import { AddEquation, Color, CustomBlending, DataTexture, DepthStencilFormat, DepthTexture, DstAlphaFactor, DstColorFactor, HalfFloatType, MeshNormalMaterial, NearestFilter, NoBlending, RepeatWrapping, RGBAFormat, ShaderMaterial, UniformsUtils, UnsignedByteType, UnsignedInt248Type, WebGLRenderTarget, ZeroFactor } from 'three'; import { Pass, FullScreenQuad } from './Pass.js'; import { generateHaboSampleKernelInitializer, HBAOShader, HBAODepthShader } from '../shaders/HBAOShader.js'; import { generatePdSamplePointInitializer, PoissonDenoiseShader } from '../shaders/PoissonDenoiseShader.js'; import { CopyShader } from '../shaders/CopyShader.js'; import { SimplexNoise } from '../math/SimplexNoise.js'; class HBAOPass extends Pass { constructor( scene, camera, width, height, parameters ) { super(); this.width = ( width !== undefined ) ? width : 512; this.height = ( height !== undefined ) ? height : 512; this.clear = true; this.camera = camera; this.scene = scene; this.output = 0; this._renderGBuffer = true; this._visibilityCache = new Map(); this.rings = 4; this.samples = 16; this.noiseTexture = this.generateNoise(); this.hbaoRenderTarget = new WebGLRenderTarget( this.width, this.height, { type: HalfFloatType } ); this.pdRenderTarget = this.hbaoRenderTarget.clone(); this.hbaoMaterial = new ShaderMaterial( { defines: Object.assign( {}, HBAOShader.defines ), uniforms: UniformsUtils.clone( HBAOShader.uniforms ), vertexShader: HBAOShader.vertexShader, fragmentShader: HBAOShader.fragmentShader, blending: NoBlending, depthTest: false, depthWrite: false, } ); this.hbaoMaterial.defines[ 'PERSPECTIVE_CAMERA' ] = this.camera.isPerspectiveCamera ? 1 : 0; this.hbaoMaterial.uniforms[ 'tNoise' ].value = this.noiseTexture; this.hbaoMaterial.uniforms[ 'resolution' ].value.set( this.width, this.height ); this.hbaoMaterial.uniforms[ 'cameraNear' ].value = this.camera.near; this.hbaoMaterial.uniforms[ 'cameraFar' ].value = this.camera.far; this.hbaoMaterial.uniforms[ 'radius' ].value = 2; this.hbaoMaterial.uniforms[ 'distanceExponent' ].value = 2; this.hbaoMaterial.uniforms[ 'bias' ].value = 0.01; this.normalMaterial = new MeshNormalMaterial(); this.normalMaterial.blending = NoBlending; this.pdMaterial = new ShaderMaterial( { defines: Object.assign( {}, PoissonDenoiseShader.defines ), uniforms: UniformsUtils.clone( PoissonDenoiseShader.uniforms ), vertexShader: PoissonDenoiseShader.vertexShader, fragmentShader: PoissonDenoiseShader.fragmentShader, depthTest: false, depthWrite: false, } ); this.pdMaterial.uniforms[ 'tDiffuse' ].value = this.hbaoRenderTarget.texture; this.pdMaterial.uniforms[ 'tNoise' ].value = this.noiseTexture; this.pdMaterial.uniforms[ 'resolution' ].value.set( this.width, this.height ); this.pdMaterial.uniforms[ 'lumaPhi' ].value = 10; this.pdMaterial.uniforms[ 'depthPhi' ].value = 2; this.pdMaterial.uniforms[ 'normalPhi' ].value = 3; this.depthRenderMaterial = new ShaderMaterial( { defines: Object.assign( {}, HBAODepthShader.defines ), uniforms: UniformsUtils.clone( HBAODepthShader.uniforms ), vertexShader: HBAODepthShader.vertexShader, fragmentShader: HBAODepthShader.fragmentShader, blending: NoBlending } ); this.depthRenderMaterial.uniforms[ 'cameraNear' ].value = this.camera.near; this.depthRenderMaterial.uniforms[ 'cameraFar' ].value = this.camera.far; 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 FullScreenQuad( null ); this.originalClearColor = new Color(); this.setTextures( parameters ? parameters.depthTexture : undefined, parameters ? parameters.normalTexture : undefined ); } dispose() { this.noiseTexture.dispose(); this.normalRenderTarget.dispose(); this.hbaoRenderTarget.dispose(); this.pdRenderTarget.dispose(); this.normalMaterial.dispose(); this.pdMaterial.dispose(); this.copyMaterial.dispose(); this.depthRenderMaterial.dispose(); this.fsQuad.dispose(); } setTextures( depthTexture, normalTexture ) { if ( depthTexture !== undefined ) { this.depthTexture = depthTexture; this.normalTexture = normalTexture; this._renderGBuffer = false; } else { this.depthTexture = new DepthTexture(); this.depthTexture.format = DepthStencilFormat; this.depthTexture.type = UnsignedInt248Type; this.normalRenderTarget = new WebGLRenderTarget( this.width, this.height, { minFilter: NearestFilter, magFilter: NearestFilter, type: HalfFloatType, depthTexture: this.depthTexture } ); this.normalTexture = this.normalRenderTarget.texture; this._renderGBuffer = true; } const normalVectorType = ( this.normalTexture ) ? 1 : 0; const depthValueSource = ( this.depthTexture === this.normalTexture ) ? 1 : 0; this.hbaoMaterial.defines[ 'NORMAL_VECTOR_TYPE' ] = normalVectorType; this.hbaoMaterial.defines[ 'DEPTH_VALUE_SOURCE' ] = depthValueSource; this.hbaoMaterial.uniforms[ 'tNormal' ].value = this.normalTexture; this.hbaoMaterial.uniforms[ 'tDepth' ].value = this.depthTexture; this.pdMaterial.defines[ 'NORMAL_VECTOR_TYPE' ] = normalVectorType; this.pdMaterial.defines[ 'DEPTH_VALUE_SOURCE' ] = depthValueSource; this.pdMaterial.uniforms[ 'tNormal' ].value = this.normalTexture; this.pdMaterial.uniforms[ 'tDepth' ].value = this.depthTexture; this.depthRenderMaterial.uniforms[ 'tDepth' ].value = this.normalRenderTarget.depthTexture; } updateHbaoMaterial( parameters ) { if ( parameters.radius !== undefined ) { this.hbaoMaterial.uniforms[ 'radius' ].value = parameters.radius; } if ( parameters.distanceExponent !== undefined ) { this.hbaoMaterial.uniforms[ 'distanceExponent' ].value = parameters.distanceExponent; } if ( parameters.bias !== undefined ) { this.hbaoMaterial.uniforms[ 'bias' ].value = parameters.bias; } if ( parameters.samples !== undefined && parameters.samples !== this.hbaoMaterial.defines[ 'SAMPLES' ] ) { this.hbaoMaterial.defines[ 'SAMPLES' ] = parameters.samples; this.hbaoMaterial.defines[ 'SAMPLE_VECTORS' ] = generateHaboSampleKernelInitializer( parameters.samples ); this.hbaoMaterial.needsUpdate = true; } } updatePdMaterial( parameters ) { let updateShader = false; if ( parameters.lumaPhi !== undefined ) { this.pdMaterial.uniforms[ 'lumaPhi' ].value = parameters.lumaPhi; } if ( parameters.depthPhi !== undefined ) { this.pdMaterial.uniforms[ 'depthPhi' ].value = parameters.depthPhi; } if ( parameters.normalPhi !== undefined ) { this.pdMaterial.uniforms[ 'normalPhi' ].value = parameters.normalPhi; } if ( parameters.radius !== undefined && parameters.radius !== this.radius ) { this.pdMaterial.uniforms[ 'radius' ].value = parameters.radius; } if ( parameters.rings !== undefined && parameters.rings !== this.rings ) { this.rings = parameters.rings; updateShader = true; } if ( parameters.samples !== undefined && parameters.samples !== this.samples ) { this.samples = parameters.samples; updateShader = true; } if ( updateShader ) { this.pdMaterial.defines[ 'SAMPLES' ] = parameters.samples; this.pdMaterial.defines[ 'SAMPLE_VECTORS' ] = generatePdSamplePointInitializer( parameters.samples, this.rings ); this.pdMaterial.needsUpdate = true; } } render( renderer, writeBuffer, readBuffer /*, deltaTime, maskActive */ ) { // render normals and depth (honor only meshes, points and lines do not contribute to HBAO) if ( this._renderGBuffer ) { this.overrideVisibility(); this.renderOverride( renderer, this.normalMaterial, this.normalRenderTarget, 0x7777ff, 1.0 ); this.restoreVisibility(); } // render HBAO this.hbaoMaterial.uniforms[ 'cameraNear' ].value = this.camera.near; this.hbaoMaterial.uniforms[ 'cameraFar' ].value = this.camera.far; this.hbaoMaterial.uniforms[ 'cameraProjectionMatrix' ].value.copy( this.camera.projectionMatrix ); this.hbaoMaterial.uniforms[ 'cameraProjectionMatrixInverse' ].value.copy( this.camera.projectionMatrixInverse ); this.renderPass( renderer, this.hbaoMaterial, this.hbaoRenderTarget, 0xffffff, 1.0 ); // render poisson denoise this.pdMaterial.uniforms[ 'cameraProjectionMatrixInverse' ].value.copy( this.camera.projectionMatrixInverse ); this.renderPass( renderer, this.pdMaterial, this.pdRenderTarget, 0xffffff, 1.0 ); // output result to screen switch ( this.output ) { case HBAOPass.OUTPUT.Diffuse: this.copyMaterial.uniforms[ 'tDiffuse' ].value = readBuffer.texture; this.copyMaterial.blending = NoBlending; this.renderPass( renderer, this.copyMaterial, this.renderToScreen ? null : writeBuffer ); break; case HBAOPass.OUTPUT.HBAO: this.copyMaterial.uniforms[ 'tDiffuse' ].value = this.hbaoRenderTarget.texture; this.copyMaterial.blending = NoBlending; this.renderPass( renderer, this.copyMaterial, this.renderToScreen ? null : writeBuffer ); break; case HBAOPass.OUTPUT.Denoise: this.copyMaterial.uniforms[ 'tDiffuse' ].value = this.pdRenderTarget.texture; this.copyMaterial.blending = NoBlending; this.renderPass( renderer, this.copyMaterial, this.renderToScreen ? null : writeBuffer ); break; case HBAOPass.OUTPUT.Depth: this.depthRenderMaterial.uniforms[ 'cameraNear' ].value = this.camera.near; this.depthRenderMaterial.uniforms[ 'cameraFar' ].value = this.camera.far; this.renderPass( renderer, this.depthRenderMaterial, this.renderToScreen ? null : writeBuffer ); break; case HBAOPass.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 HBAOPass.OUTPUT.Default: this.copyMaterial.uniforms[ 'tDiffuse' ].value = readBuffer.texture; this.copyMaterial.blending = NoBlending; this.renderPass( renderer, this.copyMaterial, this.renderToScreen ? null : writeBuffer ); this.copyMaterial.uniforms[ 'tDiffuse' ].value = this.pdRenderTarget.texture; this.copyMaterial.blending = CustomBlending; this.renderPass( renderer, this.copyMaterial, this.renderToScreen ? null : writeBuffer ); break; default: console.warn( 'THREE.HBAOPass: Unknown output type.' ); } } 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.width = width; this.height = height; this.hbaoRenderTarget.setSize( width, height ); this.normalRenderTarget.setSize( width, height ); this.pdRenderTarget.setSize( width, height ); this.hbaoMaterial.uniforms[ 'resolution' ].value.set( width, height ); this.hbaoMaterial.uniforms[ 'cameraProjectionMatrix' ].value.copy( this.camera.projectionMatrix ); this.hbaoMaterial.uniforms[ 'cameraProjectionMatrixInverse' ].value.copy( this.camera.projectionMatrixInverse ); this.pdMaterial.uniforms[ 'resolution' ].value.set( width, height ); this.pdMaterial.uniforms[ 'cameraProjectionMatrixInverse' ].value.copy( this.camera.projectionMatrixInverse ); } overrideVisibility() { const scene = this.scene; const cache = this._visibilityCache; scene.traverse( function ( object ) { cache.set( object, object.visible ); if ( object.isPoints || object.isLine ) object.visible = false; } ); } restoreVisibility() { const scene = this.scene; const cache = this._visibilityCache; scene.traverse( function ( object ) { const visible = cache.get( object ); object.visible = visible; } ); cache.clear(); } generateNoise( size = 64 ) { const simplex = new SimplexNoise(); const arraySize = size * size * 4; const data = new Uint8Array( arraySize ); for ( let i = 0; i < size; i ++ ) { for ( let j = 0; j < size; j ++ ) { const x = i; const y = j; data[ ( i * size + j ) * 4 ] = ( simplex.noise( x, y ) + 1.0 ) * 255.0; data[ ( i * size + j ) * 4 + 1 ] = ( simplex.noise( x + size, y ) + 1.0 ) * 255.0; data[ ( i * size + j ) * 4 + 2 ] = ( simplex.noise( x, y + size ) + 1.0 ) * 255.0; data[ ( i * size + j ) * 4 + 3 ] = ( simplex.noise( x + size, y + size ) + 1.0 ) * 255.0; } } const noiseTexture = new DataTexture( data, size, size, RGBAFormat, UnsignedByteType ); noiseTexture.wrapS = RepeatWrapping; noiseTexture.wrapT = RepeatWrapping; noiseTexture.needsUpdate = true; return noiseTexture; } } HBAOPass.OUTPUT = { 'Default': 0, 'Diffuse': 1, 'Depth': 2, 'Normal': 3, 'HBAO': 4, 'Denoise': 5, }; export { HBAOPass };