GTAOPass.js 16 KB

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  1. import {
  2. AddEquation,
  3. Color,
  4. CustomBlending,
  5. DataTexture,
  6. DepthTexture,
  7. DepthStencilFormat,
  8. DstAlphaFactor,
  9. DstColorFactor,
  10. HalfFloatType,
  11. MeshNormalMaterial,
  12. NearestFilter,
  13. NoBlending,
  14. RepeatWrapping,
  15. RGBAFormat,
  16. ShaderMaterial,
  17. UniformsUtils,
  18. UnsignedByteType,
  19. UnsignedInt248Type,
  20. WebGLRenderTarget,
  21. ZeroFactor
  22. } from 'three';
  23. import { Pass, FullScreenQuad } from './Pass.js';
  24. import { generateMagicSquareNoise, GTAOShader, GTAODepthShader, GTAOBlendShader } from '../shaders/GTAOShader.js';
  25. import { generatePdSamplePointInitializer, PoissonDenoiseShader } from '../shaders/PoissonDenoiseShader.js';
  26. import { CopyShader } from '../shaders/CopyShader.js';
  27. import { SimplexNoise } from '../math/SimplexNoise.js';
  28. class GTAOPass extends Pass {
  29. constructor( scene, camera, width, height, parameters, aoParameters, pdParameters ) {
  30. super();
  31. this.width = ( width !== undefined ) ? width : 512;
  32. this.height = ( height !== undefined ) ? height : 512;
  33. this.clear = true;
  34. this.camera = camera;
  35. this.scene = scene;
  36. this.output = 0;
  37. this._renderGBuffer = true;
  38. this._visibilityCache = new Map();
  39. this.blendIntensity = 1.;
  40. this.pdRings = 2.;
  41. this.pdRadiusExponent = 2.;
  42. this.pdSamples = 16;
  43. this.gtaoNoiseTexture = generateMagicSquareNoise();
  44. this.pdNoiseTexture = this.generateNoise();
  45. this.gtaoRenderTarget = new WebGLRenderTarget( this.width, this.height, { type: HalfFloatType } );
  46. this.pdRenderTarget = this.gtaoRenderTarget.clone();
  47. this.gtaoMaterial = new ShaderMaterial( {
  48. defines: Object.assign( {}, GTAOShader.defines ),
  49. uniforms: UniformsUtils.clone( GTAOShader.uniforms ),
  50. vertexShader: GTAOShader.vertexShader,
  51. fragmentShader: GTAOShader.fragmentShader,
  52. blending: NoBlending,
  53. depthTest: false,
  54. depthWrite: false,
  55. } );
  56. this.gtaoMaterial.definesPERSPECTIVE_CAMERA = this.camera.isPerspectiveCamera ? 1 : 0;
  57. this.gtaoMaterial.uniforms.tNoise.value = this.gtaoNoiseTexture;
  58. this.gtaoMaterial.uniforms.resolution.value.set( this.width, this.height );
  59. this.gtaoMaterial.uniforms.cameraNear.value = this.camera.near;
  60. this.gtaoMaterial.uniforms.cameraFar.value = this.camera.far;
  61. this.normalMaterial = new MeshNormalMaterial();
  62. this.normalMaterial.blending = NoBlending;
  63. this.pdMaterial = new ShaderMaterial( {
  64. defines: Object.assign( {}, PoissonDenoiseShader.defines ),
  65. uniforms: UniformsUtils.clone( PoissonDenoiseShader.uniforms ),
  66. vertexShader: PoissonDenoiseShader.vertexShader,
  67. fragmentShader: PoissonDenoiseShader.fragmentShader,
  68. depthTest: false,
  69. depthWrite: false,
  70. } );
  71. this.pdMaterial.uniforms.tDiffuse.value = this.gtaoRenderTarget.texture;
  72. this.pdMaterial.uniforms.tNoise.value = this.pdNoiseTexture;
  73. this.pdMaterial.uniforms.resolution.value.set( this.width, this.height );
  74. this.pdMaterial.uniforms.lumaPhi.value = 10;
  75. this.pdMaterial.uniforms.depthPhi.value = 2;
  76. this.pdMaterial.uniforms.normalPhi.value = 3;
  77. this.pdMaterial.uniforms.radius.value = 8;
  78. this.depthRenderMaterial = new ShaderMaterial( {
  79. defines: Object.assign( {}, GTAODepthShader.defines ),
  80. uniforms: UniformsUtils.clone( GTAODepthShader.uniforms ),
  81. vertexShader: GTAODepthShader.vertexShader,
  82. fragmentShader: GTAODepthShader.fragmentShader,
  83. blending: NoBlending
  84. } );
  85. this.depthRenderMaterial.uniforms.cameraNear.value = this.camera.near;
  86. this.depthRenderMaterial.uniforms.cameraFar.value = this.camera.far;
  87. this.copyMaterial = new ShaderMaterial( {
  88. uniforms: UniformsUtils.clone( CopyShader.uniforms ),
  89. vertexShader: CopyShader.vertexShader,
  90. fragmentShader: CopyShader.fragmentShader,
  91. transparent: true,
  92. depthTest: false,
  93. depthWrite: false,
  94. blendSrc: DstColorFactor,
  95. blendDst: ZeroFactor,
  96. blendEquation: AddEquation,
  97. blendSrcAlpha: DstAlphaFactor,
  98. blendDstAlpha: ZeroFactor,
  99. blendEquationAlpha: AddEquation
  100. } );
  101. this.blendMaterial = new ShaderMaterial( {
  102. uniforms: UniformsUtils.clone( GTAOBlendShader.uniforms ),
  103. vertexShader: GTAOBlendShader.vertexShader,
  104. fragmentShader: GTAOBlendShader.fragmentShader,
  105. transparent: true,
  106. depthTest: false,
  107. depthWrite: false,
  108. blending: CustomBlending,
  109. blendSrc: DstColorFactor,
  110. blendDst: ZeroFactor,
  111. blendEquation: AddEquation,
  112. blendSrcAlpha: DstAlphaFactor,
  113. blendDstAlpha: ZeroFactor,
  114. blendEquationAlpha: AddEquation
  115. } );
  116. this.fsQuad = new FullScreenQuad( null );
  117. this.originalClearColor = new Color();
  118. this.setGBuffer( parameters ? parameters.depthTexture : undefined, parameters ? parameters.normalTexture : undefined );
  119. if ( aoParameters !== undefined ) {
  120. this.updateGtaoMaterial( aoParameters );
  121. }
  122. if ( pdParameters !== undefined ) {
  123. this.updatePdMaterial( pdParameters );
  124. }
  125. }
  126. dispose() {
  127. this.gtaoNoiseTexture.dispose();
  128. this.pdNoiseTexture.dispose();
  129. this.normalRenderTarget.dispose();
  130. this.gtaoRenderTarget.dispose();
  131. this.pdRenderTarget.dispose();
  132. this.normalMaterial.dispose();
  133. this.pdMaterial.dispose();
  134. this.copyMaterial.dispose();
  135. this.depthRenderMaterial.dispose();
  136. this.fsQuad.dispose();
  137. }
  138. setGBuffer( depthTexture, normalTexture ) {
  139. if ( depthTexture !== undefined ) {
  140. this.depthTexture = depthTexture;
  141. this.normalTexture = normalTexture;
  142. this._renderGBuffer = false;
  143. } else {
  144. this.depthTexture = new DepthTexture();
  145. this.depthTexture.format = DepthStencilFormat;
  146. this.depthTexture.type = UnsignedInt248Type;
  147. this.normalRenderTarget = new WebGLRenderTarget( this.width, this.height, {
  148. minFilter: NearestFilter,
  149. magFilter: NearestFilter,
  150. type: HalfFloatType,
  151. depthTexture: this.depthTexture
  152. } );
  153. this.normalTexture = this.normalRenderTarget.texture;
  154. this._renderGBuffer = true;
  155. }
  156. const normalVectorType = ( this.normalTexture ) ? 1 : 0;
  157. const depthValueSource = ( this.depthTexture === this.normalTexture ) ? 'w' : 'x';
  158. this.gtaoMaterial.defines.NORMAL_VECTOR_TYPE = normalVectorType;
  159. this.gtaoMaterial.defines.DEPTH_SWIZZLING = depthValueSource;
  160. this.gtaoMaterial.uniforms.tNormal.value = this.normalTexture;
  161. this.gtaoMaterial.uniforms.tDepth.value = this.depthTexture;
  162. this.pdMaterial.defines.NORMAL_VECTOR_TYPE = normalVectorType;
  163. this.pdMaterial.defines.DEPTH_SWIZZLING = depthValueSource;
  164. this.pdMaterial.uniforms.tNormal.value = this.normalTexture;
  165. this.pdMaterial.uniforms.tDepth.value = this.depthTexture;
  166. this.depthRenderMaterial.uniforms.tDepth.value = this.normalRenderTarget.depthTexture;
  167. }
  168. setSceneClipBox( box ) {
  169. if ( box ) {
  170. this.gtaoMaterial.needsUpdate = this.gtaoMaterial.defines.SCENE_CLIP_BOX !== 1;
  171. this.gtaoMaterial.defines.SCENE_CLIP_BOX = 1;
  172. this.gtaoMaterial.uniforms.sceneBoxMin.value.copy( box.min );
  173. this.gtaoMaterial.uniforms.sceneBoxMax.value.copy( box.max );
  174. } else {
  175. this.gtaoMaterial.needsUpdate = this.gtaoMaterial.defines.SCENE_CLIP_BOX === 0;
  176. this.gtaoMaterial.defines.SCENE_CLIP_BOX = 0;
  177. }
  178. }
  179. updateGtaoMaterial( parameters ) {
  180. if ( parameters.radius !== undefined ) {
  181. this.gtaoMaterial.uniforms.radius.value = parameters.radius;
  182. }
  183. if ( parameters.distanceExponent !== undefined ) {
  184. this.gtaoMaterial.uniforms.distanceExponent.value = parameters.distanceExponent;
  185. }
  186. if ( parameters.thickness !== undefined ) {
  187. this.gtaoMaterial.uniforms.thickness.value = parameters.thickness;
  188. }
  189. if ( parameters.scale !== undefined ) {
  190. this.gtaoMaterial.uniforms.scale.value = parameters.scale;
  191. }
  192. if ( parameters.samples !== undefined && parameters.samples !== this.gtaoMaterial.defines.SAMPLES ) {
  193. this.gtaoMaterial.defines.SAMPLES = parameters.samples;
  194. this.gtaoMaterial.needsUpdate = true;
  195. }
  196. if ( parameters.screenSpaceRadius !== undefined && ( parameters.screenSpaceRadius ? 1 : 0 ) !== this.gtaoMaterial.defines.SCREEN_SPACE_RADIUS ) {
  197. this.gtaoMaterial.defines.SCREEN_SPACE_RADIUS = parameters.screenSpaceRadius ? 1 : 0;
  198. this.gtaoMaterial.needsUpdate = true;
  199. }
  200. }
  201. updatePdMaterial( parameters ) {
  202. let updateShader = false;
  203. if ( parameters.lumaPhi !== undefined ) {
  204. this.pdMaterial.uniforms.lumaPhi.value = parameters.lumaPhi;
  205. }
  206. if ( parameters.depthPhi !== undefined ) {
  207. this.pdMaterial.uniforms.depthPhi.value = parameters.depthPhi;
  208. }
  209. if ( parameters.normalPhi !== undefined ) {
  210. this.pdMaterial.uniforms.normalPhi.value = parameters.normalPhi;
  211. }
  212. if ( parameters.radius !== undefined && parameters.radius !== this.radius ) {
  213. this.pdMaterial.uniforms.radius.value = parameters.radius;
  214. }
  215. if ( parameters.radiusExponent !== undefined && parameters.radiusExponent !== this.pdRadiusExponent ) {
  216. this.pdRadiusExponent = parameters.radiusExponent;
  217. updateShader = true;
  218. }
  219. if ( parameters.rings !== undefined && parameters.rings !== this.pdRings ) {
  220. this.pdRings = parameters.rings;
  221. updateShader = true;
  222. }
  223. if ( parameters.samples !== undefined && parameters.samples !== this.pdSamples ) {
  224. this.pdSamples = parameters.samples;
  225. updateShader = true;
  226. }
  227. if ( updateShader ) {
  228. this.pdMaterial.defines.SAMPLES = this.pdSamples;
  229. this.pdMaterial.defines.SAMPLE_VECTORS = generatePdSamplePointInitializer( this.pdSamples, this.pdRings, this.pdRadiusExponent );
  230. this.pdMaterial.needsUpdate = true;
  231. }
  232. }
  233. render( renderer, writeBuffer, readBuffer /*, deltaTime, maskActive */ ) {
  234. // render normals and depth (honor only meshes, points and lines do not contribute to AO)
  235. if ( this._renderGBuffer ) {
  236. this.overrideVisibility();
  237. this.renderOverride( renderer, this.normalMaterial, this.normalRenderTarget, 0x7777ff, 1.0 );
  238. this.restoreVisibility();
  239. }
  240. // render AO
  241. this.gtaoMaterial.uniforms.cameraNear.value = this.camera.near;
  242. this.gtaoMaterial.uniforms.cameraFar.value = this.camera.far;
  243. this.gtaoMaterial.uniforms.cameraProjectionMatrix.value.copy( this.camera.projectionMatrix );
  244. this.gtaoMaterial.uniforms.cameraProjectionMatrixInverse.value.copy( this.camera.projectionMatrixInverse );
  245. this.gtaoMaterial.uniforms.cameraWorldMatrix.value.copy( this.camera.matrixWorld );
  246. this.renderPass( renderer, this.gtaoMaterial, this.gtaoRenderTarget, 0xffffff, 1.0 );
  247. // render poisson denoise
  248. this.pdMaterial.uniforms.cameraProjectionMatrixInverse.value.copy( this.camera.projectionMatrixInverse );
  249. this.renderPass( renderer, this.pdMaterial, this.pdRenderTarget, 0xffffff, 1.0 );
  250. // output result to screen
  251. switch ( this.output ) {
  252. case GTAOPass.OUTPUT.Diffuse:
  253. this.copyMaterial.uniforms.tDiffuse.value = readBuffer.texture;
  254. this.copyMaterial.blending = NoBlending;
  255. this.renderPass( renderer, this.copyMaterial, this.renderToScreen ? null : writeBuffer );
  256. break;
  257. case GTAOPass.OUTPUT.AO:
  258. this.copyMaterial.uniforms.tDiffuse.value = this.gtaoRenderTarget.texture;
  259. this.copyMaterial.blending = NoBlending;
  260. this.renderPass( renderer, this.copyMaterial, this.renderToScreen ? null : writeBuffer );
  261. break;
  262. case GTAOPass.OUTPUT.Denoise:
  263. this.copyMaterial.uniforms.tDiffuse.value = this.pdRenderTarget.texture;
  264. this.copyMaterial.blending = NoBlending;
  265. this.renderPass( renderer, this.copyMaterial, this.renderToScreen ? null : writeBuffer );
  266. break;
  267. case GTAOPass.OUTPUT.Depth:
  268. this.depthRenderMaterial.uniforms.cameraNear.value = this.camera.near;
  269. this.depthRenderMaterial.uniforms.cameraFar.value = this.camera.far;
  270. this.renderPass( renderer, this.depthRenderMaterial, this.renderToScreen ? null : writeBuffer );
  271. break;
  272. case GTAOPass.OUTPUT.Normal:
  273. this.copyMaterial.uniforms.tDiffuse.value = this.normalRenderTarget.texture;
  274. this.copyMaterial.blending = NoBlending;
  275. this.renderPass( renderer, this.copyMaterial, this.renderToScreen ? null : writeBuffer );
  276. break;
  277. case GTAOPass.OUTPUT.Default:
  278. this.copyMaterial.uniforms.tDiffuse.value = readBuffer.texture;
  279. this.copyMaterial.blending = NoBlending;
  280. this.renderPass( renderer, this.copyMaterial, this.renderToScreen ? null : writeBuffer );
  281. this.blendMaterial.uniforms.intensity.value = this.blendIntensity;
  282. this.blendMaterial.uniforms.tDiffuse.value = this.pdRenderTarget.texture;
  283. this.renderPass( renderer, this.blendMaterial, this.renderToScreen ? null : writeBuffer );
  284. break;
  285. default:
  286. console.warn( 'THREE.GTAOPass: Unknown output type.' );
  287. }
  288. }
  289. renderPass( renderer, passMaterial, renderTarget, clearColor, clearAlpha ) {
  290. // save original state
  291. renderer.getClearColor( this.originalClearColor );
  292. const originalClearAlpha = renderer.getClearAlpha();
  293. const originalAutoClear = renderer.autoClear;
  294. renderer.setRenderTarget( renderTarget );
  295. // setup pass state
  296. renderer.autoClear = false;
  297. if ( ( clearColor !== undefined ) && ( clearColor !== null ) ) {
  298. renderer.setClearColor( clearColor );
  299. renderer.setClearAlpha( clearAlpha || 0.0 );
  300. renderer.clear();
  301. }
  302. this.fsQuad.material = passMaterial;
  303. this.fsQuad.render( renderer );
  304. // restore original state
  305. renderer.autoClear = originalAutoClear;
  306. renderer.setClearColor( this.originalClearColor );
  307. renderer.setClearAlpha( originalClearAlpha );
  308. }
  309. renderOverride( renderer, overrideMaterial, renderTarget, clearColor, clearAlpha ) {
  310. renderer.getClearColor( this.originalClearColor );
  311. const originalClearAlpha = renderer.getClearAlpha();
  312. const originalAutoClear = renderer.autoClear;
  313. renderer.setRenderTarget( renderTarget );
  314. renderer.autoClear = false;
  315. clearColor = overrideMaterial.clearColor || clearColor;
  316. clearAlpha = overrideMaterial.clearAlpha || clearAlpha;
  317. if ( ( clearColor !== undefined ) && ( clearColor !== null ) ) {
  318. renderer.setClearColor( clearColor );
  319. renderer.setClearAlpha( clearAlpha || 0.0 );
  320. renderer.clear();
  321. }
  322. this.scene.overrideMaterial = overrideMaterial;
  323. renderer.render( this.scene, this.camera );
  324. this.scene.overrideMaterial = null;
  325. renderer.autoClear = originalAutoClear;
  326. renderer.setClearColor( this.originalClearColor );
  327. renderer.setClearAlpha( originalClearAlpha );
  328. }
  329. setSize( width, height ) {
  330. this.width = width;
  331. this.height = height;
  332. this.gtaoRenderTarget.setSize( width, height );
  333. this.normalRenderTarget.setSize( width, height );
  334. this.pdRenderTarget.setSize( width, height );
  335. this.gtaoMaterial.uniforms.resolution.value.set( width, height );
  336. this.gtaoMaterial.uniforms.cameraProjectionMatrix.value.copy( this.camera.projectionMatrix );
  337. this.gtaoMaterial.uniforms.cameraProjectionMatrixInverse.value.copy( this.camera.projectionMatrixInverse );
  338. this.pdMaterial.uniforms.resolution.value.set( width, height );
  339. this.pdMaterial.uniforms.cameraProjectionMatrixInverse.value.copy( this.camera.projectionMatrixInverse );
  340. }
  341. overrideVisibility() {
  342. const scene = this.scene;
  343. const cache = this._visibilityCache;
  344. scene.traverse( function ( object ) {
  345. cache.set( object, object.visible );
  346. if ( object.isPoints || object.isLine ) object.visible = false;
  347. } );
  348. }
  349. restoreVisibility() {
  350. const scene = this.scene;
  351. const cache = this._visibilityCache;
  352. scene.traverse( function ( object ) {
  353. const visible = cache.get( object );
  354. object.visible = visible;
  355. } );
  356. cache.clear();
  357. }
  358. generateNoise( size = 64 ) {
  359. const simplex = new SimplexNoise();
  360. const arraySize = size * size * 4;
  361. const data = new Uint8Array( arraySize );
  362. for ( let i = 0; i < size; i ++ ) {
  363. for ( let j = 0; j < size; j ++ ) {
  364. const x = i;
  365. const y = j;
  366. data[ ( i * size + j ) * 4 ] = ( simplex.noise( x, y ) * 0.5 + 0.5 ) * 255;
  367. data[ ( i * size + j ) * 4 + 1 ] = ( simplex.noise( x + size, y ) * 0.5 + 0.5 ) * 255;
  368. data[ ( i * size + j ) * 4 + 2 ] = ( simplex.noise( x, y + size ) * 0.5 + 0.5 ) * 255;
  369. data[ ( i * size + j ) * 4 + 3 ] = ( simplex.noise( x + size, y + size ) * 0.5 + 0.5 ) * 255;
  370. }
  371. }
  372. const noiseTexture = new DataTexture( data, size, size, RGBAFormat, UnsignedByteType );
  373. noiseTexture.wrapS = RepeatWrapping;
  374. noiseTexture.wrapT = RepeatWrapping;
  375. noiseTexture.needsUpdate = true;
  376. return noiseTexture;
  377. }
  378. }
  379. GTAOPass.OUTPUT = {
  380. 'Default': 0,
  381. 'Diffuse': 1,
  382. 'Depth': 2,
  383. 'Normal': 3,
  384. 'AO': 4,
  385. 'Denoise': 5,
  386. };
  387. export { GTAOPass };