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- 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 };
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