Buckets:
| import { | |
| AddEquation, | |
| Color, | |
| CustomBlending, | |
| DepthTexture, | |
| DstAlphaFactor, | |
| DstColorFactor, | |
| HalfFloatType, | |
| MeshNormalMaterial, | |
| NearestFilter, | |
| NoBlending, | |
| ShaderMaterial, | |
| UniformsUtils, | |
| DepthStencilFormat, | |
| UnsignedInt248Type, | |
| Vector2, | |
| WebGLRenderTarget, | |
| ZeroFactor | |
| } from 'three'; | |
| import { Pass, FullScreenQuad } from './Pass.js'; | |
| import { SAOShader } from '../shaders/SAOShader.js'; | |
| import { BlurShaderUtils, DepthLimitedBlurShader } from '../shaders/DepthLimitedBlurShader.js'; | |
| import { CopyShader } from '../shaders/CopyShader.js'; | |
| /** | |
| * A SAO implementation inspired from @bhouston previous SAO work. | |
| * | |
| * `SAOPass` provides better quality than {@link SSAOPass} but is also more expensive. | |
| * | |
| * ```js | |
| * const saoPass = new SAOPass( scene, camera ); | |
| * composer.addPass( saoPass ); | |
| * ``` | |
| * | |
| * @augments Pass | |
| * @three_import import { SAOPass } from 'three/addons/postprocessing/SAOPass.js'; | |
| */ | |
| class SAOPass extends Pass { | |
| /** | |
| * Constructs a new SAO pass. | |
| * | |
| * @param {Scene} scene - The scene to compute the AO for. | |
| * @param {Camera} camera - The camera. | |
| * @param {Vector2} [resolution] - The effect's resolution. | |
| */ | |
| constructor( scene, camera, resolution = new Vector2( 256, 256 ) ) { | |
| super(); | |
| /** | |
| * The scene to render the AO for. | |
| * | |
| * @type {Scene} | |
| */ | |
| this.scene = scene; | |
| /** | |
| * The camera. | |
| * | |
| * @type {Camera} | |
| */ | |
| this.camera = camera; | |
| /** | |
| * 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; | |
| this._originalClearColor = new Color(); | |
| this._oldClearColor = new Color(); | |
| this._oldClearAlpha = 1; | |
| /** | |
| * The SAO parameter. | |
| * | |
| * @type {Object} | |
| */ | |
| this.params = { | |
| output: 0, | |
| saoBias: 0.5, | |
| saoIntensity: 0.18, | |
| saoScale: 1, | |
| saoKernelRadius: 100, | |
| saoMinResolution: 0, | |
| saoBlur: true, | |
| saoBlurRadius: 8, | |
| saoBlurStdDev: 4, | |
| saoBlurDepthCutoff: 0.01 | |
| }; | |
| /** | |
| * The effect's resolution. | |
| * | |
| * @type {Vector2} | |
| * @default (256,256) | |
| */ | |
| this.resolution = new Vector2( resolution.x, resolution.y ); | |
| this.saoRenderTarget = new WebGLRenderTarget( this.resolution.x, this.resolution.y, { type: HalfFloatType } ); | |
| this.blurIntermediateRenderTarget = this.saoRenderTarget.clone(); | |
| const depthTexture = new DepthTexture(); | |
| depthTexture.format = DepthStencilFormat; | |
| depthTexture.type = UnsignedInt248Type; | |
| this.normalRenderTarget = new WebGLRenderTarget( this.resolution.x, this.resolution.y, { | |
| minFilter: NearestFilter, | |
| magFilter: NearestFilter, | |
| type: HalfFloatType, | |
| depthTexture: depthTexture | |
| } ); | |
| this.normalMaterial = new MeshNormalMaterial(); | |
| this.normalMaterial.blending = NoBlending; | |
| this.saoMaterial = new ShaderMaterial( { | |
| defines: Object.assign( {}, SAOShader.defines ), | |
| fragmentShader: SAOShader.fragmentShader, | |
| vertexShader: SAOShader.vertexShader, | |
| uniforms: UniformsUtils.clone( SAOShader.uniforms ) | |
| } ); | |
| this.saoMaterial.defines[ 'PERSPECTIVE_CAMERA' ] = this.camera.isPerspectiveCamera ? 1 : 0; | |
| this.saoMaterial.uniforms[ 'tDepth' ].value = depthTexture; | |
| this.saoMaterial.uniforms[ 'tNormal' ].value = this.normalRenderTarget.texture; | |
| this.saoMaterial.uniforms[ 'size' ].value.set( this.resolution.x, this.resolution.y ); | |
| this.saoMaterial.uniforms[ 'cameraInverseProjectionMatrix' ].value.copy( this.camera.projectionMatrixInverse ); | |
| this.saoMaterial.uniforms[ 'cameraProjectionMatrix' ].value = this.camera.projectionMatrix; | |
| this.saoMaterial.blending = NoBlending; | |
| this.vBlurMaterial = new ShaderMaterial( { | |
| uniforms: UniformsUtils.clone( DepthLimitedBlurShader.uniforms ), | |
| defines: Object.assign( {}, DepthLimitedBlurShader.defines ), | |
| vertexShader: DepthLimitedBlurShader.vertexShader, | |
| fragmentShader: DepthLimitedBlurShader.fragmentShader | |
| } ); | |
| this.vBlurMaterial.defines[ 'DEPTH_PACKING' ] = 0; | |
| this.vBlurMaterial.defines[ 'PERSPECTIVE_CAMERA' ] = this.camera.isPerspectiveCamera ? 1 : 0; | |
| this.vBlurMaterial.uniforms[ 'tDiffuse' ].value = this.saoRenderTarget.texture; | |
| this.vBlurMaterial.uniforms[ 'tDepth' ].value = depthTexture; | |
| this.vBlurMaterial.uniforms[ 'size' ].value.set( this.resolution.x, this.resolution.y ); | |
| this.vBlurMaterial.blending = NoBlending; | |
| this.hBlurMaterial = new ShaderMaterial( { | |
| uniforms: UniformsUtils.clone( DepthLimitedBlurShader.uniforms ), | |
| defines: Object.assign( {}, DepthLimitedBlurShader.defines ), | |
| vertexShader: DepthLimitedBlurShader.vertexShader, | |
| fragmentShader: DepthLimitedBlurShader.fragmentShader | |
| } ); | |
| this.hBlurMaterial.defines[ 'DEPTH_PACKING' ] = 0; | |
| this.hBlurMaterial.defines[ 'PERSPECTIVE_CAMERA' ] = this.camera.isPerspectiveCamera ? 1 : 0; | |
| this.hBlurMaterial.uniforms[ 'tDiffuse' ].value = this.blurIntermediateRenderTarget.texture; | |
| this.hBlurMaterial.uniforms[ 'tDepth' ].value = depthTexture; | |
| this.hBlurMaterial.uniforms[ 'size' ].value.set( this.resolution.x, this.resolution.y ); | |
| this.hBlurMaterial.blending = NoBlending; | |
| this.materialCopy = new ShaderMaterial( { | |
| uniforms: UniformsUtils.clone( CopyShader.uniforms ), | |
| vertexShader: CopyShader.vertexShader, | |
| fragmentShader: CopyShader.fragmentShader, | |
| blending: NoBlending | |
| } ); | |
| this.materialCopy.transparent = true; | |
| this.materialCopy.depthTest = false; | |
| this.materialCopy.depthWrite = false; | |
| this.materialCopy.blending = CustomBlending; | |
| this.materialCopy.blendSrc = DstColorFactor; | |
| this.materialCopy.blendDst = ZeroFactor; | |
| this.materialCopy.blendEquation = AddEquation; | |
| this.materialCopy.blendSrcAlpha = DstAlphaFactor; | |
| this.materialCopy.blendDstAlpha = ZeroFactor; | |
| this.materialCopy.blendEquationAlpha = AddEquation; | |
| this.fsQuad = new FullScreenQuad( null ); | |
| } | |
| /** | |
| * Performs the SAO 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*/ ) { | |
| // Rendering readBuffer first when rendering to screen | |
| if ( this.renderToScreen ) { | |
| this.materialCopy.blending = NoBlending; | |
| this.materialCopy.uniforms[ 'tDiffuse' ].value = readBuffer.texture; | |
| this.materialCopy.needsUpdate = true; | |
| this._renderPass( renderer, this.materialCopy, null ); | |
| } | |
| renderer.getClearColor( this._oldClearColor ); | |
| this._oldClearAlpha = renderer.getClearAlpha(); | |
| const oldAutoClear = renderer.autoClear; | |
| renderer.autoClear = false; | |
| this.saoMaterial.uniforms[ 'bias' ].value = this.params.saoBias; | |
| this.saoMaterial.uniforms[ 'intensity' ].value = this.params.saoIntensity; | |
| this.saoMaterial.uniforms[ 'scale' ].value = this.params.saoScale; | |
| this.saoMaterial.uniforms[ 'kernelRadius' ].value = this.params.saoKernelRadius; | |
| this.saoMaterial.uniforms[ 'minResolution' ].value = this.params.saoMinResolution; | |
| this.saoMaterial.uniforms[ 'cameraNear' ].value = this.camera.near; | |
| this.saoMaterial.uniforms[ 'cameraFar' ].value = this.camera.far; | |
| // this.saoMaterial.uniforms['randomSeed'].value = Math.random(); | |
| const depthCutoff = this.params.saoBlurDepthCutoff * ( this.camera.far - this.camera.near ); | |
| this.vBlurMaterial.uniforms[ 'depthCutoff' ].value = depthCutoff; | |
| this.hBlurMaterial.uniforms[ 'depthCutoff' ].value = depthCutoff; | |
| this.vBlurMaterial.uniforms[ 'cameraNear' ].value = this.camera.near; | |
| this.vBlurMaterial.uniforms[ 'cameraFar' ].value = this.camera.far; | |
| this.hBlurMaterial.uniforms[ 'cameraNear' ].value = this.camera.near; | |
| this.hBlurMaterial.uniforms[ 'cameraFar' ].value = this.camera.far; | |
| this.params.saoBlurRadius = Math.floor( this.params.saoBlurRadius ); | |
| if ( ( this.prevStdDev !== this.params.saoBlurStdDev ) || ( this.prevNumSamples !== this.params.saoBlurRadius ) ) { | |
| BlurShaderUtils.configure( this.vBlurMaterial, this.params.saoBlurRadius, this.params.saoBlurStdDev, new Vector2( 0, 1 ) ); | |
| BlurShaderUtils.configure( this.hBlurMaterial, this.params.saoBlurRadius, this.params.saoBlurStdDev, new Vector2( 1, 0 ) ); | |
| this.prevStdDev = this.params.saoBlurStdDev; | |
| this.prevNumSamples = this.params.saoBlurRadius; | |
| } | |
| // render normal and depth | |
| this._renderOverride( renderer, this.normalMaterial, this.normalRenderTarget, 0x7777ff, 1.0 ); | |
| // Rendering SAO texture | |
| this._renderPass( renderer, this.saoMaterial, this.saoRenderTarget, 0xffffff, 1.0 ); | |
| // Blurring SAO texture | |
| if ( this.params.saoBlur ) { | |
| this._renderPass( renderer, this.vBlurMaterial, this.blurIntermediateRenderTarget, 0xffffff, 1.0 ); | |
| this._renderPass( renderer, this.hBlurMaterial, this.saoRenderTarget, 0xffffff, 1.0 ); | |
| } | |
| const outputMaterial = this.materialCopy; | |
| // Setting up SAO rendering | |
| if ( this.params.output === SAOPass.OUTPUT.Normal ) { | |
| this.materialCopy.uniforms[ 'tDiffuse' ].value = this.normalRenderTarget.texture; | |
| this.materialCopy.needsUpdate = true; | |
| } else { | |
| this.materialCopy.uniforms[ 'tDiffuse' ].value = this.saoRenderTarget.texture; | |
| this.materialCopy.needsUpdate = true; | |
| } | |
| // Blending depends on output | |
| if ( this.params.output === SAOPass.OUTPUT.Default ) { | |
| outputMaterial.blending = CustomBlending; | |
| } else { | |
| outputMaterial.blending = NoBlending; | |
| } | |
| // Rendering SAOPass result on top of previous pass | |
| this._renderPass( renderer, outputMaterial, this.renderToScreen ? null : readBuffer ); | |
| renderer.setClearColor( this._oldClearColor, this._oldClearAlpha ); | |
| renderer.autoClear = oldAutoClear; | |
| } | |
| /** | |
| * Sets the size of the pass. | |
| * | |
| * @param {number} width - The width to set. | |
| * @param {number} height - The width to set. | |
| */ | |
| setSize( width, height ) { | |
| this.saoRenderTarget.setSize( width, height ); | |
| this.blurIntermediateRenderTarget.setSize( width, height ); | |
| this.normalRenderTarget.setSize( width, height ); | |
| this.saoMaterial.uniforms[ 'size' ].value.set( width, height ); | |
| this.saoMaterial.uniforms[ 'cameraInverseProjectionMatrix' ].value.copy( this.camera.projectionMatrixInverse ); | |
| this.saoMaterial.uniforms[ 'cameraProjectionMatrix' ].value = this.camera.projectionMatrix; | |
| this.saoMaterial.needsUpdate = true; | |
| this.vBlurMaterial.uniforms[ 'size' ].value.set( width, height ); | |
| this.vBlurMaterial.needsUpdate = true; | |
| this.hBlurMaterial.uniforms[ 'size' ].value.set( width, height ); | |
| this.hBlurMaterial.needsUpdate = true; | |
| } | |
| /** | |
| * Frees the GPU-related resources allocated by this instance. Call this | |
| * method whenever the pass is no longer used in your app. | |
| */ | |
| dispose() { | |
| this.saoRenderTarget.dispose(); | |
| this.blurIntermediateRenderTarget.dispose(); | |
| this.normalRenderTarget.dispose(); | |
| this.normalMaterial.dispose(); | |
| this.saoMaterial.dispose(); | |
| this.vBlurMaterial.dispose(); | |
| this.hBlurMaterial.dispose(); | |
| this.materialCopy.dispose(); | |
| this.fsQuad.dispose(); | |
| } | |
| // internal | |
| _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 ); | |
| } | |
| } | |
| SAOPass.OUTPUT = { | |
| 'Default': 0, | |
| 'SAO': 1, | |
| 'Normal': 2 | |
| }; | |
| export { SAOPass }; | |
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