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- import { TempNode, NodeUpdateType } from 'three/webgpu';
- import { convertToTexture, nodeObject, Fn, uv, uniform, vec2, vec4, clamp } from 'three/tsl';
- /**
- * Post processing node for creating depth of field (DOF) effect.
- *
- * @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>} focusNode - Defines the effect's focus which is the distance along the camera's look direction in world units.
- * @param {Node<float>} apertureNode - Defines the effect's aperture.
- * @param {Node<float>} maxblurNode - Defines the effect's maximum blur.
- */
- constructor( textureNode, viewZNode, focusNode, apertureNode, maxblurNode ) {
- 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.focusNode = focusNode;
- /**
- * Defines the effect's aperture.
- *
- * @type {Node<float>}
- */
- this.apertureNode = apertureNode;
- /**
- * Defines the effect's maximum blur.
- *
- * @type {Node<float>}
- */
- this.maxblurNode = maxblurNode;
- /**
- * Represents the input's aspect ratio.
- *
- * @private
- * @type {UniformNode<float>}
- */
- this._aspect = 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;
- }
- /**
- * This method is used to update the effect's uniforms once per frame.
- *
- * @param {NodeFrame} frame - The current node frame.
- */
- updateBefore() {
- const map = this.textureNode.value;
- this._aspect.value = 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() {
- const textureNode = this.textureNode;
- const uvNode = textureNode.uvNode || uv();
- const sampleTexture = ( uv ) => textureNode.sample( uv );
- const dof = Fn( () => {
- const aspectcorrect = vec2( 1.0, this._aspect );
- const factor = this.focusNode.add( this.viewZNode );
- const dofblur = vec2( clamp( factor.mul( this.apertureNode ), this.maxblurNode.negate(), this.maxblurNode ) );
- const dofblur9 = dofblur.mul( 0.9 );
- const dofblur7 = dofblur.mul( 0.7 );
- const dofblur4 = dofblur.mul( 0.4 );
- let col = vec4( 0.0 );
- col = col.add( sampleTexture( uvNode ) );
- col = col.add( sampleTexture( uvNode.add( vec2( 0.0, 0.4 ).mul( aspectcorrect ).mul( dofblur ) ) ) );
- col = col.add( sampleTexture( uvNode.add( vec2( 0.15, 0.37 ).mul( aspectcorrect ).mul( dofblur ) ) ) );
- col = col.add( sampleTexture( uvNode.add( vec2( 0.29, 0.29 ).mul( aspectcorrect ).mul( dofblur ) ) ) );
- col = col.add( sampleTexture( uvNode.add( vec2( - 0.37, 0.15 ).mul( aspectcorrect ).mul( dofblur ) ) ) );
- col = col.add( sampleTexture( uvNode.add( vec2( 0.40, 0.0 ).mul( aspectcorrect ).mul( dofblur ) ) ) );
- col = col.add( sampleTexture( uvNode.add( vec2( 0.37, - 0.15 ).mul( aspectcorrect ).mul( dofblur ) ) ) );
- col = col.add( sampleTexture( uvNode.add( vec2( 0.29, - 0.29 ).mul( aspectcorrect ).mul( dofblur ) ) ) );
- col = col.add( sampleTexture( uvNode.add( vec2( - 0.15, - 0.37 ).mul( aspectcorrect ).mul( dofblur ) ) ) );
- col = col.add( sampleTexture( uvNode.add( vec2( 0.0, - 0.4 ).mul( aspectcorrect ).mul( dofblur ) ) ) );
- col = col.add( sampleTexture( uvNode.add( vec2( - 0.15, 0.37 ).mul( aspectcorrect ).mul( dofblur ) ) ) );
- col = col.add( sampleTexture( uvNode.add( vec2( - 0.29, 0.29 ).mul( aspectcorrect ).mul( dofblur ) ) ) );
- col = col.add( sampleTexture( uvNode.add( vec2( 0.37, 0.15 ).mul( aspectcorrect ).mul( dofblur ) ) ) );
- col = col.add( sampleTexture( uvNode.add( vec2( - 0.4, 0.0 ).mul( aspectcorrect ).mul( dofblur ) ) ) );
- col = col.add( sampleTexture( uvNode.add( vec2( - 0.37, - 0.15 ).mul( aspectcorrect ).mul( dofblur ) ) ) );
- col = col.add( sampleTexture( uvNode.add( vec2( - 0.29, - 0.29 ).mul( aspectcorrect ).mul( dofblur ) ) ) );
- col = col.add( sampleTexture( uvNode.add( vec2( 0.15, - 0.37 ).mul( aspectcorrect ).mul( dofblur ) ) ) );
- col = col.add( sampleTexture( uvNode.add( vec2( 0.15, 0.37 ).mul( aspectcorrect ).mul( dofblur9 ) ) ) );
- col = col.add( sampleTexture( uvNode.add( vec2( - 0.37, 0.15 ).mul( aspectcorrect ).mul( dofblur9 ) ) ) );
- col = col.add( sampleTexture( uvNode.add( vec2( 0.37, - 0.15 ).mul( aspectcorrect ).mul( dofblur9 ) ) ) );
- col = col.add( sampleTexture( uvNode.add( vec2( - 0.15, - 0.37 ).mul( aspectcorrect ).mul( dofblur9 ) ) ) );
- col = col.add( sampleTexture( uvNode.add( vec2( - 0.15, 0.37 ).mul( aspectcorrect ).mul( dofblur9 ) ) ) );
- col = col.add( sampleTexture( uvNode.add( vec2( 0.37, 0.15 ).mul( aspectcorrect ).mul( dofblur9 ) ) ) );
- col = col.add( sampleTexture( uvNode.add( vec2( - 0.37, - 0.15 ).mul( aspectcorrect ).mul( dofblur9 ) ) ) );
- col = col.add( sampleTexture( uvNode.add( vec2( 0.15, - 0.37 ).mul( aspectcorrect ).mul( dofblur9 ) ) ) );
- col = col.add( sampleTexture( uvNode.add( vec2( 0.29, 0.29 ).mul( aspectcorrect ).mul( dofblur7 ) ) ) );
- col = col.add( sampleTexture( uvNode.add( vec2( 0.40, 0.0 ).mul( aspectcorrect ).mul( dofblur7 ) ) ) );
- col = col.add( sampleTexture( uvNode.add( vec2( 0.29, - 0.29 ).mul( aspectcorrect ).mul( dofblur7 ) ) ) );
- col = col.add( sampleTexture( uvNode.add( vec2( 0.0, - 0.4 ).mul( aspectcorrect ).mul( dofblur7 ) ) ) );
- col = col.add( sampleTexture( uvNode.add( vec2( - 0.29, 0.29 ).mul( aspectcorrect ).mul( dofblur7 ) ) ) );
- col = col.add( sampleTexture( uvNode.add( vec2( - 0.4, 0.0 ).mul( aspectcorrect ).mul( dofblur7 ) ) ) );
- col = col.add( sampleTexture( uvNode.add( vec2( - 0.29, - 0.29 ).mul( aspectcorrect ).mul( dofblur7 ) ) ) );
- col = col.add( sampleTexture( uvNode.add( vec2( 0.0, 0.4 ).mul( aspectcorrect ).mul( dofblur7 ) ) ) );
- col = col.add( sampleTexture( uvNode.add( vec2( 0.29, 0.29 ).mul( aspectcorrect ).mul( dofblur4 ) ) ) );
- col = col.add( sampleTexture( uvNode.add( vec2( 0.4, 0.0 ).mul( aspectcorrect ).mul( dofblur4 ) ) ) );
- col = col.add( sampleTexture( uvNode.add( vec2( 0.29, - 0.29 ).mul( aspectcorrect ).mul( dofblur4 ) ) ) );
- col = col.add( sampleTexture( uvNode.add( vec2( 0.0, - 0.4 ).mul( aspectcorrect ).mul( dofblur4 ) ) ) );
- col = col.add( sampleTexture( uvNode.add( vec2( - 0.29, 0.29 ).mul( aspectcorrect ).mul( dofblur4 ) ) ) );
- col = col.add( sampleTexture( uvNode.add( vec2( - 0.4, 0.0 ).mul( aspectcorrect ).mul( dofblur4 ) ) ) );
- col = col.add( sampleTexture( uvNode.add( vec2( - 0.29, - 0.29 ).mul( aspectcorrect ).mul( dofblur4 ) ) ) );
- col = col.add( sampleTexture( uvNode.add( vec2( 0.0, 0.4 ).mul( aspectcorrect ).mul( dofblur4 ) ) ) );
- col = col.div( 41 );
- col.a = 1;
- return vec4( col );
- } );
- const outputNode = dof();
- return outputNode;
- }
- }
- 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} focus - Defines the effect's focus which is the distance along the camera's look direction in world units.
- * @param {Node<float> | number} aperture - Defines the effect's aperture.
- * @param {Node<float> | number} maxblur - Defines the effect's maximum blur.
- * @returns {DepthOfFieldNode}
- */
- export const dof = ( node, viewZNode, focus = 1, aperture = 0.025, maxblur = 1 ) => nodeObject( new DepthOfFieldNode( convertToTexture( node ), nodeObject( viewZNode ), nodeObject( focus ), nodeObject( aperture ), nodeObject( maxblur ) ) );
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