583 lines
		
	
	
		
			16 KiB
		
	
	
	
		
			JavaScript
		
	
	
	
	
	
		
		
			
		
	
	
			583 lines
		
	
	
		
			16 KiB
		
	
	
	
		
			JavaScript
		
	
	
	
	
	
|  | 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 }; |