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