Jelajahi Sumber

JSM: Added module and TS file for SSAOPass and SimplexNoise.

Mugen87 6 tahun lalu
induk
melakukan
ac5de6c939

+ 6 - 0
docs/manual/en/introduction/Import-via-modules.html

@@ -143,6 +143,11 @@
 						<li>VRMLLoader</li>
 					</ul>
 				</li>
+				<li>math
+					<ul>
+						<li>SimplexNoise</li>
+					</ul>
+				</li>
 				<li>objects
 					<ul>
 						<li>Lensflare</li>
@@ -177,6 +182,7 @@
 						<li>ShaderPass</li>
 						<li>SMAAPass</li>
 						<li>SSAARenderPass</li>
+						<li>SSAOPass</li>
 						<li>TAARenderPass</li>
 						<li>TexturePass</li>
 						<li>UnrealBloomPass</li>

+ 9 - 0
examples/jsm/math/SimplexNoise.d.ts

@@ -0,0 +1,9 @@
+export class SimplexNoise {
+  constructor(r?: object);
+  dot(g: number[], x: number, y: number): number;
+  dot3(g: number[], x: number, y: number, z: number): number;
+  dot4(g: number[], x: number, y: number, z: number, w: number): number;
+  noise(xin: number, yin: number): number;
+  noise3d(xin: number, yin: number, zin: number): number;
+  noise4d(x: number, y: number, z: number, w: number): number;
+}

+ 407 - 0
examples/jsm/math/SimplexNoise.js

@@ -0,0 +1,407 @@
+// Ported from Stefan Gustavson's java implementation
+// http://staffwww.itn.liu.se/~stegu/simplexnoise/simplexnoise.pdf
+// Read Stefan's excellent paper for details on how this code works.
+//
+// Sean McCullough [email protected]
+//
+// Added 4D noise
+// Joshua Koo [email protected]
+
+/**
+ * You can pass in a random number generator object if you like.
+ * It is assumed to have a random() method.
+ */
+var SimplexNoise = function ( r ) {
+
+	if ( r == undefined ) r = Math;
+	this.grad3 = [[ 1, 1, 0 ], [ - 1, 1, 0 ], [ 1, - 1, 0 ], [ - 1, - 1, 0 ],
+		[ 1, 0, 1 ], [ - 1, 0, 1 ], [ 1, 0, - 1 ], [ - 1, 0, - 1 ],
+		[ 0, 1, 1 ], [ 0, - 1, 1 ], [ 0, 1, - 1 ], [ 0, - 1, - 1 ]];
+
+	this.grad4 = [[ 0, 1, 1, 1 ], [ 0, 1, 1, - 1 ], [ 0, 1, - 1, 1 ], [ 0, 1, - 1, - 1 ],
+	     [ 0, - 1, 1, 1 ], [ 0, - 1, 1, - 1 ], [ 0, - 1, - 1, 1 ], [ 0, - 1, - 1, - 1 ],
+	     [ 1, 0, 1, 1 ], [ 1, 0, 1, - 1 ], [ 1, 0, - 1, 1 ], [ 1, 0, - 1, - 1 ],
+	     [ - 1, 0, 1, 1 ], [ - 1, 0, 1, - 1 ], [ - 1, 0, - 1, 1 ], [ - 1, 0, - 1, - 1 ],
+	     [ 1, 1, 0, 1 ], [ 1, 1, 0, - 1 ], [ 1, - 1, 0, 1 ], [ 1, - 1, 0, - 1 ],
+	     [ - 1, 1, 0, 1 ], [ - 1, 1, 0, - 1 ], [ - 1, - 1, 0, 1 ], [ - 1, - 1, 0, - 1 ],
+	     [ 1, 1, 1, 0 ], [ 1, 1, - 1, 0 ], [ 1, - 1, 1, 0 ], [ 1, - 1, - 1, 0 ],
+	     [ - 1, 1, 1, 0 ], [ - 1, 1, - 1, 0 ], [ - 1, - 1, 1, 0 ], [ - 1, - 1, - 1, 0 ]];
+
+	this.p = [];
+	for ( var i = 0; i < 256; i ++ ) {
+
+		this.p[ i ] = Math.floor( r.random() * 256 );
+
+	}
+	// To remove the need for index wrapping, double the permutation table length
+	this.perm = [];
+	for ( var i = 0; i < 512; i ++ ) {
+
+		this.perm[ i ] = this.p[ i & 255 ];
+
+	}
+
+	// A lookup table to traverse the simplex around a given point in 4D.
+	// Details can be found where this table is used, in the 4D noise method.
+	this.simplex = [
+		[ 0, 1, 2, 3 ], [ 0, 1, 3, 2 ], [ 0, 0, 0, 0 ], [ 0, 2, 3, 1 ], [ 0, 0, 0, 0 ], [ 0, 0, 0, 0 ], [ 0, 0, 0, 0 ], [ 1, 2, 3, 0 ],
+		[ 0, 2, 1, 3 ], [ 0, 0, 0, 0 ], [ 0, 3, 1, 2 ], [ 0, 3, 2, 1 ], [ 0, 0, 0, 0 ], [ 0, 0, 0, 0 ], [ 0, 0, 0, 0 ], [ 1, 3, 2, 0 ],
+		[ 0, 0, 0, 0 ], [ 0, 0, 0, 0 ], [ 0, 0, 0, 0 ], [ 0, 0, 0, 0 ], [ 0, 0, 0, 0 ], [ 0, 0, 0, 0 ], [ 0, 0, 0, 0 ], [ 0, 0, 0, 0 ],
+		[ 1, 2, 0, 3 ], [ 0, 0, 0, 0 ], [ 1, 3, 0, 2 ], [ 0, 0, 0, 0 ], [ 0, 0, 0, 0 ], [ 0, 0, 0, 0 ], [ 2, 3, 0, 1 ], [ 2, 3, 1, 0 ],
+		[ 1, 0, 2, 3 ], [ 1, 0, 3, 2 ], [ 0, 0, 0, 0 ], [ 0, 0, 0, 0 ], [ 0, 0, 0, 0 ], [ 2, 0, 3, 1 ], [ 0, 0, 0, 0 ], [ 2, 1, 3, 0 ],
+		[ 0, 0, 0, 0 ], [ 0, 0, 0, 0 ], [ 0, 0, 0, 0 ], [ 0, 0, 0, 0 ], [ 0, 0, 0, 0 ], [ 0, 0, 0, 0 ], [ 0, 0, 0, 0 ], [ 0, 0, 0, 0 ],
+		[ 2, 0, 1, 3 ], [ 0, 0, 0, 0 ], [ 0, 0, 0, 0 ], [ 0, 0, 0, 0 ], [ 3, 0, 1, 2 ], [ 3, 0, 2, 1 ], [ 0, 0, 0, 0 ], [ 3, 1, 2, 0 ],
+		[ 2, 1, 0, 3 ], [ 0, 0, 0, 0 ], [ 0, 0, 0, 0 ], [ 0, 0, 0, 0 ], [ 3, 1, 0, 2 ], [ 0, 0, 0, 0 ], [ 3, 2, 0, 1 ], [ 3, 2, 1, 0 ]];
+
+};
+
+SimplexNoise.prototype.dot = function ( g, x, y ) {
+
+	return g[ 0 ] * x + g[ 1 ] * y;
+
+};
+
+SimplexNoise.prototype.dot3 = function ( g, x, y, z ) {
+
+	return g[ 0 ] * x + g[ 1 ] * y + g[ 2 ] * z;
+
+};
+
+SimplexNoise.prototype.dot4 = function ( g, x, y, z, w ) {
+
+	return g[ 0 ] * x + g[ 1 ] * y + g[ 2 ] * z + g[ 3 ] * w;
+
+};
+
+SimplexNoise.prototype.noise = function ( xin, yin ) {
+
+	var n0, n1, n2; // Noise contributions from the three corners
+	// Skew the input space to determine which simplex cell we're in
+	var F2 = 0.5 * ( Math.sqrt( 3.0 ) - 1.0 );
+	var s = ( xin + yin ) * F2; // Hairy factor for 2D
+	var i = Math.floor( xin + s );
+	var j = Math.floor( yin + s );
+	var G2 = ( 3.0 - Math.sqrt( 3.0 ) ) / 6.0;
+	var t = ( i + j ) * G2;
+	var X0 = i - t; // Unskew the cell origin back to (x,y) space
+	var Y0 = j - t;
+	var x0 = xin - X0; // The x,y distances from the cell origin
+	var y0 = yin - Y0;
+	// For the 2D case, the simplex shape is an equilateral triangle.
+	// Determine which simplex we are in.
+	var i1, j1; // Offsets for second (middle) corner of simplex in (i,j) coords
+	if ( x0 > y0 ) {
+
+		i1 = 1; j1 = 0;
+
+		// lower triangle, XY order: (0,0)->(1,0)->(1,1)
+
+	}	else {
+
+		i1 = 0; j1 = 1;
+
+	} // upper triangle, YX order: (0,0)->(0,1)->(1,1)
+	// A step of (1,0) in (i,j) means a step of (1-c,-c) in (x,y), and
+	// a step of (0,1) in (i,j) means a step of (-c,1-c) in (x,y), where
+	// c = (3-sqrt(3))/6
+	var x1 = x0 - i1 + G2; // Offsets for middle corner in (x,y) unskewed coords
+	var y1 = y0 - j1 + G2;
+	var x2 = x0 - 1.0 + 2.0 * G2; // Offsets for last corner in (x,y) unskewed coords
+	var y2 = y0 - 1.0 + 2.0 * G2;
+	// Work out the hashed gradient indices of the three simplex corners
+	var ii = i & 255;
+	var jj = j & 255;
+	var gi0 = this.perm[ ii + this.perm[ jj ] ] % 12;
+	var gi1 = this.perm[ ii + i1 + this.perm[ jj + j1 ] ] % 12;
+	var gi2 = this.perm[ ii + 1 + this.perm[ jj + 1 ] ] % 12;
+	// Calculate the contribution from the three corners
+	var t0 = 0.5 - x0 * x0 - y0 * y0;
+	if ( t0 < 0 ) n0 = 0.0;
+	else {
+
+		t0 *= t0;
+		n0 = t0 * t0 * this.dot( this.grad3[ gi0 ], x0, y0 ); // (x,y) of grad3 used for 2D gradient
+
+	}
+	var t1 = 0.5 - x1 * x1 - y1 * y1;
+	if ( t1 < 0 ) n1 = 0.0;
+	else {
+
+		t1 *= t1;
+		n1 = t1 * t1 * this.dot( this.grad3[ gi1 ], x1, y1 );
+
+	}
+	var t2 = 0.5 - x2 * x2 - y2 * y2;
+	if ( t2 < 0 ) n2 = 0.0;
+	else {
+
+		t2 *= t2;
+		n2 = t2 * t2 * this.dot( this.grad3[ gi2 ], x2, y2 );
+
+	}
+	// Add contributions from each corner to get the final noise value.
+	// The result is scaled to return values in the interval [-1,1].
+	return 70.0 * ( n0 + n1 + n2 );
+
+};
+
+// 3D simplex noise
+SimplexNoise.prototype.noise3d = function ( xin, yin, zin ) {
+
+	var n0, n1, n2, n3; // Noise contributions from the four corners
+	// Skew the input space to determine which simplex cell we're in
+	var F3 = 1.0 / 3.0;
+	var s = ( xin + yin + zin ) * F3; // Very nice and simple skew factor for 3D
+	var i = Math.floor( xin + s );
+	var j = Math.floor( yin + s );
+	var k = Math.floor( zin + s );
+	var G3 = 1.0 / 6.0; // Very nice and simple unskew factor, too
+	var t = ( i + j + k ) * G3;
+	var X0 = i - t; // Unskew the cell origin back to (x,y,z) space
+	var Y0 = j - t;
+	var Z0 = k - t;
+	var x0 = xin - X0; // The x,y,z distances from the cell origin
+	var y0 = yin - Y0;
+	var z0 = zin - Z0;
+	// For the 3D case, the simplex shape is a slightly irregular tetrahedron.
+	// Determine which simplex we are in.
+	var i1, j1, k1; // Offsets for second corner of simplex in (i,j,k) coords
+	var i2, j2, k2; // Offsets for third corner of simplex in (i,j,k) coords
+	if ( x0 >= y0 ) {
+
+		if ( y0 >= z0 ) {
+
+			i1 = 1; j1 = 0; k1 = 0; i2 = 1; j2 = 1; k2 = 0;
+
+			// X Y Z order
+
+		} else if ( x0 >= z0 ) {
+
+			i1 = 1; j1 = 0; k1 = 0; i2 = 1; j2 = 0; k2 = 1;
+
+			// X Z Y order
+
+		} else {
+
+			i1 = 0; j1 = 0; k1 = 1; i2 = 1; j2 = 0; k2 = 1;
+
+		} // Z X Y order
+
+	} else { // x0<y0
+
+		if ( y0 < z0 ) {
+
+			i1 = 0; j1 = 0; k1 = 1; i2 = 0; j2 = 1; k2 = 1;
+
+			// Z Y X order
+
+		} else if ( x0 < z0 ) {
+
+			i1 = 0; j1 = 1; k1 = 0; i2 = 0; j2 = 1; k2 = 1;
+
+			// Y Z X order
+
+		} else {
+
+			i1 = 0; j1 = 1; k1 = 0; i2 = 1; j2 = 1; k2 = 0;
+
+		} // Y X Z order
+
+	}
+	// A step of (1,0,0) in (i,j,k) means a step of (1-c,-c,-c) in (x,y,z),
+	// a step of (0,1,0) in (i,j,k) means a step of (-c,1-c,-c) in (x,y,z), and
+	// a step of (0,0,1) in (i,j,k) means a step of (-c,-c,1-c) in (x,y,z), where
+	// c = 1/6.
+	var x1 = x0 - i1 + G3; // Offsets for second corner in (x,y,z) coords
+	var y1 = y0 - j1 + G3;
+	var z1 = z0 - k1 + G3;
+	var x2 = x0 - i2 + 2.0 * G3; // Offsets for third corner in (x,y,z) coords
+	var y2 = y0 - j2 + 2.0 * G3;
+	var z2 = z0 - k2 + 2.0 * G3;
+	var x3 = x0 - 1.0 + 3.0 * G3; // Offsets for last corner in (x,y,z) coords
+	var y3 = y0 - 1.0 + 3.0 * G3;
+	var z3 = z0 - 1.0 + 3.0 * G3;
+	// Work out the hashed gradient indices of the four simplex corners
+	var ii = i & 255;
+	var jj = j & 255;
+	var kk = k & 255;
+	var gi0 = this.perm[ ii + this.perm[ jj + this.perm[ kk ] ] ] % 12;
+	var gi1 = this.perm[ ii + i1 + this.perm[ jj + j1 + this.perm[ kk + k1 ] ] ] % 12;
+	var gi2 = this.perm[ ii + i2 + this.perm[ jj + j2 + this.perm[ kk + k2 ] ] ] % 12;
+	var gi3 = this.perm[ ii + 1 + this.perm[ jj + 1 + this.perm[ kk + 1 ] ] ] % 12;
+	// Calculate the contribution from the four corners
+	var t0 = 0.6 - x0 * x0 - y0 * y0 - z0 * z0;
+	if ( t0 < 0 ) n0 = 0.0;
+	else {
+
+		t0 *= t0;
+		n0 = t0 * t0 * this.dot3( this.grad3[ gi0 ], x0, y0, z0 );
+
+	}
+	var t1 = 0.6 - x1 * x1 - y1 * y1 - z1 * z1;
+	if ( t1 < 0 ) n1 = 0.0;
+	else {
+
+		t1 *= t1;
+		n1 = t1 * t1 * this.dot3( this.grad3[ gi1 ], x1, y1, z1 );
+
+	}
+	var t2 = 0.6 - x2 * x2 - y2 * y2 - z2 * z2;
+	if ( t2 < 0 ) n2 = 0.0;
+	else {
+
+		t2 *= t2;
+		n2 = t2 * t2 * this.dot3( this.grad3[ gi2 ], x2, y2, z2 );
+
+	}
+	var t3 = 0.6 - x3 * x3 - y3 * y3 - z3 * z3;
+	if ( t3 < 0 ) n3 = 0.0;
+	else {
+
+		t3 *= t3;
+		n3 = t3 * t3 * this.dot3( this.grad3[ gi3 ], x3, y3, z3 );
+
+	}
+	// Add contributions from each corner to get the final noise value.
+	// The result is scaled to stay just inside [-1,1]
+	return 32.0 * ( n0 + n1 + n2 + n3 );
+
+};
+
+// 4D simplex noise
+SimplexNoise.prototype.noise4d = function ( x, y, z, w ) {
+
+	// For faster and easier lookups
+	var grad4 = this.grad4;
+	var simplex = this.simplex;
+	var perm = this.perm;
+
+	// The skewing and unskewing factors are hairy again for the 4D case
+	var F4 = ( Math.sqrt( 5.0 ) - 1.0 ) / 4.0;
+	var G4 = ( 5.0 - Math.sqrt( 5.0 ) ) / 20.0;
+	var n0, n1, n2, n3, n4; // Noise contributions from the five corners
+	// Skew the (x,y,z,w) space to determine which cell of 24 simplices we're in
+	var s = ( x + y + z + w ) * F4; // Factor for 4D skewing
+	var i = Math.floor( x + s );
+	var j = Math.floor( y + s );
+	var k = Math.floor( z + s );
+	var l = Math.floor( w + s );
+	var t = ( i + j + k + l ) * G4; // Factor for 4D unskewing
+	var X0 = i - t; // Unskew the cell origin back to (x,y,z,w) space
+	var Y0 = j - t;
+	var Z0 = k - t;
+	var W0 = l - t;
+	var x0 = x - X0; // The x,y,z,w distances from the cell origin
+	var y0 = y - Y0;
+	var z0 = z - Z0;
+	var w0 = w - W0;
+
+	// For the 4D case, the simplex is a 4D shape I won't even try to describe.
+	// To find out which of the 24 possible simplices we're in, we need to
+	// determine the magnitude ordering of x0, y0, z0 and w0.
+	// The method below is a good way of finding the ordering of x,y,z,w and
+	// then find the correct traversal order for the simplex we’re in.
+	// First, six pair-wise comparisons are performed between each possible pair
+	// of the four coordinates, and the results are used to add up binary bits
+	// for an integer index.
+	var c1 = ( x0 > y0 ) ? 32 : 0;
+	var c2 = ( x0 > z0 ) ? 16 : 0;
+	var c3 = ( y0 > z0 ) ? 8 : 0;
+	var c4 = ( x0 > w0 ) ? 4 : 0;
+	var c5 = ( y0 > w0 ) ? 2 : 0;
+	var c6 = ( z0 > w0 ) ? 1 : 0;
+	var c = c1 + c2 + c3 + c4 + c5 + c6;
+	var i1, j1, k1, l1; // The integer offsets for the second simplex corner
+	var i2, j2, k2, l2; // The integer offsets for the third simplex corner
+	var i3, j3, k3, l3; // The integer offsets for the fourth simplex corner
+	// simplex[c] is a 4-vector with the numbers 0, 1, 2 and 3 in some order.
+	// Many values of c will never occur, since e.g. x>y>z>w makes x<z, y<w and x<w
+	// impossible. Only the 24 indices which have non-zero entries make any sense.
+	// We use a thresholding to set the coordinates in turn from the largest magnitude.
+	// The number 3 in the "simplex" array is at the position of the largest coordinate.
+	i1 = simplex[ c ][ 0 ] >= 3 ? 1 : 0;
+	j1 = simplex[ c ][ 1 ] >= 3 ? 1 : 0;
+	k1 = simplex[ c ][ 2 ] >= 3 ? 1 : 0;
+	l1 = simplex[ c ][ 3 ] >= 3 ? 1 : 0;
+	// The number 2 in the "simplex" array is at the second largest coordinate.
+	i2 = simplex[ c ][ 0 ] >= 2 ? 1 : 0;
+	j2 = simplex[ c ][ 1 ] >= 2 ? 1 : 0; k2 = simplex[ c ][ 2 ] >= 2 ? 1 : 0;
+	l2 = simplex[ c ][ 3 ] >= 2 ? 1 : 0;
+	// The number 1 in the "simplex" array is at the second smallest coordinate.
+	i3 = simplex[ c ][ 0 ] >= 1 ? 1 : 0;
+	j3 = simplex[ c ][ 1 ] >= 1 ? 1 : 0;
+	k3 = simplex[ c ][ 2 ] >= 1 ? 1 : 0;
+	l3 = simplex[ c ][ 3 ] >= 1 ? 1 : 0;
+	// The fifth corner has all coordinate offsets = 1, so no need to look that up.
+	var x1 = x0 - i1 + G4; // Offsets for second corner in (x,y,z,w) coords
+	var y1 = y0 - j1 + G4;
+	var z1 = z0 - k1 + G4;
+	var w1 = w0 - l1 + G4;
+	var x2 = x0 - i2 + 2.0 * G4; // Offsets for third corner in (x,y,z,w) coords
+	var y2 = y0 - j2 + 2.0 * G4;
+	var z2 = z0 - k2 + 2.0 * G4;
+	var w2 = w0 - l2 + 2.0 * G4;
+	var x3 = x0 - i3 + 3.0 * G4; // Offsets for fourth corner in (x,y,z,w) coords
+	var y3 = y0 - j3 + 3.0 * G4;
+	var z3 = z0 - k3 + 3.0 * G4;
+	var w3 = w0 - l3 + 3.0 * G4;
+	var x4 = x0 - 1.0 + 4.0 * G4; // Offsets for last corner in (x,y,z,w) coords
+	var y4 = y0 - 1.0 + 4.0 * G4;
+	var z4 = z0 - 1.0 + 4.0 * G4;
+	var w4 = w0 - 1.0 + 4.0 * G4;
+	// Work out the hashed gradient indices of the five simplex corners
+	var ii = i & 255;
+	var jj = j & 255;
+	var kk = k & 255;
+	var ll = l & 255;
+	var gi0 = perm[ ii + perm[ jj + perm[ kk + perm[ ll ] ] ] ] % 32;
+	var gi1 = perm[ ii + i1 + perm[ jj + j1 + perm[ kk + k1 + perm[ ll + l1 ] ] ] ] % 32;
+	var gi2 = perm[ ii + i2 + perm[ jj + j2 + perm[ kk + k2 + perm[ ll + l2 ] ] ] ] % 32;
+	var gi3 = perm[ ii + i3 + perm[ jj + j3 + perm[ kk + k3 + perm[ ll + l3 ] ] ] ] % 32;
+	var gi4 = perm[ ii + 1 + perm[ jj + 1 + perm[ kk + 1 + perm[ ll + 1 ] ] ] ] % 32;
+	// Calculate the contribution from the five corners
+	var t0 = 0.6 - x0 * x0 - y0 * y0 - z0 * z0 - w0 * w0;
+	if ( t0 < 0 ) n0 = 0.0;
+	else {
+
+		t0 *= t0;
+		n0 = t0 * t0 * this.dot4( grad4[ gi0 ], x0, y0, z0, w0 );
+
+	}
+	var t1 = 0.6 - x1 * x1 - y1 * y1 - z1 * z1 - w1 * w1;
+	if ( t1 < 0 ) n1 = 0.0;
+	else {
+
+		t1 *= t1;
+		n1 = t1 * t1 * this.dot4( grad4[ gi1 ], x1, y1, z1, w1 );
+
+	}
+	var t2 = 0.6 - x2 * x2 - y2 * y2 - z2 * z2 - w2 * w2;
+	if ( t2 < 0 ) n2 = 0.0;
+	else {
+
+		t2 *= t2;
+		n2 = t2 * t2 * this.dot4( grad4[ gi2 ], x2, y2, z2, w2 );
+
+	} var t3 = 0.6 - x3 * x3 - y3 * y3 - z3 * z3 - w3 * w3;
+	if ( t3 < 0 ) n3 = 0.0;
+	else {
+
+		t3 *= t3;
+		n3 = t3 * t3 * this.dot4( grad4[ gi3 ], x3, y3, z3, w3 );
+
+	}
+	var t4 = 0.6 - x4 * x4 - y4 * y4 - z4 * z4 - w4 * w4;
+	if ( t4 < 0 ) n4 = 0.0;
+	else {
+
+		t4 *= t4;
+		n4 = t4 * t4 * this.dot4( grad4[ gi4 ], x4, y4, z4, w4 );
+
+	}
+	// Sum up and scale the result to cover the range [-1,1]
+	return 27.0 * ( n0 + n1 + n2 + n3 + n4 );
+
+};
+
+export { SimplexNoise };

+ 56 - 0
examples/jsm/postprocessing/SSAOPass.d.ts

@@ -0,0 +1,56 @@
+import {
+  Camera,
+  Color,
+  DataTexture,
+  Material,
+  MeshNormalMaterial,
+  Scene,
+  ShaderMaterial,
+  Vector3,
+  WebGLRenderer,
+  WebGLRenderTarget
+} from '../../../src/Three';
+
+import { Pass } from './Pass';
+
+export class SSAOPass extends Pass {
+  constructor(scene: Scene, camera: Camera, width?: number, height?: number);
+  scene: Scene;
+  camera: Camera;
+  width: number;
+  height: boolean;
+  clear: boolean;
+  kernelRadius: boolean;
+  kernelSize: boolean;
+  kernel: Vector3[];
+  noiseTexture: DataTexture;
+  output: number;
+  minDistance: number;
+  maxDistance: number;
+  beautyRenderTarget: WebGLRenderTarget;
+  normalRenderTarget: WebGLRenderTarget;
+  ssaoRenderTarget: WebGLRenderTarget;
+  blurRenderTarget: WebGLRenderTarget;
+  ssaoMaterial: ShaderMaterial;
+  normalMaterial: MeshNormalMaterial;
+  blurMaterial: ShaderMaterial;
+  depthRenderMaterial: ShaderMaterial;
+  copyMaterial: ShaderMaterial;
+  fsQuad: object;
+  originalClearColor: Color;
+
+  static OUTPUT: {
+    Default: number;
+    SSAO: number;
+    Blur: number;
+    Beauty: number;
+    Depth: number;
+    Normal: number;
+  };
+
+  dipose(): void;
+  generateSampleKernel(): Vector3[];
+  generateRandomKernelRotations(): void;
+  renderPass(renderer: WebGLRenderer, passMaterial: Material, renderTarget: WebGLRenderer, clearColor: Color, clearAlpha: number): void;
+  renderOverride(renderer: WebGLRenderer, overrideMaterial: Material, renderTarget: WebGLRenderer, clearColor: Color, clearAlpha: number): void;
+}

+ 436 - 0
examples/jsm/postprocessing/SSAOPass.js

@@ -0,0 +1,436 @@
+/**
+ * @author Mugen87 / https://github.com/Mugen87
+ */
+
+import {
+	AddEquation,
+	Color,
+	CustomBlending,
+	DataTexture,
+	DepthTexture,
+	DstAlphaFactor,
+	DstColorFactor,
+	FloatType,
+	LinearFilter,
+	Math as _Math,
+	MeshNormalMaterial,
+	NearestFilter,
+	NoBlending,
+	RGBAFormat,
+	RepeatWrapping,
+	ShaderMaterial,
+	UniformsUtils,
+	UnsignedShortType,
+	Vector3,
+	WebGLRenderTarget,
+	ZeroFactor
+} from "../../../build/three.module.js";
+import { Pass } from "../postprocessing/Pass.js";
+import { SimplexNoise } from "../math/SimplexNoise.js";
+import { SSAOShader } from "../shaders/SSAOShader.js";
+import { SSAOBlurShader } from "../shaders/SSAOShader.js";
+import { SSAODepthShader } from "../shaders/SSAOShader.js";
+import { CopyShader } from "../shaders/CopyShader.js";
+
+var SSAOPass = function ( scene, camera, width, height ) {
+
+	Pass.call( this );
+
+	this.width = ( width !== undefined ) ? width : 512;
+	this.height = ( height !== undefined ) ? height : 512;
+
+	this.clear = true;
+
+	this.camera = camera;
+	this.scene = scene;
+
+	this.kernelRadius = 8;
+	this.kernelSize = 32;
+	this.kernel = [];
+	this.noiseTexture = null;
+	this.output = 0;
+
+	this.minDistance = 0.005;
+	this.maxDistance = 0.1;
+
+	//
+
+	this.generateSampleKernel();
+	this.generateRandomKernelRotations();
+
+	// beauty render target with depth buffer
+
+	var depthTexture = new DepthTexture();
+	depthTexture.type = UnsignedShortType;
+	depthTexture.minFilter = NearestFilter;
+	depthTexture.maxFilter = NearestFilter;
+
+	this.beautyRenderTarget = new WebGLRenderTarget( this.width, this.height, {
+		minFilter: LinearFilter,
+		magFilter: LinearFilter,
+		format: RGBAFormat,
+		depthTexture: depthTexture,
+		depthBuffer: true
+	} );
+
+	// normal render target
+
+	this.normalRenderTarget = new WebGLRenderTarget( this.width, this.height, {
+		minFilter: NearestFilter,
+		magFilter: NearestFilter,
+		format: RGBAFormat
+	} );
+
+	// ssao render target
+
+	this.ssaoRenderTarget = new WebGLRenderTarget( this.width, this.height, {
+		minFilter: LinearFilter,
+		magFilter: LinearFilter,
+		format: RGBAFormat
+	} );
+
+	this.blurRenderTarget = this.ssaoRenderTarget.clone();
+
+	// ssao material
+
+	if ( SSAOShader === undefined ) {
+
+		console.error( 'THREE.SSAOPass: The pass relies on SSAOShader.' );
+
+	}
+
+	this.ssaoMaterial = new ShaderMaterial( {
+		defines: Object.assign( {}, SSAOShader.defines ),
+		uniforms: UniformsUtils.clone( SSAOShader.uniforms ),
+		vertexShader: SSAOShader.vertexShader,
+		fragmentShader: SSAOShader.fragmentShader,
+		blending: NoBlending
+	} );
+
+	this.ssaoMaterial.uniforms[ 'tDiffuse' ].value = this.beautyRenderTarget.texture;
+	this.ssaoMaterial.uniforms[ 'tNormal' ].value = this.normalRenderTarget.texture;
+	this.ssaoMaterial.uniforms[ 'tDepth' ].value = this.beautyRenderTarget.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.getInverse( this.camera.projectionMatrix );
+
+	// 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.beautyRenderTarget.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
+	} );
+
+	this.fsQuad = new Pass.FullScreenQuad( null );
+
+	this.originalClearColor = new Color();
+
+};
+
+SSAOPass.prototype = Object.assign( Object.create( Pass.prototype ), {
+
+	constructor: SSAOPass,
+
+	dispose: function () {
+
+		// dispose render targets
+
+		this.beautyRenderTarget.dispose();
+		this.normalRenderTarget.dispose();
+		this.ssaoRenderTarget.dispose();
+		this.blurRenderTarget.dispose();
+
+		// dispose geometry
+
+		this.quad.geometry.dispose();
+
+		// dispose materials
+
+		this.normalMaterial.dispose();
+		this.blurMaterial.dispose();
+		this.copyMaterial.dispose();
+		this.depthRenderMaterial.dispose();
+
+	},
+
+	render: function ( renderer, writeBuffer /*, readBuffer, deltaTime, maskActive */ ) {
+
+		// render beauty and depth
+
+		renderer.setRenderTarget( this.beautyRenderTarget );
+		renderer.clear();
+		renderer.render( this.scene, this.camera );
+
+		// render normals
+
+		this.renderOverride( renderer, this.normalMaterial, this.normalRenderTarget, 0x7777ff, 1.0 );
+
+		// 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 : writeBuffer );
+
+				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 : writeBuffer );
+
+				break;
+
+			case SSAOPass.OUTPUT.Beauty:
+
+				this.copyMaterial.uniforms[ 'tDiffuse' ].value = this.beautyRenderTarget.texture;
+				this.copyMaterial.blending = NoBlending;
+				this.renderPass( renderer, this.copyMaterial, this.renderToScreen ? null : writeBuffer );
+
+				break;
+
+			case SSAOPass.OUTPUT.Depth:
+
+				this.renderPass( renderer, this.depthRenderMaterial, this.renderToScreen ? null : writeBuffer );
+
+				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 : writeBuffer );
+
+				break;
+
+			case SSAOPass.OUTPUT.Default:
+
+				this.copyMaterial.uniforms[ 'tDiffuse' ].value = this.beautyRenderTarget.texture;
+				this.copyMaterial.blending = NoBlending;
+				this.renderPass( renderer, this.copyMaterial, this.renderToScreen ? null : writeBuffer );
+
+				this.copyMaterial.uniforms[ 'tDiffuse' ].value = this.blurRenderTarget.texture;
+				this.copyMaterial.blending = CustomBlending;
+				this.renderPass( renderer, this.copyMaterial, this.renderToScreen ? null : writeBuffer );
+
+				break;
+
+			default:
+				console.warn( 'THREE.SSAOPass: Unknown output type.' );
+
+		}
+
+	},
+
+	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.width = width;
+		this.height = height;
+
+		this.beautyRenderTarget.setSize( width, 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.getInverse( this.camera.projectionMatrix );
+
+		this.blurMaterial.uniforms[ 'resolution' ].value.set( width, height );
+
+	},
+
+	generateSampleKernel: function () {
+
+		var kernelSize = this.kernelSize;
+		var kernel = this.kernel;
+
+		for ( var i = 0; i < kernelSize; i ++ ) {
+
+			var sample = new Vector3();
+			sample.x = ( Math.random() * 2 ) - 1;
+			sample.y = ( Math.random() * 2 ) - 1;
+			sample.z = Math.random();
+
+			sample.normalize();
+
+			var scale = i / kernelSize;
+			scale = _Math.lerp( 0.1, 1, scale * scale );
+			sample.multiplyScalar( scale );
+
+			kernel.push( sample );
+
+		}
+
+	},
+
+	generateRandomKernelRotations: function () {
+
+		var width = 4, height = 4;
+
+		if ( SimplexNoise === undefined ) {
+
+			console.error( 'THREE.SSAOPass: The pass relies on SimplexNoise.' );
+
+		}
+
+		var simplex = new SimplexNoise();
+
+		var size = width * height;
+		var data = new Float32Array( size * 4 );
+
+		for ( var i = 0; i < size; i ++ ) {
+
+			var stride = i * 4;
+
+			var x = ( Math.random() * 2 ) - 1;
+			var y = ( Math.random() * 2 ) - 1;
+			var z = 0;
+
+			var noise = simplex.noise3d( x, y, z );
+
+			data[ stride ] = noise;
+			data[ stride + 1 ] = noise;
+			data[ stride + 2 ] = noise;
+			data[ stride + 3 ] = 1;
+
+		}
+
+		this.noiseTexture = new DataTexture( data, width, height, RGBAFormat, FloatType );
+		this.noiseTexture.wrapS = RepeatWrapping;
+		this.noiseTexture.wrapT = RepeatWrapping;
+		this.noiseTexture.needsUpdate = true;
+
+	}
+
+} );
+
+SSAOPass.OUTPUT = {
+	'Default': 0,
+	'SSAO': 1,
+	'Blur': 2,
+	'Beauty': 3,
+	'Depth': 4,
+	'Normal': 5
+};
+
+export { SSAOPass };

+ 3 - 0
utils/modularize.js

@@ -61,6 +61,8 @@ var files = [
 	{ path: 'loaders/TGALoader.js', dependencies: [], ignoreList: [] },
 	{ path: 'loaders/VRMLLoader.js', dependencies: [], ignoreList: [] },
 
+	{ path: 'math/SimplexNoise.js', dependencies: [], ignoreList: [] },
+
 	{ path: 'objects/Lensflare.js', dependencies: [], ignoreList: [] },
 	{ path: 'objects/Reflector.js', dependencies: [], ignoreList: [] },
 	{ path: 'objects/Refractor.js', dependencies: [], ignoreList: [] },
@@ -87,6 +89,7 @@ var files = [
 	{ 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: [] },
 	{ path: 'postprocessing/SSAARenderPass.js', dependencies: [ { name: 'Pass', path: 'postprocessing/Pass.js' }, { name: 'CopyShader', path: 'shaders/CopyShader.js' } ], ignoreList: [] },
+	{ path: 'postprocessing/SSAOPass.js', dependencies: [ { name: 'Pass', path: 'postprocessing/Pass.js' }, { name: 'SimplexNoise', path: 'math/SimplexNoise.js' }, { name: 'SSAOShader', path: 'shaders/SSAOShader.js' }, { name: 'SSAOBlurShader', path: 'shaders/SSAOShader.js' }, { name: 'SSAODepthShader', path: 'shaders/SSAOShader.js' }, { name: 'CopyShader', path: 'shaders/CopyShader.js' } ], ignoreList: [] },
 	{ path: 'postprocessing/TAARenderPass.js', dependencies: [ { name: 'SSAARenderPass', path: 'postprocessing/SSAARenderPass.js' } ], ignoreList: [] },
 	{ path: 'postprocessing/TexturePass.js', dependencies: [ { name: 'Pass', path: 'postprocessing/Pass.js' }, { name: 'CopyShader', path: 'shaders/CopyShader.js' } ], ignoreList: [] },
 	{ path: 'postprocessing/UnrealBloomPass.js', dependencies: [ { name: 'Pass', path: 'postprocessing/Pass.js' }, { name: 'CopyShader', path: 'shaders/CopyShader.js' }, { name: 'LuminosityHighPassShader', path: 'shaders/LuminosityHighPassShader.js' } ], ignoreList: [] },