MCP 3D Printer Server

by DMontgomery40
Verified
import Node from '../core/Node.js'; import { float, log, log2, nodeImmutable, nodeProxy } from '../tsl/TSLBase.js'; import { cameraNear, cameraFar } from '../accessors/Camera.js'; import { positionView } from '../accessors/Position.js'; import { viewportDepthTexture } from './ViewportDepthTextureNode.js'; /** @module ViewportDepthNode **/ /** * This node offers a collection of features in context of the depth logic in the fragment shader. * Depending on {@link ViewportDepthNode#scope}, it can be used to define a depth value for the current * fragment or for depth evaluation purposes. * * @augments Node */ class ViewportDepthNode extends Node { static get type() { return 'ViewportDepthNode'; } /** * Constructs a new viewport depth node. * * @param {('depth'|'depthBase'|'linearDepth')} scope - The node's scope. * @param {Node?} [valueNode=null] - The value node. */ constructor( scope, valueNode = null ) { super( 'float' ); /** * The node behaves differently depending on which scope is selected. * * - `ViewportDepthNode.DEPTH_BASE`: Allows to define a value for the current fragment's depth. * - `ViewportDepthNode.DEPTH`: Represents the depth value for the current fragment (`valueNode` is ignored). * - `ViewportDepthNode.LINEAR_DEPTH`: Represents the linear (orthographic) depth value of the current fragment. * If a `valueNode` is set, the scope can be used to convert perspective depth data to linear data. * * @type {('depth'|'depthBase'|'linearDepth')} */ this.scope = scope; /** * Can be used to define a custom depth value. * The property is ignored in the `ViewportDepthNode.DEPTH` scope. * * @type {Node?} * @default null */ this.valueNode = valueNode; /** * This flag can be used for type testing. * * @type {Boolean} * @readonly * @default true */ this.isViewportDepthNode = true; } generate( builder ) { const { scope } = this; if ( scope === ViewportDepthNode.DEPTH_BASE ) { return builder.getFragDepth(); } return super.generate( builder ); } setup( { camera } ) { const { scope } = this; const value = this.valueNode; let node = null; if ( scope === ViewportDepthNode.DEPTH_BASE ) { if ( value !== null ) { node = depthBase().assign( value ); } } else if ( scope === ViewportDepthNode.DEPTH ) { if ( camera.isPerspectiveCamera ) { node = viewZToPerspectiveDepth( positionView.z, cameraNear, cameraFar ); } else { node = viewZToOrthographicDepth( positionView.z, cameraNear, cameraFar ); } } else if ( scope === ViewportDepthNode.LINEAR_DEPTH ) { if ( value !== null ) { if ( camera.isPerspectiveCamera ) { const viewZ = perspectiveDepthToViewZ( value, cameraNear, cameraFar ); node = viewZToOrthographicDepth( viewZ, cameraNear, cameraFar ); } else { node = value; } } else { node = viewZToOrthographicDepth( positionView.z, cameraNear, cameraFar ); } } return node; } } ViewportDepthNode.DEPTH_BASE = 'depthBase'; ViewportDepthNode.DEPTH = 'depth'; ViewportDepthNode.LINEAR_DEPTH = 'linearDepth'; export default ViewportDepthNode; // NOTE: viewZ, the z-coordinate in camera space, is negative for points in front of the camera /** * TSL function for converting a viewZ value to an orthographic depth value. * * @function * @param {Node<float>} viewZ - The viewZ node. * @param {Node<float>} near - The camera's near value. * @param {Node<float>} far - The camera's far value. * @returns {Node<float>} */ export const viewZToOrthographicDepth = ( viewZ, near, far ) => viewZ.add( near ).div( near.sub( far ) ); /** * TSL function for converting an orthographic depth value to a viewZ value. * * @function * @param {Node<float>} depth - The orthographic depth. * @param {Node<float>} near - The camera's near value. * @param {Node<float>} far - The camera's far value. * @returns {Node<float>} */ export const orthographicDepthToViewZ = ( depth, near, far ) => near.sub( far ).mul( depth ).sub( near ); /** * TSL function for converting a viewZ value to a perspective depth value. * * Note: {link https://twitter.com/gonnavis/status/1377183786949959682}. * * @function * @param {Node<float>} viewZ - The viewZ node. * @param {Node<float>} near - The camera's near value. * @param {Node<float>} far - The camera's far value. * @returns {Node<float>} */ export const viewZToPerspectiveDepth = ( viewZ, near, far ) => near.add( viewZ ).mul( far ).div( far.sub( near ).mul( viewZ ) ); /** * TSL function for converting a perspective depth value to a viewZ value. * * @function * @param {Node<float>} depth - The perspective depth. * @param {Node<float>} near - The camera's near value. * @param {Node<float>} far - The camera's far value. * @returns {Node<float>} */ export const perspectiveDepthToViewZ = ( depth, near, far ) => near.mul( far ).div( far.sub( near ).mul( depth ).sub( far ) ); /** * TSL function for converting a viewZ value to a logarithmic depth value. * * @function * @param {Node<float>} viewZ - The viewZ node. * @param {Node<float>} near - The camera's near value. * @param {Node<float>} far - The camera's far value. * @returns {Node<float>} */ export const viewZToLogarithmicDepth = ( viewZ, near, far ) => { // NOTE: viewZ must be negative--see explanation at the end of this comment block. // The final logarithmic depth formula used here is adapted from one described in an // article by Thatcher Ulrich (see http://tulrich.com/geekstuff/log_depth_buffer.txt), // which was an improvement upon an earlier formula one described in an // Outerra article (https://outerra.blogspot.com/2009/08/logarithmic-z-buffer.html). // Ulrich's formula is the following: // z = K * log( w / cameraNear ) / log( cameraFar / cameraNear ) // where K = 2^k - 1, and k is the number of bits in the depth buffer. // The Outerra variant ignored the camera near plane (it assumed it was 0) and instead // opted for a "C-constant" for resolution adjustment of objects near the camera. // Outerra states: "Notice that the 'C' variant doesn’t use a near plane distance, it has it // set at 0" (quote from https://outerra.blogspot.com/2012/11/maximizing-depth-buffer-range-and.html). // Ulrich's variant has the benefit of constant relative precision over the whole near-far range. // It was debated here whether Outerra's "C-constant" or Ulrich's "near plane" variant should // be used, and ultimately Ulrich's "near plane" version was chosen. // Outerra eventually made another improvement to their original "C-constant" variant, // but it still does not incorporate the camera near plane (for this version, // see https://outerra.blogspot.com/2013/07/logarithmic-depth-buffer-optimizations.html). // Here we make 4 changes to Ulrich's formula: // 1. Clamp the camera near plane so we don't divide by 0. // 2. Use log2 instead of log to avoid an extra multiply (shaders implement log using log2). // 3. Assume K is 1 (K = maximum value in depth buffer; see Ulrich's formula above). // 4. To maintain consistency with the functions "viewZToOrthographicDepth" and "viewZToPerspectiveDepth", // we modify the formula here to use 'viewZ' instead of 'w'. The other functions expect a negative viewZ, // so we do the same here, hence the 'viewZ.negate()' call. // For visual representation of this depth curve, see https://www.desmos.com/calculator/uyqk0vex1u near = near.max( 1e-6 ).toVar(); const numerator = log2( viewZ.negate().div( near ) ); const denominator = log2( far.div( near ) ); return numerator.div( denominator ); }; /** * TSL function for converting a logarithmic depth value to a viewZ value. * * @function * @param {Node<float>} depth - The logarithmic depth. * @param {Node<float>} near - The camera's near value. * @param {Node<float>} far - The camera's far value. * @returns {Node<float>} */ export const logarithmicDepthToViewZ = ( depth, near, far ) => { // NOTE: we add a 'negate()' call to the return value here to maintain consistency with // the functions "orthographicDepthToViewZ" and "perspectiveDepthToViewZ" (they return // a negative viewZ). const exponent = depth.mul( log( far.div( near ) ) ); return float( Math.E ).pow( exponent ).mul( near ).negate(); }; /** * TSL function for defining a value for the current fragment's depth. * * @function * @param {Node<float>} value - The depth value to set. * @returns {ViewportDepthNode<float>} */ const depthBase = /*@__PURE__*/ nodeProxy( ViewportDepthNode, ViewportDepthNode.DEPTH_BASE ); /** * TSL object that represents the depth value for the current fragment. * * @type {ViewportDepthNode} */ export const depth = /*@__PURE__*/ nodeImmutable( ViewportDepthNode, ViewportDepthNode.DEPTH ); /** * TSL function for converting a perspective depth value to linear depth. * * @function * @param {Node<float>} value - The perspective depth. * @returns {ViewportDepthNode<float>} */ export const linearDepth = /*@__PURE__*/ nodeProxy( ViewportDepthNode, ViewportDepthNode.LINEAR_DEPTH ); /** * TSL object that represents the linear (orthographic) depth value of the current fragment * * @type {ViewportDepthNode} */ export const viewportLinearDepth = /*@__PURE__*/ linearDepth( viewportDepthTexture() ); depth.assign = ( value ) => depthBase( value );