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| import { | |
| AddEquation, | |
| Color, | |
| CustomBlending, | |
| DepthTexture, | |
| DstAlphaFactor, | |
| DstColorFactor, | |
| HalfFloatType, | |
| MeshDepthMaterial, | |
| MeshNormalMaterial, | |
| NearestFilter, | |
| NoBlending, | |
| RGBADepthPacking, | |
| ShaderMaterial, | |
| UniformsUtils, | |
| UnsignedShortType, | |
| Vector2, | |
| WebGLRenderTarget, | |
| ZeroFactor | |
| } from 'three'; | |
| import { Pass, FullScreenQuad } from './Pass.js'; | |
| import { SAOShader } from '../shaders/SAOShader.js'; | |
| import { DepthLimitedBlurShader } from '../shaders/DepthLimitedBlurShader.js'; | |
| import { BlurShaderUtils } from '../shaders/DepthLimitedBlurShader.js'; | |
| import { CopyShader } from '../shaders/CopyShader.js'; | |
| import { UnpackDepthRGBAShader } from '../shaders/UnpackDepthRGBAShader.js'; | |
| /** | |
| * SAO implementation inspired from bhouston previous SAO work | |
| */ | |
| class SAOPass 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/*, 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 ); | |
| } | |
| 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; | |
| // 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; | |
| } | |
| // Rendering scene to depth texture | |
| renderer.setClearColor( 0x000000 ); | |
| renderer.setRenderTarget( this.beautyRenderTarget ); | |
| renderer.clear(); | |
| renderer.render( this.scene, this.camera ); | |
| // Re-render scene if depth texture extension is not supported | |
| if ( ! this.supportsDepthTextureExtension ) { | |
| // Clear rule : far clipping plane in both RGBA and Basic encoding | |
| this.renderOverride( renderer, this.depthMaterial, this.depthRenderTarget, 0x000000, 1.0 ); | |
| } | |
| if ( this.supportsNormalTexture ) { | |
| // Clear rule : default normal is facing the camera | |
| 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 ); | |
| } | |
| let outputMaterial = this.materialCopy; | |
| // Setting up SAO rendering | |
| 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; | |
| } | |
| // Blending depends on output, only want a CustomBlending when showing SAO | |
| if ( this.params.output === 0 ) { | |
| 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; | |
| } | |
| 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.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(); | |
| } | |
| } | |
| SAOPass.OUTPUT = { | |
| 'Beauty': 1, | |
| 'Default': 0, | |
| 'SAO': 2, | |
| 'Depth': 3, | |
| 'Normal': 4 | |
| }; | |
| export { SAOPass }; | |