MCP 3D Printer Server

by DMontgomery40
Verified
import { abs, cross, float, Fn, normalize, ivec2, sub, vec2, vec3, vec4 } from '../tsl/TSLBase.js'; import { textureSize } from '../accessors/TextureSizeNode.js'; import { textureLoad } from '../accessors/TextureNode.js'; import { WebGPUCoordinateSystem } from '../../constants.js'; /** @module PostProcessingUtils **/ /** * Computes a position in view space based on a fragment's screen position expressed as uv coordinates, the fragments * depth value and the camera's inverse projection matrix. * * @method * @param {Node<vec2>} screenPosition - The fragment's screen position expressed as uv coordinates. * @param {Node<float>} depth - The fragment's depth value. * @param {Node<mat4>} projectionMatrixInverse - The camera's inverse projection matrix. * @return {Node<vec3>} The fragments position in view space. */ export const getViewPosition = /*@__PURE__*/ Fn( ( [ screenPosition, depth, projectionMatrixInverse ], builder ) => { let clipSpacePosition; if ( builder.renderer.coordinateSystem === WebGPUCoordinateSystem ) { screenPosition = vec2( screenPosition.x, screenPosition.y.oneMinus() ).mul( 2.0 ).sub( 1.0 ); clipSpacePosition = vec4( vec3( screenPosition, depth ), 1.0 ); } else { clipSpacePosition = vec4( vec3( screenPosition.x, screenPosition.y.oneMinus(), depth ).mul( 2.0 ).sub( 1.0 ), 1.0 ); } const viewSpacePosition = vec4( projectionMatrixInverse.mul( clipSpacePosition ) ); return viewSpacePosition.xyz.div( viewSpacePosition.w ); } ); /** * Computes a screen position expressed as uv coordinates based on a fragment's position in view space * and the camera's projection matrix * * @method * @param {Node<vec3>} viewPosition - The fragments position in view space. * @param {Node<mat4>} projectionMatrix - The camera's projection matrix. * @return {Node<vec2>} The fragment's screen position expressed as uv coordinates. */ export const getScreenPosition = /*@__PURE__*/ Fn( ( [ viewPosition, projectionMatrix ] ) => { const sampleClipPos = projectionMatrix.mul( vec4( viewPosition, 1.0 ) ); const sampleUv = sampleClipPos.xy.div( sampleClipPos.w ).mul( 0.5 ).add( 0.5 ).toVar(); return vec2( sampleUv.x, sampleUv.y.oneMinus() ); } ); /** * Computes a normal vector based on depth data. Can be used as a fallback when no normal render * target is available or if flat surface normals are required. * * @method * @param {Node<vec2>} uv - The texture coordinate. * @param {DepthTexture} depthTexture - The depth texture. * @param {Node<mat4>} projectionMatrixInverse - The camera's inverse projection matrix. * @return {Node<vec3>} The computed normal vector. */ export const getNormalFromDepth = /*@__PURE__*/ Fn( ( [ uv, depthTexture, projectionMatrixInverse ] ) => { const size = textureSize( textureLoad( depthTexture ) ); const p = ivec2( uv.mul( size ) ).toVar(); const c0 = textureLoad( depthTexture, p ).toVar(); const l2 = textureLoad( depthTexture, p.sub( ivec2( 2, 0 ) ) ).toVar(); const l1 = textureLoad( depthTexture, p.sub( ivec2( 1, 0 ) ) ).toVar(); const r1 = textureLoad( depthTexture, p.add( ivec2( 1, 0 ) ) ).toVar(); const r2 = textureLoad( depthTexture, p.add( ivec2( 2, 0 ) ) ).toVar(); const b2 = textureLoad( depthTexture, p.add( ivec2( 0, 2 ) ) ).toVar(); const b1 = textureLoad( depthTexture, p.add( ivec2( 0, 1 ) ) ).toVar(); const t1 = textureLoad( depthTexture, p.sub( ivec2( 0, 1 ) ) ).toVar(); const t2 = textureLoad( depthTexture, p.sub( ivec2( 0, 2 ) ) ).toVar(); const dl = abs( sub( float( 2 ).mul( l1 ).sub( l2 ), c0 ) ).toVar(); const dr = abs( sub( float( 2 ).mul( r1 ).sub( r2 ), c0 ) ).toVar(); const db = abs( sub( float( 2 ).mul( b1 ).sub( b2 ), c0 ) ).toVar(); const dt = abs( sub( float( 2 ).mul( t1 ).sub( t2 ), c0 ) ).toVar(); const ce = getViewPosition( uv, c0, projectionMatrixInverse ).toVar(); const dpdx = dl.lessThan( dr ).select( ce.sub( getViewPosition( uv.sub( vec2( float( 1 ).div( size.x ), 0 ) ), l1, projectionMatrixInverse ) ), ce.negate().add( getViewPosition( uv.add( vec2( float( 1 ).div( size.x ), 0 ) ), r1, projectionMatrixInverse ) ) ); const dpdy = db.lessThan( dt ).select( ce.sub( getViewPosition( uv.add( vec2( 0, float( 1 ).div( size.y ) ) ), b1, projectionMatrixInverse ) ), ce.negate().add( getViewPosition( uv.sub( vec2( 0, float( 1 ).div( size.y ) ) ), t1, projectionMatrixInverse ) ) ); return normalize( cross( dpdx, dpdy ) ); } );