three-stdlib
Version:
stand-alone library of threejs examples
277 lines (276 loc) • 12.9 kB
JavaScript
"use strict";
var __defProp = Object.defineProperty;
var __defNormalProp = (obj, key, value) => key in obj ? __defProp(obj, key, { enumerable: true, configurable: true, writable: true, value }) : obj[key] = value;
var __publicField = (obj, key, value) => {
__defNormalProp(obj, typeof key !== "symbol" ? key + "" : key, value);
return value;
};
Object.defineProperty(exports, Symbol.toStringTag, { value: "Module" });
const THREE = require("three");
const Pass = require("./Pass.cjs");
const SimplexNoise = require("../math/SimplexNoise.cjs");
const SSAOShader = require("../shaders/SSAOShader.cjs");
const CopyShader = require("../shaders/CopyShader.cjs");
const SSAOPass = /* @__PURE__ */ (() => {
const _SSAOPass = class extends Pass.Pass {
constructor(scene, camera, width, height) {
super();
this.width = width !== void 0 ? width : 512;
this.height = height !== void 0 ? height : 512;
this.clear = true;
this.camera = camera;
this.scene = scene;
this.kernelRadius = 8;
this.kernelSize = 32;
this.kernel = [];
this.noiseTexture = null;
this.output = 0;
this.minDistance = 5e-3;
this.maxDistance = 0.1;
this._visibilityCache = /* @__PURE__ */ new Map();
this.generateSampleKernel();
this.generateRandomKernelRotations();
const depthTexture = new THREE.DepthTexture();
depthTexture.format = THREE.DepthStencilFormat;
depthTexture.type = THREE.UnsignedInt248Type;
this.beautyRenderTarget = new THREE.WebGLRenderTarget(this.width, this.height);
this.normalRenderTarget = new THREE.WebGLRenderTarget(this.width, this.height, {
minFilter: THREE.NearestFilter,
magFilter: THREE.NearestFilter,
depthTexture
});
this.ssaoRenderTarget = new THREE.WebGLRenderTarget(this.width, this.height);
this.blurRenderTarget = this.ssaoRenderTarget.clone();
if (SSAOShader.SSAOShader === void 0) {
console.error("THREE.SSAOPass: The pass relies on SSAOShader.");
}
this.ssaoMaterial = new THREE.ShaderMaterial({
defines: Object.assign({}, SSAOShader.SSAOShader.defines),
uniforms: THREE.UniformsUtils.clone(SSAOShader.SSAOShader.uniforms),
vertexShader: SSAOShader.SSAOShader.vertexShader,
fragmentShader: SSAOShader.SSAOShader.fragmentShader,
blending: THREE.NoBlending
});
this.ssaoMaterial.uniforms["tDiffuse"].value = this.beautyRenderTarget.texture;
this.ssaoMaterial.uniforms["tNormal"].value = this.normalRenderTarget.texture;
this.ssaoMaterial.uniforms["tDepth"].value = this.normalRenderTarget.depthTexture;
this.ssaoMaterial.uniforms["tNoise"].value = this.noiseTexture;
this.ssaoMaterial.uniforms["kernel"].value = this.kernel;
this.ssaoMaterial.uniforms["cameraNear"].value = this.camera.near;
this.ssaoMaterial.uniforms["cameraFar"].value = this.camera.far;
this.ssaoMaterial.uniforms["resolution"].value.set(this.width, this.height);
this.ssaoMaterial.uniforms["cameraProjectionMatrix"].value.copy(this.camera.projectionMatrix);
this.ssaoMaterial.uniforms["cameraInverseProjectionMatrix"].value.copy(this.camera.projectionMatrixInverse);
this.normalMaterial = new THREE.MeshNormalMaterial();
this.normalMaterial.blending = THREE.NoBlending;
this.blurMaterial = new THREE.ShaderMaterial({
defines: Object.assign({}, SSAOShader.SSAOBlurShader.defines),
uniforms: THREE.UniformsUtils.clone(SSAOShader.SSAOBlurShader.uniforms),
vertexShader: SSAOShader.SSAOBlurShader.vertexShader,
fragmentShader: SSAOShader.SSAOBlurShader.fragmentShader
});
this.blurMaterial.uniforms["tDiffuse"].value = this.ssaoRenderTarget.texture;
this.blurMaterial.uniforms["resolution"].value.set(this.width, this.height);
this.depthRenderMaterial = new THREE.ShaderMaterial({
defines: Object.assign({}, SSAOShader.SSAODepthShader.defines),
uniforms: THREE.UniformsUtils.clone(SSAOShader.SSAODepthShader.uniforms),
vertexShader: SSAOShader.SSAODepthShader.vertexShader,
fragmentShader: SSAOShader.SSAODepthShader.fragmentShader,
blending: THREE.NoBlending
});
this.depthRenderMaterial.uniforms["tDepth"].value = this.normalRenderTarget.depthTexture;
this.depthRenderMaterial.uniforms["cameraNear"].value = this.camera.near;
this.depthRenderMaterial.uniforms["cameraFar"].value = this.camera.far;
this.copyMaterial = new THREE.ShaderMaterial({
uniforms: THREE.UniformsUtils.clone(CopyShader.CopyShader.uniforms),
vertexShader: CopyShader.CopyShader.vertexShader,
fragmentShader: CopyShader.CopyShader.fragmentShader,
transparent: true,
depthTest: false,
depthWrite: false,
blendSrc: THREE.DstColorFactor,
blendDst: THREE.ZeroFactor,
blendEquation: THREE.AddEquation,
blendSrcAlpha: THREE.DstAlphaFactor,
blendDstAlpha: THREE.ZeroFactor,
blendEquationAlpha: THREE.AddEquation
});
this.fsQuad = new Pass.FullScreenQuad(null);
this.originalClearColor = new THREE.Color();
}
dispose() {
this.beautyRenderTarget.dispose();
this.normalRenderTarget.dispose();
this.ssaoRenderTarget.dispose();
this.blurRenderTarget.dispose();
this.normalMaterial.dispose();
this.blurMaterial.dispose();
this.copyMaterial.dispose();
this.depthRenderMaterial.dispose();
this.fsQuad.dispose();
}
render(renderer, writeBuffer) {
if (renderer.capabilities.isWebGL2 === false)
this.noiseTexture.format = THREE.LuminanceFormat;
renderer.setRenderTarget(this.beautyRenderTarget);
renderer.clear();
renderer.render(this.scene, this.camera);
this.overrideVisibility();
this.renderOverride(renderer, this.normalMaterial, this.normalRenderTarget, 7829503, 1);
this.restoreVisibility();
this.ssaoMaterial.uniforms["kernelRadius"].value = this.kernelRadius;
this.ssaoMaterial.uniforms["minDistance"].value = this.minDistance;
this.ssaoMaterial.uniforms["maxDistance"].value = this.maxDistance;
this.renderPass(renderer, this.ssaoMaterial, this.ssaoRenderTarget);
this.renderPass(renderer, this.blurMaterial, this.blurRenderTarget);
switch (this.output) {
case _SSAOPass.OUTPUT.SSAO:
this.copyMaterial.uniforms["tDiffuse"].value = this.ssaoRenderTarget.texture;
this.copyMaterial.blending = THREE.NoBlending;
this.renderPass(renderer, this.copyMaterial, this.renderToScreen ? null : writeBuffer);
break;
case _SSAOPass.OUTPUT.Blur:
this.copyMaterial.uniforms["tDiffuse"].value = this.blurRenderTarget.texture;
this.copyMaterial.blending = THREE.NoBlending;
this.renderPass(renderer, this.copyMaterial, this.renderToScreen ? null : writeBuffer);
break;
case _SSAOPass.OUTPUT.Beauty:
this.copyMaterial.uniforms["tDiffuse"].value = this.beautyRenderTarget.texture;
this.copyMaterial.blending = THREE.NoBlending;
this.renderPass(renderer, this.copyMaterial, this.renderToScreen ? null : writeBuffer);
break;
case _SSAOPass.OUTPUT.Depth:
this.renderPass(renderer, this.depthRenderMaterial, this.renderToScreen ? null : writeBuffer);
break;
case _SSAOPass.OUTPUT.Normal:
this.copyMaterial.uniforms["tDiffuse"].value = this.normalRenderTarget.texture;
this.copyMaterial.blending = THREE.NoBlending;
this.renderPass(renderer, this.copyMaterial, this.renderToScreen ? null : writeBuffer);
break;
case _SSAOPass.OUTPUT.Default:
this.copyMaterial.uniforms["tDiffuse"].value = this.beautyRenderTarget.texture;
this.copyMaterial.blending = THREE.NoBlending;
this.renderPass(renderer, this.copyMaterial, this.renderToScreen ? null : writeBuffer);
this.copyMaterial.uniforms["tDiffuse"].value = this.blurRenderTarget.texture;
this.copyMaterial.blending = THREE.CustomBlending;
this.renderPass(renderer, this.copyMaterial, this.renderToScreen ? null : writeBuffer);
break;
default:
console.warn("THREE.SSAOPass: Unknown output type.");
}
}
renderPass(renderer, passMaterial, renderTarget, clearColor, clearAlpha) {
renderer.getClearColor(this.originalClearColor);
const originalClearAlpha = renderer.getClearAlpha();
const originalAutoClear = renderer.autoClear;
renderer.setRenderTarget(renderTarget);
renderer.autoClear = false;
if (clearColor !== void 0 && clearColor !== null) {
renderer.setClearColor(clearColor);
renderer.setClearAlpha(clearAlpha || 0);
renderer.clear();
}
this.fsQuad.material = passMaterial;
this.fsQuad.render(renderer);
renderer.autoClear = originalAutoClear;
renderer.setClearColor(this.originalClearColor);
renderer.setClearAlpha(originalClearAlpha);
}
renderOverride(renderer, overrideMaterial, renderTarget, clearColor, clearAlpha) {
renderer.getClearColor(this.originalClearColor);
const originalClearAlpha = renderer.getClearAlpha();
const originalAutoClear = renderer.autoClear;
renderer.setRenderTarget(renderTarget);
renderer.autoClear = false;
clearColor = overrideMaterial.clearColor || clearColor;
clearAlpha = overrideMaterial.clearAlpha || clearAlpha;
if (clearColor !== void 0 && clearColor !== null) {
renderer.setClearColor(clearColor);
renderer.setClearAlpha(clearAlpha || 0);
renderer.clear();
}
this.scene.overrideMaterial = overrideMaterial;
renderer.render(this.scene, this.camera);
this.scene.overrideMaterial = null;
renderer.autoClear = originalAutoClear;
renderer.setClearColor(this.originalClearColor);
renderer.setClearAlpha(originalClearAlpha);
}
setSize(width, height) {
this.width = width;
this.height = height;
this.beautyRenderTarget.setSize(width, height);
this.ssaoRenderTarget.setSize(width, height);
this.normalRenderTarget.setSize(width, height);
this.blurRenderTarget.setSize(width, height);
this.ssaoMaterial.uniforms["resolution"].value.set(width, height);
this.ssaoMaterial.uniforms["cameraProjectionMatrix"].value.copy(this.camera.projectionMatrix);
this.ssaoMaterial.uniforms["cameraInverseProjectionMatrix"].value.copy(this.camera.projectionMatrixInverse);
this.blurMaterial.uniforms["resolution"].value.set(width, height);
}
generateSampleKernel() {
const kernelSize = this.kernelSize;
const kernel = this.kernel;
for (let i = 0; i < kernelSize; i++) {
const sample = new THREE.Vector3();
sample.x = Math.random() * 2 - 1;
sample.y = Math.random() * 2 - 1;
sample.z = Math.random();
sample.normalize();
let scale = i / kernelSize;
scale = THREE.MathUtils.lerp(0.1, 1, scale * scale);
sample.multiplyScalar(scale);
kernel.push(sample);
}
}
generateRandomKernelRotations() {
const width = 4, height = 4;
if (SimplexNoise.SimplexNoise === void 0) {
console.error("THREE.SSAOPass: The pass relies on SimplexNoise.");
}
const simplex = new SimplexNoise.SimplexNoise();
const size = width * height;
const data = new Float32Array(size);
for (let i = 0; i < size; i++) {
const x = Math.random() * 2 - 1;
const y = Math.random() * 2 - 1;
const z = 0;
data[i] = simplex.noise3d(x, y, z);
}
this.noiseTexture = new THREE.DataTexture(data, width, height, THREE.RedFormat, THREE.FloatType);
this.noiseTexture.wrapS = THREE.RepeatWrapping;
this.noiseTexture.wrapT = THREE.RepeatWrapping;
this.noiseTexture.needsUpdate = true;
}
overrideVisibility() {
const scene = this.scene;
const cache = this._visibilityCache;
scene.traverse(function(object) {
cache.set(object, object.visible);
if (object.isPoints || object.isLine)
object.visible = false;
});
}
restoreVisibility() {
const scene = this.scene;
const cache = this._visibilityCache;
scene.traverse(function(object) {
const visible = cache.get(object);
object.visible = visible;
});
cache.clear();
}
};
let SSAOPass2 = _SSAOPass;
__publicField(SSAOPass2, "OUTPUT", {
Default: 0,
SSAO: 1,
Blur: 2,
Beauty: 3,
Depth: 4,
Normal: 5
});
return SSAOPass2;
})();
exports.SSAOPass = SSAOPass;
//# sourceMappingURL=SSAOPass.cjs.map