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. MathUtils,
  11. MeshNormalMaterial,
  12. NearestFilter,
  13. NoBlending,
  14. RedFormat,
  15. LuminanceFormat,
  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 ) {
  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.kernelSize = 32;
  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();
  49. this.generateRandomKernelRotations();
  50. // beauty render target
  51. const depthTexture = new DepthTexture();
  52. depthTexture.format = DepthStencilFormat;
  53. depthTexture.type = UnsignedInt248Type;
  54. this.beautyRenderTarget = new WebGLRenderTarget( this.width, this.height );
  55. // normal render target with depth buffer
  56. this.normalRenderTarget = new WebGLRenderTarget( this.width, this.height, {
  57. minFilter: NearestFilter,
  58. magFilter: NearestFilter,
  59. depthTexture: depthTexture
  60. } );
  61. // ssao render target
  62. this.ssaoRenderTarget = new WebGLRenderTarget( this.width, this.height );
  63. this.blurRenderTarget = this.ssaoRenderTarget.clone();
  64. // ssao material
  65. if ( SSAOShader === undefined ) {
  66. console.error( 'THREE.SSAOPass: The pass relies on SSAOShader.' );
  67. }
  68. this.ssaoMaterial = new ShaderMaterial( {
  69. defines: Object.assign( {}, SSAOShader.defines ),
  70. uniforms: UniformsUtils.clone( SSAOShader.uniforms ),
  71. vertexShader: SSAOShader.vertexShader,
  72. fragmentShader: SSAOShader.fragmentShader,
  73. blending: NoBlending
  74. } );
  75. this.ssaoMaterial.uniforms[ 'tDiffuse' ].value = this.beautyRenderTarget.texture;
  76. this.ssaoMaterial.uniforms[ 'tNormal' ].value = this.normalRenderTarget.texture;
  77. this.ssaoMaterial.uniforms[ 'tDepth' ].value = this.normalRenderTarget.depthTexture;
  78. this.ssaoMaterial.uniforms[ 'tNoise' ].value = this.noiseTexture;
  79. this.ssaoMaterial.uniforms[ 'kernel' ].value = this.kernel;
  80. this.ssaoMaterial.uniforms[ 'cameraNear' ].value = this.camera.near;
  81. this.ssaoMaterial.uniforms[ 'cameraFar' ].value = this.camera.far;
  82. this.ssaoMaterial.uniforms[ 'resolution' ].value.set( this.width, this.height );
  83. this.ssaoMaterial.uniforms[ 'cameraProjectionMatrix' ].value.copy( this.camera.projectionMatrix );
  84. this.ssaoMaterial.uniforms[ 'cameraInverseProjectionMatrix' ].value.copy( this.camera.projectionMatrixInverse );
  85. // normal material
  86. this.normalMaterial = new MeshNormalMaterial();
  87. this.normalMaterial.blending = NoBlending;
  88. // blur material
  89. this.blurMaterial = new ShaderMaterial( {
  90. defines: Object.assign( {}, SSAOBlurShader.defines ),
  91. uniforms: UniformsUtils.clone( SSAOBlurShader.uniforms ),
  92. vertexShader: SSAOBlurShader.vertexShader,
  93. fragmentShader: SSAOBlurShader.fragmentShader
  94. } );
  95. this.blurMaterial.uniforms[ 'tDiffuse' ].value = this.ssaoRenderTarget.texture;
  96. this.blurMaterial.uniforms[ 'resolution' ].value.set( this.width, this.height );
  97. // material for rendering the depth
  98. this.depthRenderMaterial = new ShaderMaterial( {
  99. defines: Object.assign( {}, SSAODepthShader.defines ),
  100. uniforms: UniformsUtils.clone( SSAODepthShader.uniforms ),
  101. vertexShader: SSAODepthShader.vertexShader,
  102. fragmentShader: SSAODepthShader.fragmentShader,
  103. blending: NoBlending
  104. } );
  105. this.depthRenderMaterial.uniforms[ 'tDepth' ].value = this.normalRenderTarget.depthTexture;
  106. this.depthRenderMaterial.uniforms[ 'cameraNear' ].value = this.camera.near;
  107. this.depthRenderMaterial.uniforms[ 'cameraFar' ].value = this.camera.far;
  108. // material for rendering the content of a render target
  109. this.copyMaterial = new ShaderMaterial( {
  110. uniforms: UniformsUtils.clone( CopyShader.uniforms ),
  111. vertexShader: CopyShader.vertexShader,
  112. fragmentShader: CopyShader.fragmentShader,
  113. transparent: true,
  114. depthTest: false,
  115. depthWrite: false,
  116. blendSrc: DstColorFactor,
  117. blendDst: ZeroFactor,
  118. blendEquation: AddEquation,
  119. blendSrcAlpha: DstAlphaFactor,
  120. blendDstAlpha: ZeroFactor,
  121. blendEquationAlpha: AddEquation
  122. } );
  123. this.fsQuad = new FullScreenQuad( null );
  124. this.originalClearColor = new Color();
  125. }
  126. dispose() {
  127. // dispose render targets
  128. this.beautyRenderTarget.dispose();
  129. this.normalRenderTarget.dispose();
  130. this.ssaoRenderTarget.dispose();
  131. this.blurRenderTarget.dispose();
  132. // dispose materials
  133. this.normalMaterial.dispose();
  134. this.blurMaterial.dispose();
  135. this.copyMaterial.dispose();
  136. this.depthRenderMaterial.dispose();
  137. // dipsose full screen quad
  138. this.fsQuad.dispose();
  139. }
  140. render( renderer, writeBuffer /*, readBuffer, deltaTime, maskActive */ ) {
  141. if ( renderer.capabilities.isWebGL2 === false ) this.noiseTexture.format = LuminanceFormat;
  142. // render beauty
  143. renderer.setRenderTarget( this.beautyRenderTarget );
  144. renderer.clear();
  145. renderer.render( this.scene, this.camera );
  146. // render normals and depth (honor only meshes, points and lines do not contribute to SSAO)
  147. this.overrideVisibility();
  148. this.renderOverride( renderer, this.normalMaterial, this.normalRenderTarget, 0x7777ff, 1.0 );
  149. this.restoreVisibility();
  150. // render SSAO
  151. this.ssaoMaterial.uniforms[ 'kernelRadius' ].value = this.kernelRadius;
  152. this.ssaoMaterial.uniforms[ 'minDistance' ].value = this.minDistance;
  153. this.ssaoMaterial.uniforms[ 'maxDistance' ].value = this.maxDistance;
  154. this.renderPass( renderer, this.ssaoMaterial, this.ssaoRenderTarget );
  155. // render blur
  156. this.renderPass( renderer, this.blurMaterial, this.blurRenderTarget );
  157. // output result to screen
  158. switch ( this.output ) {
  159. case SSAOPass.OUTPUT.SSAO:
  160. this.copyMaterial.uniforms[ 'tDiffuse' ].value = this.ssaoRenderTarget.texture;
  161. this.copyMaterial.blending = NoBlending;
  162. this.renderPass( renderer, this.copyMaterial, this.renderToScreen ? null : writeBuffer );
  163. break;
  164. case SSAOPass.OUTPUT.Blur:
  165. this.copyMaterial.uniforms[ 'tDiffuse' ].value = this.blurRenderTarget.texture;
  166. this.copyMaterial.blending = NoBlending;
  167. this.renderPass( renderer, this.copyMaterial, this.renderToScreen ? null : writeBuffer );
  168. break;
  169. case SSAOPass.OUTPUT.Beauty:
  170. this.copyMaterial.uniforms[ 'tDiffuse' ].value = this.beautyRenderTarget.texture;
  171. this.copyMaterial.blending = NoBlending;
  172. this.renderPass( renderer, this.copyMaterial, this.renderToScreen ? null : writeBuffer );
  173. break;
  174. case SSAOPass.OUTPUT.Depth:
  175. this.renderPass( renderer, this.depthRenderMaterial, this.renderToScreen ? null : writeBuffer );
  176. break;
  177. case SSAOPass.OUTPUT.Normal:
  178. this.copyMaterial.uniforms[ 'tDiffuse' ].value = this.normalRenderTarget.texture;
  179. this.copyMaterial.blending = NoBlending;
  180. this.renderPass( renderer, this.copyMaterial, this.renderToScreen ? null : writeBuffer );
  181. break;
  182. case SSAOPass.OUTPUT.Default:
  183. this.copyMaterial.uniforms[ 'tDiffuse' ].value = this.beautyRenderTarget.texture;
  184. this.copyMaterial.blending = NoBlending;
  185. this.renderPass( renderer, this.copyMaterial, this.renderToScreen ? null : writeBuffer );
  186. this.copyMaterial.uniforms[ 'tDiffuse' ].value = this.blurRenderTarget.texture;
  187. this.copyMaterial.blending = CustomBlending;
  188. this.renderPass( renderer, this.copyMaterial, this.renderToScreen ? null : writeBuffer );
  189. break;
  190. default:
  191. console.warn( 'THREE.SSAOPass: Unknown output type.' );
  192. }
  193. }
  194. renderPass( renderer, passMaterial, renderTarget, clearColor, clearAlpha ) {
  195. // save original state
  196. renderer.getClearColor( this.originalClearColor );
  197. const originalClearAlpha = renderer.getClearAlpha();
  198. const originalAutoClear = renderer.autoClear;
  199. renderer.setRenderTarget( renderTarget );
  200. // setup pass state
  201. renderer.autoClear = false;
  202. if ( ( clearColor !== undefined ) && ( clearColor !== null ) ) {
  203. renderer.setClearColor( clearColor );
  204. renderer.setClearAlpha( clearAlpha || 0.0 );
  205. renderer.clear();
  206. }
  207. this.fsQuad.material = passMaterial;
  208. this.fsQuad.render( renderer );
  209. // restore original state
  210. renderer.autoClear = originalAutoClear;
  211. renderer.setClearColor( this.originalClearColor );
  212. renderer.setClearAlpha( originalClearAlpha );
  213. }
  214. renderOverride( renderer, overrideMaterial, renderTarget, clearColor, clearAlpha ) {
  215. renderer.getClearColor( this.originalClearColor );
  216. const originalClearAlpha = renderer.getClearAlpha();
  217. const originalAutoClear = renderer.autoClear;
  218. renderer.setRenderTarget( renderTarget );
  219. renderer.autoClear = false;
  220. clearColor = overrideMaterial.clearColor || clearColor;
  221. clearAlpha = overrideMaterial.clearAlpha || clearAlpha;
  222. if ( ( clearColor !== undefined ) && ( clearColor !== null ) ) {
  223. renderer.setClearColor( clearColor );
  224. renderer.setClearAlpha( clearAlpha || 0.0 );
  225. renderer.clear();
  226. }
  227. this.scene.overrideMaterial = overrideMaterial;
  228. renderer.render( this.scene, this.camera );
  229. this.scene.overrideMaterial = null;
  230. // restore original state
  231. renderer.autoClear = originalAutoClear;
  232. renderer.setClearColor( this.originalClearColor );
  233. renderer.setClearAlpha( originalClearAlpha );
  234. }
  235. setSize( width, height ) {
  236. this.width = width;
  237. this.height = height;
  238. this.beautyRenderTarget.setSize( width, height );
  239. this.ssaoRenderTarget.setSize( width, height );
  240. this.normalRenderTarget.setSize( width, height );
  241. this.blurRenderTarget.setSize( width, height );
  242. this.ssaoMaterial.uniforms[ 'resolution' ].value.set( width, height );
  243. this.ssaoMaterial.uniforms[ 'cameraProjectionMatrix' ].value.copy( this.camera.projectionMatrix );
  244. this.ssaoMaterial.uniforms[ 'cameraInverseProjectionMatrix' ].value.copy( this.camera.projectionMatrixInverse );
  245. this.blurMaterial.uniforms[ 'resolution' ].value.set( width, height );
  246. }
  247. generateSampleKernel() {
  248. const kernelSize = this.kernelSize;
  249. const kernel = this.kernel;
  250. for ( let i = 0; i < kernelSize; i ++ ) {
  251. const sample = new Vector3();
  252. sample.x = ( Math.random() * 2 ) - 1;
  253. sample.y = ( Math.random() * 2 ) - 1;
  254. sample.z = Math.random();
  255. sample.normalize();
  256. let scale = i / kernelSize;
  257. scale = MathUtils.lerp( 0.1, 1, scale * scale );
  258. sample.multiplyScalar( scale );
  259. kernel.push( sample );
  260. }
  261. }
  262. generateRandomKernelRotations() {
  263. const width = 4, height = 4;
  264. if ( SimplexNoise === undefined ) {
  265. console.error( 'THREE.SSAOPass: The pass relies on SimplexNoise.' );
  266. }
  267. const simplex = new SimplexNoise();
  268. const size = width * height;
  269. const data = new Float32Array( size );
  270. for ( let i = 0; i < size; i ++ ) {
  271. const x = ( Math.random() * 2 ) - 1;
  272. const y = ( Math.random() * 2 ) - 1;
  273. const z = 0;
  274. data[ i ] = simplex.noise3d( x, y, z );
  275. }
  276. this.noiseTexture = new DataTexture( data, width, height, RedFormat, FloatType );
  277. this.noiseTexture.wrapS = RepeatWrapping;
  278. this.noiseTexture.wrapT = RepeatWrapping;
  279. this.noiseTexture.needsUpdate = true;
  280. }
  281. overrideVisibility() {
  282. const scene = this.scene;
  283. const cache = this._visibilityCache;
  284. scene.traverse( function ( object ) {
  285. cache.set( object, object.visible );
  286. if ( object.isPoints || object.isLine ) object.visible = false;
  287. } );
  288. }
  289. restoreVisibility() {
  290. const scene = this.scene;
  291. const cache = this._visibilityCache;
  292. scene.traverse( function ( object ) {
  293. const visible = cache.get( object );
  294. object.visible = visible;
  295. } );
  296. cache.clear();
  297. }
  298. }
  299. SSAOPass.OUTPUT = {
  300. 'Default': 0,
  301. 'SSAO': 1,
  302. 'Blur': 2,
  303. 'Beauty': 3,
  304. 'Depth': 4,
  305. 'Normal': 5
  306. };
  307. export { SSAOPass };