import { HalfFloatType, RenderTarget, Vector2, NodeMaterial, RendererUtils, QuadMesh, TempNode, NodeUpdateType } from 'three/webgpu'; import { Fn, float, vec3, vec4, ivec2, int, uv, floor, abs, max, min, exp2, nodeObject, passTexture, textureSize, textureLoad, convertToTexture } from 'three/tsl'; const _quadMesh = /*@__PURE__*/ new QuadMesh(); const _size = /*@__PURE__*/ new Vector2(); let _rendererState; /** * Post processing node for contrast-adaptive sharpening (RCAS). * * Reference: {@link https://gpuopen.com/fidelityfx-superresolution/}. * * @augments TempNode * @three_import import { sharpen } from 'three/addons/tsl/display/SharpenNode.js'; */ class SharpenNode extends TempNode { static get type() { return 'SharpenNode'; } /** * Constructs a new sharpen node. * * @param {TextureNode} textureNode - The texture node that represents the input of the effect. * @param {Node} [sharpness=0.2] - Sharpening strength. 0 = maximum sharpening, 2 = no sharpening. * @param {Node} [denoise=false] - Whether to attenuate sharpening in noisy areas. */ constructor( textureNode, sharpness = 0.2, denoise = false ) { super( 'vec4' ); /** * This flag can be used for type testing. * * @type {boolean} * @readonly * @default true */ this.isSharpenNode = true; /** * The texture node that represents the input of the effect. * * @type {TextureNode} */ this.textureNode = textureNode; /** * Sharpening strength. 0 = maximum, 2 = none. * * @type {Node} * @default 0.2 */ this.sharpness = nodeObject( sharpness ); /** * Whether to attenuate sharpening in noisy areas. * * @type {Node} * @default false */ this.denoise = nodeObject( denoise ); /** * The render target for the sharpening pass. * * @private * @type {RenderTarget} */ this._renderTarget = new RenderTarget( 1, 1, { depthBuffer: false, type: HalfFloatType } ); this._renderTarget.texture.name = 'SharpenNode.output'; /** * The result of the effect as a texture node. * * @private * @type {PassTextureNode} */ this._textureNode = passTexture( this, this._renderTarget.texture ); /** * The material for the sharpening pass. * * @private * @type {?NodeMaterial} */ this._material = null; /** * 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; } /** * Sets the output size of the effect. * * @param {number} width - The width in pixels. * @param {number} height - The height in pixels. */ setSize( width, height ) { this._renderTarget.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 ); // renderer.getDrawingBufferSize( _size ); this.setSize( _size.x, _size.y ); renderer.setRenderTarget( this._renderTarget ); _quadMesh.material = this._material; _quadMesh.name = 'Sharpen [ RCAS ]'; _quadMesh.render( renderer ); // 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 inputTex = textureNode.value; // RCAS: Robust Contrast-Adaptive Sharpening. // // Ported from AMD FidelityFX FSR 1 (ffx_fsr1.h). Uses a 5-tap // cross pattern (center + up/down/left/right) to compute a // per-pixel sharpening weight that is automatically limited by // local contrast to avoid ringing. An optional noise-attenuation // factor reduces sharpening in noisy areas. const rcas = Fn( () => { const targetUV = uv(); const texSize = textureSize( textureLoad( inputTex ) ); const p = ivec2( int( floor( targetUV.x.mul( texSize.x ) ) ), int( floor( targetUV.y.mul( texSize.y ) ) ) ).toConst(); const e = textureLoad( inputTex, p ); const b = textureLoad( inputTex, p.add( ivec2( 0, - 1 ) ) ); const d = textureLoad( inputTex, p.add( ivec2( - 1, 0 ) ) ); const f = textureLoad( inputTex, p.add( ivec2( 1, 0 ) ) ); const h = textureLoad( inputTex, p.add( ivec2( 0, 1 ) ) ); // Approximate luminance (luma times 2). const luma = ( s ) => s.g.add( s.b.add( s.r ).mul( 0.5 ) ); const bL = luma( b ); const dL = luma( d ); const eL = luma( e ); const fL = luma( f ); const hL = luma( h ); // Sharpening amount from user parameter. const con = exp2( this.sharpness.negate() ).toConst(); // Min and max of ring. const mn4 = min( min( b.rgb, d.rgb ), min( f.rgb, h.rgb ) ).toConst(); const mx4 = max( max( b.rgb, d.rgb ), max( f.rgb, h.rgb ) ).toConst(); // Compute adaptive lobe weight. // Limiters based on how much sharpening the local contrast can tolerate. const RCAS_LIMIT = float( 0.25 - 1.0 / 16.0 ).toConst(); const hitMin = min( mn4, e.rgb ).div( mx4.mul( 4.0 ) ).toConst(); const hitMax = vec3( 1.0 ).sub( max( mx4, e.rgb ) ).div( mn4.mul( 4.0 ).sub( 4.0 ) ).toConst(); const lobeRGB = max( hitMin.negate(), hitMax ).toConst(); const lobe = max( RCAS_LIMIT.negate(), min( max( lobeRGB.r, max( lobeRGB.g, lobeRGB.b ) ), float( 0.0 ) ) ).mul( con ).toConst(); // Noise attenuation. const nz = bL.add( dL ).add( fL ).add( hL ).mul( 0.25 ).sub( eL ).toConst(); const nzRange = max( max( bL, dL ), max( eL, max( fL, hL ) ) ).sub( min( min( bL, dL ), min( eL, min( fL, hL ) ) ) ).toConst(); const nzFactor = float( 1.0 ).sub( abs( nz ).div( max( nzRange, float( 1.0 / 65536.0 ) ) ).saturate().mul( 0.5 ) ).toConst(); const effectiveLobe = this.denoise.equal( true ).select( lobe.mul( nzFactor ), lobe ).toConst(); // Resolve: weighted blend of cross neighbors and center. const result = b.rgb.add( d.rgb ).add( f.rgb ).add( h.rgb ).mul( effectiveLobe ).add( e.rgb ) .div( effectiveLobe.mul( 4.0 ).add( 1.0 ) ).toConst(); return vec4( result, e.a ); } ); // const context = builder.getSharedContext(); const material = this._material || ( this._material = new NodeMaterial() ); material.fragmentNode = rcas().context( context ); material.name = 'Sharpen_RCAS'; 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._renderTarget.dispose(); if ( this._material !== null ) this._material.dispose(); } } export default SharpenNode; /** * TSL function for creating a sharpen node for post processing. * * @tsl * @function * @param {Node} node - The node that represents the input of the effect. * @param {(number|Node)} [sharpness=0.2] - Sharpening strength. 0 = maximum, 2 = none. * @param {(boolean|Node)} [denoise=false] - Whether to attenuate sharpening in noisy areas. * @returns {SharpenNode} */ export const sharpen = ( node, sharpness, denoise ) => new SharpenNode( convertToTexture( node ), sharpness, denoise );