UNPKG

three

Version:

JavaScript 3D library

228 lines (164 loc) • 7.46 kB
import { NearestFilter, PassNode } from 'three/webgpu'; import { nodeObject, Fn, float, uv, vec2, vec3, clamp, floor, dot, smoothstep, If, sign, step, mrt, output, normalView, property, vec4, textureSize } from 'three/tsl'; /** * A special render pass node that renders the scene with a pixelation effect, * creating a visual presentation similar to that of a 2D pixel art game. * * The effect is achieved by rendering into a render target whose dimensions * are scaled down by {@link PixelationPassNode#pixelSize}. * * @augments PassNode * @three_import import { pixelationPass } from 'three/addons/tsl/display/PixelationPassNode.js'; */ class PixelationPassNode extends PassNode { static get type() { return 'PixelationPassNode'; } /** * Constructs a new pixelation pass node. * * @param {Scene} scene - The scene to render. * @param {Camera} camera - The camera to render the scene with. * @param {number} [pixelSize=6] - The pixel size. * @param {Node<float> | number} [normalEdgeStrength=0.3] - The normal edge strength. * @param {Node<float> | number} [depthEdgeStrength=0.4] - The depth edge strength. */ constructor( scene, camera, pixelSize = 6, normalEdgeStrength = 0.3, depthEdgeStrength = 0.4 ) { super( PassNode.COLOR, scene, camera, { minFilter: NearestFilter, magFilter: NearestFilter } ); /** * The pixel size. This value scales the pass's render target. * * @type {number} * @default 6 */ this.pixelSize = pixelSize; /** * The normal edge strength. * * @type {Node<float>} * @default 0.3 */ this.normalEdgeStrength = nodeObject( normalEdgeStrength ); /** * The depth edge strength. * * @type {Node<float>} * @default 0.4 */ this.depthEdgeStrength = nodeObject( depthEdgeStrength ); /** * This flag can be used for type testing. * * @type {boolean} * @readonly * @default true */ this.isPixelationPassNode = true; this._mrt = mrt( { output: output, normal: normalView } ); } /** * Sets the size of the pass. * * `PassNode.updateBefore()` calls this method once per frame, so * {@link PixelationPassNode#pixelSize} can be changed at any time. * * @param {number} width - The width of the pass. * @param {number} height - The height of the pass. */ setSize( width, height ) { const adjustedWidth = Math.floor( width / this.pixelSize ); const adjustedHeight = Math.floor( height / this.pixelSize ); super.setSize( adjustedWidth, adjustedHeight ); } /** * 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.getTextureNode( 'output' ); const depthNode = this.getTextureNode( 'depth' ); const normalNode = this.getTextureNode( 'normal' ); const uvNodeTexture = textureNode.uvNode || uv(); const uvNodeDepth = depthNode.uvNode || uv(); const uvNodeNormal = normalNode.uvNode || uv(); const sampleTexture = () => textureNode.sample( uvNodeTexture ); const sampleDepth = ( uv ) => depthNode.sample( uv ).r; const sampleNormal = ( uv ) => normalNode.sample( uv ).rgb.normalize(); const depthEdgeIndicator = ( depth, depthE, depthW, depthN, depthS ) => { const diff = property( 'float', 'diff' ); diff.addAssign( clamp( depthE.sub( depth ) ) ); diff.addAssign( clamp( depthW.sub( depth ) ) ); diff.addAssign( clamp( depthN.sub( depth ) ) ); diff.addAssign( clamp( depthS.sub( depth ) ) ); return floor( smoothstep( 0.01, 0.02, diff ).mul( 2 ) ).div( 2 ); }; const neighborNormalEdgeIndicator = ( x, y, neighborDepth, depth, normal, invSize ) => { const depthDiff = neighborDepth.sub( depth ).toConst(); const neighborNormal = sampleNormal( uvNodeNormal.add( vec2( x, y ).mul( invSize ) ) ).toConst(); // Edge pixels should yield to faces who's normals are closer to the bias normal. const normalEdgeBias = vec3( 1, 1, 1 ); // This should probably be a parameter. const normalDiff = dot( normal.sub( neighborNormal ), normalEdgeBias ).toConst(); const normalIndicator = clamp( smoothstep( - 0.01, 0.01, normalDiff ), 0.0, 1.0 ).toConst(); // Only the shallower pixel should detect the normal edge. const depthIndicator = clamp( sign( depthDiff.mul( .25 ).add( .0025 ) ), 0.0, 1.0 ).toConst(); return float( 1.0 ).sub( dot( normal, neighborNormal ) ).mul( depthIndicator ).mul( normalIndicator ); }; const normalEdgeIndicator = ( depth, normal, depthE, depthW, depthN, depthS, invSize ) => { const indicator = property( 'float', 'indicator' ); indicator.addAssign( neighborNormalEdgeIndicator( 0, - 1, depthS, depth, normal, invSize ) ); indicator.addAssign( neighborNormalEdgeIndicator( 0, 1, depthN, depth, normal, invSize ) ); indicator.addAssign( neighborNormalEdgeIndicator( - 1, 0, depthW, depth, normal, invSize ) ); indicator.addAssign( neighborNormalEdgeIndicator( 1, 0, depthE, depth, normal, invSize ) ); return step( 0.1, indicator ); }; const pixelation = Fn( () => { const texel = sampleTexture(); const depth = property( 'float', 'depth' ); const normal = property( 'vec3', 'normal' ); const depthE = float().toVar(); const depthW = float().toVar(); const depthN = float().toVar(); const depthS = float().toVar(); const invSize = vec2( 1 ).div( textureSize( textureNode ) ).toConst(); If( this.depthEdgeStrength.greaterThan( 0.0 ).or( this.normalEdgeStrength.greaterThan( 0.0 ) ), () => { depth.assign( sampleDepth( uvNodeDepth ) ); normal.assign( sampleNormal( uvNodeNormal ) ); depthE.assign( sampleDepth( uvNodeDepth.add( vec2( 1, 0 ).mul( invSize ) ) ) ); depthW.assign( sampleDepth( uvNodeDepth.add( vec2( - 1, 0 ).mul( invSize ) ) ) ); depthN.assign( sampleDepth( uvNodeDepth.add( vec2( 0, 1 ).mul( invSize ) ) ) ); depthS.assign( sampleDepth( uvNodeDepth.add( vec2( 0, - 1 ).mul( invSize ) ) ) ); } ); const dei = property( 'float', 'dei' ); If( this.depthEdgeStrength.greaterThan( 0.0 ), () => { dei.assign( depthEdgeIndicator( depth, depthE, depthW, depthN, depthS ) ); } ); const nei = property( 'float', 'nei' ); If( this.normalEdgeStrength.greaterThan( 0.0 ).and( normal.length().greaterThan( 0 ) ), () => { nei.assign( normalEdgeIndicator( depth, normal, depthE, depthW, depthN, depthS, invSize ) ); } ); const strength = dei.greaterThan( 0 ).select( float( 1.0 ).sub( dei.mul( this.depthEdgeStrength ) ), nei.mul( this.normalEdgeStrength ).add( 1 ) ); return vec4( texel.mul( strength ).rgb, texel.a ); } ); const outputNode = pixelation(); return outputNode; } } /** * TSL function for creating a pixelation render pass node for post processing. * * @tsl * @function * @param {Scene} scene - The scene to render. * @param {Camera} camera - The camera to render the scene with. * @param {number} [pixelSize=6] - The pixel size. * @param {Node<float> | number} [normalEdgeStrength=0.3] - The normal edge strength. * @param {Node<float> | number} [depthEdgeStrength=0.4] - The depth edge strength. * @returns {PixelationPassNode} */ export const pixelationPass = ( scene, camera, pixelSize, normalEdgeStrength, depthEdgeStrength ) => new PixelationPassNode( scene, camera, pixelSize, normalEdgeStrength, depthEdgeStrength ); export default PixelationPassNode;