修改静态资源文件夹位置
This commit is contained in:
582
public/sdk/three/jsm/postprocessing/GTAOPass.js
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582
public/sdk/three/jsm/postprocessing/GTAOPass.js
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@ -0,0 +1,582 @@
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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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DepthStencilFormat,
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DstAlphaFactor,
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DstColorFactor,
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HalfFloatType,
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MeshNormalMaterial,
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NearestFilter,
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NoBlending,
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RepeatWrapping,
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RGBAFormat,
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ShaderMaterial,
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UniformsUtils,
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UnsignedByteType,
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UnsignedInt248Type,
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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 { generateMagicSquareNoise, GTAOShader, GTAODepthShader, GTAOBlendShader } from '../shaders/GTAOShader.js';
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import { generatePdSamplePointInitializer, PoissonDenoiseShader } from '../shaders/PoissonDenoiseShader.js';
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import { CopyShader } from '../shaders/CopyShader.js';
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import { SimplexNoise } from '../math/SimplexNoise.js';
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class GTAOPass extends Pass {
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constructor( scene, camera, width, height, parameters, aoParameters, pdParameters ) {
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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.output = 0;
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this._renderGBuffer = true;
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this._visibilityCache = new Map();
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this.blendIntensity = 1.;
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this.pdRings = 2.;
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this.pdRadiusExponent = 2.;
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this.pdSamples = 16;
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this.gtaoNoiseTexture = generateMagicSquareNoise();
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this.pdNoiseTexture = this.generateNoise();
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this.gtaoRenderTarget = new WebGLRenderTarget( this.width, this.height, { type: HalfFloatType } );
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this.pdRenderTarget = this.gtaoRenderTarget.clone();
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this.gtaoMaterial = new ShaderMaterial( {
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defines: Object.assign( {}, GTAOShader.defines ),
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uniforms: UniformsUtils.clone( GTAOShader.uniforms ),
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vertexShader: GTAOShader.vertexShader,
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fragmentShader: GTAOShader.fragmentShader,
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blending: NoBlending,
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depthTest: false,
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depthWrite: false,
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} );
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this.gtaoMaterial.defines.PERSPECTIVE_CAMERA = this.camera.isPerspectiveCamera ? 1 : 0;
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this.gtaoMaterial.uniforms.tNoise.value = this.gtaoNoiseTexture;
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this.gtaoMaterial.uniforms.resolution.value.set( this.width, this.height );
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this.gtaoMaterial.uniforms.cameraNear.value = this.camera.near;
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this.gtaoMaterial.uniforms.cameraFar.value = this.camera.far;
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this.normalMaterial = new MeshNormalMaterial();
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this.normalMaterial.blending = NoBlending;
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this.pdMaterial = new ShaderMaterial( {
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defines: Object.assign( {}, PoissonDenoiseShader.defines ),
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uniforms: UniformsUtils.clone( PoissonDenoiseShader.uniforms ),
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vertexShader: PoissonDenoiseShader.vertexShader,
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fragmentShader: PoissonDenoiseShader.fragmentShader,
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depthTest: false,
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depthWrite: false,
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} );
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this.pdMaterial.uniforms.tDiffuse.value = this.gtaoRenderTarget.texture;
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this.pdMaterial.uniforms.tNoise.value = this.pdNoiseTexture;
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this.pdMaterial.uniforms.resolution.value.set( this.width, this.height );
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this.pdMaterial.uniforms.lumaPhi.value = 10;
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this.pdMaterial.uniforms.depthPhi.value = 2;
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this.pdMaterial.uniforms.normalPhi.value = 3;
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this.pdMaterial.uniforms.radius.value = 8;
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this.depthRenderMaterial = new ShaderMaterial( {
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defines: Object.assign( {}, GTAODepthShader.defines ),
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uniforms: UniformsUtils.clone( GTAODepthShader.uniforms ),
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vertexShader: GTAODepthShader.vertexShader,
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fragmentShader: GTAODepthShader.fragmentShader,
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blending: NoBlending
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} );
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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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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.blendMaterial = new ShaderMaterial( {
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uniforms: UniformsUtils.clone( GTAOBlendShader.uniforms ),
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vertexShader: GTAOBlendShader.vertexShader,
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fragmentShader: GTAOBlendShader.fragmentShader,
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transparent: true,
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depthTest: false,
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depthWrite: false,
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blending: CustomBlending,
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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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this.setGBuffer( parameters ? parameters.depthTexture : undefined, parameters ? parameters.normalTexture : undefined );
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if ( aoParameters !== undefined ) {
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this.updateGtaoMaterial( aoParameters );
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}
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if ( pdParameters !== undefined ) {
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this.updatePdMaterial( pdParameters );
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}
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}
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dispose() {
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this.gtaoNoiseTexture.dispose();
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this.pdNoiseTexture.dispose();
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this.normalRenderTarget.dispose();
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this.gtaoRenderTarget.dispose();
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this.pdRenderTarget.dispose();
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this.normalMaterial.dispose();
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this.pdMaterial.dispose();
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this.copyMaterial.dispose();
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this.depthRenderMaterial.dispose();
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this.fsQuad.dispose();
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}
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get gtaoMap() {
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return this.pdRenderTarget.texture;
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}
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setGBuffer( depthTexture, normalTexture ) {
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if ( depthTexture !== undefined ) {
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this.depthTexture = depthTexture;
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this.normalTexture = normalTexture;
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this._renderGBuffer = false;
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} else {
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this.depthTexture = new DepthTexture();
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this.depthTexture.format = DepthStencilFormat;
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this.depthTexture.type = UnsignedInt248Type;
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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: this.depthTexture
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} );
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this.normalTexture = this.normalRenderTarget.texture;
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this._renderGBuffer = true;
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}
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const normalVectorType = ( this.normalTexture ) ? 1 : 0;
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const depthValueSource = ( this.depthTexture === this.normalTexture ) ? 'w' : 'x';
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this.gtaoMaterial.defines.NORMAL_VECTOR_TYPE = normalVectorType;
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this.gtaoMaterial.defines.DEPTH_SWIZZLING = depthValueSource;
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this.gtaoMaterial.uniforms.tNormal.value = this.normalTexture;
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this.gtaoMaterial.uniforms.tDepth.value = this.depthTexture;
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this.pdMaterial.defines.NORMAL_VECTOR_TYPE = normalVectorType;
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this.pdMaterial.defines.DEPTH_SWIZZLING = depthValueSource;
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this.pdMaterial.uniforms.tNormal.value = this.normalTexture;
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this.pdMaterial.uniforms.tDepth.value = this.depthTexture;
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this.depthRenderMaterial.uniforms.tDepth.value = this.normalRenderTarget.depthTexture;
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}
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setSceneClipBox( box ) {
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if ( box ) {
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this.gtaoMaterial.needsUpdate = this.gtaoMaterial.defines.SCENE_CLIP_BOX !== 1;
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this.gtaoMaterial.defines.SCENE_CLIP_BOX = 1;
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this.gtaoMaterial.uniforms.sceneBoxMin.value.copy( box.min );
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this.gtaoMaterial.uniforms.sceneBoxMax.value.copy( box.max );
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} else {
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this.gtaoMaterial.needsUpdate = this.gtaoMaterial.defines.SCENE_CLIP_BOX === 0;
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this.gtaoMaterial.defines.SCENE_CLIP_BOX = 0;
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}
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}
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updateGtaoMaterial( parameters ) {
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if ( parameters.radius !== undefined ) {
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this.gtaoMaterial.uniforms.radius.value = parameters.radius;
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}
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if ( parameters.distanceExponent !== undefined ) {
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this.gtaoMaterial.uniforms.distanceExponent.value = parameters.distanceExponent;
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}
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if ( parameters.thickness !== undefined ) {
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this.gtaoMaterial.uniforms.thickness.value = parameters.thickness;
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}
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if ( parameters.distanceFallOff !== undefined ) {
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this.gtaoMaterial.uniforms.distanceFallOff.value = parameters.distanceFallOff;
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this.gtaoMaterial.needsUpdate = true;
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}
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if ( parameters.scale !== undefined ) {
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this.gtaoMaterial.uniforms.scale.value = parameters.scale;
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}
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if ( parameters.samples !== undefined && parameters.samples !== this.gtaoMaterial.defines.SAMPLES ) {
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this.gtaoMaterial.defines.SAMPLES = parameters.samples;
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this.gtaoMaterial.needsUpdate = true;
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}
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if ( parameters.screenSpaceRadius !== undefined && ( parameters.screenSpaceRadius ? 1 : 0 ) !== this.gtaoMaterial.defines.SCREEN_SPACE_RADIUS ) {
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this.gtaoMaterial.defines.SCREEN_SPACE_RADIUS = parameters.screenSpaceRadius ? 1 : 0;
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this.gtaoMaterial.needsUpdate = true;
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}
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}
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updatePdMaterial( parameters ) {
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let updateShader = false;
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if ( parameters.lumaPhi !== undefined ) {
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this.pdMaterial.uniforms.lumaPhi.value = parameters.lumaPhi;
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}
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if ( parameters.depthPhi !== undefined ) {
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this.pdMaterial.uniforms.depthPhi.value = parameters.depthPhi;
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}
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if ( parameters.normalPhi !== undefined ) {
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this.pdMaterial.uniforms.normalPhi.value = parameters.normalPhi;
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}
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if ( parameters.radius !== undefined && parameters.radius !== this.radius ) {
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this.pdMaterial.uniforms.radius.value = parameters.radius;
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}
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if ( parameters.radiusExponent !== undefined && parameters.radiusExponent !== this.pdRadiusExponent ) {
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this.pdRadiusExponent = parameters.radiusExponent;
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updateShader = true;
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}
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if ( parameters.rings !== undefined && parameters.rings !== this.pdRings ) {
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this.pdRings = parameters.rings;
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updateShader = true;
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}
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if ( parameters.samples !== undefined && parameters.samples !== this.pdSamples ) {
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this.pdSamples = parameters.samples;
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updateShader = true;
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}
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if ( updateShader ) {
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this.pdMaterial.defines.SAMPLES = this.pdSamples;
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this.pdMaterial.defines.SAMPLE_VECTORS = generatePdSamplePointInitializer( this.pdSamples, this.pdRings, this.pdRadiusExponent );
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this.pdMaterial.needsUpdate = true;
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}
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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 AO)
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if ( this._renderGBuffer ) {
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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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}
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// render AO
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this.gtaoMaterial.uniforms.cameraNear.value = this.camera.near;
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this.gtaoMaterial.uniforms.cameraFar.value = this.camera.far;
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this.gtaoMaterial.uniforms.cameraProjectionMatrix.value.copy( this.camera.projectionMatrix );
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this.gtaoMaterial.uniforms.cameraProjectionMatrixInverse.value.copy( this.camera.projectionMatrixInverse );
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this.gtaoMaterial.uniforms.cameraWorldMatrix.value.copy( this.camera.matrixWorld );
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this.renderPass( renderer, this.gtaoMaterial, this.gtaoRenderTarget, 0xffffff, 1.0 );
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// render poisson denoise
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this.pdMaterial.uniforms.cameraProjectionMatrixInverse.value.copy( this.camera.projectionMatrixInverse );
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this.renderPass( renderer, this.pdMaterial, this.pdRenderTarget, 0xffffff, 1.0 );
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// output result to screen
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switch ( this.output ) {
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case GTAOPass.OUTPUT.Off:
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break;
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case GTAOPass.OUTPUT.Diffuse:
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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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break;
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case GTAOPass.OUTPUT.AO:
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this.copyMaterial.uniforms.tDiffuse.value = this.gtaoRenderTarget.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 GTAOPass.OUTPUT.Denoise:
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this.copyMaterial.uniforms.tDiffuse.value = this.pdRenderTarget.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 GTAOPass.OUTPUT.Depth:
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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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this.renderPass( renderer, this.depthRenderMaterial, this.renderToScreen ? null : writeBuffer );
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break;
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case GTAOPass.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 GTAOPass.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.blendMaterial.uniforms.intensity.value = this.blendIntensity;
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this.blendMaterial.uniforms.tDiffuse.value = this.pdRenderTarget.texture;
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this.renderPass( renderer, this.blendMaterial, this.renderToScreen ? null : writeBuffer );
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break;
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default:
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console.warn( 'THREE.GTAOPass: 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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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.gtaoRenderTarget.setSize( width, height );
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this.normalRenderTarget.setSize( width, height );
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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 };
|
Reference in New Issue
Block a user