@needle-tools/engine
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Needle Engine is a web-based runtime for 3D apps. It runs on your machine for development with great integrations into editors like Unity or Blender - and can be deployed onto any device! It is flexible, extensible and networking and XR are built-in.
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JavaScript
var __decorate = (this && this.__decorate) || function (decorators, target, key, desc) {
var c = arguments.length, r = c < 3 ? target : desc === null ? desc = Object.getOwnPropertyDescriptor(target, key) : desc, d;
if (typeof Reflect === "object" && typeof Reflect.decorate === "function") r = Reflect.decorate(decorators, target, key, desc);
else for (var i = decorators.length - 1; i >= 0; i--) if (d = decorators[i]) r = (c < 3 ? d(r) : c > 3 ? d(target, key, r) : d(target, key)) || r;
return c > 3 && r && Object.defineProperty(target, key, r), r;
};
import { Color, PerspectiveCamera } from "three";
import { MODULES } from "../../../engine/engine_modules.js";
import { serializable } from "../../../engine/engine_serialization.js";
import { PostProcessingEffect } from "../PostProcessingEffect.js";
import { VolumeParameter } from "../VolumeParameter.js";
import { registerCustomEffectType } from "../VolumeProfile.js";
/** Screenspace Ambient Occlusion post-processing effect.
* We recommend using ScreenSpaceAmbientOcclusionN8 instead.
* @category Effects
* @group Components
*/
export class ScreenSpaceAmbientOcclusion extends PostProcessingEffect {
get typeName() {
return "ScreenSpaceAmbientOcclusion";
}
intensity = new VolumeParameter(2);
falloff = new VolumeParameter(1);
samples = new VolumeParameter(9);
color = new VolumeParameter(new Color(0, 0, 0));
luminanceInfluence = new VolumeParameter(.7);
onBeforeRender() {
if (this._ssao && this.context.mainCamera instanceof PerspectiveCamera) {
const fadeDistance = this.context.mainCamera.far - this.context.mainCamera.near;
this._ssao.ssaoMaterial.worldDistanceFalloff = fadeDistance * .01;
this._ssao.ssaoMaterial.worldDistanceThreshold = this.context.mainCamera.far;
}
}
_ssao;
onCreateEffect() {
const cam = this.context.mainCamera;
const normalPass = new MODULES.POSTPROCESSING.MODULE.NormalPass(this.context.scene, cam);
const depthDownsamplingPass = new MODULES.POSTPROCESSING.MODULE.DepthDownsamplingPass({
normalBuffer: normalPass.texture,
resolutionScale: .5
});
const ssao = this._ssao = new MODULES.POSTPROCESSING.MODULE.SSAOEffect(cam, normalPass.texture, {
normalDepthBuffer: depthDownsamplingPass.texture,
worldDistanceThreshold: 1,
worldDistanceFalloff: 1,
worldProximityThreshold: .1,
worldProximityFalloff: 2,
intensity: 1,
blendFunction: MODULES.POSTPROCESSING.MODULE.BlendFunction.MULTIPLY,
luminanceInfluence: .5,
});
this.intensity.onValueChanged = newValue => {
ssao.intensity = newValue;
};
this.falloff.onValueChanged = newValue => {
ssao.ssaoMaterial.radius = newValue * .1;
};
this.samples.onValueChanged = newValue => {
ssao.ssaoMaterial.samples = newValue;
};
this.color.onValueChanged = newValue => {
if (!ssao.color)
ssao.color = new Color();
ssao.color.copy(newValue);
};
this.luminanceInfluence.onValueChanged = newValue => {
ssao.luminanceInfluence = newValue;
};
const arr = new Array();
arr.push(normalPass);
arr.push(depthDownsamplingPass);
arr.push(ssao);
return arr;
}
}
__decorate([
serializable(VolumeParameter)
], ScreenSpaceAmbientOcclusion.prototype, "intensity", void 0);
__decorate([
serializable(VolumeParameter)
], ScreenSpaceAmbientOcclusion.prototype, "falloff", void 0);
__decorate([
serializable(VolumeParameter)
], ScreenSpaceAmbientOcclusion.prototype, "samples", void 0);
__decorate([
serializable(VolumeParameter)
], ScreenSpaceAmbientOcclusion.prototype, "color", void 0);
__decorate([
serializable(VolumeParameter)
], ScreenSpaceAmbientOcclusion.prototype, "luminanceInfluence", void 0);
registerCustomEffectType("ScreenSpaceAmbientOcclusion", ScreenSpaceAmbientOcclusion);
//# sourceMappingURL=ScreenspaceAmbientOcclusion.js.map