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- import { DataTexture, RenderTarget, RepeatWrapping, Vector2, Vector3, TempNode, QuadMesh, NodeMaterial, RendererUtils, RedFormat } from 'three/webgpu';
- import { reference, logarithmicDepthToViewZ, viewZToPerspectiveDepth, getNormalFromDepth, getScreenPosition, getViewPosition, nodeObject, Fn, float, NodeUpdateType, uv, uniform, Loop, vec2, vec3, vec4, int, dot, max, pow, abs, If, textureSize, sin, cos, PI, texture, passTexture, mat3, add, normalize, mul, cross, div, mix, acos, clamp } from 'three/tsl';
- const _quadMesh = /*@__PURE__*/ new QuadMesh();
- const _size = /*@__PURE__*/ new Vector2();
- // From Activision GTAO paper: https://www.activision.com/cdn/research/s2016_pbs_activision_occlusion.pptx
- const _temporalRotations = [ 60, 300, 180, 240, 120, 0 ];
- let _rendererState;
- /**
- * Post processing node for applying Ground Truth Ambient Occlusion (GTAO) to a scene.
- * ```js
- * const renderPipeline = new THREE.RenderPipeline( renderer );
- *
- * const scenePass = pass( scene, camera );
- * scenePass.setMRT( mrt( {
- * output: output,
- * normal: normalView
- * } ) );
- *
- * const scenePassColor = scenePass.getTextureNode( 'output' );
- * const scenePassNormal = scenePass.getTextureNode( 'normal' );
- * const scenePassDepth = scenePass.getTextureNode( 'depth' );
- *
- * const aoPass = ao( scenePassDepth, scenePassNormal, camera );
- * const aoPassOutput = aoPass.getTextureNode();
- *
- * renderPipeline.outputNode = scenePassColor.mul( vec4( vec3( aoPassOutput.r ), 1 ) );
- * ```
- *
- * Reference: [Practical Real-Time Strategies for Accurate Indirect Occlusion](https://www.activision.com/cdn/research/Practical_Real_Time_Strategies_for_Accurate_Indirect_Occlusion_NEW%20VERSION_COLOR.pdf).
- *
- * @augments TempNode
- * @three_import import { ao } from 'three/addons/tsl/display/GTAONode.js';
- */
- class GTAONode extends TempNode {
- static get type() {
- return 'GTAONode';
- }
- /**
- * Constructs a new GTAO 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. If no normals are passed to the
- * constructor (because MRT is not available), normals can be automatically
- * reconstructed from depth values in the shader.
- *
- * @type {?Node<vec3>}
- */
- this.normalNode = normalNode;
- /**
- * The resolution scale. By default the effect is rendered in full resolution
- * for best quality but a value of `0.5` should be sufficient for most scenes.
- *
- * @type {number}
- * @default 1
- */
- this.resolutionScale = 1;
- /**
- * 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 render target the ambient occlusion is rendered into.
- *
- * @private
- * @type {RenderTarget}
- */
- this._aoRenderTarget = new RenderTarget( 1, 1, { depthBuffer: false, format: RedFormat } );
- this._aoRenderTarget.texture.name = 'GTAONode.AO';
- // uniforms
- /**
- * The radius of the ambient occlusion.
- *
- * @type {UniformNode<float>}
- */
- this.radius = uniform( 0.25 );
- /**
- * The resolution of the effect. Can be scaled via
- * `resolutionScale`.
- *
- * @type {UniformNode<vec2>}
- */
- this.resolution = uniform( new Vector2() );
- /**
- * The thickness of the ambient occlusion.
- *
- * @type {UniformNode<float>}
- */
- this.thickness = uniform( 1 );
- /**
- * Another option to tweak the occlusion. The recommended range is
- * `[1,2]` for attenuating the AO.
- *
- * @type {UniformNode<float>}
- */
- this.distanceExponent = uniform( 1 );
- /**
- * The distance fall off value of the ambient occlusion.
- * A lower value leads to a larger AO effect. The value
- * should lie in the range `[0,1]`.
- *
- * @type {UniformNode<float>}
- */
- this.distanceFallOff = uniform( 1 );
- /**
- * The scale of the ambient occlusion.
- *
- * @type {UniformNode<float>}
- */
- this.scale = uniform( 1 );
- /**
- * How many samples are used to compute the AO.
- * A higher value results in better quality but also
- * in a more expensive runtime behavior.
- *
- * @type {UniformNode<float>}
- */
- this.samples = uniform( 16 );
- /**
- * Whether to use temporal filtering or not. Setting this property to
- * `true` requires the usage of `TRAANode`. This will help to reduce noise
- * although it introduces typical TAA artifacts like ghosting and temporal
- * instabilities.
- *
- * If setting this property to `false`, a manual denoise via `DenoiseNode`
- * might be required.
- *
- * @type {boolean}
- * @default false
- */
- this.useTemporalFiltering = false;
- /**
- * The node represents the internal noise texture used by the AO.
- *
- * @private
- * @type {TextureNode}
- */
- this._noiseNode = texture( generateMagicSquareNoise() );
- /**
- * 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 );
- /**
- * Temporal direction that influences the rotation angle for each slice.
- *
- * @private
- * @type {UniformNode<float>}
- */
- this._temporalDirection = uniform( 0 );
- /**
- * The material that is used to render the effect.
- *
- * @private
- * @type {NodeMaterial}
- */
- this._material = new NodeMaterial();
- this._material.name = 'GTAO';
- /**
- * 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.round( this.resolutionScale * width );
- height = Math.round( this.resolutionScale * height );
- this.resolution.value.set( width, height );
- this._aoRenderTarget.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 );
- // update temporal uniforms
- if ( this.useTemporalFiltering === true ) {
- const frameId = frame.frameId;
- this._temporalDirection.value = _temporalRotations[ frameId % 6 ] / 360;
- } else {
- this._temporalDirection.value = 0;
- }
- //
- const size = renderer.getDrawingBufferSize( _size );
- this.setSize( size.width, size.height );
- _quadMesh.material = this._material;
- _quadMesh.name = 'AO';
- // clear
- renderer.setClearColor( 0xffffff, 1 );
- // ao
- renderer.setRenderTarget( this._aoRenderTarget );
- _quadMesh.render( renderer );
- // restore
- 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;
- };
- const sampleNoise = ( uv ) => this._noiseNode.sample( uv );
- const sampleNormal = ( uv ) => ( this.normalNode !== null ) ? this.normalNode.sample( uv ).rgb.normalize() : getNormalFromDepth( uv, this.depthNode.value, this._cameraProjectionMatrixInverse );
- const ao = Fn( () => {
- const depth = sampleDepth( uvNode ).toVar();
- depth.greaterThanEqual( 1.0 ).discard();
- const viewPosition = getViewPosition( uvNode, depth, this._cameraProjectionMatrixInverse ).toVar();
- const viewNormal = sampleNormal( uvNode ).toVar();
- const radiusToUse = this.radius;
- const noiseResolution = textureSize( this._noiseNode, 0 );
- let noiseUv = vec2( uvNode.x, uvNode.y.oneMinus() );
- noiseUv = noiseUv.mul( this.resolution.div( noiseResolution ) );
- const noiseTexel = sampleNoise( noiseUv );
- const randomVec = noiseTexel.xyz.mul( 2.0 ).sub( 1.0 );
- const tangent = vec3( randomVec.xy, 0.0 ).normalize();
- const bitangent = vec3( tangent.y.mul( - 1.0 ), tangent.x, 0.0 );
- const kernelMatrix = mat3( tangent, bitangent, vec3( 0.0, 0.0, 1.0 ) );
- const DIRECTIONS = this.samples.lessThan( 30 ).select( 3, 5 ).toVar();
- const STEPS = add( this.samples, DIRECTIONS.sub( 1 ) ).div( DIRECTIONS ).toVar();
- const ao = float( 0 ).toVar();
- // Each iteration analyzes one vertical "slice" of the 3D space around the fragment.
- Loop( { start: int( 0 ), end: DIRECTIONS, type: 'int', condition: '<' }, ( { i } ) => {
- const angle = float( i ).div( float( DIRECTIONS ) ).mul( PI ).add( this._temporalDirection ).toVar();
- const sampleDir = vec4( cos( angle ), sin( angle ), 0., add( 0.5, mul( 0.5, noiseTexel.w ) ) );
- sampleDir.xyz = normalize( kernelMatrix.mul( sampleDir.xyz ) );
- const viewDir = normalize( viewPosition.xyz.negate() ).toVar();
- const sliceBitangent = normalize( cross( sampleDir.xyz, viewDir ) ).toVar();
- const sliceTangent = cross( sliceBitangent, viewDir ).toVar();
- // Project the view normal onto the slice plane (remove component along sliceBitangent).
- // The unnormalized length is the foreshortening weight applied at slice integration.
- // (Activision GTAO paper, Section 3.2 "Per-pixel sampling".)
- const projNRaw = viewNormal.sub( sliceBitangent.mul( dot( viewNormal, sliceBitangent ) ) ).toVar();
- const projNLen = projNRaw.length().toVar();
- const projN = projNRaw.div( max( projNLen, float( 0.0001 ) ) ).toVar();
- // γ — angle of projN within the slice plane, signed by the tangent direction.
- const nSin = dot( projN, sliceTangent ).toVar();
- const nCos = clamp( dot( projN, viewDir ), 0, 1 ).toVar();
- const signNSin = nSin.greaterThanEqual( 0 ).select( float( 1 ), float( - 1 ) );
- const angleN = signNSin.mul( acos( nCos ) ).toVar();
- const tangentToNormalInSlice = cross( projN, sliceBitangent ).toVar();
- const cosHorizons = vec2( dot( viewDir, tangentToNormalInSlice ), dot( viewDir, tangentToNormalInSlice.negate() ) ).toVar();
- // For each slice, the inner loop performs ray marching to find the horizons.
- Loop( { end: STEPS, type: 'int', name: 'j', condition: '<' }, ( { j } ) => {
- const sampleViewOffset = sampleDir.xyz.mul( radiusToUse ).mul( sampleDir.w ).mul( pow( div( float( j ).add( 1.0 ), float( STEPS ) ), this.distanceExponent ) );
- // The loop marches in two opposite directions (x and y) along the slice's line to find the horizon on both sides.
- // x
- const sampleScreenPositionX = getScreenPosition( viewPosition.add( sampleViewOffset ), this._cameraProjectionMatrix ).toVar();
- const sampleDepthX = sampleDepth( sampleScreenPositionX ).toVar();
- const sampleSceneViewPositionX = getViewPosition( sampleScreenPositionX, sampleDepthX, this._cameraProjectionMatrixInverse ).toVar();
- const viewDeltaX = sampleSceneViewPositionX.sub( viewPosition ).toVar();
- If( abs( viewDeltaX.z ).lessThan( this.thickness ), () => {
- const sampleCosHorizon = dot( viewDir, normalize( viewDeltaX ) );
- cosHorizons.x.addAssign( max( 0, mul( sampleCosHorizon.sub( cosHorizons.x ), mix( 1.0, float( 2.0 ).div( float( j ).add( 2 ) ), this.distanceFallOff ) ) ) );
- } );
- // y
- const sampleScreenPositionY = getScreenPosition( viewPosition.sub( sampleViewOffset ), this._cameraProjectionMatrix ).toVar();
- const sampleDepthY = sampleDepth( sampleScreenPositionY ).toVar();
- const sampleSceneViewPositionY = getViewPosition( sampleScreenPositionY, sampleDepthY, this._cameraProjectionMatrixInverse ).toVar();
- const viewDeltaY = sampleSceneViewPositionY.sub( viewPosition ).toVar();
- If( abs( viewDeltaY.z ).lessThan( this.thickness ), () => {
- const sampleCosHorizon = dot( viewDir, normalize( viewDeltaY ) );
- cosHorizons.y.addAssign( max( 0, mul( sampleCosHorizon.sub( cosHorizons.y ), mix( 1.0, float( 2.0 ).div( float( j ).add( 2 ) ), this.distanceFallOff ) ) ) );
- } );
- } );
- // Cosine-weighted inner integral, closed-form (Activision GTAO paper, Eq. 7).
- // Per horizon h_i: term_i = −cos( 2 h_i − γ ) + cos( γ ) + 2 h_i sin( γ )
- // The 0.25 factor is ½ (integral normalization) × ½ (averaging the two horizons).
- //
- // In this slice setup `sliceTangent = cross( sliceBitangent, viewDir )` works out
- // opposite to `sampleDir`, so the +sampleDir samples (cosHorizons.x) live on the
- // −T side of the slice and −sampleDir samples (cosHorizons.y) on the +T side.
- // γ is signed by +T (sliceTangent), so hPos must read from cosHorizons.y.
- const hPos = acos( cosHorizons.y ).toVar();
- const hNeg = acos( cosHorizons.x ).negate().toVar();
- const termPos = cos( hPos.mul( 2 ).sub( angleN ) ).negate().add( nCos ).add( hPos.mul( 2 ).mul( nSin ) );
- const termNeg = cos( hNeg.mul( 2 ).sub( angleN ) ).negate().add( nCos ).add( hNeg.mul( 2 ).mul( nSin ) );
- const a = termPos.add( termNeg ).mul( 0.25 );
- // |projN| is the foreshortening weight from the per-slice normal projection.
- ao.addAssign( projNLen.mul( a ) );
- } );
- ao.assign( clamp( ao.div( DIRECTIONS ), 0, 1 ) );
- ao.assign( pow( ao, this.scale ) );
- return ao;
- } );
- this._material.fragmentNode = ao().context( builder.getSharedContext() );
- this._material.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._material.dispose();
- }
- }
- export default GTAONode;
- /**
- * Generates the AO's noise texture for the given size.
- *
- * @param {number} [size=5] - The noise size.
- * @return {DataTexture} The generated noise texture.
- */
- function generateMagicSquareNoise( size = 5 ) {
- const noiseSize = Math.floor( size ) % 2 === 0 ? Math.floor( size ) + 1 : Math.floor( size );
- const magicSquare = generateMagicSquare( noiseSize );
- const noiseSquareSize = magicSquare.length;
- const data = new Uint8Array( noiseSquareSize * 4 );
- for ( let inx = 0; inx < noiseSquareSize; ++ inx ) {
- const iAng = magicSquare[ inx ];
- const angle = ( 2 * Math.PI * iAng ) / noiseSquareSize;
- const randomVec = new Vector3(
- Math.cos( angle ),
- Math.sin( angle ),
- 0
- ).normalize();
- data[ inx * 4 ] = ( randomVec.x * 0.5 + 0.5 ) * 255;
- data[ inx * 4 + 1 ] = ( randomVec.y * 0.5 + 0.5 ) * 255;
- data[ inx * 4 + 2 ] = 127;
- data[ inx * 4 + 3 ] = 255;
- }
- const noiseTexture = new DataTexture( data, noiseSize, noiseSize );
- noiseTexture.wrapS = RepeatWrapping;
- noiseTexture.wrapT = RepeatWrapping;
- noiseTexture.needsUpdate = true;
- return noiseTexture;
- }
- /**
- * Computes an array of magic square values required to generate the noise texture.
- *
- * @param {number} size - The noise size.
- * @return {Array<number>} The magic square values.
- */
- function generateMagicSquare( size ) {
- const noiseSize = Math.floor( size ) % 2 === 0 ? Math.floor( size ) + 1 : Math.floor( size );
- const noiseSquareSize = noiseSize * noiseSize;
- const magicSquare = Array( noiseSquareSize ).fill( 0 );
- let i = Math.floor( noiseSize / 2 );
- let j = noiseSize - 1;
- for ( let num = 1; num <= noiseSquareSize; ) {
- if ( i === - 1 && j === noiseSize ) {
- j = noiseSize - 2;
- i = 0;
- } else {
- if ( j === noiseSize ) {
- j = 0;
- }
- if ( i < 0 ) {
- i = noiseSize - 1;
- }
- }
- if ( magicSquare[ i * noiseSize + j ] !== 0 ) {
- j -= 2;
- i ++;
- continue;
- } else {
- magicSquare[ i * noiseSize + j ] = num ++;
- }
- j ++;
- i --;
- }
- return magicSquare;
- }
- /**
- * TSL function for creating a Ground Truth Ambient Occlusion (GTAO) 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 {GTAONode}
- */
- export const ao = ( depthNode, normalNode, camera ) => new GTAONode( nodeObject( depthNode ), nodeObject( normalNode ), camera );
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