import TempNode from '../core/TempNode.js'; import { addNodeClass } from '../core/Node.js'; import { add, mul, div } from '../math/OperatorNode.js'; import { floor, ceil, fract, pow } from '../math/MathNode.js'; import { nodeProxy, addNodeElement, float, vec2, vec4, int } from '../shadernode/ShaderNode.js'; // Mipped Bicubic Texture Filtering by N8 // https://www.shadertoy.com/view/Dl2SDW const bC = 1.0 / 6.0; const w0 = ( a ) => mul( bC, mul( a, mul( a, a.negate().add( 3.0 ) ).sub( 3.0 ) ).add( 1.0 ) ); const w1 = ( a ) => mul( bC, mul( a, mul( a, mul( 3.0, a ).sub( 6.0 ) ) ).add( 4.0 ) ); const w2 = ( a ) => mul( bC, mul( a, mul( a, mul( - 3.0, a ).add( 3.0 ) ).add( 3.0 ) ).add( 1.0 ) ); const w3 = ( a ) => mul( bC, pow( a, 3 ) ); const g0 = ( a ) => w0( a ).add( w1( a ) ); const g1 = ( a ) => w2( a ).add( w3( a ) ); // h0 and h1 are the two offset functions const h0 = ( a ) => add( - 1.0, w1( a ).div( w0( a ).add( w1( a ) ) ) ); const h1 = ( a ) => add( 1.0, w3( a ).div( w2( a ).add( w3( a ) ) ) ); const bicubic = ( textureNode, texelSize, lod ) => { const uv = textureNode.uvNode; const uvScaled = mul( uv, texelSize.zw ).add( 0.5 ); const iuv = floor( uvScaled ); const fuv = fract( uvScaled ); const g0x = g0( fuv.x ); const g1x = g1( fuv.x ); const h0x = h0( fuv.x ); const h1x = h1( fuv.x ); const h0y = h0( fuv.y ); const h1y = h1( fuv.y ); const p0 = vec2( iuv.x.add( h0x ), iuv.y.add( h0y ) ).sub( 0.5 ).mul( texelSize.xy ); const p1 = vec2( iuv.x.add( h1x ), iuv.y.add( h0y ) ).sub( 0.5 ).mul( texelSize.xy ); const p2 = vec2( iuv.x.add( h0x ), iuv.y.add( h1y ) ).sub( 0.5 ).mul( texelSize.xy ); const p3 = vec2( iuv.x.add( h1x ), iuv.y.add( h1y ) ).sub( 0.5 ).mul( texelSize.xy ); const a = g0( fuv.y ).mul( add( g0x.mul( textureNode.uv( p0 ).level( lod ) ), g1x.mul( textureNode.uv( p1 ).level( lod ) ) ) ); const b = g1( fuv.y ).mul( add( g0x.mul( textureNode.uv( p2 ).level( lod ) ), g1x.mul( textureNode.uv( p3 ).level( lod ) ) ) ); return a.add( b ); }; const textureBicubicMethod = ( textureNode, lodNode ) => { const fLodSize = vec2( textureNode.size( int( lodNode ) ) ); const cLodSize = vec2( textureNode.size( int( lodNode.add( 1.0 ) ) ) ); const fLodSizeInv = div( 1.0, fLodSize ); const cLodSizeInv = div( 1.0, cLodSize ); const fSample = bicubic( textureNode, vec4( fLodSizeInv, fLodSize ), floor( lodNode ) ); const cSample = bicubic( textureNode, vec4( cLodSizeInv, cLodSize ), ceil( lodNode ) ); return fract( lodNode ).mix( fSample, cSample ); }; class TextureBicubicNode extends TempNode { constructor( textureNode, blurNode = float( 3 ) ) { super( 'vec4' ); this.textureNode = textureNode; this.blurNode = blurNode; } setup() { return textureBicubicMethod( this.textureNode, this.blurNode ); } } export default TextureBicubicNode; export const textureBicubic = nodeProxy( TextureBicubicNode ); addNodeElement( 'bicubic', textureBicubic ); addNodeClass( 'TextureBicubicNode', TextureBicubicNode );