MCP 3D Printer Server

by DMontgomery40
Verified
import { Vector2, TempNode, NodeUpdateType } from 'three/webgpu'; import { nodeObject, Fn, uv, uniform, convertToTexture, vec2, vec3, vec4, mat3, luminance, add } from 'three/tsl'; /** @module SobelOperatorNode **/ /** * Post processing node for detecting edges with a sobel filter. * A sobel filter should be applied after tone mapping and output color * space conversion. * * @augments TempNode */ class SobelOperatorNode extends TempNode { static get type() { return 'SobelOperatorNode'; } /** * Constructs a new sobel operator node. * * @param {TextureNode} textureNode - The texture node that represents the input of the effect. */ constructor( textureNode ) { super( 'vec4' ); /** * The texture node that represents the input of the effect. * * @type {TextureNode} */ this.textureNode = textureNode; /** * 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; /** * A uniform node holding the inverse resolution value. * * @private * @type {UniformNode<vec2>} */ this._invSize = uniform( new Vector2() ); } /** * This method is used to update the effect's uniforms once per frame. * * @param {NodeFrame} frame - The current node frame. */ updateBefore( /* frame */ ) { const map = this.textureNode.value; this._invSize.value.set( 1 / map.image.width, 1 / 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 { textureNode } = this; const uvNode = textureNode.uvNode || uv(); const sampleTexture = ( uv ) => textureNode.sample( uv ); const sobel = Fn( () => { // Sobel Edge Detection (see https://youtu.be/uihBwtPIBxM) const texel = this._invSize; // kernel definition (in glsl matrices are filled in column-major order) const Gx = mat3( - 1, - 2, - 1, 0, 0, 0, 1, 2, 1 ); // x direction kernel const Gy = mat3( - 1, 0, 1, - 2, 0, 2, - 1, 0, 1 ); // y direction kernel // fetch the 3x3 neighbourhood of a fragment // first column const tx0y0 = luminance( sampleTexture( uvNode.add( texel.mul( vec2( - 1, - 1 ) ) ) ).xyz ); const tx0y1 = luminance( sampleTexture( uvNode.add( texel.mul( vec2( - 1, 0 ) ) ) ).xyz ); const tx0y2 = luminance( sampleTexture( uvNode.add( texel.mul( vec2( - 1, 1 ) ) ) ).xyz ); // second column const tx1y0 = luminance( sampleTexture( uvNode.add( texel.mul( vec2( 0, - 1 ) ) ) ).xyz ); const tx1y1 = luminance( sampleTexture( uvNode.add( texel.mul( vec2( 0, 0 ) ) ) ).xyz ); const tx1y2 = luminance( sampleTexture( uvNode.add( texel.mul( vec2( 0, 1 ) ) ) ).xyz ); // third column const tx2y0 = luminance( sampleTexture( uvNode.add( texel.mul( vec2( 1, - 1 ) ) ) ).xyz ); const tx2y1 = luminance( sampleTexture( uvNode.add( texel.mul( vec2( 1, 0 ) ) ) ).xyz ); const tx2y2 = luminance( sampleTexture( uvNode.add( texel.mul( vec2( 1, 1 ) ) ) ).xyz ); // gradient value in x direction const valueGx = add( Gx[ 0 ][ 0 ].mul( tx0y0 ), Gx[ 1 ][ 0 ].mul( tx1y0 ), Gx[ 2 ][ 0 ].mul( tx2y0 ), Gx[ 0 ][ 1 ].mul( tx0y1 ), Gx[ 1 ][ 1 ].mul( tx1y1 ), Gx[ 2 ][ 1 ].mul( tx2y1 ), Gx[ 0 ][ 2 ].mul( tx0y2 ), Gx[ 1 ][ 2 ].mul( tx1y2 ), Gx[ 2 ][ 2 ].mul( tx2y2 ) ); // gradient value in y direction const valueGy = add( Gy[ 0 ][ 0 ].mul( tx0y0 ), Gy[ 1 ][ 0 ].mul( tx1y0 ), Gy[ 2 ][ 0 ].mul( tx2y0 ), Gy[ 0 ][ 1 ].mul( tx0y1 ), Gy[ 1 ][ 1 ].mul( tx1y1 ), Gy[ 2 ][ 1 ].mul( tx2y1 ), Gy[ 0 ][ 2 ].mul( tx0y2 ), Gy[ 1 ][ 2 ].mul( tx1y2 ), Gy[ 2 ][ 2 ].mul( tx2y2 ) ); // magnitude of the total gradient const G = valueGx.mul( valueGx ).add( valueGy.mul( valueGy ) ).sqrt(); return vec4( vec3( G ), 1 ); } ); const outputNode = sobel(); return outputNode; } } export default SobelOperatorNode; /** * TSL function for creating a sobel operator node which performs edge detection with a sobel filter. * * @function * @param {Node<vec4>} node - The node that represents the input of the effect. * @returns {SobelOperatorNode} */ export const sobel = ( node ) => nodeObject( new SobelOperatorNode( convertToTexture( node ) ) );