SSAOPass.js 12 KB

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