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- import { RenderTarget, Vector2, TempNode, QuadMesh, NodeMaterial, RendererUtils, RedFormat } from 'three/webgpu';
- import { reference, logarithmicDepthToViewZ, viewZToPerspectiveDepth, getViewPosition, getScreenPositionFromClip, vogelDiskSample, interleavedGradientNoise, nodeObject, Fn, float, NodeUpdateType, uv, uniform, Loop, vec4, int, dot, max, clamp, length, screenCoordinate, PI2, texture, passTexture } from 'three/tsl';
- import { depthAwareBlur } from './depthAwareBlur.js';
- const _quadMesh = /*@__PURE__*/ new QuadMesh();
- const _size = /*@__PURE__*/ new Vector2();
- let _rendererState;
- /**
- * Post processing node for a fast, screen-space ambient occlusion (SSAO).
- *
- * It point-samples a per-pixel rotated Vogel disk and estimates obscurance with a single depth tap
- * per sample, trading the ground-truth accuracy of {@link GTAONode}'s horizon ray-marching for
- * lower cost. A built-in separable, depth-aware blur denoises the result so it can be used without
- * temporal accumulation.
- * ```js
- * const scenePass = pass( scene, camera );
- * scenePass.setMRT( mrt( { output, normal: normalView } ) );
- * const scenePassColor = scenePass.getTextureNode( 'output' );
- * const scenePassDepth = scenePass.getTextureNode( 'depth' );
- * const scenePassNormal = scenePass.getTextureNode( 'normal' );
- *
- * const aoPass = ssao( scenePassDepth, scenePassNormal, camera );
- *
- * renderPipeline.outputNode = scenePassColor.mul( aoPass.r );
- * ```
- *
- * @augments TempNode
- * @three_import import { ssao } from 'three/addons/tsl/display/SSAONode.js';
- */
- class SSAONode extends TempNode {
- static get type() {
- return 'SSAONode';
- }
- /**
- * Constructs a new SSAO node.
- *
- * @param {Node<float>} depthNode - A node that represents the scene's depth.
- * @param {Node<vec3>} normalNode - A node that represents the scene's normals.
- * @param {Camera} camera - The camera the scene is rendered with.
- */
- constructor( depthNode, normalNode, camera ) {
- super( 'float' );
- /**
- * A node that represents the scene's depth.
- *
- * @type {Node<float>}
- */
- this.depthNode = depthNode;
- /**
- * A node that represents the scene's normals.
- *
- * @type {Node<vec3>}
- */
- this.normalNode = normalNode;
- /**
- * The resolution scale. The effect renders at a fraction of the drawing buffer
- * for extra speed; `0.5` is a good default for a low-frequency signal like AO.
- *
- * @type {number}
- * @default 0.5
- */
- this.resolutionScale = 0.5;
- /**
- * The `updateBeforeType` is set to `NodeUpdateType.FRAME` since the node renders
- * its effect once per frame in `updateBefore()`.
- *
- * @type {string}
- * @default 'frame'
- */
- this.updateBeforeType = NodeUpdateType.FRAME;
- /**
- * The world-space radius the occlusion is gathered within.
- *
- * @type {UniformNode<float>}
- */
- this.radius = uniform( 0.5 );
- /**
- * The strength of the occlusion.
- *
- * @type {UniformNode<float>}
- */
- this.intensity = uniform( 1 );
- /**
- * An angle bias that suppresses self-occlusion on near-flat surfaces.
- *
- * @type {UniformNode<float>}
- */
- this.bias = uniform( 0.025 );
- /**
- * How many samples are used to estimate the occlusion. A higher value
- * results in a smoother result at a higher runtime cost.
- *
- * @type {UniformNode<float>}
- */
- this.samples = uniform( 16 );
- /**
- * Whether the depth-aware blur that denoises the raw AO is applied or not.
- *
- * @type {boolean}
- * @default true
- */
- this.blurEnabled = true;
- /**
- * How strongly the blur rejects samples across depth discontinuities,
- * relative to the AO radius. A higher value keeps edges crisper.
- *
- * @type {UniformNode<float>}
- */
- this.blurSharpness = uniform( 2 );
- /**
- * The resolution of the effect. Set from the drawing buffer size and `resolutionScale`.
- *
- * @type {Vector2}
- */
- this.resolution = new Vector2();
- /**
- * The render target the raw ambient occlusion is rendered into. Also holds the
- * final result after the separable blur has ping-ponged back into it.
- *
- * @private
- * @type {RenderTarget}
- */
- this._aoRenderTarget = new RenderTarget( 1, 1, { depthBuffer: false, format: RedFormat } );
- this._aoRenderTarget.texture.name = 'SSAONode.AO';
- /**
- * The render target the intermediate (horizontally blurred) result is rendered into.
- *
- * @private
- * @type {RenderTarget}
- */
- this._blurRenderTarget = new RenderTarget( 1, 1, { depthBuffer: false, format: RedFormat } );
- this._blurRenderTarget.texture.name = 'SSAONode.Blur';
- /**
- * Represents the projection matrix of the scene's camera.
- *
- * @private
- * @type {UniformNode<mat4>}
- */
- this._cameraProjectionMatrix = uniform( camera.projectionMatrix );
- /**
- * Represents the inverse projection matrix of the scene's camera.
- *
- * @private
- * @type {UniformNode<mat4>}
- */
- this._cameraProjectionMatrixInverse = uniform( camera.projectionMatrixInverse );
- /**
- * Represents the near value of the scene's camera.
- *
- * @private
- * @type {ReferenceNode<float>}
- */
- this._cameraNear = reference( 'near', 'float', camera );
- /**
- * Represents the far value of the scene's camera.
- *
- * @private
- * @type {ReferenceNode<float>}
- */
- this._cameraFar = reference( 'far', 'float', camera );
- /**
- * The camera the scene is rendered with.
- *
- * @private
- * @type {Camera}
- */
- this._camera = camera;
- /**
- * The input texture the blur material reads from. Swapped between the two render
- * targets to run the horizontal and vertical passes with a single material.
- *
- * @private
- * @type {TextureNode}
- */
- this._blurInput = texture( this._aoRenderTarget.texture );
- /**
- * The blur direction (one texel along x or y).
- *
- * @private
- * @type {UniformNode<vec2>}
- */
- this._blurDirection = uniform( new Vector2() );
- /**
- * The material that computes the raw ambient occlusion.
- *
- * @private
- * @type {NodeMaterial}
- */
- this._aoMaterial = new NodeMaterial();
- this._aoMaterial.name = 'SSAO.AO';
- /**
- * The material that applies the separable, depth-aware blur.
- *
- * @private
- * @type {NodeMaterial}
- */
- this._blurMaterial = new NodeMaterial();
- this._blurMaterial.name = 'SSAO.Blur';
- /**
- * The result of the effect is represented as a separate texture node.
- *
- * @private
- * @type {PassTextureNode}
- */
- this._textureNode = passTexture( this, this._aoRenderTarget.texture );
- }
- /**
- * Returns the result of the effect as a texture node.
- *
- * @return {PassTextureNode} A texture node that represents the result of the effect.
- */
- getTextureNode() {
- return this._textureNode;
- }
- /**
- * Sets the size of the effect.
- *
- * @param {number} width - The width of the effect.
- * @param {number} height - The height of the effect.
- */
- setSize( width, height ) {
- width = Math.max( 1, Math.round( this.resolutionScale * width ) );
- height = Math.max( 1, Math.round( this.resolutionScale * height ) );
- this.resolution.set( width, height );
- this._aoRenderTarget.setSize( width, height );
- this._blurRenderTarget.setSize( width, height );
- }
- /**
- * This method is used to render the effect once per frame.
- *
- * @param {NodeFrame} frame - The current node frame.
- */
- updateBefore( frame ) {
- const { renderer } = frame;
- _rendererState = RendererUtils.resetRendererState( renderer, _rendererState );
- const size = renderer.getDrawingBufferSize( _size );
- this.setSize( size.width, size.height );
- renderer.setClearColor( 0xffffff, 1 );
- // ambient occlusion
- _quadMesh.material = this._aoMaterial;
- _quadMesh.name = 'SSAO.AO';
- renderer.setRenderTarget( this._aoRenderTarget );
- _quadMesh.render( renderer );
- // separable, depth-aware blur: horizontal ( AO -> blur ) then vertical ( blur -> AO )
- if ( this.blurEnabled === true ) {
- _quadMesh.material = this._blurMaterial;
- _quadMesh.name = 'SSAO.Blur';
- this._blurInput.value = this._aoRenderTarget.texture;
- this._blurDirection.value.set( 1 / this.resolution.x, 0 );
- renderer.setRenderTarget( this._blurRenderTarget );
- _quadMesh.render( renderer );
- this._blurInput.value = this._blurRenderTarget.texture;
- this._blurDirection.value.set( 0, 1 / this.resolution.y );
- renderer.setRenderTarget( this._aoRenderTarget );
- _quadMesh.render( renderer );
- }
- RendererUtils.restoreRendererState( renderer, _rendererState );
- }
- /**
- * This method is used to setup the effect's TSL code.
- *
- * @param {NodeBuilder} builder - The current node builder.
- * @return {PassTextureNode}
- */
- setup( builder ) {
- const uvNode = uv();
- const sampleDepth = ( uv ) => {
- const depth = this.depthNode.sample( uv ).r;
- if ( builder.renderer.logarithmicDepthBuffer === true ) {
- const viewZ = logarithmicDepthToViewZ( depth, this._cameraNear, this._cameraFar );
- return viewZToPerspectiveDepth( viewZ, this._cameraNear, this._cameraFar );
- }
- return depth;
- };
- // ambient occlusion
- const ao = Fn( () => {
- const depth = sampleDepth( uvNode ).toVar();
- depth.greaterThanEqual( 1.0 ).discard();
- const viewPosition = getViewPosition( uvNode, depth, this._cameraProjectionMatrixInverse ).toVar();
- const viewNormal = this.normalNode.sample( uvNode ).rgb.normalize().toVar();
- // a low-discrepancy Vogel disk rotated per-pixel decorrelates the samples spatially,
- // so a small blur is enough to hide the sampling pattern
- const phi = interleavedGradientNoise( screenCoordinate ).mul( PI2 ).toVar();
- const samples = this.samples;
- // the fragment's clip position is loop-invariant; projection is linear, so each
- // sample only has to project its (view-plane) offset and add it
- const clipPosition = this._cameraProjectionMatrix.mul( vec4( viewPosition, 1.0 ) ).toVar();
- const occlusion = float( 0 ).toVar();
- Loop( { start: int( 0 ), end: samples, type: 'int', condition: '<' }, ( { i } ) => {
- // disk offset in the view-aligned plane at the fragment's depth, then reprojected
- const offset = vogelDiskSample( i, samples, phi ).mul( this.radius );
- const clipOffset = this._cameraProjectionMatrix.mul( vec4( offset, 0.0, 0.0 ) );
- const sampleUv = getScreenPositionFromClip( clipPosition.add( clipOffset ) );
- const sampleViewPosition = getViewPosition( sampleUv, sampleDepth( sampleUv ), this._cameraProjectionMatrixInverse );
- // normalized obscurance: only occluders above the tangent plane count, faded by distance
- const v = sampleViewPosition.sub( viewPosition ).toVar();
- const dist = length( v ).toVar();
- const cosAngle = dot( v, viewNormal ).div( max( dist, float( 0.0001 ) ) );
- const falloff = this.radius.div( this.radius.add( dist ) );
- occlusion.addAssign( max( cosAngle.sub( this.bias ), 0.0 ).mul( falloff ) );
- } );
- return clamp( occlusion.div( samples ).mul( this.intensity ).oneMinus(), 0.0, 1.0 );
- } );
- this._aoMaterial.fragmentNode = ao().context( builder.getSharedContext() );
- this._aoMaterial.needsUpdate = true;
- // separable, depth-aware blur ( run horizontally then vertically via `_blurDirection` )
- this._blurMaterial.fragmentNode = depthAwareBlur( this._blurInput, this.depthNode, this._blurDirection, this._camera, this.blurSharpness, this.radius ).context( builder.getSharedContext() );
- this._blurMaterial.needsUpdate = true;
- return this._textureNode;
- }
- /**
- * Frees internal resources. This method should be called
- * when the effect is no longer required.
- */
- dispose() {
- this._aoRenderTarget.dispose();
- this._blurRenderTarget.dispose();
- this._aoMaterial.dispose();
- this._blurMaterial.dispose();
- }
- }
- export default SSAONode;
- /**
- * TSL function for creating a fast screen-space ambient occlusion (SSAO) effect.
- *
- * @tsl
- * @function
- * @param {Node<float>} depthNode - A node that represents the scene's depth.
- * @param {Node<vec3>} normalNode - A node that represents the scene's normals.
- * @param {Camera} camera - The camera the scene is rendered with.
- * @returns {SSAONode}
- */
- export const ssao = ( depthNode, normalNode, camera ) => new SSAONode( nodeObject( depthNode ), nodeObject( normalNode ), camera );
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