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- import {
- AddEquation,
- Color,
- CustomBlending,
- DataTexture,
- DepthStencilFormat,
- DepthTexture,
- DstAlphaFactor,
- DstColorFactor,
- HalfFloatType,
- MeshNormalMaterial,
- NearestFilter,
- NoBlending,
- RepeatWrapping,
- RGBAFormat,
- ShaderMaterial,
- UniformsUtils,
- UnsignedByteType,
- UnsignedInt248Type,
- WebGLRenderTarget,
- ZeroFactor
- } from 'three';
- import { Pass, FullScreenQuad } from './Pass.js';
- import { generateHaboSampleKernelInitializer, HBAOShader, HBAODepthShader } from '../shaders/HBAOShader.js';
- import { generatePdSamplePointInitializer, PoissonDenoiseShader } from '../shaders/PoissonDenoiseShader.js';
- import { CopyShader } from '../shaders/CopyShader.js';
- import { SimplexNoise } from '../math/SimplexNoise.js';
- class HBAOPass extends Pass {
- constructor( scene, camera, width, height, parameters ) {
- super();
- this.width = ( width !== undefined ) ? width : 512;
- this.height = ( height !== undefined ) ? height : 512;
- this.clear = true;
- this.camera = camera;
- this.scene = scene;
- this.output = 0;
- this._renderGBuffer = true;
- this._visibilityCache = new Map();
- this.rings = 4;
- this.samples = 16;
- this.noiseTexture = this.generateNoise();
- this.hbaoRenderTarget = new WebGLRenderTarget( this.width, this.height, { type: HalfFloatType } );
- this.pdRenderTarget = this.hbaoRenderTarget.clone();
- this.hbaoMaterial = new ShaderMaterial( {
- defines: Object.assign( {}, HBAOShader.defines ),
- uniforms: UniformsUtils.clone( HBAOShader.uniforms ),
- vertexShader: HBAOShader.vertexShader,
- fragmentShader: HBAOShader.fragmentShader,
- blending: NoBlending,
- depthTest: false,
- depthWrite: false,
- } );
- this.hbaoMaterial.defines[ 'PERSPECTIVE_CAMERA' ] = this.camera.isPerspectiveCamera ? 1 : 0;
- this.hbaoMaterial.uniforms[ 'tNoise' ].value = this.noiseTexture;
- this.hbaoMaterial.uniforms[ 'resolution' ].value.set( this.width, this.height );
- this.hbaoMaterial.uniforms[ 'cameraNear' ].value = this.camera.near;
- this.hbaoMaterial.uniforms[ 'cameraFar' ].value = this.camera.far;
- this.hbaoMaterial.uniforms[ 'radius' ].value = 2;
- this.hbaoMaterial.uniforms[ 'distanceExponent' ].value = 2;
- this.hbaoMaterial.uniforms[ 'bias' ].value = 0.01;
- this.normalMaterial = new MeshNormalMaterial();
- this.normalMaterial.blending = NoBlending;
- this.pdMaterial = new ShaderMaterial( {
- defines: Object.assign( {}, PoissonDenoiseShader.defines ),
- uniforms: UniformsUtils.clone( PoissonDenoiseShader.uniforms ),
- vertexShader: PoissonDenoiseShader.vertexShader,
- fragmentShader: PoissonDenoiseShader.fragmentShader,
- depthTest: false,
- depthWrite: false,
- } );
- this.pdMaterial.uniforms[ 'tDiffuse' ].value = this.hbaoRenderTarget.texture;
- this.pdMaterial.uniforms[ 'tNoise' ].value = this.noiseTexture;
- this.pdMaterial.uniforms[ 'resolution' ].value.set( this.width, this.height );
- this.pdMaterial.uniforms[ 'lumaPhi' ].value = 10;
- this.pdMaterial.uniforms[ 'depthPhi' ].value = 2;
- this.pdMaterial.uniforms[ 'normalPhi' ].value = 3;
- this.depthRenderMaterial = new ShaderMaterial( {
- defines: Object.assign( {}, HBAODepthShader.defines ),
- uniforms: UniformsUtils.clone( HBAODepthShader.uniforms ),
- vertexShader: HBAODepthShader.vertexShader,
- fragmentShader: HBAODepthShader.fragmentShader,
- blending: NoBlending
- } );
- this.depthRenderMaterial.uniforms[ 'cameraNear' ].value = this.camera.near;
- this.depthRenderMaterial.uniforms[ 'cameraFar' ].value = this.camera.far;
- this.copyMaterial = new ShaderMaterial( {
- uniforms: UniformsUtils.clone( CopyShader.uniforms ),
- vertexShader: CopyShader.vertexShader,
- fragmentShader: CopyShader.fragmentShader,
- transparent: true,
- depthTest: false,
- depthWrite: false,
- blendSrc: DstColorFactor,
- blendDst: ZeroFactor,
- blendEquation: AddEquation,
- blendSrcAlpha: DstAlphaFactor,
- blendDstAlpha: ZeroFactor,
- blendEquationAlpha: AddEquation
- } );
- this.fsQuad = new FullScreenQuad( null );
- this.originalClearColor = new Color();
- this.setTextures( parameters ? parameters.depthTexture : undefined, parameters ? parameters.normalTexture : undefined );
- }
- dispose() {
- this.noiseTexture.dispose();
- this.normalRenderTarget.dispose();
- this.hbaoRenderTarget.dispose();
- this.pdRenderTarget.dispose();
- this.normalMaterial.dispose();
- this.pdMaterial.dispose();
- this.copyMaterial.dispose();
- this.depthRenderMaterial.dispose();
- this.fsQuad.dispose();
- }
- setTextures( depthTexture, normalTexture ) {
- if ( depthTexture !== undefined ) {
- this.depthTexture = depthTexture;
- this.normalTexture = normalTexture;
- this._renderGBuffer = false;
- } else {
- this.depthTexture = new DepthTexture();
- this.depthTexture.format = DepthStencilFormat;
- this.depthTexture.type = UnsignedInt248Type;
- this.normalRenderTarget = new WebGLRenderTarget( this.width, this.height, {
- minFilter: NearestFilter,
- magFilter: NearestFilter,
- type: HalfFloatType,
- depthTexture: this.depthTexture
- } );
- this.normalTexture = this.normalRenderTarget.texture;
- this._renderGBuffer = true;
- }
- const normalVectorType = ( this.normalTexture ) ? 1 : 0;
- const depthValueSource = ( this.depthTexture === this.normalTexture ) ? 1 : 0;
- this.hbaoMaterial.defines[ 'NORMAL_VECTOR_TYPE' ] = normalVectorType;
- this.hbaoMaterial.defines[ 'DEPTH_VALUE_SOURCE' ] = depthValueSource;
- this.hbaoMaterial.uniforms[ 'tNormal' ].value = this.normalTexture;
- this.hbaoMaterial.uniforms[ 'tDepth' ].value = this.depthTexture;
- this.pdMaterial.defines[ 'NORMAL_VECTOR_TYPE' ] = normalVectorType;
- this.pdMaterial.defines[ 'DEPTH_VALUE_SOURCE' ] = depthValueSource;
- this.pdMaterial.uniforms[ 'tNormal' ].value = this.normalTexture;
- this.pdMaterial.uniforms[ 'tDepth' ].value = this.depthTexture;
- this.depthRenderMaterial.uniforms[ 'tDepth' ].value = this.normalRenderTarget.depthTexture;
- }
- updateHbaoMaterial( parameters ) {
- if ( parameters.radius !== undefined ) {
- this.hbaoMaterial.uniforms[ 'radius' ].value = parameters.radius;
- }
- if ( parameters.distanceExponent !== undefined ) {
- this.hbaoMaterial.uniforms[ 'distanceExponent' ].value = parameters.distanceExponent;
- }
- if ( parameters.bias !== undefined ) {
- this.hbaoMaterial.uniforms[ 'bias' ].value = parameters.bias;
- }
- if ( parameters.samples !== undefined && parameters.samples !== this.hbaoMaterial.defines[ 'SAMPLES' ] ) {
- this.hbaoMaterial.defines[ 'SAMPLES' ] = parameters.samples;
- this.hbaoMaterial.defines[ 'SAMPLE_VECTORS' ] = generateHaboSampleKernelInitializer( parameters.samples );
- this.hbaoMaterial.needsUpdate = true;
- }
- }
- updatePdMaterial( parameters ) {
- let updateShader = false;
- if ( parameters.lumaPhi !== undefined ) {
- this.pdMaterial.uniforms[ 'lumaPhi' ].value = parameters.lumaPhi;
- }
- if ( parameters.depthPhi !== undefined ) {
- this.pdMaterial.uniforms[ 'depthPhi' ].value = parameters.depthPhi;
- }
- if ( parameters.normalPhi !== undefined ) {
- this.pdMaterial.uniforms[ 'normalPhi' ].value = parameters.normalPhi;
- }
- if ( parameters.radius !== undefined && parameters.radius !== this.radius ) {
- this.pdMaterial.uniforms[ 'radius' ].value = parameters.radius;
- }
- if ( parameters.rings !== undefined && parameters.rings !== this.rings ) {
- this.rings = parameters.rings;
- updateShader = true;
- }
- if ( parameters.samples !== undefined && parameters.samples !== this.samples ) {
- this.samples = parameters.samples;
- updateShader = true;
- }
- if ( updateShader ) {
- this.pdMaterial.defines[ 'SAMPLES' ] = parameters.samples;
- this.pdMaterial.defines[ 'SAMPLE_VECTORS' ] = generatePdSamplePointInitializer( parameters.samples, this.rings );
- this.pdMaterial.needsUpdate = true;
- }
- }
- render( renderer, writeBuffer, readBuffer /*, deltaTime, maskActive */ ) {
- // render normals and depth (honor only meshes, points and lines do not contribute to HBAO)
- if ( this._renderGBuffer ) {
- this.overrideVisibility();
- this.renderOverride( renderer, this.normalMaterial, this.normalRenderTarget, 0x7777ff, 1.0 );
- this.restoreVisibility();
- }
- // render HBAO
- this.hbaoMaterial.uniforms[ 'cameraNear' ].value = this.camera.near;
- this.hbaoMaterial.uniforms[ 'cameraFar' ].value = this.camera.far;
- this.hbaoMaterial.uniforms[ 'cameraProjectionMatrix' ].value.copy( this.camera.projectionMatrix );
- this.hbaoMaterial.uniforms[ 'cameraProjectionMatrixInverse' ].value.copy( this.camera.projectionMatrixInverse );
- this.renderPass( renderer, this.hbaoMaterial, this.hbaoRenderTarget, 0xffffff, 1.0 );
- // render poisson denoise
- this.pdMaterial.uniforms[ 'cameraProjectionMatrixInverse' ].value.copy( this.camera.projectionMatrixInverse );
- this.renderPass( renderer, this.pdMaterial, this.pdRenderTarget, 0xffffff, 1.0 );
- // output result to screen
- switch ( this.output ) {
- case HBAOPass.OUTPUT.Diffuse:
- this.copyMaterial.uniforms[ 'tDiffuse' ].value = readBuffer.texture;
- this.copyMaterial.blending = NoBlending;
- this.renderPass( renderer, this.copyMaterial, this.renderToScreen ? null : writeBuffer );
- break;
- case HBAOPass.OUTPUT.HBAO:
- this.copyMaterial.uniforms[ 'tDiffuse' ].value = this.hbaoRenderTarget.texture;
- this.copyMaterial.blending = NoBlending;
- this.renderPass( renderer, this.copyMaterial, this.renderToScreen ? null : writeBuffer );
- break;
- case HBAOPass.OUTPUT.Denoise:
- this.copyMaterial.uniforms[ 'tDiffuse' ].value = this.pdRenderTarget.texture;
- this.copyMaterial.blending = NoBlending;
- this.renderPass( renderer, this.copyMaterial, this.renderToScreen ? null : writeBuffer );
- break;
- case HBAOPass.OUTPUT.Depth:
- this.depthRenderMaterial.uniforms[ 'cameraNear' ].value = this.camera.near;
- this.depthRenderMaterial.uniforms[ 'cameraFar' ].value = this.camera.far;
- this.renderPass( renderer, this.depthRenderMaterial, this.renderToScreen ? null : writeBuffer );
- break;
- case HBAOPass.OUTPUT.Normal:
- this.copyMaterial.uniforms[ 'tDiffuse' ].value = this.normalRenderTarget.texture;
- this.copyMaterial.blending = NoBlending;
- this.renderPass( renderer, this.copyMaterial, this.renderToScreen ? null : writeBuffer );
- break;
- case HBAOPass.OUTPUT.Default:
- this.copyMaterial.uniforms[ 'tDiffuse' ].value = readBuffer.texture;
- this.copyMaterial.blending = NoBlending;
- this.renderPass( renderer, this.copyMaterial, this.renderToScreen ? null : writeBuffer );
- this.copyMaterial.uniforms[ 'tDiffuse' ].value = this.pdRenderTarget.texture;
- this.copyMaterial.blending = CustomBlending;
- this.renderPass( renderer, this.copyMaterial, this.renderToScreen ? null : writeBuffer );
- break;
- default:
- console.warn( 'THREE.HBAOPass: Unknown output type.' );
- }
- }
- renderPass( renderer, passMaterial, renderTarget, clearColor, clearAlpha ) {
- // save original state
- renderer.getClearColor( this.originalClearColor );
- const originalClearAlpha = renderer.getClearAlpha();
- const originalAutoClear = renderer.autoClear;
- renderer.setRenderTarget( renderTarget );
- // setup pass state
- renderer.autoClear = false;
- if ( ( clearColor !== undefined ) && ( clearColor !== null ) ) {
- renderer.setClearColor( clearColor );
- renderer.setClearAlpha( clearAlpha || 0.0 );
- renderer.clear();
- }
- this.fsQuad.material = passMaterial;
- this.fsQuad.render( renderer );
- // restore original state
- renderer.autoClear = originalAutoClear;
- renderer.setClearColor( this.originalClearColor );
- renderer.setClearAlpha( originalClearAlpha );
- }
- renderOverride( renderer, overrideMaterial, renderTarget, clearColor, clearAlpha ) {
- renderer.getClearColor( this.originalClearColor );
- const originalClearAlpha = renderer.getClearAlpha();
- const originalAutoClear = renderer.autoClear;
- renderer.setRenderTarget( renderTarget );
- renderer.autoClear = false;
- clearColor = overrideMaterial.clearColor || clearColor;
- clearAlpha = overrideMaterial.clearAlpha || clearAlpha;
- if ( ( clearColor !== undefined ) && ( clearColor !== null ) ) {
- renderer.setClearColor( clearColor );
- renderer.setClearAlpha( clearAlpha || 0.0 );
- renderer.clear();
- }
- this.scene.overrideMaterial = overrideMaterial;
- renderer.render( this.scene, this.camera );
- this.scene.overrideMaterial = null;
- // restore original state
- renderer.autoClear = originalAutoClear;
- renderer.setClearColor( this.originalClearColor );
- renderer.setClearAlpha( originalClearAlpha );
- }
- setSize( width, height ) {
- this.width = width;
- this.height = height;
- this.hbaoRenderTarget.setSize( width, height );
- this.normalRenderTarget.setSize( width, height );
- this.pdRenderTarget.setSize( width, height );
- this.hbaoMaterial.uniforms[ 'resolution' ].value.set( width, height );
- this.hbaoMaterial.uniforms[ 'cameraProjectionMatrix' ].value.copy( this.camera.projectionMatrix );
- this.hbaoMaterial.uniforms[ 'cameraProjectionMatrixInverse' ].value.copy( this.camera.projectionMatrixInverse );
- this.pdMaterial.uniforms[ 'resolution' ].value.set( width, height );
- this.pdMaterial.uniforms[ 'cameraProjectionMatrixInverse' ].value.copy( this.camera.projectionMatrixInverse );
- }
- overrideVisibility() {
- const scene = this.scene;
- const cache = this._visibilityCache;
- scene.traverse( function ( object ) {
- cache.set( object, object.visible );
- if ( object.isPoints || object.isLine ) object.visible = false;
- } );
- }
- restoreVisibility() {
- const scene = this.scene;
- const cache = this._visibilityCache;
- scene.traverse( function ( object ) {
- const visible = cache.get( object );
- object.visible = visible;
- } );
- cache.clear();
- }
- generateNoise( size = 64 ) {
- const simplex = new SimplexNoise();
- const arraySize = size * size * 4;
- const data = new Uint8Array( arraySize );
- for ( let i = 0; i < size; i ++ ) {
- for ( let j = 0; j < size; j ++ ) {
- const x = i;
- const y = j;
- data[ ( i * size + j ) * 4 ] = ( simplex.noise( x, y ) + 1.0 ) * 255.0;
- data[ ( i * size + j ) * 4 + 1 ] = ( simplex.noise( x + size, y ) + 1.0 ) * 255.0;
- data[ ( i * size + j ) * 4 + 2 ] = ( simplex.noise( x, y + size ) + 1.0 ) * 255.0;
- data[ ( i * size + j ) * 4 + 3 ] = ( simplex.noise( x + size, y + size ) + 1.0 ) * 255.0;
- }
- }
- const noiseTexture = new DataTexture( data, size, size, RGBAFormat, UnsignedByteType );
- noiseTexture.wrapS = RepeatWrapping;
- noiseTexture.wrapT = RepeatWrapping;
- noiseTexture.needsUpdate = true;
- return noiseTexture;
- }
- }
- HBAOPass.OUTPUT = {
- 'Default': 0,
- 'Diffuse': 1,
- 'Depth': 2,
- 'Normal': 3,
- 'HBAO': 4,
- 'Denoise': 5,
- };
- export { HBAOPass };
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