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. HalfFloatType,
  11. MathUtils,
  12. MeshNormalMaterial,
  13. NearestFilter,
  14. NoBlending,
  15. RedFormat,
  16. LuminanceFormat,
  17. DepthStencilFormat,
  18. UnsignedInt248Type,
  19. RepeatWrapping,
  20. ShaderMaterial,
  21. UniformsUtils,
  22. Vector3,
  23. WebGLRenderTarget,
  24. ZeroFactor
  25. } from 'three';
  26. import { Pass, FullScreenQuad } from './Pass.js';
  27. import { SimplexNoise } from '../math/SimplexNoise.js';
  28. import { SSAOShader } from '../shaders/SSAOShader.js';
  29. import { SSAOBlurShader } from '../shaders/SSAOShader.js';
  30. import { SSAODepthShader } from '../shaders/SSAOShader.js';
  31. import { CopyShader } from '../shaders/CopyShader.js';
  32. class SSAOPass extends Pass {
  33. constructor( scene, camera, width, height ) {
  34. super();
  35. this.width = ( width !== undefined ) ? width : 512;
  36. this.height = ( height !== undefined ) ? height : 512;
  37. this.clear = true;
  38. this.camera = camera;
  39. this.scene = scene;
  40. this.kernelRadius = 8;
  41. this.kernelSize = 32;
  42. this.kernel = [];
  43. this.noiseTexture = null;
  44. this.output = 0;
  45. this.minDistance = 0.005;
  46. this.maxDistance = 0.1;
  47. this._visibilityCache = new Map();
  48. //
  49. this.generateSampleKernel();
  50. this.generateRandomKernelRotations();
  51. // beauty render target
  52. const depthTexture = new DepthTexture();
  53. depthTexture.format = DepthStencilFormat;
  54. depthTexture.type = UnsignedInt248Type;
  55. this.beautyRenderTarget = new WebGLRenderTarget( this.width, this.height, { type: HalfFloatType } );
  56. // normal render target with depth buffer
  57. this.normalRenderTarget = new WebGLRenderTarget( this.width, this.height, {
  58. minFilter: NearestFilter,
  59. magFilter: NearestFilter,
  60. type: HalfFloatType,
  61. depthTexture: depthTexture
  62. } );
  63. // ssao render target
  64. this.ssaoRenderTarget = new WebGLRenderTarget( this.width, this.height, { type: HalfFloatType } );
  65. this.blurRenderTarget = this.ssaoRenderTarget.clone();
  66. // ssao material
  67. this.ssaoMaterial = new ShaderMaterial( {
  68. defines: Object.assign( {}, SSAOShader.defines ),
  69. uniforms: UniformsUtils.clone( SSAOShader.uniforms ),
  70. vertexShader: SSAOShader.vertexShader,
  71. fragmentShader: SSAOShader.fragmentShader,
  72. blending: NoBlending
  73. } );
  74. this.ssaoMaterial.uniforms[ 'tDiffuse' ].value = this.beautyRenderTarget.texture;
  75. this.ssaoMaterial.uniforms[ 'tNormal' ].value = this.normalRenderTarget.texture;
  76. this.ssaoMaterial.uniforms[ 'tDepth' ].value = this.normalRenderTarget.depthTexture;
  77. this.ssaoMaterial.uniforms[ 'tNoise' ].value = this.noiseTexture;
  78. this.ssaoMaterial.uniforms[ 'kernel' ].value = this.kernel;
  79. this.ssaoMaterial.uniforms[ 'cameraNear' ].value = this.camera.near;
  80. this.ssaoMaterial.uniforms[ 'cameraFar' ].value = this.camera.far;
  81. this.ssaoMaterial.uniforms[ 'resolution' ].value.set( this.width, this.height );
  82. this.ssaoMaterial.uniforms[ 'cameraProjectionMatrix' ].value.copy( this.camera.projectionMatrix );
  83. this.ssaoMaterial.uniforms[ 'cameraInverseProjectionMatrix' ].value.copy( this.camera.projectionMatrixInverse );
  84. // normal material
  85. this.normalMaterial = new MeshNormalMaterial();
  86. this.normalMaterial.blending = NoBlending;
  87. // blur material
  88. this.blurMaterial = new ShaderMaterial( {
  89. defines: Object.assign( {}, SSAOBlurShader.defines ),
  90. uniforms: UniformsUtils.clone( SSAOBlurShader.uniforms ),
  91. vertexShader: SSAOBlurShader.vertexShader,
  92. fragmentShader: SSAOBlurShader.fragmentShader
  93. } );
  94. this.blurMaterial.uniforms[ 'tDiffuse' ].value = this.ssaoRenderTarget.texture;
  95. this.blurMaterial.uniforms[ 'resolution' ].value.set( this.width, this.height );
  96. // material for rendering the depth
  97. this.depthRenderMaterial = new ShaderMaterial( {
  98. defines: Object.assign( {}, SSAODepthShader.defines ),
  99. uniforms: UniformsUtils.clone( SSAODepthShader.uniforms ),
  100. vertexShader: SSAODepthShader.vertexShader,
  101. fragmentShader: SSAODepthShader.fragmentShader,
  102. blending: NoBlending
  103. } );
  104. this.depthRenderMaterial.uniforms[ 'tDepth' ].value = this.normalRenderTarget.depthTexture;
  105. this.depthRenderMaterial.uniforms[ 'cameraNear' ].value = this.camera.near;
  106. this.depthRenderMaterial.uniforms[ 'cameraFar' ].value = this.camera.far;
  107. // material for rendering the content of a render target
  108. this.copyMaterial = new ShaderMaterial( {
  109. uniforms: UniformsUtils.clone( CopyShader.uniforms ),
  110. vertexShader: CopyShader.vertexShader,
  111. fragmentShader: CopyShader.fragmentShader,
  112. transparent: true,
  113. depthTest: false,
  114. depthWrite: false,
  115. blendSrc: DstColorFactor,
  116. blendDst: ZeroFactor,
  117. blendEquation: AddEquation,
  118. blendSrcAlpha: DstAlphaFactor,
  119. blendDstAlpha: ZeroFactor,
  120. blendEquationAlpha: AddEquation
  121. } );
  122. this.fsQuad = new FullScreenQuad( null );
  123. this.originalClearColor = new Color();
  124. }
  125. dispose() {
  126. // dispose render targets
  127. this.beautyRenderTarget.dispose();
  128. this.normalRenderTarget.dispose();
  129. this.ssaoRenderTarget.dispose();
  130. this.blurRenderTarget.dispose();
  131. // dispose materials
  132. this.normalMaterial.dispose();
  133. this.blurMaterial.dispose();
  134. this.copyMaterial.dispose();
  135. this.depthRenderMaterial.dispose();
  136. // dipsose full screen quad
  137. this.fsQuad.dispose();
  138. }
  139. render( renderer, writeBuffer /*, readBuffer, deltaTime, maskActive */ ) {
  140. if ( renderer.capabilities.isWebGL2 === false ) this.noiseTexture.format = LuminanceFormat;
  141. // render beauty
  142. renderer.setRenderTarget( this.beautyRenderTarget );
  143. renderer.clear();
  144. renderer.render( this.scene, this.camera );
  145. // render normals and depth (honor only meshes, points and lines do not contribute to SSAO)
  146. this.overrideVisibility();
  147. this.renderOverride( renderer, this.normalMaterial, this.normalRenderTarget, 0x7777ff, 1.0 );
  148. this.restoreVisibility();
  149. // render SSAO
  150. this.ssaoMaterial.uniforms[ 'kernelRadius' ].value = this.kernelRadius;
  151. this.ssaoMaterial.uniforms[ 'minDistance' ].value = this.minDistance;
  152. this.ssaoMaterial.uniforms[ 'maxDistance' ].value = this.maxDistance;
  153. this.renderPass( renderer, this.ssaoMaterial, this.ssaoRenderTarget );
  154. // render blur
  155. this.renderPass( renderer, this.blurMaterial, this.blurRenderTarget );
  156. // output result to screen
  157. switch ( this.output ) {
  158. case SSAOPass.OUTPUT.SSAO:
  159. this.copyMaterial.uniforms[ 'tDiffuse' ].value = this.ssaoRenderTarget.texture;
  160. this.copyMaterial.blending = NoBlending;
  161. this.renderPass( renderer, this.copyMaterial, this.renderToScreen ? null : writeBuffer );
  162. break;
  163. case SSAOPass.OUTPUT.Blur:
  164. this.copyMaterial.uniforms[ 'tDiffuse' ].value = this.blurRenderTarget.texture;
  165. this.copyMaterial.blending = NoBlending;
  166. this.renderPass( renderer, this.copyMaterial, this.renderToScreen ? null : writeBuffer );
  167. break;
  168. case SSAOPass.OUTPUT.Beauty:
  169. this.copyMaterial.uniforms[ 'tDiffuse' ].value = this.beautyRenderTarget.texture;
  170. this.copyMaterial.blending = NoBlending;
  171. this.renderPass( renderer, this.copyMaterial, this.renderToScreen ? null : writeBuffer );
  172. break;
  173. case SSAOPass.OUTPUT.Depth:
  174. this.renderPass( renderer, this.depthRenderMaterial, this.renderToScreen ? null : writeBuffer );
  175. break;
  176. case SSAOPass.OUTPUT.Normal:
  177. this.copyMaterial.uniforms[ 'tDiffuse' ].value = this.normalRenderTarget.texture;
  178. this.copyMaterial.blending = NoBlending;
  179. this.renderPass( renderer, this.copyMaterial, this.renderToScreen ? null : writeBuffer );
  180. break;
  181. case SSAOPass.OUTPUT.Default:
  182. this.copyMaterial.uniforms[ 'tDiffuse' ].value = this.beautyRenderTarget.texture;
  183. this.copyMaterial.blending = NoBlending;
  184. this.renderPass( renderer, this.copyMaterial, this.renderToScreen ? null : writeBuffer );
  185. this.copyMaterial.uniforms[ 'tDiffuse' ].value = this.blurRenderTarget.texture;
  186. this.copyMaterial.blending = CustomBlending;
  187. this.renderPass( renderer, this.copyMaterial, this.renderToScreen ? null : writeBuffer );
  188. break;
  189. default:
  190. console.warn( 'THREE.SSAOPass: Unknown output type.' );
  191. }
  192. }
  193. renderPass( renderer, passMaterial, renderTarget, clearColor, clearAlpha ) {
  194. // save original state
  195. renderer.getClearColor( this.originalClearColor );
  196. const originalClearAlpha = renderer.getClearAlpha();
  197. const originalAutoClear = renderer.autoClear;
  198. renderer.setRenderTarget( renderTarget );
  199. // setup pass state
  200. renderer.autoClear = false;
  201. if ( ( clearColor !== undefined ) && ( clearColor !== null ) ) {
  202. renderer.setClearColor( clearColor );
  203. renderer.setClearAlpha( clearAlpha || 0.0 );
  204. renderer.clear();
  205. }
  206. this.fsQuad.material = passMaterial;
  207. this.fsQuad.render( renderer );
  208. // restore original state
  209. renderer.autoClear = originalAutoClear;
  210. renderer.setClearColor( this.originalClearColor );
  211. renderer.setClearAlpha( originalClearAlpha );
  212. }
  213. renderOverride( renderer, overrideMaterial, renderTarget, clearColor, clearAlpha ) {
  214. renderer.getClearColor( this.originalClearColor );
  215. const originalClearAlpha = renderer.getClearAlpha();
  216. const originalAutoClear = renderer.autoClear;
  217. renderer.setRenderTarget( renderTarget );
  218. renderer.autoClear = false;
  219. clearColor = overrideMaterial.clearColor || clearColor;
  220. clearAlpha = overrideMaterial.clearAlpha || clearAlpha;
  221. if ( ( clearColor !== undefined ) && ( clearColor !== null ) ) {
  222. renderer.setClearColor( clearColor );
  223. renderer.setClearAlpha( clearAlpha || 0.0 );
  224. renderer.clear();
  225. }
  226. this.scene.overrideMaterial = overrideMaterial;
  227. renderer.render( this.scene, this.camera );
  228. this.scene.overrideMaterial = null;
  229. // restore original state
  230. renderer.autoClear = originalAutoClear;
  231. renderer.setClearColor( this.originalClearColor );
  232. renderer.setClearAlpha( originalClearAlpha );
  233. }
  234. setSize( width, height ) {
  235. this.width = width;
  236. this.height = height;
  237. this.beautyRenderTarget.setSize( width, height );
  238. this.ssaoRenderTarget.setSize( width, height );
  239. this.normalRenderTarget.setSize( width, height );
  240. this.blurRenderTarget.setSize( width, height );
  241. this.ssaoMaterial.uniforms[ 'resolution' ].value.set( width, height );
  242. this.ssaoMaterial.uniforms[ 'cameraProjectionMatrix' ].value.copy( this.camera.projectionMatrix );
  243. this.ssaoMaterial.uniforms[ 'cameraInverseProjectionMatrix' ].value.copy( this.camera.projectionMatrixInverse );
  244. this.blurMaterial.uniforms[ 'resolution' ].value.set( width, height );
  245. }
  246. generateSampleKernel() {
  247. const kernelSize = this.kernelSize;
  248. const kernel = this.kernel;
  249. for ( let i = 0; i < kernelSize; i ++ ) {
  250. const sample = new Vector3();
  251. sample.x = ( Math.random() * 2 ) - 1;
  252. sample.y = ( Math.random() * 2 ) - 1;
  253. sample.z = Math.random();
  254. sample.normalize();
  255. let scale = i / kernelSize;
  256. scale = MathUtils.lerp( 0.1, 1, scale * scale );
  257. sample.multiplyScalar( scale );
  258. kernel.push( sample );
  259. }
  260. }
  261. generateRandomKernelRotations() {
  262. const width = 4, height = 4;
  263. const simplex = new SimplexNoise();
  264. const size = width * height;
  265. const data = new Float32Array( size );
  266. for ( let i = 0; i < size; i ++ ) {
  267. const x = ( Math.random() * 2 ) - 1;
  268. const y = ( Math.random() * 2 ) - 1;
  269. const z = 0;
  270. data[ i ] = simplex.noise3d( x, y, z );
  271. }
  272. this.noiseTexture = new DataTexture( data, width, height, RedFormat, FloatType );
  273. this.noiseTexture.wrapS = RepeatWrapping;
  274. this.noiseTexture.wrapT = RepeatWrapping;
  275. this.noiseTexture.needsUpdate = true;
  276. }
  277. overrideVisibility() {
  278. const scene = this.scene;
  279. const cache = this._visibilityCache;
  280. scene.traverse( function ( object ) {
  281. cache.set( object, object.visible );
  282. if ( object.isPoints || object.isLine ) object.visible = false;
  283. } );
  284. }
  285. restoreVisibility() {
  286. const scene = this.scene;
  287. const cache = this._visibilityCache;
  288. scene.traverse( function ( object ) {
  289. const visible = cache.get( object );
  290. object.visible = visible;
  291. } );
  292. cache.clear();
  293. }
  294. }
  295. SSAOPass.OUTPUT = {
  296. 'Default': 0,
  297. 'SSAO': 1,
  298. 'Blur': 2,
  299. 'Beauty': 3,
  300. 'Depth': 4,
  301. 'Normal': 5
  302. };
  303. export { SSAOPass };