添加关照、全局等高线、修改图层问题
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417
dist/electron/static/sdk/three/jsm/postprocessing/SSAOPass.js
vendored
Normal file
417
dist/electron/static/sdk/three/jsm/postprocessing/SSAOPass.js
vendored
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import {
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AddEquation,
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Color,
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CustomBlending,
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DataTexture,
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DepthTexture,
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DstAlphaFactor,
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DstColorFactor,
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FloatType,
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HalfFloatType,
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MathUtils,
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MeshNormalMaterial,
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NearestFilter,
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NoBlending,
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RedFormat,
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DepthStencilFormat,
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UnsignedInt248Type,
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RepeatWrapping,
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ShaderMaterial,
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UniformsUtils,
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Vector3,
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WebGLRenderTarget,
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ZeroFactor
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} from 'three';
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import { Pass, FullScreenQuad } from './Pass.js';
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import { SimplexNoise } from '../math/SimplexNoise.js';
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import { SSAOShader } from '../shaders/SSAOShader.js';
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import { SSAOBlurShader } from '../shaders/SSAOShader.js';
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import { SSAODepthShader } from '../shaders/SSAOShader.js';
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import { CopyShader } from '../shaders/CopyShader.js';
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class SSAOPass extends Pass {
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constructor( scene, camera, width, height, kernelSize = 32 ) {
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super();
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this.width = ( width !== undefined ) ? width : 512;
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this.height = ( height !== undefined ) ? height : 512;
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this.clear = true;
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this.camera = camera;
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this.scene = scene;
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this.kernelRadius = 8;
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this.kernel = [];
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this.noiseTexture = null;
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this.output = 0;
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this.minDistance = 0.005;
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this.maxDistance = 0.1;
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this._visibilityCache = new Map();
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//
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this.generateSampleKernel( kernelSize );
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this.generateRandomKernelRotations();
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// depth texture
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const depthTexture = new DepthTexture();
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depthTexture.format = DepthStencilFormat;
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depthTexture.type = UnsignedInt248Type;
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// normal render target with depth buffer
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this.normalRenderTarget = new WebGLRenderTarget( this.width, this.height, {
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minFilter: NearestFilter,
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magFilter: NearestFilter,
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type: HalfFloatType,
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depthTexture: depthTexture
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} );
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// ssao render target
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this.ssaoRenderTarget = new WebGLRenderTarget( this.width, this.height, { type: HalfFloatType } );
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this.blurRenderTarget = this.ssaoRenderTarget.clone();
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// ssao material
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this.ssaoMaterial = new ShaderMaterial( {
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defines: Object.assign( {}, SSAOShader.defines ),
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uniforms: UniformsUtils.clone( SSAOShader.uniforms ),
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vertexShader: SSAOShader.vertexShader,
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fragmentShader: SSAOShader.fragmentShader,
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blending: NoBlending
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} );
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this.ssaoMaterial.defines[ 'KERNEL_SIZE' ] = kernelSize;
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this.ssaoMaterial.uniforms[ 'tNormal' ].value = this.normalRenderTarget.texture;
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this.ssaoMaterial.uniforms[ 'tDepth' ].value = this.normalRenderTarget.depthTexture;
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this.ssaoMaterial.uniforms[ 'tNoise' ].value = this.noiseTexture;
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this.ssaoMaterial.uniforms[ 'kernel' ].value = this.kernel;
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this.ssaoMaterial.uniforms[ 'cameraNear' ].value = this.camera.near;
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this.ssaoMaterial.uniforms[ 'cameraFar' ].value = this.camera.far;
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this.ssaoMaterial.uniforms[ 'resolution' ].value.set( this.width, this.height );
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this.ssaoMaterial.uniforms[ 'cameraProjectionMatrix' ].value.copy( this.camera.projectionMatrix );
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this.ssaoMaterial.uniforms[ 'cameraInverseProjectionMatrix' ].value.copy( this.camera.projectionMatrixInverse );
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// normal material
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this.normalMaterial = new MeshNormalMaterial();
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this.normalMaterial.blending = NoBlending;
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// blur material
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this.blurMaterial = new ShaderMaterial( {
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defines: Object.assign( {}, SSAOBlurShader.defines ),
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uniforms: UniformsUtils.clone( SSAOBlurShader.uniforms ),
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vertexShader: SSAOBlurShader.vertexShader,
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fragmentShader: SSAOBlurShader.fragmentShader
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} );
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this.blurMaterial.uniforms[ 'tDiffuse' ].value = this.ssaoRenderTarget.texture;
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this.blurMaterial.uniforms[ 'resolution' ].value.set( this.width, this.height );
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// material for rendering the depth
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this.depthRenderMaterial = new ShaderMaterial( {
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defines: Object.assign( {}, SSAODepthShader.defines ),
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uniforms: UniformsUtils.clone( SSAODepthShader.uniforms ),
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vertexShader: SSAODepthShader.vertexShader,
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fragmentShader: SSAODepthShader.fragmentShader,
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blending: NoBlending
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} );
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this.depthRenderMaterial.uniforms[ 'tDepth' ].value = this.normalRenderTarget.depthTexture;
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this.depthRenderMaterial.uniforms[ 'cameraNear' ].value = this.camera.near;
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this.depthRenderMaterial.uniforms[ 'cameraFar' ].value = this.camera.far;
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// material for rendering the content of a render target
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this.copyMaterial = new ShaderMaterial( {
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uniforms: UniformsUtils.clone( CopyShader.uniforms ),
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vertexShader: CopyShader.vertexShader,
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fragmentShader: CopyShader.fragmentShader,
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transparent: true,
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depthTest: false,
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depthWrite: false,
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blendSrc: DstColorFactor,
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blendDst: ZeroFactor,
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blendEquation: AddEquation,
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blendSrcAlpha: DstAlphaFactor,
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blendDstAlpha: ZeroFactor,
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blendEquationAlpha: AddEquation
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} );
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this.fsQuad = new FullScreenQuad( null );
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this.originalClearColor = new Color();
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}
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dispose() {
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// dispose render targets
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this.normalRenderTarget.dispose();
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this.ssaoRenderTarget.dispose();
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this.blurRenderTarget.dispose();
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// dispose materials
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this.normalMaterial.dispose();
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this.blurMaterial.dispose();
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this.copyMaterial.dispose();
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this.depthRenderMaterial.dispose();
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// dipsose full screen quad
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this.fsQuad.dispose();
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}
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render( renderer, writeBuffer, readBuffer /*, deltaTime, maskActive */ ) {
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// render normals and depth (honor only meshes, points and lines do not contribute to SSAO)
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this.overrideVisibility();
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this.renderOverride( renderer, this.normalMaterial, this.normalRenderTarget, 0x7777ff, 1.0 );
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this.restoreVisibility();
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// render SSAO
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this.ssaoMaterial.uniforms[ 'kernelRadius' ].value = this.kernelRadius;
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this.ssaoMaterial.uniforms[ 'minDistance' ].value = this.minDistance;
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this.ssaoMaterial.uniforms[ 'maxDistance' ].value = this.maxDistance;
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this.renderPass( renderer, this.ssaoMaterial, this.ssaoRenderTarget );
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// render blur
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this.renderPass( renderer, this.blurMaterial, this.blurRenderTarget );
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// output result to screen
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switch ( this.output ) {
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case SSAOPass.OUTPUT.SSAO:
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this.copyMaterial.uniforms[ 'tDiffuse' ].value = this.ssaoRenderTarget.texture;
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this.copyMaterial.blending = NoBlending;
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this.renderPass( renderer, this.copyMaterial, this.renderToScreen ? null : writeBuffer );
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break;
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case SSAOPass.OUTPUT.Blur:
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this.copyMaterial.uniforms[ 'tDiffuse' ].value = this.blurRenderTarget.texture;
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this.copyMaterial.blending = NoBlending;
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this.renderPass( renderer, this.copyMaterial, this.renderToScreen ? null : writeBuffer );
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break;
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case SSAOPass.OUTPUT.Depth:
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this.renderPass( renderer, this.depthRenderMaterial, this.renderToScreen ? null : writeBuffer );
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break;
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case SSAOPass.OUTPUT.Normal:
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this.copyMaterial.uniforms[ 'tDiffuse' ].value = this.normalRenderTarget.texture;
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this.copyMaterial.blending = NoBlending;
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this.renderPass( renderer, this.copyMaterial, this.renderToScreen ? null : writeBuffer );
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break;
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case SSAOPass.OUTPUT.Default:
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this.copyMaterial.uniforms[ 'tDiffuse' ].value = readBuffer.texture;
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this.copyMaterial.blending = NoBlending;
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this.renderPass( renderer, this.copyMaterial, this.renderToScreen ? null : writeBuffer );
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this.copyMaterial.uniforms[ 'tDiffuse' ].value = this.blurRenderTarget.texture;
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this.copyMaterial.blending = CustomBlending;
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this.renderPass( renderer, this.copyMaterial, this.renderToScreen ? null : writeBuffer );
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break;
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default:
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console.warn( 'THREE.SSAOPass: Unknown output type.' );
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}
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}
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renderPass( renderer, passMaterial, renderTarget, clearColor, clearAlpha ) {
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// save original state
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renderer.getClearColor( this.originalClearColor );
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const originalClearAlpha = renderer.getClearAlpha();
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const originalAutoClear = renderer.autoClear;
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renderer.setRenderTarget( renderTarget );
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// setup pass state
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renderer.autoClear = false;
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if ( ( clearColor !== undefined ) && ( clearColor !== null ) ) {
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renderer.setClearColor( clearColor );
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renderer.setClearAlpha( clearAlpha || 0.0 );
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renderer.clear();
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}
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this.fsQuad.material = passMaterial;
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this.fsQuad.render( renderer );
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// restore original state
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renderer.autoClear = originalAutoClear;
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renderer.setClearColor( this.originalClearColor );
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renderer.setClearAlpha( originalClearAlpha );
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}
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renderOverride( renderer, overrideMaterial, renderTarget, clearColor, clearAlpha ) {
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renderer.getClearColor( this.originalClearColor );
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const originalClearAlpha = renderer.getClearAlpha();
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const originalAutoClear = renderer.autoClear;
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renderer.setRenderTarget( renderTarget );
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renderer.autoClear = false;
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clearColor = overrideMaterial.clearColor || clearColor;
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clearAlpha = overrideMaterial.clearAlpha || clearAlpha;
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if ( ( clearColor !== undefined ) && ( clearColor !== null ) ) {
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renderer.setClearColor( clearColor );
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renderer.setClearAlpha( clearAlpha || 0.0 );
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renderer.clear();
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}
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this.scene.overrideMaterial = overrideMaterial;
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renderer.render( this.scene, this.camera );
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this.scene.overrideMaterial = null;
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// restore original state
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renderer.autoClear = originalAutoClear;
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renderer.setClearColor( this.originalClearColor );
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renderer.setClearAlpha( originalClearAlpha );
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}
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setSize( width, height ) {
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this.width = width;
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this.height = height;
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this.ssaoRenderTarget.setSize( width, height );
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this.normalRenderTarget.setSize( width, height );
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this.blurRenderTarget.setSize( width, height );
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this.ssaoMaterial.uniforms[ 'resolution' ].value.set( width, height );
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this.ssaoMaterial.uniforms[ 'cameraProjectionMatrix' ].value.copy( this.camera.projectionMatrix );
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this.ssaoMaterial.uniforms[ 'cameraInverseProjectionMatrix' ].value.copy( this.camera.projectionMatrixInverse );
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this.blurMaterial.uniforms[ 'resolution' ].value.set( width, height );
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}
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generateSampleKernel( kernelSize ) {
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const kernel = this.kernel;
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for ( let i = 0; i < kernelSize; i ++ ) {
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const sample = new Vector3();
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sample.x = ( Math.random() * 2 ) - 1;
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sample.y = ( Math.random() * 2 ) - 1;
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sample.z = Math.random();
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sample.normalize();
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let scale = i / kernelSize;
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scale = MathUtils.lerp( 0.1, 1, scale * scale );
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sample.multiplyScalar( scale );
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kernel.push( sample );
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}
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}
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generateRandomKernelRotations() {
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const width = 4, height = 4;
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const simplex = new SimplexNoise();
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const size = width * height;
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const data = new Float32Array( size );
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for ( let i = 0; i < size; i ++ ) {
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const x = ( Math.random() * 2 ) - 1;
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const y = ( Math.random() * 2 ) - 1;
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const z = 0;
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data[ i ] = simplex.noise3d( x, y, z );
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}
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this.noiseTexture = new DataTexture( data, width, height, RedFormat, FloatType );
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this.noiseTexture.wrapS = RepeatWrapping;
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this.noiseTexture.wrapT = RepeatWrapping;
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this.noiseTexture.needsUpdate = true;
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}
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overrideVisibility() {
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const scene = this.scene;
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const cache = this._visibilityCache;
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scene.traverse( function ( object ) {
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cache.set( object, object.visible );
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if ( object.isPoints || object.isLine ) object.visible = false;
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} );
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}
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restoreVisibility() {
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const scene = this.scene;
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const cache = this._visibilityCache;
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scene.traverse( function ( object ) {
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const visible = cache.get( object );
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object.visible = visible;
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} );
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cache.clear();
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}
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}
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SSAOPass.OUTPUT = {
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'Default': 0,
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'SSAO': 1,
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'Blur': 2,
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'Depth': 3,
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'Normal': 4
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};
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export { SSAOPass };
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