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362 lines
12 KiB
362 lines
12 KiB
( function () {
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class SSAOPass extends THREE.Pass {
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constructor( scene, camera, width, height ) {
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super();
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this.width = width !== undefined ? width : 512;
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this.height = height !== undefined ? height : 512;
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this.clear = true;
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this.camera = camera;
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this.scene = scene;
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this.kernelRadius = 8;
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this.kernelSize = 32;
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this.kernel = [];
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this.noiseTexture = null;
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this.output = 0;
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this.minDistance = 0.005;
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this.maxDistance = 0.1;
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this._visibilityCache = new Map(); //
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this.generateSampleKernel();
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this.generateRandomKernelRotations(); // beauty render target
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const depthTexture = new THREE.DepthTexture();
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depthTexture.type = THREE.UnsignedShortType;
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this.beautyRenderTarget = new THREE.WebGLRenderTarget( this.width, this.height, {
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minFilter: THREE.LinearFilter,
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magFilter: THREE.LinearFilter,
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format: THREE.RGBAFormat
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} ); // normal render target with depth buffer
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this.normalRenderTarget = new THREE.WebGLRenderTarget( this.width, this.height, {
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minFilter: THREE.NearestFilter,
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magFilter: THREE.NearestFilter,
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format: THREE.RGBAFormat,
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depthTexture: depthTexture
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} ); // ssao render target
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this.ssaoRenderTarget = new THREE.WebGLRenderTarget( this.width, this.height, {
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minFilter: THREE.LinearFilter,
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magFilter: THREE.LinearFilter,
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format: THREE.RGBAFormat
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} );
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this.blurRenderTarget = this.ssaoRenderTarget.clone(); // ssao material
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if ( THREE.SSAOShader === undefined ) {
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console.error( 'THREE.SSAOPass: The pass relies on THREE.SSAOShader.' );
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}
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this.ssaoMaterial = new THREE.ShaderMaterial( {
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defines: Object.assign( {}, THREE.SSAOShader.defines ),
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uniforms: THREE.UniformsUtils.clone( THREE.SSAOShader.uniforms ),
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vertexShader: THREE.SSAOShader.vertexShader,
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fragmentShader: THREE.SSAOShader.fragmentShader,
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blending: THREE.NoBlending
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} );
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this.ssaoMaterial.uniforms[ 'tDiffuse' ].value = this.beautyRenderTarget.texture;
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this.ssaoMaterial.uniforms[ 'tNormal' ].value = this.normalRenderTarget.texture;
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this.ssaoMaterial.uniforms[ 'tDepth' ].value = this.normalRenderTarget.depthTexture;
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this.ssaoMaterial.uniforms[ 'tNoise' ].value = this.noiseTexture;
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this.ssaoMaterial.uniforms[ 'kernel' ].value = this.kernel;
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this.ssaoMaterial.uniforms[ 'cameraNear' ].value = this.camera.near;
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this.ssaoMaterial.uniforms[ 'cameraFar' ].value = this.camera.far;
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this.ssaoMaterial.uniforms[ 'resolution' ].value.set( this.width, this.height );
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this.ssaoMaterial.uniforms[ 'cameraProjectionMatrix' ].value.copy( this.camera.projectionMatrix );
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this.ssaoMaterial.uniforms[ 'cameraInverseProjectionMatrix' ].value.copy( this.camera.projectionMatrixInverse ); // normal material
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this.normalMaterial = new THREE.MeshNormalMaterial();
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this.normalMaterial.blending = THREE.NoBlending; // blur material
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this.blurMaterial = new THREE.ShaderMaterial( {
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defines: Object.assign( {}, THREE.SSAOBlurShader.defines ),
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uniforms: THREE.UniformsUtils.clone( THREE.SSAOBlurShader.uniforms ),
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vertexShader: THREE.SSAOBlurShader.vertexShader,
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fragmentShader: THREE.SSAOBlurShader.fragmentShader
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} );
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this.blurMaterial.uniforms[ 'tDiffuse' ].value = this.ssaoRenderTarget.texture;
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this.blurMaterial.uniforms[ 'resolution' ].value.set( this.width, this.height ); // material for rendering the depth
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this.depthRenderMaterial = new THREE.ShaderMaterial( {
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defines: Object.assign( {}, THREE.SSAODepthShader.defines ),
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uniforms: THREE.UniformsUtils.clone( THREE.SSAODepthShader.uniforms ),
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vertexShader: THREE.SSAODepthShader.vertexShader,
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fragmentShader: THREE.SSAODepthShader.fragmentShader,
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blending: THREE.NoBlending
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} );
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this.depthRenderMaterial.uniforms[ 'tDepth' ].value = this.normalRenderTarget.depthTexture;
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this.depthRenderMaterial.uniforms[ 'cameraNear' ].value = this.camera.near;
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this.depthRenderMaterial.uniforms[ 'cameraFar' ].value = this.camera.far; // material for rendering the content of a render target
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this.copyMaterial = new THREE.ShaderMaterial( {
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uniforms: THREE.UniformsUtils.clone( THREE.CopyShader.uniforms ),
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vertexShader: THREE.CopyShader.vertexShader,
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fragmentShader: THREE.CopyShader.fragmentShader,
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transparent: true,
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depthTest: false,
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depthWrite: false,
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blendSrc: THREE.DstColorFactor,
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blendDst: THREE.ZeroFactor,
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blendEquation: THREE.AddEquation,
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blendSrcAlpha: THREE.DstAlphaFactor,
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blendDstAlpha: THREE.ZeroFactor,
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blendEquationAlpha: THREE.AddEquation
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} );
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this.fsQuad = new THREE.FullScreenQuad( null );
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this.originalClearColor = new THREE.Color();
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}
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dispose() {
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// dispose render targets
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this.beautyRenderTarget.dispose();
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this.normalRenderTarget.dispose();
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this.ssaoRenderTarget.dispose();
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this.blurRenderTarget.dispose(); // dispose materials
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this.normalMaterial.dispose();
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this.blurMaterial.dispose();
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this.copyMaterial.dispose();
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this.depthRenderMaterial.dispose(); // dipsose full screen quad
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this.fsQuad.dispose();
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}
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render( renderer, writeBuffer
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/*, readBuffer, deltaTime, maskActive */
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) {
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// render beauty
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renderer.setRenderTarget( this.beautyRenderTarget );
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renderer.clear();
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renderer.render( this.scene, this.camera ); // render normals and depth (honor only meshes, points and lines do not contribute to SSAO)
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this.overrideVisibility();
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this.renderOverride( renderer, this.normalMaterial, this.normalRenderTarget, 0x7777ff, 1.0 );
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this.restoreVisibility(); // render SSAO
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this.ssaoMaterial.uniforms[ 'kernelRadius' ].value = this.kernelRadius;
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this.ssaoMaterial.uniforms[ 'minDistance' ].value = this.minDistance;
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this.ssaoMaterial.uniforms[ 'maxDistance' ].value = this.maxDistance;
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this.renderPass( renderer, this.ssaoMaterial, this.ssaoRenderTarget ); // render blur
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this.renderPass( renderer, this.blurMaterial, this.blurRenderTarget ); // output result to screen
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switch ( this.output ) {
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case SSAOPass.OUTPUT.SSAO:
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this.copyMaterial.uniforms[ 'tDiffuse' ].value = this.ssaoRenderTarget.texture;
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this.copyMaterial.blending = THREE.NoBlending;
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this.renderPass( renderer, this.copyMaterial, this.renderToScreen ? null : writeBuffer );
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break;
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case SSAOPass.OUTPUT.Blur:
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this.copyMaterial.uniforms[ 'tDiffuse' ].value = this.blurRenderTarget.texture;
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this.copyMaterial.blending = THREE.NoBlending;
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this.renderPass( renderer, this.copyMaterial, this.renderToScreen ? null : writeBuffer );
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break;
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case SSAOPass.OUTPUT.Beauty:
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this.copyMaterial.uniforms[ 'tDiffuse' ].value = this.beautyRenderTarget.texture;
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this.copyMaterial.blending = THREE.NoBlending;
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this.renderPass( renderer, this.copyMaterial, this.renderToScreen ? null : writeBuffer );
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break;
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case SSAOPass.OUTPUT.Depth:
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this.renderPass( renderer, this.depthRenderMaterial, this.renderToScreen ? null : writeBuffer );
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break;
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case SSAOPass.OUTPUT.Normal:
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this.copyMaterial.uniforms[ 'tDiffuse' ].value = this.normalRenderTarget.texture;
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this.copyMaterial.blending = THREE.NoBlending;
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this.renderPass( renderer, this.copyMaterial, this.renderToScreen ? null : writeBuffer );
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break;
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case SSAOPass.OUTPUT.Default:
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this.copyMaterial.uniforms[ 'tDiffuse' ].value = this.beautyRenderTarget.texture;
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this.copyMaterial.blending = THREE.NoBlending;
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this.renderPass( renderer, this.copyMaterial, this.renderToScreen ? null : writeBuffer );
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this.copyMaterial.uniforms[ 'tDiffuse' ].value = this.blurRenderTarget.texture;
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this.copyMaterial.blending = THREE.CustomBlending;
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this.renderPass( renderer, this.copyMaterial, this.renderToScreen ? null : writeBuffer );
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break;
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default:
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console.warn( 'THREE.SSAOPass: Unknown output type.' );
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}
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}
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renderPass( renderer, passMaterial, renderTarget, clearColor, clearAlpha ) {
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// save original state
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renderer.getClearColor( this.originalClearColor );
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const originalClearAlpha = renderer.getClearAlpha();
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const originalAutoClear = renderer.autoClear;
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renderer.setRenderTarget( renderTarget ); // setup pass state
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renderer.autoClear = false;
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if ( clearColor !== undefined && clearColor !== null ) {
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renderer.setClearColor( clearColor );
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renderer.setClearAlpha( clearAlpha || 0.0 );
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renderer.clear();
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}
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this.fsQuad.material = passMaterial;
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this.fsQuad.render( renderer ); // restore original state
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renderer.autoClear = originalAutoClear;
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renderer.setClearColor( this.originalClearColor );
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renderer.setClearAlpha( originalClearAlpha );
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}
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renderOverride( renderer, overrideMaterial, renderTarget, clearColor, clearAlpha ) {
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renderer.getClearColor( this.originalClearColor );
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const originalClearAlpha = renderer.getClearAlpha();
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const originalAutoClear = renderer.autoClear;
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renderer.setRenderTarget( renderTarget );
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renderer.autoClear = false;
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clearColor = overrideMaterial.clearColor || clearColor;
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clearAlpha = overrideMaterial.clearAlpha || clearAlpha;
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if ( clearColor !== undefined && clearColor !== null ) {
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renderer.setClearColor( clearColor );
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renderer.setClearAlpha( clearAlpha || 0.0 );
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renderer.clear();
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}
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this.scene.overrideMaterial = overrideMaterial;
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renderer.render( this.scene, this.camera );
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this.scene.overrideMaterial = null; // restore original state
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renderer.autoClear = originalAutoClear;
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renderer.setClearColor( this.originalClearColor );
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renderer.setClearAlpha( originalClearAlpha );
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}
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setSize( width, height ) {
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this.width = width;
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this.height = height;
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this.beautyRenderTarget.setSize( width, height );
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this.ssaoRenderTarget.setSize( width, height );
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this.normalRenderTarget.setSize( width, height );
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this.blurRenderTarget.setSize( width, height );
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this.ssaoMaterial.uniforms[ 'resolution' ].value.set( width, height );
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this.ssaoMaterial.uniforms[ 'cameraProjectionMatrix' ].value.copy( this.camera.projectionMatrix );
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this.ssaoMaterial.uniforms[ 'cameraInverseProjectionMatrix' ].value.copy( this.camera.projectionMatrixInverse );
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this.blurMaterial.uniforms[ 'resolution' ].value.set( width, height );
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}
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generateSampleKernel() {
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const kernelSize = this.kernelSize;
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const kernel = this.kernel;
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for ( let i = 0; i < kernelSize; i ++ ) {
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const sample = new THREE.Vector3();
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sample.x = Math.random() * 2 - 1;
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sample.y = Math.random() * 2 - 1;
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sample.z = Math.random();
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sample.normalize();
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let scale = i / kernelSize;
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scale = THREE.MathUtils.lerp( 0.1, 1, scale * scale );
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sample.multiplyScalar( scale );
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kernel.push( sample );
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}
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}
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generateRandomKernelRotations() {
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const width = 4,
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height = 4;
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if ( THREE.SimplexNoise === undefined ) {
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console.error( 'THREE.SSAOPass: The pass relies on THREE.SimplexNoise.' );
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}
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const simplex = new THREE.SimplexNoise();
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const size = width * height;
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const data = new Float32Array( size * 4 );
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for ( let i = 0; i < size; i ++ ) {
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const stride = i * 4;
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const x = Math.random() * 2 - 1;
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const y = Math.random() * 2 - 1;
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const z = 0;
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const noise = simplex.noise3d( x, y, z );
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data[ stride ] = noise;
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data[ stride + 1 ] = noise;
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data[ stride + 2 ] = noise;
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data[ stride + 3 ] = 1;
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}
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this.noiseTexture = new THREE.DataTexture( data, width, height, THREE.RGBAFormat, THREE.FloatType );
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this.noiseTexture.wrapS = THREE.RepeatWrapping;
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this.noiseTexture.wrapT = THREE.RepeatWrapping;
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}
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overrideVisibility() {
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const scene = this.scene;
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const cache = this._visibilityCache;
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scene.traverse( function ( object ) {
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cache.set( object, object.visible );
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if ( object.isPoints || object.isLine ) object.visible = false;
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} );
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}
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restoreVisibility() {
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const scene = this.scene;
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const cache = this._visibilityCache;
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scene.traverse( function ( object ) {
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const visible = cache.get( object );
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object.visible = visible;
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} );
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cache.clear();
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}
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}
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SSAOPass.OUTPUT = {
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'Default': 0,
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'SSAO': 1,
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'Blur': 2,
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'Beauty': 3,
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'Depth': 4,
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'Normal': 5
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};
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THREE.SSAOPass = SSAOPass;
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} )();
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