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- import { DataTexture, RepeatWrapping, Vector2, Vector3, TempNode } from 'three/webgpu';
- import { texture, getNormalFromDepth, getViewPosition, convertToTexture, nodeObject, Fn, float, NodeUpdateType, uv, uniform, Loop, luminance, vec2, vec3, vec4, uniformArray, int, dot, max, pow, abs, If, textureSize, sin, cos, mat2, PI, property } from 'three/tsl';
- import { SimplexNoise } from '../../math/SimplexNoise.js';
- /**
- * Post processing node for denoising data like raw screen-space ambient occlusion output.
- * Denoise can noticeably improve the quality of ambient occlusion but also add quite some
- * overhead to the post processing setup. It's best to make its usage optional (e.g. via
- * graphic settings).
- *
- * Reference: {@link https://openaccess.thecvf.com/content/WACV2021/papers/Khademi_Self-Supervised_Poisson-Gaussian_Denoising_WACV_2021_paper.pdf}.
- *
- * @augments TempNode
- * @three_import import { denoise } from 'three/addons/tsl/display/DenoiseNode.js';
- */
- class DenoiseNode extends TempNode {
- static get type() {
- return 'DenoiseNode';
- }
- /**
- * Constructs a new denoise node.
- *
- * @param {TextureNode} textureNode - The texture node that represents the input of the effect (e.g. AO).
- * @param {Node<float>} depthNode - A node that represents the scene's depth.
- * @param {?Node<vec3>} normalNode - A node that represents the scene's normals.
- * @param {Camera} camera - The camera the scene is rendered with.
- */
- constructor( textureNode, depthNode, normalNode, camera ) {
- super( 'vec4' );
- /**
- * The texture node that represents the input of the effect (e.g. AO).
- *
- * @type {TextureNode}
- */
- this.textureNode = textureNode;
- /**
- * A node that represents the scene's depth.
- *
- * @type {Node<float>}
- */
- this.depthNode = depthNode;
- /**
- * A node that represents the scene's normals. If no normals are passed to the
- * constructor (because MRT is not available), normals can be automatically
- * reconstructed from depth values in the shader.
- *
- * @type {?Node<vec3>}
- */
- this.normalNode = normalNode;
- /**
- * The node represents the internal noise texture.
- *
- * @type {TextureNode}
- */
- this.noiseNode = texture( generateDefaultNoise() );
- /**
- * The luma Phi value.
- *
- * @type {UniformNode<float>}
- */
- this.lumaPhi = uniform( 5 );
- /**
- * The depth Phi value.
- *
- * @type {UniformNode<float>}
- */
- this.depthPhi = uniform( 5 );
- /**
- * The normal Phi value.
- *
- * @type {UniformNode<float>}
- */
- this.normalPhi = uniform( 5 );
- /**
- * The radius.
- *
- * @type {UniformNode<float>}
- */
- this.radius = uniform( 5 );
- /**
- * The index.
- *
- * @type {UniformNode<float>}
- */
- this.index = uniform( 0 );
- /**
- * 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;
- /**
- * The resolution of the effect.
- *
- * @private
- * @type {UniformNode<vec2>}
- */
- this._resolution = uniform( new Vector2() );
- /**
- * An array of sample vectors.
- *
- * @private
- * @type {UniformArrayNode<vec3>}
- */
- this._sampleVectors = uniformArray( generateDenoiseSamples( 16, 2, 1 ) );
- /**
- * Represents the inverse projection matrix of the scene's camera.
- *
- * @private
- * @type {UniformNode<mat4>}
- */
- this._cameraProjectionMatrixInverse = uniform( camera.projectionMatrixInverse );
- }
- /**
- * This method is used to update internal uniforms once per frame.
- *
- * @param {NodeFrame} frame - The current node frame.
- */
- updateBefore() {
- const map = this.textureNode.value;
- this._resolution.value.set( map.image.width, map.image.height );
- }
- /**
- * This method is used to setup the effect's TSL code.
- *
- * @param {NodeBuilder} builder - The current node builder.
- * @return {ShaderCallNodeInternal}
- */
- setup( /* builder */ ) {
- const uvNode = uv();
- const sampleTexture = ( uv ) => this.textureNode.sample( uv );
- const sampleDepth = ( uv ) => this.depthNode.sample( uv ).x;
- const sampleNormal = ( uv ) => ( this.normalNode !== null ) ? this.normalNode.sample( uv ).rgb.normalize() : getNormalFromDepth( uv, this.depthNode.value, this._cameraProjectionMatrixInverse );
- const sampleNoise = ( uv ) => this.noiseNode.sample( uv );
- const denoiseSample = Fn( ( [ center, viewNormal, viewPosition, sampleUv ] ) => {
- const texel = sampleTexture( sampleUv ).toVar();
- const depth = sampleDepth( sampleUv ).toVar();
- const normal = sampleNormal( sampleUv ).toVar();
- const neighborColor = texel.rgb;
- const viewPos = getViewPosition( sampleUv, depth, this._cameraProjectionMatrixInverse ).toVar();
- const normalDiff = dot( viewNormal, normal ).toVar();
- const normalSimilarity = pow( max( normalDiff, 0 ), this.normalPhi ).toVar();
- const lumaDiff = abs( luminance( neighborColor ).sub( luminance( center ) ) ).toVar();
- const lumaSimilarity = max( float( 1.0 ).sub( lumaDiff.div( this.lumaPhi ) ), 0 ).toVar();
- const depthDiff = abs( dot( viewPosition.sub( viewPos ), viewNormal ) ).toVar();
- const depthSimilarity = max( float( 1.0 ).sub( depthDiff.div( this.depthPhi ) ), 0 );
- const w = lumaSimilarity.mul( depthSimilarity ).mul( normalSimilarity );
- return vec4( neighborColor.mul( w ), w );
- } );
- const denoise = Fn( ( [ uvNode ] ) => {
- const depth = sampleDepth( uvNode ).toVar();
- const viewNormal = sampleNormal( uvNode ).toVar();
- const texel = sampleTexture( uvNode ).toVar();
- const result = property( 'vec4' );
- If( depth.greaterThanEqual( 1.0 ).or( dot( viewNormal, viewNormal ).equal( 0.0 ) ), () => {
- result.assign( texel );
- } ).Else( () => {
- const center = vec3( texel.rgb );
- const viewPosition = getViewPosition( uvNode, depth, this._cameraProjectionMatrixInverse ).toConst();
- const noiseResolution = textureSize( this.noiseNode, 0 );
- let noiseUv = vec2( uvNode.x, uvNode.y.oneMinus() );
- noiseUv = noiseUv.mul( this._resolution.div( noiseResolution ) );
- const noiseTexel = sampleNoise( noiseUv ).toVar();
- const x = sin( noiseTexel.element( this.index.mod( 4 ).mul( 2 ).mul( PI ) ) );
- const y = cos( noiseTexel.element( this.index.mod( 4 ).mul( 2 ).mul( PI ) ) );
- const noiseVec = vec2( x, y );
- const rotationMatrix = mat2( noiseVec.x, noiseVec.y.negate(), noiseVec.x, noiseVec.y );
- const totalWeight = float( 1.0 ).toVar();
- const denoised = vec3( texel.rgb ).toVar();
- Loop( { start: int( 0 ), end: int( 16 ), type: 'int', condition: '<' }, ( { i } ) => {
- const sampleDir = this._sampleVectors.element( i );
- const offset = rotationMatrix.mul( sampleDir.xy.mul( float( 1.0 ).add( sampleDir.z.mul( this.radius.sub( 1 ) ) ) ) ).div( this._resolution );
- const sampleUv = uvNode.add( offset );
- const sampleResult = denoiseSample( center, viewNormal, viewPosition, sampleUv );
- denoised.addAssign( sampleResult.xyz );
- totalWeight.addAssign( sampleResult.w );
- } );
- If( totalWeight.greaterThan( float( 0 ) ), () => {
- denoised.divAssign( totalWeight );
- } );
- result.assign( vec4( denoised, texel.a ) );
- } );
- return result;
- }/*, { uv: 'vec2', return: 'vec4' }*/ );
- const output = Fn( () => {
- return denoise( uvNode );
- } );
- const outputNode = output();
- return outputNode;
- }
- }
- export default DenoiseNode;
- /**
- * Generates denoise samples based on the given parameters.
- *
- * @param {number} numSamples - The number of samples.
- * @param {number} numRings - The number of rings.
- * @param {number} radiusExponent - The radius exponent.
- * @return {Array<Vector3>} The denoise samples.
- */
- function generateDenoiseSamples( numSamples, numRings, radiusExponent ) {
- const samples = [];
- for ( let i = 0; i < numSamples; i ++ ) {
- const angle = 2 * Math.PI * numRings * i / numSamples;
- const radius = Math.pow( i / ( numSamples - 1 ), radiusExponent );
- samples.push( new Vector3( Math.cos( angle ), Math.sin( angle ), radius ) );
- }
- return samples;
- }
- /**
- * Generates a default noise texture for the given size.
- *
- * @param {number} [size=64] - The texture size.
- * @return {DataTexture} The generated noise texture.
- */
- function generateDefaultNoise( size = 64 ) {
- const simplex = new SimplexNoise();
- const arraySize = size * size * 4;
- const data = new Uint8Array( arraySize );
- for ( let i = 0; i < size; i ++ ) {
- for ( let j = 0; j < size; j ++ ) {
- const x = i;
- const y = j;
- data[ ( i * size + j ) * 4 ] = ( simplex.noise( x, y ) * 0.5 + 0.5 ) * 255;
- data[ ( i * size + j ) * 4 + 1 ] = ( simplex.noise( x + size, y ) * 0.5 + 0.5 ) * 255;
- data[ ( i * size + j ) * 4 + 2 ] = ( simplex.noise( x, y + size ) * 0.5 + 0.5 ) * 255;
- data[ ( i * size + j ) * 4 + 3 ] = ( simplex.noise( x + size, y + size ) * 0.5 + 0.5 ) * 255;
- }
- }
- const noiseTexture = new DataTexture( data, size, size );
- noiseTexture.wrapS = RepeatWrapping;
- noiseTexture.wrapT = RepeatWrapping;
- noiseTexture.needsUpdate = true;
- return noiseTexture;
- }
- /**
- * TSL function for creating a denoise effect.
- *
- * @tsl
- * @function
- * @param {Node} node - The node that represents the input of the effect (e.g. AO).
- * @param {Node<float>} depthNode - A node that represents the scene's depth.
- * @param {?Node<vec3>} normalNode - A node that represents the scene's normals.
- * @param {Camera} camera - The camera the scene is rendered with.
- * @returns {DenoiseNode}
- */
- export const denoise = ( node, depthNode, normalNode, camera ) => nodeObject( new DenoiseNode( convertToTexture( node ), nodeObject( depthNode ), nodeObject( normalNode ), camera ) );
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