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import { | |
AddEquation, | |
Color, | |
CustomBlending, | |
DataTexture, | |
DepthTexture, | |
DstAlphaFactor, | |
DstColorFactor, | |
FloatType, | |
HalfFloatType, | |
MathUtils, | |
MeshNormalMaterial, | |
NearestFilter, | |
NoBlending, | |
RedFormat, | |
DepthStencilFormat, | |
UnsignedInt248Type, | |
RepeatWrapping, | |
ShaderMaterial, | |
UniformsUtils, | |
Vector3, | |
WebGLRenderTarget, | |
ZeroFactor | |
} from 'three'; | |
import { Pass, FullScreenQuad } from './Pass.js'; | |
import { SimplexNoise } from '../math/SimplexNoise.js'; | |
import { SSAOBlurShader, SSAODepthShader, SSAOShader } from '../shaders/SSAOShader.js'; | |
import { CopyShader } from '../shaders/CopyShader.js'; | |
class SSAOPass extends Pass { | |
constructor( scene, camera, width, height, kernelSize = 32 ) { | |
super(); | |
this.width = ( width !== undefined ) ? width : 512; | |
this.height = ( height !== undefined ) ? height : 512; | |
this.clear = true; | |
this.needsSwap = false; | |
this.camera = camera; | |
this.scene = scene; | |
this.kernelRadius = 8; | |
this.kernel = []; | |
this.noiseTexture = null; | |
this.output = 0; | |
this.minDistance = 0.005; | |
this.maxDistance = 0.1; | |
this._visibilityCache = new Map(); | |
// | |
this.generateSampleKernel( kernelSize ); | |
this.generateRandomKernelRotations(); | |
// depth texture | |
const depthTexture = new DepthTexture(); | |
depthTexture.format = DepthStencilFormat; | |
depthTexture.type = UnsignedInt248Type; | |
// normal render target with depth buffer | |
this.normalRenderTarget = new WebGLRenderTarget( this.width, this.height, { | |
minFilter: NearestFilter, | |
magFilter: NearestFilter, | |
type: HalfFloatType, | |
depthTexture: depthTexture | |
} ); | |
// ssao render target | |
this.ssaoRenderTarget = new WebGLRenderTarget( this.width, this.height, { type: HalfFloatType } ); | |
this.blurRenderTarget = this.ssaoRenderTarget.clone(); | |
// ssao material | |
this.ssaoMaterial = new ShaderMaterial( { | |
defines: Object.assign( {}, SSAOShader.defines ), | |
uniforms: UniformsUtils.clone( SSAOShader.uniforms ), | |
vertexShader: SSAOShader.vertexShader, | |
fragmentShader: SSAOShader.fragmentShader, | |
blending: NoBlending | |
} ); | |
this.ssaoMaterial.defines[ 'KERNEL_SIZE' ] = kernelSize; | |
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 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.normalRenderTarget.dispose(); | |
this.ssaoRenderTarget.dispose(); | |
this.blurRenderTarget.dispose(); | |
// dispose materials | |
this.normalMaterial.dispose(); | |
this.blurMaterial.dispose(); | |
this.copyMaterial.dispose(); | |
this.depthRenderMaterial.dispose(); | |
// dispose full screen quad | |
this.fsQuad.dispose(); | |
} | |
render( renderer, writeBuffer, readBuffer /*, deltaTime, maskActive */ ) { | |
// 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 : readBuffer ); | |
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 : readBuffer ); | |
break; | |
case SSAOPass.OUTPUT.Depth: | |
this.renderPass( renderer, this.depthRenderMaterial, this.renderToScreen ? null : readBuffer ); | |
break; | |
case SSAOPass.OUTPUT.Normal: | |
this.copyMaterial.uniforms[ 'tDiffuse' ].value = this.normalRenderTarget.texture; | |
this.copyMaterial.blending = NoBlending; | |
this.renderPass( renderer, this.copyMaterial, this.renderToScreen ? null : readBuffer ); | |
break; | |
case SSAOPass.OUTPUT.Default: | |
this.copyMaterial.uniforms[ 'tDiffuse' ].value = this.blurRenderTarget.texture; | |
this.copyMaterial.blending = CustomBlending; | |
this.renderPass( renderer, this.copyMaterial, this.renderToScreen ? null : readBuffer ); | |
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.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( 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; | |
const simplex = new 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 DataTexture( data, width, height, RedFormat, FloatType ); | |
this.noiseTexture.wrapS = RepeatWrapping; | |
this.noiseTexture.wrapT = 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, | |
'Depth': 3, | |
'Normal': 4 | |
}; | |
export { SSAOPass }; | |