📄 GaussianBlurNode.js
¶
📊 Analysis Summary¶
Metric | Count |
---|---|
🔧 Functions | 10 |
🧱 Classes | 1 |
📦 Imports | 18 |
📊 Variables & Constants | 14 |
📚 Table of Contents¶
🛠️ File Location:¶
📂 examples/jsm/tsl/display/GaussianBlurNode.js
📦 Imports¶
Name | Source |
---|---|
RenderTarget |
three/webgpu |
Vector2 |
three/webgpu |
NodeMaterial |
three/webgpu |
RendererUtils |
three/webgpu |
QuadMesh |
three/webgpu |
TempNode |
three/webgpu |
NodeUpdateType |
three/webgpu |
nodeObject |
three/tsl |
Fn |
three/tsl |
float |
three/tsl |
uv |
three/tsl |
uniform |
three/tsl |
convertToTexture |
three/tsl |
vec2 |
three/tsl |
vec4 |
three/tsl |
passTexture |
three/tsl |
premultiplyAlpha |
three/tsl |
unpremultiplyAlpha |
three/tsl |
Variables & Constants¶
Name | Type | Kind | Value | Exported |
---|---|---|---|---|
_quadMesh |
any |
let/var | new QuadMesh() |
✗ |
_rendererState |
any |
let/var | *not shown* |
✗ |
textureNode |
TextureNode |
let/var | this.textureNode |
✗ |
map |
any |
let/var | textureNode.value |
✗ |
currentTexture |
any |
let/var | textureNode.value |
✗ |
textureType |
any |
let/var | map.type |
✗ |
textureNode |
TextureNode |
let/var | this.textureNode |
✗ |
sampleTexture |
any |
let/var | *not shown* |
✗ |
output |
any |
let/var | *not shown* |
✗ |
kernelSize |
number |
let/var | 3 + ( 2 * this.sigma ) |
✗ |
invSize |
UniformNode<vec2> |
let/var | this._invSize |
✗ |
material |
any |
let/var | this._material \|\| ( this._material = new NodeMaterial() ) |
✗ |
coefficients |
any[] |
let/var | [] |
✗ |
sigma |
number |
let/var | kernelRadius / 3 |
✗ |
Functions¶
GaussianBlurNode.setPremultipliedAlpha(value: boolean): GaussianBlurNode
¶
JSDoc:
/**
* Sets the given premultiplied alpha value.
*
* @param {boolean} value - Whether the effect should use premultiplied alpha or not.
* @return {GaussianBlurNode} height - A reference to this node.
*/
Parameters:
value
boolean
Returns: GaussianBlurNode
GaussianBlurNode.getPremultipliedAlpha(): boolean
¶
JSDoc:
/**
* Returns the premultiplied alpha value.
*
* @return {boolean} Whether the effect should use premultiplied alpha or not.
*/
Returns: boolean
GaussianBlurNode.setSize(width: number, height: number): void
¶
JSDoc:
/**
* Sets the size of the effect.
*
* @param {number} width - The width of the effect.
* @param {number} height - The height of the effect.
*/
Parameters:
width
number
height
number
Returns: void
Calls:
Math.max
Math.round
this._invSize.value.set
this._horizontalRT.setSize
this._verticalRT.setSize
Code
GaussianBlurNode.updateBefore(frame: NodeFrame): void
¶
JSDoc:
/**
* This method is used to render the effect once per frame.
*
* @param {NodeFrame} frame - The current node frame.
*/
Parameters:
frame
NodeFrame
Returns: void
Calls:
RendererUtils.resetRendererState
this.setSize
renderer.setRenderTarget
this._passDirection.value.set
_quadMesh.render
RendererUtils.restoreRendererState
Internal Comments:
Code
updateBefore( frame ) {
const { renderer } = frame;
_rendererState = RendererUtils.resetRendererState( renderer, _rendererState );
//
const textureNode = this.textureNode;
const map = textureNode.value;
const currentTexture = textureNode.value;
_quadMesh.material = this._material;
this.setSize( map.image.width, map.image.height );
const textureType = map.type;
this._horizontalRT.texture.type = textureType;
this._verticalRT.texture.type = textureType;
// horizontal
renderer.setRenderTarget( this._horizontalRT );
this._passDirection.value.set( 1, 0 );
_quadMesh.render( renderer );
// vertical
textureNode.value = this._horizontalRT.texture;
renderer.setRenderTarget( this._verticalRT );
this._passDirection.value.set( 0, 1 );
_quadMesh.render( renderer );
// restore
textureNode.value = currentTexture;
RendererUtils.restoreRendererState( renderer, _rendererState );
}
GaussianBlurNode.getTextureNode(): PassTextureNode
¶
JSDoc:
/**
* Returns the result of the effect as a texture node.
*
* @return {PassTextureNode} A texture node that represents the result of the effect.
*/
Returns: PassTextureNode
GaussianBlurNode.setup(builder: NodeBuilder): PassTextureNode
¶
JSDoc:
/**
* This method is used to setup the effect's TSL code.
*
* @param {NodeBuilder} builder - The current node builder.
* @return {PassTextureNode}
*/
Parameters:
builder
NodeBuilder
Returns: PassTextureNode
Calls:
uv (from three/tsl)
vec2 (from three/tsl)
premultiplyAlpha (from three/tsl)
textureNode.sample
unpremultiplyAlpha (from three/tsl)
Fn (from three/tsl)
this._getCoefficients
directionNode.mul
vec4( sampleTexture( uvNode ).mul( gaussianCoefficients[ 0 ] ) ).toVar
float (from three/tsl)
vec2( direction.mul( invSize.mul( x ) ) ).toVar
sampleTexture
uvNode.add
uvNode.sub
diffuseSum.addAssign
sample1.add( sample2 ).mul
output
blur().context
builder.getSharedContext
builder.getNodeProperties
Internal Comments:
Code
setup( builder ) {
const textureNode = this.textureNode;
//
const uvNode = uv();
const directionNode = vec2( this.directionNode || 1 );
let sampleTexture, output;
if ( this.premultipliedAlpha ) {
// https://lisyarus.github.io/blog/posts/blur-coefficients-generator.html
sampleTexture = ( uv ) => premultiplyAlpha( textureNode.sample( uv ) );
output = ( color ) => unpremultiplyAlpha( color );
} else {
sampleTexture = ( uv ) => textureNode.sample( uv );
output = ( color ) => color;
}
const blur = Fn( () => {
const kernelSize = 3 + ( 2 * this.sigma );
const gaussianCoefficients = this._getCoefficients( kernelSize );
const invSize = this._invSize;
const direction = directionNode.mul( this._passDirection );
const diffuseSum = vec4( sampleTexture( uvNode ).mul( gaussianCoefficients[ 0 ] ) ).toVar();
for ( let i = 1; i < kernelSize; i ++ ) {
const x = float( i );
const w = float( gaussianCoefficients[ i ] );
const uvOffset = vec2( direction.mul( invSize.mul( x ) ) ).toVar();
const sample1 = sampleTexture( uvNode.add( uvOffset ) );
const sample2 = sampleTexture( uvNode.sub( uvOffset ) );
diffuseSum.addAssign( sample1.add( sample2 ).mul( w ) );
}
return output( diffuseSum );
} );
//
const material = this._material || ( this._material = new NodeMaterial() );
material.fragmentNode = blur().context( builder.getSharedContext() );
material.name = 'Gaussian_blur';
material.needsUpdate = true;
//
const properties = builder.getNodeProperties( this );
properties.textureNode = textureNode;
//
return this._textureNode;
}
GaussianBlurNode.dispose(): void
¶
JSDoc:
/**
* Frees internal resources. This method should be called
* when the effect is no longer required.
*/
Returns: void
Calls:
this._horizontalRT.dispose
this._verticalRT.dispose
GaussianBlurNode._getCoefficients(kernelRadius: number): number[]
¶
JSDoc:
/**
* Computes gaussian coefficients depending on the given kernel radius.
*
* @private
* @param {number} kernelRadius - The kernel radius.
* @return {Array<number>}
*/
Parameters:
kernelRadius
number
Returns: number[]
Calls:
coefficients.push
Math.exp
Code
gaussianBlur(node: any, directionNode: any, sigma: number): GaussianBlurNode
¶
Parameters:
node
any
directionNode
any
sigma
number
Returns: GaussianBlurNode
Calls:
nodeObject (from three/tsl)
Code
premultipliedGaussianBlur(node: any, directionNode: any, sigma: number): GaussianBlurNode
¶
Parameters:
node
any
directionNode
any
sigma
number
Returns: GaussianBlurNode
Calls:
nodeObject (from three/tsl)
Code
Classes¶
GaussianBlurNode
¶
Class Code
class GaussianBlurNode extends TempNode {
static get type() {
return 'GaussianBlurNode';
}
/**
* Constructs a new gaussian blur node.
*
* @param {TextureNode} textureNode - The texture node that represents the input of the effect.
* @param {Node<vec2|float>} directionNode - Defines the direction and radius of the blur.
* @param {number} sigma - Controls the kernel of the blur filter. Higher values mean a wider blur radius.
*/
constructor( textureNode, directionNode = null, sigma = 4 ) {
super( 'vec4' );
/**
* The texture node that represents the input of the effect.
*
* @type {TextureNode}
*/
this.textureNode = textureNode;
/**
* Defines the direction and radius of the blur.
*
* @type {Node<vec2|float>}
*/
this.directionNode = directionNode;
/**
* Controls the kernel of the blur filter. Higher values mean a wider blur radius.
*
* @type {number}
*/
this.sigma = sigma;
/**
* A uniform node holding the inverse resolution value.
*
* @private
* @type {UniformNode<vec2>}
*/
this._invSize = uniform( new Vector2() );
/**
* Gaussian blur is applied in two passes (horizontal, vertical).
* This node controls the direction of each pass.
*
* @private
* @type {UniformNode<vec2>}
*/
this._passDirection = uniform( new Vector2() );
/**
* The render target used for the horizontal pass.
*
* @private
* @type {RenderTarget}
*/
this._horizontalRT = new RenderTarget( 1, 1, { depthBuffer: false } );
this._horizontalRT.texture.name = 'GaussianBlurNode.horizontal';
/**
* The render target used for the vertical pass.
*
* @private
* @type {RenderTarget}
*/
this._verticalRT = new RenderTarget( 1, 1, { depthBuffer: false } );
this._verticalRT.texture.name = 'GaussianBlurNode.vertical';
/**
* The result of the effect is represented as a separate texture node.
*
* @private
* @type {PassTextureNode}
*/
this._textureNode = passTexture( this, this._verticalRT.texture );
this._textureNode.uvNode = textureNode.uvNode;
/**
* 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;
/**
* Controls the resolution of the effect.
*
* @type {Vector2}
* @default (1,1)
*/
this.resolution = new Vector2( 1, 1 );
/**
* Whether the effect should use premultiplied alpha or not. Set this to `true`
* if you are going to blur texture input with transparency.
*
* @type {boolean}
* @default false
*/
this.premultipliedAlpha = false;
}
/**
* Sets the given premultiplied alpha value.
*
* @param {boolean} value - Whether the effect should use premultiplied alpha or not.
* @return {GaussianBlurNode} height - A reference to this node.
*/
setPremultipliedAlpha( value ) {
this.premultipliedAlpha = value;
return this;
}
/**
* Returns the premultiplied alpha value.
*
* @return {boolean} Whether the effect should use premultiplied alpha or not.
*/
getPremultipliedAlpha() {
return this.premultipliedAlpha;
}
/**
* Sets the size of the effect.
*
* @param {number} width - The width of the effect.
* @param {number} height - The height of the effect.
*/
setSize( width, height ) {
width = Math.max( Math.round( width * this.resolution.x ), 1 );
height = Math.max( Math.round( height * this.resolution.y ), 1 );
this._invSize.value.set( 1 / width, 1 / height );
this._horizontalRT.setSize( width, height );
this._verticalRT.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 );
//
const textureNode = this.textureNode;
const map = textureNode.value;
const currentTexture = textureNode.value;
_quadMesh.material = this._material;
this.setSize( map.image.width, map.image.height );
const textureType = map.type;
this._horizontalRT.texture.type = textureType;
this._verticalRT.texture.type = textureType;
// horizontal
renderer.setRenderTarget( this._horizontalRT );
this._passDirection.value.set( 1, 0 );
_quadMesh.render( renderer );
// vertical
textureNode.value = this._horizontalRT.texture;
renderer.setRenderTarget( this._verticalRT );
this._passDirection.value.set( 0, 1 );
_quadMesh.render( renderer );
// restore
textureNode.value = currentTexture;
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 uvNode = uv();
const directionNode = vec2( this.directionNode || 1 );
let sampleTexture, output;
if ( this.premultipliedAlpha ) {
// https://lisyarus.github.io/blog/posts/blur-coefficients-generator.html
sampleTexture = ( uv ) => premultiplyAlpha( textureNode.sample( uv ) );
output = ( color ) => unpremultiplyAlpha( color );
} else {
sampleTexture = ( uv ) => textureNode.sample( uv );
output = ( color ) => color;
}
const blur = Fn( () => {
const kernelSize = 3 + ( 2 * this.sigma );
const gaussianCoefficients = this._getCoefficients( kernelSize );
const invSize = this._invSize;
const direction = directionNode.mul( this._passDirection );
const diffuseSum = vec4( sampleTexture( uvNode ).mul( gaussianCoefficients[ 0 ] ) ).toVar();
for ( let i = 1; i < kernelSize; i ++ ) {
const x = float( i );
const w = float( gaussianCoefficients[ i ] );
const uvOffset = vec2( direction.mul( invSize.mul( x ) ) ).toVar();
const sample1 = sampleTexture( uvNode.add( uvOffset ) );
const sample2 = sampleTexture( uvNode.sub( uvOffset ) );
diffuseSum.addAssign( sample1.add( sample2 ).mul( w ) );
}
return output( diffuseSum );
} );
//
const material = this._material || ( this._material = new NodeMaterial() );
material.fragmentNode = blur().context( builder.getSharedContext() );
material.name = 'Gaussian_blur';
material.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._horizontalRT.dispose();
this._verticalRT.dispose();
}
/**
* Computes gaussian coefficients depending on the given kernel radius.
*
* @private
* @param {number} kernelRadius - The kernel radius.
* @return {Array<number>}
*/
_getCoefficients( kernelRadius ) {
const coefficients = [];
const sigma = kernelRadius / 3;
for ( let i = 0; i < kernelRadius; i ++ ) {
coefficients.push( 0.39894 * Math.exp( - 0.5 * i * i / ( sigma * sigma ) ) / sigma );
}
return coefficients;
}
}
Methods¶
setPremultipliedAlpha(value: boolean): GaussianBlurNode
¶
getPremultipliedAlpha(): boolean
¶
setSize(width: number, height: number): void
¶
Code
updateBefore(frame: NodeFrame): void
¶
Code
updateBefore( frame ) {
const { renderer } = frame;
_rendererState = RendererUtils.resetRendererState( renderer, _rendererState );
//
const textureNode = this.textureNode;
const map = textureNode.value;
const currentTexture = textureNode.value;
_quadMesh.material = this._material;
this.setSize( map.image.width, map.image.height );
const textureType = map.type;
this._horizontalRT.texture.type = textureType;
this._verticalRT.texture.type = textureType;
// horizontal
renderer.setRenderTarget( this._horizontalRT );
this._passDirection.value.set( 1, 0 );
_quadMesh.render( renderer );
// vertical
textureNode.value = this._horizontalRT.texture;
renderer.setRenderTarget( this._verticalRT );
this._passDirection.value.set( 0, 1 );
_quadMesh.render( renderer );
// restore
textureNode.value = currentTexture;
RendererUtils.restoreRendererState( renderer, _rendererState );
}
getTextureNode(): PassTextureNode
¶
setup(builder: NodeBuilder): PassTextureNode
¶
Code
setup( builder ) {
const textureNode = this.textureNode;
//
const uvNode = uv();
const directionNode = vec2( this.directionNode || 1 );
let sampleTexture, output;
if ( this.premultipliedAlpha ) {
// https://lisyarus.github.io/blog/posts/blur-coefficients-generator.html
sampleTexture = ( uv ) => premultiplyAlpha( textureNode.sample( uv ) );
output = ( color ) => unpremultiplyAlpha( color );
} else {
sampleTexture = ( uv ) => textureNode.sample( uv );
output = ( color ) => color;
}
const blur = Fn( () => {
const kernelSize = 3 + ( 2 * this.sigma );
const gaussianCoefficients = this._getCoefficients( kernelSize );
const invSize = this._invSize;
const direction = directionNode.mul( this._passDirection );
const diffuseSum = vec4( sampleTexture( uvNode ).mul( gaussianCoefficients[ 0 ] ) ).toVar();
for ( let i = 1; i < kernelSize; i ++ ) {
const x = float( i );
const w = float( gaussianCoefficients[ i ] );
const uvOffset = vec2( direction.mul( invSize.mul( x ) ) ).toVar();
const sample1 = sampleTexture( uvNode.add( uvOffset ) );
const sample2 = sampleTexture( uvNode.sub( uvOffset ) );
diffuseSum.addAssign( sample1.add( sample2 ).mul( w ) );
}
return output( diffuseSum );
} );
//
const material = this._material || ( this._material = new NodeMaterial() );
material.fragmentNode = blur().context( builder.getSharedContext() );
material.name = 'Gaussian_blur';
material.needsUpdate = true;
//
const properties = builder.getNodeProperties( this );
properties.textureNode = textureNode;
//
return this._textureNode;
}