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import { | |
AddEquation, | |
Color, | |
CustomBlending, | |
DataTexture, | |
DepthTexture, | |
DepthStencilFormat, | |
DstAlphaFactor, | |
DstColorFactor, | |
HalfFloatType, | |
MeshNormalMaterial, | |
NearestFilter, | |
NoBlending, | |
RepeatWrapping, | |
RGBAFormat, | |
ShaderMaterial, | |
UniformsUtils, | |
UnsignedByteType, | |
UnsignedInt248Type, | |
WebGLRenderTarget, | |
ZeroFactor | |
} from 'three'; | |
import { Pass, FullScreenQuad } from './Pass.js'; | |
import { generateMagicSquareNoise, GTAOShader, GTAODepthShader, GTAOBlendShader } from '../shaders/GTAOShader.js'; | |
import { generatePdSamplePointInitializer, PoissonDenoiseShader } from '../shaders/PoissonDenoiseShader.js'; | |
import { CopyShader } from '../shaders/CopyShader.js'; | |
import { SimplexNoise } from '../math/SimplexNoise.js'; | |
class GTAOPass extends Pass { | |
constructor( scene, camera, width, height, parameters, aoParameters, pdParameters ) { | |
super(); | |
this.width = ( width !== undefined ) ? width : 512; | |
this.height = ( height !== undefined ) ? height : 512; | |
this.clear = true; | |
this.camera = camera; | |
this.scene = scene; | |
this.output = 0; | |
this._renderGBuffer = true; | |
this._visibilityCache = new Map(); | |
this.blendIntensity = 1.; | |
this.pdRings = 2.; | |
this.pdRadiusExponent = 2.; | |
this.pdSamples = 16; | |
this.gtaoNoiseTexture = generateMagicSquareNoise(); | |
this.pdNoiseTexture = this.generateNoise(); | |
this.gtaoRenderTarget = new WebGLRenderTarget( this.width, this.height, { type: HalfFloatType } ); | |
this.pdRenderTarget = this.gtaoRenderTarget.clone(); | |
this.gtaoMaterial = new ShaderMaterial( { | |
defines: Object.assign( {}, GTAOShader.defines ), | |
uniforms: UniformsUtils.clone( GTAOShader.uniforms ), | |
vertexShader: GTAOShader.vertexShader, | |
fragmentShader: GTAOShader.fragmentShader, | |
blending: NoBlending, | |
depthTest: false, | |
depthWrite: false, | |
} ); | |
this.gtaoMaterial.defines.PERSPECTIVE_CAMERA = this.camera.isPerspectiveCamera ? 1 : 0; | |
this.gtaoMaterial.uniforms.tNoise.value = this.gtaoNoiseTexture; | |
this.gtaoMaterial.uniforms.resolution.value.set( this.width, this.height ); | |
this.gtaoMaterial.uniforms.cameraNear.value = this.camera.near; | |
this.gtaoMaterial.uniforms.cameraFar.value = this.camera.far; | |
this.normalMaterial = new MeshNormalMaterial(); | |
this.normalMaterial.blending = NoBlending; | |
this.pdMaterial = new ShaderMaterial( { | |
defines: Object.assign( {}, PoissonDenoiseShader.defines ), | |
uniforms: UniformsUtils.clone( PoissonDenoiseShader.uniforms ), | |
vertexShader: PoissonDenoiseShader.vertexShader, | |
fragmentShader: PoissonDenoiseShader.fragmentShader, | |
depthTest: false, | |
depthWrite: false, | |
} ); | |
this.pdMaterial.uniforms.tDiffuse.value = this.gtaoRenderTarget.texture; | |
this.pdMaterial.uniforms.tNoise.value = this.pdNoiseTexture; | |
this.pdMaterial.uniforms.resolution.value.set( this.width, this.height ); | |
this.pdMaterial.uniforms.lumaPhi.value = 10; | |
this.pdMaterial.uniforms.depthPhi.value = 2; | |
this.pdMaterial.uniforms.normalPhi.value = 3; | |
this.pdMaterial.uniforms.radius.value = 8; | |
this.depthRenderMaterial = new ShaderMaterial( { | |
defines: Object.assign( {}, GTAODepthShader.defines ), | |
uniforms: UniformsUtils.clone( GTAODepthShader.uniforms ), | |
vertexShader: GTAODepthShader.vertexShader, | |
fragmentShader: GTAODepthShader.fragmentShader, | |
blending: NoBlending | |
} ); | |
this.depthRenderMaterial.uniforms.cameraNear.value = this.camera.near; | |
this.depthRenderMaterial.uniforms.cameraFar.value = this.camera.far; | |
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.blendMaterial = new ShaderMaterial( { | |
uniforms: UniformsUtils.clone( GTAOBlendShader.uniforms ), | |
vertexShader: GTAOBlendShader.vertexShader, | |
fragmentShader: GTAOBlendShader.fragmentShader, | |
transparent: true, | |
depthTest: false, | |
depthWrite: false, | |
blending: CustomBlending, | |
blendSrc: DstColorFactor, | |
blendDst: ZeroFactor, | |
blendEquation: AddEquation, | |
blendSrcAlpha: DstAlphaFactor, | |
blendDstAlpha: ZeroFactor, | |
blendEquationAlpha: AddEquation | |
} ); | |
this.fsQuad = new FullScreenQuad( null ); | |
this.originalClearColor = new Color(); | |
this.setGBuffer( parameters ? parameters.depthTexture : undefined, parameters ? parameters.normalTexture : undefined ); | |
if ( aoParameters !== undefined ) { | |
this.updateGtaoMaterial( aoParameters ); | |
} | |
if ( pdParameters !== undefined ) { | |
this.updatePdMaterial( pdParameters ); | |
} | |
} | |
dispose() { | |
this.gtaoNoiseTexture.dispose(); | |
this.pdNoiseTexture.dispose(); | |
this.normalRenderTarget.dispose(); | |
this.gtaoRenderTarget.dispose(); | |
this.pdRenderTarget.dispose(); | |
this.normalMaterial.dispose(); | |
this.pdMaterial.dispose(); | |
this.copyMaterial.dispose(); | |
this.depthRenderMaterial.dispose(); | |
this.fsQuad.dispose(); | |
} | |
get gtaoMap() { | |
return this.pdRenderTarget.texture; | |
} | |
setGBuffer( depthTexture, normalTexture ) { | |
if ( depthTexture !== undefined ) { | |
this.depthTexture = depthTexture; | |
this.normalTexture = normalTexture; | |
this._renderGBuffer = false; | |
} else { | |
this.depthTexture = new DepthTexture(); | |
this.depthTexture.format = DepthStencilFormat; | |
this.depthTexture.type = UnsignedInt248Type; | |
this.normalRenderTarget = new WebGLRenderTarget( this.width, this.height, { | |
minFilter: NearestFilter, | |
magFilter: NearestFilter, | |
type: HalfFloatType, | |
depthTexture: this.depthTexture | |
} ); | |
this.normalTexture = this.normalRenderTarget.texture; | |
this._renderGBuffer = true; | |
} | |
const normalVectorType = ( this.normalTexture ) ? 1 : 0; | |
const depthValueSource = ( this.depthTexture === this.normalTexture ) ? 'w' : 'x'; | |
this.gtaoMaterial.defines.NORMAL_VECTOR_TYPE = normalVectorType; | |
this.gtaoMaterial.defines.DEPTH_SWIZZLING = depthValueSource; | |
this.gtaoMaterial.uniforms.tNormal.value = this.normalTexture; | |
this.gtaoMaterial.uniforms.tDepth.value = this.depthTexture; | |
this.pdMaterial.defines.NORMAL_VECTOR_TYPE = normalVectorType; | |
this.pdMaterial.defines.DEPTH_SWIZZLING = depthValueSource; | |
this.pdMaterial.uniforms.tNormal.value = this.normalTexture; | |
this.pdMaterial.uniforms.tDepth.value = this.depthTexture; | |
this.depthRenderMaterial.uniforms.tDepth.value = this.normalRenderTarget.depthTexture; | |
} | |
setSceneClipBox( box ) { | |
if ( box ) { | |
this.gtaoMaterial.needsUpdate = this.gtaoMaterial.defines.SCENE_CLIP_BOX !== 1; | |
this.gtaoMaterial.defines.SCENE_CLIP_BOX = 1; | |
this.gtaoMaterial.uniforms.sceneBoxMin.value.copy( box.min ); | |
this.gtaoMaterial.uniforms.sceneBoxMax.value.copy( box.max ); | |
} else { | |
this.gtaoMaterial.needsUpdate = this.gtaoMaterial.defines.SCENE_CLIP_BOX === 0; | |
this.gtaoMaterial.defines.SCENE_CLIP_BOX = 0; | |
} | |
} | |
updateGtaoMaterial( parameters ) { | |
if ( parameters.radius !== undefined ) { | |
this.gtaoMaterial.uniforms.radius.value = parameters.radius; | |
} | |
if ( parameters.distanceExponent !== undefined ) { | |
this.gtaoMaterial.uniforms.distanceExponent.value = parameters.distanceExponent; | |
} | |
if ( parameters.thickness !== undefined ) { | |
this.gtaoMaterial.uniforms.thickness.value = parameters.thickness; | |
} | |
if ( parameters.distanceFallOff !== undefined ) { | |
this.gtaoMaterial.uniforms.distanceFallOff.value = parameters.distanceFallOff; | |
this.gtaoMaterial.needsUpdate = true; | |
} | |
if ( parameters.scale !== undefined ) { | |
this.gtaoMaterial.uniforms.scale.value = parameters.scale; | |
} | |
if ( parameters.samples !== undefined && parameters.samples !== this.gtaoMaterial.defines.SAMPLES ) { | |
this.gtaoMaterial.defines.SAMPLES = parameters.samples; | |
this.gtaoMaterial.needsUpdate = true; | |
} | |
if ( parameters.screenSpaceRadius !== undefined && ( parameters.screenSpaceRadius ? 1 : 0 ) !== this.gtaoMaterial.defines.SCREEN_SPACE_RADIUS ) { | |
this.gtaoMaterial.defines.SCREEN_SPACE_RADIUS = parameters.screenSpaceRadius ? 1 : 0; | |
this.gtaoMaterial.needsUpdate = true; | |
} | |
} | |
updatePdMaterial( parameters ) { | |
let updateShader = false; | |
if ( parameters.lumaPhi !== undefined ) { | |
this.pdMaterial.uniforms.lumaPhi.value = parameters.lumaPhi; | |
} | |
if ( parameters.depthPhi !== undefined ) { | |
this.pdMaterial.uniforms.depthPhi.value = parameters.depthPhi; | |
} | |
if ( parameters.normalPhi !== undefined ) { | |
this.pdMaterial.uniforms.normalPhi.value = parameters.normalPhi; | |
} | |
if ( parameters.radius !== undefined && parameters.radius !== this.radius ) { | |
this.pdMaterial.uniforms.radius.value = parameters.radius; | |
} | |
if ( parameters.radiusExponent !== undefined && parameters.radiusExponent !== this.pdRadiusExponent ) { | |
this.pdRadiusExponent = parameters.radiusExponent; | |
updateShader = true; | |
} | |
if ( parameters.rings !== undefined && parameters.rings !== this.pdRings ) { | |
this.pdRings = parameters.rings; | |
updateShader = true; | |
} | |
if ( parameters.samples !== undefined && parameters.samples !== this.pdSamples ) { | |
this.pdSamples = parameters.samples; | |
updateShader = true; | |
} | |
if ( updateShader ) { | |
this.pdMaterial.defines.SAMPLES = this.pdSamples; | |
this.pdMaterial.defines.SAMPLE_VECTORS = generatePdSamplePointInitializer( this.pdSamples, this.pdRings, this.pdRadiusExponent ); | |
this.pdMaterial.needsUpdate = true; | |
} | |
} | |
render( renderer, writeBuffer, readBuffer /*, deltaTime, maskActive */ ) { | |
// render normals and depth (honor only meshes, points and lines do not contribute to AO) | |
if ( this._renderGBuffer ) { | |
this.overrideVisibility(); | |
this.renderOverride( renderer, this.normalMaterial, this.normalRenderTarget, 0x7777ff, 1.0 ); | |
this.restoreVisibility(); | |
} | |
// render AO | |
this.gtaoMaterial.uniforms.cameraNear.value = this.camera.near; | |
this.gtaoMaterial.uniforms.cameraFar.value = this.camera.far; | |
this.gtaoMaterial.uniforms.cameraProjectionMatrix.value.copy( this.camera.projectionMatrix ); | |
this.gtaoMaterial.uniforms.cameraProjectionMatrixInverse.value.copy( this.camera.projectionMatrixInverse ); | |
this.gtaoMaterial.uniforms.cameraWorldMatrix.value.copy( this.camera.matrixWorld ); | |
this.renderPass( renderer, this.gtaoMaterial, this.gtaoRenderTarget, 0xffffff, 1.0 ); | |
// render poisson denoise | |
this.pdMaterial.uniforms.cameraProjectionMatrixInverse.value.copy( this.camera.projectionMatrixInverse ); | |
this.renderPass( renderer, this.pdMaterial, this.pdRenderTarget, 0xffffff, 1.0 ); | |
// output result to screen | |
switch ( this.output ) { | |
case GTAOPass.OUTPUT.Off: | |
break; | |
case GTAOPass.OUTPUT.Diffuse: | |
this.copyMaterial.uniforms.tDiffuse.value = readBuffer.texture; | |
this.copyMaterial.blending = NoBlending; | |
this.renderPass( renderer, this.copyMaterial, this.renderToScreen ? null : writeBuffer ); | |
break; | |
case GTAOPass.OUTPUT.AO: | |
this.copyMaterial.uniforms.tDiffuse.value = this.gtaoRenderTarget.texture; | |
this.copyMaterial.blending = NoBlending; | |
this.renderPass( renderer, this.copyMaterial, this.renderToScreen ? null : writeBuffer ); | |
break; | |
case GTAOPass.OUTPUT.Denoise: | |
this.copyMaterial.uniforms.tDiffuse.value = this.pdRenderTarget.texture; | |
this.copyMaterial.blending = NoBlending; | |
this.renderPass( renderer, this.copyMaterial, this.renderToScreen ? null : writeBuffer ); | |
break; | |
case GTAOPass.OUTPUT.Depth: | |
this.depthRenderMaterial.uniforms.cameraNear.value = this.camera.near; | |
this.depthRenderMaterial.uniforms.cameraFar.value = this.camera.far; | |
this.renderPass( renderer, this.depthRenderMaterial, this.renderToScreen ? null : writeBuffer ); | |
break; | |
case GTAOPass.OUTPUT.Normal: | |
this.copyMaterial.uniforms.tDiffuse.value = this.normalRenderTarget.texture; | |
this.copyMaterial.blending = NoBlending; | |
this.renderPass( renderer, this.copyMaterial, this.renderToScreen ? null : writeBuffer ); | |
break; | |
case GTAOPass.OUTPUT.Default: | |
this.copyMaterial.uniforms.tDiffuse.value = readBuffer.texture; | |
this.copyMaterial.blending = NoBlending; | |
this.renderPass( renderer, this.copyMaterial, this.renderToScreen ? null : writeBuffer ); | |
this.blendMaterial.uniforms.intensity.value = this.blendIntensity; | |
this.blendMaterial.uniforms.tDiffuse.value = this.pdRenderTarget.texture; | |
this.renderPass( renderer, this.blendMaterial, this.renderToScreen ? null : writeBuffer ); | |
break; | |
default: | |
console.warn( 'THREE.GTAOPass: 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; | |
renderer.autoClear = originalAutoClear; | |
renderer.setClearColor( this.originalClearColor ); | |
renderer.setClearAlpha( originalClearAlpha ); | |
} | |
setSize( width, height ) { | |
this.width = width; | |
this.height = height; | |
this.gtaoRenderTarget.setSize( width, height ); | |
this.normalRenderTarget.setSize( width, height ); | |
this.pdRenderTarget.setSize( width, height ); | |
this.gtaoMaterial.uniforms.resolution.value.set( width, height ); | |
this.gtaoMaterial.uniforms.cameraProjectionMatrix.value.copy( this.camera.projectionMatrix ); | |
this.gtaoMaterial.uniforms.cameraProjectionMatrixInverse.value.copy( this.camera.projectionMatrixInverse ); | |
this.pdMaterial.uniforms.resolution.value.set( width, height ); | |
this.pdMaterial.uniforms.cameraProjectionMatrixInverse.value.copy( this.camera.projectionMatrixInverse ); | |
} | |
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(); | |
} | |
generateNoise( size = 64 ) { | |
const simplex = new SimplexNoise(); | |
const arraySize = size * size * 4; | |
const data = new Uint8Array( arraySize ); | |
for ( let i = 0; i < size; i ++ ) { | |
for ( let j = 0; j < size; j ++ ) { | |
const x = i; | |
const y = j; | |
data[ ( i * size + j ) * 4 ] = ( simplex.noise( x, y ) * 0.5 + 0.5 ) * 255; | |
data[ ( i * size + j ) * 4 + 1 ] = ( simplex.noise( x + size, y ) * 0.5 + 0.5 ) * 255; | |
data[ ( i * size + j ) * 4 + 2 ] = ( simplex.noise( x, y + size ) * 0.5 + 0.5 ) * 255; | |
data[ ( i * size + j ) * 4 + 3 ] = ( simplex.noise( x + size, y + size ) * 0.5 + 0.5 ) * 255; | |
} | |
} | |
const noiseTexture = new DataTexture( data, size, size, RGBAFormat, UnsignedByteType ); | |
noiseTexture.wrapS = RepeatWrapping; | |
noiseTexture.wrapT = RepeatWrapping; | |
noiseTexture.needsUpdate = true; | |
return noiseTexture; | |
} | |
} | |
GTAOPass.OUTPUT = { | |
'Off': - 1, | |
'Default': 0, | |
'Diffuse': 1, | |
'Depth': 2, | |
'Normal': 3, | |
'AO': 4, | |
'Denoise': 5, | |
}; | |
export { GTAOPass }; | |