import { RenderTarget, Vector2, NodeMaterial, RendererUtils, QuadMesh, TempNode, NodeUpdateType } from 'three/webgpu'; import { Fn, float, uv, uniform, convertToTexture, vec2, vec4, passTexture, luminance, abs, exp, max } from 'three/tsl'; const _quadMesh = /*@__PURE__*/ new QuadMesh(); let _rendererState; /** * Post processing node for creating a bilateral blur effect. * * Bilateral blur smooths an image while preserving sharp edges. Unlike a * standard Gaussian blur which blurs everything equally, bilateral blur * analyzes the intensity/color of neighboring pixels. If a neighbor is too * different from the center pixel (indicating an edge), it is excluded * from the blurring process. * * Reference: {@link https://en.wikipedia.org/wiki/Bilateral_filter} * * @augments TempNode * @three_import import { bilateralBlur } from 'three/addons/tsl/display/BilateralBlurNode.js'; */ class BilateralBlurNode extends TempNode { static get type() { return 'BilateralBlurNode'; } /** * Constructs a new bilateral blur node. * * @param {TextureNode} textureNode - The texture node that represents the input of the effect. * @param {Node} directionNode - Defines the direction and radius of the blur. * @param {number} sigma - Controls the spatial kernel of the blur filter. Higher values mean a wider blur radius. * @param {number} sigmaColor - Controls the intensity kernel. Higher values allow more color difference to be blurred together. */ constructor( textureNode, directionNode = null, sigma = 4, sigmaColor = 0.1 ) { super( 'vec4' ); /** * The texture node that represents the input of the effect. * * @type {TextureNode} */ this.textureNode = textureNode; /** * Defines the direction and radius of the blur. * * @type {Node} */ this.directionNode = directionNode; /** * Controls the spatial kernel of the blur filter. Higher values mean a wider blur radius. * * @type {number} */ this.sigma = sigma; /** * Controls the color/intensity kernel. Higher values allow more color difference * to be blurred together. Lower values preserve edges more strictly. * * @type {number} */ this.sigmaColor = sigmaColor; /** * A uniform node holding the inverse resolution value. * * @private * @type {UniformNode} */ this._invSize = uniform( new Vector2() ); /** * Bilateral blur is applied in two passes (horizontal, vertical). * This node controls the direction of each pass. * * @private * @type {UniformNode} */ this._passDirection = uniform( new Vector2() ); /** * The render target used for the horizontal pass. * * @private * @type {RenderTarget} */ this._horizontalRT = new RenderTarget( 1, 1, { depthBuffer: false } ); this._horizontalRT.texture.name = 'BilateralBlurNode.horizontal'; /** * The render target used for the vertical pass. * * @private * @type {RenderTarget} */ this._verticalRT = new RenderTarget( 1, 1, { depthBuffer: false } ); this._verticalRT.texture.name = 'BilateralBlurNode.vertical'; /** * The result of the effect is represented as a separate texture node. * * @private * @type {PassTextureNode} */ this._textureNode = passTexture( this, this._verticalRT.texture ); this._textureNode.uvNode = textureNode.uvNode; /** * The `updateBeforeType` is set to `NodeUpdateType.FRAME` since the node renders * its effect once per frame in `updateBefore()`. * * @type {string} * @default 'frame' */ this.updateBeforeType = NodeUpdateType.FRAME; /** * The resolution scale. * * @type {number} * @default 1 */ this.resolutionScale = 1; } /** * Sets the size of the effect. * * @param {number} width - The width of the effect. * @param {number} height - The height of the effect. */ setSize( width, height ) { width = Math.max( Math.round( width * this.resolutionScale ), 1 ); height = Math.max( Math.round( height * this.resolutionScale ), 1 ); this._invSize.value.set( 1 / width, 1 / height ); this._horizontalRT.setSize( width, height ); this._verticalRT.setSize( width, height ); } /** * This method is used to render the effect once per frame. * * @param {NodeFrame} frame - The current node frame. */ updateBefore( frame ) { const { renderer } = frame; _rendererState = RendererUtils.resetRendererState( renderer, _rendererState ); // const textureNode = this.textureNode; const map = textureNode.value; const currentTexture = textureNode.value; _quadMesh.material = this._material; this.setSize( map.image.width, map.image.height ); const textureType = map.type; this._horizontalRT.texture.type = textureType; this._verticalRT.texture.type = textureType; // horizontal renderer.setRenderTarget( this._horizontalRT ); this._passDirection.value.set( 1, 0 ); _quadMesh.name = 'Bilateral Blur [ Horizontal Pass ]'; _quadMesh.render( renderer ); // vertical textureNode.value = this._horizontalRT.texture; renderer.setRenderTarget( this._verticalRT ); this._passDirection.value.set( 0, 1 ); _quadMesh.name = 'Bilateral Blur [ Vertical Pass ]'; _quadMesh.render( renderer ); // restore textureNode.value = currentTexture; RendererUtils.restoreRendererState( renderer, _rendererState ); } /** * Returns the result of the effect as a texture node. * * @return {PassTextureNode} A texture node that represents the result of the effect. */ getTextureNode() { return this._textureNode; } /** * This method is used to setup the effect's TSL code. * * @param {NodeBuilder} builder - The current node builder. * @return {PassTextureNode} */ setup( builder ) { const textureNode = this.textureNode; // const uvNode = uv(); const directionNode = vec2( this.directionNode || 1 ); const sampleTexture = ( uv ) => textureNode.sample( uv ); const blur = Fn( () => { const kernelSize = this.sigma * 2 + 3; const spatialCoefficients = this._getSpatialCoefficients( kernelSize ); const invSize = this._invSize; const direction = directionNode.mul( this._passDirection ); // Sample center pixel const centerColor = sampleTexture( uvNode ).toVar(); const centerLuminance = luminance( centerColor.rgb ).toVar(); // Accumulate weighted samples const weightSum = float( spatialCoefficients[ 0 ] ).toVar(); const colorSum = vec4( centerColor.mul( spatialCoefficients[ 0 ] ) ).toVar(); // Precompute color sigma factor: -0.5 / (sigmaColor^2) const colorSigmaFactor = float( - 0.5 ).div( float( this.sigmaColor * this.sigmaColor ) ).toConst(); for ( let i = 1; i < kernelSize; i ++ ) { const x = float( i ); const spatialWeight = float( spatialCoefficients[ i ] ); const uvOffset = vec2( direction.mul( invSize.mul( x ) ) ).toVar(); // Sample in both directions (+/-) const sampleUv1 = uvNode.add( uvOffset ); const sampleUv2 = uvNode.sub( uvOffset ); const sample1 = sampleTexture( sampleUv1 ); const sample2 = sampleTexture( sampleUv2 ); // Compute luminance difference for edge detection const lum1 = luminance( sample1.rgb ); const lum2 = luminance( sample2.rgb ); const diff1 = abs( lum1.sub( centerLuminance ) ); const diff2 = abs( lum2.sub( centerLuminance ) ); // Compute color-based weights using Gaussian function const colorWeight1 = exp( diff1.mul( diff1 ).mul( colorSigmaFactor ) ).toVar(); const colorWeight2 = exp( diff2.mul( diff2 ).mul( colorSigmaFactor ) ).toVar(); // Combined bilateral weight = spatial weight * color weight const bilateralWeight1 = spatialWeight.mul( colorWeight1 ); const bilateralWeight2 = spatialWeight.mul( colorWeight2 ); colorSum.addAssign( sample1.mul( bilateralWeight1 ) ); colorSum.addAssign( sample2.mul( bilateralWeight2 ) ); weightSum.addAssign( bilateralWeight1 ); weightSum.addAssign( bilateralWeight2 ); } // Normalize by the total weight return colorSum.div( max( weightSum, 0.0001 ) ); } ); // const material = this._material || ( this._material = new NodeMaterial() ); material.fragmentNode = blur().context( builder.getSharedContext() ); material.name = 'Bilateral_blur'; material.needsUpdate = true; // const properties = builder.getNodeProperties( this ); properties.textureNode = textureNode; // return this._textureNode; } /** * Frees internal resources. This method should be called * when the effect is no longer required. */ dispose() { this._horizontalRT.dispose(); this._verticalRT.dispose(); } /** * Computes spatial (Gaussian) coefficients depending on the given kernel radius. * These coefficients are used for the spatial component of the bilateral filter. * * @private * @param {number} kernelRadius - The kernel radius. * @return {Array} */ _getSpatialCoefficients( kernelRadius ) { const coefficients = []; const sigma = kernelRadius / 3; for ( let i = 0; i < kernelRadius; i ++ ) { coefficients.push( 0.39894 * Math.exp( - 0.5 * i * i / ( sigma * sigma ) ) / sigma ); } return coefficients; } } export default BilateralBlurNode; /** * TSL function for creating a bilateral blur node for post processing. * * Bilateral blur smooths an image while preserving sharp edges by considering * both spatial distance and color/intensity differences between pixels. * * @tsl * @function * @param {Node} node - The node that represents the input of the effect. * @param {Node} directionNode - Defines the direction and radius of the blur. * @param {number} sigma - Controls the spatial kernel of the blur filter. Higher values mean a wider blur radius. * @param {number} sigmaColor - Controls the intensity kernel. Higher values allow more color difference to be blurred together. * @returns {BilateralBlurNode} */ export const bilateralBlur = ( node, directionNode, sigma, sigmaColor ) => new BilateralBlurNode( convertToTexture( node ), directionNode, sigma, sigmaColor );