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( 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.format = THREE.DepthStencilFormat;
depthTexture.type = THREE.UnsignedInt248Type;
this.beautyRenderTarget = new THREE.WebGLRenderTarget( this.width, this.height );
// normal render target with depth buffer
this.normalRenderTarget = new THREE.WebGLRenderTarget( this.width, this.height, {
minFilter: THREE.NearestFilter,
magFilter: THREE.NearestFilter,
depthTexture: depthTexture
} );
// ssao render target
this.ssaoRenderTarget = new THREE.WebGLRenderTarget( this.width, this.height );
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 */ ) {
if ( renderer.capabilities.isWebGL2 === false ) this.noiseTexture.format = THREE.LuminanceFormat;
// 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 );
for ( let i = 0; i < size; i ++ ) {
const x = Math.random() * 2 - 1;
const y = Math.random() * 2 - 1;
const z = 0;
data[ i ] = simplex.noise3d( x, y, z );
}
this.noiseTexture = new THREE.DataTexture( data, width, height, THREE.RedFormat, THREE.FloatType );
this.noiseTexture.wrapS = THREE.RepeatWrapping;
this.noiseTexture.wrapT = THREE.RepeatWrapping;
this.noiseTexture.needsUpdate = true;
}
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;
} )();