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