Buckets:
ktongue/docker_container / simsite /frontend /node_modules /three-stdlib /postprocessing /SAOPass.js
| var __defProp = Object.defineProperty; | |
| var __defNormalProp = (obj, key, value) => key in obj ? __defProp(obj, key, { enumerable: true, configurable: true, writable: true, value }) : obj[key] = value; | |
| var __publicField = (obj, key, value) => { | |
| __defNormalProp(obj, typeof key !== "symbol" ? key + "" : key, value); | |
| return value; | |
| }; | |
| import { Color, Vector2, WebGLRenderTarget, HalfFloatType, NearestFilter, DepthTexture, UnsignedShortType, MeshDepthMaterial, RGBADepthPacking, NoBlending, MeshNormalMaterial, ShaderMaterial, UniformsUtils, CustomBlending, DstColorFactor, ZeroFactor, AddEquation, DstAlphaFactor } from "three"; | |
| import { Pass, FullScreenQuad } from "./Pass.js"; | |
| import { SAOShader } from "../shaders/SAOShader.js"; | |
| import { DepthLimitedBlurShader, BlurShaderUtils } from "../shaders/DepthLimitedBlurShader.js"; | |
| import { CopyShader } from "../shaders/CopyShader.js"; | |
| import { UnpackDepthRGBAShader } from "../shaders/UnpackDepthRGBAShader.js"; | |
| const SAOPass = /* @__PURE__ */ (() => { | |
| class SAOPass2 extends Pass { | |
| constructor(scene, camera, useDepthTexture = false, useNormals = false, resolution = new Vector2(256, 256)) { | |
| super(); | |
| this.scene = scene; | |
| this.camera = camera; | |
| this.clear = true; | |
| this.needsSwap = false; | |
| this.supportsDepthTextureExtension = useDepthTexture; | |
| this.supportsNormalTexture = useNormals; | |
| this.originalClearColor = new Color(); | |
| this._oldClearColor = new Color(); | |
| this.oldClearAlpha = 1; | |
| 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 | |
| }; | |
| 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(); | |
| this.beautyRenderTarget = this.saoRenderTarget.clone(); | |
| this.normalRenderTarget = new WebGLRenderTarget(this.resolution.x, this.resolution.y, { | |
| minFilter: NearestFilter, | |
| magFilter: NearestFilter, | |
| type: HalfFloatType | |
| }); | |
| this.depthRenderTarget = this.normalRenderTarget.clone(); | |
| let depthTexture; | |
| if (this.supportsDepthTextureExtension) { | |
| depthTexture = new DepthTexture(); | |
| depthTexture.type = UnsignedShortType; | |
| this.beautyRenderTarget.depthTexture = depthTexture; | |
| this.beautyRenderTarget.depthBuffer = true; | |
| } | |
| this.depthMaterial = new MeshDepthMaterial(); | |
| this.depthMaterial.depthPacking = RGBADepthPacking; | |
| this.depthMaterial.blending = NoBlending; | |
| 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.extensions.derivatives = true; | |
| this.saoMaterial.defines["DEPTH_PACKING"] = this.supportsDepthTextureExtension ? 0 : 1; | |
| this.saoMaterial.defines["NORMAL_TEXTURE"] = this.supportsNormalTexture ? 1 : 0; | |
| this.saoMaterial.defines["PERSPECTIVE_CAMERA"] = this.camera.isPerspectiveCamera ? 1 : 0; | |
| this.saoMaterial.uniforms["tDepth"].value = this.supportsDepthTextureExtension ? depthTexture : this.depthRenderTarget.texture; | |
| 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"] = this.supportsDepthTextureExtension ? 0 : 1; | |
| this.vBlurMaterial.defines["PERSPECTIVE_CAMERA"] = this.camera.isPerspectiveCamera ? 1 : 0; | |
| this.vBlurMaterial.uniforms["tDiffuse"].value = this.saoRenderTarget.texture; | |
| this.vBlurMaterial.uniforms["tDepth"].value = this.supportsDepthTextureExtension ? depthTexture : this.depthRenderTarget.texture; | |
| 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"] = this.supportsDepthTextureExtension ? 0 : 1; | |
| this.hBlurMaterial.defines["PERSPECTIVE_CAMERA"] = this.camera.isPerspectiveCamera ? 1 : 0; | |
| this.hBlurMaterial.uniforms["tDiffuse"].value = this.blurIntermediateRenderTarget.texture; | |
| this.hBlurMaterial.uniforms["tDepth"].value = this.supportsDepthTextureExtension ? depthTexture : this.depthRenderTarget.texture; | |
| 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.depthCopy = new ShaderMaterial({ | |
| uniforms: UniformsUtils.clone(UnpackDepthRGBAShader.uniforms), | |
| vertexShader: UnpackDepthRGBAShader.vertexShader, | |
| fragmentShader: UnpackDepthRGBAShader.fragmentShader, | |
| blending: NoBlending | |
| }); | |
| this.fsQuad = new FullScreenQuad(null); | |
| } | |
| render(renderer, writeBuffer, readBuffer) { | |
| if (this.renderToScreen) { | |
| this.materialCopy.blending = NoBlending; | |
| this.materialCopy.uniforms["tDiffuse"].value = readBuffer.texture; | |
| this.materialCopy.needsUpdate = true; | |
| this.renderPass(renderer, this.materialCopy, null); | |
| } | |
| if (this.params.output === 1) { | |
| return; | |
| } | |
| renderer.getClearColor(this._oldClearColor); | |
| this.oldClearAlpha = renderer.getClearAlpha(); | |
| const oldAutoClear = renderer.autoClear; | |
| renderer.autoClear = false; | |
| renderer.setRenderTarget(this.depthRenderTarget); | |
| renderer.clear(); | |
| 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; | |
| 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; | |
| } | |
| renderer.setClearColor(0); | |
| renderer.setRenderTarget(this.beautyRenderTarget); | |
| renderer.clear(); | |
| renderer.render(this.scene, this.camera); | |
| if (!this.supportsDepthTextureExtension) { | |
| this.renderOverride(renderer, this.depthMaterial, this.depthRenderTarget, 0, 1); | |
| } | |
| if (this.supportsNormalTexture) { | |
| this.renderOverride(renderer, this.normalMaterial, this.normalRenderTarget, 7829503, 1); | |
| } | |
| this.renderPass(renderer, this.saoMaterial, this.saoRenderTarget, 16777215, 1); | |
| if (this.params.saoBlur) { | |
| this.renderPass(renderer, this.vBlurMaterial, this.blurIntermediateRenderTarget, 16777215, 1); | |
| this.renderPass(renderer, this.hBlurMaterial, this.saoRenderTarget, 16777215, 1); | |
| } | |
| let outputMaterial = this.materialCopy; | |
| if (this.params.output === 3) { | |
| if (this.supportsDepthTextureExtension) { | |
| this.materialCopy.uniforms["tDiffuse"].value = this.beautyRenderTarget.depthTexture; | |
| this.materialCopy.needsUpdate = true; | |
| } else { | |
| this.depthCopy.uniforms["tDiffuse"].value = this.depthRenderTarget.texture; | |
| this.depthCopy.needsUpdate = true; | |
| outputMaterial = this.depthCopy; | |
| } | |
| } else if (this.params.output === 4) { | |
| 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; | |
| } | |
| if (this.params.output === 0) { | |
| outputMaterial.blending = CustomBlending; | |
| } else { | |
| outputMaterial.blending = NoBlending; | |
| } | |
| this.renderPass(renderer, outputMaterial, this.renderToScreen ? null : readBuffer); | |
| renderer.setClearColor(this._oldClearColor, this.oldClearAlpha); | |
| renderer.autoClear = oldAutoClear; | |
| } | |
| renderPass(renderer, passMaterial, renderTarget, clearColor, clearAlpha) { | |
| renderer.getClearColor(this.originalClearColor); | |
| const originalClearAlpha = renderer.getClearAlpha(); | |
| const originalAutoClear = renderer.autoClear; | |
| renderer.setRenderTarget(renderTarget); | |
| renderer.autoClear = false; | |
| if (clearColor !== void 0 && clearColor !== null) { | |
| renderer.setClearColor(clearColor); | |
| renderer.setClearAlpha(clearAlpha || 0); | |
| renderer.clear(); | |
| } | |
| this.fsQuad.material = passMaterial; | |
| this.fsQuad.render(renderer); | |
| 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 !== void 0 && clearColor !== null) { | |
| renderer.setClearColor(clearColor); | |
| renderer.setClearAlpha(clearAlpha || 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.beautyRenderTarget.setSize(width, height); | |
| this.saoRenderTarget.setSize(width, height); | |
| this.blurIntermediateRenderTarget.setSize(width, height); | |
| this.normalRenderTarget.setSize(width, height); | |
| this.depthRenderTarget.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; | |
| } | |
| dispose() { | |
| this.saoRenderTarget.dispose(); | |
| this.blurIntermediateRenderTarget.dispose(); | |
| this.beautyRenderTarget.dispose(); | |
| this.normalRenderTarget.dispose(); | |
| this.depthRenderTarget.dispose(); | |
| this.depthMaterial.dispose(); | |
| this.normalMaterial.dispose(); | |
| this.saoMaterial.dispose(); | |
| this.vBlurMaterial.dispose(); | |
| this.hBlurMaterial.dispose(); | |
| this.materialCopy.dispose(); | |
| this.depthCopy.dispose(); | |
| this.fsQuad.dispose(); | |
| } | |
| } | |
| __publicField(SAOPass2, "OUTPUT", { | |
| Beauty: 1, | |
| Default: 0, | |
| SAO: 2, | |
| Depth: 3, | |
| Normal: 4 | |
| }); | |
| return SAOPass2; | |
| })(); | |
| export { | |
| SAOPass | |
| }; | |
| //# sourceMappingURL=SAOPass.js.map | |
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