SSAOPass.js 11 KB

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  1. /**
  2. * @author Mugen87 / https://github.com/Mugen87
  3. */
  4. THREE.SSAOPass = function ( scene, camera, width, height ) {
  5. THREE.Pass.call( this );
  6. this.width = ( width !== undefined ) ? width : 512;
  7. this.height = ( height !== undefined ) ? height : 512;
  8. this.clear = true;
  9. this.camera = camera;
  10. this.scene = scene;
  11. this.kernelRadius = 8;
  12. this.kernelSize = 64;
  13. this.kernel = [];
  14. this.noiseTexture = null;
  15. this.output = 0;
  16. this.minDistance = 0.005;
  17. this.maxDistance = 0.1;
  18. //
  19. this.generateSampleKernel();
  20. this.generateRandomKernelRotations();
  21. // beauty render target with depth buffer
  22. var depthTexture = new THREE.DepthTexture();
  23. depthTexture.type = THREE.UnsignedShortType;
  24. depthTexture.minFilter = THREE.NearestFilter;
  25. depthTexture.maxFilter = THREE.NearestFilter;
  26. this.beautyRenderTarget = new THREE.WebGLRenderTarget( width, height, {
  27. minFilter: THREE.LinearFilter,
  28. magFilter: THREE.LinearFilter,
  29. format: THREE.RGBAFormat,
  30. depthTexture: depthTexture,
  31. depthBuffer: true
  32. } );
  33. // normal render target
  34. this.normalRenderTarget = new THREE.WebGLRenderTarget( width, height, {
  35. minFilter: THREE.NearestFilter,
  36. magFilter: THREE.NearestFilter,
  37. format: THREE.RGBAFormat
  38. } );
  39. // ssao render target
  40. this.ssaoRenderTarget = new THREE.WebGLRenderTarget( width, height, {
  41. minFilter: THREE.LinearFilter,
  42. magFilter: THREE.LinearFilter,
  43. format: THREE.RGBAFormat
  44. } );
  45. this.blurRenderTarget = this.ssaoRenderTarget.clone();
  46. // ssao material
  47. if ( THREE.SSAOShader === undefined ) {
  48. console.error( 'THREE.SSAOPass: The pass relies on THREE.SSAOShader.' );
  49. }
  50. this.ssaoMaterial = new THREE.ShaderMaterial( {
  51. defines: Object.assign( {}, THREE.SSAOShader.defines ),
  52. uniforms: THREE.UniformsUtils.clone( THREE.SSAOShader.uniforms ),
  53. vertexShader: THREE.SSAOShader.vertexShader,
  54. fragmentShader: THREE.SSAOShader.fragmentShader,
  55. blending: THREE.NoBlending
  56. } );
  57. this.ssaoMaterial.uniforms[ 'tDiffuse' ].value = this.beautyRenderTarget.texture;
  58. this.ssaoMaterial.uniforms[ 'tNormal' ].value = this.normalRenderTarget.texture;
  59. this.ssaoMaterial.uniforms[ 'tDepth' ].value = this.beautyRenderTarget.depthTexture;
  60. this.ssaoMaterial.uniforms[ 'tNoise' ].value = this.noiseTexture;
  61. this.ssaoMaterial.uniforms[ 'kernel' ].value = this.kernel;
  62. this.ssaoMaterial.uniforms[ 'cameraNear' ].value = this.camera.near;
  63. this.ssaoMaterial.uniforms[ 'cameraFar' ].value = this.camera.far;
  64. this.ssaoMaterial.uniforms[ 'resolution' ].value.set( width, height );
  65. this.ssaoMaterial.uniforms[ 'cameraProjectionMatrix' ].value.copy( this.camera.projectionMatrix );
  66. this.ssaoMaterial.uniforms[ 'cameraInverseProjectionMatrix' ].value.getInverse( this.camera.projectionMatrix );
  67. // normal material
  68. this.normalMaterial = new THREE.MeshNormalMaterial();
  69. this.normalMaterial.blending = THREE.NoBlending;
  70. // blur material
  71. this.blurMaterial = new THREE.ShaderMaterial( {
  72. defines: Object.assign( {}, THREE.SSAOBlurShader.defines ),
  73. uniforms: THREE.UniformsUtils.clone( THREE.SSAOBlurShader.uniforms ),
  74. vertexShader: THREE.SSAOBlurShader.vertexShader,
  75. fragmentShader: THREE.SSAOBlurShader.fragmentShader
  76. } );
  77. this.blurMaterial.uniforms[ 'tDiffuse' ].value = this.ssaoRenderTarget.texture;
  78. this.blurMaterial.uniforms[ 'resolution' ].value.set( width, height );
  79. // material for rendering the depth
  80. this.depthRenderMaterial = new THREE.ShaderMaterial( {
  81. defines: Object.assign( {}, THREE.SSAODepthShader.defines ),
  82. uniforms: THREE.UniformsUtils.clone( THREE.SSAODepthShader.uniforms ),
  83. vertexShader: THREE.SSAODepthShader.vertexShader,
  84. fragmentShader: THREE.SSAODepthShader.fragmentShader,
  85. blending: THREE.NoBlending
  86. } );
  87. this.depthRenderMaterial.uniforms[ 'tDepth' ].value = this.beautyRenderTarget.depthTexture;
  88. this.depthRenderMaterial.uniforms[ 'cameraNear' ].value = this.camera.near;
  89. this.depthRenderMaterial.uniforms[ 'cameraFar' ].value = this.camera.far;
  90. // material for rendering the content of a render target
  91. this.copyMaterial = new THREE.ShaderMaterial( {
  92. uniforms: THREE.UniformsUtils.clone( THREE.CopyShader.uniforms ),
  93. vertexShader: THREE.CopyShader.vertexShader,
  94. fragmentShader: THREE.CopyShader.fragmentShader,
  95. transparent: true,
  96. depthTest: false,
  97. depthWrite: false,
  98. blendSrc: THREE.DstColorFactor,
  99. blendDst: THREE.ZeroFactor,
  100. blendEquation: THREE.AddEquation,
  101. blendSrcAlpha: THREE.DstAlphaFactor,
  102. blendDstAlpha: THREE.ZeroFactor,
  103. blendEquationAlpha: THREE.AddEquation
  104. } );
  105. //
  106. this.quadCamera = new THREE.OrthographicCamera( - 1, 1, 1, - 1, 0, 1 );
  107. this.quadScene = new THREE.Scene();
  108. this.quad = new THREE.Mesh( new THREE.PlaneBufferGeometry( 2, 2 ), null );
  109. this.quadScene.add( this.quad );
  110. };
  111. THREE.SSAOPass.prototype = Object.assign( Object.create( THREE.Pass.prototype ), {
  112. constructor: THREE.SSAOPass,
  113. render: function ( renderer, writeBuffer /*, readBuffer, delta, maskActive */ ) {
  114. // render beauty and depth
  115. renderer.setClearColor( 0x000000 );
  116. renderer.render( this.scene, this.camera, this.beautyRenderTarget, true );
  117. // render normals
  118. this.renderOverride( renderer, this.normalMaterial, this.normalRenderTarget, 0x7777ff, 1.0 );
  119. // render SSAO
  120. this.ssaoMaterial.uniforms[ 'kernelRadius' ].value = this.kernelRadius;
  121. this.ssaoMaterial.uniforms[ 'minDistance' ].value = this.minDistance;
  122. this.ssaoMaterial.uniforms[ 'maxDistance' ].value = this.maxDistance;
  123. this.renderPass( renderer, this.ssaoMaterial, this.ssaoRenderTarget );
  124. // render blur
  125. this.renderPass( renderer, this.blurMaterial, this.blurRenderTarget );
  126. // output result to screen
  127. switch ( this.output ) {
  128. case THREE.SSAOPass.OUTPUT.SSAO:
  129. this.copyMaterial.uniforms[ 'tDiffuse' ].value = this.ssaoRenderTarget.texture;
  130. this.copyMaterial.blending = THREE.NoBlending;
  131. this.renderPass( renderer, this.copyMaterial, null, true );
  132. break;
  133. case THREE.SSAOPass.OUTPUT.Blur:
  134. this.copyMaterial.uniforms[ 'tDiffuse' ].value = this.blurRenderTarget.texture;
  135. this.copyMaterial.blending = THREE.NoBlending;
  136. this.renderPass( renderer, this.copyMaterial, null, true );
  137. break;
  138. case THREE.SSAOPass.OUTPUT.Beauty:
  139. this.copyMaterial.uniforms[ 'tDiffuse' ].value = this.beautyRenderTarget.texture;
  140. this.copyMaterial.blending = THREE.NoBlending;
  141. this.renderPass( renderer, this.copyMaterial, null, true );
  142. break;
  143. case THREE.SSAOPass.OUTPUT.Depth:
  144. this.renderPass( renderer, this.depthRenderMaterial, null, true );
  145. break;
  146. case THREE.SSAOPass.OUTPUT.Normal:
  147. this.copyMaterial.uniforms[ 'tDiffuse' ].value = this.normalRenderTarget.texture;
  148. this.copyMaterial.blending = THREE.NoBlending;
  149. this.renderPass( renderer, this.copyMaterial, null, true );
  150. break;
  151. case THREE.SSAOPass.OUTPUT.Default:
  152. this.copyMaterial.uniforms[ 'tDiffuse' ].value = this.beautyRenderTarget.texture;
  153. this.copyMaterial.blending = THREE.NoBlending;
  154. this.renderPass( renderer, this.copyMaterial, null, true );
  155. this.copyMaterial.uniforms[ 'tDiffuse' ].value = this.blurRenderTarget.texture;
  156. this.copyMaterial.blending = THREE.CustomBlending;
  157. this.renderPass( renderer, this.copyMaterial, this.renderToScreen ? null : writeBuffer );
  158. break;
  159. default:
  160. console.warn( 'THREE.SSAOPass: Unknown output type.' );
  161. }
  162. },
  163. renderPass: function ( renderer, passMaterial, renderTarget, clearColor, clearAlpha ) {
  164. // save original state
  165. var originalClearColor = renderer.getClearColor();
  166. var originalClearAlpha = renderer.getClearAlpha();
  167. var originalAutoClear = renderer.autoClear;
  168. // setup pass state
  169. renderer.autoClear = false;
  170. var clearNeeded = ( clearColor !== undefined ) && ( clearColor !== null );
  171. if ( clearNeeded ) {
  172. renderer.setClearColor( clearColor );
  173. renderer.setClearAlpha( clearAlpha || 0.0 );
  174. }
  175. this.quad.material = passMaterial;
  176. renderer.render( this.quadScene, this.quadCamera, renderTarget, clearNeeded );
  177. // restore original state
  178. renderer.autoClear = originalAutoClear;
  179. renderer.setClearColor( originalClearColor );
  180. renderer.setClearAlpha( originalClearAlpha );
  181. },
  182. renderOverride: function ( renderer, overrideMaterial, renderTarget, clearColor, clearAlpha ) {
  183. var originalClearColor = renderer.getClearColor();
  184. var originalClearAlpha = renderer.getClearAlpha();
  185. var originalAutoClear = renderer.autoClear;
  186. renderer.autoClear = false;
  187. clearColor = overrideMaterial.clearColor || clearColor;
  188. clearAlpha = overrideMaterial.clearAlpha || clearAlpha;
  189. var clearNeeded = ( clearColor !== undefined ) && ( clearColor !== null );
  190. if ( clearNeeded ) {
  191. renderer.setClearColor( clearColor );
  192. renderer.setClearAlpha( clearAlpha || 0.0 );
  193. }
  194. this.scene.overrideMaterial = overrideMaterial;
  195. renderer.render( this.scene, this.camera, renderTarget, clearNeeded );
  196. this.scene.overrideMaterial = null;
  197. // restore original state
  198. renderer.autoClear = originalAutoClear;
  199. renderer.setClearColor( originalClearColor );
  200. renderer.setClearAlpha( originalClearAlpha );
  201. },
  202. setSize: function ( width, height ) {
  203. this.width = width;
  204. this.height = height;
  205. this.beautyRenderTarget.setSize( width, height );
  206. this.ssaoRenderTarget.setSize( width, height );
  207. this.normalRenderTarget.setSize( width, height );
  208. this.blurRenderTarget.setSize( width, height );
  209. this.ssaoMaterial.uniforms[ 'resolution' ].value.set( width, height );
  210. this.ssaoMaterial.uniforms[ 'cameraProjectionMatrix' ].value.copy( this.camera.projectionMatrix );
  211. this.ssaoMaterial.uniforms[ 'cameraInverseProjectionMatrix' ].value.getInverse( this.camera.projectionMatrix );
  212. this.blurMaterial.uniforms[ 'resolution' ].value.set( width, height );
  213. },
  214. generateSampleKernel: function () {
  215. var kernelSize = this.kernelSize;
  216. var kernel = this.kernel;
  217. for ( var i = 0; i < kernelSize; i ++ ) {
  218. var sample = new THREE.Vector3();
  219. sample.x = ( Math.random() * 2 ) - 1;
  220. sample.y = ( Math.random() * 2 ) - 1;
  221. sample.z = Math.random();
  222. sample.normalize();
  223. var scale = i / kernelSize;
  224. scale = THREE.Math.lerp( 0.1, 1, scale * scale );
  225. sample.multiplyScalar( scale );
  226. kernel.push( sample );
  227. }
  228. },
  229. generateRandomKernelRotations: function () {
  230. var width = 4, height = 4;
  231. if ( SimplexNoise === undefined ) {
  232. console.error( 'THREE.SSAOPass: The pass relies on THREE.SimplexNoise.' );
  233. }
  234. var simplex = new SimplexNoise();
  235. var size = width * height;
  236. var data = new Float32Array( size );
  237. for ( var i = 0; i < size; i ++ ) {
  238. var x = ( Math.random() * 2 ) - 1;
  239. var y = ( Math.random() * 2 ) - 1;
  240. var z = 0;
  241. data[ i ] = simplex.noise3d( x, y, z );
  242. }
  243. this.noiseTexture = new THREE.DataTexture( data, width, height, THREE.LuminanceFormat, THREE.FloatType );
  244. this.noiseTexture.wrapS = THREE.RepeatWrapping;
  245. this.noiseTexture.wrapT = THREE.RepeatWrapping;
  246. this.noiseTexture.needsUpdate = true;
  247. }
  248. } );
  249. THREE.SSAOPass.OUTPUT = {
  250. 'Default': 0,
  251. 'SSAO': 1,
  252. 'Blur': 2,
  253. 'Beauty': 3,
  254. 'Depth': 4,
  255. 'Normal': 5
  256. };