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							- import {
 
- 	AddEquation,
 
- 	Color,
 
- 	CustomBlending,
 
- 	DataTexture,
 
- 	DepthTexture,
 
- 	DstAlphaFactor,
 
- 	DstColorFactor,
 
- 	FloatType,
 
- 	LinearFilter,
 
- 	MathUtils,
 
- 	MeshNormalMaterial,
 
- 	NearestFilter,
 
- 	NoBlending,
 
- 	RGBAFormat,
 
- 	RepeatWrapping,
 
- 	ShaderMaterial,
 
- 	UniformsUtils,
 
- 	UnsignedShortType,
 
- 	Vector3,
 
- 	WebGLRenderTarget,
 
- 	ZeroFactor
 
- } from '../../../build/three.module.js';
 
- import { Pass, FullScreenQuad } from './Pass.js';
 
- import { SimplexNoise } from '../math/SimplexNoise.js';
 
- import { SSAOShader } from '../shaders/SSAOShader.js';
 
- import { SSAOBlurShader } from '../shaders/SSAOShader.js';
 
- import { SSAODepthShader } from '../shaders/SSAOShader.js';
 
- import { CopyShader } from '../shaders/CopyShader.js';
 
- class SSAOPass extends Pass {
 
- 	constructor( scene, camera, width, height ) {
 
- 		super();
 
- 		this.width = ( width !== undefined ) ? width : 512;
 
- 		this.height = ( height !== undefined ) ? height : 512;
 
- 		this.clear = true;
 
- 		this.camera = camera;
 
- 		this.scene = scene;
 
- 		this.kernelRadius = 8;
 
- 		this.kernelSize = 32;
 
- 		this.kernel = [];
 
- 		this.noiseTexture = null;
 
- 		this.output = 0;
 
- 		this.minDistance = 0.005;
 
- 		this.maxDistance = 0.1;
 
- 		this._visibilityCache = new Map();
 
- 		//
 
- 		this.generateSampleKernel();
 
- 		this.generateRandomKernelRotations();
 
- 		// beauty render target
 
- 		const depthTexture = new DepthTexture();
 
- 		depthTexture.type = UnsignedShortType;
 
- 		this.beautyRenderTarget = new WebGLRenderTarget( this.width, this.height, {
 
- 			minFilter: LinearFilter,
 
- 			magFilter: LinearFilter,
 
- 			format: RGBAFormat
 
- 		} );
 
- 		// normal render target with depth buffer
 
- 		this.normalRenderTarget = new WebGLRenderTarget( this.width, this.height, {
 
- 			minFilter: NearestFilter,
 
- 			magFilter: NearestFilter,
 
- 			format: RGBAFormat,
 
- 			depthTexture: depthTexture
 
- 		} );
 
- 		// ssao render target
 
- 		this.ssaoRenderTarget = new WebGLRenderTarget( this.width, this.height, {
 
- 			minFilter: LinearFilter,
 
- 			magFilter: LinearFilter,
 
- 			format: RGBAFormat
 
- 		} );
 
- 		this.blurRenderTarget = this.ssaoRenderTarget.clone();
 
- 		// ssao material
 
- 		if ( SSAOShader === undefined ) {
 
- 			console.error( 'THREE.SSAOPass: The pass relies on SSAOShader.' );
 
- 		}
 
- 		this.ssaoMaterial = new ShaderMaterial( {
 
- 			defines: Object.assign( {}, SSAOShader.defines ),
 
- 			uniforms: UniformsUtils.clone( SSAOShader.uniforms ),
 
- 			vertexShader: SSAOShader.vertexShader,
 
- 			fragmentShader: SSAOShader.fragmentShader,
 
- 			blending: NoBlending
 
- 		} );
 
- 		this.ssaoMaterial.uniforms[ 'tDiffuse' ].value = this.beautyRenderTarget.texture;
 
- 		this.ssaoMaterial.uniforms[ 'tNormal' ].value = this.normalRenderTarget.texture;
 
- 		this.ssaoMaterial.uniforms[ 'tDepth' ].value = this.normalRenderTarget.depthTexture;
 
- 		this.ssaoMaterial.uniforms[ 'tNoise' ].value = this.noiseTexture;
 
- 		this.ssaoMaterial.uniforms[ 'kernel' ].value = this.kernel;
 
- 		this.ssaoMaterial.uniforms[ 'cameraNear' ].value = this.camera.near;
 
- 		this.ssaoMaterial.uniforms[ 'cameraFar' ].value = this.camera.far;
 
- 		this.ssaoMaterial.uniforms[ 'resolution' ].value.set( this.width, this.height );
 
- 		this.ssaoMaterial.uniforms[ 'cameraProjectionMatrix' ].value.copy( this.camera.projectionMatrix );
 
- 		this.ssaoMaterial.uniforms[ 'cameraInverseProjectionMatrix' ].value.copy( this.camera.projectionMatrixInverse );
 
- 		// normal material
 
- 		this.normalMaterial = new MeshNormalMaterial();
 
- 		this.normalMaterial.blending = NoBlending;
 
- 		// blur material
 
- 		this.blurMaterial = new ShaderMaterial( {
 
- 			defines: Object.assign( {}, SSAOBlurShader.defines ),
 
- 			uniforms: UniformsUtils.clone( SSAOBlurShader.uniforms ),
 
- 			vertexShader: SSAOBlurShader.vertexShader,
 
- 			fragmentShader: SSAOBlurShader.fragmentShader
 
- 		} );
 
- 		this.blurMaterial.uniforms[ 'tDiffuse' ].value = this.ssaoRenderTarget.texture;
 
- 		this.blurMaterial.uniforms[ 'resolution' ].value.set( this.width, this.height );
 
- 		// material for rendering the depth
 
- 		this.depthRenderMaterial = new ShaderMaterial( {
 
- 			defines: Object.assign( {}, SSAODepthShader.defines ),
 
- 			uniforms: UniformsUtils.clone( SSAODepthShader.uniforms ),
 
- 			vertexShader: SSAODepthShader.vertexShader,
 
- 			fragmentShader: SSAODepthShader.fragmentShader,
 
- 			blending: NoBlending
 
- 		} );
 
- 		this.depthRenderMaterial.uniforms[ 'tDepth' ].value = this.normalRenderTarget.depthTexture;
 
- 		this.depthRenderMaterial.uniforms[ 'cameraNear' ].value = this.camera.near;
 
- 		this.depthRenderMaterial.uniforms[ 'cameraFar' ].value = this.camera.far;
 
- 		// material for rendering the content of a render target
 
- 		this.copyMaterial = new ShaderMaterial( {
 
- 			uniforms: UniformsUtils.clone( CopyShader.uniforms ),
 
- 			vertexShader: CopyShader.vertexShader,
 
- 			fragmentShader: CopyShader.fragmentShader,
 
- 			transparent: true,
 
- 			depthTest: false,
 
- 			depthWrite: false,
 
- 			blendSrc: DstColorFactor,
 
- 			blendDst: ZeroFactor,
 
- 			blendEquation: AddEquation,
 
- 			blendSrcAlpha: DstAlphaFactor,
 
- 			blendDstAlpha: ZeroFactor,
 
- 			blendEquationAlpha: AddEquation
 
- 		} );
 
- 		this.fsQuad = new FullScreenQuad( null );
 
- 		this.originalClearColor = new Color();
 
- 	}
 
- 	dispose() {
 
- 		// dispose render targets
 
- 		this.beautyRenderTarget.dispose();
 
- 		this.normalRenderTarget.dispose();
 
- 		this.ssaoRenderTarget.dispose();
 
- 		this.blurRenderTarget.dispose();
 
- 		// dispose materials
 
- 		this.normalMaterial.dispose();
 
- 		this.blurMaterial.dispose();
 
- 		this.copyMaterial.dispose();
 
- 		this.depthRenderMaterial.dispose();
 
- 		// dipsose full screen quad
 
- 		this.fsQuad.dispose();
 
- 	}
 
- 	render( renderer, writeBuffer /*, readBuffer, deltaTime, maskActive */ ) {
 
- 		// render beauty
 
- 		renderer.setRenderTarget( this.beautyRenderTarget );
 
- 		renderer.clear();
 
- 		renderer.render( this.scene, this.camera );
 
- 		// render normals and depth (honor only meshes, points and lines do not contribute to SSAO)
 
- 		this.overrideVisibility();
 
- 		this.renderOverride( renderer, this.normalMaterial, this.normalRenderTarget, 0x7777ff, 1.0 );
 
- 		this.restoreVisibility();
 
- 		// render SSAO
 
- 		this.ssaoMaterial.uniforms[ 'kernelRadius' ].value = this.kernelRadius;
 
- 		this.ssaoMaterial.uniforms[ 'minDistance' ].value = this.minDistance;
 
- 		this.ssaoMaterial.uniforms[ 'maxDistance' ].value = this.maxDistance;
 
- 		this.renderPass( renderer, this.ssaoMaterial, this.ssaoRenderTarget );
 
- 		// render blur
 
- 		this.renderPass( renderer, this.blurMaterial, this.blurRenderTarget );
 
- 		// output result to screen
 
- 		switch ( this.output ) {
 
- 			case SSAOPass.OUTPUT.SSAO:
 
- 				this.copyMaterial.uniforms[ 'tDiffuse' ].value = this.ssaoRenderTarget.texture;
 
- 				this.copyMaterial.blending = NoBlending;
 
- 				this.renderPass( renderer, this.copyMaterial, this.renderToScreen ? null : writeBuffer );
 
- 				break;
 
- 			case SSAOPass.OUTPUT.Blur:
 
- 				this.copyMaterial.uniforms[ 'tDiffuse' ].value = this.blurRenderTarget.texture;
 
- 				this.copyMaterial.blending = NoBlending;
 
- 				this.renderPass( renderer, this.copyMaterial, this.renderToScreen ? null : writeBuffer );
 
- 				break;
 
- 			case SSAOPass.OUTPUT.Beauty:
 
- 				this.copyMaterial.uniforms[ 'tDiffuse' ].value = this.beautyRenderTarget.texture;
 
- 				this.copyMaterial.blending = NoBlending;
 
- 				this.renderPass( renderer, this.copyMaterial, this.renderToScreen ? null : writeBuffer );
 
- 				break;
 
- 			case SSAOPass.OUTPUT.Depth:
 
- 				this.renderPass( renderer, this.depthRenderMaterial, this.renderToScreen ? null : writeBuffer );
 
- 				break;
 
- 			case SSAOPass.OUTPUT.Normal:
 
- 				this.copyMaterial.uniforms[ 'tDiffuse' ].value = this.normalRenderTarget.texture;
 
- 				this.copyMaterial.blending = NoBlending;
 
- 				this.renderPass( renderer, this.copyMaterial, this.renderToScreen ? null : writeBuffer );
 
- 				break;
 
- 			case SSAOPass.OUTPUT.Default:
 
- 				this.copyMaterial.uniforms[ 'tDiffuse' ].value = this.beautyRenderTarget.texture;
 
- 				this.copyMaterial.blending = NoBlending;
 
- 				this.renderPass( renderer, this.copyMaterial, this.renderToScreen ? null : writeBuffer );
 
- 				this.copyMaterial.uniforms[ 'tDiffuse' ].value = this.blurRenderTarget.texture;
 
- 				this.copyMaterial.blending = CustomBlending;
 
- 				this.renderPass( renderer, this.copyMaterial, this.renderToScreen ? null : writeBuffer );
 
- 				break;
 
- 			default:
 
- 				console.warn( 'THREE.SSAOPass: Unknown output type.' );
 
- 		}
 
- 	}
 
- 	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.width = width;
 
- 		this.height = height;
 
- 		this.beautyRenderTarget.setSize( width, height );
 
- 		this.ssaoRenderTarget.setSize( width, height );
 
- 		this.normalRenderTarget.setSize( width, height );
 
- 		this.blurRenderTarget.setSize( width, height );
 
- 		this.ssaoMaterial.uniforms[ 'resolution' ].value.set( width, height );
 
- 		this.ssaoMaterial.uniforms[ 'cameraProjectionMatrix' ].value.copy( this.camera.projectionMatrix );
 
- 		this.ssaoMaterial.uniforms[ 'cameraInverseProjectionMatrix' ].value.copy( this.camera.projectionMatrixInverse );
 
- 		this.blurMaterial.uniforms[ 'resolution' ].value.set( width, height );
 
- 	}
 
- 	generateSampleKernel() {
 
- 		const kernelSize = this.kernelSize;
 
- 		const kernel = this.kernel;
 
- 		for ( let i = 0; i < kernelSize; i ++ ) {
 
- 			const sample = new Vector3();
 
- 			sample.x = ( Math.random() * 2 ) - 1;
 
- 			sample.y = ( Math.random() * 2 ) - 1;
 
- 			sample.z = Math.random();
 
- 			sample.normalize();
 
- 			let scale = i / kernelSize;
 
- 			scale = MathUtils.lerp( 0.1, 1, scale * scale );
 
- 			sample.multiplyScalar( scale );
 
- 			kernel.push( sample );
 
- 		}
 
- 	}
 
- 	generateRandomKernelRotations() {
 
- 		const width = 4, height = 4;
 
- 		if ( SimplexNoise === undefined ) {
 
- 			console.error( 'THREE.SSAOPass: The pass relies on SimplexNoise.' );
 
- 		}
 
- 		const simplex = new SimplexNoise();
 
- 		const size = width * height;
 
- 		const data = new Float32Array( size * 4 );
 
- 		for ( let i = 0; i < size; i ++ ) {
 
- 			const stride = i * 4;
 
- 			const x = ( Math.random() * 2 ) - 1;
 
- 			const y = ( Math.random() * 2 ) - 1;
 
- 			const z = 0;
 
- 			const noise = simplex.noise3d( x, y, z );
 
- 			data[ stride ] = noise;
 
- 			data[ stride + 1 ] = noise;
 
- 			data[ stride + 2 ] = noise;
 
- 			data[ stride + 3 ] = 1;
 
- 		}
 
- 		this.noiseTexture = new DataTexture( data, width, height, RGBAFormat, FloatType );
 
- 		this.noiseTexture.wrapS = RepeatWrapping;
 
- 		this.noiseTexture.wrapT = RepeatWrapping;
 
- 	}
 
- 	overrideVisibility() {
 
- 		const scene = this.scene;
 
- 		const cache = this._visibilityCache;
 
- 		scene.traverse( function ( object ) {
 
- 			cache.set( object, object.visible );
 
- 			if ( object.isPoints || object.isLine ) object.visible = false;
 
- 		} );
 
- 	}
 
- 	restoreVisibility() {
 
- 		const scene = this.scene;
 
- 		const cache = this._visibilityCache;
 
- 		scene.traverse( function ( object ) {
 
- 			const visible = cache.get( object );
 
- 			object.visible = visible;
 
- 		} );
 
- 		cache.clear();
 
- 	}
 
- }
 
- SSAOPass.OUTPUT = {
 
- 	'Default': 0,
 
- 	'SSAO': 1,
 
- 	'Blur': 2,
 
- 	'Beauty': 3,
 
- 	'Depth': 4,
 
- 	'Normal': 5
 
- };
 
- export { SSAOPass };
 
 
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