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three

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JavaScript 3D library

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import { Vector2, TempNode, NodeUpdateType } from 'three/webgpu'; import { nodeObject, Fn, uv, uniform, convertToTexture, vec2, vec3, vec4, mat3, luminance, add } from 'three/tsl'; class SobelOperatorNode extends TempNode { static get type() { return 'SobelOperatorNode'; } constructor( textureNode ) { super( 'vec4' ); this.textureNode = textureNode; this.updateBeforeType = NodeUpdateType.FRAME; 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 ) ) );