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import { | |
AddEquation, | |
Color, | |
CustomBlending, | |
DepthTexture, | |
DstAlphaFactor, | |
DstColorFactor, | |
HalfFloatType, | |
MeshNormalMaterial, | |
NearestFilter, | |
NoBlending, | |
ShaderMaterial, | |
UniformsUtils, | |
DepthStencilFormat, | |
UnsignedInt248Type, | |
Vector2, | |
WebGLRenderTarget, | |
ZeroFactor | |
} from 'three'; | |
import { Pass, FullScreenQuad } from './Pass.js'; | |
import { SAOShader } from '../shaders/SAOShader.js'; | |
import { BlurShaderUtils, DepthLimitedBlurShader } from '../shaders/DepthLimitedBlurShader.js'; | |
import { CopyShader } from '../shaders/CopyShader.js'; | |
/** | |
* SAO implementation inspired from bhouston previous SAO work | |
*/ | |
class SAOPass extends Pass { | |
constructor( scene, camera, resolution = new Vector2( 256, 256 ) ) { | |
super(); | |
this.scene = scene; | |
this.camera = camera; | |
this.clear = true; | |
this.needsSwap = false; | |
this.originalClearColor = new Color(); | |
this._oldClearColor = new 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 Vector2( resolution.x, resolution.y ); | |
this.saoRenderTarget = new WebGLRenderTarget( this.resolution.x, this.resolution.y, { type: HalfFloatType } ); | |
this.blurIntermediateRenderTarget = this.saoRenderTarget.clone(); | |
const depthTexture = new DepthTexture(); | |
depthTexture.format = DepthStencilFormat; | |
depthTexture.type = UnsignedInt248Type; | |
this.normalRenderTarget = new WebGLRenderTarget( this.resolution.x, this.resolution.y, { | |
minFilter: NearestFilter, | |
magFilter: NearestFilter, | |
type: HalfFloatType, | |
depthTexture: depthTexture | |
} ); | |
this.normalMaterial = new MeshNormalMaterial(); | |
this.normalMaterial.blending = NoBlending; | |
this.saoMaterial = new ShaderMaterial( { | |
defines: Object.assign( {}, SAOShader.defines ), | |
fragmentShader: SAOShader.fragmentShader, | |
vertexShader: SAOShader.vertexShader, | |
uniforms: UniformsUtils.clone( SAOShader.uniforms ) | |
} ); | |
this.saoMaterial.defines[ 'PERSPECTIVE_CAMERA' ] = this.camera.isPerspectiveCamera ? 1 : 0; | |
this.saoMaterial.uniforms[ 'tDepth' ].value = depthTexture; | |
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 = NoBlending; | |
this.vBlurMaterial = new ShaderMaterial( { | |
uniforms: UniformsUtils.clone( DepthLimitedBlurShader.uniforms ), | |
defines: Object.assign( {}, DepthLimitedBlurShader.defines ), | |
vertexShader: DepthLimitedBlurShader.vertexShader, | |
fragmentShader: DepthLimitedBlurShader.fragmentShader | |
} ); | |
this.vBlurMaterial.defines[ 'DEPTH_PACKING' ] = 0; | |
this.vBlurMaterial.defines[ 'PERSPECTIVE_CAMERA' ] = this.camera.isPerspectiveCamera ? 1 : 0; | |
this.vBlurMaterial.uniforms[ 'tDiffuse' ].value = this.saoRenderTarget.texture; | |
this.vBlurMaterial.uniforms[ 'tDepth' ].value = depthTexture; | |
this.vBlurMaterial.uniforms[ 'size' ].value.set( this.resolution.x, this.resolution.y ); | |
this.vBlurMaterial.blending = NoBlending; | |
this.hBlurMaterial = new ShaderMaterial( { | |
uniforms: UniformsUtils.clone( DepthLimitedBlurShader.uniforms ), | |
defines: Object.assign( {}, DepthLimitedBlurShader.defines ), | |
vertexShader: DepthLimitedBlurShader.vertexShader, | |
fragmentShader: DepthLimitedBlurShader.fragmentShader | |
} ); | |
this.hBlurMaterial.defines[ 'DEPTH_PACKING' ] = 0; | |
this.hBlurMaterial.defines[ 'PERSPECTIVE_CAMERA' ] = this.camera.isPerspectiveCamera ? 1 : 0; | |
this.hBlurMaterial.uniforms[ 'tDiffuse' ].value = this.blurIntermediateRenderTarget.texture; | |
this.hBlurMaterial.uniforms[ 'tDepth' ].value = depthTexture; | |
this.hBlurMaterial.uniforms[ 'size' ].value.set( this.resolution.x, this.resolution.y ); | |
this.hBlurMaterial.blending = NoBlending; | |
this.materialCopy = new ShaderMaterial( { | |
uniforms: UniformsUtils.clone( CopyShader.uniforms ), | |
vertexShader: CopyShader.vertexShader, | |
fragmentShader: CopyShader.fragmentShader, | |
blending: NoBlending | |
} ); | |
this.materialCopy.transparent = true; | |
this.materialCopy.depthTest = false; | |
this.materialCopy.depthWrite = false; | |
this.materialCopy.blending = CustomBlending; | |
this.materialCopy.blendSrc = DstColorFactor; | |
this.materialCopy.blendDst = ZeroFactor; | |
this.materialCopy.blendEquation = AddEquation; | |
this.materialCopy.blendSrcAlpha = DstAlphaFactor; | |
this.materialCopy.blendDstAlpha = ZeroFactor; | |
this.materialCopy.blendEquationAlpha = AddEquation; | |
this.fsQuad = new FullScreenQuad( null ); | |
} | |
render( renderer, writeBuffer, readBuffer/*, deltaTime, maskActive*/ ) { | |
// Rendering readBuffer first when rendering to screen | |
if ( this.renderToScreen ) { | |
this.materialCopy.blending = NoBlending; | |
this.materialCopy.uniforms[ 'tDiffuse' ].value = readBuffer.texture; | |
this.materialCopy.needsUpdate = true; | |
this.renderPass( renderer, this.materialCopy, null ); | |
} | |
renderer.getClearColor( this._oldClearColor ); | |
this.oldClearAlpha = renderer.getClearAlpha(); | |
const oldAutoClear = renderer.autoClear; | |
renderer.autoClear = false; | |
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 ) ) { | |
BlurShaderUtils.configure( this.vBlurMaterial, this.params.saoBlurRadius, this.params.saoBlurStdDev, new Vector2( 0, 1 ) ); | |
BlurShaderUtils.configure( this.hBlurMaterial, this.params.saoBlurRadius, this.params.saoBlurStdDev, new Vector2( 1, 0 ) ); | |
this.prevStdDev = this.params.saoBlurStdDev; | |
this.prevNumSamples = this.params.saoBlurRadius; | |
} | |
// render normal and depth | |
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 ); | |
} | |
const outputMaterial = this.materialCopy; | |
// Setting up SAO rendering | |
if ( this.params.output === SAOPass.OUTPUT.Normal ) { | |
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 | |
if ( this.params.output === SAOPass.OUTPUT.Default ) { | |
outputMaterial.blending = CustomBlending; | |
} else { | |
outputMaterial.blending = 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.saoRenderTarget.setSize( width, height ); | |
this.blurIntermediateRenderTarget.setSize( width, height ); | |
this.normalRenderTarget.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.normalRenderTarget.dispose(); | |
this.normalMaterial.dispose(); | |
this.saoMaterial.dispose(); | |
this.vBlurMaterial.dispose(); | |
this.hBlurMaterial.dispose(); | |
this.materialCopy.dispose(); | |
this.fsQuad.dispose(); | |
} | |
} | |
SAOPass.OUTPUT = { | |
'Default': 0, | |
'SAO': 1, | |
'Normal': 2 | |
}; | |
export { SAOPass }; | |