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cione-comp-lib

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`$ yarn add cione-comp-lib` 或者 `$ npm i cione-comp-lib -S`

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import Matrix4 from "../../../claygl/src/math/Matrix4.mjs"; import Texture2D from "../../../claygl/src/Texture2D.mjs"; import Texture from "../../../claygl/src/Texture.mjs"; import Pass from "../../../claygl/src/compositor/Pass.mjs"; import Shader from "../../../claygl/src/Shader.mjs"; import FrameBuffer from "../../../claygl/src/FrameBuffer.mjs"; import cubemapUtil from "../../../claygl/src/util/cubemap.mjs"; import SSRGLSLCode from "./SSR.glsl.mjs"; Shader.import(SSRGLSLCode); function SSRPass(opt) { opt = opt || {}; this._ssrPass = new Pass({ fragment: Shader.source("ecgl.ssr.main"), clearColor: [0, 0, 0, 0] }); this._blurPass1 = new Pass({ fragment: Shader.source("ecgl.ssr.blur"), clearColor: [0, 0, 0, 0] }); this._blurPass2 = new Pass({ fragment: Shader.source("ecgl.ssr.blur"), clearColor: [0, 0, 0, 0] }); this._blendPass = new Pass({ fragment: Shader.source("clay.compositor.blend") }); this._blendPass.material.disableTexturesAll(); this._blendPass.material.enableTexture(["texture1", "texture2"]); this._ssrPass.setUniform("gBufferTexture1", opt.normalTexture); this._ssrPass.setUniform("gBufferTexture2", opt.depthTexture); this._blurPass1.setUniform("gBufferTexture1", opt.normalTexture); this._blurPass1.setUniform("gBufferTexture2", opt.depthTexture); this._blurPass2.setUniform("gBufferTexture1", opt.normalTexture); this._blurPass2.setUniform("gBufferTexture2", opt.depthTexture); this._blurPass2.material.define("fragment", "VERTICAL"); this._blurPass2.material.define("fragment", "BLEND"); this._ssrTexture = new Texture2D({ type: Texture.HALF_FLOAT }); this._texture2 = new Texture2D({ type: Texture.HALF_FLOAT }); this._texture3 = new Texture2D({ type: Texture.HALF_FLOAT }); this._prevTexture = new Texture2D({ type: Texture.HALF_FLOAT }); this._currentTexture = new Texture2D({ type: Texture.HALF_FLOAT }); this._frameBuffer = new FrameBuffer({ depthBuffer: false }); this._normalDistribution = null; this._totalSamples = 256; this._samplePerFrame = 4; this._ssrPass.material.define("fragment", "SAMPLE_PER_FRAME", this._samplePerFrame); this._ssrPass.material.define("fragment", "TOTAL_SAMPLES", this._totalSamples); this._downScale = 1; } SSRPass.prototype.setAmbientCubemap = function(specularCubemap, specularIntensity) { this._ssrPass.material.set("specularCubemap", specularCubemap); this._ssrPass.material.set("specularIntensity", specularIntensity); var enableSpecularMap = specularCubemap && specularIntensity; this._ssrPass.material[enableSpecularMap ? "enableTexture" : "disableTexture"]("specularCubemap"); }; SSRPass.prototype.update = function(renderer, camera, sourceTexture, frame) { var width = renderer.getWidth(); var height = renderer.getHeight(); var ssrTexture = this._ssrTexture; var texture2 = this._texture2; var texture3 = this._texture3; ssrTexture.width = this._prevTexture.width = this._currentTexture.width = width / this._downScale; ssrTexture.height = this._prevTexture.height = this._currentTexture.height = height / this._downScale; texture2.width = texture3.width = width; texture2.height = texture3.height = height; var frameBuffer = this._frameBuffer; var ssrPass = this._ssrPass; var blurPass1 = this._blurPass1; var blurPass2 = this._blurPass2; var blendPass = this._blendPass; var toViewSpace = new Matrix4(); var toWorldSpace = new Matrix4(); Matrix4.transpose(toViewSpace, camera.worldTransform); Matrix4.transpose(toWorldSpace, camera.viewMatrix); ssrPass.setUniform("sourceTexture", sourceTexture); ssrPass.setUniform("projection", camera.projectionMatrix.array); ssrPass.setUniform("projectionInv", camera.invProjectionMatrix.array); ssrPass.setUniform("toViewSpace", toViewSpace.array); ssrPass.setUniform("toWorldSpace", toWorldSpace.array); ssrPass.setUniform("nearZ", camera.near); var percent = frame / this._totalSamples * this._samplePerFrame; ssrPass.setUniform("jitterOffset", percent); ssrPass.setUniform("sampleOffset", frame * this._samplePerFrame); blurPass1.setUniform("textureSize", [ssrTexture.width, ssrTexture.height]); blurPass2.setUniform("textureSize", [width, height]); blurPass2.setUniform("sourceTexture", sourceTexture); blurPass1.setUniform("projection", camera.projectionMatrix.array); blurPass2.setUniform("projection", camera.projectionMatrix.array); frameBuffer.attach(ssrTexture); frameBuffer.bind(renderer); ssrPass.render(renderer); if (this._physicallyCorrect) { frameBuffer.attach(this._currentTexture); blendPass.setUniform("texture1", this._prevTexture); blendPass.setUniform("texture2", ssrTexture); blendPass.material.set({ "weight1": frame >= 1 ? 0.95 : 0, "weight2": frame >= 1 ? 0.05 : 1 }); blendPass.render(renderer); } frameBuffer.attach(texture2); blurPass1.setUniform("texture", this._physicallyCorrect ? this._currentTexture : ssrTexture); blurPass1.render(renderer); frameBuffer.attach(texture3); blurPass2.setUniform("texture", texture2); blurPass2.render(renderer); frameBuffer.unbind(renderer); if (this._physicallyCorrect) { var tmp = this._prevTexture; this._prevTexture = this._currentTexture; this._currentTexture = tmp; } }; SSRPass.prototype.getTargetTexture = function() { return this._texture3; }; SSRPass.prototype.setParameter = function(name, val) { if (name === "maxIteration") { this._ssrPass.material.define("fragment", "MAX_ITERATION", val); } else { this._ssrPass.setUniform(name, val); } }; SSRPass.prototype.setPhysicallyCorrect = function(isPhysicallyCorrect) { if (isPhysicallyCorrect) { if (!this._normalDistribution) { this._normalDistribution = cubemapUtil.generateNormalDistribution(64, this._totalSamples); } this._ssrPass.material.define("fragment", "PHYSICALLY_CORRECT"); this._ssrPass.material.set("normalDistribution", this._normalDistribution); this._ssrPass.material.set("normalDistributionSize", [64, this._totalSamples]); } else { this._ssrPass.material.undefine("fragment", "PHYSICALLY_CORRECT"); } this._physicallyCorrect = isPhysicallyCorrect; }; SSRPass.prototype.setSSAOTexture = function(texture) { var blendPass = this._blurPass2; if (texture) { blendPass.material.enableTexture("ssaoTex"); blendPass.material.set("ssaoTex", texture); } else { blendPass.material.disableTexture("ssaoTex"); } }; SSRPass.prototype.isFinished = function(frame) { if (this._physicallyCorrect) { return frame > this._totalSamples / this._samplePerFrame; } else { return true; } }; SSRPass.prototype.dispose = function(renderer) { this._ssrTexture.dispose(renderer); this._texture2.dispose(renderer); this._texture3.dispose(renderer); this._prevTexture.dispose(renderer); this._currentTexture.dispose(renderer); this._frameBuffer.dispose(renderer); }; export { SSRPass as default };