SSAOPass.js 12 KB

123456789101112131415161718192021222324252627282930313233343536373839404142434445464748495051525354555657585960616263646566676869707172737475767778798081828384858687888990919293949596979899100101102103104105106107108109110111112113114115116117118119120121122123124125126127128129130131132133134135136137138139140141142143144145146147148149150151152153154155156157158159160161162163164165166167168169170171172173174175176177178179180181182183184185186187188189190191192193194195196197198199200201202203204205206207208209210211212213214215216217218219220221222223224225226227228229230231232233234235236237238239240241242243244245246247248249250251252253254255256257258259260261262263264265266267268269270271272273274275276277278279280281282283284285286287288289290291292293294295296297298299300301302303304305306307308309310311312313314315316317318319320321322323324325326327328329330331332333334335336337338339340341342343344345346347348349350351
  1. ( function () {
  2. class SSAOPass extends THREE.Pass {
  3. constructor( scene, camera, width, height ) {
  4. super();
  5. this.width = width !== undefined ? width : 512;
  6. this.height = height !== undefined ? height : 512;
  7. this.clear = true;
  8. this.camera = camera;
  9. this.scene = scene;
  10. this.kernelRadius = 8;
  11. this.kernelSize = 32;
  12. this.kernel = [];
  13. this.noiseTexture = null;
  14. this.output = 0;
  15. this.minDistance = 0.005;
  16. this.maxDistance = 0.1;
  17. this._visibilityCache = new Map(); //
  18. this.generateSampleKernel();
  19. this.generateRandomKernelRotations(); // beauty render target
  20. const depthTexture = new THREE.DepthTexture();
  21. depthTexture.format = THREE.DepthStencilFormat;
  22. depthTexture.type = THREE.UnsignedInt248Type;
  23. this.beautyRenderTarget = new THREE.WebGLRenderTarget( this.width, this.height ); // normal render target with depth buffer
  24. this.normalRenderTarget = new THREE.WebGLRenderTarget( this.width, this.height, {
  25. minFilter: THREE.NearestFilter,
  26. magFilter: THREE.NearestFilter,
  27. depthTexture: depthTexture
  28. } ); // ssao render target
  29. this.ssaoRenderTarget = new THREE.WebGLRenderTarget( this.width, this.height );
  30. this.blurRenderTarget = this.ssaoRenderTarget.clone(); // ssao material
  31. if ( THREE.SSAOShader === undefined ) {
  32. console.error( 'THREE.SSAOPass: The pass relies on THREE.SSAOShader.' );
  33. }
  34. this.ssaoMaterial = new THREE.ShaderMaterial( {
  35. defines: Object.assign( {}, THREE.SSAOShader.defines ),
  36. uniforms: THREE.UniformsUtils.clone( THREE.SSAOShader.uniforms ),
  37. vertexShader: THREE.SSAOShader.vertexShader,
  38. fragmentShader: THREE.SSAOShader.fragmentShader,
  39. blending: THREE.NoBlending
  40. } );
  41. this.ssaoMaterial.uniforms[ 'tDiffuse' ].value = this.beautyRenderTarget.texture;
  42. this.ssaoMaterial.uniforms[ 'tNormal' ].value = this.normalRenderTarget.texture;
  43. this.ssaoMaterial.uniforms[ 'tDepth' ].value = this.normalRenderTarget.depthTexture;
  44. this.ssaoMaterial.uniforms[ 'tNoise' ].value = this.noiseTexture;
  45. this.ssaoMaterial.uniforms[ 'kernel' ].value = this.kernel;
  46. this.ssaoMaterial.uniforms[ 'cameraNear' ].value = this.camera.near;
  47. this.ssaoMaterial.uniforms[ 'cameraFar' ].value = this.camera.far;
  48. this.ssaoMaterial.uniforms[ 'resolution' ].value.set( this.width, this.height );
  49. this.ssaoMaterial.uniforms[ 'cameraProjectionMatrix' ].value.copy( this.camera.projectionMatrix );
  50. this.ssaoMaterial.uniforms[ 'cameraInverseProjectionMatrix' ].value.copy( this.camera.projectionMatrixInverse ); // normal material
  51. this.normalMaterial = new THREE.MeshNormalMaterial();
  52. this.normalMaterial.blending = THREE.NoBlending; // blur material
  53. this.blurMaterial = new THREE.ShaderMaterial( {
  54. defines: Object.assign( {}, THREE.SSAOBlurShader.defines ),
  55. uniforms: THREE.UniformsUtils.clone( THREE.SSAOBlurShader.uniforms ),
  56. vertexShader: THREE.SSAOBlurShader.vertexShader,
  57. fragmentShader: THREE.SSAOBlurShader.fragmentShader
  58. } );
  59. this.blurMaterial.uniforms[ 'tDiffuse' ].value = this.ssaoRenderTarget.texture;
  60. this.blurMaterial.uniforms[ 'resolution' ].value.set( this.width, this.height ); // material for rendering the depth
  61. this.depthRenderMaterial = new THREE.ShaderMaterial( {
  62. defines: Object.assign( {}, THREE.SSAODepthShader.defines ),
  63. uniforms: THREE.UniformsUtils.clone( THREE.SSAODepthShader.uniforms ),
  64. vertexShader: THREE.SSAODepthShader.vertexShader,
  65. fragmentShader: THREE.SSAODepthShader.fragmentShader,
  66. blending: THREE.NoBlending
  67. } );
  68. this.depthRenderMaterial.uniforms[ 'tDepth' ].value = this.normalRenderTarget.depthTexture;
  69. this.depthRenderMaterial.uniforms[ 'cameraNear' ].value = this.camera.near;
  70. this.depthRenderMaterial.uniforms[ 'cameraFar' ].value = this.camera.far; // material for rendering the content of a render target
  71. this.copyMaterial = new THREE.ShaderMaterial( {
  72. uniforms: THREE.UniformsUtils.clone( THREE.CopyShader.uniforms ),
  73. vertexShader: THREE.CopyShader.vertexShader,
  74. fragmentShader: THREE.CopyShader.fragmentShader,
  75. transparent: true,
  76. depthTest: false,
  77. depthWrite: false,
  78. blendSrc: THREE.DstColorFactor,
  79. blendDst: THREE.ZeroFactor,
  80. blendEquation: THREE.AddEquation,
  81. blendSrcAlpha: THREE.DstAlphaFactor,
  82. blendDstAlpha: THREE.ZeroFactor,
  83. blendEquationAlpha: THREE.AddEquation
  84. } );
  85. this.fsQuad = new THREE.FullScreenQuad( null );
  86. this.originalClearColor = new THREE.Color();
  87. }
  88. dispose() {
  89. // dispose render targets
  90. this.beautyRenderTarget.dispose();
  91. this.normalRenderTarget.dispose();
  92. this.ssaoRenderTarget.dispose();
  93. this.blurRenderTarget.dispose(); // dispose materials
  94. this.normalMaterial.dispose();
  95. this.blurMaterial.dispose();
  96. this.copyMaterial.dispose();
  97. this.depthRenderMaterial.dispose(); // dipsose full screen quad
  98. this.fsQuad.dispose();
  99. }
  100. render( renderer, writeBuffer
  101. /*, readBuffer, deltaTime, maskActive */
  102. ) {
  103. if ( renderer.capabilities.isWebGL2 === false ) this.noiseTexture.format = THREE.LuminanceFormat; // render beauty
  104. renderer.setRenderTarget( this.beautyRenderTarget );
  105. renderer.clear();
  106. renderer.render( this.scene, this.camera ); // render normals and depth (honor only meshes, points and lines do not contribute to SSAO)
  107. this.overrideVisibility();
  108. this.renderOverride( renderer, this.normalMaterial, this.normalRenderTarget, 0x7777ff, 1.0 );
  109. this.restoreVisibility(); // render SSAO
  110. this.ssaoMaterial.uniforms[ 'kernelRadius' ].value = this.kernelRadius;
  111. this.ssaoMaterial.uniforms[ 'minDistance' ].value = this.minDistance;
  112. this.ssaoMaterial.uniforms[ 'maxDistance' ].value = this.maxDistance;
  113. this.renderPass( renderer, this.ssaoMaterial, this.ssaoRenderTarget ); // render blur
  114. this.renderPass( renderer, this.blurMaterial, this.blurRenderTarget ); // output result to screen
  115. switch ( this.output ) {
  116. case SSAOPass.OUTPUT.SSAO:
  117. this.copyMaterial.uniforms[ 'tDiffuse' ].value = this.ssaoRenderTarget.texture;
  118. this.copyMaterial.blending = THREE.NoBlending;
  119. this.renderPass( renderer, this.copyMaterial, this.renderToScreen ? null : writeBuffer );
  120. break;
  121. case SSAOPass.OUTPUT.Blur:
  122. this.copyMaterial.uniforms[ 'tDiffuse' ].value = this.blurRenderTarget.texture;
  123. this.copyMaterial.blending = THREE.NoBlending;
  124. this.renderPass( renderer, this.copyMaterial, this.renderToScreen ? null : writeBuffer );
  125. break;
  126. case SSAOPass.OUTPUT.Beauty:
  127. this.copyMaterial.uniforms[ 'tDiffuse' ].value = this.beautyRenderTarget.texture;
  128. this.copyMaterial.blending = THREE.NoBlending;
  129. this.renderPass( renderer, this.copyMaterial, this.renderToScreen ? null : writeBuffer );
  130. break;
  131. case SSAOPass.OUTPUT.Depth:
  132. this.renderPass( renderer, this.depthRenderMaterial, this.renderToScreen ? null : writeBuffer );
  133. break;
  134. case SSAOPass.OUTPUT.Normal:
  135. this.copyMaterial.uniforms[ 'tDiffuse' ].value = this.normalRenderTarget.texture;
  136. this.copyMaterial.blending = THREE.NoBlending;
  137. this.renderPass( renderer, this.copyMaterial, this.renderToScreen ? null : writeBuffer );
  138. break;
  139. case SSAOPass.OUTPUT.Default:
  140. this.copyMaterial.uniforms[ 'tDiffuse' ].value = this.beautyRenderTarget.texture;
  141. this.copyMaterial.blending = THREE.NoBlending;
  142. this.renderPass( renderer, this.copyMaterial, this.renderToScreen ? null : writeBuffer );
  143. this.copyMaterial.uniforms[ 'tDiffuse' ].value = this.blurRenderTarget.texture;
  144. this.copyMaterial.blending = THREE.CustomBlending;
  145. this.renderPass( renderer, this.copyMaterial, this.renderToScreen ? null : writeBuffer );
  146. break;
  147. default:
  148. console.warn( 'THREE.SSAOPass: Unknown output type.' );
  149. }
  150. }
  151. renderPass( renderer, passMaterial, renderTarget, clearColor, clearAlpha ) {
  152. // save original state
  153. renderer.getClearColor( this.originalClearColor );
  154. const originalClearAlpha = renderer.getClearAlpha();
  155. const originalAutoClear = renderer.autoClear;
  156. renderer.setRenderTarget( renderTarget ); // setup pass state
  157. renderer.autoClear = false;
  158. if ( clearColor !== undefined && clearColor !== null ) {
  159. renderer.setClearColor( clearColor );
  160. renderer.setClearAlpha( clearAlpha || 0.0 );
  161. renderer.clear();
  162. }
  163. this.fsQuad.material = passMaterial;
  164. this.fsQuad.render( renderer ); // restore original state
  165. renderer.autoClear = originalAutoClear;
  166. renderer.setClearColor( this.originalClearColor );
  167. renderer.setClearAlpha( originalClearAlpha );
  168. }
  169. renderOverride( renderer, overrideMaterial, renderTarget, clearColor, clearAlpha ) {
  170. renderer.getClearColor( this.originalClearColor );
  171. const originalClearAlpha = renderer.getClearAlpha();
  172. const originalAutoClear = renderer.autoClear;
  173. renderer.setRenderTarget( renderTarget );
  174. renderer.autoClear = false;
  175. clearColor = overrideMaterial.clearColor || clearColor;
  176. clearAlpha = overrideMaterial.clearAlpha || clearAlpha;
  177. if ( clearColor !== undefined && clearColor !== null ) {
  178. renderer.setClearColor( clearColor );
  179. renderer.setClearAlpha( clearAlpha || 0.0 );
  180. renderer.clear();
  181. }
  182. this.scene.overrideMaterial = overrideMaterial;
  183. renderer.render( this.scene, this.camera );
  184. this.scene.overrideMaterial = null; // restore original state
  185. renderer.autoClear = originalAutoClear;
  186. renderer.setClearColor( this.originalClearColor );
  187. renderer.setClearAlpha( originalClearAlpha );
  188. }
  189. setSize( width, height ) {
  190. this.width = width;
  191. this.height = height;
  192. this.beautyRenderTarget.setSize( width, height );
  193. this.ssaoRenderTarget.setSize( width, height );
  194. this.normalRenderTarget.setSize( width, height );
  195. this.blurRenderTarget.setSize( width, height );
  196. this.ssaoMaterial.uniforms[ 'resolution' ].value.set( width, height );
  197. this.ssaoMaterial.uniforms[ 'cameraProjectionMatrix' ].value.copy( this.camera.projectionMatrix );
  198. this.ssaoMaterial.uniforms[ 'cameraInverseProjectionMatrix' ].value.copy( this.camera.projectionMatrixInverse );
  199. this.blurMaterial.uniforms[ 'resolution' ].value.set( width, height );
  200. }
  201. generateSampleKernel() {
  202. const kernelSize = this.kernelSize;
  203. const kernel = this.kernel;
  204. for ( let i = 0; i < kernelSize; i ++ ) {
  205. const sample = new THREE.Vector3();
  206. sample.x = Math.random() * 2 - 1;
  207. sample.y = Math.random() * 2 - 1;
  208. sample.z = Math.random();
  209. sample.normalize();
  210. let scale = i / kernelSize;
  211. scale = THREE.MathUtils.lerp( 0.1, 1, scale * scale );
  212. sample.multiplyScalar( scale );
  213. kernel.push( sample );
  214. }
  215. }
  216. generateRandomKernelRotations() {
  217. const width = 4,
  218. height = 4;
  219. if ( THREE.SimplexNoise === undefined ) {
  220. console.error( 'THREE.SSAOPass: The pass relies on THREE.SimplexNoise.' );
  221. }
  222. const simplex = new THREE.SimplexNoise();
  223. const size = width * height;
  224. const data = new Float32Array( size );
  225. for ( let i = 0; i < size; i ++ ) {
  226. const x = Math.random() * 2 - 1;
  227. const y = Math.random() * 2 - 1;
  228. const z = 0;
  229. data[ i ] = simplex.noise3d( x, y, z );
  230. }
  231. this.noiseTexture = new THREE.DataTexture( data, width, height, THREE.RedFormat, THREE.FloatType );
  232. this.noiseTexture.wrapS = THREE.RepeatWrapping;
  233. this.noiseTexture.wrapT = THREE.RepeatWrapping;
  234. this.noiseTexture.needsUpdate = true;
  235. }
  236. overrideVisibility() {
  237. const scene = this.scene;
  238. const cache = this._visibilityCache;
  239. scene.traverse( function ( object ) {
  240. cache.set( object, object.visible );
  241. if ( object.isPoints || object.isLine ) object.visible = false;
  242. } );
  243. }
  244. restoreVisibility() {
  245. const scene = this.scene;
  246. const cache = this._visibilityCache;
  247. scene.traverse( function ( object ) {
  248. const visible = cache.get( object );
  249. object.visible = visible;
  250. } );
  251. cache.clear();
  252. }
  253. }
  254. SSAOPass.OUTPUT = {
  255. 'Default': 0,
  256. 'SSAO': 1,
  257. 'Blur': 2,
  258. 'Beauty': 3,
  259. 'Depth': 4,
  260. 'Normal': 5
  261. };
  262. THREE.SSAOPass = SSAOPass;
  263. } )();