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- 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 { SSAOBlurShader, SSAODepthShader, SSAOShader } from '../shaders/SSAOShader.js';
- import { CopyShader } from '../shaders/CopyShader.js';
- /**
- * A pass for a basic SSAO effect.
- *
- * {@link SAOPass} and {@link GTAPass} produce a more advanced AO but are also
- * more expensive.
- *
- * ```js
- * const ssaoPass = new SSAOPass( scene, camera, width, height );
- * composer.addPass( ssaoPass );
- * ```
- *
- * @augments Pass
- * @three_import import { SSAOPass } from 'three/addons/postprocessing/SSAOPass.js';
- */
- class SSAOPass extends Pass {
- /**
- * Constructs a new SSAO pass.
- *
- * @param {Scene} scene - The scene to compute the AO for.
- * @param {Camera} camera - The camera.
- * @param {number} [width=512] - The width of the effect.
- * @param {number} [height=512] - The height of the effect.
- * @param {number} [kernelSize=32] - The kernel size.
- */
- constructor( scene, camera, width = 512, height = 512, kernelSize = 32 ) {
- super();
- /**
- * The width of the effect.
- *
- * @type {number}
- * @default 512
- */
- this.width = width;
- /**
- * The height of the effect.
- *
- * @type {number}
- * @default 512
- */
- this.height = height;
- /**
- * Overwritten to perform a clear operation by default.
- *
- * @type {boolean}
- * @default true
- */
- this.clear = true;
- /**
- * Overwritten to disable the swap.
- *
- * @type {boolean}
- * @default false
- */
- this.needsSwap = false;
- /**
- * The camera.
- *
- * @type {Camera}
- */
- this.camera = camera;
- /**
- * The scene to render the AO for.
- *
- * @type {Scene}
- */
- this.scene = scene;
- /**
- * The kernel radius controls how wide the
- * AO spreads.
- *
- * @type {number}
- * @default 8
- */
- this.kernelRadius = 8;
- this.kernel = [];
- this.noiseTexture = null;
- /**
- * The output configuration.
- *
- * @type {number}
- * @default 0
- */
- this.output = 0;
- /**
- * Defines the minimum distance that should be
- * affected by the AO.
- *
- * @type {number}
- * @default 0.005
- */
- this.minDistance = 0.005;
- /**
- * Defines the maximum distance that should be
- * affected by the AO.
- *
- * @type {number}
- * @default 0.1
- */
- 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
- } );
- // internals
- this._fsQuad = new FullScreenQuad( null );
- this._originalClearColor = new Color();
- }
- /**
- * Frees the GPU-related resources allocated by this instance. Call this
- * method whenever the pass is no longer used in your app.
- */
- 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();
- // dispose full screen quad
- this._fsQuad.dispose();
- }
- /**
- * Performs the SSAO pass.
- *
- * @param {WebGLRenderer} renderer - The renderer.
- * @param {WebGLRenderTarget} writeBuffer - The write buffer. This buffer is intended as the rendering
- * destination for the pass.
- * @param {WebGLRenderTarget} readBuffer - The read buffer. The pass can access the result from the
- * previous pass from this buffer.
- * @param {number} deltaTime - The delta time in seconds.
- * @param {boolean} maskActive - Whether masking is active or not.
- */
- 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 : readBuffer );
- 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 : readBuffer );
- break;
- case SSAOPass.OUTPUT.Depth:
- this._renderPass( renderer, this.depthRenderMaterial, this.renderToScreen ? null : readBuffer );
- 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 : readBuffer );
- break;
- case SSAOPass.OUTPUT.Default:
- this.copyMaterial.uniforms[ 'tDiffuse' ].value = this.blurRenderTarget.texture;
- this.copyMaterial.blending = CustomBlending;
- this._renderPass( renderer, this.copyMaterial, this.renderToScreen ? null : readBuffer );
- break;
- default:
- console.warn( 'THREE.SSAOPass: Unknown output type.' );
- }
- }
- /**
- * Sets the size of the pass.
- *
- * @param {number} width - The width to set.
- * @param {number} height - The width to set.
- */
- 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 );
- }
- // internals
- _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 );
- }
- _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 };
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