three
Version:
JavaScript 3D library
726 lines (531 loc) • 19.8 kB
JavaScript
import {
AddEquation,
Color,
CustomBlending,
DataTexture,
DepthTexture,
DepthStencilFormat,
DstAlphaFactor,
DstColorFactor,
HalfFloatType,
MeshNormalMaterial,
NearestFilter,
NoBlending,
RepeatWrapping,
RGBAFormat,
ShaderMaterial,
UniformsUtils,
UnsignedByteType,
UnsignedInt248Type,
WebGLRenderTarget,
ZeroFactor
} from 'three';
import { Pass, FullScreenQuad } from './Pass.js';
import { generateMagicSquareNoise, GTAOShader, GTAODepthShader, GTAOBlendShader } from '../shaders/GTAOShader.js';
import { generatePdSamplePointInitializer, PoissonDenoiseShader } from '../shaders/PoissonDenoiseShader.js';
import { CopyShader } from '../shaders/CopyShader.js';
import { SimplexNoise } from '../math/SimplexNoise.js';
/**
* A pass for an GTAO effect.
*
* `GTAOPass` provides better quality than {@link SSAOPass} but is also more expensive.
*
* ```js
* const gtaoPass = new GTAOPass( scene, camera, width, height );
* gtaoPass.output = GTAOPass.OUTPUT.Denoise;
* composer.addPass( gtaoPass );
* ```
*
* @augments Pass
*/
class GTAOPass extends Pass {
/**
* Constructs a new GTAO pass.
*
* @param {Scene} scene - The scene to compute the AO for.
* @param {Camera} camera - The camera.
* @param {number} [width=512] - The width of the effect.
* @param {number} [height=512] - The height of the effect.
* @param {Object} [parameters] - The pass parameters.
* @param {Object} [aoParameters] - The AO parameters.
* @param {Object} [pdParameters] - The denoise parameters.
*/
constructor( scene, camera, width = 512, height = 512, parameters, aoParameters, pdParameters ) {
super();
/**
* The width of the effect.
*
* @type {number}
* @default 512
*/
this.width = width;
/**
* The height of the effect.
*
* @type {number}
* @default 512
*/
this.height = height;
/**
* Overwritten to perform a clear operation by default.
*
* @type {boolean}
* @default true
*/
this.clear = true;
/**
* The camera.
*
* @type {Camera}
*/
this.camera = camera;
/**
* The scene to render the AO for.
*
* @type {Scene}
*/
this.scene = scene;
/**
* The output configuration.
*
* @type {number}
* @default 0
*/
this.output = 0;
this._renderGBuffer = true;
this._visibilityCache = new Map();
/**
* The AO blend intensity.
*
* @type {number}
* @default 1
*/
this.blendIntensity = 1.;
/**
* The number of Poisson Denoise rings.
*
* @type {number}
* @default 2
*/
this.pdRings = 2.;
/**
* The Poisson Denoise radius exponent.
*
* @type {number}
* @default 2
*/
this.pdRadiusExponent = 2.;
/**
* The Poisson Denoise sample count.
*
* @type {number}
* @default 16
*/
this.pdSamples = 16;
this.gtaoNoiseTexture = generateMagicSquareNoise();
this.pdNoiseTexture = this._generateNoise();
this.gtaoRenderTarget = new WebGLRenderTarget( this.width, this.height, { type: HalfFloatType } );
this.pdRenderTarget = this.gtaoRenderTarget.clone();
this.gtaoMaterial = new ShaderMaterial( {
defines: Object.assign( {}, GTAOShader.defines ),
uniforms: UniformsUtils.clone( GTAOShader.uniforms ),
vertexShader: GTAOShader.vertexShader,
fragmentShader: GTAOShader.fragmentShader,
blending: NoBlending,
depthTest: false,
depthWrite: false,
} );
this.gtaoMaterial.defines.PERSPECTIVE_CAMERA = this.camera.isPerspectiveCamera ? 1 : 0;
this.gtaoMaterial.uniforms.tNoise.value = this.gtaoNoiseTexture;
this.gtaoMaterial.uniforms.resolution.value.set( this.width, this.height );
this.gtaoMaterial.uniforms.cameraNear.value = this.camera.near;
this.gtaoMaterial.uniforms.cameraFar.value = this.camera.far;
this.normalMaterial = new MeshNormalMaterial();
this.normalMaterial.blending = NoBlending;
this.pdMaterial = new ShaderMaterial( {
defines: Object.assign( {}, PoissonDenoiseShader.defines ),
uniforms: UniformsUtils.clone( PoissonDenoiseShader.uniforms ),
vertexShader: PoissonDenoiseShader.vertexShader,
fragmentShader: PoissonDenoiseShader.fragmentShader,
depthTest: false,
depthWrite: false,
} );
this.pdMaterial.uniforms.tDiffuse.value = this.gtaoRenderTarget.texture;
this.pdMaterial.uniforms.tNoise.value = this.pdNoiseTexture;
this.pdMaterial.uniforms.resolution.value.set( this.width, this.height );
this.pdMaterial.uniforms.lumaPhi.value = 10;
this.pdMaterial.uniforms.depthPhi.value = 2;
this.pdMaterial.uniforms.normalPhi.value = 3;
this.pdMaterial.uniforms.radius.value = 8;
this.depthRenderMaterial = new ShaderMaterial( {
defines: Object.assign( {}, GTAODepthShader.defines ),
uniforms: UniformsUtils.clone( GTAODepthShader.uniforms ),
vertexShader: GTAODepthShader.vertexShader,
fragmentShader: GTAODepthShader.fragmentShader,
blending: NoBlending
} );
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.blendMaterial = new ShaderMaterial( {
uniforms: UniformsUtils.clone( GTAOBlendShader.uniforms ),
vertexShader: GTAOBlendShader.vertexShader,
fragmentShader: GTAOBlendShader.fragmentShader,
transparent: true,
depthTest: false,
depthWrite: false,
blending: CustomBlending,
blendSrc: DstColorFactor,
blendDst: ZeroFactor,
blendEquation: AddEquation,
blendSrcAlpha: DstAlphaFactor,
blendDstAlpha: ZeroFactor,
blendEquationAlpha: AddEquation
} );
this._fsQuad = new FullScreenQuad( null );
this._originalClearColor = new Color();
this.setGBuffer( parameters ? parameters.depthTexture : undefined, parameters ? parameters.normalTexture : undefined );
if ( aoParameters !== undefined ) {
this.updateGtaoMaterial( aoParameters );
}
if ( pdParameters !== undefined ) {
this.updatePdMaterial( pdParameters );
}
}
/**
* Sets the size of the pass.
*
* @param {number} width - The width to set.
* @param {number} height - The width to set.
*/
setSize( width, height ) {
this.width = width;
this.height = height;
this.gtaoRenderTarget.setSize( width, height );
this.normalRenderTarget.setSize( width, height );
this.pdRenderTarget.setSize( width, height );
this.gtaoMaterial.uniforms.resolution.value.set( width, height );
this.gtaoMaterial.uniforms.cameraProjectionMatrix.value.copy( this.camera.projectionMatrix );
this.gtaoMaterial.uniforms.cameraProjectionMatrixInverse.value.copy( this.camera.projectionMatrixInverse );
this.pdMaterial.uniforms.resolution.value.set( width, height );
this.pdMaterial.uniforms.cameraProjectionMatrixInverse.value.copy( this.camera.projectionMatrixInverse );
}
/**
* Frees the GPU-related resources allocated by this instance. Call this
* method whenever the pass is no longer used in your app.
*/
dispose() {
this.gtaoNoiseTexture.dispose();
this.pdNoiseTexture.dispose();
this.normalRenderTarget.dispose();
this.gtaoRenderTarget.dispose();
this.pdRenderTarget.dispose();
this.normalMaterial.dispose();
this.pdMaterial.dispose();
this.copyMaterial.dispose();
this.depthRenderMaterial.dispose();
this._fsQuad.dispose();
}
/**
* A texture holding the computed AO.
*
* @type {Texture}
* @readonly
*/
get gtaoMap() {
return this.pdRenderTarget.texture;
}
/**
* Configures the GBuffer of this pass. If no arguments are passed,
* the pass creates an internal render target for holding depth
* and normal data.
*
* @param {DepthTexture} [depthTexture] - The depth texture.
* @param {DepthTexture} [normalTexture] - The normal texture.
*/
setGBuffer( depthTexture, normalTexture ) {
if ( depthTexture !== undefined ) {
this.depthTexture = depthTexture;
this.normalTexture = normalTexture;
this._renderGBuffer = false;
} else {
this.depthTexture = new DepthTexture();
this.depthTexture.format = DepthStencilFormat;
this.depthTexture.type = UnsignedInt248Type;
this.normalRenderTarget = new WebGLRenderTarget( this.width, this.height, {
minFilter: NearestFilter,
magFilter: NearestFilter,
type: HalfFloatType,
depthTexture: this.depthTexture
} );
this.normalTexture = this.normalRenderTarget.texture;
this._renderGBuffer = true;
}
const normalVectorType = ( this.normalTexture ) ? 1 : 0;
const depthValueSource = ( this.depthTexture === this.normalTexture ) ? 'w' : 'x';
this.gtaoMaterial.defines.NORMAL_VECTOR_TYPE = normalVectorType;
this.gtaoMaterial.defines.DEPTH_SWIZZLING = depthValueSource;
this.gtaoMaterial.uniforms.tNormal.value = this.normalTexture;
this.gtaoMaterial.uniforms.tDepth.value = this.depthTexture;
this.pdMaterial.defines.NORMAL_VECTOR_TYPE = normalVectorType;
this.pdMaterial.defines.DEPTH_SWIZZLING = depthValueSource;
this.pdMaterial.uniforms.tNormal.value = this.normalTexture;
this.pdMaterial.uniforms.tDepth.value = this.depthTexture;
this.depthRenderMaterial.uniforms.tDepth.value = this.normalRenderTarget.depthTexture;
}
/**
* Configures the clip box of the GTAO shader with the given AABB.
*
* @param {?Box3} box - The AABB enclosing the scene that should receive AO. When passing
* `null`, to clip box is used.
*/
setSceneClipBox( box ) {
if ( box ) {
this.gtaoMaterial.needsUpdate = this.gtaoMaterial.defines.SCENE_CLIP_BOX !== 1;
this.gtaoMaterial.defines.SCENE_CLIP_BOX = 1;
this.gtaoMaterial.uniforms.sceneBoxMin.value.copy( box.min );
this.gtaoMaterial.uniforms.sceneBoxMax.value.copy( box.max );
} else {
this.gtaoMaterial.needsUpdate = this.gtaoMaterial.defines.SCENE_CLIP_BOX === 0;
this.gtaoMaterial.defines.SCENE_CLIP_BOX = 0;
}
}
/**
* Updates the GTAO material from the given paramter object.
*
* @param {Object} parameters - The GTAO material parameters.
*/
updateGtaoMaterial( parameters ) {
if ( parameters.radius !== undefined ) {
this.gtaoMaterial.uniforms.radius.value = parameters.radius;
}
if ( parameters.distanceExponent !== undefined ) {
this.gtaoMaterial.uniforms.distanceExponent.value = parameters.distanceExponent;
}
if ( parameters.thickness !== undefined ) {
this.gtaoMaterial.uniforms.thickness.value = parameters.thickness;
}
if ( parameters.distanceFallOff !== undefined ) {
this.gtaoMaterial.uniforms.distanceFallOff.value = parameters.distanceFallOff;
this.gtaoMaterial.needsUpdate = true;
}
if ( parameters.scale !== undefined ) {
this.gtaoMaterial.uniforms.scale.value = parameters.scale;
}
if ( parameters.samples !== undefined && parameters.samples !== this.gtaoMaterial.defines.SAMPLES ) {
this.gtaoMaterial.defines.SAMPLES = parameters.samples;
this.gtaoMaterial.needsUpdate = true;
}
if ( parameters.screenSpaceRadius !== undefined && ( parameters.screenSpaceRadius ? 1 : 0 ) !== this.gtaoMaterial.defines.SCREEN_SPACE_RADIUS ) {
this.gtaoMaterial.defines.SCREEN_SPACE_RADIUS = parameters.screenSpaceRadius ? 1 : 0;
this.gtaoMaterial.needsUpdate = true;
}
}
/**
* Updates the Denoise material from the given paramter object.
*
* @param {Object} parameters - The denoise parameters.
*/
updatePdMaterial( parameters ) {
let updateShader = false;
if ( parameters.lumaPhi !== undefined ) {
this.pdMaterial.uniforms.lumaPhi.value = parameters.lumaPhi;
}
if ( parameters.depthPhi !== undefined ) {
this.pdMaterial.uniforms.depthPhi.value = parameters.depthPhi;
}
if ( parameters.normalPhi !== undefined ) {
this.pdMaterial.uniforms.normalPhi.value = parameters.normalPhi;
}
if ( parameters.radius !== undefined && parameters.radius !== this.radius ) {
this.pdMaterial.uniforms.radius.value = parameters.radius;
}
if ( parameters.radiusExponent !== undefined && parameters.radiusExponent !== this.pdRadiusExponent ) {
this.pdRadiusExponent = parameters.radiusExponent;
updateShader = true;
}
if ( parameters.rings !== undefined && parameters.rings !== this.pdRings ) {
this.pdRings = parameters.rings;
updateShader = true;
}
if ( parameters.samples !== undefined && parameters.samples !== this.pdSamples ) {
this.pdSamples = parameters.samples;
updateShader = true;
}
if ( updateShader ) {
this.pdMaterial.defines.SAMPLES = this.pdSamples;
this.pdMaterial.defines.SAMPLE_VECTORS = generatePdSamplePointInitializer( this.pdSamples, this.pdRings, this.pdRadiusExponent );
this.pdMaterial.needsUpdate = true;
}
}
/**
* Performs the GTAO pass.
*
* @param {WebGLRenderer} renderer - The renderer.
* @param {WebGLRenderTarget} writeBuffer - The write buffer. This buffer is intended as the rendering
* destination for the pass.
* @param {WebGLRenderTarget} readBuffer - The read buffer. The pass can access the result from the
* previous pass from this buffer.
* @param {number} deltaTime - The delta time in seconds.
* @param {boolean} maskActive - Whether masking is active or not.
*/
render( renderer, writeBuffer, readBuffer /*, deltaTime, maskActive */ ) {
// render normals and depth (honor only meshes, points and lines do not contribute to AO)
if ( this._renderGBuffer ) {
this._overrideVisibility();
this._renderOverride( renderer, this.normalMaterial, this.normalRenderTarget, 0x7777ff, 1.0 );
this._restoreVisibility();
}
// render AO
this.gtaoMaterial.uniforms.cameraNear.value = this.camera.near;
this.gtaoMaterial.uniforms.cameraFar.value = this.camera.far;
this.gtaoMaterial.uniforms.cameraProjectionMatrix.value.copy( this.camera.projectionMatrix );
this.gtaoMaterial.uniforms.cameraProjectionMatrixInverse.value.copy( this.camera.projectionMatrixInverse );
this.gtaoMaterial.uniforms.cameraWorldMatrix.value.copy( this.camera.matrixWorld );
this._renderPass( renderer, this.gtaoMaterial, this.gtaoRenderTarget, 0xffffff, 1.0 );
// render poisson denoise
this.pdMaterial.uniforms.cameraProjectionMatrixInverse.value.copy( this.camera.projectionMatrixInverse );
this._renderPass( renderer, this.pdMaterial, this.pdRenderTarget, 0xffffff, 1.0 );
// output result to screen
switch ( this.output ) {
case GTAOPass.OUTPUT.Off:
break;
case GTAOPass.OUTPUT.Diffuse:
this.copyMaterial.uniforms.tDiffuse.value = readBuffer.texture;
this.copyMaterial.blending = NoBlending;
this._renderPass( renderer, this.copyMaterial, this.renderToScreen ? null : writeBuffer );
break;
case GTAOPass.OUTPUT.AO:
this.copyMaterial.uniforms.tDiffuse.value = this.gtaoRenderTarget.texture;
this.copyMaterial.blending = NoBlending;
this._renderPass( renderer, this.copyMaterial, this.renderToScreen ? null : writeBuffer );
break;
case GTAOPass.OUTPUT.Denoise:
this.copyMaterial.uniforms.tDiffuse.value = this.pdRenderTarget.texture;
this.copyMaterial.blending = NoBlending;
this._renderPass( renderer, this.copyMaterial, this.renderToScreen ? null : writeBuffer );
break;
case GTAOPass.OUTPUT.Depth:
this.depthRenderMaterial.uniforms.cameraNear.value = this.camera.near;
this.depthRenderMaterial.uniforms.cameraFar.value = this.camera.far;
this._renderPass( renderer, this.depthRenderMaterial, this.renderToScreen ? null : writeBuffer );
break;
case GTAOPass.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 GTAOPass.OUTPUT.Default:
this.copyMaterial.uniforms.tDiffuse.value = readBuffer.texture;
this.copyMaterial.blending = NoBlending;
this._renderPass( renderer, this.copyMaterial, this.renderToScreen ? null : writeBuffer );
this.blendMaterial.uniforms.intensity.value = this.blendIntensity;
this.blendMaterial.uniforms.tDiffuse.value = this.pdRenderTarget.texture;
this._renderPass( renderer, this.blendMaterial, this.renderToScreen ? null : writeBuffer );
break;
default:
console.warn( 'THREE.GTAOPass: Unknown output type.' );
}
}
// internals
_renderPass( renderer, passMaterial, renderTarget, clearColor, clearAlpha ) {
// save original state
renderer.getClearColor( this._originalClearColor );
const originalClearAlpha = renderer.getClearAlpha();
const originalAutoClear = renderer.autoClear;
renderer.setRenderTarget( renderTarget );
// setup pass state
renderer.autoClear = false;
if ( ( clearColor !== undefined ) && ( clearColor !== null ) ) {
renderer.setClearColor( clearColor );
renderer.setClearAlpha( clearAlpha || 0.0 );
renderer.clear();
}
this._fsQuad.material = passMaterial;
this._fsQuad.render( renderer );
// restore original state
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 !== undefined ) && ( clearColor !== null ) ) {
renderer.setClearColor( clearColor );
renderer.setClearAlpha( clearAlpha || 0.0 );
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 );
}
_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();
}
_generateNoise( size = 64 ) {
const simplex = new SimplexNoise();
const arraySize = size * size * 4;
const data = new Uint8Array( arraySize );
for ( let i = 0; i < size; i ++ ) {
for ( let j = 0; j < size; j ++ ) {
const x = i;
const y = j;
data[ ( i * size + j ) * 4 ] = ( simplex.noise( x, y ) * 0.5 + 0.5 ) * 255;
data[ ( i * size + j ) * 4 + 1 ] = ( simplex.noise( x + size, y ) * 0.5 + 0.5 ) * 255;
data[ ( i * size + j ) * 4 + 2 ] = ( simplex.noise( x, y + size ) * 0.5 + 0.5 ) * 255;
data[ ( i * size + j ) * 4 + 3 ] = ( simplex.noise( x + size, y + size ) * 0.5 + 0.5 ) * 255;
}
}
const noiseTexture = new DataTexture( data, size, size, RGBAFormat, UnsignedByteType );
noiseTexture.wrapS = RepeatWrapping;
noiseTexture.wrapT = RepeatWrapping;
noiseTexture.needsUpdate = true;
return noiseTexture;
}
}
GTAOPass.OUTPUT = {
'Off': - 1,
'Default': 0,
'Diffuse': 1,
'Depth': 2,
'Normal': 3,
'AO': 4,
'Denoise': 5,
};
export { GTAOPass };