335 lines
11 KiB
JavaScript
335 lines
11 KiB
JavaScript
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import {
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AddEquation,
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Color,
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CustomBlending,
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DepthTexture,
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DstAlphaFactor,
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DstColorFactor,
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HalfFloatType,
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MeshNormalMaterial,
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NearestFilter,
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NoBlending,
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ShaderMaterial,
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UniformsUtils,
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DepthStencilFormat,
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UnsignedInt248Type,
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Vector2,
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WebGLRenderTarget,
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ZeroFactor
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} from 'three';
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import { Pass, FullScreenQuad } from './Pass.js';
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import { SAOShader } from '../shaders/SAOShader.js';
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import { DepthLimitedBlurShader } from '../shaders/DepthLimitedBlurShader.js';
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import { BlurShaderUtils } from '../shaders/DepthLimitedBlurShader.js';
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import { CopyShader } from '../shaders/CopyShader.js';
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/**
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* SAO implementation inspired from bhouston previous SAO work
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*/
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class SAOPass extends Pass {
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constructor( scene, camera, resolution = new Vector2( 256, 256 ) ) {
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super();
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this.scene = scene;
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this.camera = camera;
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this.clear = true;
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this.needsSwap = false;
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this.originalClearColor = new Color();
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this._oldClearColor = new Color();
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this.oldClearAlpha = 1;
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this.params = {
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output: 0,
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saoBias: 0.5,
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saoIntensity: 0.18,
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saoScale: 1,
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saoKernelRadius: 100,
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saoMinResolution: 0,
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saoBlur: true,
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saoBlurRadius: 8,
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saoBlurStdDev: 4,
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saoBlurDepthCutoff: 0.01
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};
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this.resolution = new Vector2( resolution.x, resolution.y );
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this.saoRenderTarget = new WebGLRenderTarget( this.resolution.x, this.resolution.y, { type: HalfFloatType } );
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this.blurIntermediateRenderTarget = this.saoRenderTarget.clone();
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const depthTexture = new DepthTexture();
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depthTexture.format = DepthStencilFormat;
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depthTexture.type = UnsignedInt248Type;
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this.normalRenderTarget = new WebGLRenderTarget( this.resolution.x, this.resolution.y, {
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minFilter: NearestFilter,
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magFilter: NearestFilter,
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type: HalfFloatType,
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depthTexture: depthTexture
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} );
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this.normalMaterial = new MeshNormalMaterial();
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this.normalMaterial.blending = NoBlending;
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this.saoMaterial = new ShaderMaterial( {
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defines: Object.assign( {}, SAOShader.defines ),
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fragmentShader: SAOShader.fragmentShader,
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vertexShader: SAOShader.vertexShader,
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uniforms: UniformsUtils.clone( SAOShader.uniforms )
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} );
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this.saoMaterial.defines[ 'PERSPECTIVE_CAMERA' ] = this.camera.isPerspectiveCamera ? 1 : 0;
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this.saoMaterial.uniforms[ 'tDepth' ].value = depthTexture;
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this.saoMaterial.uniforms[ 'tNormal' ].value = this.normalRenderTarget.texture;
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this.saoMaterial.uniforms[ 'size' ].value.set( this.resolution.x, this.resolution.y );
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this.saoMaterial.uniforms[ 'cameraInverseProjectionMatrix' ].value.copy( this.camera.projectionMatrixInverse );
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this.saoMaterial.uniforms[ 'cameraProjectionMatrix' ].value = this.camera.projectionMatrix;
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this.saoMaterial.blending = NoBlending;
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this.vBlurMaterial = new ShaderMaterial( {
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uniforms: UniformsUtils.clone( DepthLimitedBlurShader.uniforms ),
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defines: Object.assign( {}, DepthLimitedBlurShader.defines ),
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vertexShader: DepthLimitedBlurShader.vertexShader,
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fragmentShader: DepthLimitedBlurShader.fragmentShader
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} );
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this.vBlurMaterial.defines[ 'DEPTH_PACKING' ] = 0;
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this.vBlurMaterial.defines[ 'PERSPECTIVE_CAMERA' ] = this.camera.isPerspectiveCamera ? 1 : 0;
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this.vBlurMaterial.uniforms[ 'tDiffuse' ].value = this.saoRenderTarget.texture;
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this.vBlurMaterial.uniforms[ 'tDepth' ].value = depthTexture;
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this.vBlurMaterial.uniforms[ 'size' ].value.set( this.resolution.x, this.resolution.y );
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this.vBlurMaterial.blending = NoBlending;
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this.hBlurMaterial = new ShaderMaterial( {
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uniforms: UniformsUtils.clone( DepthLimitedBlurShader.uniforms ),
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defines: Object.assign( {}, DepthLimitedBlurShader.defines ),
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vertexShader: DepthLimitedBlurShader.vertexShader,
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fragmentShader: DepthLimitedBlurShader.fragmentShader
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} );
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this.hBlurMaterial.defines[ 'DEPTH_PACKING' ] = 0;
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this.hBlurMaterial.defines[ 'PERSPECTIVE_CAMERA' ] = this.camera.isPerspectiveCamera ? 1 : 0;
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this.hBlurMaterial.uniforms[ 'tDiffuse' ].value = this.blurIntermediateRenderTarget.texture;
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this.hBlurMaterial.uniforms[ 'tDepth' ].value = depthTexture;
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this.hBlurMaterial.uniforms[ 'size' ].value.set( this.resolution.x, this.resolution.y );
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this.hBlurMaterial.blending = NoBlending;
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this.materialCopy = new ShaderMaterial( {
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uniforms: UniformsUtils.clone( CopyShader.uniforms ),
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vertexShader: CopyShader.vertexShader,
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fragmentShader: CopyShader.fragmentShader,
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blending: NoBlending
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} );
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this.materialCopy.transparent = true;
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this.materialCopy.depthTest = false;
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this.materialCopy.depthWrite = false;
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this.materialCopy.blending = CustomBlending;
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this.materialCopy.blendSrc = DstColorFactor;
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this.materialCopy.blendDst = ZeroFactor;
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this.materialCopy.blendEquation = AddEquation;
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this.materialCopy.blendSrcAlpha = DstAlphaFactor;
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this.materialCopy.blendDstAlpha = ZeroFactor;
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this.materialCopy.blendEquationAlpha = AddEquation;
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this.fsQuad = new FullScreenQuad( null );
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}
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render( renderer, writeBuffer, readBuffer/*, deltaTime, maskActive*/ ) {
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// Rendering readBuffer first when rendering to screen
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if ( this.renderToScreen ) {
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this.materialCopy.blending = NoBlending;
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this.materialCopy.uniforms[ 'tDiffuse' ].value = readBuffer.texture;
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this.materialCopy.needsUpdate = true;
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this.renderPass( renderer, this.materialCopy, null );
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}
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renderer.getClearColor( this._oldClearColor );
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this.oldClearAlpha = renderer.getClearAlpha();
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const oldAutoClear = renderer.autoClear;
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renderer.autoClear = false;
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this.saoMaterial.uniforms[ 'bias' ].value = this.params.saoBias;
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this.saoMaterial.uniforms[ 'intensity' ].value = this.params.saoIntensity;
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this.saoMaterial.uniforms[ 'scale' ].value = this.params.saoScale;
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this.saoMaterial.uniforms[ 'kernelRadius' ].value = this.params.saoKernelRadius;
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this.saoMaterial.uniforms[ 'minResolution' ].value = this.params.saoMinResolution;
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this.saoMaterial.uniforms[ 'cameraNear' ].value = this.camera.near;
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this.saoMaterial.uniforms[ 'cameraFar' ].value = this.camera.far;
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// this.saoMaterial.uniforms['randomSeed'].value = Math.random();
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const depthCutoff = this.params.saoBlurDepthCutoff * ( this.camera.far - this.camera.near );
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this.vBlurMaterial.uniforms[ 'depthCutoff' ].value = depthCutoff;
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this.hBlurMaterial.uniforms[ 'depthCutoff' ].value = depthCutoff;
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this.vBlurMaterial.uniforms[ 'cameraNear' ].value = this.camera.near;
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this.vBlurMaterial.uniforms[ 'cameraFar' ].value = this.camera.far;
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this.hBlurMaterial.uniforms[ 'cameraNear' ].value = this.camera.near;
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this.hBlurMaterial.uniforms[ 'cameraFar' ].value = this.camera.far;
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this.params.saoBlurRadius = Math.floor( this.params.saoBlurRadius );
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if ( ( this.prevStdDev !== this.params.saoBlurStdDev ) || ( this.prevNumSamples !== this.params.saoBlurRadius ) ) {
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BlurShaderUtils.configure( this.vBlurMaterial, this.params.saoBlurRadius, this.params.saoBlurStdDev, new Vector2( 0, 1 ) );
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BlurShaderUtils.configure( this.hBlurMaterial, this.params.saoBlurRadius, this.params.saoBlurStdDev, new Vector2( 1, 0 ) );
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this.prevStdDev = this.params.saoBlurStdDev;
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this.prevNumSamples = this.params.saoBlurRadius;
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}
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// render normal and depth
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this.renderOverride( renderer, this.normalMaterial, this.normalRenderTarget, 0x7777ff, 1.0 );
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// Rendering SAO texture
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this.renderPass( renderer, this.saoMaterial, this.saoRenderTarget, 0xffffff, 1.0 );
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// Blurring SAO texture
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if ( this.params.saoBlur ) {
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this.renderPass( renderer, this.vBlurMaterial, this.blurIntermediateRenderTarget, 0xffffff, 1.0 );
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this.renderPass( renderer, this.hBlurMaterial, this.saoRenderTarget, 0xffffff, 1.0 );
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}
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const outputMaterial = this.materialCopy;
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// Setting up SAO rendering
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if ( this.params.output === SAOPass.OUTPUT.Normal ) {
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this.materialCopy.uniforms[ 'tDiffuse' ].value = this.normalRenderTarget.texture;
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this.materialCopy.needsUpdate = true;
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} else {
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this.materialCopy.uniforms[ 'tDiffuse' ].value = this.saoRenderTarget.texture;
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this.materialCopy.needsUpdate = true;
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}
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// Blending depends on output
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if ( this.params.output === SAOPass.OUTPUT.Default ) {
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outputMaterial.blending = CustomBlending;
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} else {
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outputMaterial.blending = NoBlending;
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}
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// Rendering SAOPass result on top of previous pass
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this.renderPass( renderer, outputMaterial, this.renderToScreen ? null : readBuffer );
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renderer.setClearColor( this._oldClearColor, this.oldClearAlpha );
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renderer.autoClear = oldAutoClear;
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}
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renderPass( renderer, passMaterial, renderTarget, clearColor, clearAlpha ) {
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// save original state
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renderer.getClearColor( this.originalClearColor );
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const originalClearAlpha = renderer.getClearAlpha();
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const originalAutoClear = renderer.autoClear;
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renderer.setRenderTarget( renderTarget );
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// setup pass state
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renderer.autoClear = false;
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if ( ( clearColor !== undefined ) && ( clearColor !== null ) ) {
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renderer.setClearColor( clearColor );
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renderer.setClearAlpha( clearAlpha || 0.0 );
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renderer.clear();
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}
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this.fsQuad.material = passMaterial;
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this.fsQuad.render( renderer );
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// restore original state
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renderer.autoClear = originalAutoClear;
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renderer.setClearColor( this.originalClearColor );
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renderer.setClearAlpha( originalClearAlpha );
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}
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renderOverride( renderer, overrideMaterial, renderTarget, clearColor, clearAlpha ) {
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renderer.getClearColor( this.originalClearColor );
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const originalClearAlpha = renderer.getClearAlpha();
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const originalAutoClear = renderer.autoClear;
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renderer.setRenderTarget( renderTarget );
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renderer.autoClear = false;
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clearColor = overrideMaterial.clearColor || clearColor;
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clearAlpha = overrideMaterial.clearAlpha || clearAlpha;
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if ( ( clearColor !== undefined ) && ( clearColor !== null ) ) {
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renderer.setClearColor( clearColor );
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renderer.setClearAlpha( clearAlpha || 0.0 );
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renderer.clear();
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}
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this.scene.overrideMaterial = overrideMaterial;
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renderer.render( this.scene, this.camera );
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this.scene.overrideMaterial = null;
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// restore original state
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renderer.autoClear = originalAutoClear;
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renderer.setClearColor( this.originalClearColor );
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renderer.setClearAlpha( originalClearAlpha );
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}
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setSize( width, height ) {
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this.saoRenderTarget.setSize( width, height );
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this.blurIntermediateRenderTarget.setSize( width, height );
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this.normalRenderTarget.setSize( width, height );
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this.saoMaterial.uniforms[ 'size' ].value.set( width, height );
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this.saoMaterial.uniforms[ 'cameraInverseProjectionMatrix' ].value.copy( this.camera.projectionMatrixInverse );
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this.saoMaterial.uniforms[ 'cameraProjectionMatrix' ].value = this.camera.projectionMatrix;
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this.saoMaterial.needsUpdate = true;
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this.vBlurMaterial.uniforms[ 'size' ].value.set( width, height );
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this.vBlurMaterial.needsUpdate = true;
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this.hBlurMaterial.uniforms[ 'size' ].value.set( width, height );
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this.hBlurMaterial.needsUpdate = true;
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}
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dispose() {
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this.saoRenderTarget.dispose();
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this.blurIntermediateRenderTarget.dispose();
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this.normalRenderTarget.dispose();
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this.normalMaterial.dispose();
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this.saoMaterial.dispose();
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this.vBlurMaterial.dispose();
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this.hBlurMaterial.dispose();
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this.materialCopy.dispose();
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this.fsQuad.dispose();
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}
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}
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SAOPass.OUTPUT = {
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'Default': 0,
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'SAO': 1,
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'Normal': 2
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};
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export { SAOPass };
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