123456789101112131415161718192021222324252627282930313233343536373839404142434445464748495051525354555657585960616263646566676869707172737475767778798081828384858687888990919293949596979899100101102103104105106107108109110111112113114115116117118119120121122123124125126127128129130131132133134135136137138139140141142143144145146147148149150151152153154155156157158159160161162163164165166167168 |
- import { Vector2, TempNode, NodeUpdateType } from 'three/webgpu';
- import { nodeObject, Fn, uv, uniform, convertToTexture, vec2, vec3, vec4, mat3, luminance, add } from 'three/tsl';
- /**
- * Post processing node for detecting edges with a sobel filter.
- * A sobel filter should be applied after tone mapping and output color
- * space conversion.
- *
- * @augments TempNode
- * @three_import import { sobel } from 'three/addons/tsl/display/SobelOperatorNode.js';
- */
- class SobelOperatorNode extends TempNode {
- static get type() {
- return 'SobelOperatorNode';
- }
- /**
- * Constructs a new sobel operator node.
- *
- * @param {TextureNode} textureNode - The texture node that represents the input of the effect.
- */
- constructor( textureNode ) {
- super( 'vec4' );
- /**
- * The texture node that represents the input of the effect.
- *
- * @type {TextureNode}
- */
- this.textureNode = textureNode;
- /**
- * 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;
- /**
- * A uniform node holding the inverse resolution value.
- *
- * @private
- * @type {UniformNode<vec2>}
- */
- this._invSize = uniform( new Vector2() );
- }
- /**
- * This method is used to update the effect's uniforms once per frame.
- *
- * @param {NodeFrame} frame - The current node frame.
- */
- updateBefore( /* frame */ ) {
- const map = this.textureNode.value;
- this._invSize.value.set( 1 / map.image.width, 1 / 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 { textureNode } = this;
- const uvNode = textureNode.uvNode || uv();
- const sampleTexture = ( uv ) => textureNode.sample( uv );
- const sobel = Fn( () => {
- // Sobel Edge Detection (see https://youtu.be/uihBwtPIBxM)
- const texel = this._invSize;
- // kernel definition (in glsl matrices are filled in column-major order)
- const Gx = mat3( - 1, - 2, - 1, 0, 0, 0, 1, 2, 1 ); // x direction kernel
- const Gy = mat3( - 1, 0, 1, - 2, 0, 2, - 1, 0, 1 ); // y direction kernel
- // fetch the 3x3 neighbourhood of a fragment
- // first column
- const tx0y0 = luminance( sampleTexture( uvNode.add( texel.mul( vec2( - 1, - 1 ) ) ) ).xyz );
- const tx0y1 = luminance( sampleTexture( uvNode.add( texel.mul( vec2( - 1, 0 ) ) ) ).xyz );
- const tx0y2 = luminance( sampleTexture( uvNode.add( texel.mul( vec2( - 1, 1 ) ) ) ).xyz );
- // second column
- const tx1y0 = luminance( sampleTexture( uvNode.add( texel.mul( vec2( 0, - 1 ) ) ) ).xyz );
- const tx1y1 = luminance( sampleTexture( uvNode.add( texel.mul( vec2( 0, 0 ) ) ) ).xyz );
- const tx1y2 = luminance( sampleTexture( uvNode.add( texel.mul( vec2( 0, 1 ) ) ) ).xyz );
- // third column
- const tx2y0 = luminance( sampleTexture( uvNode.add( texel.mul( vec2( 1, - 1 ) ) ) ).xyz );
- const tx2y1 = luminance( sampleTexture( uvNode.add( texel.mul( vec2( 1, 0 ) ) ) ).xyz );
- const tx2y2 = luminance( sampleTexture( uvNode.add( texel.mul( vec2( 1, 1 ) ) ) ).xyz );
- // gradient value in x direction
- const valueGx = add(
- Gx[ 0 ][ 0 ].mul( tx0y0 ),
- Gx[ 1 ][ 0 ].mul( tx1y0 ),
- Gx[ 2 ][ 0 ].mul( tx2y0 ),
- Gx[ 0 ][ 1 ].mul( tx0y1 ),
- Gx[ 1 ][ 1 ].mul( tx1y1 ),
- Gx[ 2 ][ 1 ].mul( tx2y1 ),
- Gx[ 0 ][ 2 ].mul( tx0y2 ),
- Gx[ 1 ][ 2 ].mul( tx1y2 ),
- Gx[ 2 ][ 2 ].mul( tx2y2 )
- );
- // gradient value in y direction
- const valueGy = add(
- Gy[ 0 ][ 0 ].mul( tx0y0 ),
- Gy[ 1 ][ 0 ].mul( tx1y0 ),
- Gy[ 2 ][ 0 ].mul( tx2y0 ),
- Gy[ 0 ][ 1 ].mul( tx0y1 ),
- Gy[ 1 ][ 1 ].mul( tx1y1 ),
- Gy[ 2 ][ 1 ].mul( tx2y1 ),
- Gy[ 0 ][ 2 ].mul( tx0y2 ),
- Gy[ 1 ][ 2 ].mul( tx1y2 ),
- Gy[ 2 ][ 2 ].mul( tx2y2 )
- );
- // magnitude of the total gradient
- const G = valueGx.mul( valueGx ).add( valueGy.mul( valueGy ) ).sqrt();
- return vec4( vec3( G ), 1 );
- } );
- const outputNode = sobel();
- return outputNode;
- }
- }
- export default SobelOperatorNode;
- /**
- * TSL function for creating a sobel operator node which performs edge detection with a sobel filter.
- *
- * @tsl
- * @function
- * @param {Node<vec4>} node - The node that represents the input of the effect.
- * @returns {SobelOperatorNode}
- */
- export const sobel = ( node ) => nodeObject( new SobelOperatorNode( convertToTexture( node ) ) );
|