Buckets:
| 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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