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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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