcorrect ).mul( dofblur9 ) ) ) ); col = col.add( sampleTexture( uvNode.add( vec2( - 0.15, - 0.37 ).mul( aspectcorrect ).mul( dofblur9 ) ) ) ); col = col.add( sampleTexture( uvNode.add( vec2( - 0.15, 0.37 ).mul( aspectcorrect ).mul( dofblur9 ) ) ) ); col = col.add( sampleTexture( uvNode.add( vec2( 0.37, 0.15 ).mul( aspectcorrect ).mul( dofblur9 ) ) ) ); col = col.add( sampleTexture( uvNode.add( vec2( - 0.37, - 0.15 ).mul( aspectcorrect ).mul( dofblur9 ) ) ) ); col = col.add( sampleTexture( uvNode.add( vec2( 0.15, - 0.37 ).mul( aspectcorrect ).mul( dofblur9 ) ) ) ); col = col.add( sampleTexture( uvNode.add( vec2( 0.29, 0.29 ).mul( aspectcorrect ).mul( dofblur7 ) ) ) ); col = col.add( sampleTexture( uvNode.add( vec2( 0.40, 0.0 ).mul( aspectcorrect ).mul( dofblur7 ) ) ) ); col = col.add( sampleTexture( uvNode.add( vec2( 0.29, - 0.29 ).mul( aspectcorrect ).mul( dofblur7 ) ) ) ); col = col.add( sampleTexture( uvNode.add( vec2( 0.0, - 0.4 ).mul( aspectcorrect ).mul( dofblur7 ) ) ) ); col = col.add( sampleTexture( uvNode.add( vec2( - 0.29, 0.29 ).mul( aspectcorrect ).mul( dofblur7 ) ) ) ); col = col.add( sampleTexture( uvNode.add( vec2( - 0.4, 0.0 ).mul( aspectcorrect ).mul( dofblur7 ) ) ) ); col = col.add( sampleTexture( uvNode.add( vec2( - 0.29, - 0.29 ).mul( aspectcorrect ).mul( dofblur7 ) ) ) ); col = col.add( sampleTexture( uvNode.add( vec2( 0.0, 0.4 ).mul( aspectcorrect ).mul( dofblur7 ) ) ) ); col = col.add( sampleTexture( uvNode.add( vec2( 0.29, 0.29 ).mul( aspectcorrect ).mul( dofblur4 ) ) ) ); col = col.add( sampleTexture( uvNode.add( vec2( 0.4, 0.0 ).mul( aspectcorrect ).mul( dofblur4 ) ) ) ); col = col.add( sampleTexture( uvNode.add( vec2( 0.29, - 0.29 ).mul( aspectcorrect ).mul( dofblur4 ) ) ) ); col = col.add( sampleTexture( uvNode.add( vec2( 0.0, - 0.4 ).mul( aspectcorrect ).mul( dofblur4 ) ) ) ); col = col.add( sampleTexture( uvNode.add( vec2( - 0.29, 0.29 ).mul( aspectcorrect ).mul( dofblur4 ) ) ) ); col = col.add( sampleTexture( uvNode.add( vec2( - 0.4, 0.0 ).mul( aspectcorrect ).mul( dofblur4 ) ) ) ); col = col.add( sampleTexture( uvNode.add( vec2( - 0.29, - 0.29 ).mul( aspectcorrect ).mul( dofblur4 ) ) ) ); col = col.add( sampleTexture( uvNode.add( vec2( 0.0, 0.4 ).mul( aspectcorrect ).mul( dofblur4 ) ) ) ); col = col.div( 41 ); col.a = 1; return vec4( col ); } ); const outputNode = dof(); return outputNode; } } export default DepthOfFieldNode; /** * TSL function for creating a depth-of-field effect (DOF) for post processing. * * @function * @param {Node<vec4>} node - The node that represents the input of the effect. * @param {Node<float>} viewZNode - Represents the viewZ depth values of the scene. * @param {Node<float> | Number} focus - Defines the effect's focus which is the distance along the camera's look direction in world units. * @param {Node<float> | Number} aperture - Defines the effect's aperture. * @param {Node<float> | Number} maxblur - Defines the effect's maximum blur. * @returns {DepthOfFieldNode} */ export const dof = ( node, viewZNode, focus = 1, aperture = 0.025, maxblur = 1 ) => nodeObject( new DepthOfFieldNode( convertToTexture( node ), nodeObject( viewZNode ), nodeObject( focus ), nodeObject( aperture ), nodeObject( maxblur ) ) );