File: //var/www/aspa/three/addons/nodes/display/GaussianBlurNode.js
import TempNode from '../core/TempNode.js';
import { nodeObject, addNodeElement, tslFn, float, vec2, vec4 } from '../shadernode/ShaderNode.js';
import { NodeUpdateType } from '../core/constants.js';
import { mul } from '../math/OperatorNode.js';
import { uv } from '../accessors/UVNode.js';
import { texturePass } from './PassNode.js';
import { uniform } from '../core/UniformNode.js';
import { Vector2, RenderTarget } from 'three';
import QuadMesh from '../../objects/QuadMesh.js';
// WebGPU: The use of a single QuadMesh for both gaussian blur passes results in a single RenderObject with a SampledTexture binding that
// alternates between source textures and triggers creation of new BindGroups and BindGroupLayouts every frame.
const quadMesh1 = new QuadMesh();
const quadMesh2 = new QuadMesh();
class GaussianBlurNode extends TempNode {
	constructor( textureNode, sigma = 2 ) {
		super( 'vec4' );
		this.textureNode = textureNode;
		this.sigma = sigma;
		this.directionNode = vec2( 1 );
		this._invSize = uniform( new Vector2() );
		this._passDirection = uniform( new Vector2() );
		this._horizontalRT = new RenderTarget();
		this._horizontalRT.texture.name = 'GaussianBlurNode.horizontal';
		this._verticalRT = new RenderTarget();
		this._verticalRT.texture.name = 'GaussianBlurNode.vertical';
		this._textureNode = texturePass( this, this._verticalRT.texture );
		this.updateBeforeType = NodeUpdateType.RENDER;
		this.resolution = new Vector2( 1, 1 );
	}
	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 );
	}
	updateBefore( frame ) {
		const { renderer } = frame;
		const textureNode = this.textureNode;
		const map = textureNode.value;
		const currentRenderTarget = renderer.getRenderTarget();
		const currentTexture = textureNode.value;
		quadMesh1.material = this._material;
		quadMesh2.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 );
		quadMesh1.render( renderer );
		// vertical
		textureNode.value = this._horizontalRT.texture;
		renderer.setRenderTarget( this._verticalRT );
		this._passDirection.value.set( 0, 1 );
		quadMesh2.render( renderer );
		// restore
		renderer.setRenderTarget( currentRenderTarget );
		textureNode.value = currentTexture;
	}
	getTextureNode() {
		return this._textureNode;
	}
	setup( builder ) {
		const textureNode = this.textureNode;
		if ( textureNode.isTextureNode !== true ) {
			console.error( 'GaussianBlurNode requires a TextureNode.' );
			return vec4();
		}
		//
		const uvNode = textureNode.uvNode || uv();
		const sampleTexture = ( uv ) => textureNode.cache().context( { getUV: () => uv, forceUVContext: true } );
		const blur = tslFn( () => {
			const kernelSize = 3 + ( 2 * this.sigma );
			const gaussianCoefficients = this._getCoefficients( kernelSize );
			const invSize = this._invSize;
			const direction = vec2( this.directionNode ).mul( this._passDirection );
			const weightSum = float( gaussianCoefficients[ 0 ] ).toVar();
			const diffuseSum = vec4( sampleTexture( uvNode ).mul( weightSum ) ).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 = vec4( sampleTexture( uvNode.add( uvOffset ) ) );
				const sample2 = vec4( sampleTexture( uvNode.sub( uvOffset ) ) );
				diffuseSum.addAssign( sample1.add( sample2 ).mul( w ) );
				weightSum.addAssign( mul( 2.0, w ) );
			}
			return diffuseSum.div( weightSum );
		} );
		//
		const material = this._material || ( this._material = builder.createNodeMaterial() );
		material.fragmentNode = blur();
		//
		const properties = builder.getNodeProperties( this );
		properties.textureNode = textureNode;
		//
		return this._textureNode;
	}
	_getCoefficients( kernelRadius ) {
		const coefficients = [];
		for ( let i = 0; i < kernelRadius; i ++ ) {
			coefficients.push( 0.39894 * Math.exp( - 0.5 * i * i / ( kernelRadius * kernelRadius ) ) / kernelRadius );
		}
		return coefficients;
	}
}
export const gaussianBlur = ( node, sigma ) => nodeObject( new GaussianBlurNode( nodeObject( node ), sigma ) );
addNodeElement( 'gaussianBlur', gaussianBlur );
export default GaussianBlurNode;