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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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