| 123456789101112131415161718192021222324252627282930313233343536373839404142434445464748495051525354555657585960616263646566676869707172737475767778798081828384858687888990919293949596979899100101102103104105106107108109110111112113114115116117118119120121122123124125126127128129130131132133134135136137138139140141142143144145146147148149150151152153154155156157158159160161162163164165166167168169170171172173174175176177178179180181182183184185186187188189190191192193194195196197198199200201202203204205206207208209210211212213214215216217218219220221222223224225226227228229230231232233234235236237238239240241242243244245246247248249250251252253254255256257258259260261262263264265266267268269270271272273274275276277278279280281282283284285286287288289290291292293294295296297298299300301302303304305306307308309310311312313314315316317318319320321322323324325326327328329330331332333334335336337338339340341342343344345346347348349350351352353354355356357358359360361362 | ( function () {	class SSAOPass extends THREE.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 THREE.DepthTexture();			depthTexture.type = THREE.UnsignedShortType;			this.beautyRenderTarget = new THREE.WebGLRenderTarget( this.width, this.height, {				minFilter: THREE.LinearFilter,				magFilter: THREE.LinearFilter,				format: THREE.RGBAFormat			} ); // normal render target with depth buffer			this.normalRenderTarget = new THREE.WebGLRenderTarget( this.width, this.height, {				minFilter: THREE.NearestFilter,				magFilter: THREE.NearestFilter,				format: THREE.RGBAFormat,				depthTexture: depthTexture			} ); // ssao render target			this.ssaoRenderTarget = new THREE.WebGLRenderTarget( this.width, this.height, {				minFilter: THREE.LinearFilter,				magFilter: THREE.LinearFilter,				format: THREE.RGBAFormat			} );			this.blurRenderTarget = this.ssaoRenderTarget.clone(); // ssao material			if ( THREE.SSAOShader === undefined ) {				console.error( 'THREE.SSAOPass: The pass relies on THREE.SSAOShader.' );			}			this.ssaoMaterial = new THREE.ShaderMaterial( {				defines: Object.assign( {}, THREE.SSAOShader.defines ),				uniforms: THREE.UniformsUtils.clone( THREE.SSAOShader.uniforms ),				vertexShader: THREE.SSAOShader.vertexShader,				fragmentShader: THREE.SSAOShader.fragmentShader,				blending: THREE.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 THREE.MeshNormalMaterial();			this.normalMaterial.blending = THREE.NoBlending; // blur material			this.blurMaterial = new THREE.ShaderMaterial( {				defines: Object.assign( {}, THREE.SSAOBlurShader.defines ),				uniforms: THREE.UniformsUtils.clone( THREE.SSAOBlurShader.uniforms ),				vertexShader: THREE.SSAOBlurShader.vertexShader,				fragmentShader: THREE.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 THREE.ShaderMaterial( {				defines: Object.assign( {}, THREE.SSAODepthShader.defines ),				uniforms: THREE.UniformsUtils.clone( THREE.SSAODepthShader.uniforms ),				vertexShader: THREE.SSAODepthShader.vertexShader,				fragmentShader: THREE.SSAODepthShader.fragmentShader,				blending: THREE.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 THREE.ShaderMaterial( {				uniforms: THREE.UniformsUtils.clone( THREE.CopyShader.uniforms ),				vertexShader: THREE.CopyShader.vertexShader,				fragmentShader: THREE.CopyShader.fragmentShader,				transparent: true,				depthTest: false,				depthWrite: false,				blendSrc: THREE.DstColorFactor,				blendDst: THREE.ZeroFactor,				blendEquation: THREE.AddEquation,				blendSrcAlpha: THREE.DstAlphaFactor,				blendDstAlpha: THREE.ZeroFactor,				blendEquationAlpha: THREE.AddEquation			} );			this.fsQuad = new THREE.FullScreenQuad( null );			this.originalClearColor = new THREE.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 = THREE.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 = THREE.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 = THREE.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 = THREE.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 = THREE.NoBlending;					this.renderPass( renderer, this.copyMaterial, this.renderToScreen ? null : writeBuffer );					this.copyMaterial.uniforms[ 'tDiffuse' ].value = this.blurRenderTarget.texture;					this.copyMaterial.blending = THREE.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 THREE.Vector3();				sample.x = Math.random() * 2 - 1;				sample.y = Math.random() * 2 - 1;				sample.z = Math.random();				sample.normalize();				let scale = i / kernelSize;				scale = THREE.MathUtils.lerp( 0.1, 1, scale * scale );				sample.multiplyScalar( scale );				kernel.push( sample );			}		}		generateRandomKernelRotations() {			const width = 4,				height = 4;			if ( THREE.SimplexNoise === undefined ) {				console.error( 'THREE.SSAOPass: The pass relies on THREE.SimplexNoise.' );			}			const simplex = new THREE.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 THREE.DataTexture( data, width, height, THREE.RGBAFormat, THREE.FloatType );			this.noiseTexture.wrapS = THREE.RepeatWrapping;			this.noiseTexture.wrapT = THREE.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	};	THREE.SSAOPass = SSAOPass;} )();
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