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- 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<vec2|float>} 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<vec2|float>}
- */
- 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<vec2>}
- */
- 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<vec2>}
- */
- 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 material for the blur 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;
- /**
- * 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();
- if ( this._material !== null ) this._material.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<number>}
- */
- _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<vec4>} node - The node that represents the input of the effect.
- * @param {Node<vec2|float>} 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 );
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