SSAOPass.js 11 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, kernelSize = 32 ) {
  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.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( kernelSize );
  49. this.generateRandomKernelRotations();
  50. // depth texture
  51. const depthTexture = new DepthTexture();
  52. depthTexture.format = DepthStencilFormat;
  53. depthTexture.type = UnsignedInt248Type;
  54. // normal render target with depth buffer
  55. this.normalRenderTarget = new WebGLRenderTarget( this.width, this.height, {
  56. minFilter: NearestFilter,
  57. magFilter: NearestFilter,
  58. type: HalfFloatType,
  59. depthTexture: depthTexture
  60. } );
  61. // ssao render target
  62. this.ssaoRenderTarget = new WebGLRenderTarget( this.width, this.height, { type: HalfFloatType } );
  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.defines[ 'KERNEL_SIZE' ] = kernelSize;
  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.normalRenderTarget.dispose();
  126. this.ssaoRenderTarget.dispose();
  127. this.blurRenderTarget.dispose();
  128. // dispose materials
  129. this.normalMaterial.dispose();
  130. this.blurMaterial.dispose();
  131. this.copyMaterial.dispose();
  132. this.depthRenderMaterial.dispose();
  133. // dipsose full screen quad
  134. this.fsQuad.dispose();
  135. }
  136. render( renderer, writeBuffer, readBuffer /*, deltaTime, maskActive */ ) {
  137. if ( renderer.capabilities.isWebGL2 === false ) this.noiseTexture.format = LuminanceFormat;
  138. // render normals and depth (honor only meshes, points and lines do not contribute to SSAO)
  139. this.overrideVisibility();
  140. this.renderOverride( renderer, this.normalMaterial, this.normalRenderTarget, 0x7777ff, 1.0 );
  141. this.restoreVisibility();
  142. // render SSAO
  143. this.ssaoMaterial.uniforms[ 'kernelRadius' ].value = this.kernelRadius;
  144. this.ssaoMaterial.uniforms[ 'minDistance' ].value = this.minDistance;
  145. this.ssaoMaterial.uniforms[ 'maxDistance' ].value = this.maxDistance;
  146. this.renderPass( renderer, this.ssaoMaterial, this.ssaoRenderTarget );
  147. // render blur
  148. this.renderPass( renderer, this.blurMaterial, this.blurRenderTarget );
  149. // output result to screen
  150. switch ( this.output ) {
  151. case SSAOPass.OUTPUT.SSAO:
  152. this.copyMaterial.uniforms[ 'tDiffuse' ].value = this.ssaoRenderTarget.texture;
  153. this.copyMaterial.blending = NoBlending;
  154. this.renderPass( renderer, this.copyMaterial, this.renderToScreen ? null : writeBuffer );
  155. break;
  156. case SSAOPass.OUTPUT.Blur:
  157. this.copyMaterial.uniforms[ 'tDiffuse' ].value = this.blurRenderTarget.texture;
  158. this.copyMaterial.blending = NoBlending;
  159. this.renderPass( renderer, this.copyMaterial, this.renderToScreen ? null : writeBuffer );
  160. break;
  161. case SSAOPass.OUTPUT.Depth:
  162. this.renderPass( renderer, this.depthRenderMaterial, this.renderToScreen ? null : writeBuffer );
  163. break;
  164. case SSAOPass.OUTPUT.Normal:
  165. this.copyMaterial.uniforms[ 'tDiffuse' ].value = this.normalRenderTarget.texture;
  166. this.copyMaterial.blending = NoBlending;
  167. this.renderPass( renderer, this.copyMaterial, this.renderToScreen ? null : writeBuffer );
  168. break;
  169. case SSAOPass.OUTPUT.Default:
  170. this.copyMaterial.uniforms[ 'tDiffuse' ].value = readBuffer.texture;
  171. this.copyMaterial.blending = NoBlending;
  172. this.renderPass( renderer, this.copyMaterial, this.renderToScreen ? null : writeBuffer );
  173. this.copyMaterial.uniforms[ 'tDiffuse' ].value = this.blurRenderTarget.texture;
  174. this.copyMaterial.blending = CustomBlending;
  175. this.renderPass( renderer, this.copyMaterial, this.renderToScreen ? null : writeBuffer );
  176. break;
  177. default:
  178. console.warn( 'THREE.SSAOPass: Unknown output type.' );
  179. }
  180. }
  181. renderPass( renderer, passMaterial, renderTarget, clearColor, clearAlpha ) {
  182. // save original state
  183. renderer.getClearColor( this.originalClearColor );
  184. const originalClearAlpha = renderer.getClearAlpha();
  185. const originalAutoClear = renderer.autoClear;
  186. renderer.setRenderTarget( renderTarget );
  187. // setup pass state
  188. renderer.autoClear = false;
  189. if ( ( clearColor !== undefined ) && ( clearColor !== null ) ) {
  190. renderer.setClearColor( clearColor );
  191. renderer.setClearAlpha( clearAlpha || 0.0 );
  192. renderer.clear();
  193. }
  194. this.fsQuad.material = passMaterial;
  195. this.fsQuad.render( renderer );
  196. // restore original state
  197. renderer.autoClear = originalAutoClear;
  198. renderer.setClearColor( this.originalClearColor );
  199. renderer.setClearAlpha( originalClearAlpha );
  200. }
  201. renderOverride( renderer, overrideMaterial, renderTarget, clearColor, clearAlpha ) {
  202. renderer.getClearColor( this.originalClearColor );
  203. const originalClearAlpha = renderer.getClearAlpha();
  204. const originalAutoClear = renderer.autoClear;
  205. renderer.setRenderTarget( renderTarget );
  206. renderer.autoClear = false;
  207. clearColor = overrideMaterial.clearColor || clearColor;
  208. clearAlpha = overrideMaterial.clearAlpha || clearAlpha;
  209. if ( ( clearColor !== undefined ) && ( clearColor !== null ) ) {
  210. renderer.setClearColor( clearColor );
  211. renderer.setClearAlpha( clearAlpha || 0.0 );
  212. renderer.clear();
  213. }
  214. this.scene.overrideMaterial = overrideMaterial;
  215. renderer.render( this.scene, this.camera );
  216. this.scene.overrideMaterial = null;
  217. // restore original state
  218. renderer.autoClear = originalAutoClear;
  219. renderer.setClearColor( this.originalClearColor );
  220. renderer.setClearAlpha( originalClearAlpha );
  221. }
  222. setSize( width, height ) {
  223. this.width = width;
  224. this.height = height;
  225. this.ssaoRenderTarget.setSize( width, height );
  226. this.normalRenderTarget.setSize( width, height );
  227. this.blurRenderTarget.setSize( width, height );
  228. this.ssaoMaterial.uniforms[ 'resolution' ].value.set( width, height );
  229. this.ssaoMaterial.uniforms[ 'cameraProjectionMatrix' ].value.copy( this.camera.projectionMatrix );
  230. this.ssaoMaterial.uniforms[ 'cameraInverseProjectionMatrix' ].value.copy( this.camera.projectionMatrixInverse );
  231. this.blurMaterial.uniforms[ 'resolution' ].value.set( width, height );
  232. }
  233. generateSampleKernel( kernelSize ) {
  234. const kernel = this.kernel;
  235. for ( let i = 0; i < kernelSize; i ++ ) {
  236. const sample = new Vector3();
  237. sample.x = ( Math.random() * 2 ) - 1;
  238. sample.y = ( Math.random() * 2 ) - 1;
  239. sample.z = Math.random();
  240. sample.normalize();
  241. let scale = i / kernelSize;
  242. scale = MathUtils.lerp( 0.1, 1, scale * scale );
  243. sample.multiplyScalar( scale );
  244. kernel.push( sample );
  245. }
  246. }
  247. generateRandomKernelRotations() {
  248. const width = 4, height = 4;
  249. const simplex = new SimplexNoise();
  250. const size = width * height;
  251. const data = new Float32Array( size );
  252. for ( let i = 0; i < size; i ++ ) {
  253. const x = ( Math.random() * 2 ) - 1;
  254. const y = ( Math.random() * 2 ) - 1;
  255. const z = 0;
  256. data[ i ] = simplex.noise3d( x, y, z );
  257. }
  258. this.noiseTexture = new DataTexture( data, width, height, RedFormat, FloatType );
  259. this.noiseTexture.wrapS = RepeatWrapping;
  260. this.noiseTexture.wrapT = RepeatWrapping;
  261. this.noiseTexture.needsUpdate = true;
  262. }
  263. overrideVisibility() {
  264. const scene = this.scene;
  265. const cache = this._visibilityCache;
  266. scene.traverse( function ( object ) {
  267. cache.set( object, object.visible );
  268. if ( object.isPoints || object.isLine ) object.visible = false;
  269. } );
  270. }
  271. restoreVisibility() {
  272. const scene = this.scene;
  273. const cache = this._visibilityCache;
  274. scene.traverse( function ( object ) {
  275. const visible = cache.get( object );
  276. object.visible = visible;
  277. } );
  278. cache.clear();
  279. }
  280. }
  281. SSAOPass.OUTPUT = {
  282. 'Default': 0,
  283. 'SSAO': 1,
  284. 'Blur': 2,
  285. 'Depth': 3,
  286. 'Normal': 4
  287. };
  288. export { SSAOPass };