three
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JavaScript 3D library
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JavaScript
import { HalfFloatType, RenderTarget, Vector2, NodeMaterial, RendererUtils, QuadMesh, TempNode, NodeUpdateType } from 'three/webgpu';
import { Fn, float, vec2, vec3, vec4, ivec2, int, uv, floor, fract, abs, max, min, clamp, saturate, sqrt, select, exp2, nodeObject, passTexture, textureSize, textureLoad, convertToTexture } from 'three/tsl';
const _quadMesh = /*@__PURE__*/ new QuadMesh();
const _size = /*@__PURE__*/ new Vector2();
let _rendererState;
/**
* Post processing node for applying AMD FidelityFX Super Resolution 1 (FSR 1).
*
* Combines two passes:
* - **EASU** (Edge-Adaptive Spatial Upsampling): Uses 12 texture samples in a cross pattern
* to detect local edge direction, then shapes an approximate Lanczos2 kernel into an
* ellipse aligned with the detected edge.
* - **RCAS** (Robust Contrast-Adaptive Sharpening): Uses a 5-tap cross pattern to apply
* contrast-aware sharpening that is automatically limited per-pixel to avoid artifacts.
*
* Note: Only use FSR 1 if your application is fragment-shader bound and cannot afford to render
* at full resolution. FSR 1 adds its own overhead, so simply shaded scenes will render faster
* at native resolution without it. Besides, FSR 1 should always be used with an anti-aliased
* source image.
*
* Reference: {@link https://gpuopen.com/fidelityfx-superresolution/}.
*
* @augments TempNode
* @three_import import { fsr1 } from 'three/addons/tsl/display/fsr1/FSR1Node.js';
*/
class FSR1Node extends TempNode {
static get type() {
return 'FSR1Node';
}
/**
* Constructs a new FSR 1 node.
*
* @param {TextureNode} textureNode - The texture node that represents the input of the effect.
* @param {Node<float>} [sharpness=0.2] - RCAS sharpening strength. 0 = maximum sharpening, 2 = no sharpening.
* @param {Node<bool>} [denoise=false] - Whether to attenuate RCAS sharpening in noisy areas.
*/
constructor( textureNode, sharpness = 0.2, denoise = false ) {
super( 'vec4' );
/**
* The texture node that represents the input of the effect.
*
* @type {TextureNode}
*/
this.textureNode = textureNode;
/**
* RCAS sharpening strength. 0 = maximum, 2 = none.
*
* @type {Node<float>}
*/
this.sharpness = nodeObject( sharpness );
/**
* Whether to attenuate RCAS sharpening in noisy areas.
*
* @type {Node<bool>}
*/
this.denoise = nodeObject( denoise );
/**
* The render target for the EASU upscale pass.
*
* @private
* @type {RenderTarget}
*/
this._easuRT = new RenderTarget( 1, 1, { depthBuffer: false, type: HalfFloatType } );
this._easuRT.texture.name = 'FSR1Node.easu';
/**
* The render target for the RCAS sharpen pass.
*
* @private
* @type {RenderTarget}
*/
this._rcasRT = new RenderTarget( 1, 1, { depthBuffer: false, type: HalfFloatType } );
this._rcasRT.texture.name = 'FSR1Node.rcas';
/**
* The result of the effect as a texture node.
*
* @private
* @type {PassTextureNode}
*/
this._textureNode = passTexture( this, this._rcasRT.texture );
/**
* The material for the EASU pass.
*
* @private
* @type {?NodeMaterial}
*/
this._easuMaterial = null;
/**
* The material for the RCAS pass.
*
* @private
* @type {?NodeMaterial}
*/
this._rcasMaterial = null;
/**
* The `updateBeforeType` is set to `NodeUpdateType.FRAME` since the node renders
* its effect once per frame in `updateBefore()`.
*
* @type {string}
* @default 'frame'
*/
this.updateBeforeType = NodeUpdateType.FRAME;
}
/**
* Sets the output size of the effect.
*
* @param {number} width - The width in pixels.
* @param {number} height - The height in pixels.
*/
setSize( width, height ) {
this._easuRT.setSize( width, height );
this._rcasRT.setSize( width, height );
}
/**
* This method is used to render the effect once per frame.
*
* @param {NodeFrame} frame - The current node frame.
*/
updateBefore( frame ) {
const { renderer } = frame;
_rendererState = RendererUtils.resetRendererState( renderer, _rendererState );
//
renderer.getDrawingBufferSize( _size );
this.setSize( _size.x, _size.y );
// EASU pass
renderer.setRenderTarget( this._easuRT );
_quadMesh.material = this._easuMaterial;
_quadMesh.name = 'FSR1 [ EASU Pass ]';
_quadMesh.render( renderer );
// RCAS pass
renderer.setRenderTarget( this._rcasRT );
_quadMesh.material = this._rcasMaterial;
_quadMesh.name = 'FSR1 [ RCAS Pass ]';
_quadMesh.render( renderer );
//
RendererUtils.restoreRendererState( renderer, _rendererState );
}
/**
* Returns the result of the effect as a texture node.
*
* @return {PassTextureNode} A texture node that represents the result of the effect.
*/
getTextureNode() {
return this._textureNode;
}
/**
* This method is used to setup the effect's TSL code.
*
* @param {NodeBuilder} builder - The current node builder.
* @return {PassTextureNode}
*/
setup( builder ) {
const textureNode = this.textureNode;
const inputTex = textureNode.value;
// Note on performance: Compared to the orginal FSR1 code, texture sampling does
// not make use of textureGather() yet. This is only available with WebGPU so the
// WebGL 2 backend needs a fallback. Besides, in WebGPU and WebGL 2 we also
// can't make use of packed math (e.g. FP16) which would considerably lower
// the arithmetic costs (e.g. two 16-bit ops in parallel).
// Accumulate edge direction and length for one bilinear quadrant.
const _accumulateEdge = ( dir, len, w, aL, bL, cL, dL, eL ) => {
const dc = dL.sub( cL ).toConst();
const cb = cL.sub( bL ).toConst();
const dirX = dL.sub( bL ).toConst();
const lenX = max( abs( dc ), abs( cb ) ).toConst();
const sLenX = saturate( abs( dirX ).div( max( lenX, float( 1.0 / 65536.0 ) ) ) ).toConst();
dir.x.addAssign( dirX.mul( w ) );
len.addAssign( sLenX.mul( sLenX ).mul( w ) );
const ec = eL.sub( cL ).toConst();
const ca = cL.sub( aL ).toConst();
const dirY = eL.sub( aL ).toConst();
const lenY = max( abs( ec ), abs( ca ) ).toConst();
const sLenY = saturate( abs( dirY ).div( max( lenY, float( 1.0 / 65536.0 ) ) ) ).toConst();
dir.y.addAssign( dirY.mul( w ) );
len.addAssign( sLenY.mul( sLenY ).mul( w ) );
};
// Compute an approximate Lanczos2 tap weight and accumulate.
const _accumulateTap = ( aC, aW, offset, dir, len2, lob, clp, color ) => {
const vx = offset.x.mul( dir.x ).add( offset.y.mul( dir.y ) ).toConst();
const vy = offset.x.mul( dir.y ).negate().add( offset.y.mul( dir.x ) ).toConst();
const sx = vx.mul( len2.x ).toConst();
const sy = vy.mul( len2.y ).toConst();
const d2 = min( sx.mul( sx ).add( sy.mul( sy ) ), clp ).toConst();
const wB = d2.mul( 2.0 / 5.0 ).sub( 1.0 ).toConst();
const wA = d2.mul( lob ).sub( 1.0 ).toConst();
const w = wB.mul( wB ).mul( 25.0 / 16.0 ).sub( 25.0 / 16.0 - 1.0 ).mul( wA.mul( wA ) ).toConst();
aC.addAssign( color.mul( w ) );
aW.addAssign( w );
};
// EASU pass: edge-adaptive spatial upsampling.
const easu = Fn( () => {
const targetUV = uv();
const texSize = vec2( textureSize( textureNode ) );
const pp = targetUV.mul( texSize ).sub( 0.5 ).toConst();
const fp = floor( pp ).toConst();
const f = fract( pp ).toConst();
// Fetch exact texel values at integer coordinates (no filtering).
const ifp = ivec2( int( fp.x ), int( fp.y ) ).toConst();
const tap = ( dx, dy ) => textureLoad( inputTex, ifp.add( ivec2( dx, dy ) ) );
// 12-tap cross pattern:
// b c
// e f g h
// i j k l
// n o
const sB = tap( 0, - 1 ), sC = tap( 1, - 1 );
const sE = tap( - 1, 0 ), sF = tap( 0, 0 ), sG = tap( 1, 0 ), sH = tap( 2, 0 );
const sI = tap( - 1, 1 ), sJ = tap( 0, 1 ), sK = tap( 1, 1 ), sL = tap( 2, 1 );
const sN = tap( 0, 2 ), sO = tap( 1, 2 );
// Approximate luminance for edge detection.
const luma = ( s ) => s.r.mul( 0.5 ).add( s.g ).add( s.b.mul( 0.5 ) );
const bL = luma( sB ), cL = luma( sC );
const eL = luma( sE ), fL = luma( sF ), gL = luma( sG ), hL = luma( sH );
const iL = luma( sI ), jL = luma( sJ ), kL = luma( sK ), lL = luma( sL );
const nL = luma( sN ), oL = luma( sO );
// Accumulate edge direction and length from 4 bilinear quadrants.
const dir = vec2( 0 ).toVar();
const len = float( 0 ).toVar();
const w0 = float( 1 ).sub( f.x ).mul( float( 1 ).sub( f.y ) ).toConst();
const w1 = f.x.mul( float( 1 ).sub( f.y ) ).toConst();
const w2 = float( 1 ).sub( f.x ).mul( f.y ).toConst();
const w3 = f.x.mul( f.y ).toConst();
_accumulateEdge( dir, len, w0, bL, eL, fL, gL, jL );
_accumulateEdge( dir, len, w1, cL, fL, gL, hL, kL );
_accumulateEdge( dir, len, w2, fL, iL, jL, kL, nL );
_accumulateEdge( dir, len, w3, gL, jL, kL, lL, oL );
// Normalize direction, defaulting to (1, 0) when gradient is negligible.
const dirSq = dir.x.mul( dir.x ).add( dir.y.mul( dir.y ) ).toConst();
const zro = dirSq.lessThan( 1.0 / 32768.0 ).toConst();
const rDirLen = float( 1.0 ).div( sqrt( max( dirSq, float( 1.0 / 32768.0 ) ) ) ).toConst();
dir.x.assign( select( zro, float( 1.0 ), dir.x ) );
dir.mulAssign( select( zro, float( 1.0 ), rDirLen ) );
// Shape the kernel based on edge strength.
len.assign( len.mul( 0.5 ) );
len.mulAssign( len );
// Stretch factor: 1.0 for axis-aligned edges, sqrt(2) on diagonals.
const stretch = dir.x.mul( dir.x ).add( dir.y.mul( dir.y ) ).div( max( abs( dir.x ), abs( dir.y ) ) ).toConst();
// Anisotropic lengths: x stretches along edge, y shrinks perpendicular.
const len2 = vec2(
float( 1.0 ).add( stretch.sub( 1.0 ).mul( len ) ),
float( 1.0 ).sub( len.mul( 0.5 ) )
).toConst();
// Negative lobe: strong on flat areas (0.5), reduced on edges (0.21).
const lob = float( 0.5 ).add( float( 1.0 / 4.0 - 0.04 - 0.5 ).mul( len ) ).toConst();
const clp = float( 1.0 ).div( lob ).toConst();
// Accumulate weighted taps.
const aC = vec4( 0 ).toVar();
const aW = float( 0 ).toVar();
_accumulateTap( aC, aW, vec2( 0, - 1 ).sub( f ), dir, len2, lob, clp, sB );
_accumulateTap( aC, aW, vec2( 1, - 1 ).sub( f ), dir, len2, lob, clp, sC );
_accumulateTap( aC, aW, vec2( - 1, 0 ).sub( f ), dir, len2, lob, clp, sE );
_accumulateTap( aC, aW, vec2( 0, 0 ).sub( f ), dir, len2, lob, clp, sF );
_accumulateTap( aC, aW, vec2( 1, 0 ).sub( f ), dir, len2, lob, clp, sG );
_accumulateTap( aC, aW, vec2( 2, 0 ).sub( f ), dir, len2, lob, clp, sH );
_accumulateTap( aC, aW, vec2( - 1, 1 ).sub( f ), dir, len2, lob, clp, sI );
_accumulateTap( aC, aW, vec2( 0, 1 ).sub( f ), dir, len2, lob, clp, sJ );
_accumulateTap( aC, aW, vec2( 1, 1 ).sub( f ), dir, len2, lob, clp, sK );
_accumulateTap( aC, aW, vec2( 2, 1 ).sub( f ), dir, len2, lob, clp, sL );
_accumulateTap( aC, aW, vec2( 0, 2 ).sub( f ), dir, len2, lob, clp, sN );
_accumulateTap( aC, aW, vec2( 1, 2 ).sub( f ), dir, len2, lob, clp, sO );
// Normalize.
aC.divAssign( aW );
// Anti-ringing: clamp to min/max of the 4 nearest samples (f, g, j, k).
const min4 = min( min( sF, sG ), min( sJ, sK ) ).toConst();
const max4 = max( max( sF, sG ), max( sJ, sK ) ).toConst();
return clamp( aC, min4, max4 );
} );
// RCAS pass: robust contrast-adaptive sharpening.
const easuTex = this._easuRT.texture;
const rcas = Fn( () => {
const targetUV = uv();
const texSize = vec2( textureSize( textureLoad( easuTex ) ) );
const p = ivec2( int( floor( targetUV.x.mul( texSize.x ) ) ), int( floor( targetUV.y.mul( texSize.y ) ) ) ).toConst();
const e = textureLoad( easuTex, p );
const b = textureLoad( easuTex, p.add( ivec2( 0, - 1 ) ) );
const d = textureLoad( easuTex, p.add( ivec2( - 1, 0 ) ) );
const f = textureLoad( easuTex, p.add( ivec2( 1, 0 ) ) );
const h = textureLoad( easuTex, p.add( ivec2( 0, 1 ) ) );
// Approximate luminance (luma times 2).
const luma = ( s ) => s.g.add( s.b.add( s.r ).mul( 0.5 ) );
const bL = luma( b );
const dL = luma( d );
const eL = luma( e );
const fL = luma( f );
const hL = luma( h );
// Sharpening amount from user parameter.
const con = exp2( this.sharpness.negate() ).toConst();
// Min and max of ring.
const mn4 = min( min( b.rgb, d.rgb ), min( f.rgb, h.rgb ) ).toConst();
const mx4 = max( max( b.rgb, d.rgb ), max( f.rgb, h.rgb ) ).toConst();
// Compute adaptive lobe weight.
// Limiters based on how much sharpening the local contrast can tolerate.
const RCAS_LIMIT = float( 0.25 - 1.0 / 16.0 ).toConst();
const hitMin = min( mn4, e.rgb ).div( mx4.mul( 4.0 ) ).toConst();
const hitMax = vec3( 1.0 ).sub( max( mx4, e.rgb ) ).div( mn4.mul( 4.0 ).sub( 4.0 ) ).toConst();
const lobeRGB = max( hitMin.negate(), hitMax ).toConst();
const lobe = max(
RCAS_LIMIT.negate(),
min( max( lobeRGB.r, max( lobeRGB.g, lobeRGB.b ) ), float( 0.0 ) )
).mul( con ).toConst();
// Noise attenuation.
const nz = bL.add( dL ).add( fL ).add( hL ).mul( 0.25 ).sub( eL ).toConst();
const nzRange = max( max( bL, dL ), max( eL, max( fL, hL ) ) ).sub( min( min( bL, dL ), min( eL, min( fL, hL ) ) ) ).toConst();
const nzFactor = float( 1.0 ).sub( abs( nz ).div( max( nzRange, float( 1.0 / 65536.0 ) ) ).saturate().mul( 0.5 ) ).toConst();
const effectiveLobe = this.denoise.equal( true ).select( lobe.mul( nzFactor ), lobe ).toConst();
// Resolve: weighted blend of cross neighbors and center.
const result = b.rgb.add( d.rgb ).add( f.rgb ).add( h.rgb ).mul( effectiveLobe ).add( e.rgb )
.div( effectiveLobe.mul( 4.0 ).add( 1.0 ) ).toConst();
return vec4( result, e.a );
} );
//
const context = builder.getSharedContext();
const easuMaterial = this._easuMaterial || ( this._easuMaterial = new NodeMaterial() );
easuMaterial.fragmentNode = easu().context( context );
easuMaterial.name = 'FSR1_EASU';
easuMaterial.needsUpdate = true;
const rcasMaterial = this._rcasMaterial || ( this._rcasMaterial = new NodeMaterial() );
rcasMaterial.fragmentNode = rcas().context( context );
rcasMaterial.name = 'FSR1_RCAS';
rcasMaterial.needsUpdate = true;
//
const properties = builder.getNodeProperties( this );
properties.textureNode = textureNode;
//
return this._textureNode;
}
/**
* Frees internal resources. This method should be called
* when the effect is no longer required.
*/
dispose() {
this._easuRT.dispose();
this._rcasRT.dispose();
if ( this._easuMaterial !== null ) this._easuMaterial.dispose();
if ( this._rcasMaterial !== null ) this._rcasMaterial.dispose();
}
}
export default FSR1Node;
/**
* TSL function for creating an FSR 1 node for post processing.
*
* @tsl
* @function
* @param {Node<vec4>} node - The node that represents the input of the effect.
* @param {(number|Node<float>)} [sharpness=0.2] - RCAS sharpening strength. 0 = maximum, 2 = none.
* @param {(boolean|Node<bool>)} [denoise=false] - Whether to attenuate RCAS sharpening in noisy areas.
* @returns {FSR1Node}
*/
export const fsr1 = ( node, sharpness, denoise ) => new FSR1Node( convertToTexture( node ), sharpness, denoise );