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. this._visibilityCache = new Map();
  17. //
  18. this.generateSampleKernel();
  19. this.generateRandomKernelRotations();
  20. // beauty render target
  21. var depthTexture = new THREE.DepthTexture();
  22. depthTexture.type = THREE.UnsignedShortType;
  23. depthTexture.minFilter = THREE.NearestFilter;
  24. depthTexture.maxFilter = THREE.NearestFilter;
  25. this.beautyRenderTarget = new THREE.WebGLRenderTarget( this.width, this.height, {
  26. minFilter: THREE.LinearFilter,
  27. magFilter: THREE.LinearFilter,
  28. format: THREE.RGBAFormat
  29. } );
  30. // normal render target with depth buffer
  31. this.normalRenderTarget = new THREE.WebGLRenderTarget( this.width, this.height, {
  32. minFilter: THREE.NearestFilter,
  33. magFilter: THREE.NearestFilter,
  34. format: THREE.RGBAFormat,
  35. depthTexture: depthTexture
  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.normalRenderTarget.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.normalRenderTarget.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
  124. renderer.setRenderTarget( this.beautyRenderTarget );
  125. renderer.clear();
  126. renderer.render( this.scene, this.camera );
  127. // render normals and depth (honor only meshes, points and lines do not contribute to SSAO)
  128. this.overrideVisibility();
  129. this.renderOverride( renderer, this.normalMaterial, this.normalRenderTarget, 0x7777ff, 1.0 );
  130. this.restoreVisibility();
  131. // render SSAO
  132. this.ssaoMaterial.uniforms[ 'kernelRadius' ].value = this.kernelRadius;
  133. this.ssaoMaterial.uniforms[ 'minDistance' ].value = this.minDistance;
  134. this.ssaoMaterial.uniforms[ 'maxDistance' ].value = this.maxDistance;
  135. this.renderPass( renderer, this.ssaoMaterial, this.ssaoRenderTarget );
  136. // render blur
  137. this.renderPass( renderer, this.blurMaterial, this.blurRenderTarget );
  138. // output result to screen
  139. switch ( this.output ) {
  140. case THREE.SSAOPass.OUTPUT.SSAO:
  141. this.copyMaterial.uniforms[ 'tDiffuse' ].value = this.ssaoRenderTarget.texture;
  142. this.copyMaterial.blending = THREE.NoBlending;
  143. this.renderPass( renderer, this.copyMaterial, this.renderToScreen ? null : writeBuffer );
  144. break;
  145. case THREE.SSAOPass.OUTPUT.Blur:
  146. this.copyMaterial.uniforms[ 'tDiffuse' ].value = this.blurRenderTarget.texture;
  147. this.copyMaterial.blending = THREE.NoBlending;
  148. this.renderPass( renderer, this.copyMaterial, this.renderToScreen ? null : writeBuffer );
  149. break;
  150. case THREE.SSAOPass.OUTPUT.Beauty:
  151. this.copyMaterial.uniforms[ 'tDiffuse' ].value = this.beautyRenderTarget.texture;
  152. this.copyMaterial.blending = THREE.NoBlending;
  153. this.renderPass( renderer, this.copyMaterial, this.renderToScreen ? null : writeBuffer );
  154. break;
  155. case THREE.SSAOPass.OUTPUT.Depth:
  156. this.renderPass( renderer, this.depthRenderMaterial, this.renderToScreen ? null : writeBuffer );
  157. break;
  158. case THREE.SSAOPass.OUTPUT.Normal:
  159. this.copyMaterial.uniforms[ 'tDiffuse' ].value = this.normalRenderTarget.texture;
  160. this.copyMaterial.blending = THREE.NoBlending;
  161. this.renderPass( renderer, this.copyMaterial, this.renderToScreen ? null : writeBuffer );
  162. break;
  163. case THREE.SSAOPass.OUTPUT.Default:
  164. this.copyMaterial.uniforms[ 'tDiffuse' ].value = this.beautyRenderTarget.texture;
  165. this.copyMaterial.blending = THREE.NoBlending;
  166. this.renderPass( renderer, this.copyMaterial, this.renderToScreen ? null : writeBuffer );
  167. this.copyMaterial.uniforms[ 'tDiffuse' ].value = this.blurRenderTarget.texture;
  168. this.copyMaterial.blending = THREE.CustomBlending;
  169. this.renderPass( renderer, this.copyMaterial, this.renderToScreen ? null : writeBuffer );
  170. break;
  171. default:
  172. console.warn( 'THREE.SSAOPass: Unknown output type.' );
  173. }
  174. },
  175. renderPass: function ( renderer, passMaterial, renderTarget, clearColor, clearAlpha ) {
  176. // save original state
  177. this.originalClearColor.copy( renderer.getClearColor() );
  178. var originalClearAlpha = renderer.getClearAlpha();
  179. var originalAutoClear = renderer.autoClear;
  180. renderer.setRenderTarget( renderTarget );
  181. // setup pass state
  182. renderer.autoClear = false;
  183. if ( ( clearColor !== undefined ) && ( clearColor !== null ) ) {
  184. renderer.setClearColor( clearColor );
  185. renderer.setClearAlpha( clearAlpha || 0.0 );
  186. renderer.clear();
  187. }
  188. this.fsQuad.material = passMaterial;
  189. this.fsQuad.render( renderer );
  190. // restore original state
  191. renderer.autoClear = originalAutoClear;
  192. renderer.setClearColor( this.originalClearColor );
  193. renderer.setClearAlpha( originalClearAlpha );
  194. },
  195. renderOverride: function ( renderer, overrideMaterial, renderTarget, clearColor, clearAlpha ) {
  196. this.originalClearColor.copy( renderer.getClearColor() );
  197. var originalClearAlpha = renderer.getClearAlpha();
  198. var originalAutoClear = renderer.autoClear;
  199. renderer.setRenderTarget( renderTarget );
  200. renderer.autoClear = false;
  201. clearColor = overrideMaterial.clearColor || clearColor;
  202. clearAlpha = overrideMaterial.clearAlpha || clearAlpha;
  203. if ( ( clearColor !== undefined ) && ( clearColor !== null ) ) {
  204. renderer.setClearColor( clearColor );
  205. renderer.setClearAlpha( clearAlpha || 0.0 );
  206. renderer.clear();
  207. }
  208. this.scene.overrideMaterial = overrideMaterial;
  209. renderer.render( this.scene, this.camera );
  210. this.scene.overrideMaterial = null;
  211. // restore original state
  212. renderer.autoClear = originalAutoClear;
  213. renderer.setClearColor( this.originalClearColor );
  214. renderer.setClearAlpha( originalClearAlpha );
  215. },
  216. setSize: function ( width, height ) {
  217. this.width = width;
  218. this.height = height;
  219. this.beautyRenderTarget.setSize( width, height );
  220. this.ssaoRenderTarget.setSize( width, height );
  221. this.normalRenderTarget.setSize( width, height );
  222. this.blurRenderTarget.setSize( width, height );
  223. this.ssaoMaterial.uniforms[ 'resolution' ].value.set( width, height );
  224. this.ssaoMaterial.uniforms[ 'cameraProjectionMatrix' ].value.copy( this.camera.projectionMatrix );
  225. this.ssaoMaterial.uniforms[ 'cameraInverseProjectionMatrix' ].value.getInverse( this.camera.projectionMatrix );
  226. this.blurMaterial.uniforms[ 'resolution' ].value.set( width, height );
  227. },
  228. generateSampleKernel: function () {
  229. var kernelSize = this.kernelSize;
  230. var kernel = this.kernel;
  231. for ( var i = 0; i < kernelSize; i ++ ) {
  232. var sample = new THREE.Vector3();
  233. sample.x = ( Math.random() * 2 ) - 1;
  234. sample.y = ( Math.random() * 2 ) - 1;
  235. sample.z = Math.random();
  236. sample.normalize();
  237. var scale = i / kernelSize;
  238. scale = THREE.MathUtils.lerp( 0.1, 1, scale * scale );
  239. sample.multiplyScalar( scale );
  240. kernel.push( sample );
  241. }
  242. },
  243. generateRandomKernelRotations: function () {
  244. var width = 4, height = 4;
  245. if ( THREE.SimplexNoise === undefined ) {
  246. console.error( 'THREE.SSAOPass: The pass relies on THREE.SimplexNoise.' );
  247. }
  248. var simplex = new THREE.SimplexNoise();
  249. var size = width * height;
  250. var data = new Float32Array( size * 4 );
  251. for ( var i = 0; i < size; i ++ ) {
  252. var stride = i * 4;
  253. var x = ( Math.random() * 2 ) - 1;
  254. var y = ( Math.random() * 2 ) - 1;
  255. var z = 0;
  256. var noise = simplex.noise3d( x, y, z );
  257. data[ stride ] = noise;
  258. data[ stride + 1 ] = noise;
  259. data[ stride + 2 ] = noise;
  260. data[ stride + 3 ] = 1;
  261. }
  262. this.noiseTexture = new THREE.DataTexture( data, width, height, THREE.RGBAFormat, THREE.FloatType );
  263. this.noiseTexture.wrapS = THREE.RepeatWrapping;
  264. this.noiseTexture.wrapT = THREE.RepeatWrapping;
  265. },
  266. overrideVisibility: function () {
  267. var scene = this.scene;
  268. var cache = this._visibilityCache;
  269. scene.traverse( function ( object ) {
  270. cache.set( object, object.visible );
  271. if ( object.isPoints || object.isLine ) object.visible = false;
  272. } );
  273. },
  274. restoreVisibility: function () {
  275. var scene = this.scene;
  276. var cache = this._visibilityCache;
  277. scene.traverse( function ( object ) {
  278. var visible = cache.get( object );
  279. object.visible = visible;
  280. } );
  281. cache.clear();
  282. }
  283. } );
  284. THREE.SSAOPass.OUTPUT = {
  285. 'Default': 0,
  286. 'SSAO': 1,
  287. 'Blur': 2,
  288. 'Beauty': 3,
  289. 'Depth': 4,
  290. 'Normal': 5
  291. };