| 123456789101112131415161718192021222324252627282930313233343536373839404142434445464748495051525354555657585960616263646566676869707172737475767778798081828384858687888990919293949596979899100101102103104105106107108109110111112113114115116117118119120121122123124125126127128129130131132133134135136137138139140141142143144145146147148149150151152153154155156157158159160161162163164165166167168169170171172173174175176177178179180181182183184185186187188189190191192193194195196197198199200201202203204205206207208209210211212213214215216217218219220221222223224225226227228229230231232233234235236237238239240241242243244245246247248249250251252253254255256257258259260261262263264265266267268269270271272273274275276277278279280281282283284285286287288289290291292293294295296297298299300301302303304305306307308309310311312313314315316317318319320321322323324325326327328329330331332333334335336337338339340341342343344345346347348349350351352353354355356357358359360361362363364365366367368369370371372373374375376377378379380381382383384385386387388389390391392393394395396397398399400401402403404405406407408409410411412413414415416417418419420 | 
							- import {
 
- 	AddEquation,
 
- 	Color,
 
- 	CustomBlending,
 
- 	DepthTexture,
 
- 	DstAlphaFactor,
 
- 	DstColorFactor,
 
- 	LinearFilter,
 
- 	MeshDepthMaterial,
 
- 	MeshNormalMaterial,
 
- 	NearestFilter,
 
- 	NoBlending,
 
- 	RGBADepthPacking,
 
- 	RGBAFormat,
 
- 	ShaderMaterial,
 
- 	UniformsUtils,
 
- 	UnsignedShortType,
 
- 	Vector2,
 
- 	WebGLRenderTarget,
 
- 	ZeroFactor
 
- } from '../../../build/three.module.js';
 
- import { Pass, FullScreenQuad } from './Pass.js';
 
- import { SAOShader } from '../shaders/SAOShader.js';
 
- import { DepthLimitedBlurShader } from '../shaders/DepthLimitedBlurShader.js';
 
- import { BlurShaderUtils } from '../shaders/DepthLimitedBlurShader.js';
 
- import { CopyShader } from '../shaders/CopyShader.js';
 
- import { UnpackDepthRGBAShader } from '../shaders/UnpackDepthRGBAShader.js';
 
- /**
 
-  * SAO implementation inspired from bhouston previous SAO work
 
-  */
 
- class SAOPass extends Pass {
 
- 	constructor( scene, camera, useDepthTexture = false, useNormals = false, resolution = new Vector2( 256, 256 ) ) {
 
- 		super();
 
- 		this.scene = scene;
 
- 		this.camera = camera;
 
- 		this.clear = true;
 
- 		this.needsSwap = false;
 
- 		this.supportsDepthTextureExtension = useDepthTexture;
 
- 		this.supportsNormalTexture = useNormals;
 
- 		this.originalClearColor = new Color();
 
- 		this._oldClearColor = new Color();
 
- 		this.oldClearAlpha = 1;
 
- 		this.params = {
 
- 			output: 0,
 
- 			saoBias: 0.5,
 
- 			saoIntensity: 0.18,
 
- 			saoScale: 1,
 
- 			saoKernelRadius: 100,
 
- 			saoMinResolution: 0,
 
- 			saoBlur: true,
 
- 			saoBlurRadius: 8,
 
- 			saoBlurStdDev: 4,
 
- 			saoBlurDepthCutoff: 0.01
 
- 		};
 
- 		this.resolution = new Vector2( resolution.x, resolution.y );
 
- 		this.saoRenderTarget = new WebGLRenderTarget( this.resolution.x, this.resolution.y, {
 
- 			minFilter: LinearFilter,
 
- 			magFilter: LinearFilter,
 
- 			format: RGBAFormat
 
- 		} );
 
- 		this.blurIntermediateRenderTarget = this.saoRenderTarget.clone();
 
- 		this.beautyRenderTarget = this.saoRenderTarget.clone();
 
- 		this.normalRenderTarget = new WebGLRenderTarget( this.resolution.x, this.resolution.y, {
 
- 			minFilter: NearestFilter,
 
- 			magFilter: NearestFilter,
 
- 			format: RGBAFormat
 
- 		} );
 
- 		this.depthRenderTarget = this.normalRenderTarget.clone();
 
- 		
 
- 		let depthTexture;
 
- 		if ( this.supportsDepthTextureExtension ) {
 
- 			depthTexture = new DepthTexture();
 
- 			depthTexture.type = UnsignedShortType;
 
- 			this.beautyRenderTarget.depthTexture = depthTexture;
 
- 			this.beautyRenderTarget.depthBuffer = true;
 
- 		}
 
- 		this.depthMaterial = new MeshDepthMaterial();
 
- 		this.depthMaterial.depthPacking = RGBADepthPacking;
 
- 		this.depthMaterial.blending = NoBlending;
 
- 		this.normalMaterial = new MeshNormalMaterial();
 
- 		this.normalMaterial.blending = NoBlending;
 
- 		if ( SAOShader === undefined ) {
 
- 			console.error( 'THREE.SAOPass relies on SAOShader' );
 
- 		}
 
- 		this.saoMaterial = new ShaderMaterial( {
 
- 			defines: Object.assign( {}, SAOShader.defines ),
 
- 			fragmentShader: SAOShader.fragmentShader,
 
- 			vertexShader: SAOShader.vertexShader,
 
- 			uniforms: UniformsUtils.clone( SAOShader.uniforms )
 
- 		} );
 
- 		this.saoMaterial.extensions.derivatives = true;
 
- 		this.saoMaterial.defines[ 'DEPTH_PACKING' ] = this.supportsDepthTextureExtension ? 0 : 1;
 
- 		this.saoMaterial.defines[ 'NORMAL_TEXTURE' ] = this.supportsNormalTexture ? 1 : 0;
 
- 		this.saoMaterial.defines[ 'PERSPECTIVE_CAMERA' ] = this.camera.isPerspectiveCamera ? 1 : 0;
 
- 		this.saoMaterial.uniforms[ 'tDepth' ].value = ( this.supportsDepthTextureExtension ) ? depthTexture : this.depthRenderTarget.texture;
 
- 		this.saoMaterial.uniforms[ 'tNormal' ].value = this.normalRenderTarget.texture;
 
- 		this.saoMaterial.uniforms[ 'size' ].value.set( this.resolution.x, this.resolution.y );
 
- 		this.saoMaterial.uniforms[ 'cameraInverseProjectionMatrix' ].value.copy( this.camera.projectionMatrixInverse );
 
- 		this.saoMaterial.uniforms[ 'cameraProjectionMatrix' ].value = this.camera.projectionMatrix;
 
- 		this.saoMaterial.blending = NoBlending;
 
- 		if ( DepthLimitedBlurShader === undefined ) {
 
- 			console.error( 'THREE.SAOPass relies on DepthLimitedBlurShader' );
 
- 		}
 
- 		this.vBlurMaterial = new ShaderMaterial( {
 
- 			uniforms: UniformsUtils.clone( DepthLimitedBlurShader.uniforms ),
 
- 			defines: Object.assign( {}, DepthLimitedBlurShader.defines ),
 
- 			vertexShader: DepthLimitedBlurShader.vertexShader,
 
- 			fragmentShader: DepthLimitedBlurShader.fragmentShader
 
- 		} );
 
- 		this.vBlurMaterial.defines[ 'DEPTH_PACKING' ] = this.supportsDepthTextureExtension ? 0 : 1;
 
- 		this.vBlurMaterial.defines[ 'PERSPECTIVE_CAMERA' ] = this.camera.isPerspectiveCamera ? 1 : 0;
 
- 		this.vBlurMaterial.uniforms[ 'tDiffuse' ].value = this.saoRenderTarget.texture;
 
- 		this.vBlurMaterial.uniforms[ 'tDepth' ].value = ( this.supportsDepthTextureExtension ) ? depthTexture : this.depthRenderTarget.texture;
 
- 		this.vBlurMaterial.uniforms[ 'size' ].value.set( this.resolution.x, this.resolution.y );
 
- 		this.vBlurMaterial.blending = NoBlending;
 
- 		this.hBlurMaterial = new ShaderMaterial( {
 
- 			uniforms: UniformsUtils.clone( DepthLimitedBlurShader.uniforms ),
 
- 			defines: Object.assign( {}, DepthLimitedBlurShader.defines ),
 
- 			vertexShader: DepthLimitedBlurShader.vertexShader,
 
- 			fragmentShader: DepthLimitedBlurShader.fragmentShader
 
- 		} );
 
- 		this.hBlurMaterial.defines[ 'DEPTH_PACKING' ] = this.supportsDepthTextureExtension ? 0 : 1;
 
- 		this.hBlurMaterial.defines[ 'PERSPECTIVE_CAMERA' ] = this.camera.isPerspectiveCamera ? 1 : 0;
 
- 		this.hBlurMaterial.uniforms[ 'tDiffuse' ].value = this.blurIntermediateRenderTarget.texture;
 
- 		this.hBlurMaterial.uniforms[ 'tDepth' ].value = ( this.supportsDepthTextureExtension ) ? depthTexture : this.depthRenderTarget.texture;
 
- 		this.hBlurMaterial.uniforms[ 'size' ].value.set( this.resolution.x, this.resolution.y );
 
- 		this.hBlurMaterial.blending = NoBlending;
 
- 		if ( CopyShader === undefined ) {
 
- 			console.error( 'THREE.SAOPass relies on CopyShader' );
 
- 		}
 
- 		this.materialCopy = new ShaderMaterial( {
 
- 			uniforms: UniformsUtils.clone( CopyShader.uniforms ),
 
- 			vertexShader: CopyShader.vertexShader,
 
- 			fragmentShader: CopyShader.fragmentShader,
 
- 			blending: NoBlending
 
- 		} );
 
- 		this.materialCopy.transparent = true;
 
- 		this.materialCopy.depthTest = false;
 
- 		this.materialCopy.depthWrite = false;
 
- 		this.materialCopy.blending = CustomBlending;
 
- 		this.materialCopy.blendSrc = DstColorFactor;
 
- 		this.materialCopy.blendDst = ZeroFactor;
 
- 		this.materialCopy.blendEquation = AddEquation;
 
- 		this.materialCopy.blendSrcAlpha = DstAlphaFactor;
 
- 		this.materialCopy.blendDstAlpha = ZeroFactor;
 
- 		this.materialCopy.blendEquationAlpha = AddEquation;
 
- 		if ( UnpackDepthRGBAShader === undefined ) {
 
- 			console.error( 'THREE.SAOPass relies on UnpackDepthRGBAShader' );
 
- 		}
 
- 		this.depthCopy = new ShaderMaterial( {
 
- 			uniforms: UniformsUtils.clone( UnpackDepthRGBAShader.uniforms ),
 
- 			vertexShader: UnpackDepthRGBAShader.vertexShader,
 
- 			fragmentShader: UnpackDepthRGBAShader.fragmentShader,
 
- 			blending: NoBlending
 
- 		} );
 
- 		this.fsQuad = new FullScreenQuad( null );
 
- 	}
 
- 	render( renderer, writeBuffer, readBuffer/*, deltaTime, maskActive*/ ) {
 
- 		// Rendering readBuffer first when rendering to screen
 
- 		if ( this.renderToScreen ) {
 
- 			this.materialCopy.blending = NoBlending;
 
- 			this.materialCopy.uniforms[ 'tDiffuse' ].value = readBuffer.texture;
 
- 			this.materialCopy.needsUpdate = true;
 
- 			this.renderPass( renderer, this.materialCopy, null );
 
- 		}
 
- 		if ( this.params.output === 1 ) {
 
- 			return;
 
- 		}
 
- 		renderer.getClearColor( this._oldClearColor );
 
- 		this.oldClearAlpha = renderer.getClearAlpha();
 
- 		const oldAutoClear = renderer.autoClear;
 
- 		renderer.autoClear = false;
 
- 		renderer.setRenderTarget( this.depthRenderTarget );
 
- 		renderer.clear();
 
- 		this.saoMaterial.uniforms[ 'bias' ].value = this.params.saoBias;
 
- 		this.saoMaterial.uniforms[ 'intensity' ].value = this.params.saoIntensity;
 
- 		this.saoMaterial.uniforms[ 'scale' ].value = this.params.saoScale;
 
- 		this.saoMaterial.uniforms[ 'kernelRadius' ].value = this.params.saoKernelRadius;
 
- 		this.saoMaterial.uniforms[ 'minResolution' ].value = this.params.saoMinResolution;
 
- 		this.saoMaterial.uniforms[ 'cameraNear' ].value = this.camera.near;
 
- 		this.saoMaterial.uniforms[ 'cameraFar' ].value = this.camera.far;
 
- 		// this.saoMaterial.uniforms['randomSeed'].value = Math.random();
 
- 		const depthCutoff = this.params.saoBlurDepthCutoff * ( this.camera.far - this.camera.near );
 
- 		this.vBlurMaterial.uniforms[ 'depthCutoff' ].value = depthCutoff;
 
- 		this.hBlurMaterial.uniforms[ 'depthCutoff' ].value = depthCutoff;
 
- 		this.vBlurMaterial.uniforms[ 'cameraNear' ].value = this.camera.near;
 
- 		this.vBlurMaterial.uniforms[ 'cameraFar' ].value = this.camera.far;
 
- 		this.hBlurMaterial.uniforms[ 'cameraNear' ].value = this.camera.near;
 
- 		this.hBlurMaterial.uniforms[ 'cameraFar' ].value = this.camera.far;
 
- 		this.params.saoBlurRadius = Math.floor( this.params.saoBlurRadius );
 
- 		if ( ( this.prevStdDev !== this.params.saoBlurStdDev ) || ( this.prevNumSamples !== this.params.saoBlurRadius ) ) {
 
- 			BlurShaderUtils.configure( this.vBlurMaterial, this.params.saoBlurRadius, this.params.saoBlurStdDev, new Vector2( 0, 1 ) );
 
- 			BlurShaderUtils.configure( this.hBlurMaterial, this.params.saoBlurRadius, this.params.saoBlurStdDev, new Vector2( 1, 0 ) );
 
- 			this.prevStdDev = this.params.saoBlurStdDev;
 
- 			this.prevNumSamples = this.params.saoBlurRadius;
 
- 		}
 
- 		// Rendering scene to depth texture
 
- 		renderer.setClearColor( 0x000000 );
 
- 		renderer.setRenderTarget( this.beautyRenderTarget );
 
- 		renderer.clear();
 
- 		renderer.render( this.scene, this.camera );
 
- 		// Re-render scene if depth texture extension is not supported
 
- 		if ( ! this.supportsDepthTextureExtension ) {
 
- 			// Clear rule : far clipping plane in both RGBA and Basic encoding
 
- 			this.renderOverride( renderer, this.depthMaterial, this.depthRenderTarget, 0x000000, 1.0 );
 
- 		}
 
- 		if ( this.supportsNormalTexture ) {
 
- 			// Clear rule : default normal is facing the camera
 
- 			this.renderOverride( renderer, this.normalMaterial, this.normalRenderTarget, 0x7777ff, 1.0 );
 
- 		}
 
- 		// Rendering SAO texture
 
- 		this.renderPass( renderer, this.saoMaterial, this.saoRenderTarget, 0xffffff, 1.0 );
 
- 		// Blurring SAO texture
 
- 		if ( this.params.saoBlur ) {
 
- 			this.renderPass( renderer, this.vBlurMaterial, this.blurIntermediateRenderTarget, 0xffffff, 1.0 );
 
- 			this.renderPass( renderer, this.hBlurMaterial, this.saoRenderTarget, 0xffffff, 1.0 );
 
- 		}
 
- 		let outputMaterial = this.materialCopy;
 
- 		// Setting up SAO rendering
 
- 		if ( this.params.output === 3 ) {
 
- 			if ( this.supportsDepthTextureExtension ) {
 
- 				this.materialCopy.uniforms[ 'tDiffuse' ].value = this.beautyRenderTarget.depthTexture;
 
- 				this.materialCopy.needsUpdate = true;
 
- 			} else {
 
- 				this.depthCopy.uniforms[ 'tDiffuse' ].value = this.depthRenderTarget.texture;
 
- 				this.depthCopy.needsUpdate = true;
 
- 				outputMaterial = this.depthCopy;
 
- 			}
 
- 		} else if ( this.params.output === 4 ) {
 
- 			this.materialCopy.uniforms[ 'tDiffuse' ].value = this.normalRenderTarget.texture;
 
- 			this.materialCopy.needsUpdate = true;
 
- 		} else {
 
- 			this.materialCopy.uniforms[ 'tDiffuse' ].value = this.saoRenderTarget.texture;
 
- 			this.materialCopy.needsUpdate = true;
 
- 		}
 
- 		// Blending depends on output, only want a CustomBlending when showing SAO
 
- 		if ( this.params.output === 0 ) {
 
- 			outputMaterial.blending = CustomBlending;
 
- 		} else {
 
- 			outputMaterial.blending = NoBlending;
 
- 		}
 
- 		// Rendering SAOPass result on top of previous pass
 
- 		this.renderPass( renderer, outputMaterial, this.renderToScreen ? null : readBuffer );
 
- 		renderer.setClearColor( this._oldClearColor, this.oldClearAlpha );
 
- 		renderer.autoClear = oldAutoClear;
 
- 	}
 
- 	renderPass( renderer, passMaterial, renderTarget, clearColor, clearAlpha ) {
 
- 		// save original state
 
- 		renderer.getClearColor( this.originalClearColor );
 
- 		const originalClearAlpha = renderer.getClearAlpha();
 
- 		const originalAutoClear = renderer.autoClear;
 
- 		renderer.setRenderTarget( renderTarget );
 
- 		// setup pass state
 
- 		renderer.autoClear = false;
 
- 		if ( ( clearColor !== undefined ) && ( clearColor !== null ) ) {
 
- 			renderer.setClearColor( clearColor );
 
- 			renderer.setClearAlpha( clearAlpha || 0.0 );
 
- 			renderer.clear();
 
- 		}
 
- 		this.fsQuad.material = passMaterial;
 
- 		this.fsQuad.render( renderer );
 
- 		// restore original state
 
- 		renderer.autoClear = originalAutoClear;
 
- 		renderer.setClearColor( this.originalClearColor );
 
- 		renderer.setClearAlpha( originalClearAlpha );
 
- 	}
 
- 	renderOverride( renderer, overrideMaterial, renderTarget, clearColor, clearAlpha ) {
 
- 		renderer.getClearColor( this.originalClearColor );
 
- 		const originalClearAlpha = renderer.getClearAlpha();
 
- 		const originalAutoClear = renderer.autoClear;
 
- 		renderer.setRenderTarget( renderTarget );
 
- 		renderer.autoClear = false;
 
- 		clearColor = overrideMaterial.clearColor || clearColor;
 
- 		clearAlpha = overrideMaterial.clearAlpha || clearAlpha;
 
- 		if ( ( clearColor !== undefined ) && ( clearColor !== null ) ) {
 
- 			renderer.setClearColor( clearColor );
 
- 			renderer.setClearAlpha( clearAlpha || 0.0 );
 
- 			renderer.clear();
 
- 		}
 
- 		this.scene.overrideMaterial = overrideMaterial;
 
- 		renderer.render( this.scene, this.camera );
 
- 		this.scene.overrideMaterial = null;
 
- 		// restore original state
 
- 		renderer.autoClear = originalAutoClear;
 
- 		renderer.setClearColor( this.originalClearColor );
 
- 		renderer.setClearAlpha( originalClearAlpha );
 
- 	}
 
- 	setSize( width, height ) {
 
- 		this.beautyRenderTarget.setSize( width, height );
 
- 		this.saoRenderTarget.setSize( width, height );
 
- 		this.blurIntermediateRenderTarget.setSize( width, height );
 
- 		this.normalRenderTarget.setSize( width, height );
 
- 		this.depthRenderTarget.setSize( width, height );
 
- 		this.saoMaterial.uniforms[ 'size' ].value.set( width, height );
 
- 		this.saoMaterial.uniforms[ 'cameraInverseProjectionMatrix' ].value.copy( this.camera.projectionMatrixInverse );
 
- 		this.saoMaterial.uniforms[ 'cameraProjectionMatrix' ].value = this.camera.projectionMatrix;
 
- 		this.saoMaterial.needsUpdate = true;
 
- 		this.vBlurMaterial.uniforms[ 'size' ].value.set( width, height );
 
- 		this.vBlurMaterial.needsUpdate = true;
 
- 		this.hBlurMaterial.uniforms[ 'size' ].value.set( width, height );
 
- 		this.hBlurMaterial.needsUpdate = true;
 
- 	}
 
- }
 
- SAOPass.OUTPUT = {
 
- 	'Beauty': 1,
 
- 	'Default': 0,
 
- 	'SAO': 2,
 
- 	'Depth': 3,
 
- 	'Normal': 4
 
- };
 
- export { SAOPass };
 
 
  |