MCP 3D Printer Server

by DMontgomery40
Verified
import { Color, Vector2, NearestFilter, Matrix4, RendererUtils, PassNode, QuadMesh, NodeMaterial } from 'three/webgpu'; import { add, float, If, Loop, int, Fn, min, max, clamp, nodeObject, texture, uniform, uv, vec2, vec4, luminance } from 'three/tsl'; /** @module TRAAPassNode **/ const _quadMesh = /*@__PURE__*/ new QuadMesh(); const _size = /*@__PURE__*/ new Vector2(); let _rendererState; /** * A special render pass node that renders the scene with TRAA (Temporal Reprojection Anti-Aliasing). * * Note: The current implementation does not yet support MRT setups. * * References: * - {@link https://alextardif.com/TAA.html} * - {@link https://www.elopezr.com/temporal-aa-and-the-quest-for-the-holy-trail/} * * @augments PassNode */ class TRAAPassNode extends PassNode { static get type() { return 'TRAAPassNode'; } /** * Constructs a new TRAA pass node. * * @param {Scene} scene - The scene to render. * @param {Camera} camera - The camera to render the scene with. */ constructor( scene, camera ) { super( PassNode.COLOR, scene, camera ); /** * This flag can be used for type testing. * * @type {Boolean} * @readonly * @default true */ this.isTRAAPassNode = true; /** * The clear color of the pass. * * @type {Color} * @default 0x000000 */ this.clearColor = new Color( 0x000000 ); /** * The clear alpha of the pass. * * @type {Number} * @default 0 */ this.clearAlpha = 0; /** * The jitter index selects the current camera offset value. * * @private * @type {Number} * @default 0 */ this._jitterIndex = 0; /** * Used to save the original/unjittered projection matrix. * * @private * @type {Matrix4} */ this._originalProjectionMatrix = new Matrix4(); /** * A uniform node holding the inverse resolution value. * * @private * @type {UniformNode<vec2>} */ this._invSize = uniform( new Vector2() ); /** * The render target that holds the current sample. * * @private * @type {RenderTarget?} */ this._sampleRenderTarget = null; /** * The render target that represents the history of frame data. * * @private * @type {RenderTarget?} */ this._historyRenderTarget = null; /** * Material used for the resolve step. * * @private * @type {NodeMaterial} */ this._resolveMaterial = new NodeMaterial(); this._resolveMaterial.name = 'TRAA.Resolve'; } /** * Sets the size of the effect. * * @param {Number} width - The width of the effect. * @param {Number} height - The height of the effect. * @return {Boolean} Whether the TRAA needs a restart or not. That is required after a resize since buffer data with different sizes can't be resolved. */ setSize( width, height ) { super.setSize( width, height ); let needsRestart = false; if ( this.renderTarget.width !== this._sampleRenderTarget.width || this.renderTarget.height !== this._sampleRenderTarget.height ) { this._sampleRenderTarget.setSize( this.renderTarget.width, this.renderTarget.height ); this._historyRenderTarget.setSize( this.renderTarget.width, this.renderTarget.height ); this._invSize.value.set( 1 / this.renderTarget.width, 1 / this.renderTarget.height ); needsRestart = true; } return needsRestart; } /** * This method is used to render the effect once per frame. * * @param {NodeFrame} frame - The current node frame. */ updateBefore( frame ) { const { renderer } = frame; const { scene, camera } = this; _rendererState = RendererUtils.resetRendererAndSceneState( renderer, scene, _rendererState ); // this._pixelRatio = renderer.getPixelRatio(); const size = renderer.getSize( _size ); const needsRestart = this.setSize( size.width, size.height ); // save original/unjittered projection matrix for velocity pass camera.updateProjectionMatrix(); this._originalProjectionMatrix.copy( camera.projectionMatrix ); // camera configuration this._cameraNear.value = camera.near; this._cameraFar.value = camera.far; // configure jitter as view offset const viewOffset = { fullWidth: this.renderTarget.width, fullHeight: this.renderTarget.height, offsetX: 0, offsetY: 0, width: this.renderTarget.width, height: this.renderTarget.height }; const originalViewOffset = Object.assign( {}, camera.view ); if ( originalViewOffset.enabled ) Object.assign( viewOffset, originalViewOffset ); const jitterOffset = _JitterVectors[ this._jitterIndex ]; camera.setViewOffset( viewOffset.fullWidth, viewOffset.fullHeight, viewOffset.offsetX + jitterOffset[ 0 ] * 0.0625, viewOffset.offsetY + jitterOffset[ 1 ] * 0.0625, // 0.0625 = 1 / 16 viewOffset.width, viewOffset.height ); // configure velocity const mrt = this.getMRT(); const velocityOutput = mrt.get( 'velocity' ); if ( velocityOutput !== undefined ) { velocityOutput.setProjectionMatrix( this._originalProjectionMatrix ); } else { throw new Error( 'THREE:TRAAPassNode: Missing velocity output in MRT configuration.' ); } // render sample renderer.setMRT( mrt ); renderer.setClearColor( this.clearColor, this.clearAlpha ); renderer.setRenderTarget( this._sampleRenderTarget ); renderer.render( scene, camera ); renderer.setRenderTarget( null ); renderer.setMRT( null ); // every time when the dimensions change we need fresh history data. Copy the sample // into the history and final render target (no AA happens at that point). if ( needsRestart === true ) { // bind and clear render target to make sure they are initialized after the resize which triggers a dispose() renderer.setRenderTarget( this._historyRenderTarget ); renderer.clear(); renderer.setRenderTarget( this.renderTarget ); renderer.clear(); renderer.setRenderTarget( null ); renderer.copyTextureToTexture( this._sampleRenderTarget.texture, this._historyRenderTarget.texture ); renderer.copyTextureToTexture( this._sampleRenderTarget.texture, this.renderTarget.texture ); } else { // resolve renderer.setRenderTarget( this.renderTarget ); _quadMesh.material = this._resolveMaterial; _quadMesh.render( renderer ); renderer.setRenderTarget( null ); // update history renderer.copyTextureToTexture( this.renderTarget.texture, this._historyRenderTarget.texture ); } // copy depth renderer.copyTextureToTexture( this._sampleRenderTarget.depthTexture, this.renderTarget.depthTexture ); // update jitter index this._jitterIndex ++; this._jitterIndex = this._jitterIndex % ( _JitterVectors.length - 1 ); // restore if ( originalViewOffset.enabled ) { camera.setViewOffset( originalViewOffset.fullWidth, originalViewOffset.fullHeight, originalViewOffset.offsetX, originalViewOffset.offsetY, originalViewOffset.width, originalViewOffset.height ); } else { camera.clearViewOffset(); } velocityOutput.setProjectionMatrix( null ); RendererUtils.restoreRendererAndSceneState( renderer, scene, _rendererState ); } /** * This method is used to setup the effect's render targets and TSL code. * * @param {NodeBuilder} builder - The current node builder. * @return {PassTextureNode} */ setup( builder ) { if ( this._sampleRenderTarget === null ) { this._sampleRenderTarget = this.renderTarget.clone(); this._historyRenderTarget = this.renderTarget.clone(); this._sampleRenderTarget.texture.minFiler = NearestFilter; this._sampleRenderTarget.texture.magFilter = NearestFilter; const velocityTarget = this._sampleRenderTarget.texture.clone(); velocityTarget.isRenderTargetTexture = true; velocityTarget.name = 'velocity'; this._sampleRenderTarget.textures.push( velocityTarget ); // for MRT } // textures const historyTexture = texture( this._historyRenderTarget.texture ); const sampleTexture = texture( this._sampleRenderTarget.textures[ 0 ] ); const velocityTexture = texture( this._sampleRenderTarget.textures[ 1 ] ); const depthTexture = texture( this._sampleRenderTarget.depthTexture ); const resolve = Fn( () => { const uvNode = uv(); const minColor = vec4( 10000 ).toVar(); const maxColor = vec4( - 10000 ).toVar(); const closestDepth = float( 1 ).toVar(); const closestDepthPixelPosition = vec2( 0 ).toVar(); // sample a 3x3 neighborhood to create a box in color space // clamping the history color with the resulting min/max colors mitigates ghosting Loop( { start: int( - 1 ), end: int( 1 ), type: 'int', condition: '<=', name: 'x' }, ( { x } ) => { Loop( { start: int( - 1 ), end: int( 1 ), type: 'int', condition: '<=', name: 'y' }, ( { y } ) => { const uvNeighbor = uvNode.add( vec2( float( x ), float( y ) ).mul( this._invSize ) ).toVar(); const colorNeighbor = max( vec4( 0 ), sampleTexture.sample( uvNeighbor ) ).toVar(); // use max() to avoid propagate garbage values minColor.assign( min( minColor, colorNeighbor ) ); maxColor.assign( max( maxColor, colorNeighbor ) ); const currentDepth = depthTexture.sample( uvNeighbor ).r.toVar(); // find the sample position of the closest depth in the neighborhood (used for velocity) If( currentDepth.lessThan( closestDepth ), () => { closestDepth.assign( currentDepth ); closestDepthPixelPosition.assign( uvNeighbor ); } ); } ); } ); // sampling/reprojection const offset = velocityTexture.sample( closestDepthPixelPosition ).xy.mul( vec2( 0.5, - 0.5 ) ); // NDC to uv offset const currentColor = sampleTexture.sample( uvNode ); const historyColor = historyTexture.sample( uvNode.sub( offset ) ); // clamping const clampedHistoryColor = clamp( historyColor, minColor, maxColor ); // flicker reduction based on luminance weighing const currentWeight = float( 0.05 ).toVar(); const historyWeight = currentWeight.oneMinus().toVar(); const compressedCurrent = currentColor.mul( float( 1 ).div( ( max( max( currentColor.r, currentColor.g ), currentColor.b ).add( 1.0 ) ) ) ); const compressedHistory = clampedHistoryColor.mul( float( 1 ).div( ( max( max( clampedHistoryColor.r, clampedHistoryColor.g ), clampedHistoryColor.b ).add( 1.0 ) ) ) ); const luminanceCurrent = luminance( compressedCurrent.rgb ); const luminanceHistory = luminance( compressedHistory.rgb ); currentWeight.mulAssign( float( 1.0 ).div( luminanceCurrent.add( 1 ) ) ); historyWeight.mulAssign( float( 1.0 ).div( luminanceHistory.add( 1 ) ) ); return add( currentColor.mul( currentWeight ), clampedHistoryColor.mul( historyWeight ) ).div( max( currentWeight.add( historyWeight ), 0.00001 ) ); } ); // materials this._resolveMaterial.fragmentNode = resolve(); return super.setup( builder ); } /** * Frees internal resources. This method should be called * when the effect is no longer required. */ dispose() { super.dispose(); if ( this._sampleRenderTarget !== null ) { this._sampleRenderTarget.dispose(); this._historyRenderTarget.dispose(); } this._resolveMaterial.dispose(); } } export default TRAAPassNode; // These jitter vectors are specified in integers because it is easier. // I am assuming a [-8,8) integer grid, but it needs to be mapped onto [-0.5,0.5) // before being used, thus these integers need to be scaled by 1/16. // // Sample patterns reference: https://msdn.microsoft.com/en-us/library/windows/desktop/ff476218%28v=vs.85%29.aspx?f=255&MSPPError=-2147217396 const _JitterVectors = [ [ - 4, - 7 ], [ - 7, - 5 ], [ - 3, - 5 ], [ - 5, - 4 ], [ - 1, - 4 ], [ - 2, - 2 ], [ - 6, - 1 ], [ - 4, 0 ], [ - 7, 1 ], [ - 1, 2 ], [ - 6, 3 ], [ - 3, 3 ], [ - 7, 6 ], [ - 3, 6 ], [ - 5, 7 ], [ - 1, 7 ], [ 5, - 7 ], [ 1, - 6 ], [ 6, - 5 ], [ 4, - 4 ], [ 2, - 3 ], [ 7, - 2 ], [ 1, - 1 ], [ 4, - 1 ], [ 2, 1 ], [ 6, 2 ], [ 0, 4 ], [ 4, 4 ], [ 2, 5 ], [ 7, 5 ], [ 5, 6 ], [ 3, 7 ] ]; /** * TSL function for creating a TRAA pass node for Temporal Reprojection Anti-Aliasing. * * @function * @param {Scene} scene - The scene to render. * @param {Camera} camera - The camera to render the scene with. * @returns {TRAAPassNode} */ export const traaPass = ( scene, camera ) => nodeObject( new TRAAPassNode( scene, camera ) );