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+/**
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+ * @author ludobaka / ludobaka.github.io
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+ * SAO implementation inspired from bhouston previous SAO work
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+ */
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+
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+import {
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+ AddEquation,
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+ Color,
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+ CustomBlending,
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+ DepthTexture,
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+ DstAlphaFactor,
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+ DstColorFactor,
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+ LinearFilter,
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+ MeshDepthMaterial,
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+ MeshNormalMaterial,
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+ NearestFilter,
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+ NoBlending,
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+ RGBADepthPacking,
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+ RGBAFormat,
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+ ShaderMaterial,
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+ UniformsUtils,
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+ UnsignedShortType,
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+ Vector2,
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+ WebGLRenderTarget,
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+ ZeroFactor
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+} from "../../../build/three.module.js";
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+import { Pass } from "../postprocessing/Pass.js";
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+import { SAOShader } from "../shaders/SAOShader.js";
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+import { DepthLimitedBlurShader } from "../shaders/DepthLimitedBlurShader.js";
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+import { BlurShaderUtils } from "../shaders/DepthLimitedBlurShader.js";
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+import { CopyShader } from "../shaders/CopyShader.js";
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+import { UnpackDepthRGBAShader } from "../shaders/UnpackDepthRGBAShader.js";
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+
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+var SAOPass = function ( scene, camera, depthTexture, useNormals, resolution ) {
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+
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+ Pass.call( this );
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+
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+ this.scene = scene;
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+ this.camera = camera;
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+
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+ this.clear = true;
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+ this.needsSwap = false;
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+
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+ this.supportsDepthTextureExtension = ( depthTexture !== undefined ) ? depthTexture : false;
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+ this.supportsNormalTexture = ( useNormals !== undefined ) ? useNormals : false;
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+
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+ this.originalClearColor = new Color();
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+ this.oldClearColor = new Color();
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+ this.oldClearAlpha = 1;
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+
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+ this.params = {
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+ output: 0,
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+ saoBias: 0.5,
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+ saoIntensity: 0.18,
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+ saoScale: 1,
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+ saoKernelRadius: 100,
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+ saoMinResolution: 0,
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+ saoBlur: true,
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+ saoBlurRadius: 8,
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+ saoBlurStdDev: 4,
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+ saoBlurDepthCutoff: 0.01
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+ };
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+
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+ this.resolution = ( resolution !== undefined ) ? new Vector2( resolution.x, resolution.y ) : new Vector2( 256, 256 );
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+
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+ this.saoRenderTarget = new WebGLRenderTarget( this.resolution.x, this.resolution.y, {
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+ minFilter: LinearFilter,
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+ magFilter: LinearFilter,
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+ format: RGBAFormat
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+ } );
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+ this.blurIntermediateRenderTarget = this.saoRenderTarget.clone();
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+ this.beautyRenderTarget = this.saoRenderTarget.clone();
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+
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+ this.normalRenderTarget = new WebGLRenderTarget( this.resolution.x, this.resolution.y, {
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+ minFilter: NearestFilter,
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+ magFilter: NearestFilter,
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+ format: RGBAFormat
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+ } );
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+ this.depthRenderTarget = this.normalRenderTarget.clone();
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+
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+ if ( this.supportsDepthTextureExtension ) {
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+
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+ var depthTexture = new DepthTexture();
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+ depthTexture.type = UnsignedShortType;
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+ depthTexture.minFilter = NearestFilter;
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+ depthTexture.maxFilter = NearestFilter;
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+
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+ this.beautyRenderTarget.depthTexture = depthTexture;
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+ this.beautyRenderTarget.depthBuffer = true;
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+
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+ }
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+
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+ this.depthMaterial = new MeshDepthMaterial();
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+ this.depthMaterial.depthPacking = RGBADepthPacking;
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+ this.depthMaterial.blending = NoBlending;
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+
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+ this.normalMaterial = new MeshNormalMaterial();
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+ this.normalMaterial.blending = NoBlending;
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+
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+ if ( SAOShader === undefined ) {
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+
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+ console.error( 'THREE.SAOPass relies on SAOShader' );
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+
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+ }
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+
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+ this.saoMaterial = new ShaderMaterial( {
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+ defines: Object.assign( {}, SAOShader.defines ),
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+ fragmentShader: SAOShader.fragmentShader,
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+ vertexShader: SAOShader.vertexShader,
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+ uniforms: UniformsUtils.clone( SAOShader.uniforms )
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+ } );
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+ this.saoMaterial.extensions.derivatives = true;
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+ this.saoMaterial.defines[ 'DEPTH_PACKING' ] = this.supportsDepthTextureExtension ? 0 : 1;
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+ this.saoMaterial.defines[ 'NORMAL_TEXTURE' ] = this.supportsNormalTexture ? 1 : 0;
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+ this.saoMaterial.defines[ 'PERSPECTIVE_CAMERA' ] = this.camera.isPerspectiveCamera ? 1 : 0;
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+ this.saoMaterial.uniforms[ 'tDepth' ].value = ( this.supportsDepthTextureExtension ) ? depthTexture : this.depthRenderTarget.texture;
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+ this.saoMaterial.uniforms[ 'tNormal' ].value = this.normalRenderTarget.texture;
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+ this.saoMaterial.uniforms[ 'size' ].value.set( this.resolution.x, this.resolution.y );
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+ this.saoMaterial.uniforms[ 'cameraInverseProjectionMatrix' ].value.getInverse( this.camera.projectionMatrix );
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+ this.saoMaterial.uniforms[ 'cameraProjectionMatrix' ].value = this.camera.projectionMatrix;
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+ this.saoMaterial.blending = NoBlending;
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+
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+ if ( DepthLimitedBlurShader === undefined ) {
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+
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+ console.error( 'THREE.SAOPass relies on DepthLimitedBlurShader' );
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+
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+ }
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+
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+ this.vBlurMaterial = new ShaderMaterial( {
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+ uniforms: UniformsUtils.clone( DepthLimitedBlurShader.uniforms ),
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+ defines: Object.assign( {}, DepthLimitedBlurShader.defines ),
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+ vertexShader: DepthLimitedBlurShader.vertexShader,
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+ fragmentShader: DepthLimitedBlurShader.fragmentShader
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+ } );
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+ this.vBlurMaterial.defines[ 'DEPTH_PACKING' ] = this.supportsDepthTextureExtension ? 0 : 1;
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+ this.vBlurMaterial.defines[ 'PERSPECTIVE_CAMERA' ] = this.camera.isPerspectiveCamera ? 1 : 0;
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+ this.vBlurMaterial.uniforms[ 'tDiffuse' ].value = this.saoRenderTarget.texture;
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+ this.vBlurMaterial.uniforms[ 'tDepth' ].value = ( this.supportsDepthTextureExtension ) ? depthTexture : this.depthRenderTarget.texture;
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+ this.vBlurMaterial.uniforms[ 'size' ].value.set( this.resolution.x, this.resolution.y );
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+ this.vBlurMaterial.blending = NoBlending;
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+
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+ this.hBlurMaterial = new ShaderMaterial( {
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+ uniforms: UniformsUtils.clone( DepthLimitedBlurShader.uniforms ),
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+ defines: Object.assign( {}, DepthLimitedBlurShader.defines ),
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+ vertexShader: DepthLimitedBlurShader.vertexShader,
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+ fragmentShader: DepthLimitedBlurShader.fragmentShader
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+ } );
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+ this.hBlurMaterial.defines[ 'DEPTH_PACKING' ] = this.supportsDepthTextureExtension ? 0 : 1;
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+ this.hBlurMaterial.defines[ 'PERSPECTIVE_CAMERA' ] = this.camera.isPerspectiveCamera ? 1 : 0;
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+ this.hBlurMaterial.uniforms[ 'tDiffuse' ].value = this.blurIntermediateRenderTarget.texture;
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+ this.hBlurMaterial.uniforms[ 'tDepth' ].value = ( this.supportsDepthTextureExtension ) ? depthTexture : this.depthRenderTarget.texture;
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+ this.hBlurMaterial.uniforms[ 'size' ].value.set( this.resolution.x, this.resolution.y );
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+ this.hBlurMaterial.blending = NoBlending;
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+
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+ if ( CopyShader === undefined ) {
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+
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+ console.error( 'THREE.SAOPass relies on CopyShader' );
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+
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+ }
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+
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+ this.materialCopy = new ShaderMaterial( {
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+ uniforms: UniformsUtils.clone( CopyShader.uniforms ),
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+ vertexShader: CopyShader.vertexShader,
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+ fragmentShader: CopyShader.fragmentShader,
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+ blending: NoBlending
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+ } );
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+ this.materialCopy.transparent = true;
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+ this.materialCopy.depthTest = false;
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+ this.materialCopy.depthWrite = false;
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+ this.materialCopy.blending = CustomBlending;
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+ this.materialCopy.blendSrc = DstColorFactor;
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+ this.materialCopy.blendDst = ZeroFactor;
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+ this.materialCopy.blendEquation = AddEquation;
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+ this.materialCopy.blendSrcAlpha = DstAlphaFactor;
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+ this.materialCopy.blendDstAlpha = ZeroFactor;
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+ this.materialCopy.blendEquationAlpha = AddEquation;
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+
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+ if ( UnpackDepthRGBAShader === undefined ) {
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+
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+ console.error( 'THREE.SAOPass relies on UnpackDepthRGBAShader' );
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+
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+ }
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+
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+ this.depthCopy = new ShaderMaterial( {
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+ uniforms: UniformsUtils.clone( UnpackDepthRGBAShader.uniforms ),
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+ vertexShader: UnpackDepthRGBAShader.vertexShader,
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+ fragmentShader: UnpackDepthRGBAShader.fragmentShader,
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+ blending: NoBlending
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+ } );
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+
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+ this.fsQuad = new Pass.FullScreenQuad( null );
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+
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+};
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+
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+SAOPass.OUTPUT = {
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+ 'Beauty': 1,
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+ 'Default': 0,
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+ 'SAO': 2,
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+ 'Depth': 3,
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+ 'Normal': 4
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+};
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+
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+SAOPass.prototype = Object.assign( Object.create( Pass.prototype ), {
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+ constructor: SAOPass,
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+
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+ render: function ( renderer, writeBuffer, readBuffer/*, deltaTime, maskActive*/ ) {
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+
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+ // Rendering readBuffer first when rendering to screen
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+ if ( this.renderToScreen ) {
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+
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+ this.materialCopy.blending = NoBlending;
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+ this.materialCopy.uniforms[ 'tDiffuse' ].value = readBuffer.texture;
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+ this.materialCopy.needsUpdate = true;
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+ this.renderPass( renderer, this.materialCopy, null );
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+
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+ }
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+
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+ if ( this.params.output === 1 ) {
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+
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+ return;
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+
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+ }
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+
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+ this.oldClearColor.copy( renderer.getClearColor() );
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+ this.oldClearAlpha = renderer.getClearAlpha();
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+ var oldAutoClear = renderer.autoClear;
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+ renderer.autoClear = false;
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+
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+ renderer.setRenderTarget( this.depthRenderTarget );
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+ renderer.clear();
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+
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+ this.saoMaterial.uniforms[ 'bias' ].value = this.params.saoBias;
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+ this.saoMaterial.uniforms[ 'intensity' ].value = this.params.saoIntensity;
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+ this.saoMaterial.uniforms[ 'scale' ].value = this.params.saoScale;
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+ this.saoMaterial.uniforms[ 'kernelRadius' ].value = this.params.saoKernelRadius;
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+ this.saoMaterial.uniforms[ 'minResolution' ].value = this.params.saoMinResolution;
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+ this.saoMaterial.uniforms[ 'cameraNear' ].value = this.camera.near;
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+ this.saoMaterial.uniforms[ 'cameraFar' ].value = this.camera.far;
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+ // this.saoMaterial.uniforms['randomSeed'].value = Math.random();
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+
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+ var depthCutoff = this.params.saoBlurDepthCutoff * ( this.camera.far - this.camera.near );
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+ this.vBlurMaterial.uniforms[ 'depthCutoff' ].value = depthCutoff;
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+ this.hBlurMaterial.uniforms[ 'depthCutoff' ].value = depthCutoff;
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+
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+ this.vBlurMaterial.uniforms[ 'cameraNear' ].value = this.camera.near;
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+ this.vBlurMaterial.uniforms[ 'cameraFar' ].value = this.camera.far;
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+ this.hBlurMaterial.uniforms[ 'cameraNear' ].value = this.camera.near;
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+ this.hBlurMaterial.uniforms[ 'cameraFar' ].value = this.camera.far;
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+
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+ this.params.saoBlurRadius = Math.floor( this.params.saoBlurRadius );
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+ if ( ( this.prevStdDev !== this.params.saoBlurStdDev ) || ( this.prevNumSamples !== this.params.saoBlurRadius ) ) {
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+
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+ BlurShaderUtils.configure( this.vBlurMaterial, this.params.saoBlurRadius, this.params.saoBlurStdDev, new Vector2( 0, 1 ) );
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+ BlurShaderUtils.configure( this.hBlurMaterial, this.params.saoBlurRadius, this.params.saoBlurStdDev, new Vector2( 1, 0 ) );
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+ this.prevStdDev = this.params.saoBlurStdDev;
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+ this.prevNumSamples = this.params.saoBlurRadius;
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+
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+ }
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+
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+ // Rendering scene to depth texture
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+ renderer.setClearColor( 0x000000 );
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+ renderer.setRenderTarget( this.beautyRenderTarget );
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+ renderer.clear();
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+ renderer.render( this.scene, this.camera );
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+
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+ // Re-render scene if depth texture extension is not supported
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+ if ( ! this.supportsDepthTextureExtension ) {
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+
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+ // Clear rule : far clipping plane in both RGBA and Basic encoding
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+ this.renderOverride( renderer, this.depthMaterial, this.depthRenderTarget, 0x000000, 1.0 );
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+
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+ }
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+
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+ if ( this.supportsNormalTexture ) {
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+
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+ // Clear rule : default normal is facing the camera
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+ this.renderOverride( renderer, this.normalMaterial, this.normalRenderTarget, 0x7777ff, 1.0 );
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+
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+ }
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+
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+ // Rendering SAO texture
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+ this.renderPass( renderer, this.saoMaterial, this.saoRenderTarget, 0xffffff, 1.0 );
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+
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+ // Blurring SAO texture
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+ if ( this.params.saoBlur ) {
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+
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+ this.renderPass( renderer, this.vBlurMaterial, this.blurIntermediateRenderTarget, 0xffffff, 1.0 );
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+ this.renderPass( renderer, this.hBlurMaterial, this.saoRenderTarget, 0xffffff, 1.0 );
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+
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+ }
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+
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+ var outputMaterial = this.materialCopy;
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+ // Setting up SAO rendering
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+ if ( this.params.output === 3 ) {
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+
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+ if ( this.supportsDepthTextureExtension ) {
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+
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+ this.materialCopy.uniforms[ 'tDiffuse' ].value = this.beautyRenderTarget.depthTexture;
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+ this.materialCopy.needsUpdate = true;
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+
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+ } else {
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+
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+ this.depthCopy.uniforms[ 'tDiffuse' ].value = this.depthRenderTarget.texture;
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+ this.depthCopy.needsUpdate = true;
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+ outputMaterial = this.depthCopy;
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+
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+ }
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+
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+ } else if ( this.params.output === 4 ) {
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+
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+ this.materialCopy.uniforms[ 'tDiffuse' ].value = this.normalRenderTarget.texture;
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+ this.materialCopy.needsUpdate = true;
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+
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+ } else {
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+
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+ this.materialCopy.uniforms[ 'tDiffuse' ].value = this.saoRenderTarget.texture;
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+ this.materialCopy.needsUpdate = true;
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+
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+ }
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+
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+ // Blending depends on output, only want a CustomBlending when showing SAO
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+ if ( this.params.output === 0 ) {
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+
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+ outputMaterial.blending = CustomBlending;
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+
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+ } else {
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+
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+ outputMaterial.blending = NoBlending;
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+
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+ }
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+
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+ // Rendering SAOPass result on top of previous pass
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+ this.renderPass( renderer, outputMaterial, this.renderToScreen ? null : readBuffer );
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+
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+ renderer.setClearColor( this.oldClearColor, this.oldClearAlpha );
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+ renderer.autoClear = oldAutoClear;
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+
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+ },
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+
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+ renderPass: function ( renderer, passMaterial, renderTarget, clearColor, clearAlpha ) {
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+
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+ // save original state
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+ this.originalClearColor.copy( renderer.getClearColor() );
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+ var originalClearAlpha = renderer.getClearAlpha();
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+ var originalAutoClear = renderer.autoClear;
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+
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+ renderer.setRenderTarget( renderTarget );
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+
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+ // setup pass state
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+ renderer.autoClear = false;
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+ if ( ( clearColor !== undefined ) && ( clearColor !== null ) ) {
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+
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+ renderer.setClearColor( clearColor );
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+ renderer.setClearAlpha( clearAlpha || 0.0 );
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+ renderer.clear();
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+
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+ }
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+
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+ this.fsQuad.material = passMaterial;
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+ this.fsQuad.render( renderer );
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+
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+ // restore original state
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+ renderer.autoClear = originalAutoClear;
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+ renderer.setClearColor( this.originalClearColor );
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+ renderer.setClearAlpha( originalClearAlpha );
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+
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+ },
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+
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+ renderOverride: function ( renderer, overrideMaterial, renderTarget, clearColor, clearAlpha ) {
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+
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+ this.originalClearColor.copy( renderer.getClearColor() );
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+ var originalClearAlpha = renderer.getClearAlpha();
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+ var originalAutoClear = renderer.autoClear;
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+
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+ renderer.setRenderTarget( renderTarget );
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+ renderer.autoClear = false;
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+
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+ clearColor = overrideMaterial.clearColor || clearColor;
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+ clearAlpha = overrideMaterial.clearAlpha || clearAlpha;
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+ if ( ( clearColor !== undefined ) && ( clearColor !== null ) ) {
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+
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+ renderer.setClearColor( clearColor );
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+ renderer.setClearAlpha( clearAlpha || 0.0 );
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+ renderer.clear();
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+
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+ }
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+
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+ this.scene.overrideMaterial = overrideMaterial;
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+ renderer.render( this.scene, this.camera );
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+ this.scene.overrideMaterial = null;
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+
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+ // restore original state
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+ renderer.autoClear = originalAutoClear;
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+ renderer.setClearColor( this.originalClearColor );
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+ renderer.setClearAlpha( originalClearAlpha );
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+
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+ },
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+
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+ setSize: function ( width, height ) {
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+
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+ this.beautyRenderTarget.setSize( width, height );
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+ this.saoRenderTarget.setSize( width, height );
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+ this.blurIntermediateRenderTarget.setSize( width, height );
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+ this.normalRenderTarget.setSize( width, height );
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+ this.depthRenderTarget.setSize( width, height );
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+
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+ this.saoMaterial.uniforms[ 'size' ].value.set( width, height );
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|
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+ this.saoMaterial.uniforms[ 'cameraInverseProjectionMatrix' ].value.getInverse( this.camera.projectionMatrix );
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|
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+ this.saoMaterial.uniforms[ 'cameraProjectionMatrix' ].value = this.camera.projectionMatrix;
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|
|
+ this.saoMaterial.needsUpdate = true;
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|
|
+
|
|
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+ this.vBlurMaterial.uniforms[ 'size' ].value.set( width, height );
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|
|
+ this.vBlurMaterial.needsUpdate = true;
|
|
|
+
|
|
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+ this.hBlurMaterial.uniforms[ 'size' ].value.set( width, height );
|
|
|
+ this.hBlurMaterial.needsUpdate = true;
|
|
|
+
|
|
|
+ }
|
|
|
+
|
|
|
+} );
|
|
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+
|
|
|
+export { SAOPass };
|