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HuangJiPC / public / static / three / examples / js / postprocessing / SSAOPass.js
@zhangdeliang zhangdeliang on 21 Jun 11 KB update
( function () {

	class SSAOPass extends THREE.Pass {

		constructor( scene, camera, width, height ) {

			super();
			this.width = width !== undefined ? width : 512;
			this.height = height !== undefined ? 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 = 0.005;
			this.maxDistance = 0.1;
			this._visibilityCache = new Map(); //

			this.generateSampleKernel();
			this.generateRandomKernelRotations(); // beauty render target

			const depthTexture = new THREE.DepthTexture();
			depthTexture.format = THREE.DepthStencilFormat;
			depthTexture.type = THREE.UnsignedInt248Type;
			this.beautyRenderTarget = new THREE.WebGLRenderTarget( this.width, this.height ); // normal render target with depth buffer

			this.normalRenderTarget = new THREE.WebGLRenderTarget( this.width, this.height, {
				minFilter: THREE.NearestFilter,
				magFilter: THREE.NearestFilter,
				depthTexture: depthTexture
			} ); // ssao render target

			this.ssaoRenderTarget = new THREE.WebGLRenderTarget( this.width, this.height );
			this.blurRenderTarget = this.ssaoRenderTarget.clone(); // ssao material

			if ( THREE.SSAOShader === undefined ) {

				console.error( 'THREE.SSAOPass: The pass relies on THREE.SSAOShader.' );

			}

			this.ssaoMaterial = new THREE.ShaderMaterial( {
				defines: Object.assign( {}, THREE.SSAOShader.defines ),
				uniforms: THREE.UniformsUtils.clone( THREE.SSAOShader.uniforms ),
				vertexShader: THREE.SSAOShader.vertexShader,
				fragmentShader: THREE.SSAOShader.fragmentShader,
				blending: THREE.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 ); // normal material

			this.normalMaterial = new THREE.MeshNormalMaterial();
			this.normalMaterial.blending = THREE.NoBlending; // blur material

			this.blurMaterial = new THREE.ShaderMaterial( {
				defines: Object.assign( {}, THREE.SSAOBlurShader.defines ),
				uniforms: THREE.UniformsUtils.clone( THREE.SSAOBlurShader.uniforms ),
				vertexShader: THREE.SSAOBlurShader.vertexShader,
				fragmentShader: THREE.SSAOBlurShader.fragmentShader
			} );
			this.blurMaterial.uniforms[ 'tDiffuse' ].value = this.ssaoRenderTarget.texture;
			this.blurMaterial.uniforms[ 'resolution' ].value.set( this.width, this.height ); // material for rendering the depth

			this.depthRenderMaterial = new THREE.ShaderMaterial( {
				defines: Object.assign( {}, THREE.SSAODepthShader.defines ),
				uniforms: THREE.UniformsUtils.clone( THREE.SSAODepthShader.uniforms ),
				vertexShader: THREE.SSAODepthShader.vertexShader,
				fragmentShader: THREE.SSAODepthShader.fragmentShader,
				blending: THREE.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; // material for rendering the content of a render target

			this.copyMaterial = new THREE.ShaderMaterial( {
				uniforms: THREE.UniformsUtils.clone( THREE.CopyShader.uniforms ),
				vertexShader: THREE.CopyShader.vertexShader,
				fragmentShader: THREE.CopyShader.fragmentShader,
				transparent: true,
				depthTest: false,
				depthWrite: false,
				blendSrc: THREE.DstColorFactor,
				blendDst: THREE.ZeroFactor,
				blendEquation: THREE.AddEquation,
				blendSrcAlpha: THREE.DstAlphaFactor,
				blendDstAlpha: THREE.ZeroFactor,
				blendEquationAlpha: THREE.AddEquation
			} );
			this.fsQuad = new THREE.FullScreenQuad( null );
			this.originalClearColor = new THREE.Color();

		}

		dispose() {

			// dispose render targets
			this.beautyRenderTarget.dispose();
			this.normalRenderTarget.dispose();
			this.ssaoRenderTarget.dispose();
			this.blurRenderTarget.dispose(); // dispose materials

			this.normalMaterial.dispose();
			this.blurMaterial.dispose();
			this.copyMaterial.dispose();
			this.depthRenderMaterial.dispose(); // dipsose full screen quad

			this.fsQuad.dispose();

		}

		render( renderer, writeBuffer
			/*, readBuffer, deltaTime, maskActive */
		) {

			if ( renderer.capabilities.isWebGL2 === false ) this.noiseTexture.format = THREE.LuminanceFormat; // render beauty

			renderer.setRenderTarget( this.beautyRenderTarget );
			renderer.clear();
			renderer.render( this.scene, this.camera ); // render normals and depth (honor only meshes, points and lines do not contribute to SSAO)

			this.overrideVisibility();
			this.renderOverride( renderer, this.normalMaterial, this.normalRenderTarget, 0x7777ff, 1.0 );
			this.restoreVisibility(); // render SSAO

			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 ); // render blur

			this.renderPass( renderer, this.blurMaterial, this.blurRenderTarget ); // output result to screen

			switch ( this.output ) {

				case SSAOPass.OUTPUT.SSAO:
					this.copyMaterial.uniforms[ 'tDiffuse' ].value = this.ssaoRenderTarget.texture;
					this.copyMaterial.blending = THREE.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 = THREE.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 = THREE.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 = THREE.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 = THREE.NoBlending;
					this.renderPass( renderer, this.copyMaterial, this.renderToScreen ? null : writeBuffer );
					this.copyMaterial.uniforms[ 'tDiffuse' ].value = this.blurRenderTarget.texture;
					this.copyMaterial.blending = THREE.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 ) {

			// 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 );

		}

		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 THREE.Vector3();
				sample.x = Math.random() * 2 - 1;
				sample.y = Math.random() * 2 - 1;
				sample.z = Math.random();
				sample.normalize();
				let scale = i / kernelSize;
				scale = THREE.MathUtils.lerp( 0.1, 1, scale * scale );
				sample.multiplyScalar( scale );
				kernel.push( sample );

			}

		}

		generateRandomKernelRotations() {

			const width = 4,
				height = 4;

			if ( THREE.SimplexNoise === undefined ) {

				console.error( 'THREE.SSAOPass: The pass relies on THREE.SimplexNoise.' );

			}

			const simplex = new THREE.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 THREE.DataTexture( data, width, height, THREE.RedFormat, THREE.FloatType );
			this.noiseTexture.wrapS = THREE.RepeatWrapping;
			this.noiseTexture.wrapT = THREE.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();

		}

	}

	SSAOPass.OUTPUT = {
		'Default': 0,
		'SSAO': 1,
		'Blur': 2,
		'Beauty': 3,
		'Depth': 4,
		'Normal': 5
	};

	THREE.SSAOPass = SSAOPass;

} )();