Selaa lähdekoodia

JSM: Added module and TS file for SAOPass.

Mugen87 6 vuotta sitten
vanhempi
commit
a851333139

+ 1 - 0
docs/manual/en/introduction/Import-via-modules.html

@@ -172,6 +172,7 @@
 						<li>MaskPass</li>
 						<li>OutlinePass</li>
 						<li>RenderPass</li>
+						<li>SAOPass</li>
 						<li>SavePass</li>
 						<li>ShaderPass</li>
 						<li>SMAAPass</li>

+ 50 - 0
examples/jsm/postprocessing/SAOPass.d.ts

@@ -0,0 +1,50 @@
+import {
+  Scene,
+  Camera,
+  Material,
+  MeshDepthMaterial,
+  MeshNormalMaterial,
+  ShaderMaterial,
+  Color,
+  Vector2,
+  WebGLRenderer,
+  WebGLRenderTarget
+} from '../../../src/Three';
+
+import { Pass } from './Pass';
+
+export class SAOPass extends Pass {
+  constructor(scene: Scene, camera: Camera, depthTexture?: boolean, useNormals?: boolean, resolution?: Vector2);
+  scene: Scene;
+  camera: Camera;
+  supportsDepthTextureExtension: boolean;
+  supportsNormalTexture: boolean;
+  originalClearColor: Color;
+  oldClearColor: Color;
+  oldClearAlpha: number;
+  resolution: Vector2;
+  saoRenderTarget: WebGLRenderTarget;
+  blurIntermediateRenderTarget: WebGLRenderTarget;
+  beautyRenderTarget: WebGLRenderTarget;
+  normalRenderTarget: WebGLRenderTarget;
+  depthRenderTarget: WebGLRenderTarget;
+  depthMaterial: MeshDepthMaterial;
+  normalMaterial: MeshNormalMaterial;
+  saoMaterial: ShaderMaterial;
+  vBlurMaterial: ShaderMaterial;
+  hBlurMaterial: ShaderMaterial;
+  materialCopy: ShaderMaterial;
+  depthCopy: ShaderMaterial;
+  fsQuad: object;
+
+  static OUTPUT: {
+    Default: number;
+    Beauty: number;
+    SAO: number;
+    Depth: number;
+    Normal: number;
+  };
+
+  renderPass(renderer: WebGLRenderer, passMaterial: Material, renderTarget: WebGLRenderer, clearColor: Color, clearAlpha: number): void;
+  renderOverride(renderer: WebGLRenderer, overrideMaterial: Material, renderTarget: WebGLRenderer, clearColor: Color, clearAlpha: number): void;
+}

+ 422 - 0
examples/jsm/postprocessing/SAOPass.js

@@ -0,0 +1,422 @@
+/**
+ * @author ludobaka / ludobaka.github.io
+ * SAO implementation inspired from bhouston previous SAO work
+ */
+
+import {
+	AddEquation,
+	Color,
+	CustomBlending,
+	DepthTexture,
+	DstAlphaFactor,
+	DstColorFactor,
+	LinearFilter,
+	MeshDepthMaterial,
+	MeshNormalMaterial,
+	NearestFilter,
+	NoBlending,
+	RGBADepthPacking,
+	RGBAFormat,
+	ShaderMaterial,
+	UniformsUtils,
+	UnsignedShortType,
+	Vector2,
+	WebGLRenderTarget,
+	ZeroFactor
+} from "../../../build/three.module.js";
+import { Pass } from "../postprocessing/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";
+
+var SAOPass = function ( scene, camera, depthTexture, useNormals, resolution ) {
+
+	Pass.call( this );
+
+	this.scene = scene;
+	this.camera = camera;
+
+	this.clear = true;
+	this.needsSwap = false;
+
+	this.supportsDepthTextureExtension = ( depthTexture !== undefined ) ? depthTexture : false;
+	this.supportsNormalTexture = ( useNormals !== undefined ) ? useNormals : false;
+
+	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 = ( resolution !== undefined ) ? new Vector2( resolution.x, resolution.y ) : new Vector2( 256, 256 );
+
+	this.saoRenderTarget = new WebGLRenderTarget( this.resolution.x, this.resolution.y, {
+		minFilter: LinearFilter,
+		magFilter: LinearFilter,
+		format: RGBAFormat
+	} );
+	this.blurIntermediateRenderTarget = this.saoRenderTarget.clone();
+	this.beautyRenderTarget = this.saoRenderTarget.clone();
+
+	this.normalRenderTarget = new WebGLRenderTarget( this.resolution.x, this.resolution.y, {
+		minFilter: NearestFilter,
+		magFilter: NearestFilter,
+		format: RGBAFormat
+	} );
+	this.depthRenderTarget = this.normalRenderTarget.clone();
+
+	if ( this.supportsDepthTextureExtension ) {
+
+		var depthTexture = new DepthTexture();
+		depthTexture.type = UnsignedShortType;
+		depthTexture.minFilter = NearestFilter;
+		depthTexture.maxFilter = NearestFilter;
+
+		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;
+
+	if ( SAOShader === undefined ) {
+
+		console.error( 'THREE.SAOPass relies on SAOShader' );
+
+	}
+
+	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.getInverse( this.camera.projectionMatrix );
+	this.saoMaterial.uniforms[ 'cameraProjectionMatrix' ].value = this.camera.projectionMatrix;
+	this.saoMaterial.blending = NoBlending;
+
+	if ( DepthLimitedBlurShader === undefined ) {
+
+		console.error( 'THREE.SAOPass relies on DepthLimitedBlurShader' );
+
+	}
+
+	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;
+
+	if ( CopyShader === undefined ) {
+
+		console.error( 'THREE.SAOPass relies on CopyShader' );
+
+	}
+
+	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;
+
+	if ( UnpackDepthRGBAShader === undefined ) {
+
+		console.error( 'THREE.SAOPass relies on UnpackDepthRGBAShader' );
+
+	}
+
+	this.depthCopy = new ShaderMaterial( {
+		uniforms: UniformsUtils.clone( UnpackDepthRGBAShader.uniforms ),
+		vertexShader: UnpackDepthRGBAShader.vertexShader,
+		fragmentShader: UnpackDepthRGBAShader.fragmentShader,
+		blending: NoBlending
+	} );
+
+	this.fsQuad = new Pass.FullScreenQuad( null );
+
+};
+
+SAOPass.OUTPUT = {
+	'Beauty': 1,
+	'Default': 0,
+	'SAO': 2,
+	'Depth': 3,
+	'Normal': 4
+};
+
+SAOPass.prototype = Object.assign( Object.create( Pass.prototype ), {
+	constructor: SAOPass,
+
+	render: function ( 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;
+
+		}
+
+		this.oldClearColor.copy( renderer.getClearColor() );
+		this.oldClearAlpha = renderer.getClearAlpha();
+		var 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();
+
+		var 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 );
+
+		}
+
+		var 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: function ( renderer, passMaterial, renderTarget, clearColor, clearAlpha ) {
+
+		// save original state
+		this.originalClearColor.copy( renderer.getClearColor() );
+		var originalClearAlpha = renderer.getClearAlpha();
+		var 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: function ( renderer, overrideMaterial, renderTarget, clearColor, clearAlpha ) {
+
+		this.originalClearColor.copy( renderer.getClearColor() );
+		var originalClearAlpha = renderer.getClearAlpha();
+		var 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: function ( 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.getInverse( this.camera.projectionMatrix );
+		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;
+
+	}
+
+} );
+
+export { SAOPass };

+ 1 - 0
utils/modularize.js

@@ -82,6 +82,7 @@ var files = [
 	{ path: 'postprocessing/MaskPass.js', dependencies: [ { name: 'Pass', path: 'postprocessing/Pass.js' } ], ignoreList: [] },
 	{ path: 'postprocessing/OutlinePass.js', dependencies: [ { name: 'Pass', path: 'postprocessing/Pass.js' }, { name: 'CopyShader', path: 'shaders/CopyShader.js' } ], ignoreList: [] },
 	{ path: 'postprocessing/RenderPass.js', dependencies: [ { name: 'Pass', path: 'postprocessing/Pass.js' } ], ignoreList: [] },
+	{ path: 'postprocessing/SAOPass.js', dependencies: [ { name: 'Pass', path: 'postprocessing/Pass.js' }, { name: 'SAOShader', path: 'shaders/SAOShader.js' }, { name: 'DepthLimitedBlurShader', path: 'shaders/DepthLimitedBlurShader.js' }, { name: 'BlurShaderUtils', path: 'shaders/DepthLimitedBlurShader.js' }, { name: 'CopyShader', path: 'shaders/CopyShader.js' }, { name: 'UnpackDepthRGBAShader', path: 'shaders/UnpackDepthRGBAShader.js' } ], ignoreList: [] },
 	{ path: 'postprocessing/SavePass.js', dependencies: [ { name: 'Pass', path: 'postprocessing/Pass.js' }, { name: 'CopyShader', path: 'shaders/CopyShader.js' } ], ignoreList: [] },
 	{ path: 'postprocessing/ShaderPass.js', dependencies: [ { name: 'Pass', path: 'postprocessing/Pass.js' } ], ignoreList: [] },
 	{ path: 'postprocessing/SMAAPass.js', dependencies: [ { name: 'Pass', path: 'postprocessing/Pass.js' }, { name: 'SMAAEdgesShader', path: 'shaders/SMAAShader.js' }, { name: 'SMAAWeightsShader', path: 'shaders/SMAAShader.js' }, { name: 'SMAABlendShader', path: 'shaders/SMAAShader.js' } ], ignoreList: [] },