366 lines
9.3 KiB
JavaScript
366 lines
9.3 KiB
JavaScript
import { Vector2, TempNode } from 'three/webgpu';
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import { nodeObject, Fn, uniformArray, select, float, NodeUpdateType, uv, dot, clamp, uniform, convertToTexture, smoothstep, bool, vec2, vec3, If, Loop, max, min, Break, abs } from 'three/tsl';
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/**
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* Post processing node for applying FXAA. This node requires sRGB input
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* so tone mapping and color space conversion must happen before the anti-aliasing.
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*
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* @augments TempNode
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* @three_import import { fxaa } from 'three/addons/tsl/display/FXAANode.js';
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*/
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class FXAANode extends TempNode {
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static get type() {
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return 'FXAANode';
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}
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/**
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* Constructs a new FXAA 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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*/
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constructor( textureNode ) {
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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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* The `updateBeforeType` is set to `NodeUpdateType.FRAME` since the node updates
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* its internal uniforms 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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* 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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/**
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* This method is used to update the effect's uniforms 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 map = this.textureNode.value;
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this._invSize.value.set( 1 / map.image.width, 1 / map.image.height );
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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 {ShaderCallNodeInternal}
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*/
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setup( /* builder */ ) {
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const textureNode = this.textureNode.bias( - 100 );
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const uvNode = textureNode.uvNode || uv();
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const EDGE_STEP_COUNT = float( 6 );
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const EDGE_GUESS = float( 8.0 );
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const EDGE_STEPS = uniformArray( [ 1.0, 1.5, 2.0, 2.0, 2.0, 4.0 ] );
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const _ContrastThreshold = float( 0.0312 );
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const _RelativeThreshold = float( 0.063 );
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const _SubpixelBlending = float( 1.0 );
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const Sample = Fn( ( [ uv ] ) => {
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return textureNode.sample( uv );
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} );
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const SampleLuminance = Fn( ( [ uv ] ) => {
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return dot( Sample( uv ).rgb, vec3( 0.3, 0.59, 0.11 ) );
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} );
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const SampleLuminanceOffset = Fn( ( [ texSize, uv, uOffset, vOffset ] ) => {
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const shiftedUv = uv.add( texSize.mul( vec2( uOffset, vOffset ) ) );
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return SampleLuminance( shiftedUv );
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} );
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const ShouldSkipPixel = ( l ) => {
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const threshold = max( _ContrastThreshold, _RelativeThreshold.mul( l.highest ) );
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return l.contrast.lessThan( threshold );
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};
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const SampleLuminanceNeighborhood = ( texSize, uv ) => {
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const m = SampleLuminance( uv );
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const n = SampleLuminanceOffset( texSize, uv, 0.0, - 1.0 );
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const e = SampleLuminanceOffset( texSize, uv, 1.0, 0.0 );
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const s = SampleLuminanceOffset( texSize, uv, 0.0, 1.0 );
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const w = SampleLuminanceOffset( texSize, uv, - 1.0, 0.0 );
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const ne = SampleLuminanceOffset( texSize, uv, 1.0, - 1.0 );
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const nw = SampleLuminanceOffset( texSize, uv, - 1.0, - 1.0 );
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const se = SampleLuminanceOffset( texSize, uv, 1.0, 1.0 );
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const sw = SampleLuminanceOffset( texSize, uv, - 1.0, 1.0 );
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const highest = max( max( max( max( s, e ), n ), w ), m );
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const lowest = min( min( min( min( s, e ), n ), w ), m );
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const contrast = highest.sub( lowest );
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return { m, n, e, s, w, ne, nw, se, sw, highest, lowest, contrast };
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};
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const DeterminePixelBlendFactor = ( l ) => {
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let f = float( 2.0 ).mul( l.s.add( l.e ).add( l.n ).add( l.w ) );
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f = f.add( l.se.add( l.sw ).add( l.ne ).add( l.nw ) );
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f = f.mul( 1.0 / 12.0 );
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f = abs( f.sub( l.m ) );
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f = clamp( f.div( max( l.contrast, 0 ) ), 0.0, 1.0 );
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const blendFactor = smoothstep( 0.0, 1.0, f );
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return blendFactor.mul( blendFactor ).mul( _SubpixelBlending );
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};
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const DetermineEdge = ( texSize, l ) => {
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const horizontal =
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abs( l.s.add( l.n ).sub( l.m.mul( 2.0 ) ) ).mul( 2.0 ).add(
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abs( l.se.add( l.ne ).sub( l.e.mul( 2.0 ) ) ).add(
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abs( l.sw.add( l.nw ).sub( l.w.mul( 2.0 ) ) )
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)
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);
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const vertical =
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abs( l.e.add( l.w ).sub( l.m.mul( 2.0 ) ) ).mul( 2.0 ).add(
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abs( l.se.add( l.sw ).sub( l.s.mul( 2.0 ) ) ).add(
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abs( l.ne.add( l.nw ).sub( l.n.mul( 2.0 ) ) )
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)
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);
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const isHorizontal = horizontal.greaterThanEqual( vertical );
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const pLuminance = select( isHorizontal, l.s, l.e );
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const nLuminance = select( isHorizontal, l.n, l.w );
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const pGradient = abs( pLuminance.sub( l.m ) );
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const nGradient = abs( nLuminance.sub( l.m ) );
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const pixelStep = select( isHorizontal, texSize.y, texSize.x ).toVar();
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const oppositeLuminance = float().toVar();
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const gradient = float().toVar();
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If( pGradient.lessThan( nGradient ), () => {
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pixelStep.assign( pixelStep.negate() );
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oppositeLuminance.assign( nLuminance );
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gradient.assign( nGradient );
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} ).Else( () => {
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oppositeLuminance.assign( pLuminance );
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gradient.assign( pGradient );
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} );
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return { isHorizontal, pixelStep, oppositeLuminance, gradient };
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};
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const DetermineEdgeBlendFactor = ( texSize, l, e, uv ) => {
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const uvEdge = uv.toVar();
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const edgeStep = vec2().toVar();
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If( e.isHorizontal, () => {
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uvEdge.y.addAssign( e.pixelStep.mul( 0.5 ) );
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edgeStep.assign( vec2( texSize.x, 0.0 ) );
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} ).Else( () => {
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uvEdge.x.addAssign( e.pixelStep.mul( 0.5 ) );
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edgeStep.assign( vec2( 0.0, texSize.y ) );
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} );
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const edgeLuminance = l.m.add( e.oppositeLuminance ).mul( 0.5 );
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const gradientThreshold = e.gradient.mul( 0.25 );
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const puv = uvEdge.add( edgeStep.mul( EDGE_STEPS.element( 0 ) ) ).toVar();
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const pLuminanceDelta = SampleLuminance( puv ).sub( edgeLuminance ).toVar();
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const pAtEnd = abs( pLuminanceDelta ).greaterThanEqual( gradientThreshold ).toVar();
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Loop( { start: 1, end: EDGE_STEP_COUNT }, ( { i } ) => {
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If( pAtEnd, () => {
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Break();
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} );
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puv.addAssign( edgeStep.mul( EDGE_STEPS.element( i ) ) );
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pLuminanceDelta.assign( SampleLuminance( puv ).sub( edgeLuminance ) );
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pAtEnd.assign( abs( pLuminanceDelta ).greaterThanEqual( gradientThreshold ) );
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} );
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If( pAtEnd.not(), () => {
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puv.addAssign( edgeStep.mul( EDGE_GUESS ) );
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} );
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const nuv = uvEdge.sub( edgeStep.mul( EDGE_STEPS.element( 0 ) ) ).toVar();
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const nLuminanceDelta = SampleLuminance( nuv ).sub( edgeLuminance ).toVar();
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const nAtEnd = abs( nLuminanceDelta ).greaterThanEqual( gradientThreshold ).toVar();
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Loop( { start: 1, end: EDGE_STEP_COUNT }, ( { i } ) => {
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If( nAtEnd, () => {
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Break();
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} );
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nuv.subAssign( edgeStep.mul( EDGE_STEPS.element( i ) ) );
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nLuminanceDelta.assign( SampleLuminance( nuv ).sub( edgeLuminance ) );
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nAtEnd.assign( abs( nLuminanceDelta ).greaterThanEqual( gradientThreshold ) );
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} );
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If( nAtEnd.not(), () => {
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nuv.subAssign( edgeStep.mul( EDGE_GUESS ) );
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} );
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const pDistance = float().toVar();
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const nDistance = float().toVar();
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If( e.isHorizontal, () => {
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pDistance.assign( puv.x.sub( uv.x ) );
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nDistance.assign( uv.x.sub( nuv.x ) );
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} ).Else( () => {
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pDistance.assign( puv.y.sub( uv.y ) );
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nDistance.assign( uv.y.sub( nuv.y ) );
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} );
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const shortestDistance = float().toVar();
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const deltaSign = bool().toVar();
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If( pDistance.lessThanEqual( nDistance ), () => {
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shortestDistance.assign( pDistance );
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deltaSign.assign( pLuminanceDelta.greaterThanEqual( 0.0 ) );
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} ).Else( () => {
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shortestDistance.assign( nDistance );
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deltaSign.assign( nLuminanceDelta.greaterThanEqual( 0.0 ) );
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} );
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const blendFactor = float().toVar();
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If( deltaSign.equal( l.m.sub( edgeLuminance ).greaterThanEqual( 0.0 ) ), () => {
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blendFactor.assign( 0.0 );
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} ).Else( () => {
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blendFactor.assign( float( 0.5 ).sub( shortestDistance.div( pDistance.add( nDistance ) ) ) );
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} );
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return blendFactor;
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};
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const ApplyFXAA = Fn( ( [ uv, texSize ] ) => {
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const luminance = SampleLuminanceNeighborhood( texSize, uv );
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If( ShouldSkipPixel( luminance ), () => {
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return Sample( uv );
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} );
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const pixelBlend = DeterminePixelBlendFactor( luminance );
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const edge = DetermineEdge( texSize, luminance );
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const edgeBlend = DetermineEdgeBlendFactor( texSize, luminance, edge, uv );
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const finalBlend = max( pixelBlend, edgeBlend );
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const finalUv = uv.toVar();
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If( edge.isHorizontal, () => {
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finalUv.y.addAssign( edge.pixelStep.mul( finalBlend ) );
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} ).Else( () => {
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finalUv.x.addAssign( edge.pixelStep.mul( finalBlend ) );
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} );
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return Sample( finalUv );
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} ).setLayout( {
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name: 'FxaaPixelShader',
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type: 'vec4',
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inputs: [
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{ name: 'uv', type: 'vec2' },
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{ name: 'texSize', type: 'vec2' },
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]
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} );
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const fxaa = Fn( () => {
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return ApplyFXAA( uvNode, this._invSize );
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} );
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const outputNode = fxaa();
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return outputNode;
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}
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}
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export default FXAANode;
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/**
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* TSL function for creating a FXAA node for anti-aliasing via post processing.
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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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* @returns {FXAANode}
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*/
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export const fxaa = ( node ) => nodeObject( new FXAANode( convertToTexture( node ) ) );
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