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three

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JavaScript 3D library

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import { AddEquation, Color, CustomBlending, DepthTexture, DstAlphaFactor, DstColorFactor, HalfFloatType, MeshNormalMaterial, NearestFilter, NoBlending, ShaderMaterial, UniformsUtils, DepthStencilFormat, UnsignedInt248Type, Vector2, WebGLRenderTarget, ZeroFactor } from 'three'; import { Pass, FullScreenQuad } from './Pass.js'; import { SAOShader } from '../shaders/SAOShader.js'; import { BlurShaderUtils, DepthLimitedBlurShader } from '../shaders/DepthLimitedBlurShader.js'; import { CopyShader } from '../shaders/CopyShader.js'; /** * A SAO implementation inspired from @bhouston previous SAO work. * * `SAOPass` provides better quality than {@link SSAOPass} but is also more expensive. * * ```js * const saoPass = new SAOPass( scene, camera ); * composer.addPass( saoPass ); * ``` * * @augments Pass * @three_import import { SAOPass } from 'three/addons/postprocessing/SAOPass.js'; */ class SAOPass extends Pass { /** * Constructs a new SAO pass. * * @param {Scene} scene - The scene to compute the AO for. * @param {Camera} camera - The camera. * @param {Vector2} [resolution] - The effect's resolution. */ constructor( scene, camera, resolution = new Vector2( 256, 256 ) ) { super(); /** * The scene to render the AO for. * * @type {Scene} */ this.scene = scene; /** * The camera. * * @type {Camera} */ this.camera = camera; /** * Overwritten to perform a clear operation by default. * * @type {boolean} * @default true */ this.clear = true; /** * Overwritten to disable the swap. * * @type {boolean} * @default false */ this.needsSwap = false; this._originalClearColor = new Color(); this._oldClearColor = new Color(); this._oldClearAlpha = 1; /** * The SAO parameter. * * @type {Object} */ 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 }; /** * The effect's resolution. * * @type {Vector2} * @default (256,256) */ 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(); const depthTexture = new DepthTexture(); depthTexture.format = DepthStencilFormat; depthTexture.type = UnsignedInt248Type; this.normalRenderTarget = new WebGLRenderTarget( this.resolution.x, this.resolution.y, { minFilter: NearestFilter, magFilter: NearestFilter, type: HalfFloatType, depthTexture: depthTexture } ); 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.defines[ 'PERSPECTIVE_CAMERA' ] = this.camera.isPerspectiveCamera ? 1 : 0; this.saoMaterial.uniforms[ 'tDepth' ].value = depthTexture; 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' ] = 0; this.vBlurMaterial.defines[ 'PERSPECTIVE_CAMERA' ] = this.camera.isPerspectiveCamera ? 1 : 0; this.vBlurMaterial.uniforms[ 'tDiffuse' ].value = this.saoRenderTarget.texture; this.vBlurMaterial.uniforms[ 'tDepth' ].value = depthTexture; 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' ] = 0; this.hBlurMaterial.defines[ 'PERSPECTIVE_CAMERA' ] = this.camera.isPerspectiveCamera ? 1 : 0; this.hBlurMaterial.uniforms[ 'tDiffuse' ].value = this.blurIntermediateRenderTarget.texture; this.hBlurMaterial.uniforms[ 'tDepth' ].value = depthTexture; 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.fsQuad = new FullScreenQuad( null ); } /** * Performs the SAO 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*/ ) { // Rendering readBuffer first when rendering to screen if ( this.renderToScreen ) { this.materialCopy.blending = NoBlending; this.materialCopy.uniforms[ 'tDiffuse' ].value = readBuffer.texture; this.materialCopy.needsUpdate = true; this._renderPass( renderer, this.materialCopy, null ); } renderer.getClearColor( this._oldClearColor ); this._oldClearAlpha = renderer.getClearAlpha(); const oldAutoClear = renderer.autoClear; renderer.autoClear = false; 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; // this.saoMaterial.uniforms['randomSeed'].value = Math.random(); 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; } // render normal and depth this._renderOverride( renderer, this.normalMaterial, this.normalRenderTarget, 0x7777ff, 1.0 ); // Rendering SAO texture this._renderPass( renderer, this.saoMaterial, this.saoRenderTarget, 0xffffff, 1.0 ); // Blurring SAO texture if ( this.params.saoBlur ) { this._renderPass( renderer, this.vBlurMaterial, this.blurIntermediateRenderTarget, 0xffffff, 1.0 ); this._renderPass( renderer, this.hBlurMaterial, this.saoRenderTarget, 0xffffff, 1.0 ); } const outputMaterial = this.materialCopy; // Setting up SAO rendering if ( this.params.output === SAOPass.OUTPUT.Normal ) { 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; } // Blending depends on output if ( this.params.output === SAOPass.OUTPUT.Default ) { outputMaterial.blending = CustomBlending; } else { outputMaterial.blending = NoBlending; } // Rendering SAOPass result on top of previous pass this._renderPass( renderer, outputMaterial, this.renderToScreen ? null : readBuffer ); renderer.setClearColor( this._oldClearColor, this._oldClearAlpha ); renderer.autoClear = oldAutoClear; } /** * Sets the size of the pass. * * @param {number} width - The width to set. * @param {number} height - The width to set. */ setSize( width, height ) { this.saoRenderTarget.setSize( width, height ); this.blurIntermediateRenderTarget.setSize( width, height ); this.normalRenderTarget.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; } /** * Frees the GPU-related resources allocated by this instance. Call this * method whenever the pass is no longer used in your app. */ dispose() { this.saoRenderTarget.dispose(); this.blurIntermediateRenderTarget.dispose(); this.normalRenderTarget.dispose(); this.normalMaterial.dispose(); this.saoMaterial.dispose(); this.vBlurMaterial.dispose(); this.hBlurMaterial.dispose(); this.materialCopy.dispose(); this.fsQuad.dispose(); } // internal _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; // restore original state renderer.autoClear = originalAutoClear; renderer.setClearColor( this._originalClearColor ); renderer.setClearAlpha( originalClearAlpha ); } } SAOPass.OUTPUT = { 'Default': 0, 'SAO': 1, 'Normal': 2 }; export { SAOPass };