SSAOPass.js 12 KB

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  1. THREE.SSAOPass = function ( scene, camera, width, height ) {
  2. THREE.Pass.call( this );
  3. this.width = ( width !== undefined ) ? width : 512;
  4. this.height = ( height !== undefined ) ? height : 512;
  5. this.clear = true;
  6. this.camera = camera;
  7. this.scene = scene;
  8. this.kernelRadius = 8;
  9. this.kernelSize = 32;
  10. this.kernel = [];
  11. this.noiseTexture = null;
  12. this.output = 0;
  13. this.minDistance = 0.005;
  14. this.maxDistance = 0.1;
  15. this._visibilityCache = new Map();
  16. //
  17. this.generateSampleKernel();
  18. this.generateRandomKernelRotations();
  19. // beauty render target
  20. var depthTexture = new THREE.DepthTexture();
  21. depthTexture.type = THREE.UnsignedShortType;
  22. depthTexture.minFilter = THREE.NearestFilter;
  23. depthTexture.maxFilter = THREE.NearestFilter;
  24. this.beautyRenderTarget = new THREE.WebGLRenderTarget( this.width, this.height, {
  25. minFilter: THREE.LinearFilter,
  26. magFilter: THREE.LinearFilter,
  27. format: THREE.RGBAFormat
  28. } );
  29. // normal render target with depth buffer
  30. this.normalRenderTarget = new THREE.WebGLRenderTarget( this.width, this.height, {
  31. minFilter: THREE.NearestFilter,
  32. magFilter: THREE.NearestFilter,
  33. format: THREE.RGBAFormat,
  34. depthTexture: depthTexture
  35. } );
  36. // ssao render target
  37. this.ssaoRenderTarget = new THREE.WebGLRenderTarget( this.width, this.height, {
  38. minFilter: THREE.LinearFilter,
  39. magFilter: THREE.LinearFilter,
  40. format: THREE.RGBAFormat
  41. } );
  42. this.blurRenderTarget = this.ssaoRenderTarget.clone();
  43. // ssao material
  44. if ( THREE.SSAOShader === undefined ) {
  45. console.error( 'THREE.SSAOPass: The pass relies on THREE.SSAOShader.' );
  46. }
  47. this.ssaoMaterial = new THREE.ShaderMaterial( {
  48. defines: Object.assign( {}, THREE.SSAOShader.defines ),
  49. uniforms: THREE.UniformsUtils.clone( THREE.SSAOShader.uniforms ),
  50. vertexShader: THREE.SSAOShader.vertexShader,
  51. fragmentShader: THREE.SSAOShader.fragmentShader,
  52. blending: THREE.NoBlending
  53. } );
  54. this.ssaoMaterial.uniforms[ 'tDiffuse' ].value = this.beautyRenderTarget.texture;
  55. this.ssaoMaterial.uniforms[ 'tNormal' ].value = this.normalRenderTarget.texture;
  56. this.ssaoMaterial.uniforms[ 'tDepth' ].value = this.normalRenderTarget.depthTexture;
  57. this.ssaoMaterial.uniforms[ 'tNoise' ].value = this.noiseTexture;
  58. this.ssaoMaterial.uniforms[ 'kernel' ].value = this.kernel;
  59. this.ssaoMaterial.uniforms[ 'cameraNear' ].value = this.camera.near;
  60. this.ssaoMaterial.uniforms[ 'cameraFar' ].value = this.camera.far;
  61. this.ssaoMaterial.uniforms[ 'resolution' ].value.set( this.width, this.height );
  62. this.ssaoMaterial.uniforms[ 'cameraProjectionMatrix' ].value.copy( this.camera.projectionMatrix );
  63. this.ssaoMaterial.uniforms[ 'cameraInverseProjectionMatrix' ].value.copy( this.camera.projectionMatrixInverse );
  64. // normal material
  65. this.normalMaterial = new THREE.MeshNormalMaterial();
  66. this.normalMaterial.blending = THREE.NoBlending;
  67. // blur material
  68. this.blurMaterial = new THREE.ShaderMaterial( {
  69. defines: Object.assign( {}, THREE.SSAOBlurShader.defines ),
  70. uniforms: THREE.UniformsUtils.clone( THREE.SSAOBlurShader.uniforms ),
  71. vertexShader: THREE.SSAOBlurShader.vertexShader,
  72. fragmentShader: THREE.SSAOBlurShader.fragmentShader
  73. } );
  74. this.blurMaterial.uniforms[ 'tDiffuse' ].value = this.ssaoRenderTarget.texture;
  75. this.blurMaterial.uniforms[ 'resolution' ].value.set( this.width, this.height );
  76. // material for rendering the depth
  77. this.depthRenderMaterial = new THREE.ShaderMaterial( {
  78. defines: Object.assign( {}, THREE.SSAODepthShader.defines ),
  79. uniforms: THREE.UniformsUtils.clone( THREE.SSAODepthShader.uniforms ),
  80. vertexShader: THREE.SSAODepthShader.vertexShader,
  81. fragmentShader: THREE.SSAODepthShader.fragmentShader,
  82. blending: THREE.NoBlending
  83. } );
  84. this.depthRenderMaterial.uniforms[ 'tDepth' ].value = this.normalRenderTarget.depthTexture;
  85. this.depthRenderMaterial.uniforms[ 'cameraNear' ].value = this.camera.near;
  86. this.depthRenderMaterial.uniforms[ 'cameraFar' ].value = this.camera.far;
  87. // material for rendering the content of a render target
  88. this.copyMaterial = new THREE.ShaderMaterial( {
  89. uniforms: THREE.UniformsUtils.clone( THREE.CopyShader.uniforms ),
  90. vertexShader: THREE.CopyShader.vertexShader,
  91. fragmentShader: THREE.CopyShader.fragmentShader,
  92. transparent: true,
  93. depthTest: false,
  94. depthWrite: false,
  95. blendSrc: THREE.DstColorFactor,
  96. blendDst: THREE.ZeroFactor,
  97. blendEquation: THREE.AddEquation,
  98. blendSrcAlpha: THREE.DstAlphaFactor,
  99. blendDstAlpha: THREE.ZeroFactor,
  100. blendEquationAlpha: THREE.AddEquation
  101. } );
  102. this.fsQuad = new THREE.Pass.FullScreenQuad( null );
  103. this.originalClearColor = new THREE.Color();
  104. };
  105. THREE.SSAOPass.prototype = Object.assign( Object.create( THREE.Pass.prototype ), {
  106. constructor: THREE.SSAOPass,
  107. dispose: function () {
  108. // dispose render targets
  109. this.beautyRenderTarget.dispose();
  110. this.normalRenderTarget.dispose();
  111. this.ssaoRenderTarget.dispose();
  112. this.blurRenderTarget.dispose();
  113. // dispose materials
  114. this.normalMaterial.dispose();
  115. this.blurMaterial.dispose();
  116. this.copyMaterial.dispose();
  117. this.depthRenderMaterial.dispose();
  118. // dipsose full screen quad
  119. this.fsQuad.dispose();
  120. },
  121. render: function ( renderer, writeBuffer /*, readBuffer, deltaTime, maskActive */ ) {
  122. // render beauty
  123. renderer.setRenderTarget( this.beautyRenderTarget );
  124. renderer.clear();
  125. renderer.render( this.scene, this.camera );
  126. // render normals and depth (honor only meshes, points and lines do not contribute to SSAO)
  127. this.overrideVisibility();
  128. this.renderOverride( renderer, this.normalMaterial, this.normalRenderTarget, 0x7777ff, 1.0 );
  129. this.restoreVisibility();
  130. // render SSAO
  131. this.ssaoMaterial.uniforms[ 'kernelRadius' ].value = this.kernelRadius;
  132. this.ssaoMaterial.uniforms[ 'minDistance' ].value = this.minDistance;
  133. this.ssaoMaterial.uniforms[ 'maxDistance' ].value = this.maxDistance;
  134. this.renderPass( renderer, this.ssaoMaterial, this.ssaoRenderTarget );
  135. // render blur
  136. this.renderPass( renderer, this.blurMaterial, this.blurRenderTarget );
  137. // output result to screen
  138. switch ( this.output ) {
  139. case THREE.SSAOPass.OUTPUT.SSAO:
  140. this.copyMaterial.uniforms[ 'tDiffuse' ].value = this.ssaoRenderTarget.texture;
  141. this.copyMaterial.blending = THREE.NoBlending;
  142. this.renderPass( renderer, this.copyMaterial, this.renderToScreen ? null : writeBuffer );
  143. break;
  144. case THREE.SSAOPass.OUTPUT.Blur:
  145. this.copyMaterial.uniforms[ 'tDiffuse' ].value = this.blurRenderTarget.texture;
  146. this.copyMaterial.blending = THREE.NoBlending;
  147. this.renderPass( renderer, this.copyMaterial, this.renderToScreen ? null : writeBuffer );
  148. break;
  149. case THREE.SSAOPass.OUTPUT.Beauty:
  150. this.copyMaterial.uniforms[ 'tDiffuse' ].value = this.beautyRenderTarget.texture;
  151. this.copyMaterial.blending = THREE.NoBlending;
  152. this.renderPass( renderer, this.copyMaterial, this.renderToScreen ? null : writeBuffer );
  153. break;
  154. case THREE.SSAOPass.OUTPUT.Depth:
  155. this.renderPass( renderer, this.depthRenderMaterial, this.renderToScreen ? null : writeBuffer );
  156. break;
  157. case THREE.SSAOPass.OUTPUT.Normal:
  158. this.copyMaterial.uniforms[ 'tDiffuse' ].value = this.normalRenderTarget.texture;
  159. this.copyMaterial.blending = THREE.NoBlending;
  160. this.renderPass( renderer, this.copyMaterial, this.renderToScreen ? null : writeBuffer );
  161. break;
  162. case THREE.SSAOPass.OUTPUT.Default:
  163. this.copyMaterial.uniforms[ 'tDiffuse' ].value = this.beautyRenderTarget.texture;
  164. this.copyMaterial.blending = THREE.NoBlending;
  165. this.renderPass( renderer, this.copyMaterial, this.renderToScreen ? null : writeBuffer );
  166. this.copyMaterial.uniforms[ 'tDiffuse' ].value = this.blurRenderTarget.texture;
  167. this.copyMaterial.blending = THREE.CustomBlending;
  168. this.renderPass( renderer, this.copyMaterial, this.renderToScreen ? null : writeBuffer );
  169. break;
  170. default:
  171. console.warn( 'THREE.SSAOPass: Unknown output type.' );
  172. }
  173. },
  174. renderPass: function ( renderer, passMaterial, renderTarget, clearColor, clearAlpha ) {
  175. // save original state
  176. renderer.getClearColor( this.originalClearColor );
  177. var originalClearAlpha = renderer.getClearAlpha();
  178. var originalAutoClear = renderer.autoClear;
  179. renderer.setRenderTarget( renderTarget );
  180. // setup pass state
  181. renderer.autoClear = false;
  182. if ( ( clearColor !== undefined ) && ( clearColor !== null ) ) {
  183. renderer.setClearColor( clearColor );
  184. renderer.setClearAlpha( clearAlpha || 0.0 );
  185. renderer.clear();
  186. }
  187. this.fsQuad.material = passMaterial;
  188. this.fsQuad.render( renderer );
  189. // restore original state
  190. renderer.autoClear = originalAutoClear;
  191. renderer.setClearColor( this.originalClearColor );
  192. renderer.setClearAlpha( originalClearAlpha );
  193. },
  194. renderOverride: function ( renderer, overrideMaterial, renderTarget, clearColor, clearAlpha ) {
  195. renderer.getClearColor( this.originalClearColor );
  196. var originalClearAlpha = renderer.getClearAlpha();
  197. var originalAutoClear = renderer.autoClear;
  198. renderer.setRenderTarget( renderTarget );
  199. renderer.autoClear = false;
  200. clearColor = overrideMaterial.clearColor || clearColor;
  201. clearAlpha = overrideMaterial.clearAlpha || clearAlpha;
  202. if ( ( clearColor !== undefined ) && ( clearColor !== null ) ) {
  203. renderer.setClearColor( clearColor );
  204. renderer.setClearAlpha( clearAlpha || 0.0 );
  205. renderer.clear();
  206. }
  207. this.scene.overrideMaterial = overrideMaterial;
  208. renderer.render( this.scene, this.camera );
  209. this.scene.overrideMaterial = null;
  210. // restore original state
  211. renderer.autoClear = originalAutoClear;
  212. renderer.setClearColor( this.originalClearColor );
  213. renderer.setClearAlpha( originalClearAlpha );
  214. },
  215. setSize: function ( width, height ) {
  216. this.width = width;
  217. this.height = height;
  218. this.beautyRenderTarget.setSize( width, height );
  219. this.ssaoRenderTarget.setSize( width, height );
  220. this.normalRenderTarget.setSize( width, height );
  221. this.blurRenderTarget.setSize( width, height );
  222. this.ssaoMaterial.uniforms[ 'resolution' ].value.set( width, height );
  223. this.ssaoMaterial.uniforms[ 'cameraProjectionMatrix' ].value.copy( this.camera.projectionMatrix );
  224. this.ssaoMaterial.uniforms[ 'cameraInverseProjectionMatrix' ].value.copy( this.camera.projectionMatrixInverse );
  225. this.blurMaterial.uniforms[ 'resolution' ].value.set( width, height );
  226. },
  227. generateSampleKernel: function () {
  228. var kernelSize = this.kernelSize;
  229. var kernel = this.kernel;
  230. for ( var i = 0; i < kernelSize; i ++ ) {
  231. var sample = new THREE.Vector3();
  232. sample.x = ( Math.random() * 2 ) - 1;
  233. sample.y = ( Math.random() * 2 ) - 1;
  234. sample.z = Math.random();
  235. sample.normalize();
  236. var scale = i / kernelSize;
  237. scale = THREE.MathUtils.lerp( 0.1, 1, scale * scale );
  238. sample.multiplyScalar( scale );
  239. kernel.push( sample );
  240. }
  241. },
  242. generateRandomKernelRotations: function () {
  243. var width = 4, height = 4;
  244. if ( THREE.SimplexNoise === undefined ) {
  245. console.error( 'THREE.SSAOPass: The pass relies on THREE.SimplexNoise.' );
  246. }
  247. var simplex = new THREE.SimplexNoise();
  248. var size = width * height;
  249. var data = new Float32Array( size * 4 );
  250. for ( var i = 0; i < size; i ++ ) {
  251. var stride = i * 4;
  252. var x = ( Math.random() * 2 ) - 1;
  253. var y = ( Math.random() * 2 ) - 1;
  254. var z = 0;
  255. var noise = simplex.noise3d( x, y, z );
  256. data[ stride ] = noise;
  257. data[ stride + 1 ] = noise;
  258. data[ stride + 2 ] = noise;
  259. data[ stride + 3 ] = 1;
  260. }
  261. this.noiseTexture = new THREE.DataTexture( data, width, height, THREE.RGBAFormat, THREE.FloatType );
  262. this.noiseTexture.wrapS = THREE.RepeatWrapping;
  263. this.noiseTexture.wrapT = THREE.RepeatWrapping;
  264. },
  265. overrideVisibility: function () {
  266. var scene = this.scene;
  267. var cache = this._visibilityCache;
  268. scene.traverse( function ( object ) {
  269. cache.set( object, object.visible );
  270. if ( object.isPoints || object.isLine ) object.visible = false;
  271. } );
  272. },
  273. restoreVisibility: function () {
  274. var scene = this.scene;
  275. var cache = this._visibilityCache;
  276. scene.traverse( function ( object ) {
  277. var visible = cache.get( object );
  278. object.visible = visible;
  279. } );
  280. cache.clear();
  281. }
  282. } );
  283. THREE.SSAOPass.OUTPUT = {
  284. 'Default': 0,
  285. 'SSAO': 1,
  286. 'Blur': 2,
  287. 'Beauty': 3,
  288. 'Depth': 4,
  289. 'Normal': 5
  290. };