SSAOPass.js 12 KB

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  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. //
  19. this.generateSampleKernel();
  20. this.generateRandomKernelRotations();
  21. // beauty render target
  22. const depthTexture = new THREE.DepthTexture();
  23. depthTexture.format = THREE.DepthStencilFormat;
  24. depthTexture.type = THREE.UnsignedInt248Type;
  25. this.beautyRenderTarget = new THREE.WebGLRenderTarget( this.width, this.height );
  26. // normal render target with depth buffer
  27. this.normalRenderTarget = new THREE.WebGLRenderTarget( this.width, this.height, {
  28. minFilter: THREE.NearestFilter,
  29. magFilter: THREE.NearestFilter,
  30. depthTexture: depthTexture
  31. } );
  32. // ssao render target
  33. this.ssaoRenderTarget = new THREE.WebGLRenderTarget( this.width, this.height );
  34. this.blurRenderTarget = this.ssaoRenderTarget.clone();
  35. // ssao material
  36. if ( THREE.SSAOShader === undefined ) {
  37. console.error( 'THREE.SSAOPass: The pass relies on THREE.SSAOShader.' );
  38. }
  39. this.ssaoMaterial = new THREE.ShaderMaterial( {
  40. defines: Object.assign( {}, THREE.SSAOShader.defines ),
  41. uniforms: THREE.UniformsUtils.clone( THREE.SSAOShader.uniforms ),
  42. vertexShader: THREE.SSAOShader.vertexShader,
  43. fragmentShader: THREE.SSAOShader.fragmentShader,
  44. blending: THREE.NoBlending
  45. } );
  46. this.ssaoMaterial.uniforms[ 'tDiffuse' ].value = this.beautyRenderTarget.texture;
  47. this.ssaoMaterial.uniforms[ 'tNormal' ].value = this.normalRenderTarget.texture;
  48. this.ssaoMaterial.uniforms[ 'tDepth' ].value = this.normalRenderTarget.depthTexture;
  49. this.ssaoMaterial.uniforms[ 'tNoise' ].value = this.noiseTexture;
  50. this.ssaoMaterial.uniforms[ 'kernel' ].value = this.kernel;
  51. this.ssaoMaterial.uniforms[ 'cameraNear' ].value = this.camera.near;
  52. this.ssaoMaterial.uniforms[ 'cameraFar' ].value = this.camera.far;
  53. this.ssaoMaterial.uniforms[ 'resolution' ].value.set( this.width, this.height );
  54. this.ssaoMaterial.uniforms[ 'cameraProjectionMatrix' ].value.copy( this.camera.projectionMatrix );
  55. this.ssaoMaterial.uniforms[ 'cameraInverseProjectionMatrix' ].value.copy( this.camera.projectionMatrixInverse );
  56. // normal material
  57. this.normalMaterial = new THREE.MeshNormalMaterial();
  58. this.normalMaterial.blending = THREE.NoBlending;
  59. // blur material
  60. this.blurMaterial = new THREE.ShaderMaterial( {
  61. defines: Object.assign( {}, THREE.SSAOBlurShader.defines ),
  62. uniforms: THREE.UniformsUtils.clone( THREE.SSAOBlurShader.uniforms ),
  63. vertexShader: THREE.SSAOBlurShader.vertexShader,
  64. fragmentShader: THREE.SSAOBlurShader.fragmentShader
  65. } );
  66. this.blurMaterial.uniforms[ 'tDiffuse' ].value = this.ssaoRenderTarget.texture;
  67. this.blurMaterial.uniforms[ 'resolution' ].value.set( this.width, this.height );
  68. // material for rendering the depth
  69. this.depthRenderMaterial = new THREE.ShaderMaterial( {
  70. defines: Object.assign( {}, THREE.SSAODepthShader.defines ),
  71. uniforms: THREE.UniformsUtils.clone( THREE.SSAODepthShader.uniforms ),
  72. vertexShader: THREE.SSAODepthShader.vertexShader,
  73. fragmentShader: THREE.SSAODepthShader.fragmentShader,
  74. blending: THREE.NoBlending
  75. } );
  76. this.depthRenderMaterial.uniforms[ 'tDepth' ].value = this.normalRenderTarget.depthTexture;
  77. this.depthRenderMaterial.uniforms[ 'cameraNear' ].value = this.camera.near;
  78. this.depthRenderMaterial.uniforms[ 'cameraFar' ].value = this.camera.far;
  79. // material for rendering the content of a render target
  80. this.copyMaterial = new THREE.ShaderMaterial( {
  81. uniforms: THREE.UniformsUtils.clone( THREE.CopyShader.uniforms ),
  82. vertexShader: THREE.CopyShader.vertexShader,
  83. fragmentShader: THREE.CopyShader.fragmentShader,
  84. transparent: true,
  85. depthTest: false,
  86. depthWrite: false,
  87. blendSrc: THREE.DstColorFactor,
  88. blendDst: THREE.ZeroFactor,
  89. blendEquation: THREE.AddEquation,
  90. blendSrcAlpha: THREE.DstAlphaFactor,
  91. blendDstAlpha: THREE.ZeroFactor,
  92. blendEquationAlpha: THREE.AddEquation
  93. } );
  94. this.fsQuad = new THREE.FullScreenQuad( null );
  95. this.originalClearColor = new THREE.Color();
  96. }
  97. dispose() {
  98. // dispose render targets
  99. this.beautyRenderTarget.dispose();
  100. this.normalRenderTarget.dispose();
  101. this.ssaoRenderTarget.dispose();
  102. this.blurRenderTarget.dispose();
  103. // dispose materials
  104. this.normalMaterial.dispose();
  105. this.blurMaterial.dispose();
  106. this.copyMaterial.dispose();
  107. this.depthRenderMaterial.dispose();
  108. // dipsose full screen quad
  109. this.fsQuad.dispose();
  110. }
  111. render( renderer, writeBuffer /*, readBuffer, deltaTime, maskActive */ ) {
  112. if ( renderer.capabilities.isWebGL2 === false ) this.noiseTexture.format = THREE.LuminanceFormat;
  113. // render beauty
  114. renderer.setRenderTarget( this.beautyRenderTarget );
  115. renderer.clear();
  116. renderer.render( this.scene, this.camera );
  117. // render normals and depth (honor only meshes, points and lines do not contribute to SSAO)
  118. this.overrideVisibility();
  119. this.renderOverride( renderer, this.normalMaterial, this.normalRenderTarget, 0x7777ff, 1.0 );
  120. this.restoreVisibility();
  121. // render SSAO
  122. this.ssaoMaterial.uniforms[ 'kernelRadius' ].value = this.kernelRadius;
  123. this.ssaoMaterial.uniforms[ 'minDistance' ].value = this.minDistance;
  124. this.ssaoMaterial.uniforms[ 'maxDistance' ].value = this.maxDistance;
  125. this.renderPass( renderer, this.ssaoMaterial, this.ssaoRenderTarget );
  126. // render blur
  127. this.renderPass( renderer, this.blurMaterial, this.blurRenderTarget );
  128. // output result to screen
  129. switch ( this.output ) {
  130. case SSAOPass.OUTPUT.SSAO:
  131. this.copyMaterial.uniforms[ 'tDiffuse' ].value = this.ssaoRenderTarget.texture;
  132. this.copyMaterial.blending = THREE.NoBlending;
  133. this.renderPass( renderer, this.copyMaterial, this.renderToScreen ? null : writeBuffer );
  134. break;
  135. case SSAOPass.OUTPUT.Blur:
  136. this.copyMaterial.uniforms[ 'tDiffuse' ].value = this.blurRenderTarget.texture;
  137. this.copyMaterial.blending = THREE.NoBlending;
  138. this.renderPass( renderer, this.copyMaterial, this.renderToScreen ? null : writeBuffer );
  139. break;
  140. case SSAOPass.OUTPUT.Beauty:
  141. this.copyMaterial.uniforms[ 'tDiffuse' ].value = this.beautyRenderTarget.texture;
  142. this.copyMaterial.blending = THREE.NoBlending;
  143. this.renderPass( renderer, this.copyMaterial, this.renderToScreen ? null : writeBuffer );
  144. break;
  145. case SSAOPass.OUTPUT.Depth:
  146. this.renderPass( renderer, this.depthRenderMaterial, this.renderToScreen ? null : writeBuffer );
  147. break;
  148. case SSAOPass.OUTPUT.Normal:
  149. this.copyMaterial.uniforms[ 'tDiffuse' ].value = this.normalRenderTarget.texture;
  150. this.copyMaterial.blending = THREE.NoBlending;
  151. this.renderPass( renderer, this.copyMaterial, this.renderToScreen ? null : writeBuffer );
  152. break;
  153. case SSAOPass.OUTPUT.Default:
  154. this.copyMaterial.uniforms[ 'tDiffuse' ].value = this.beautyRenderTarget.texture;
  155. this.copyMaterial.blending = THREE.NoBlending;
  156. this.renderPass( renderer, this.copyMaterial, this.renderToScreen ? null : writeBuffer );
  157. this.copyMaterial.uniforms[ 'tDiffuse' ].value = this.blurRenderTarget.texture;
  158. this.copyMaterial.blending = THREE.CustomBlending;
  159. this.renderPass( renderer, this.copyMaterial, this.renderToScreen ? null : writeBuffer );
  160. break;
  161. default:
  162. console.warn( 'THREE.SSAOPass: Unknown output type.' );
  163. }
  164. }
  165. renderPass( renderer, passMaterial, renderTarget, clearColor, clearAlpha ) {
  166. // save original state
  167. renderer.getClearColor( this.originalClearColor );
  168. const originalClearAlpha = renderer.getClearAlpha();
  169. const originalAutoClear = renderer.autoClear;
  170. renderer.setRenderTarget( renderTarget );
  171. // setup pass state
  172. renderer.autoClear = false;
  173. if ( clearColor !== undefined && clearColor !== null ) {
  174. renderer.setClearColor( clearColor );
  175. renderer.setClearAlpha( clearAlpha || 0.0 );
  176. renderer.clear();
  177. }
  178. this.fsQuad.material = passMaterial;
  179. this.fsQuad.render( renderer );
  180. // restore original state
  181. renderer.autoClear = originalAutoClear;
  182. renderer.setClearColor( this.originalClearColor );
  183. renderer.setClearAlpha( originalClearAlpha );
  184. }
  185. renderOverride( renderer, overrideMaterial, renderTarget, clearColor, clearAlpha ) {
  186. renderer.getClearColor( this.originalClearColor );
  187. const originalClearAlpha = renderer.getClearAlpha();
  188. const originalAutoClear = renderer.autoClear;
  189. renderer.setRenderTarget( renderTarget );
  190. renderer.autoClear = false;
  191. clearColor = overrideMaterial.clearColor || clearColor;
  192. clearAlpha = overrideMaterial.clearAlpha || clearAlpha;
  193. if ( clearColor !== undefined && clearColor !== null ) {
  194. renderer.setClearColor( clearColor );
  195. renderer.setClearAlpha( clearAlpha || 0.0 );
  196. renderer.clear();
  197. }
  198. this.scene.overrideMaterial = overrideMaterial;
  199. renderer.render( this.scene, this.camera );
  200. this.scene.overrideMaterial = null;
  201. // restore original state
  202. renderer.autoClear = originalAutoClear;
  203. renderer.setClearColor( this.originalClearColor );
  204. renderer.setClearAlpha( originalClearAlpha );
  205. }
  206. setSize( width, height ) {
  207. this.width = width;
  208. this.height = height;
  209. this.beautyRenderTarget.setSize( width, height );
  210. this.ssaoRenderTarget.setSize( width, height );
  211. this.normalRenderTarget.setSize( width, height );
  212. this.blurRenderTarget.setSize( width, height );
  213. this.ssaoMaterial.uniforms[ 'resolution' ].value.set( width, height );
  214. this.ssaoMaterial.uniforms[ 'cameraProjectionMatrix' ].value.copy( this.camera.projectionMatrix );
  215. this.ssaoMaterial.uniforms[ 'cameraInverseProjectionMatrix' ].value.copy( this.camera.projectionMatrixInverse );
  216. this.blurMaterial.uniforms[ 'resolution' ].value.set( width, height );
  217. }
  218. generateSampleKernel() {
  219. const kernelSize = this.kernelSize;
  220. const kernel = this.kernel;
  221. for ( let i = 0; i < kernelSize; i ++ ) {
  222. const sample = new THREE.Vector3();
  223. sample.x = Math.random() * 2 - 1;
  224. sample.y = Math.random() * 2 - 1;
  225. sample.z = Math.random();
  226. sample.normalize();
  227. let scale = i / kernelSize;
  228. scale = THREE.MathUtils.lerp( 0.1, 1, scale * scale );
  229. sample.multiplyScalar( scale );
  230. kernel.push( sample );
  231. }
  232. }
  233. generateRandomKernelRotations() {
  234. const width = 4,
  235. height = 4;
  236. if ( THREE.SimplexNoise === undefined ) {
  237. console.error( 'THREE.SSAOPass: The pass relies on THREE.SimplexNoise.' );
  238. }
  239. const simplex = new THREE.SimplexNoise();
  240. const size = width * height;
  241. const data = new Float32Array( size );
  242. for ( let i = 0; i < size; i ++ ) {
  243. const x = Math.random() * 2 - 1;
  244. const y = Math.random() * 2 - 1;
  245. const z = 0;
  246. data[ i ] = simplex.noise3d( x, y, z );
  247. }
  248. this.noiseTexture = new THREE.DataTexture( data, width, height, THREE.RedFormat, THREE.FloatType );
  249. this.noiseTexture.wrapS = THREE.RepeatWrapping;
  250. this.noiseTexture.wrapT = THREE.RepeatWrapping;
  251. this.noiseTexture.needsUpdate = true;
  252. }
  253. overrideVisibility() {
  254. const scene = this.scene;
  255. const cache = this._visibilityCache;
  256. scene.traverse( function ( object ) {
  257. cache.set( object, object.visible );
  258. if ( object.isPoints || object.isLine ) object.visible = false;
  259. } );
  260. }
  261. restoreVisibility() {
  262. const scene = this.scene;
  263. const cache = this._visibilityCache;
  264. scene.traverse( function ( object ) {
  265. const visible = cache.get( object );
  266. object.visible = visible;
  267. } );
  268. cache.clear();
  269. }
  270. }
  271. SSAOPass.OUTPUT = {
  272. 'Default': 0,
  273. 'SSAO': 1,
  274. 'Blur': 2,
  275. 'Beauty': 3,
  276. 'Depth': 4,
  277. 'Normal': 5
  278. };
  279. THREE.SSAOPass = SSAOPass;
  280. } )();