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 };
 |