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three-stdlib

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stand-alone library of threejs examples

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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; }; import { DepthTexture, DepthStencilFormat, UnsignedInt248Type, WebGLRenderTarget, NearestFilter, ShaderMaterial, UniformsUtils, NoBlending, MeshNormalMaterial, DstColorFactor, ZeroFactor, AddEquation, DstAlphaFactor, Color, LuminanceFormat, CustomBlending, Vector3, MathUtils, DataTexture, RedFormat, FloatType, RepeatWrapping } from "three"; import { Pass, FullScreenQuad } from "./Pass.js"; import { SimplexNoise } from "../math/SimplexNoise.js"; import { SSAOShader, SSAOBlurShader, SSAODepthShader } from "../shaders/SSAOShader.js"; import { CopyShader } from "../shaders/CopyShader.js"; const SSAOPass = /* @__PURE__ */ (() => { const _SSAOPass = class extends 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 DepthTexture(); depthTexture.format = DepthStencilFormat; depthTexture.type = UnsignedInt248Type; this.beautyRenderTarget = new WebGLRenderTarget(this.width, this.height); this.normalRenderTarget = new WebGLRenderTarget(this.width, this.height, { minFilter: NearestFilter, magFilter: NearestFilter, depthTexture }); this.ssaoRenderTarget = new WebGLRenderTarget(this.width, this.height); this.blurRenderTarget = this.ssaoRenderTarget.clone(); if (SSAOShader === void 0) { console.error("THREE.SSAOPass: The pass relies on SSAOShader."); } this.ssaoMaterial = new ShaderMaterial({ defines: Object.assign({}, SSAOShader.defines), uniforms: UniformsUtils.clone(SSAOShader.uniforms), vertexShader: SSAOShader.vertexShader, fragmentShader: SSAOShader.fragmentShader, blending: 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 MeshNormalMaterial(); this.normalMaterial.blending = NoBlending; this.blurMaterial = new ShaderMaterial({ defines: Object.assign({}, SSAOBlurShader.defines), uniforms: UniformsUtils.clone(SSAOBlurShader.uniforms), vertexShader: SSAOBlurShader.vertexShader, fragmentShader: SSAOBlurShader.fragmentShader }); this.blurMaterial.uniforms["tDiffuse"].value = this.ssaoRenderTarget.texture; this.blurMaterial.uniforms["resolution"].value.set(this.width, this.height); this.depthRenderMaterial = new ShaderMaterial({ defines: Object.assign({}, SSAODepthShader.defines), uniforms: UniformsUtils.clone(SSAODepthShader.uniforms), vertexShader: SSAODepthShader.vertexShader, fragmentShader: SSAODepthShader.fragmentShader, blending: 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 ShaderMaterial({ uniforms: UniformsUtils.clone(CopyShader.uniforms), vertexShader: CopyShader.vertexShader, fragmentShader: CopyShader.fragmentShader, transparent: true, depthTest: false, depthWrite: false, blendSrc: DstColorFactor, blendDst: ZeroFactor, blendEquation: AddEquation, blendSrcAlpha: DstAlphaFactor, blendDstAlpha: ZeroFactor, blendEquationAlpha: AddEquation }); this.fsQuad = new FullScreenQuad(null); this.originalClearColor = new 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 = 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 = 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 = 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 = 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 = 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 = NoBlending; this.renderPass(renderer, this.copyMaterial, this.renderToScreen ? null : writeBuffer); this.copyMaterial.uniforms["tDiffuse"].value = this.blurRenderTarget.texture; this.copyMaterial.blending = 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 Vector3(); sample.x = Math.random() * 2 - 1; sample.y = Math.random() * 2 - 1; sample.z = Math.random(); sample.normalize(); let scale = i / kernelSize; scale = MathUtils.lerp(0.1, 1, scale * scale); sample.multiplyScalar(scale); kernel.push(sample); } } generateRandomKernelRotations() { const width = 4, height = 4; if (SimplexNoise === void 0) { console.error("THREE.SSAOPass: The pass relies on SimplexNoise."); } const simplex = new 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 DataTexture(data, width, height, RedFormat, FloatType); this.noiseTexture.wrapS = RepeatWrapping; this.noiseTexture.wrapT = 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; })(); export { SSAOPass }; //# sourceMappingURL=SSAOPass.js.map