You can not select more than 25 topics Topics must start with a letter or number, can include dashes ('-') and can be up to 35 characters long.

375 lines
14 KiB

2 years ago
( 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 );
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
} );
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;
}
dispose() {
this.saoRenderTarget.dispose();
this.blurIntermediateRenderTarget.dispose();
this.beautyRenderTarget.dispose();
this.normalRenderTarget.dispose();
this.depthRenderTarget.dispose();
this.depthMaterial.dispose();
this.normalMaterial.dispose();
this.saoMaterial.dispose();
this.vBlurMaterial.dispose();
this.hBlurMaterial.dispose();
this.materialCopy.dispose();
this.depthCopy.dispose();
this.fsQuad.dispose();
}
}
SAOPass.OUTPUT = {
'Beauty': 1,
'Default': 0,
'SAO': 2,
'Depth': 3,
'Normal': 4
};
THREE.SAOPass = SAOPass;
} )();