SSAOPass.js 12 KB

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  1. THREE.SSAOPass = function ( scene, camera, width, height ) {
  2. THREE.Pass.call( this );
  3. this.width = ( width !== undefined ) ? width : 512;
  4. this.height = ( height !== undefined ) ? height : 512;
  5. this.clear = true;
  6. this.camera = camera;
  7. this.scene = scene;
  8. this.kernelRadius = 8;
  9. this.kernelSize = 32;
  10. this.kernel = [];
  11. this.noiseTexture = null;
  12. this.output = 0;
  13. this.minDistance = 0.005;
  14. this.maxDistance = 0.1;
  15. this._visibilityCache = new Map();
  16. //
  17. this.generateSampleKernel();
  18. this.generateRandomKernelRotations();
  19. // beauty render target
  20. var depthTexture = new THREE.DepthTexture();
  21. depthTexture.type = THREE.UnsignedShortType;
  22. this.beautyRenderTarget = new THREE.WebGLRenderTarget( this.width, this.height, {
  23. minFilter: THREE.LinearFilter,
  24. magFilter: THREE.LinearFilter,
  25. format: THREE.RGBAFormat
  26. } );
  27. // normal render target with depth buffer
  28. this.normalRenderTarget = new THREE.WebGLRenderTarget( this.width, this.height, {
  29. minFilter: THREE.NearestFilter,
  30. magFilter: THREE.NearestFilter,
  31. format: THREE.RGBAFormat,
  32. depthTexture: depthTexture
  33. } );
  34. // ssao render target
  35. this.ssaoRenderTarget = new THREE.WebGLRenderTarget( this.width, this.height, {
  36. minFilter: THREE.LinearFilter,
  37. magFilter: THREE.LinearFilter,
  38. format: THREE.RGBAFormat
  39. } );
  40. this.blurRenderTarget = this.ssaoRenderTarget.clone();
  41. // ssao material
  42. if ( THREE.SSAOShader === undefined ) {
  43. console.error( 'THREE.SSAOPass: The pass relies on THREE.SSAOShader.' );
  44. }
  45. this.ssaoMaterial = new THREE.ShaderMaterial( {
  46. defines: Object.assign( {}, THREE.SSAOShader.defines ),
  47. uniforms: THREE.UniformsUtils.clone( THREE.SSAOShader.uniforms ),
  48. vertexShader: THREE.SSAOShader.vertexShader,
  49. fragmentShader: THREE.SSAOShader.fragmentShader,
  50. blending: THREE.NoBlending
  51. } );
  52. this.ssaoMaterial.uniforms[ 'tDiffuse' ].value = this.beautyRenderTarget.texture;
  53. this.ssaoMaterial.uniforms[ 'tNormal' ].value = this.normalRenderTarget.texture;
  54. this.ssaoMaterial.uniforms[ 'tDepth' ].value = this.normalRenderTarget.depthTexture;
  55. this.ssaoMaterial.uniforms[ 'tNoise' ].value = this.noiseTexture;
  56. this.ssaoMaterial.uniforms[ 'kernel' ].value = this.kernel;
  57. this.ssaoMaterial.uniforms[ 'cameraNear' ].value = this.camera.near;
  58. this.ssaoMaterial.uniforms[ 'cameraFar' ].value = this.camera.far;
  59. this.ssaoMaterial.uniforms[ 'resolution' ].value.set( this.width, this.height );
  60. this.ssaoMaterial.uniforms[ 'cameraProjectionMatrix' ].value.copy( this.camera.projectionMatrix );
  61. this.ssaoMaterial.uniforms[ 'cameraInverseProjectionMatrix' ].value.copy( this.camera.projectionMatrixInverse );
  62. // normal material
  63. this.normalMaterial = new THREE.MeshNormalMaterial();
  64. this.normalMaterial.blending = THREE.NoBlending;
  65. // blur material
  66. this.blurMaterial = new THREE.ShaderMaterial( {
  67. defines: Object.assign( {}, THREE.SSAOBlurShader.defines ),
  68. uniforms: THREE.UniformsUtils.clone( THREE.SSAOBlurShader.uniforms ),
  69. vertexShader: THREE.SSAOBlurShader.vertexShader,
  70. fragmentShader: THREE.SSAOBlurShader.fragmentShader
  71. } );
  72. this.blurMaterial.uniforms[ 'tDiffuse' ].value = this.ssaoRenderTarget.texture;
  73. this.blurMaterial.uniforms[ 'resolution' ].value.set( this.width, this.height );
  74. // material for rendering the depth
  75. this.depthRenderMaterial = new THREE.ShaderMaterial( {
  76. defines: Object.assign( {}, THREE.SSAODepthShader.defines ),
  77. uniforms: THREE.UniformsUtils.clone( THREE.SSAODepthShader.uniforms ),
  78. vertexShader: THREE.SSAODepthShader.vertexShader,
  79. fragmentShader: THREE.SSAODepthShader.fragmentShader,
  80. blending: THREE.NoBlending
  81. } );
  82. this.depthRenderMaterial.uniforms[ 'tDepth' ].value = this.normalRenderTarget.depthTexture;
  83. this.depthRenderMaterial.uniforms[ 'cameraNear' ].value = this.camera.near;
  84. this.depthRenderMaterial.uniforms[ 'cameraFar' ].value = this.camera.far;
  85. // material for rendering the content of a render target
  86. this.copyMaterial = new THREE.ShaderMaterial( {
  87. uniforms: THREE.UniformsUtils.clone( THREE.CopyShader.uniforms ),
  88. vertexShader: THREE.CopyShader.vertexShader,
  89. fragmentShader: THREE.CopyShader.fragmentShader,
  90. transparent: true,
  91. depthTest: false,
  92. depthWrite: false,
  93. blendSrc: THREE.DstColorFactor,
  94. blendDst: THREE.ZeroFactor,
  95. blendEquation: THREE.AddEquation,
  96. blendSrcAlpha: THREE.DstAlphaFactor,
  97. blendDstAlpha: THREE.ZeroFactor,
  98. blendEquationAlpha: THREE.AddEquation
  99. } );
  100. this.fsQuad = new THREE.Pass.FullScreenQuad( null );
  101. this.originalClearColor = new THREE.Color();
  102. };
  103. THREE.SSAOPass.prototype = Object.assign( Object.create( THREE.Pass.prototype ), {
  104. constructor: THREE.SSAOPass,
  105. dispose: function () {
  106. // dispose render targets
  107. this.beautyRenderTarget.dispose();
  108. this.normalRenderTarget.dispose();
  109. this.ssaoRenderTarget.dispose();
  110. this.blurRenderTarget.dispose();
  111. // dispose materials
  112. this.normalMaterial.dispose();
  113. this.blurMaterial.dispose();
  114. this.copyMaterial.dispose();
  115. this.depthRenderMaterial.dispose();
  116. // dipsose full screen quad
  117. this.fsQuad.dispose();
  118. },
  119. render: function ( renderer, writeBuffer /*, readBuffer, deltaTime, maskActive */ ) {
  120. // render beauty
  121. renderer.setRenderTarget( this.beautyRenderTarget );
  122. renderer.clear();
  123. renderer.render( this.scene, this.camera );
  124. // render normals and depth (honor only meshes, points and lines do not contribute to SSAO)
  125. this.overrideVisibility();
  126. this.renderOverride( renderer, this.normalMaterial, this.normalRenderTarget, 0x7777ff, 1.0 );
  127. this.restoreVisibility();
  128. // render SSAO
  129. this.ssaoMaterial.uniforms[ 'kernelRadius' ].value = this.kernelRadius;
  130. this.ssaoMaterial.uniforms[ 'minDistance' ].value = this.minDistance;
  131. this.ssaoMaterial.uniforms[ 'maxDistance' ].value = this.maxDistance;
  132. this.renderPass( renderer, this.ssaoMaterial, this.ssaoRenderTarget );
  133. // render blur
  134. this.renderPass( renderer, this.blurMaterial, this.blurRenderTarget );
  135. // output result to screen
  136. switch ( this.output ) {
  137. case THREE.SSAOPass.OUTPUT.SSAO:
  138. this.copyMaterial.uniforms[ 'tDiffuse' ].value = this.ssaoRenderTarget.texture;
  139. this.copyMaterial.blending = THREE.NoBlending;
  140. this.renderPass( renderer, this.copyMaterial, this.renderToScreen ? null : writeBuffer );
  141. break;
  142. case THREE.SSAOPass.OUTPUT.Blur:
  143. this.copyMaterial.uniforms[ 'tDiffuse' ].value = this.blurRenderTarget.texture;
  144. this.copyMaterial.blending = THREE.NoBlending;
  145. this.renderPass( renderer, this.copyMaterial, this.renderToScreen ? null : writeBuffer );
  146. break;
  147. case THREE.SSAOPass.OUTPUT.Beauty:
  148. this.copyMaterial.uniforms[ 'tDiffuse' ].value = this.beautyRenderTarget.texture;
  149. this.copyMaterial.blending = THREE.NoBlending;
  150. this.renderPass( renderer, this.copyMaterial, this.renderToScreen ? null : writeBuffer );
  151. break;
  152. case THREE.SSAOPass.OUTPUT.Depth:
  153. this.renderPass( renderer, this.depthRenderMaterial, this.renderToScreen ? null : writeBuffer );
  154. break;
  155. case THREE.SSAOPass.OUTPUT.Normal:
  156. this.copyMaterial.uniforms[ 'tDiffuse' ].value = this.normalRenderTarget.texture;
  157. this.copyMaterial.blending = THREE.NoBlending;
  158. this.renderPass( renderer, this.copyMaterial, this.renderToScreen ? null : writeBuffer );
  159. break;
  160. case THREE.SSAOPass.OUTPUT.Default:
  161. this.copyMaterial.uniforms[ 'tDiffuse' ].value = this.beautyRenderTarget.texture;
  162. this.copyMaterial.blending = THREE.NoBlending;
  163. this.renderPass( renderer, this.copyMaterial, this.renderToScreen ? null : writeBuffer );
  164. this.copyMaterial.uniforms[ 'tDiffuse' ].value = this.blurRenderTarget.texture;
  165. this.copyMaterial.blending = THREE.CustomBlending;
  166. this.renderPass( renderer, this.copyMaterial, this.renderToScreen ? null : writeBuffer );
  167. break;
  168. default:
  169. console.warn( 'THREE.SSAOPass: Unknown output type.' );
  170. }
  171. },
  172. renderPass: function ( renderer, passMaterial, renderTarget, clearColor, clearAlpha ) {
  173. // save original state
  174. renderer.getClearColor( this.originalClearColor );
  175. var originalClearAlpha = renderer.getClearAlpha();
  176. var originalAutoClear = renderer.autoClear;
  177. renderer.setRenderTarget( renderTarget );
  178. // setup pass state
  179. renderer.autoClear = false;
  180. if ( ( clearColor !== undefined ) && ( clearColor !== null ) ) {
  181. renderer.setClearColor( clearColor );
  182. renderer.setClearAlpha( clearAlpha || 0.0 );
  183. renderer.clear();
  184. }
  185. this.fsQuad.material = passMaterial;
  186. this.fsQuad.render( renderer );
  187. // restore original state
  188. renderer.autoClear = originalAutoClear;
  189. renderer.setClearColor( this.originalClearColor );
  190. renderer.setClearAlpha( originalClearAlpha );
  191. },
  192. renderOverride: function ( renderer, overrideMaterial, renderTarget, clearColor, clearAlpha ) {
  193. renderer.getClearColor( this.originalClearColor );
  194. var originalClearAlpha = renderer.getClearAlpha();
  195. var originalAutoClear = renderer.autoClear;
  196. renderer.setRenderTarget( renderTarget );
  197. renderer.autoClear = false;
  198. clearColor = overrideMaterial.clearColor || clearColor;
  199. clearAlpha = overrideMaterial.clearAlpha || clearAlpha;
  200. if ( ( clearColor !== undefined ) && ( clearColor !== null ) ) {
  201. renderer.setClearColor( clearColor );
  202. renderer.setClearAlpha( clearAlpha || 0.0 );
  203. renderer.clear();
  204. }
  205. this.scene.overrideMaterial = overrideMaterial;
  206. renderer.render( this.scene, this.camera );
  207. this.scene.overrideMaterial = null;
  208. // restore original state
  209. renderer.autoClear = originalAutoClear;
  210. renderer.setClearColor( this.originalClearColor );
  211. renderer.setClearAlpha( originalClearAlpha );
  212. },
  213. setSize: function ( width, height ) {
  214. this.width = width;
  215. this.height = height;
  216. this.beautyRenderTarget.setSize( width, height );
  217. this.ssaoRenderTarget.setSize( width, height );
  218. this.normalRenderTarget.setSize( width, height );
  219. this.blurRenderTarget.setSize( width, height );
  220. this.ssaoMaterial.uniforms[ 'resolution' ].value.set( width, height );
  221. this.ssaoMaterial.uniforms[ 'cameraProjectionMatrix' ].value.copy( this.camera.projectionMatrix );
  222. this.ssaoMaterial.uniforms[ 'cameraInverseProjectionMatrix' ].value.copy( this.camera.projectionMatrixInverse );
  223. this.blurMaterial.uniforms[ 'resolution' ].value.set( width, height );
  224. },
  225. generateSampleKernel: function () {
  226. var kernelSize = this.kernelSize;
  227. var kernel = this.kernel;
  228. for ( var i = 0; i < kernelSize; i ++ ) {
  229. var sample = new THREE.Vector3();
  230. sample.x = ( Math.random() * 2 ) - 1;
  231. sample.y = ( Math.random() * 2 ) - 1;
  232. sample.z = Math.random();
  233. sample.normalize();
  234. var scale = i / kernelSize;
  235. scale = THREE.MathUtils.lerp( 0.1, 1, scale * scale );
  236. sample.multiplyScalar( scale );
  237. kernel.push( sample );
  238. }
  239. },
  240. generateRandomKernelRotations: function () {
  241. var width = 4, height = 4;
  242. if ( THREE.SimplexNoise === undefined ) {
  243. console.error( 'THREE.SSAOPass: The pass relies on THREE.SimplexNoise.' );
  244. }
  245. var simplex = new THREE.SimplexNoise();
  246. var size = width * height;
  247. var data = new Float32Array( size * 4 );
  248. for ( var i = 0; i < size; i ++ ) {
  249. var stride = i * 4;
  250. var x = ( Math.random() * 2 ) - 1;
  251. var y = ( Math.random() * 2 ) - 1;
  252. var z = 0;
  253. var noise = simplex.noise3d( x, y, z );
  254. data[ stride ] = noise;
  255. data[ stride + 1 ] = noise;
  256. data[ stride + 2 ] = noise;
  257. data[ stride + 3 ] = 1;
  258. }
  259. this.noiseTexture = new THREE.DataTexture( data, width, height, THREE.RGBAFormat, THREE.FloatType );
  260. this.noiseTexture.wrapS = THREE.RepeatWrapping;
  261. this.noiseTexture.wrapT = THREE.RepeatWrapping;
  262. },
  263. overrideVisibility: function () {
  264. var scene = this.scene;
  265. var cache = this._visibilityCache;
  266. scene.traverse( function ( object ) {
  267. cache.set( object, object.visible );
  268. if ( object.isPoints || object.isLine ) object.visible = false;
  269. } );
  270. },
  271. restoreVisibility: function () {
  272. var scene = this.scene;
  273. var cache = this._visibilityCache;
  274. scene.traverse( function ( object ) {
  275. var visible = cache.get( object );
  276. object.visible = visible;
  277. } );
  278. cache.clear();
  279. }
  280. } );
  281. THREE.SSAOPass.OUTPUT = {
  282. 'Default': 0,
  283. 'SSAO': 1,
  284. 'Blur': 2,
  285. 'Beauty': 3,
  286. 'Depth': 4,
  287. 'Normal': 5
  288. };