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SSAOPass.js 12 KB

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  1. import {
  2. AddEquation,
  3. Color,
  4. CustomBlending,
  5. DataTexture,
  6. DepthTexture,
  7. DstAlphaFactor,
  8. DstColorFactor,
  9. FloatType,
  10. MathUtils,
  11. MeshNormalMaterial,
  12. NearestFilter,
  13. NoBlending,
  14. RedFormat,
  15. LuminanceFormat,
  16. DepthStencilFormat,
  17. UnsignedInt248Type,
  18. RepeatWrapping,
  19. ShaderMaterial,
  20. UniformsUtils,
  21. Vector3,
  22. WebGLRenderTarget,
  23. ZeroFactor
  24. } from 'three';
  25. import { Pass, FullScreenQuad } from './Pass.js';
  26. import { SimplexNoise } from '../math/SimplexNoise.js';
  27. import { SSAOShader } from '../shaders/SSAOShader.js';
  28. import { SSAOBlurShader } from '../shaders/SSAOShader.js';
  29. import { SSAODepthShader } from '../shaders/SSAOShader.js';
  30. import { CopyShader } from '../shaders/CopyShader.js';
  31. class SSAOPass extends Pass {
  32. constructor( scene, camera, width, height ) {
  33. super();
  34. this.width = ( width !== undefined ) ? width : 512;
  35. this.height = ( height !== undefined ) ? height : 512;
  36. this.clear = true;
  37. this.camera = camera;
  38. this.scene = scene;
  39. this.kernelRadius = 8;
  40. this.kernelSize = 32;
  41. this.kernel = [];
  42. this.noiseTexture = null;
  43. this.output = 0;
  44. this.minDistance = 0.005;
  45. this.maxDistance = 0.1;
  46. this._visibilityCache = new Map();
  47. //
  48. this.generateSampleKernel();
  49. this.generateRandomKernelRotations();
  50. // beauty render target
  51. const depthTexture = new DepthTexture();
  52. depthTexture.format = DepthStencilFormat;
  53. depthTexture.type = UnsignedInt248Type;
  54. this.beautyRenderTarget = new WebGLRenderTarget( this.width, this.height );
  55. // normal render target with depth buffer
  56. this.normalRenderTarget = new WebGLRenderTarget( this.width, this.height, {
  57. minFilter: NearestFilter,
  58. magFilter: NearestFilter,
  59. depthTexture: depthTexture
  60. } );
  61. // ssao render target
  62. this.ssaoRenderTarget = new WebGLRenderTarget( this.width, this.height );
  63. this.blurRenderTarget = this.ssaoRenderTarget.clone();
  64. // ssao material
  65. this.ssaoMaterial = new ShaderMaterial( {
  66. defines: Object.assign( {}, SSAOShader.defines ),
  67. uniforms: UniformsUtils.clone( SSAOShader.uniforms ),
  68. vertexShader: SSAOShader.vertexShader,
  69. fragmentShader: SSAOShader.fragmentShader,
  70. blending: NoBlending
  71. } );
  72. this.ssaoMaterial.uniforms[ 'tDiffuse' ].value = this.beautyRenderTarget.texture;
  73. this.ssaoMaterial.uniforms[ 'tNormal' ].value = this.normalRenderTarget.texture;
  74. this.ssaoMaterial.uniforms[ 'tDepth' ].value = this.normalRenderTarget.depthTexture;
  75. this.ssaoMaterial.uniforms[ 'tNoise' ].value = this.noiseTexture;
  76. this.ssaoMaterial.uniforms[ 'kernel' ].value = this.kernel;
  77. this.ssaoMaterial.uniforms[ 'cameraNear' ].value = this.camera.near;
  78. this.ssaoMaterial.uniforms[ 'cameraFar' ].value = this.camera.far;
  79. this.ssaoMaterial.uniforms[ 'resolution' ].value.set( this.width, this.height );
  80. this.ssaoMaterial.uniforms[ 'cameraProjectionMatrix' ].value.copy( this.camera.projectionMatrix );
  81. this.ssaoMaterial.uniforms[ 'cameraInverseProjectionMatrix' ].value.copy( this.camera.projectionMatrixInverse );
  82. // normal material
  83. this.normalMaterial = new MeshNormalMaterial();
  84. this.normalMaterial.blending = NoBlending;
  85. // blur material
  86. this.blurMaterial = new ShaderMaterial( {
  87. defines: Object.assign( {}, SSAOBlurShader.defines ),
  88. uniforms: UniformsUtils.clone( SSAOBlurShader.uniforms ),
  89. vertexShader: SSAOBlurShader.vertexShader,
  90. fragmentShader: SSAOBlurShader.fragmentShader
  91. } );
  92. this.blurMaterial.uniforms[ 'tDiffuse' ].value = this.ssaoRenderTarget.texture;
  93. this.blurMaterial.uniforms[ 'resolution' ].value.set( this.width, this.height );
  94. // material for rendering the depth
  95. this.depthRenderMaterial = new ShaderMaterial( {
  96. defines: Object.assign( {}, SSAODepthShader.defines ),
  97. uniforms: UniformsUtils.clone( SSAODepthShader.uniforms ),
  98. vertexShader: SSAODepthShader.vertexShader,
  99. fragmentShader: SSAODepthShader.fragmentShader,
  100. blending: NoBlending
  101. } );
  102. this.depthRenderMaterial.uniforms[ 'tDepth' ].value = this.normalRenderTarget.depthTexture;
  103. this.depthRenderMaterial.uniforms[ 'cameraNear' ].value = this.camera.near;
  104. this.depthRenderMaterial.uniforms[ 'cameraFar' ].value = this.camera.far;
  105. // material for rendering the content of a render target
  106. this.copyMaterial = new ShaderMaterial( {
  107. uniforms: UniformsUtils.clone( CopyShader.uniforms ),
  108. vertexShader: CopyShader.vertexShader,
  109. fragmentShader: CopyShader.fragmentShader,
  110. transparent: true,
  111. depthTest: false,
  112. depthWrite: false,
  113. blendSrc: DstColorFactor,
  114. blendDst: ZeroFactor,
  115. blendEquation: AddEquation,
  116. blendSrcAlpha: DstAlphaFactor,
  117. blendDstAlpha: ZeroFactor,
  118. blendEquationAlpha: AddEquation
  119. } );
  120. this.fsQuad = new FullScreenQuad( null );
  121. this.originalClearColor = new Color();
  122. }
  123. dispose() {
  124. // dispose render targets
  125. this.beautyRenderTarget.dispose();
  126. this.normalRenderTarget.dispose();
  127. this.ssaoRenderTarget.dispose();
  128. this.blurRenderTarget.dispose();
  129. // dispose materials
  130. this.normalMaterial.dispose();
  131. this.blurMaterial.dispose();
  132. this.copyMaterial.dispose();
  133. this.depthRenderMaterial.dispose();
  134. // dipsose full screen quad
  135. this.fsQuad.dispose();
  136. }
  137. render( renderer, writeBuffer /*, readBuffer, deltaTime, maskActive */ ) {
  138. if ( renderer.capabilities.isWebGL2 === false ) this.noiseTexture.format = LuminanceFormat;
  139. // render beauty
  140. renderer.setRenderTarget( this.beautyRenderTarget );
  141. renderer.clear();
  142. renderer.render( this.scene, this.camera );
  143. // render normals and depth (honor only meshes, points and lines do not contribute to SSAO)
  144. this.overrideVisibility();
  145. this.renderOverride( renderer, this.normalMaterial, this.normalRenderTarget, 0x7777ff, 1.0 );
  146. this.restoreVisibility();
  147. // render SSAO
  148. this.ssaoMaterial.uniforms[ 'kernelRadius' ].value = this.kernelRadius;
  149. this.ssaoMaterial.uniforms[ 'minDistance' ].value = this.minDistance;
  150. this.ssaoMaterial.uniforms[ 'maxDistance' ].value = this.maxDistance;
  151. this.renderPass( renderer, this.ssaoMaterial, this.ssaoRenderTarget );
  152. // render blur
  153. this.renderPass( renderer, this.blurMaterial, this.blurRenderTarget );
  154. // output result to screen
  155. switch ( this.output ) {
  156. case SSAOPass.OUTPUT.SSAO:
  157. this.copyMaterial.uniforms[ 'tDiffuse' ].value = this.ssaoRenderTarget.texture;
  158. this.copyMaterial.blending = NoBlending;
  159. this.renderPass( renderer, this.copyMaterial, this.renderToScreen ? null : writeBuffer );
  160. break;
  161. case SSAOPass.OUTPUT.Blur:
  162. this.copyMaterial.uniforms[ 'tDiffuse' ].value = this.blurRenderTarget.texture;
  163. this.copyMaterial.blending = NoBlending;
  164. this.renderPass( renderer, this.copyMaterial, this.renderToScreen ? null : writeBuffer );
  165. break;
  166. case SSAOPass.OUTPUT.Beauty:
  167. this.copyMaterial.uniforms[ 'tDiffuse' ].value = this.beautyRenderTarget.texture;
  168. this.copyMaterial.blending = NoBlending;
  169. this.renderPass( renderer, this.copyMaterial, this.renderToScreen ? null : writeBuffer );
  170. break;
  171. case SSAOPass.OUTPUT.Depth:
  172. this.renderPass( renderer, this.depthRenderMaterial, this.renderToScreen ? null : writeBuffer );
  173. break;
  174. case SSAOPass.OUTPUT.Normal:
  175. this.copyMaterial.uniforms[ 'tDiffuse' ].value = this.normalRenderTarget.texture;
  176. this.copyMaterial.blending = NoBlending;
  177. this.renderPass( renderer, this.copyMaterial, this.renderToScreen ? null : writeBuffer );
  178. break;
  179. case SSAOPass.OUTPUT.Default:
  180. this.copyMaterial.uniforms[ 'tDiffuse' ].value = this.beautyRenderTarget.texture;
  181. this.copyMaterial.blending = NoBlending;
  182. this.renderPass( renderer, this.copyMaterial, this.renderToScreen ? null : writeBuffer );
  183. this.copyMaterial.uniforms[ 'tDiffuse' ].value = this.blurRenderTarget.texture;
  184. this.copyMaterial.blending = CustomBlending;
  185. this.renderPass( renderer, this.copyMaterial, this.renderToScreen ? null : writeBuffer );
  186. break;
  187. default:
  188. console.warn( 'THREE.SSAOPass: Unknown output type.' );
  189. }
  190. }
  191. renderPass( renderer, passMaterial, renderTarget, clearColor, clearAlpha ) {
  192. // save original state
  193. renderer.getClearColor( this.originalClearColor );
  194. const originalClearAlpha = renderer.getClearAlpha();
  195. const originalAutoClear = renderer.autoClear;
  196. renderer.setRenderTarget( renderTarget );
  197. // setup pass state
  198. renderer.autoClear = false;
  199. if ( ( clearColor !== undefined ) && ( clearColor !== null ) ) {
  200. renderer.setClearColor( clearColor );
  201. renderer.setClearAlpha( clearAlpha || 0.0 );
  202. renderer.clear();
  203. }
  204. this.fsQuad.material = passMaterial;
  205. this.fsQuad.render( renderer );
  206. // restore original state
  207. renderer.autoClear = originalAutoClear;
  208. renderer.setClearColor( this.originalClearColor );
  209. renderer.setClearAlpha( originalClearAlpha );
  210. }
  211. renderOverride( renderer, overrideMaterial, renderTarget, clearColor, clearAlpha ) {
  212. renderer.getClearColor( this.originalClearColor );
  213. const originalClearAlpha = renderer.getClearAlpha();
  214. const originalAutoClear = renderer.autoClear;
  215. renderer.setRenderTarget( renderTarget );
  216. renderer.autoClear = false;
  217. clearColor = overrideMaterial.clearColor || clearColor;
  218. clearAlpha = overrideMaterial.clearAlpha || clearAlpha;
  219. if ( ( clearColor !== undefined ) && ( clearColor !== null ) ) {
  220. renderer.setClearColor( clearColor );
  221. renderer.setClearAlpha( clearAlpha || 0.0 );
  222. renderer.clear();
  223. }
  224. this.scene.overrideMaterial = overrideMaterial;
  225. renderer.render( this.scene, this.camera );
  226. this.scene.overrideMaterial = null;
  227. // restore original state
  228. renderer.autoClear = originalAutoClear;
  229. renderer.setClearColor( this.originalClearColor );
  230. renderer.setClearAlpha( originalClearAlpha );
  231. }
  232. setSize( width, height ) {
  233. this.width = width;
  234. this.height = height;
  235. this.beautyRenderTarget.setSize( width, height );
  236. this.ssaoRenderTarget.setSize( width, height );
  237. this.normalRenderTarget.setSize( width, height );
  238. this.blurRenderTarget.setSize( width, height );
  239. this.ssaoMaterial.uniforms[ 'resolution' ].value.set( width, height );
  240. this.ssaoMaterial.uniforms[ 'cameraProjectionMatrix' ].value.copy( this.camera.projectionMatrix );
  241. this.ssaoMaterial.uniforms[ 'cameraInverseProjectionMatrix' ].value.copy( this.camera.projectionMatrixInverse );
  242. this.blurMaterial.uniforms[ 'resolution' ].value.set( width, height );
  243. }
  244. generateSampleKernel() {
  245. const kernelSize = this.kernelSize;
  246. const kernel = this.kernel;
  247. for ( let i = 0; i < kernelSize; i ++ ) {
  248. const sample = new Vector3();
  249. sample.x = ( Math.random() * 2 ) - 1;
  250. sample.y = ( Math.random() * 2 ) - 1;
  251. sample.z = Math.random();
  252. sample.normalize();
  253. let scale = i / kernelSize;
  254. scale = MathUtils.lerp( 0.1, 1, scale * scale );
  255. sample.multiplyScalar( scale );
  256. kernel.push( sample );
  257. }
  258. }
  259. generateRandomKernelRotations() {
  260. const width = 4, height = 4;
  261. const simplex = new SimplexNoise();
  262. const size = width * height;
  263. const data = new Float32Array( size );
  264. for ( let i = 0; i < size; i ++ ) {
  265. const x = ( Math.random() * 2 ) - 1;
  266. const y = ( Math.random() * 2 ) - 1;
  267. const z = 0;
  268. data[ i ] = simplex.noise3d( x, y, z );
  269. }
  270. this.noiseTexture = new DataTexture( data, width, height, RedFormat, FloatType );
  271. this.noiseTexture.wrapS = RepeatWrapping;
  272. this.noiseTexture.wrapT = RepeatWrapping;
  273. this.noiseTexture.needsUpdate = true;
  274. }
  275. overrideVisibility() {
  276. const scene = this.scene;
  277. const cache = this._visibilityCache;
  278. scene.traverse( function ( object ) {
  279. cache.set( object, object.visible );
  280. if ( object.isPoints || object.isLine ) object.visible = false;
  281. } );
  282. }
  283. restoreVisibility() {
  284. const scene = this.scene;
  285. const cache = this._visibilityCache;
  286. scene.traverse( function ( object ) {
  287. const visible = cache.get( object );
  288. object.visible = visible;
  289. } );
  290. cache.clear();
  291. }
  292. }
  293. SSAOPass.OUTPUT = {
  294. 'Default': 0,
  295. 'SSAO': 1,
  296. 'Blur': 2,
  297. 'Beauty': 3,
  298. 'Depth': 4,
  299. 'Normal': 5
  300. };
  301. export { SSAOPass };