SSAOPass.js 11 KB

123456789101112131415161718192021222324252627282930313233343536373839404142434445464748495051525354555657585960616263646566676869707172737475767778798081828384858687888990919293949596979899100101102103104105106107108109110111112113114115116117118119120121122123124125126127128129130131132133134135136137138139140141142143144145146147148149150151152153154155156157158159160161162163164165166167168169170171172173174175176177178179180181182183184185186187188189190191192193194195196197198199200201202203204205206207208209210211212213214215216217218219220221222223224225226227228229230231232233234235236237238239240241242243244245246247248249250251252253254255256257258259260261262263264265266267268269270271272273274275276277278279280281282283284285286287288289290291292293294295296297298299300301302303304305306307308309310311312313314315316317318319320321322323324325326327328329330331332333334335336337338339340341342343344345346347348349350351352353354355356357358359360361362363364365366367368369370371372373374375376377378379380381382383384385386387388389390391392393394395396397398399400401402403404405406407408409410411412
  1. import {
  2. AddEquation,
  3. Color,
  4. CustomBlending,
  5. DataTexture,
  6. DepthTexture,
  7. DstAlphaFactor,
  8. DstColorFactor,
  9. FloatType,
  10. HalfFloatType,
  11. MathUtils,
  12. MeshNormalMaterial,
  13. NearestFilter,
  14. NoBlending,
  15. RedFormat,
  16. DepthStencilFormat,
  17. UnsignedInt248Type,
  18. RepeatWrapping,
  19. ShaderMaterial,
  20. UniformsUtils,
  21. Vector3,
  22. WebGLRenderTarget,
  23. ZeroFactor
  24. } from 'three';
  25. import { Pass, FullScreenQuad } from './Pass.js';
  26. import { SimplexNoise } from '../math/SimplexNoise.js';
  27. import { SSAOBlurShader, SSAODepthShader, SSAOShader } from '../shaders/SSAOShader.js';
  28. import { CopyShader } from '../shaders/CopyShader.js';
  29. class SSAOPass extends Pass {
  30. constructor( scene, camera, width, height, kernelSize = 32 ) {
  31. super();
  32. this.width = ( width !== undefined ) ? width : 512;
  33. this.height = ( height !== undefined ) ? height : 512;
  34. this.clear = true;
  35. this.needsSwap = false;
  36. this.camera = camera;
  37. this.scene = scene;
  38. this.kernelRadius = 8;
  39. this.kernel = [];
  40. this.noiseTexture = null;
  41. this.output = 0;
  42. this.minDistance = 0.005;
  43. this.maxDistance = 0.1;
  44. this._visibilityCache = new Map();
  45. //
  46. this.generateSampleKernel( kernelSize );
  47. this.generateRandomKernelRotations();
  48. // depth texture
  49. const depthTexture = new DepthTexture();
  50. depthTexture.format = DepthStencilFormat;
  51. depthTexture.type = UnsignedInt248Type;
  52. // normal render target with depth buffer
  53. this.normalRenderTarget = new WebGLRenderTarget( this.width, this.height, {
  54. minFilter: NearestFilter,
  55. magFilter: NearestFilter,
  56. type: HalfFloatType,
  57. depthTexture: depthTexture
  58. } );
  59. // ssao render target
  60. this.ssaoRenderTarget = new WebGLRenderTarget( this.width, this.height, { type: HalfFloatType } );
  61. this.blurRenderTarget = this.ssaoRenderTarget.clone();
  62. // ssao material
  63. this.ssaoMaterial = new ShaderMaterial( {
  64. defines: Object.assign( {}, SSAOShader.defines ),
  65. uniforms: UniformsUtils.clone( SSAOShader.uniforms ),
  66. vertexShader: SSAOShader.vertexShader,
  67. fragmentShader: SSAOShader.fragmentShader,
  68. blending: NoBlending
  69. } );
  70. this.ssaoMaterial.defines[ 'KERNEL_SIZE' ] = kernelSize;
  71. this.ssaoMaterial.uniforms[ 'tNormal' ].value = this.normalRenderTarget.texture;
  72. this.ssaoMaterial.uniforms[ 'tDepth' ].value = this.normalRenderTarget.depthTexture;
  73. this.ssaoMaterial.uniforms[ 'tNoise' ].value = this.noiseTexture;
  74. this.ssaoMaterial.uniforms[ 'kernel' ].value = this.kernel;
  75. this.ssaoMaterial.uniforms[ 'cameraNear' ].value = this.camera.near;
  76. this.ssaoMaterial.uniforms[ 'cameraFar' ].value = this.camera.far;
  77. this.ssaoMaterial.uniforms[ 'resolution' ].value.set( this.width, this.height );
  78. this.ssaoMaterial.uniforms[ 'cameraProjectionMatrix' ].value.copy( this.camera.projectionMatrix );
  79. this.ssaoMaterial.uniforms[ 'cameraInverseProjectionMatrix' ].value.copy( this.camera.projectionMatrixInverse );
  80. // normal material
  81. this.normalMaterial = new MeshNormalMaterial();
  82. this.normalMaterial.blending = NoBlending;
  83. // blur material
  84. this.blurMaterial = new ShaderMaterial( {
  85. defines: Object.assign( {}, SSAOBlurShader.defines ),
  86. uniforms: UniformsUtils.clone( SSAOBlurShader.uniforms ),
  87. vertexShader: SSAOBlurShader.vertexShader,
  88. fragmentShader: SSAOBlurShader.fragmentShader
  89. } );
  90. this.blurMaterial.uniforms[ 'tDiffuse' ].value = this.ssaoRenderTarget.texture;
  91. this.blurMaterial.uniforms[ 'resolution' ].value.set( this.width, this.height );
  92. // material for rendering the depth
  93. this.depthRenderMaterial = new ShaderMaterial( {
  94. defines: Object.assign( {}, SSAODepthShader.defines ),
  95. uniforms: UniformsUtils.clone( SSAODepthShader.uniforms ),
  96. vertexShader: SSAODepthShader.vertexShader,
  97. fragmentShader: SSAODepthShader.fragmentShader,
  98. blending: NoBlending
  99. } );
  100. this.depthRenderMaterial.uniforms[ 'tDepth' ].value = this.normalRenderTarget.depthTexture;
  101. this.depthRenderMaterial.uniforms[ 'cameraNear' ].value = this.camera.near;
  102. this.depthRenderMaterial.uniforms[ 'cameraFar' ].value = this.camera.far;
  103. // material for rendering the content of a render target
  104. this.copyMaterial = new ShaderMaterial( {
  105. uniforms: UniformsUtils.clone( CopyShader.uniforms ),
  106. vertexShader: CopyShader.vertexShader,
  107. fragmentShader: CopyShader.fragmentShader,
  108. transparent: true,
  109. depthTest: false,
  110. depthWrite: false,
  111. blendSrc: DstColorFactor,
  112. blendDst: ZeroFactor,
  113. blendEquation: AddEquation,
  114. blendSrcAlpha: DstAlphaFactor,
  115. blendDstAlpha: ZeroFactor,
  116. blendEquationAlpha: AddEquation
  117. } );
  118. this.fsQuad = new FullScreenQuad( null );
  119. this.originalClearColor = new Color();
  120. }
  121. dispose() {
  122. // dispose render targets
  123. this.normalRenderTarget.dispose();
  124. this.ssaoRenderTarget.dispose();
  125. this.blurRenderTarget.dispose();
  126. // dispose materials
  127. this.normalMaterial.dispose();
  128. this.blurMaterial.dispose();
  129. this.copyMaterial.dispose();
  130. this.depthRenderMaterial.dispose();
  131. // dispose full screen quad
  132. this.fsQuad.dispose();
  133. }
  134. render( renderer, writeBuffer, readBuffer /*, deltaTime, maskActive */ ) {
  135. // render normals and depth (honor only meshes, points and lines do not contribute to SSAO)
  136. this.overrideVisibility();
  137. this.renderOverride( renderer, this.normalMaterial, this.normalRenderTarget, 0x7777ff, 1.0 );
  138. this.restoreVisibility();
  139. // render SSAO
  140. this.ssaoMaterial.uniforms[ 'kernelRadius' ].value = this.kernelRadius;
  141. this.ssaoMaterial.uniforms[ 'minDistance' ].value = this.minDistance;
  142. this.ssaoMaterial.uniforms[ 'maxDistance' ].value = this.maxDistance;
  143. this.renderPass( renderer, this.ssaoMaterial, this.ssaoRenderTarget );
  144. // render blur
  145. this.renderPass( renderer, this.blurMaterial, this.blurRenderTarget );
  146. // output result to screen
  147. switch ( this.output ) {
  148. case SSAOPass.OUTPUT.SSAO:
  149. this.copyMaterial.uniforms[ 'tDiffuse' ].value = this.ssaoRenderTarget.texture;
  150. this.copyMaterial.blending = NoBlending;
  151. this.renderPass( renderer, this.copyMaterial, this.renderToScreen ? null : readBuffer );
  152. break;
  153. case SSAOPass.OUTPUT.Blur:
  154. this.copyMaterial.uniforms[ 'tDiffuse' ].value = this.blurRenderTarget.texture;
  155. this.copyMaterial.blending = NoBlending;
  156. this.renderPass( renderer, this.copyMaterial, this.renderToScreen ? null : readBuffer );
  157. break;
  158. case SSAOPass.OUTPUT.Depth:
  159. this.renderPass( renderer, this.depthRenderMaterial, this.renderToScreen ? null : readBuffer );
  160. break;
  161. case SSAOPass.OUTPUT.Normal:
  162. this.copyMaterial.uniforms[ 'tDiffuse' ].value = this.normalRenderTarget.texture;
  163. this.copyMaterial.blending = NoBlending;
  164. this.renderPass( renderer, this.copyMaterial, this.renderToScreen ? null : readBuffer );
  165. break;
  166. case SSAOPass.OUTPUT.Default:
  167. this.copyMaterial.uniforms[ 'tDiffuse' ].value = this.blurRenderTarget.texture;
  168. this.copyMaterial.blending = CustomBlending;
  169. this.renderPass( renderer, this.copyMaterial, this.renderToScreen ? null : readBuffer );
  170. break;
  171. default:
  172. console.warn( 'THREE.SSAOPass: Unknown output type.' );
  173. }
  174. }
  175. renderPass( renderer, passMaterial, renderTarget, clearColor, clearAlpha ) {
  176. // save original state
  177. renderer.getClearColor( this.originalClearColor );
  178. const originalClearAlpha = renderer.getClearAlpha();
  179. const originalAutoClear = renderer.autoClear;
  180. renderer.setRenderTarget( renderTarget );
  181. // setup pass state
  182. renderer.autoClear = false;
  183. if ( ( clearColor !== undefined ) && ( clearColor !== null ) ) {
  184. renderer.setClearColor( clearColor );
  185. renderer.setClearAlpha( clearAlpha || 0.0 );
  186. renderer.clear();
  187. }
  188. this.fsQuad.material = passMaterial;
  189. this.fsQuad.render( renderer );
  190. // restore original state
  191. renderer.autoClear = originalAutoClear;
  192. renderer.setClearColor( this.originalClearColor );
  193. renderer.setClearAlpha( originalClearAlpha );
  194. }
  195. renderOverride( renderer, overrideMaterial, renderTarget, clearColor, clearAlpha ) {
  196. renderer.getClearColor( this.originalClearColor );
  197. const originalClearAlpha = renderer.getClearAlpha();
  198. const originalAutoClear = renderer.autoClear;
  199. renderer.setRenderTarget( renderTarget );
  200. renderer.autoClear = false;
  201. clearColor = overrideMaterial.clearColor || clearColor;
  202. clearAlpha = overrideMaterial.clearAlpha || clearAlpha;
  203. if ( ( clearColor !== undefined ) && ( clearColor !== null ) ) {
  204. renderer.setClearColor( clearColor );
  205. renderer.setClearAlpha( clearAlpha || 0.0 );
  206. renderer.clear();
  207. }
  208. this.scene.overrideMaterial = overrideMaterial;
  209. renderer.render( this.scene, this.camera );
  210. this.scene.overrideMaterial = null;
  211. // restore original state
  212. renderer.autoClear = originalAutoClear;
  213. renderer.setClearColor( this.originalClearColor );
  214. renderer.setClearAlpha( originalClearAlpha );
  215. }
  216. setSize( width, height ) {
  217. this.width = width;
  218. this.height = height;
  219. this.ssaoRenderTarget.setSize( width, height );
  220. this.normalRenderTarget.setSize( width, height );
  221. this.blurRenderTarget.setSize( width, height );
  222. this.ssaoMaterial.uniforms[ 'resolution' ].value.set( width, height );
  223. this.ssaoMaterial.uniforms[ 'cameraProjectionMatrix' ].value.copy( this.camera.projectionMatrix );
  224. this.ssaoMaterial.uniforms[ 'cameraInverseProjectionMatrix' ].value.copy( this.camera.projectionMatrixInverse );
  225. this.blurMaterial.uniforms[ 'resolution' ].value.set( width, height );
  226. }
  227. generateSampleKernel( kernelSize ) {
  228. const kernel = this.kernel;
  229. for ( let i = 0; i < kernelSize; i ++ ) {
  230. const sample = new Vector3();
  231. sample.x = ( Math.random() * 2 ) - 1;
  232. sample.y = ( Math.random() * 2 ) - 1;
  233. sample.z = Math.random();
  234. sample.normalize();
  235. let scale = i / kernelSize;
  236. scale = MathUtils.lerp( 0.1, 1, scale * scale );
  237. sample.multiplyScalar( scale );
  238. kernel.push( sample );
  239. }
  240. }
  241. generateRandomKernelRotations() {
  242. const width = 4, height = 4;
  243. const simplex = new SimplexNoise();
  244. const size = width * height;
  245. const data = new Float32Array( size );
  246. for ( let i = 0; i < size; i ++ ) {
  247. const x = ( Math.random() * 2 ) - 1;
  248. const y = ( Math.random() * 2 ) - 1;
  249. const z = 0;
  250. data[ i ] = simplex.noise3d( x, y, z );
  251. }
  252. this.noiseTexture = new DataTexture( data, width, height, RedFormat, FloatType );
  253. this.noiseTexture.wrapS = RepeatWrapping;
  254. this.noiseTexture.wrapT = RepeatWrapping;
  255. this.noiseTexture.needsUpdate = true;
  256. }
  257. overrideVisibility() {
  258. const scene = this.scene;
  259. const cache = this._visibilityCache;
  260. scene.traverse( function ( object ) {
  261. cache.set( object, object.visible );
  262. if ( object.isPoints || object.isLine ) object.visible = false;
  263. } );
  264. }
  265. restoreVisibility() {
  266. const scene = this.scene;
  267. const cache = this._visibilityCache;
  268. scene.traverse( function ( object ) {
  269. const visible = cache.get( object );
  270. object.visible = visible;
  271. } );
  272. cache.clear();
  273. }
  274. }
  275. SSAOPass.OUTPUT = {
  276. 'Default': 0,
  277. 'SSAO': 1,
  278. 'Blur': 2,
  279. 'Depth': 3,
  280. 'Normal': 4
  281. };
  282. export { SSAOPass };
粤ICP备19079148号