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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 { Color, Vector2, WebGLRenderTarget, HalfFloatType, NearestFilter, DepthTexture, UnsignedShortType, MeshDepthMaterial, RGBADepthPacking, NoBlending, MeshNormalMaterial, ShaderMaterial, UniformsUtils, CustomBlending, DstColorFactor, ZeroFactor, AddEquation, DstAlphaFactor } from "three"; import { Pass, FullScreenQuad } from "./Pass.js"; import { SAOShader } from "../shaders/SAOShader.js"; import { DepthLimitedBlurShader, BlurShaderUtils } from "../shaders/DepthLimitedBlurShader.js"; import { CopyShader } from "../shaders/CopyShader.js"; import { UnpackDepthRGBAShader } from "../shaders/UnpackDepthRGBAShader.js"; const SAOPass = /* @__PURE__ */ (() => { class SAOPass2 extends Pass { constructor(scene, camera, useDepthTexture = false, useNormals = false, resolution = new Vector2(256, 256)) { super(); this.scene = scene; this.camera = camera; this.clear = true; this.needsSwap = false; this.supportsDepthTextureExtension = useDepthTexture; this.supportsNormalTexture = useNormals; this.originalClearColor = new Color(); this._oldClearColor = new Color(); this.oldClearAlpha = 1; this.params = { output: 0, saoBias: 0.5, saoIntensity: 0.18, saoScale: 1, saoKernelRadius: 100, saoMinResolution: 0, saoBlur: true, saoBlurRadius: 8, saoBlurStdDev: 4, saoBlurDepthCutoff: 0.01 }; this.resolution = new Vector2(resolution.x, resolution.y); this.saoRenderTarget = new WebGLRenderTarget(this.resolution.x, this.resolution.y, { type: HalfFloatType }); this.blurIntermediateRenderTarget = this.saoRenderTarget.clone(); this.beautyRenderTarget = this.saoRenderTarget.clone(); this.normalRenderTarget = new WebGLRenderTarget(this.resolution.x, this.resolution.y, { minFilter: NearestFilter, magFilter: NearestFilter, type: HalfFloatType }); this.depthRenderTarget = this.normalRenderTarget.clone(); let depthTexture; if (this.supportsDepthTextureExtension) { depthTexture = new DepthTexture(); depthTexture.type = UnsignedShortType; this.beautyRenderTarget.depthTexture = depthTexture; this.beautyRenderTarget.depthBuffer = true; } this.depthMaterial = new MeshDepthMaterial(); this.depthMaterial.depthPacking = RGBADepthPacking; this.depthMaterial.blending = NoBlending; this.normalMaterial = new MeshNormalMaterial(); this.normalMaterial.blending = NoBlending; this.saoMaterial = new ShaderMaterial({ defines: Object.assign({}, SAOShader.defines), fragmentShader: SAOShader.fragmentShader, vertexShader: SAOShader.vertexShader, uniforms: UniformsUtils.clone(SAOShader.uniforms) }); this.saoMaterial.extensions.derivatives = true; this.saoMaterial.defines["DEPTH_PACKING"] = this.supportsDepthTextureExtension ? 0 : 1; this.saoMaterial.defines["NORMAL_TEXTURE"] = this.supportsNormalTexture ? 1 : 0; this.saoMaterial.defines["PERSPECTIVE_CAMERA"] = this.camera.isPerspectiveCamera ? 1 : 0; this.saoMaterial.uniforms["tDepth"].value = this.supportsDepthTextureExtension ? depthTexture : this.depthRenderTarget.texture; this.saoMaterial.uniforms["tNormal"].value = this.normalRenderTarget.texture; this.saoMaterial.uniforms["size"].value.set(this.resolution.x, this.resolution.y); this.saoMaterial.uniforms["cameraInverseProjectionMatrix"].value.copy(this.camera.projectionMatrixInverse); this.saoMaterial.uniforms["cameraProjectionMatrix"].value = this.camera.projectionMatrix; this.saoMaterial.blending = NoBlending; this.vBlurMaterial = new ShaderMaterial({ uniforms: UniformsUtils.clone(DepthLimitedBlurShader.uniforms), defines: Object.assign({}, DepthLimitedBlurShader.defines), vertexShader: DepthLimitedBlurShader.vertexShader, fragmentShader: DepthLimitedBlurShader.fragmentShader }); this.vBlurMaterial.defines["DEPTH_PACKING"] = this.supportsDepthTextureExtension ? 0 : 1; this.vBlurMaterial.defines["PERSPECTIVE_CAMERA"] = this.camera.isPerspectiveCamera ? 1 : 0; this.vBlurMaterial.uniforms["tDiffuse"].value = this.saoRenderTarget.texture; this.vBlurMaterial.uniforms["tDepth"].value = this.supportsDepthTextureExtension ? depthTexture : this.depthRenderTarget.texture; this.vBlurMaterial.uniforms["size"].value.set(this.resolution.x, this.resolution.y); this.vBlurMaterial.blending = NoBlending; this.hBlurMaterial = new ShaderMaterial({ uniforms: UniformsUtils.clone(DepthLimitedBlurShader.uniforms), defines: Object.assign({}, DepthLimitedBlurShader.defines), vertexShader: DepthLimitedBlurShader.vertexShader, fragmentShader: DepthLimitedBlurShader.fragmentShader }); this.hBlurMaterial.defines["DEPTH_PACKING"] = this.supportsDepthTextureExtension ? 0 : 1; this.hBlurMaterial.defines["PERSPECTIVE_CAMERA"] = this.camera.isPerspectiveCamera ? 1 : 0; this.hBlurMaterial.uniforms["tDiffuse"].value = this.blurIntermediateRenderTarget.texture; this.hBlurMaterial.uniforms["tDepth"].value = this.supportsDepthTextureExtension ? depthTexture : this.depthRenderTarget.texture; this.hBlurMaterial.uniforms["size"].value.set(this.resolution.x, this.resolution.y); this.hBlurMaterial.blending = NoBlending; this.materialCopy = new ShaderMaterial({ uniforms: UniformsUtils.clone(CopyShader.uniforms), vertexShader: CopyShader.vertexShader, fragmentShader: CopyShader.fragmentShader, blending: NoBlending }); this.materialCopy.transparent = true; this.materialCopy.depthTest = false; this.materialCopy.depthWrite = false; this.materialCopy.blending = CustomBlending; this.materialCopy.blendSrc = DstColorFactor; this.materialCopy.blendDst = ZeroFactor; this.materialCopy.blendEquation = AddEquation; this.materialCopy.blendSrcAlpha = DstAlphaFactor; this.materialCopy.blendDstAlpha = ZeroFactor; this.materialCopy.blendEquationAlpha = AddEquation; this.depthCopy = new ShaderMaterial({ uniforms: UniformsUtils.clone(UnpackDepthRGBAShader.uniforms), vertexShader: UnpackDepthRGBAShader.vertexShader, fragmentShader: UnpackDepthRGBAShader.fragmentShader, blending: NoBlending }); this.fsQuad = new FullScreenQuad(null); } render(renderer, writeBuffer, readBuffer) { if (this.renderToScreen) { this.materialCopy.blending = NoBlending; this.materialCopy.uniforms["tDiffuse"].value = readBuffer.texture; this.materialCopy.needsUpdate = true; this.renderPass(renderer, this.materialCopy, null); } if (this.params.output === 1) { return; } renderer.getClearColor(this._oldClearColor); this.oldClearAlpha = renderer.getClearAlpha(); const oldAutoClear = renderer.autoClear; renderer.autoClear = false; renderer.setRenderTarget(this.depthRenderTarget); renderer.clear(); this.saoMaterial.uniforms["bias"].value = this.params.saoBias; this.saoMaterial.uniforms["intensity"].value = this.params.saoIntensity; this.saoMaterial.uniforms["scale"].value = this.params.saoScale; this.saoMaterial.uniforms["kernelRadius"].value = this.params.saoKernelRadius; this.saoMaterial.uniforms["minResolution"].value = this.params.saoMinResolution; this.saoMaterial.uniforms["cameraNear"].value = this.camera.near; this.saoMaterial.uniforms["cameraFar"].value = this.camera.far; const depthCutoff = this.params.saoBlurDepthCutoff * (this.camera.far - this.camera.near); this.vBlurMaterial.uniforms["depthCutoff"].value = depthCutoff; this.hBlurMaterial.uniforms["depthCutoff"].value = depthCutoff; this.vBlurMaterial.uniforms["cameraNear"].value = this.camera.near; this.vBlurMaterial.uniforms["cameraFar"].value = this.camera.far; this.hBlurMaterial.uniforms["cameraNear"].value = this.camera.near; this.hBlurMaterial.uniforms["cameraFar"].value = this.camera.far; this.params.saoBlurRadius = Math.floor(this.params.saoBlurRadius); if (this.prevStdDev !== this.params.saoBlurStdDev || this.prevNumSamples !== this.params.saoBlurRadius) { BlurShaderUtils.configure( this.vBlurMaterial, this.params.saoBlurRadius, this.params.saoBlurStdDev, new Vector2(0, 1) ); BlurShaderUtils.configure( this.hBlurMaterial, this.params.saoBlurRadius, this.params.saoBlurStdDev, new Vector2(1, 0) ); this.prevStdDev = this.params.saoBlurStdDev; this.prevNumSamples = this.params.saoBlurRadius; } renderer.setClearColor(0); renderer.setRenderTarget(this.beautyRenderTarget); renderer.clear(); renderer.render(this.scene, this.camera); if (!this.supportsDepthTextureExtension) { this.renderOverride(renderer, this.depthMaterial, this.depthRenderTarget, 0, 1); } if (this.supportsNormalTexture) { this.renderOverride(renderer, this.normalMaterial, this.normalRenderTarget, 7829503, 1); } this.renderPass(renderer, this.saoMaterial, this.saoRenderTarget, 16777215, 1); if (this.params.saoBlur) { this.renderPass(renderer, this.vBlurMaterial, this.blurIntermediateRenderTarget, 16777215, 1); this.renderPass(renderer, this.hBlurMaterial, this.saoRenderTarget, 16777215, 1); } let outputMaterial = this.materialCopy; if (this.params.output === 3) { if (this.supportsDepthTextureExtension) { this.materialCopy.uniforms["tDiffuse"].value = this.beautyRenderTarget.depthTexture; this.materialCopy.needsUpdate = true; } else { this.depthCopy.uniforms["tDiffuse"].value = this.depthRenderTarget.texture; this.depthCopy.needsUpdate = true; outputMaterial = this.depthCopy; } } else if (this.params.output === 4) { this.materialCopy.uniforms["tDiffuse"].value = this.normalRenderTarget.texture; this.materialCopy.needsUpdate = true; } else { this.materialCopy.uniforms["tDiffuse"].value = this.saoRenderTarget.texture; this.materialCopy.needsUpdate = true; } if (this.params.output === 0) { outputMaterial.blending = CustomBlending; } else { outputMaterial.blending = NoBlending; } this.renderPass(renderer, outputMaterial, this.renderToScreen ? null : readBuffer); renderer.setClearColor(this._oldClearColor, this.oldClearAlpha); renderer.autoClear = oldAutoClear; } 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.beautyRenderTarget.setSize(width, height); this.saoRenderTarget.setSize(width, height); this.blurIntermediateRenderTarget.setSize(width, height); this.normalRenderTarget.setSize(width, height); this.depthRenderTarget.setSize(width, height); this.saoMaterial.uniforms["size"].value.set(width, height); this.saoMaterial.uniforms["cameraInverseProjectionMatrix"].value.copy(this.camera.projectionMatrixInverse); this.saoMaterial.uniforms["cameraProjectionMatrix"].value = this.camera.projectionMatrix; this.saoMaterial.needsUpdate = true; this.vBlurMaterial.uniforms["size"].value.set(width, height); this.vBlurMaterial.needsUpdate = true; this.hBlurMaterial.uniforms["size"].value.set(width, height); this.hBlurMaterial.needsUpdate = true; } dispose() { this.saoRenderTarget.dispose(); this.blurIntermediateRenderTarget.dispose(); this.beautyRenderTarget.dispose(); this.normalRenderTarget.dispose(); this.depthRenderTarget.dispose(); this.depthMaterial.dispose(); this.normalMaterial.dispose(); this.saoMaterial.dispose(); this.vBlurMaterial.dispose(); this.hBlurMaterial.dispose(); this.materialCopy.dispose(); this.depthCopy.dispose(); this.fsQuad.dispose(); } } __publicField(SAOPass2, "OUTPUT", { Beauty: 1, Default: 0, SAO: 2, Depth: 3, Normal: 4 }); return SAOPass2; })(); export { SAOPass }; //# sourceMappingURL=SAOPass.js.map