HBAOPass.js 14 KB

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  1. import {
  2. AddEquation,
  3. Color,
  4. CustomBlending,
  5. DataTexture,
  6. DepthStencilFormat,
  7. DepthTexture,
  8. DstAlphaFactor,
  9. DstColorFactor,
  10. HalfFloatType,
  11. MeshNormalMaterial,
  12. NearestFilter,
  13. NoBlending,
  14. RepeatWrapping,
  15. RGBAFormat,
  16. ShaderMaterial,
  17. UniformsUtils,
  18. UnsignedByteType,
  19. UnsignedInt248Type,
  20. WebGLRenderTarget,
  21. ZeroFactor
  22. } from 'three';
  23. import { Pass, FullScreenQuad } from './Pass.js';
  24. import { generateHaboSampleKernelInitializer, HBAOShader, HBAODepthShader } from '../shaders/HBAOShader.js';
  25. import { generatePdSamplePointInitializer, PoissonDenoiseShader } from '../shaders/PoissonDenoiseShader.js';
  26. import { CopyShader } from '../shaders/CopyShader.js';
  27. import { SimplexNoise } from '../math/SimplexNoise.js';
  28. class HBAOPass extends Pass {
  29. constructor( scene, camera, width, height, parameters ) {
  30. super();
  31. this.width = ( width !== undefined ) ? width : 512;
  32. this.height = ( height !== undefined ) ? height : 512;
  33. this.clear = true;
  34. this.camera = camera;
  35. this.scene = scene;
  36. this.output = 0;
  37. this._renderGBuffer = true;
  38. this._visibilityCache = new Map();
  39. this.rings = 4;
  40. this.samples = 16;
  41. this.noiseTexture = this.generateNoise();
  42. this.hbaoRenderTarget = new WebGLRenderTarget( this.width, this.height, { type: HalfFloatType } );
  43. this.pdRenderTarget = this.hbaoRenderTarget.clone();
  44. this.hbaoMaterial = new ShaderMaterial( {
  45. defines: Object.assign( {}, HBAOShader.defines ),
  46. uniforms: UniformsUtils.clone( HBAOShader.uniforms ),
  47. vertexShader: HBAOShader.vertexShader,
  48. fragmentShader: HBAOShader.fragmentShader,
  49. blending: NoBlending,
  50. depthTest: false,
  51. depthWrite: false,
  52. } );
  53. this.hbaoMaterial.defines[ 'PERSPECTIVE_CAMERA' ] = this.camera.isPerspectiveCamera ? 1 : 0;
  54. this.hbaoMaterial.uniforms[ 'tNoise' ].value = this.noiseTexture;
  55. this.hbaoMaterial.uniforms[ 'resolution' ].value.set( this.width, this.height );
  56. this.hbaoMaterial.uniforms[ 'cameraNear' ].value = this.camera.near;
  57. this.hbaoMaterial.uniforms[ 'cameraFar' ].value = this.camera.far;
  58. this.hbaoMaterial.uniforms[ 'radius' ].value = 2;
  59. this.hbaoMaterial.uniforms[ 'distanceExponent' ].value = 2;
  60. this.hbaoMaterial.uniforms[ 'bias' ].value = 0.01;
  61. this.normalMaterial = new MeshNormalMaterial();
  62. this.normalMaterial.blending = NoBlending;
  63. this.pdMaterial = new ShaderMaterial( {
  64. defines: Object.assign( {}, PoissonDenoiseShader.defines ),
  65. uniforms: UniformsUtils.clone( PoissonDenoiseShader.uniforms ),
  66. vertexShader: PoissonDenoiseShader.vertexShader,
  67. fragmentShader: PoissonDenoiseShader.fragmentShader,
  68. depthTest: false,
  69. depthWrite: false,
  70. } );
  71. this.pdMaterial.uniforms[ 'tDiffuse' ].value = this.hbaoRenderTarget.texture;
  72. this.pdMaterial.uniforms[ 'tNoise' ].value = this.noiseTexture;
  73. this.pdMaterial.uniforms[ 'resolution' ].value.set( this.width, this.height );
  74. this.pdMaterial.uniforms[ 'lumaPhi' ].value = 10;
  75. this.pdMaterial.uniforms[ 'depthPhi' ].value = 2;
  76. this.pdMaterial.uniforms[ 'normalPhi' ].value = 3;
  77. this.depthRenderMaterial = new ShaderMaterial( {
  78. defines: Object.assign( {}, HBAODepthShader.defines ),
  79. uniforms: UniformsUtils.clone( HBAODepthShader.uniforms ),
  80. vertexShader: HBAODepthShader.vertexShader,
  81. fragmentShader: HBAODepthShader.fragmentShader,
  82. blending: NoBlending
  83. } );
  84. this.depthRenderMaterial.uniforms[ 'cameraNear' ].value = this.camera.near;
  85. this.depthRenderMaterial.uniforms[ 'cameraFar' ].value = this.camera.far;
  86. this.copyMaterial = new ShaderMaterial( {
  87. uniforms: UniformsUtils.clone( CopyShader.uniforms ),
  88. vertexShader: CopyShader.vertexShader,
  89. fragmentShader: CopyShader.fragmentShader,
  90. transparent: true,
  91. depthTest: false,
  92. depthWrite: false,
  93. blendSrc: DstColorFactor,
  94. blendDst: ZeroFactor,
  95. blendEquation: AddEquation,
  96. blendSrcAlpha: DstAlphaFactor,
  97. blendDstAlpha: ZeroFactor,
  98. blendEquationAlpha: AddEquation
  99. } );
  100. this.fsQuad = new FullScreenQuad( null );
  101. this.originalClearColor = new Color();
  102. this.setTextures( parameters ? parameters.depthTexture : undefined, parameters ? parameters.normalTexture : undefined );
  103. }
  104. dispose() {
  105. this.noiseTexture.dispose();
  106. this.normalRenderTarget.dispose();
  107. this.hbaoRenderTarget.dispose();
  108. this.pdRenderTarget.dispose();
  109. this.normalMaterial.dispose();
  110. this.pdMaterial.dispose();
  111. this.copyMaterial.dispose();
  112. this.depthRenderMaterial.dispose();
  113. this.fsQuad.dispose();
  114. }
  115. setTextures( depthTexture, normalTexture ) {
  116. if ( depthTexture !== undefined ) {
  117. this.depthTexture = depthTexture;
  118. this.normalTexture = normalTexture;
  119. this._renderGBuffer = false;
  120. } else {
  121. this.depthTexture = new DepthTexture();
  122. this.depthTexture.format = DepthStencilFormat;
  123. this.depthTexture.type = UnsignedInt248Type;
  124. this.normalRenderTarget = new WebGLRenderTarget( this.width, this.height, {
  125. minFilter: NearestFilter,
  126. magFilter: NearestFilter,
  127. type: HalfFloatType,
  128. depthTexture: this.depthTexture
  129. } );
  130. this.normalTexture = this.normalRenderTarget.texture;
  131. this._renderGBuffer = true;
  132. }
  133. const normalVectorType = ( this.normalTexture ) ? 1 : 0;
  134. const depthValueSource = ( this.depthTexture === this.normalTexture ) ? 1 : 0;
  135. this.hbaoMaterial.defines[ 'NORMAL_VECTOR_TYPE' ] = normalVectorType;
  136. this.hbaoMaterial.defines[ 'DEPTH_VALUE_SOURCE' ] = depthValueSource;
  137. this.hbaoMaterial.uniforms[ 'tNormal' ].value = this.normalTexture;
  138. this.hbaoMaterial.uniforms[ 'tDepth' ].value = this.depthTexture;
  139. this.pdMaterial.defines[ 'NORMAL_VECTOR_TYPE' ] = normalVectorType;
  140. this.pdMaterial.defines[ 'DEPTH_VALUE_SOURCE' ] = depthValueSource;
  141. this.pdMaterial.uniforms[ 'tNormal' ].value = this.normalTexture;
  142. this.pdMaterial.uniforms[ 'tDepth' ].value = this.depthTexture;
  143. this.depthRenderMaterial.uniforms[ 'tDepth' ].value = this.normalRenderTarget.depthTexture;
  144. }
  145. updateHbaoMaterial( parameters ) {
  146. if ( parameters.radius !== undefined ) {
  147. this.hbaoMaterial.uniforms[ 'radius' ].value = parameters.radius;
  148. }
  149. if ( parameters.distanceExponent !== undefined ) {
  150. this.hbaoMaterial.uniforms[ 'distanceExponent' ].value = parameters.distanceExponent;
  151. }
  152. if ( parameters.bias !== undefined ) {
  153. this.hbaoMaterial.uniforms[ 'bias' ].value = parameters.bias;
  154. }
  155. if ( parameters.samples !== undefined && parameters.samples !== this.hbaoMaterial.defines[ 'SAMPLES' ] ) {
  156. this.hbaoMaterial.defines[ 'SAMPLES' ] = parameters.samples;
  157. this.hbaoMaterial.defines[ 'SAMPLE_VECTORS' ] = generateHaboSampleKernelInitializer( parameters.samples );
  158. this.hbaoMaterial.needsUpdate = true;
  159. }
  160. }
  161. updatePdMaterial( parameters ) {
  162. let updateShader = false;
  163. if ( parameters.lumaPhi !== undefined ) {
  164. this.pdMaterial.uniforms[ 'lumaPhi' ].value = parameters.lumaPhi;
  165. }
  166. if ( parameters.depthPhi !== undefined ) {
  167. this.pdMaterial.uniforms[ 'depthPhi' ].value = parameters.depthPhi;
  168. }
  169. if ( parameters.normalPhi !== undefined ) {
  170. this.pdMaterial.uniforms[ 'normalPhi' ].value = parameters.normalPhi;
  171. }
  172. if ( parameters.radius !== undefined && parameters.radius !== this.radius ) {
  173. this.pdMaterial.uniforms[ 'radius' ].value = parameters.radius;
  174. }
  175. if ( parameters.rings !== undefined && parameters.rings !== this.rings ) {
  176. this.rings = parameters.rings;
  177. updateShader = true;
  178. }
  179. if ( parameters.samples !== undefined && parameters.samples !== this.samples ) {
  180. this.samples = parameters.samples;
  181. updateShader = true;
  182. }
  183. if ( updateShader ) {
  184. this.pdMaterial.defines[ 'SAMPLES' ] = parameters.samples;
  185. this.pdMaterial.defines[ 'SAMPLE_VECTORS' ] = generatePdSamplePointInitializer( parameters.samples, this.rings );
  186. this.pdMaterial.needsUpdate = true;
  187. }
  188. }
  189. render( renderer, writeBuffer, readBuffer /*, deltaTime, maskActive */ ) {
  190. // render normals and depth (honor only meshes, points and lines do not contribute to HBAO)
  191. if ( this._renderGBuffer ) {
  192. this.overrideVisibility();
  193. this.renderOverride( renderer, this.normalMaterial, this.normalRenderTarget, 0x7777ff, 1.0 );
  194. this.restoreVisibility();
  195. }
  196. // render HBAO
  197. this.hbaoMaterial.uniforms[ 'cameraNear' ].value = this.camera.near;
  198. this.hbaoMaterial.uniforms[ 'cameraFar' ].value = this.camera.far;
  199. this.hbaoMaterial.uniforms[ 'cameraProjectionMatrix' ].value.copy( this.camera.projectionMatrix );
  200. this.hbaoMaterial.uniforms[ 'cameraProjectionMatrixInverse' ].value.copy( this.camera.projectionMatrixInverse );
  201. this.renderPass( renderer, this.hbaoMaterial, this.hbaoRenderTarget, 0xffffff, 1.0 );
  202. // render poisson denoise
  203. this.pdMaterial.uniforms[ 'cameraProjectionMatrixInverse' ].value.copy( this.camera.projectionMatrixInverse );
  204. this.renderPass( renderer, this.pdMaterial, this.pdRenderTarget, 0xffffff, 1.0 );
  205. // output result to screen
  206. switch ( this.output ) {
  207. case HBAOPass.OUTPUT.Diffuse:
  208. this.copyMaterial.uniforms[ 'tDiffuse' ].value = readBuffer.texture;
  209. this.copyMaterial.blending = NoBlending;
  210. this.renderPass( renderer, this.copyMaterial, this.renderToScreen ? null : writeBuffer );
  211. break;
  212. case HBAOPass.OUTPUT.HBAO:
  213. this.copyMaterial.uniforms[ 'tDiffuse' ].value = this.hbaoRenderTarget.texture;
  214. this.copyMaterial.blending = NoBlending;
  215. this.renderPass( renderer, this.copyMaterial, this.renderToScreen ? null : writeBuffer );
  216. break;
  217. case HBAOPass.OUTPUT.Denoise:
  218. this.copyMaterial.uniforms[ 'tDiffuse' ].value = this.pdRenderTarget.texture;
  219. this.copyMaterial.blending = NoBlending;
  220. this.renderPass( renderer, this.copyMaterial, this.renderToScreen ? null : writeBuffer );
  221. break;
  222. case HBAOPass.OUTPUT.Depth:
  223. this.depthRenderMaterial.uniforms[ 'cameraNear' ].value = this.camera.near;
  224. this.depthRenderMaterial.uniforms[ 'cameraFar' ].value = this.camera.far;
  225. this.renderPass( renderer, this.depthRenderMaterial, this.renderToScreen ? null : writeBuffer );
  226. break;
  227. case HBAOPass.OUTPUT.Normal:
  228. this.copyMaterial.uniforms[ 'tDiffuse' ].value = this.normalRenderTarget.texture;
  229. this.copyMaterial.blending = NoBlending;
  230. this.renderPass( renderer, this.copyMaterial, this.renderToScreen ? null : writeBuffer );
  231. break;
  232. case HBAOPass.OUTPUT.Default:
  233. this.copyMaterial.uniforms[ 'tDiffuse' ].value = readBuffer.texture;
  234. this.copyMaterial.blending = NoBlending;
  235. this.renderPass( renderer, this.copyMaterial, this.renderToScreen ? null : writeBuffer );
  236. this.copyMaterial.uniforms[ 'tDiffuse' ].value = this.pdRenderTarget.texture;
  237. this.copyMaterial.blending = CustomBlending;
  238. this.renderPass( renderer, this.copyMaterial, this.renderToScreen ? null : writeBuffer );
  239. break;
  240. default:
  241. console.warn( 'THREE.HBAOPass: Unknown output type.' );
  242. }
  243. }
  244. renderPass( renderer, passMaterial, renderTarget, clearColor, clearAlpha ) {
  245. // save original state
  246. renderer.getClearColor( this.originalClearColor );
  247. const originalClearAlpha = renderer.getClearAlpha();
  248. const originalAutoClear = renderer.autoClear;
  249. renderer.setRenderTarget( renderTarget );
  250. // setup pass state
  251. renderer.autoClear = false;
  252. if ( ( clearColor !== undefined ) && ( clearColor !== null ) ) {
  253. renderer.setClearColor( clearColor );
  254. renderer.setClearAlpha( clearAlpha || 0.0 );
  255. renderer.clear();
  256. }
  257. this.fsQuad.material = passMaterial;
  258. this.fsQuad.render( renderer );
  259. // restore original state
  260. renderer.autoClear = originalAutoClear;
  261. renderer.setClearColor( this.originalClearColor );
  262. renderer.setClearAlpha( originalClearAlpha );
  263. }
  264. renderOverride( renderer, overrideMaterial, renderTarget, clearColor, clearAlpha ) {
  265. renderer.getClearColor( this.originalClearColor );
  266. const originalClearAlpha = renderer.getClearAlpha();
  267. const originalAutoClear = renderer.autoClear;
  268. renderer.setRenderTarget( renderTarget );
  269. renderer.autoClear = false;
  270. clearColor = overrideMaterial.clearColor || clearColor;
  271. clearAlpha = overrideMaterial.clearAlpha || clearAlpha;
  272. if ( ( clearColor !== undefined ) && ( clearColor !== null ) ) {
  273. renderer.setClearColor( clearColor );
  274. renderer.setClearAlpha( clearAlpha || 0.0 );
  275. renderer.clear();
  276. }
  277. this.scene.overrideMaterial = overrideMaterial;
  278. renderer.render( this.scene, this.camera );
  279. this.scene.overrideMaterial = null;
  280. // restore original state
  281. renderer.autoClear = originalAutoClear;
  282. renderer.setClearColor( this.originalClearColor );
  283. renderer.setClearAlpha( originalClearAlpha );
  284. }
  285. setSize( width, height ) {
  286. this.width = width;
  287. this.height = height;
  288. this.hbaoRenderTarget.setSize( width, height );
  289. this.normalRenderTarget.setSize( width, height );
  290. this.pdRenderTarget.setSize( width, height );
  291. this.hbaoMaterial.uniforms[ 'resolution' ].value.set( width, height );
  292. this.hbaoMaterial.uniforms[ 'cameraProjectionMatrix' ].value.copy( this.camera.projectionMatrix );
  293. this.hbaoMaterial.uniforms[ 'cameraProjectionMatrixInverse' ].value.copy( this.camera.projectionMatrixInverse );
  294. this.pdMaterial.uniforms[ 'resolution' ].value.set( width, height );
  295. this.pdMaterial.uniforms[ 'cameraProjectionMatrixInverse' ].value.copy( this.camera.projectionMatrixInverse );
  296. }
  297. overrideVisibility() {
  298. const scene = this.scene;
  299. const cache = this._visibilityCache;
  300. scene.traverse( function ( object ) {
  301. cache.set( object, object.visible );
  302. if ( object.isPoints || object.isLine ) object.visible = false;
  303. } );
  304. }
  305. restoreVisibility() {
  306. const scene = this.scene;
  307. const cache = this._visibilityCache;
  308. scene.traverse( function ( object ) {
  309. const visible = cache.get( object );
  310. object.visible = visible;
  311. } );
  312. cache.clear();
  313. }
  314. generateNoise( size = 64 ) {
  315. const simplex = new SimplexNoise();
  316. const arraySize = size * size * 4;
  317. const data = new Uint8Array( arraySize );
  318. for ( let i = 0; i < size; i ++ ) {
  319. for ( let j = 0; j < size; j ++ ) {
  320. const x = i;
  321. const y = j;
  322. data[ ( i * size + j ) * 4 ] = ( simplex.noise( x, y ) + 1.0 ) * 255.0;
  323. data[ ( i * size + j ) * 4 + 1 ] = ( simplex.noise( x + size, y ) + 1.0 ) * 255.0;
  324. data[ ( i * size + j ) * 4 + 2 ] = ( simplex.noise( x, y + size ) + 1.0 ) * 255.0;
  325. data[ ( i * size + j ) * 4 + 3 ] = ( simplex.noise( x + size, y + size ) + 1.0 ) * 255.0;
  326. }
  327. }
  328. const noiseTexture = new DataTexture( data, size, size, RGBAFormat, UnsignedByteType );
  329. noiseTexture.wrapS = RepeatWrapping;
  330. noiseTexture.wrapT = RepeatWrapping;
  331. noiseTexture.needsUpdate = true;
  332. return noiseTexture;
  333. }
  334. }
  335. HBAOPass.OUTPUT = {
  336. 'Default': 0,
  337. 'Diffuse': 1,
  338. 'Depth': 2,
  339. 'Normal': 3,
  340. 'HBAO': 4,
  341. 'Denoise': 5,
  342. };
  343. export { HBAOPass };