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SSAOPass.js
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SSAOPass.js
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import {
AddEquation,
Color,
CustomBlending,
DataTexture,
DepthTexture,
DstAlphaFactor,
DstColorFactor,
FloatType,
LinearFilter,
MathUtils,
MeshNormalMaterial,
NearestFilter,
NoBlending,
RGBAFormat,
sRGBEncoding,
RepeatWrapping,
ShaderMaterial,
UniformsUtils,
UnsignedShortType,
Vector3,
WebGLRenderTarget,
ZeroFactor,
Scene,
} from 'three';
import { Pass, FullScreenQuad } from 'three/examples/jsm/postprocessing/Pass.js';
import { SimplexNoise } from 'three/examples/jsm/math/SimplexNoise.js';
import { SSAOShader } from 'three/examples/jsm/shaders/SSAOShader.js';
import { SSAOBlurShader } from 'three/examples/jsm/shaders/SSAOShader.js';
// import { SSAODepthShader } from 'three/examples/jsm/shaders/SSAOShader.js';
import { CopyShader } from 'three/examples/jsm/shaders/CopyShader.js';
// const oldParentCache = new WeakMap();
// const oldMaterialCache = new WeakMap();
class SSAOPass extends Pass {
constructor( scene, camera, width, height, depthPass ) {
super();
this.width = ( width !== undefined ) ? width : 512;
this.height = ( height !== undefined ) ? height : 512;
this.depthPass = depthPass;
this.clear = true;
this.camera = camera;
this.scene = scene;
this.customScene = new Scene();
this.customScene.autoUpdate = false;
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 DepthTexture();
// depthTexture.type = UnsignedShortType;
this.beautyRenderTarget = new WebGLRenderTarget( this.width, this.height, {
minFilter: LinearFilter,
magFilter: LinearFilter,
format: RGBAFormat,
encoding: sRGBEncoding,
} );
// normal render target with depth buffer
/* this.normalRenderTarget = new WebGLRenderTarget( this.width, this.height, {
minFilter: NearestFilter,
magFilter: NearestFilter,
format: RGBAFormat,
depthTexture: depthTexture
} ); */
// ssao render target
this.ssaoRenderTarget = new WebGLRenderTarget( this.width, this.height, {
minFilter: LinearFilter,
magFilter: LinearFilter,
format: RGBAFormat,
encoding: sRGBEncoding,
} );
this.blurRenderTarget = this.ssaoRenderTarget.clone();
// ssao material
if ( SSAOShader === undefined ) {
console.error( 'THREE.SSAOPass: The pass relies on SSAOShader.' );
}
this.ssaoMaterial = new ShaderMaterial( {
defines: Object.assign( {}, SSAOShader.defines ),
uniforms: UniformsUtils.clone( SSAOShader.uniforms ),
vertexShader: SSAOShader.vertexShader,
fragmentShader: SSAOShader.fragmentShader,
blending: NoBlending,
encoding: sRGBEncoding,
} );
this.ssaoMaterial.uniforms[ 'tDiffuse' ].value = this.beautyRenderTarget.texture;
this.ssaoMaterial.uniforms[ 'tNormal' ].value = this.depthPass.normalRenderTarget.texture;
this.ssaoMaterial.uniforms[ 'tDepth' ].value = this.depthPass.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 MeshNormalMaterial();
this.normalMaterial.blending = NoBlending;
// blur material
this.blurMaterial = new ShaderMaterial( {
defines: Object.assign( {}, SSAOBlurShader.defines ),
uniforms: UniformsUtils.clone( SSAOBlurShader.uniforms ),
vertexShader: SSAOBlurShader.vertexShader,
fragmentShader: 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 ShaderMaterial( {
defines: Object.assign( {}, SSAODepthShader.defines ),
uniforms: UniformsUtils.clone( SSAODepthShader.uniforms ),
vertexShader: SSAODepthShader.vertexShader,
fragmentShader: SSAODepthShader.fragmentShader,
blending: 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 ShaderMaterial( {
uniforms: UniformsUtils.clone( CopyShader.uniforms ),
vertexShader: CopyShader.vertexShader,
fragmentShader: CopyShader.fragmentShader,
transparent: true,
depthTest: false,
depthWrite: false,
blendSrc: DstColorFactor,
blendDst: ZeroFactor,
blendEquation: AddEquation,
blendSrcAlpha: DstAlphaFactor,
blendDstAlpha: ZeroFactor,
blendEquationAlpha: AddEquation
} );
this.fsQuad = new FullScreenQuad( null );
this.originalClearColor = new 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 = 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 = 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 = 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.depthPass.normalRenderTarget.texture;
this.copyMaterial.blending = 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 = NoBlending;
this.renderPass( renderer, this.copyMaterial, this.renderToScreen ? null : writeBuffer );
this.copyMaterial.uniforms[ 'tDiffuse' ].value = this.blurRenderTarget.texture;
this.copyMaterial.blending = 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();
}
const _recurse = o => {
if (o.isMesh && o.customPostMaterial) {
oldParentCache.set(o, o.parent);
oldMaterialCache.set(o, o.material);
o.material = o.customPostMaterial;
this.customScene.add(o);
}
for (const child of o.children) {
_recurse(child);
}
};
_recurse(this.scene);
renderer.render( this.customScene, this.camera );
for (const child of this.customScene.children) {
oldParentCache.get(child).add(child);
child.material = oldMaterialCache.get(child);
oldParentCache.delete(child);
oldMaterialCache.delete(child);
}
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 Vector3();
sample.x = ( Math.random() * 2 ) - 1;
sample.y = ( Math.random() * 2 ) - 1;
sample.z = Math.random();
sample.normalize();
let scale = i / kernelSize;
scale = MathUtils.lerp( 0.1, 1, scale * scale );
sample.multiplyScalar( scale );
kernel.push( sample );
}
}
generateRandomKernelRotations() {
const width = 4, height = 4;
if ( SimplexNoise === undefined ) {
console.error( 'THREE.SSAOPass: The pass relies on SimplexNoise.' );
}
const simplex = new 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 DataTexture( data, width, height, RGBAFormat, FloatType );
this.noiseTexture.wrapS = RepeatWrapping;
this.noiseTexture.wrapT = RepeatWrapping;
}
/* overrideVisibility() {
const scene = this.scene;
const cache = this._visibilityCache;
const self = this;
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
};
export { SSAOPass };