@needle-tools/three
Version:
JavaScript 3D library
127 lines (80 loc) • 3.38 kB
JavaScript
import TempNode from '../core/TempNode.js';
import { uv } from '../accessors/UV.js';
import { luminance } from './ColorAdjustment.js';
import { Fn, nodeObject, vec2, vec3, vec4, mat3 } from '../tsl/TSLBase.js';
import { NodeUpdateType } from '../core/constants.js';
import { uniform } from '../core/UniformNode.js';
import { add } from '../math/OperatorNode.js';
import { convertToTexture } from '../utils/RTTNode.js';
import { Vector2 } from '../../math/Vector2.js';
class SobelOperatorNode extends TempNode {
static get type() {
return 'SobelOperatorNode';
}
constructor( textureNode ) {
super();
this.textureNode = textureNode;
this.updateBeforeType = NodeUpdateType.RENDER;
this._invSize = uniform( new Vector2() );
}
updateBefore() {
const map = this.textureNode.value;
this._invSize.value.set( 1 / map.image.width, 1 / map.image.height );
}
setup() {
const { textureNode } = this;
const uvNode = textureNode.uvNode || uv();
const sampleTexture = ( uv ) => textureNode.uv( 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 )
);
// magnitute 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;
export const sobel = ( node ) => nodeObject( new SobelOperatorNode( convertToTexture( node ) ) );