MCP 3D Printer Server

by DMontgomery40
Verified
import { Fn, float, mat3, vec3, If } from '../tsl/TSLBase.js'; import { select } from '../math/ConditionalNode.js'; import { clamp, log2, max, min, pow, mix } from '../math/MathNode.js'; import { mul, sub, div } from '../math/OperatorNode.js'; /** @module ToneMappingFunctions **/ /** * Linear tone mapping, exposure only. * * @method * @param {Node<vec3>} color - The color that should be tone mapped. * @param {Node<float>} exposure - The exposure. * @return {Node<vec3>} The tone mapped color. */ export const linearToneMapping = /*@__PURE__*/ Fn( ( [ color, exposure ] ) => { return color.mul( exposure ).clamp(); } ).setLayout( { name: 'linearToneMapping', type: 'vec3', inputs: [ { name: 'color', type: 'vec3' }, { name: 'exposure', type: 'float' } ] } ); /** * Reinhard tone mapping. * * Reference: {@link https://www.cs.utah.edu/docs/techreports/2002/pdf/UUCS-02-001.pdf} * * @method * @param {Node<vec3>} color - The color that should be tone mapped. * @param {Node<float>} exposure - The exposure. * @return {Node<vec3>} The tone mapped color. */ export const reinhardToneMapping = /*@__PURE__*/ Fn( ( [ color, exposure ] ) => { color = color.mul( exposure ); return color.div( color.add( 1.0 ) ).clamp(); } ).setLayout( { name: 'reinhardToneMapping', type: 'vec3', inputs: [ { name: 'color', type: 'vec3' }, { name: 'exposure', type: 'float' } ] } ); /** * Cineon tone mapping. * * Reference: {@link http://filmicworlds.com/blog/filmic-tonemapping-operators/} * * @method * @param {Node<vec3>} color - The color that should be tone mapped. * @param {Node<float>} exposure - The exposure. * @return {Node<vec3>} The tone mapped color. */ export const cineonToneMapping = /*@__PURE__*/ Fn( ( [ color, exposure ] ) => { // filmic operator by Jim Hejl and Richard Burgess-Dawson color = color.mul( exposure ); color = color.sub( 0.004 ).max( 0.0 ); const a = color.mul( color.mul( 6.2 ).add( 0.5 ) ); const b = color.mul( color.mul( 6.2 ).add( 1.7 ) ).add( 0.06 ); return a.div( b ).pow( 2.2 ); } ).setLayout( { name: 'cineonToneMapping', type: 'vec3', inputs: [ { name: 'color', type: 'vec3' }, { name: 'exposure', type: 'float' } ] } ); // source: https://github.com/selfshadow/ltc_code/blob/master/webgl/shaders/ltc/ltc_blit.fs const RRTAndODTFit = /*@__PURE__*/ Fn( ( [ color ] ) => { const a = color.mul( color.add( 0.0245786 ) ).sub( 0.000090537 ); const b = color.mul( color.add( 0.4329510 ).mul( 0.983729 ) ).add( 0.238081 ); return a.div( b ); } ); /** * ACESFilmic tone mapping. * * Reference: {@link https://github.com/selfshadow/ltc_code/blob/master/webgl/shaders/ltc/ltc_blit.fs} * * @method * @param {Node<vec3>} color - The color that should be tone mapped. * @param {Node<float>} exposure - The exposure. * @return {Node<vec3>} The tone mapped color. */ export const acesFilmicToneMapping = /*@__PURE__*/ Fn( ( [ color, exposure ] ) => { // sRGB => XYZ => D65_2_D60 => AP1 => RRT_SAT const ACESInputMat = mat3( 0.59719, 0.35458, 0.04823, 0.07600, 0.90834, 0.01566, 0.02840, 0.13383, 0.83777 ); // ODT_SAT => XYZ => D60_2_D65 => sRGB const ACESOutputMat = mat3( 1.60475, - 0.53108, - 0.07367, - 0.10208, 1.10813, - 0.00605, - 0.00327, - 0.07276, 1.07602 ); color = color.mul( exposure ).div( 0.6 ); color = ACESInputMat.mul( color ); // Apply RRT and ODT color = RRTAndODTFit( color ); color = ACESOutputMat.mul( color ); // Clamp to [0, 1] return color.clamp(); } ).setLayout( { name: 'acesFilmicToneMapping', type: 'vec3', inputs: [ { name: 'color', type: 'vec3' }, { name: 'exposure', type: 'float' } ] } ); const LINEAR_REC2020_TO_LINEAR_SRGB = /*@__PURE__*/ mat3( vec3( 1.6605, - 0.1246, - 0.0182 ), vec3( - 0.5876, 1.1329, - 0.1006 ), vec3( - 0.0728, - 0.0083, 1.1187 ) ); const LINEAR_SRGB_TO_LINEAR_REC2020 = /*@__PURE__*/ mat3( vec3( 0.6274, 0.0691, 0.0164 ), vec3( 0.3293, 0.9195, 0.0880 ), vec3( 0.0433, 0.0113, 0.8956 ) ); const agxDefaultContrastApprox = /*@__PURE__*/ Fn( ( [ x_immutable ] ) => { const x = vec3( x_immutable ).toVar(); const x2 = vec3( x.mul( x ) ).toVar(); const x4 = vec3( x2.mul( x2 ) ).toVar(); return float( 15.5 ).mul( x4.mul( x2 ) ).sub( mul( 40.14, x4.mul( x ) ) ).add( mul( 31.96, x4 ).sub( mul( 6.868, x2.mul( x ) ) ).add( mul( 0.4298, x2 ).add( mul( 0.1191, x ).sub( 0.00232 ) ) ) ); } ); /** * AgX tone mapping. * * @method * @param {Node<vec3>} color - The color that should be tone mapped. * @param {Node<float>} exposure - The exposure. * @return {Node<vec3>} The tone mapped color. */ export const agxToneMapping = /*@__PURE__*/ Fn( ( [ color, exposure ] ) => { const colortone = vec3( color ).toVar(); const AgXInsetMatrix = mat3( vec3( 0.856627153315983, 0.137318972929847, 0.11189821299995 ), vec3( 0.0951212405381588, 0.761241990602591, 0.0767994186031903 ), vec3( 0.0482516061458583, 0.101439036467562, 0.811302368396859 ) ); const AgXOutsetMatrix = mat3( vec3( 1.1271005818144368, - 0.1413297634984383, - 0.14132976349843826 ), vec3( - 0.11060664309660323, 1.157823702216272, - 0.11060664309660294 ), vec3( - 0.016493938717834573, - 0.016493938717834257, 1.2519364065950405 ) ); const AgxMinEv = float( - 12.47393 ); const AgxMaxEv = float( 4.026069 ); colortone.mulAssign( exposure ); colortone.assign( LINEAR_SRGB_TO_LINEAR_REC2020.mul( colortone ) ); colortone.assign( AgXInsetMatrix.mul( colortone ) ); colortone.assign( max( colortone, 1e-10 ) ); colortone.assign( log2( colortone ) ); colortone.assign( colortone.sub( AgxMinEv ).div( AgxMaxEv.sub( AgxMinEv ) ) ); colortone.assign( clamp( colortone, 0.0, 1.0 ) ); colortone.assign( agxDefaultContrastApprox( colortone ) ); colortone.assign( AgXOutsetMatrix.mul( colortone ) ); colortone.assign( pow( max( vec3( 0.0 ), colortone ), vec3( 2.2 ) ) ); colortone.assign( LINEAR_REC2020_TO_LINEAR_SRGB.mul( colortone ) ); colortone.assign( clamp( colortone, 0.0, 1.0 ) ); return colortone; } ).setLayout( { name: 'agxToneMapping', type: 'vec3', inputs: [ { name: 'color', type: 'vec3' }, { name: 'exposure', type: 'float' } ] } ); /** * Neutral tone mapping. * * Reference: {@link https://modelviewer.dev/examples/tone-mapping} * * @method * @param {Node<vec3>} color - The color that should be tone mapped. * @param {Node<float>} exposure - The exposure. * @return {Node<vec3>} The tone mapped color. */ export const neutralToneMapping = /*@__PURE__*/ Fn( ( [ color, exposure ] ) => { const StartCompression = float( 0.8 - 0.04 ); const Desaturation = float( 0.15 ); color = color.mul( exposure ); const x = min( color.r, min( color.g, color.b ) ); const offset = select( x.lessThan( 0.08 ), x.sub( mul( 6.25, x.mul( x ) ) ), 0.04 ); color.subAssign( offset ); const peak = max( color.r, max( color.g, color.b ) ); If( peak.lessThan( StartCompression ), () => { return color; } ); const d = sub( 1, StartCompression ); const newPeak = sub( 1, d.mul( d ).div( peak.add( d.sub( StartCompression ) ) ) ); color.mulAssign( newPeak.div( peak ) ); const g = sub( 1, div( 1, Desaturation.mul( peak.sub( newPeak ) ).add( 1 ) ) ); return mix( color, vec3( newPeak ), g ); } ).setLayout( { name: 'neutralToneMapping', type: 'vec3', inputs: [ { name: 'color', type: 'vec3' }, { name: 'exposure', type: 'float' } ] } );