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- import { TempNode, NodeMaterial, NodeUpdateType, RenderTarget, Vector2, HalfFloatType, RedFormat, QuadMesh, RendererUtils } from 'three/webgpu';
- import { convertToTexture, nodeObject, Fn, uniform, smoothstep, step, texture, max, uniformArray, outputStruct, property, vec4, vec3, uv, Loop, min, mix } from 'three/tsl';
- import { gaussianBlur } from './GaussianBlurNode.js';
- const _quadMesh = /*@__PURE__*/ new QuadMesh();
- let _rendererState;
- /**
- * Post processing node for creating depth of field (DOF) effect.
- *
- * References:
- * - {@link https://pixelmischiefblog.wordpress.com/2016/11/25/bokeh-depth-of-field/}
- * - {@link https://www.adriancourreges.com/blog/2016/09/09/doom-2016-graphics-study/}
- *
- * @augments TempNode
- * @three_import import { dof } from 'three/addons/tsl/display/DepthOfFieldNode.js';
- */
- class DepthOfFieldNode extends TempNode {
- static get type() {
- return 'DepthOfFieldNode';
- }
- /**
- * Constructs a new DOF node.
- *
- * @param {TextureNode} textureNode - The texture node that represents the input of the effect.
- * @param {Node<float>} viewZNode - Represents the viewZ depth values of the scene.
- * @param {Node<float>} focusDistanceNode - Defines the effect's focus which is the distance along the camera's look direction in world units.
- * @param {Node<float>} focalLengthNode - How far an object can be from the focal plane before it goes completely out-of-focus in world units.
- * @param {Node<float>} bokehScaleNode - A unitless value for artistic purposes to adjust the size of the bokeh.
- */
- constructor( textureNode, viewZNode, focusDistanceNode, focalLengthNode, bokehScaleNode ) {
- super( 'vec4' );
- /**
- * The texture node that represents the input of the effect.
- *
- * @type {TextureNode}
- */
- this.textureNode = textureNode;
- /**
- * Represents the viewZ depth values of the scene.
- *
- * @type {Node<float>}
- */
- this.viewZNode = viewZNode;
- /**
- * Defines the effect's focus which is the distance along the camera's look direction in world units.
- *
- * @type {Node<float>}
- */
- this.focusDistanceNode = focusDistanceNode;
- /**
- * How far an object can be from the focal plane before it goes completely out-of-focus in world units.
- *
- * @type {Node<float>}
- */
- this.focalLengthNode = focalLengthNode;
- /**
- * A unitless value for artistic purposes to adjust the size of the bokeh.
- *
- * @type {Node<float>}
- */
- this.bokehScaleNode = bokehScaleNode;
- /**
- * The inverse size of the resolution.
- *
- * @private
- * @type {UniformNode<vec2>}
- */
- this._invSize = uniform( new Vector2() );
- /**
- * The render target used for the near and far field.
- *
- * @private
- * @type {RenderTarget}
- */
- this._CoCRT = new RenderTarget( 1, 1, { depthBuffer: false, type: HalfFloatType, format: RedFormat, count: 2 } );
- this._CoCRT.textures[ 0 ].name = 'DepthOfField.NearField';
- this._CoCRT.textures[ 1 ].name = 'DepthOfField.FarField';
- /**
- * The render target used for blurring the near field.
- *
- * @private
- * @type {RenderTarget}
- */
- this._CoCBlurredRT = new RenderTarget( 1, 1, { depthBuffer: false, type: HalfFloatType, format: RedFormat } );
- this._CoCBlurredRT.texture.name = 'DepthOfField.NearFieldBlurred';
- /**
- * The render target used for the first blur pass.
- *
- * @private
- * @type {RenderTarget}
- */
- this._blur64RT = new RenderTarget( 1, 1, { depthBuffer: false, type: HalfFloatType } );
- this._blur64RT.texture.name = 'DepthOfField.Blur64';
- /**
- * The render target used for the near field's second blur pass.
- *
- * @private
- * @type {RenderTarget}
- */
- this._blur16NearRT = new RenderTarget( 1, 1, { depthBuffer: false, type: HalfFloatType } );
- this._blur16NearRT.texture.name = 'DepthOfField.Blur16Near';
- /**
- * The render target used for the far field's second blur pass.
- *
- * @private
- * @type {RenderTarget}
- */
- this._blur16FarRT = new RenderTarget( 1, 1, { depthBuffer: false, type: HalfFloatType } );
- this._blur16FarRT.texture.name = 'DepthOfField.Blur16Far';
- /**
- * The render target used for the composite
- *
- * @private
- * @type {RenderTarget}
- */
- this._compositeRT = new RenderTarget( 1, 1, { depthBuffer: false, type: HalfFloatType } );
- this._compositeRT.texture.name = 'DepthOfField.Composite';
- /**
- * The material used for the CoC/near and far fields.
- *
- * @private
- * @type {NodeMaterial}
- */
- this._CoCMaterial = new NodeMaterial();
- /**
- * The material used for blurring the near field.
- *
- * @private
- * @type {NodeMaterial}
- */
- this._CoCBlurredMaterial = new NodeMaterial();
- /**
- * The material used for the 64 tap blur.
- *
- * @private
- * @type {NodeMaterial}
- */
- this._blur64Material = new NodeMaterial();
- /**
- * The material used for the 16 tap blur.
- *
- * @private
- * @type {NodeMaterial}
- */
- this._blur16Material = new NodeMaterial();
- /**
- * The material used for the final composite.
- *
- * @private
- * @type {NodeMaterial}
- */
- this._compositeMaterial = new NodeMaterial();
- /**
- * The result of the effect is represented as a separate texture node.
- *
- * @private
- * @type {TextureNode}
- */
- this._textureNode = texture( this._compositeRT.texture );
- /**
- * The result of the CoC pass as a texture node.
- *
- * @private
- * @type {TextureNode}
- */
- this._CoCTextureNode = texture( this._CoCRT.texture );
- /**
- * The result of the blur64 pass as a texture node.
- *
- * @private
- * @type {TextureNode}
- */
- this._blur64TextureNode = texture( this._blur64RT.texture );
- /**
- * The result of the near field's blur16 pass as a texture node.
- *
- * @private
- * @type {TextureNode}
- */
- this._blur16NearTextureNode = texture( this._blur16NearRT.texture );
- /**
- * The result of the far field's blur16 pass as a texture node.
- *
- * @private
- * @type {TextureNode}
- */
- this._blur16FarTextureNode = texture( this._blur16FarRT.texture );
- /**
- * The `updateBeforeType` is set to `NodeUpdateType.FRAME` since the node updates
- * its internal uniforms once per frame in `updateBefore()`.
- *
- * @type {string}
- * @default 'frame'
- */
- this.updateBeforeType = NodeUpdateType.FRAME;
- }
- /**
- * 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 ) {
- this._invSize.value.set( 1 / width, 1 / height );
- this._CoCRT.setSize( width, height );
- this._compositeRT.setSize( width, height );
- // blur runs in half resolution
- const halfResX = Math.round( width / 2 );
- const halfResY = Math.round( height / 2 );
- this._CoCBlurredRT.setSize( halfResX, halfResY );
- this._blur64RT.setSize( halfResX, halfResY );
- this._blur16NearRT.setSize( halfResX, halfResY );
- this._blur16FarRT.setSize( halfResX, halfResY );
- }
- /**
- * 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 update the effect's uniforms once per frame.
- *
- * @param {NodeFrame} frame - The current node frame.
- */
- updateBefore( frame ) {
- const { renderer } = frame;
- // resize
- const map = this.textureNode.value;
- this.setSize( map.image.width, map.image.height );
- // save state
- _rendererState = RendererUtils.resetRendererState( renderer, _rendererState );
- renderer.setClearColor( 0x000000, 0 );
- // coc
- _quadMesh.material = this._CoCMaterial;
- renderer.setRenderTarget( this._CoCRT );
- _quadMesh.name = 'DoF [ CoC ]';
- _quadMesh.render( renderer );
- // blur near field to avoid visible aliased edges when the near field
- // is blended with the background
- this._CoCTextureNode.value = this._CoCRT.textures[ 0 ];
- _quadMesh.material = this._CoCBlurredMaterial;
- renderer.setRenderTarget( this._CoCBlurredRT );
- _quadMesh.name = 'DoF [ CoC Blur ]';
- _quadMesh.render( renderer );
- // blur64 near
- this._CoCTextureNode.value = this._CoCBlurredRT.texture;
- _quadMesh.material = this._blur64Material;
- renderer.setRenderTarget( this._blur64RT );
- _quadMesh.name = 'DoF [ Blur64 Near ]';
- _quadMesh.render( renderer );
- // blur16 near
- _quadMesh.material = this._blur16Material;
- renderer.setRenderTarget( this._blur16NearRT );
- _quadMesh.name = 'DoF [ Blur16 Near ]';
- _quadMesh.render( renderer );
- // blur64 far
- this._CoCTextureNode.value = this._CoCRT.textures[ 1 ];
- _quadMesh.material = this._blur64Material;
- renderer.setRenderTarget( this._blur64RT );
- _quadMesh.name = 'DoF [ Blur64 Far ]';
- _quadMesh.render( renderer );
- // blur16 far
- _quadMesh.material = this._blur16Material;
- renderer.setRenderTarget( this._blur16FarRT );
- _quadMesh.name = 'DoF [ Blur16 Far ]';
- _quadMesh.render( renderer );
- // composite
- _quadMesh.material = this._compositeMaterial;
- renderer.setRenderTarget( this._compositeRT );
- _quadMesh.name = 'DoF [ Composite ]';
- _quadMesh.render( renderer );
- // restore
- RendererUtils.restoreRendererState( renderer, _rendererState );
- }
- /**
- * This method is used to setup the effect's TSL code.
- *
- * @param {NodeBuilder} builder - The current node builder.
- * @return {ShaderCallNodeInternal}
- */
- setup( builder ) {
- const kernels = this._generateKernels();
- // CoC, near and far fields
- const nearField = property( 'float' );
- const farField = property( 'float' );
- const outputNode = outputStruct( nearField, farField );
- const CoC = Fn( () => {
- const signedDist = this.viewZNode.negate().sub( this.focusDistanceNode );
- const CoC = smoothstep( 0, this.focalLengthNode, signedDist.abs() );
- nearField.assign( step( signedDist, 0 ).mul( CoC ) );
- farField.assign( step( 0, signedDist ).mul( CoC ) );
- return vec4( 0 );
- } );
- this._CoCMaterial.colorNode = CoC().context( builder.getSharedContext() );
- this._CoCMaterial.outputNode = outputNode;
- this._CoCMaterial.needsUpdate = true;
- // blurred CoC for near field
- this._CoCBlurredMaterial.colorNode = gaussianBlur( this._CoCTextureNode, 1, 2 );
- this._CoCBlurredMaterial.needsUpdate = true;
- // bokeh 64 blur pass
- const bokeh64 = uniformArray( kernels.points64 );
- const blur64 = Fn( () => {
- const acc = vec3();
- const uvNode = uv();
- const CoC = this._CoCTextureNode.sample( uvNode ).r;
- const sampleStep = this._invSize.mul( this.bokehScaleNode ).mul( CoC );
- Loop( 64, ( { i } ) => {
- const sUV = uvNode.add( sampleStep.mul( bokeh64.element( i ) ) );
- const tap = this.textureNode.sample( sUV );
- acc.addAssign( tap.rgb );
- } );
- acc.divAssign( 64 );
- return vec4( acc, CoC );
- } );
- this._blur64Material.fragmentNode = blur64().context( builder.getSharedContext() );
- this._blur64Material.needsUpdate = true;
- // bokeh 16 blur pass
- const bokeh16 = uniformArray( kernels.points16 );
- const blur16 = Fn( () => {
- const uvNode = uv();
- const col = this._blur64TextureNode.sample( uvNode ).toVar();
- const maxVal = col.rgb;
- const CoC = col.a;
- const sampleStep = this._invSize.mul( this.bokehScaleNode ).mul( CoC );
- Loop( 16, ( { i } ) => {
- const sUV = uvNode.add( sampleStep.mul( bokeh16.element( i ) ) );
- const tap = this._blur64TextureNode.sample( sUV );
- maxVal.assign( max( tap.rgb, maxVal ) );
- } );
- return vec4( maxVal, CoC );
- } );
- this._blur16Material.fragmentNode = blur16().context( builder.getSharedContext() );
- this._blur16Material.needsUpdate = true;
- // composite
- const composite = Fn( () => {
- const uvNode = uv();
- const near = this._blur16NearTextureNode.sample( uvNode );
- const far = this._blur16FarTextureNode.sample( uvNode );
- const beauty = this.textureNode.sample( uvNode );
- // TODO: applying the bokeh scale to the near field CoC value introduces blending
- // issues around edges of blurred foreground objects when their are rendered above
- // the background. for now, don't apply the bokeh scale to the blend factors. that
- // will cause less blur for objects which are partly out-of-focus (CoC between 0 and 1).
- const blendNear = min( near.a, 0.5 ).mul( 2 );
- const blendFar = min( far.a, 0.5 ).mul( 2 );
- const result = vec4( 0, 0, 0, 1 ).toVar();
- result.rgb = mix( beauty.rgb, far.rgb, blendFar );
- result.rgb = mix( result.rgb, near.rgb, blendNear );
- return result;
- } );
- this._compositeMaterial.fragmentNode = composite().context( builder.getSharedContext() );
- this._compositeMaterial.needsUpdate = true;
- return this._textureNode;
- }
- _generateKernels() {
- // Vogel's method, see https://www.shadertoy.com/view/4fBXRG
- // this approach allows to generate uniformly distributed sample
- // points in a disc-shaped pattern. Blurring with these samples
- // produces a typical optical lens blur
- const GOLDEN_ANGLE = 2.39996323;
- const SAMPLES = 80;
- const points64 = [];
- const points16 = [];
- let idx64 = 0;
- let idx16 = 0;
- for ( let i = 0; i < SAMPLES; i ++ ) {
- const theta = i * GOLDEN_ANGLE;
- const r = Math.sqrt( i ) / Math.sqrt( SAMPLES );
- const p = new Vector2( r * Math.cos( theta ), r * Math.sin( theta ) );
- if ( i % 5 === 0 ) {
- points16[ idx16 ] = p;
- idx16 ++;
- } else {
- points64[ idx64 ] = p;
- idx64 ++;
- }
- }
- return { points16, points64 };
- }
- /**
- * Frees internal resources. This method should be called
- * when the effect is no longer required.
- */
- dispose() {
- this._CoCRT.dispose();
- this._CoCBlurredRT.dispose();
- this._blur64RT.dispose();
- this._blur16NearRT.dispose();
- this._blur16FarRT.dispose();
- this._compositeRT.dispose();
- this._CoCMaterial.dispose();
- this._CoCBlurredMaterial.dispose();
- this._blur64Material.dispose();
- this._blur16Material.dispose();
- this._compositeMaterial.dispose();
- }
- }
- export default DepthOfFieldNode;
- /**
- * TSL function for creating a depth-of-field effect (DOF) for post processing.
- *
- * @tsl
- * @function
- * @param {Node<vec4>} node - The node that represents the input of the effect.
- * @param {Node<float>} viewZNode - Represents the viewZ depth values of the scene.
- * @param {Node<float> | number} focusDistance - Defines the effect's focus which is the distance along the camera's look direction in world units.
- * @param {Node<float> | number} focalLength - How far an object can be from the focal plane before it goes completely out-of-focus in world units.
- * @param {Node<float> | number} bokehScale - A unitless value for artistic purposes to adjust the size of the bokeh.
- * @returns {DepthOfFieldNode}
- */
- export const dof = ( node, viewZNode, focusDistance = 1, focalLength = 1, bokehScale = 1 ) => nodeObject( new DepthOfFieldNode( convertToTexture( node ), nodeObject( viewZNode ), nodeObject( focusDistance ), nodeObject( focalLength ), nodeObject( bokehScale ) ) );
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