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