three-stdlib
Version:
stand-alone library of threejs examples
293 lines (292 loc) • 14.5 kB
JavaScript
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