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- ( function () {
- /**
- * SAO implementation inspired from bhouston previous SAO work
- */
- class SAOPass extends THREE.Pass {
- constructor( scene, camera, useDepthTexture = false, useNormals = false, resolution = new THREE.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 THREE.Color();
- this._oldClearColor = new THREE.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 THREE.Vector2( resolution.x, resolution.y );
- this.saoRenderTarget = new THREE.WebGLRenderTarget( this.resolution.x, this.resolution.y, {
- minFilter: THREE.LinearFilter,
- magFilter: THREE.LinearFilter,
- format: THREE.RGBAFormat
- } );
- this.blurIntermediateRenderTarget = this.saoRenderTarget.clone();
- this.beautyRenderTarget = this.saoRenderTarget.clone();
- this.normalRenderTarget = new THREE.WebGLRenderTarget( this.resolution.x, this.resolution.y, {
- minFilter: THREE.NearestFilter,
- magFilter: THREE.NearestFilter,
- format: THREE.RGBAFormat
- } );
- this.depthRenderTarget = this.normalRenderTarget.clone();
- let depthTexture;
- if ( this.supportsDepthTextureExtension ) {
- depthTexture = new THREE.DepthTexture();
- depthTexture.type = THREE.UnsignedShortType;
- this.beautyRenderTarget.depthTexture = depthTexture;
- this.beautyRenderTarget.depthBuffer = true;
- }
- this.depthMaterial = new THREE.MeshDepthMaterial();
- this.depthMaterial.depthPacking = THREE.RGBADepthPacking;
- this.depthMaterial.blending = THREE.NoBlending;
- this.normalMaterial = new THREE.MeshNormalMaterial();
- this.normalMaterial.blending = THREE.NoBlending;
- if ( THREE.SAOShader === undefined ) {
- console.error( 'THREE.SAOPass relies on THREE.SAOShader' );
- }
- this.saoMaterial = new THREE.ShaderMaterial( {
- defines: Object.assign( {}, THREE.SAOShader.defines ),
- fragmentShader: THREE.SAOShader.fragmentShader,
- vertexShader: THREE.SAOShader.vertexShader,
- uniforms: THREE.UniformsUtils.clone( THREE.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 = THREE.NoBlending;
- if ( THREE.DepthLimitedBlurShader === undefined ) {
- console.error( 'THREE.SAOPass relies on THREE.DepthLimitedBlurShader' );
- }
- this.vBlurMaterial = new THREE.ShaderMaterial( {
- uniforms: THREE.UniformsUtils.clone( THREE.DepthLimitedBlurShader.uniforms ),
- defines: Object.assign( {}, THREE.DepthLimitedBlurShader.defines ),
- vertexShader: THREE.DepthLimitedBlurShader.vertexShader,
- fragmentShader: THREE.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 = THREE.NoBlending;
- this.hBlurMaterial = new THREE.ShaderMaterial( {
- uniforms: THREE.UniformsUtils.clone( THREE.DepthLimitedBlurShader.uniforms ),
- defines: Object.assign( {}, THREE.DepthLimitedBlurShader.defines ),
- vertexShader: THREE.DepthLimitedBlurShader.vertexShader,
- fragmentShader: THREE.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 = THREE.NoBlending;
- if ( THREE.CopyShader === undefined ) {
- console.error( 'THREE.SAOPass relies on THREE.CopyShader' );
- }
- this.materialCopy = new THREE.ShaderMaterial( {
- uniforms: THREE.UniformsUtils.clone( THREE.CopyShader.uniforms ),
- vertexShader: THREE.CopyShader.vertexShader,
- fragmentShader: THREE.CopyShader.fragmentShader,
- blending: THREE.NoBlending
- } );
- this.materialCopy.transparent = true;
- this.materialCopy.depthTest = false;
- this.materialCopy.depthWrite = false;
- this.materialCopy.blending = THREE.CustomBlending;
- this.materialCopy.blendSrc = THREE.DstColorFactor;
- this.materialCopy.blendDst = THREE.ZeroFactor;
- this.materialCopy.blendEquation = THREE.AddEquation;
- this.materialCopy.blendSrcAlpha = THREE.DstAlphaFactor;
- this.materialCopy.blendDstAlpha = THREE.ZeroFactor;
- this.materialCopy.blendEquationAlpha = THREE.AddEquation;
- if ( THREE.UnpackDepthRGBAShader === undefined ) {
- console.error( 'THREE.SAOPass relies on THREE.UnpackDepthRGBAShader' );
- }
- this.depthCopy = new THREE.ShaderMaterial( {
- uniforms: THREE.UniformsUtils.clone( THREE.UnpackDepthRGBAShader.uniforms ),
- vertexShader: THREE.UnpackDepthRGBAShader.vertexShader,
- fragmentShader: THREE.UnpackDepthRGBAShader.fragmentShader,
- blending: THREE.NoBlending
- } );
- this.fsQuad = new THREE.FullScreenQuad( null );
- }
- render( renderer, writeBuffer, readBuffer
- /*, deltaTime, maskActive*/
- ) {
- // Rendering readBuffer first when rendering to screen
- if ( this.renderToScreen ) {
- this.materialCopy.blending = THREE.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 ) {
- THREE.BlurShaderUtils.configure( this.vBlurMaterial, this.params.saoBlurRadius, this.params.saoBlurStdDev, new THREE.Vector2( 0, 1 ) );
- THREE.BlurShaderUtils.configure( this.hBlurMaterial, this.params.saoBlurRadius, this.params.saoBlurStdDev, new THREE.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 THREE.CustomBlending when showing SAO
- if ( this.params.output === 0 ) {
- outputMaterial.blending = THREE.CustomBlending;
- } else {
- outputMaterial.blending = THREE.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
- };
- THREE.SAOPass = SAOPass;
- } )();
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