Buckets:
| 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 ) ) ); | |
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