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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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