MCP 3D Printer Server

by DMontgomery40
Verified
import { RenderTarget, Vector2, NodeMaterial, RendererUtils, QuadMesh, TempNode, NodeUpdateType } from 'three/webgpu'; import { nodeObject, Fn, If, float, uv, uniform, convertToTexture, vec2, vec4, passTexture, mul } from 'three/tsl'; /** @module GaussianBlurNode **/ const _quadMesh = /*@__PURE__*/ new QuadMesh(); let _rendererState; const premult = /*@__PURE__*/ Fn( ( [ color ] ) => { return vec4( color.rgb.mul( color.a ), color.a ); } ).setLayout( { name: 'premult', type: 'vec4', inputs: [ { name: 'color', type: 'vec4' } ] } ); const unpremult = /*@__PURE__*/ Fn( ( [ color ] ) => { If( color.a.equal( 0.0 ), () => vec4( 0.0 ) ); return vec4( color.rgb.div( color.a ), color.a ); } ).setLayout( { name: 'unpremult', type: 'vec4', inputs: [ { name: 'color', type: 'vec4' } ] } ); /** * Post processing node for creating a gaussian blur effect. * * @augments TempNode */ class GaussianBlurNode extends TempNode { static get type() { return 'GaussianBlurNode'; } /** * Constructs a new gaussian blur node. * * @param {TextureNode} textureNode - The texture node that represents the input of the effect. * @param {Node<vec2|float>} directionNode - Defines the direction and radius of the blur. * @param {Number} sigma - Controls the kernel of the blur filter. Higher values mean a wider blur radius. */ constructor( textureNode, directionNode = null, sigma = 2 ) { super( 'vec4' ); /** * The texture node that represents the input of the effect. * * @type {TextureNode} */ this.textureNode = textureNode; /** * Defines the direction and radius of the blur. * * @type {Node<vec2|float>} */ this.directionNode = directionNode; /** * Controls the kernel of the blur filter. Higher values mean a wider blur radius. * * @type {Number} */ this.sigma = sigma; /** * A uniform node holding the inverse resolution value. * * @private * @type {UniformNode<vec2>} */ this._invSize = uniform( new Vector2() ); /** * Gaussian blur is applied in two passes (horizontal, vertical). * This node controls the direction of each pass. * * @private * @type {UniformNode<vec2>} */ this._passDirection = uniform( new Vector2() ); /** * The render target used for the horizontal pass. * * @private * @type {RenderTarget} */ this._horizontalRT = new RenderTarget( 1, 1, { depthBuffer: false } ); this._horizontalRT.texture.name = 'GaussianBlurNode.horizontal'; /** * The render target used for the vertical pass. * * @private * @type {RenderTarget} */ this._verticalRT = new RenderTarget( 1, 1, { depthBuffer: false } ); this._verticalRT.texture.name = 'GaussianBlurNode.vertical'; /** * The result of the effect is represented as a separate texture node. * * @private * @type {PassTextureNode} */ this._textureNode = passTexture( this, this._verticalRT.texture ); this._textureNode.uvNode = textureNode.uvNode; /** * 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; /** * Controls the resolution of the effect. * * @type {Vector2} * @default (1,1) */ this.resolution = new Vector2( 1, 1 ); /** * Whether the effect should use premultiplied alpha or not. Set this to `true` * if you are going to blur texture input with transparency. * * @type {Boolean} * @default false */ this.premultipliedAlpha = false; } /** * Sets the given premultiplied alpha value. * * @param {Boolean} value - Whether the effect should use premultiplied alpha or not. * @return {GaussianBlurNode} height - A reference to this node. */ setPremultipliedAlpha( value ) { this.premultipliedAlpha = value; return this; } /** * Returns the premultiplied alpha value. * * @return {Boolean} Whether the effect should use premultiplied alpha or not. */ getPremultipliedAlpha() { return this.premultipliedAlpha; } /** * 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 ) { width = Math.max( Math.round( width * this.resolution.x ), 1 ); height = Math.max( Math.round( height * this.resolution.y ), 1 ); this._invSize.value.set( 1 / width, 1 / height ); this._horizontalRT.setSize( width, height ); this._verticalRT.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 currentTexture = textureNode.value; _quadMesh.material = this._material; this.setSize( map.image.width, map.image.height ); const textureType = map.type; this._horizontalRT.texture.type = textureType; this._verticalRT.texture.type = textureType; // horizontal renderer.setRenderTarget( this._horizontalRT ); this._passDirection.value.set( 1, 0 ); _quadMesh.render( renderer ); // vertical textureNode.value = this._horizontalRT.texture; renderer.setRenderTarget( this._verticalRT ); this._passDirection.value.set( 0, 1 ); _quadMesh.render( renderer ); // restore textureNode.value = currentTexture; RendererUtils.restoreRendererState( renderer, _rendererState ); } /** * 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; } /** * 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 = uv(); const directionNode = vec2( this.directionNode || 1 ); let sampleTexture, output; if ( this.premultipliedAlpha ) { // https://lisyarus.github.io/blog/posts/blur-coefficients-generator.html sampleTexture = ( uv ) => premult( textureNode.sample( uv ) ); output = ( color ) => unpremult( color ); } else { sampleTexture = ( uv ) => textureNode.sample( uv ); output = ( color ) => color; } const blur = Fn( () => { const kernelSize = 3 + ( 2 * this.sigma ); const gaussianCoefficients = this._getCoefficients( kernelSize ); const invSize = this._invSize; const direction = directionNode.mul( this._passDirection ); const weightSum = float( gaussianCoefficients[ 0 ] ).toVar(); const diffuseSum = vec4( sampleTexture( uvNode ).mul( weightSum ) ).toVar(); for ( let i = 1; i < kernelSize; i ++ ) { const x = float( i ); const w = float( gaussianCoefficients[ i ] ); const uvOffset = vec2( direction.mul( invSize.mul( x ) ) ).toVar(); const sample1 = sampleTexture( uvNode.add( uvOffset ) ); const sample2 = sampleTexture( uvNode.sub( uvOffset ) ); diffuseSum.addAssign( sample1.add( sample2 ).mul( w ) ); weightSum.addAssign( mul( 2.0, w ) ); } return output( diffuseSum.div( weightSum ) ); } ); // const material = this._material || ( this._material = new NodeMaterial() ); material.fragmentNode = blur().context( builder.getSharedContext() ); material.name = 'Gaussian_blur'; material.needsUpdate = true; // 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._horizontalRT.dispose(); this._verticalRT.dispose(); } /** * Computes gaussian coefficients depending on the given kernel radius. * * @private * @param {Number} kernelRadius - The kernel radius. * @return {Array<Number>} */ _getCoefficients( kernelRadius ) { const coefficients = []; for ( let i = 0; i < kernelRadius; i ++ ) { coefficients.push( 0.39894 * Math.exp( - 0.5 * i * i / ( kernelRadius * kernelRadius ) ) / kernelRadius ); } return coefficients; } } export default GaussianBlurNode; /** * TSL function for creating a gaussian blur node for post processing. * * @function * @param {Node<vec4>} node - The node that represents the input of the effect. * @param {Node<vec2|float>} directionNode - Defines the direction and radius of the blur. * @param {Number} sigma - Controls the kernel of the blur filter. Higher values mean a wider blur radius. * @returns {GaussianBlurNode} */ export const gaussianBlur = ( node, directionNode, sigma ) => nodeObject( new GaussianBlurNode( convertToTexture( node ), directionNode, sigma ) ); /** * TSL function for creating a gaussian blur node for post processing with enabled premultiplied alpha. * * @function * @param {Node<vec4>} node - The node that represents the input of the effect. * @param {Node<vec2|float>} directionNode - Defines the direction and radius of the blur. * @param {Number} sigma - Controls the kernel of the blur filter. Higher values mean a wider blur radius. * @returns {GaussianBlurNode} */ export const premultipliedGaussianBlur = ( node, directionNode, sigma ) => nodeObject( new GaussianBlurNode( convertToTexture( node ), directionNode, sigma ).setPremultipliedAlpha( true ) );