MCP 3D Printer Server
by DMontgomery40
Verified
import { DepthTexture, FloatType, RenderTarget, Vector2, TempNode, QuadMesh, NodeMaterial, RendererUtils, NodeUpdateType } from 'three/webgpu';
import { Loop, int, exp, min, float, mul, uv, vec2, vec3, Fn, textureSize, orthographicDepthToViewZ, screenUV, nodeObject, uniform, vec4, passTexture, texture, perspectiveDepthToViewZ, positionView, reference } from 'three/tsl';
/** @module OutlineNode **/
const _quadMesh = /*@__PURE__*/ new QuadMesh();
const _size = /*@__PURE__*/ new Vector2();
const _BLUR_DIRECTION_X = /*@__PURE__*/ new Vector2( 1.0, 0.0 );
const _BLUR_DIRECTION_Y = /*@__PURE__*/ new Vector2( 0.0, 1.0 );
let _rendererState;
/**
* Post processing node for rendering outlines around selected objects. The node
* gives you great flexibility in composing the final outline look depending on
* your requirements.
* ```js
* const postProcessing = new THREE.PostProcessing( renderer );
*
* const scenePass = pass( scene, camera );
*
* // outline parameter
*
* const edgeStrength = uniform( 3.0 );
* const edgeGlow = uniform( 0.0 );
* const edgeThickness = uniform( 1.0 );
* const visibleEdgeColor = uniform( new THREE.Color( 0xffffff ) );
* const hiddenEdgeColor = uniform( new THREE.Color( 0x4e3636 ) );
*
* outlinePass = outline( scene, camera, {
* selectedObjects,
* edgeGlow,
* edgeThickness
* } );
*
* // compose custom outline
*
* const { visibleEdge, hiddenEdge } = outlinePass;
* const outlineColor = visibleEdge.mul( visibleEdgeColor ).add( hiddenEdge.mul( hiddenEdgeColor ) ).mul( edgeStrength );
*
* postProcessing.outputNode = outlineColor.add( scenePass );
* ```
*
* @augments TempNode
*/
class OutlineNode extends TempNode {
static get type() {
return 'OutlineNode';
}
/**
* Constructs a new outline node.
*
* @param {Scene} scene - A reference to the scene.
* @param {Camera} camera - The camera the scene is rendered with.
* @param {Object} params - The configuration parameters.
* @param {Array<Object3D>} params.selectedObjects - An array of selected objects.
* @param {Node<float>} [params.edgeThickness=float(1)] - The thickness of the edges.
* @param {Node<float>} [params.edgeGlow=float(0)] - Can be used for an animated glow/pulse effects.
* @param {Number} [params.downSampleRatio=2] - The downsample ratio.
*/
constructor( scene, camera, params = {} ) {
super( 'vec4' );
const {
selectedObjects = [],
edgeThickness = float( 1 ),
edgeGlow = float( 0 ),
downSampleRatio = 2
} = params;
/**
* A reference to the scene.
*
* @type {Scene}
*/
this.scene = scene;
/**
* The camera the scene is rendered with.
*
* @type {Camera}
*/
this.camera = camera;
/**
* An array of selected objects.
*
* @type {Array<Object3D>}
*/
this.selectedObjects = selectedObjects;
/**
* The thickness of the edges.
*
* @type {Node<float>}
*/
this.edgeThicknessNode = nodeObject( edgeThickness );
/**
* Can be used for an animated glow/pulse effect.
*
* @type {Node<float>}
*/
this.edgeGlowNode = nodeObject( edgeGlow );
/**
* The downsample ratio.
*
* @type {Number}
* @default 2
*/
this.downSampleRatio = downSampleRatio;
/**
* 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;
// render targets
/**
* The render target for the depth pre-pass.
*
* @private
* @type {RenderTarget}
*/
this._renderTargetDepthBuffer = new RenderTarget();
this._renderTargetDepthBuffer.depthTexture = new DepthTexture();
this._renderTargetDepthBuffer.depthTexture.type = FloatType;
/**
* The render target for the mask pass.
*
* @private
* @type {RenderTarget}
*/
this._renderTargetMaskBuffer = new RenderTarget();
/**
* The render target for the mask downsample.
*
* @private
* @type {RenderTarget}
*/
this._renderTargetMaskDownSampleBuffer = new RenderTarget( 1, 1, { depthBuffer: false } );
/**
* The first render target for the edge detection.
*
* @private
* @type {RenderTarget}
*/
this._renderTargetEdgeBuffer1 = new RenderTarget( 1, 1, { depthBuffer: false } );
/**
* The second render target for the edge detection.
*
* @private
* @type {RenderTarget}
*/
this._renderTargetEdgeBuffer2 = new RenderTarget( 1, 1, { depthBuffer: false } );
/**
* The first render target for the blur pass.
*
* @private
* @type {RenderTarget}
*/
this._renderTargetBlurBuffer1 = new RenderTarget( 1, 1, { depthBuffer: false } );
/**
* The second render target for the blur pass.
*
* @private
* @type {RenderTarget}
*/
this._renderTargetBlurBuffer2 = new RenderTarget( 1, 1, { depthBuffer: false } );
/**
* The render target for the final composite.
*
* @private
* @type {RenderTarget}
*/
this._renderTargetComposite = new RenderTarget( 1, 1, { depthBuffer: false } );
// uniforms
/**
* Represents the near value of the scene's camera.
*
* @private
* @type {ReferenceNode<float>}
*/
this._cameraNear = reference( 'near', 'float', camera );
/**
* Represents the far value of the scene's camera.
*
* @private
* @type {ReferenceNode<float>}
*/
this._cameraFar = reference( 'far', 'float', camera );
/**
* Uniform that represents the blur direction of the pass.
*
* @private
* @type {UniformNode<vec2>}
*/
this._blurDirection = uniform( new Vector2() );
/**
* Texture node that holds the data from the depth pre-pass.
*
* @private
* @type {TextureNode}
*/
this._depthTextureUniform = texture( this._renderTargetDepthBuffer.depthTexture );
/**
* Texture node that holds the data from the mask pass.
*
* @private
* @type {TextureNode}
*/
this._maskTextureUniform = texture( this._renderTargetMaskBuffer.texture );
/**
* Texture node that holds the data from the mask downsample pass.
*
* @private
* @type {TextureNode}
*/
this._maskTextureDownsSampleUniform = texture( this._renderTargetMaskDownSampleBuffer.texture );
/**
* Texture node that holds the data from the first edge detection pass.
*
* @private
* @type {TextureNode}
*/
this._edge1TextureUniform = texture( this._renderTargetEdgeBuffer1.texture );
/**
* Texture node that holds the data from the second edge detection pass.
*
* @private
* @type {TextureNode}
*/
this._edge2TextureUniform = texture( this._renderTargetEdgeBuffer2.texture );
/**
* Texture node that holds the current blurred color data.
*
* @private
* @type {TextureNode}
*/
this._blurColorTextureUniform = texture( this._renderTargetEdgeBuffer1.texture );
// constants
/**
* Visible edge color.
*
* @private
* @type {Node<vec3>}
*/
this._visibleEdgeColor = vec3( 1, 0, 0 );
/**
* Hidden edge color.
*
* @private
* @type {Node<vec3>}
*/
this._hiddenEdgeColor = vec3( 0, 1, 0 );
// materials
/**
* The material for the depth pre-pass.
*
* @private
* @type {NodeMaterial}
*/
this._depthMaterial = new NodeMaterial();
this._depthMaterial.fragmentNode = vec4( 0, 0, 0, 1 );
this._depthMaterial.name = 'OutlineNode.depth';
/**
* The material for preparing the mask.
*
* @private
* @type {NodeMaterial}
*/
this._prepareMaskMaterial = new NodeMaterial();
this._prepareMaskMaterial.name = 'OutlineNode.prepareMask';
/**
* The copy material
*
* @private
* @type {NodeMaterial}
*/
this._materialCopy = new NodeMaterial();
this._materialCopy.name = 'OutlineNode.copy';
/**
* The edge detection material.
*
* @private
* @type {NodeMaterial}
*/
this._edgeDetectionMaterial = new NodeMaterial();
this._edgeDetectionMaterial.name = 'OutlineNode.edgeDetection';
/**
* The material that is used to render in the blur pass.
*
* @private
* @type {NodeMaterial}
*/
this._separableBlurMaterial = new NodeMaterial();
this._separableBlurMaterial.name = 'OutlineNode.separableBlur';
/**
* The material that is used to render in the blur pass.
*
* @private
* @type {NodeMaterial}
*/
this._separableBlurMaterial2 = new NodeMaterial();
this._separableBlurMaterial2.name = 'OutlineNode.separableBlur2';
/**
* The final composite material.
*
* @private
* @type {NodeMaterial}
*/
this._compositeMaterial = new NodeMaterial();
this._compositeMaterial.name = 'OutlineNode.composite';
/**
* A set to cache selected objects in the scene.
*
* @private
* @type {Set<Object3D>}
*/
this._selectionCache = new Set();
/**
* The result of the effect is represented as a separate texture node.
*
* @private
* @type {PassTextureNode}
*/
this._textureNode = passTexture( this, this._renderTargetComposite.texture );
}
/**
* A mask value that represents the visible edge.
*
* @return {Node<float>} The visible edge.
*/
get visibleEdge() {
return this.r;
}
/**
* A mask value that represents the hidden edge.
*
* @return {Node<float>} The hidden edge.
*/
get hiddenEdge() {
return this.g;
}
/**
* 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._renderTargetDepthBuffer.setSize( width, height );
this._renderTargetMaskBuffer.setSize( width, height );
this._renderTargetComposite.setSize( width, height );
// downsample 1
let resx = Math.round( width / this.downSampleRatio );
let resy = Math.round( height / this.downSampleRatio );
this._renderTargetMaskDownSampleBuffer.setSize( resx, resy );
this._renderTargetEdgeBuffer1.setSize( resx, resy );
this._renderTargetBlurBuffer1.setSize( resx, resy );
// downsample 2
resx = Math.round( resx / 2 );
resy = Math.round( resy / 2 );
this._renderTargetEdgeBuffer2.setSize( resx, resy );
this._renderTargetBlurBuffer2.setSize( resx, resy );
}
/**
* This method is used to render the effect once per frame.
*
* @param {NodeFrame} frame - The current node frame.
*/
updateBefore( frame ) {
const { renderer } = frame;
const { camera, scene } = this;
_rendererState = RendererUtils.resetRendererAndSceneState( renderer, scene, _rendererState );
//
const size = renderer.getDrawingBufferSize( _size );
this.setSize( size.width, size.height );
//
renderer.setClearColor( 0xffffff, 1 );
this._updateSelectionCache();
// 1. Draw non-selected objects in the depth buffer
scene.overrideMaterial = this._depthMaterial;
renderer.setRenderTarget( this._renderTargetDepthBuffer );
renderer.setRenderObjectFunction( ( object, ...params ) => {
if ( this._selectionCache.has( object ) === false ) {
renderer.renderObject( object, ...params );
}
} );
renderer.render( scene, camera );
// 2. Draw only the selected objects by comparing the depth buffer of non-selected objects
scene.overrideMaterial = this._prepareMaskMaterial;
renderer.setRenderTarget( this._renderTargetMaskBuffer );
renderer.setRenderObjectFunction( ( object, ...params ) => {
if ( this._selectionCache.has( object ) === true ) {
renderer.renderObject( object, ...params );
}
} );
renderer.render( scene, camera );
//
renderer.setRenderObjectFunction( _rendererState.renderObjectFunction );
this._selectionCache.clear();
// 3. Downsample to (at least) half resolution
_quadMesh.material = this._materialCopy;
renderer.setRenderTarget( this._renderTargetMaskDownSampleBuffer );
_quadMesh.render( renderer );
// 4. Perform edge detection (half resolution)
_quadMesh.material = this._edgeDetectionMaterial;
renderer.setRenderTarget( this._renderTargetEdgeBuffer1 );
_quadMesh.render( renderer );
// 5. Apply blur (half resolution)
this._blurColorTextureUniform.value = this._renderTargetEdgeBuffer1.texture;
this._blurDirection.value.copy( _BLUR_DIRECTION_X );
_quadMesh.material = this._separableBlurMaterial;
renderer.setRenderTarget( this._renderTargetBlurBuffer1 );
_quadMesh.render( renderer );
this._blurColorTextureUniform.value = this._renderTargetBlurBuffer1.texture;
this._blurDirection.value.copy( _BLUR_DIRECTION_Y );
renderer.setRenderTarget( this._renderTargetEdgeBuffer1 );
_quadMesh.render( renderer );
// 6. Apply blur (quarter resolution)
this._blurColorTextureUniform.value = this._renderTargetEdgeBuffer1.texture;
this._blurDirection.value.copy( _BLUR_DIRECTION_X );
_quadMesh.material = this._separableBlurMaterial2;
renderer.setRenderTarget( this._renderTargetBlurBuffer2 );
_quadMesh.render( renderer );
this._blurColorTextureUniform.value = this._renderTargetBlurBuffer2.texture;
this._blurDirection.value.copy( _BLUR_DIRECTION_Y );
renderer.setRenderTarget( this._renderTargetEdgeBuffer2 );
_quadMesh.render( renderer );
// 7. Composite
_quadMesh.material = this._compositeMaterial;
renderer.setRenderTarget( this._renderTargetComposite );
_quadMesh.render( renderer );
// restore
RendererUtils.restoreRendererAndSceneState( renderer, scene, _rendererState );
}
/**
* This method is used to setup the effect's TSL code.
*
* @param {NodeBuilder} builder - The current node builder.
* @return {PassTextureNode}
*/
setup() {
// prepare mask material
const prepareMask = () => {
const depth = this._depthTextureUniform.sample( screenUV );
let viewZNode;
if ( this.camera.isPerspectiveCamera ) {
viewZNode = perspectiveDepthToViewZ( depth, this._cameraNear, this._cameraFar );
} else {
viewZNode = orthographicDepthToViewZ( depth, this._cameraNear, this._cameraFar );
}
const depthTest = positionView.z.lessThanEqual( viewZNode ).select( 1, 0 );
return vec4( 0.0, depthTest, 1.0, 1.0 );
};
this._prepareMaskMaterial.fragmentNode = prepareMask();
this._prepareMaskMaterial.needsUpdate = true;
// copy material
this._materialCopy.fragmentNode = this._maskTextureUniform;
this._materialCopy.needsUpdate = true;
// edge detection material
const edgeDetection = Fn( () => {
const resolution = textureSize( this._maskTextureDownsSampleUniform );
const invSize = vec2( 1 ).div( resolution ).toVar();
const uvOffset = vec4( 1.0, 0.0, 0.0, 1.0 ).mul( vec4( invSize, invSize ) );
const uvNode = uv();
const c1 = this._maskTextureDownsSampleUniform.sample( uvNode.add( uvOffset.xy ) ).toVar();
const c2 = this._maskTextureDownsSampleUniform.sample( uvNode.sub( uvOffset.xy ) ).toVar();
const c3 = this._maskTextureDownsSampleUniform.sample( uvNode.add( uvOffset.yw ) ).toVar();
const c4 = this._maskTextureDownsSampleUniform.sample( uvNode.sub( uvOffset.yw ) ).toVar();
const diff1 = mul( c1.r.sub( c2.r ), 0.5 );
const diff2 = mul( c3.r.sub( c4.r ), 0.5 );
const d = vec2( diff1, diff2 ).length();
const a1 = min( c1.g, c2.g );
const a2 = min( c3.g, c4.g );
const visibilityFactor = min( a1, a2 );
const edgeColor = visibilityFactor.oneMinus().greaterThan( 0.001 ).select( this._visibleEdgeColor, this._hiddenEdgeColor );
return vec4( edgeColor, 1 ).mul( d );
} );
this._edgeDetectionMaterial.fragmentNode = edgeDetection();
this._edgeDetectionMaterial.needsUpdate = true;
// separable blur material
const MAX_RADIUS = 4;
const gaussianPdf = Fn( ( [ x, sigma ] ) => {
return float( 0.39894 ).mul( exp( float( - 0.5 ).mul( x ).mul( x ).div( sigma.mul( sigma ) ) ).div( sigma ) );
} );
const separableBlur = Fn( ( [ kernelRadius ] ) => {
const resolution = textureSize( this._maskTextureDownsSampleUniform );
const invSize = vec2( 1 ).div( resolution ).toVar();
const uvNode = uv();
const sigma = kernelRadius.div( 2 ).toVar();
const weightSum = gaussianPdf( 0, sigma ).toVar();
const diffuseSum = this._blurColorTextureUniform.sample( uvNode ).mul( weightSum ).toVar();
const delta = this._blurDirection.mul( invSize ).mul( kernelRadius ).div( MAX_RADIUS ).toVar();
const uvOffset = delta.toVar();
Loop( { start: int( 1 ), end: int( MAX_RADIUS ), type: 'int', condition: '<=' }, ( { i } ) => {
const x = kernelRadius.mul( float( i ) ).div( MAX_RADIUS );
const w = gaussianPdf( x, sigma );
const sample1 = this._blurColorTextureUniform.sample( uvNode.add( uvOffset ) );
const sample2 = this._blurColorTextureUniform.sample( uvNode.sub( uvOffset ) );
diffuseSum.addAssign( sample1.add( sample2 ).mul( w ) );
weightSum.addAssign( w.mul( 2 ) );
uvOffset.addAssign( delta );
} );
return diffuseSum.div( weightSum );
} );
this._separableBlurMaterial.fragmentNode = separableBlur( this.edgeThicknessNode );
this._separableBlurMaterial.needsUpdate = true;
this._separableBlurMaterial2.fragmentNode = separableBlur( MAX_RADIUS );
this._separableBlurMaterial2.needsUpdate = true;
// composite material
const composite = Fn( () => {
const edgeValue1 = this._edge1TextureUniform;
const edgeValue2 = this._edge2TextureUniform;
const maskColor = this._maskTextureUniform;
const edgeValue = edgeValue1.add( edgeValue2.mul( this.edgeGlowNode ) );
return maskColor.r.mul( edgeValue );
} );
this._compositeMaterial.fragmentNode = composite();
this._compositeMaterial.needsUpdate = true;
return this._textureNode;
}
/**
* Frees internal resources. This method should be called
* when the effect is no longer required.
*/
dispose() {
this.selectedObjects.length = 0;
this._renderTargetDepthBuffer.dispose();
this._renderTargetMaskBuffer.dispose();
this._renderTargetMaskDownSampleBuffer.dispose();
this._renderTargetEdgeBuffer1.dispose();
this._renderTargetEdgeBuffer2.dispose();
this._renderTargetBlurBuffer1.dispose();
this._renderTargetBlurBuffer2.dispose();
this._renderTargetComposite.dispose();
this._depthMaterial.dispose();
this._prepareMaskMaterial.dispose();
this._materialCopy.dispose();
this._edgeDetectionMaterial.dispose();
this._separableBlurMaterial.dispose();
this._separableBlurMaterial2.dispose();
this._compositeMaterial.dispose();
}
/**
* Updates the selection cache based on the selected objects.
*
* @private
*/
_updateSelectionCache() {
for ( let i = 0; i < this.selectedObjects.length; i ++ ) {
const selectedObject = this.selectedObjects[ i ];
selectedObject.traverse( ( object ) => {
if ( object.isMesh ) this._selectionCache.add( object );
} );
}
}
}
export default OutlineNode;
/**
* TSL function for creating an outline effect around selected objects.
*
* @function
* @param {Scene} scene - A reference to the scene.
* @param {Camera} camera - The camera the scene is rendered with.
* @param {Object} params - The configuration parameters.
* @param {Array<Object3D>} params.selectedObjects - An array of selected objects.
* @param {Node<float>} [params.edgeThickness=float(1)] - The thickness of the edges.
* @param {Node<float>} [params.edgeGlow=float(0)] - Can be used for animated glow/pulse effects.
* @param {Number} [params.downSampleRatio=2] - The downsample ratio.
* @returns {OutlineNode}
*/
export const outline = ( scene, camera, params ) => nodeObject( new OutlineNode( scene, camera, params ) );