SSAOPass.js 12 KB

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  1. console.warn( "THREE.SSAOPass: As part of the transition to ES6 Modules, the files in 'examples/js' were deprecated in May 2020 (r117) and will be deleted in December 2020 (r124). You can find more information about developing using ES6 Modules in https://threejs.org/docs/#manual/en/introduction/Installation." );
  2. THREE.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. //
  17. this.generateSampleKernel();
  18. this.generateRandomKernelRotations();
  19. // beauty render target with depth buffer
  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. depthTexture: depthTexture,
  29. depthBuffer: true
  30. } );
  31. // normal render target
  32. this.normalRenderTarget = new THREE.WebGLRenderTarget( this.width, this.height, {
  33. minFilter: THREE.NearestFilter,
  34. magFilter: THREE.NearestFilter,
  35. format: THREE.RGBAFormat
  36. } );
  37. // ssao render target
  38. this.ssaoRenderTarget = new THREE.WebGLRenderTarget( this.width, this.height, {
  39. minFilter: THREE.LinearFilter,
  40. magFilter: THREE.LinearFilter,
  41. format: THREE.RGBAFormat
  42. } );
  43. this.blurRenderTarget = this.ssaoRenderTarget.clone();
  44. // ssao material
  45. if ( THREE.SSAOShader === undefined ) {
  46. console.error( 'THREE.SSAOPass: The pass relies on THREE.SSAOShader.' );
  47. }
  48. this.ssaoMaterial = new THREE.ShaderMaterial( {
  49. defines: Object.assign( {}, THREE.SSAOShader.defines ),
  50. uniforms: THREE.UniformsUtils.clone( THREE.SSAOShader.uniforms ),
  51. vertexShader: THREE.SSAOShader.vertexShader,
  52. fragmentShader: THREE.SSAOShader.fragmentShader,
  53. blending: THREE.NoBlending
  54. } );
  55. this.ssaoMaterial.uniforms[ 'tDiffuse' ].value = this.beautyRenderTarget.texture;
  56. this.ssaoMaterial.uniforms[ 'tNormal' ].value = this.normalRenderTarget.texture;
  57. this.ssaoMaterial.uniforms[ 'tDepth' ].value = this.beautyRenderTarget.depthTexture;
  58. this.ssaoMaterial.uniforms[ 'tNoise' ].value = this.noiseTexture;
  59. this.ssaoMaterial.uniforms[ 'kernel' ].value = this.kernel;
  60. this.ssaoMaterial.uniforms[ 'cameraNear' ].value = this.camera.near;
  61. this.ssaoMaterial.uniforms[ 'cameraFar' ].value = this.camera.far;
  62. this.ssaoMaterial.uniforms[ 'resolution' ].value.set( this.width, this.height );
  63. this.ssaoMaterial.uniforms[ 'cameraProjectionMatrix' ].value.copy( this.camera.projectionMatrix );
  64. this.ssaoMaterial.uniforms[ 'cameraInverseProjectionMatrix' ].value.getInverse( this.camera.projectionMatrix );
  65. // normal material
  66. this.normalMaterial = new THREE.MeshNormalMaterial();
  67. this.normalMaterial.blending = THREE.NoBlending;
  68. // blur material
  69. this.blurMaterial = new THREE.ShaderMaterial( {
  70. defines: Object.assign( {}, THREE.SSAOBlurShader.defines ),
  71. uniforms: THREE.UniformsUtils.clone( THREE.SSAOBlurShader.uniforms ),
  72. vertexShader: THREE.SSAOBlurShader.vertexShader,
  73. fragmentShader: THREE.SSAOBlurShader.fragmentShader
  74. } );
  75. this.blurMaterial.uniforms[ 'tDiffuse' ].value = this.ssaoRenderTarget.texture;
  76. this.blurMaterial.uniforms[ 'resolution' ].value.set( this.width, this.height );
  77. // material for rendering the depth
  78. this.depthRenderMaterial = new THREE.ShaderMaterial( {
  79. defines: Object.assign( {}, THREE.SSAODepthShader.defines ),
  80. uniforms: THREE.UniformsUtils.clone( THREE.SSAODepthShader.uniforms ),
  81. vertexShader: THREE.SSAODepthShader.vertexShader,
  82. fragmentShader: THREE.SSAODepthShader.fragmentShader,
  83. blending: THREE.NoBlending
  84. } );
  85. this.depthRenderMaterial.uniforms[ 'tDepth' ].value = this.beautyRenderTarget.depthTexture;
  86. this.depthRenderMaterial.uniforms[ 'cameraNear' ].value = this.camera.near;
  87. this.depthRenderMaterial.uniforms[ 'cameraFar' ].value = this.camera.far;
  88. // material for rendering the content of a render target
  89. this.copyMaterial = new THREE.ShaderMaterial( {
  90. uniforms: THREE.UniformsUtils.clone( THREE.CopyShader.uniforms ),
  91. vertexShader: THREE.CopyShader.vertexShader,
  92. fragmentShader: THREE.CopyShader.fragmentShader,
  93. transparent: true,
  94. depthTest: false,
  95. depthWrite: false,
  96. blendSrc: THREE.DstColorFactor,
  97. blendDst: THREE.ZeroFactor,
  98. blendEquation: THREE.AddEquation,
  99. blendSrcAlpha: THREE.DstAlphaFactor,
  100. blendDstAlpha: THREE.ZeroFactor,
  101. blendEquationAlpha: THREE.AddEquation
  102. } );
  103. this.fsQuad = new THREE.Pass.FullScreenQuad( null );
  104. this.originalClearColor = new THREE.Color();
  105. };
  106. THREE.SSAOPass.prototype = Object.assign( Object.create( THREE.Pass.prototype ), {
  107. constructor: THREE.SSAOPass,
  108. dispose: function () {
  109. // dispose render targets
  110. this.beautyRenderTarget.dispose();
  111. this.normalRenderTarget.dispose();
  112. this.ssaoRenderTarget.dispose();
  113. this.blurRenderTarget.dispose();
  114. // dispose materials
  115. this.normalMaterial.dispose();
  116. this.blurMaterial.dispose();
  117. this.copyMaterial.dispose();
  118. this.depthRenderMaterial.dispose();
  119. // dipsose full screen quad
  120. this.fsQuad.dispose();
  121. },
  122. render: function ( renderer, writeBuffer /*, readBuffer, deltaTime, maskActive */ ) {
  123. // render beauty and depth
  124. renderer.setRenderTarget( this.beautyRenderTarget );
  125. renderer.clear();
  126. renderer.render( this.scene, this.camera );
  127. // render normals
  128. this.renderOverride( renderer, this.normalMaterial, this.normalRenderTarget, 0x7777ff, 1.0 );
  129. // render SSAO
  130. this.ssaoMaterial.uniforms[ 'kernelRadius' ].value = this.kernelRadius;
  131. this.ssaoMaterial.uniforms[ 'minDistance' ].value = this.minDistance;
  132. this.ssaoMaterial.uniforms[ 'maxDistance' ].value = this.maxDistance;
  133. this.renderPass( renderer, this.ssaoMaterial, this.ssaoRenderTarget );
  134. // render blur
  135. this.renderPass( renderer, this.blurMaterial, this.blurRenderTarget );
  136. // output result to screen
  137. switch ( this.output ) {
  138. case THREE.SSAOPass.OUTPUT.SSAO:
  139. this.copyMaterial.uniforms[ 'tDiffuse' ].value = this.ssaoRenderTarget.texture;
  140. this.copyMaterial.blending = THREE.NoBlending;
  141. this.renderPass( renderer, this.copyMaterial, this.renderToScreen ? null : writeBuffer );
  142. break;
  143. case THREE.SSAOPass.OUTPUT.Blur:
  144. this.copyMaterial.uniforms[ 'tDiffuse' ].value = this.blurRenderTarget.texture;
  145. this.copyMaterial.blending = THREE.NoBlending;
  146. this.renderPass( renderer, this.copyMaterial, this.renderToScreen ? null : writeBuffer );
  147. break;
  148. case THREE.SSAOPass.OUTPUT.Beauty:
  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. break;
  153. case THREE.SSAOPass.OUTPUT.Depth:
  154. this.renderPass( renderer, this.depthRenderMaterial, this.renderToScreen ? null : writeBuffer );
  155. break;
  156. case THREE.SSAOPass.OUTPUT.Normal:
  157. this.copyMaterial.uniforms[ 'tDiffuse' ].value = this.normalRenderTarget.texture;
  158. this.copyMaterial.blending = THREE.NoBlending;
  159. this.renderPass( renderer, this.copyMaterial, this.renderToScreen ? null : writeBuffer );
  160. break;
  161. case THREE.SSAOPass.OUTPUT.Default:
  162. this.copyMaterial.uniforms[ 'tDiffuse' ].value = this.beautyRenderTarget.texture;
  163. this.copyMaterial.blending = THREE.NoBlending;
  164. this.renderPass( renderer, this.copyMaterial, this.renderToScreen ? null : writeBuffer );
  165. this.copyMaterial.uniforms[ 'tDiffuse' ].value = this.blurRenderTarget.texture;
  166. this.copyMaterial.blending = THREE.CustomBlending;
  167. this.renderPass( renderer, this.copyMaterial, this.renderToScreen ? null : writeBuffer );
  168. break;
  169. default:
  170. console.warn( 'THREE.SSAOPass: Unknown output type.' );
  171. }
  172. },
  173. renderPass: function ( renderer, passMaterial, renderTarget, clearColor, clearAlpha ) {
  174. // save original state
  175. this.originalClearColor.copy( renderer.getClearColor() );
  176. var originalClearAlpha = renderer.getClearAlpha();
  177. var originalAutoClear = renderer.autoClear;
  178. renderer.setRenderTarget( renderTarget );
  179. // setup pass state
  180. renderer.autoClear = false;
  181. if ( ( clearColor !== undefined ) && ( clearColor !== null ) ) {
  182. renderer.setClearColor( clearColor );
  183. renderer.setClearAlpha( clearAlpha || 0.0 );
  184. renderer.clear();
  185. }
  186. this.fsQuad.material = passMaterial;
  187. this.fsQuad.render( renderer );
  188. // restore original state
  189. renderer.autoClear = originalAutoClear;
  190. renderer.setClearColor( this.originalClearColor );
  191. renderer.setClearAlpha( originalClearAlpha );
  192. },
  193. renderOverride: function ( renderer, overrideMaterial, renderTarget, clearColor, clearAlpha ) {
  194. this.originalClearColor.copy( renderer.getClearColor() );
  195. var originalClearAlpha = renderer.getClearAlpha();
  196. var originalAutoClear = renderer.autoClear;
  197. renderer.setRenderTarget( renderTarget );
  198. renderer.autoClear = false;
  199. clearColor = overrideMaterial.clearColor || clearColor;
  200. clearAlpha = overrideMaterial.clearAlpha || clearAlpha;
  201. if ( ( clearColor !== undefined ) && ( clearColor !== null ) ) {
  202. renderer.setClearColor( clearColor );
  203. renderer.setClearAlpha( clearAlpha || 0.0 );
  204. renderer.clear();
  205. }
  206. this.scene.overrideMaterial = overrideMaterial;
  207. renderer.render( this.scene, this.camera );
  208. this.scene.overrideMaterial = null;
  209. // restore original state
  210. renderer.autoClear = originalAutoClear;
  211. renderer.setClearColor( this.originalClearColor );
  212. renderer.setClearAlpha( originalClearAlpha );
  213. },
  214. setSize: function ( width, height ) {
  215. this.width = width;
  216. this.height = height;
  217. this.beautyRenderTarget.setSize( width, height );
  218. this.ssaoRenderTarget.setSize( width, height );
  219. this.normalRenderTarget.setSize( width, height );
  220. this.blurRenderTarget.setSize( width, height );
  221. this.ssaoMaterial.uniforms[ 'resolution' ].value.set( width, height );
  222. this.ssaoMaterial.uniforms[ 'cameraProjectionMatrix' ].value.copy( this.camera.projectionMatrix );
  223. this.ssaoMaterial.uniforms[ 'cameraInverseProjectionMatrix' ].value.getInverse( this.camera.projectionMatrix );
  224. this.blurMaterial.uniforms[ 'resolution' ].value.set( width, height );
  225. },
  226. generateSampleKernel: function () {
  227. var kernelSize = this.kernelSize;
  228. var kernel = this.kernel;
  229. for ( var i = 0; i < kernelSize; i ++ ) {
  230. var sample = new THREE.Vector3();
  231. sample.x = ( Math.random() * 2 ) - 1;
  232. sample.y = ( Math.random() * 2 ) - 1;
  233. sample.z = Math.random();
  234. sample.normalize();
  235. var scale = i / kernelSize;
  236. scale = THREE.MathUtils.lerp( 0.1, 1, scale * scale );
  237. sample.multiplyScalar( scale );
  238. kernel.push( sample );
  239. }
  240. },
  241. generateRandomKernelRotations: function () {
  242. var width = 4, height = 4;
  243. if ( THREE.SimplexNoise === undefined ) {
  244. console.error( 'THREE.SSAOPass: The pass relies on THREE.SimplexNoise.' );
  245. }
  246. var simplex = new THREE.SimplexNoise();
  247. var size = width * height;
  248. var data = new Float32Array( size * 4 );
  249. for ( var i = 0; i < size; i ++ ) {
  250. var stride = i * 4;
  251. var x = ( Math.random() * 2 ) - 1;
  252. var y = ( Math.random() * 2 ) - 1;
  253. var z = 0;
  254. var noise = simplex.noise3d( x, y, z );
  255. data[ stride ] = noise;
  256. data[ stride + 1 ] = noise;
  257. data[ stride + 2 ] = noise;
  258. data[ stride + 3 ] = 1;
  259. }
  260. this.noiseTexture = new THREE.DataTexture( data, width, height, THREE.RGBAFormat, THREE.FloatType );
  261. this.noiseTexture.wrapS = THREE.RepeatWrapping;
  262. this.noiseTexture.wrapT = THREE.RepeatWrapping;
  263. }
  264. } );
  265. THREE.SSAOPass.OUTPUT = {
  266. 'Default': 0,
  267. 'SSAO': 1,
  268. 'Blur': 2,
  269. 'Beauty': 3,
  270. 'Depth': 4,
  271. 'Normal': 5
  272. };