( function () { /** * SAO implementation inspired from bhouston previous SAO work */ class SAOPass extends THREE.Pass { constructor( scene, camera, useDepthTexture = false, useNormals = false, resolution = new THREE.Vector2( 256, 256 ) ) { super(); this.scene = scene; this.camera = camera; this.clear = true; this.needsSwap = false; this.supportsDepthTextureExtension = useDepthTexture; this.supportsNormalTexture = useNormals; this.originalClearColor = new THREE.Color(); this._oldClearColor = new THREE.Color(); this.oldClearAlpha = 1; 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 }; this.resolution = new THREE.Vector2( resolution.x, resolution.y ); this.saoRenderTarget = new THREE.WebGLRenderTarget( this.resolution.x, this.resolution.y ); this.blurIntermediateRenderTarget = this.saoRenderTarget.clone(); this.beautyRenderTarget = this.saoRenderTarget.clone(); this.normalRenderTarget = new THREE.WebGLRenderTarget( this.resolution.x, this.resolution.y, { minFilter: THREE.NearestFilter, magFilter: THREE.NearestFilter } ); this.depthRenderTarget = this.normalRenderTarget.clone(); let depthTexture; if ( this.supportsDepthTextureExtension ) { depthTexture = new THREE.DepthTexture(); depthTexture.type = THREE.UnsignedShortType; this.beautyRenderTarget.depthTexture = depthTexture; this.beautyRenderTarget.depthBuffer = true; } this.depthMaterial = new THREE.MeshDepthMaterial(); this.depthMaterial.depthPacking = THREE.RGBADepthPacking; this.depthMaterial.blending = THREE.NoBlending; this.normalMaterial = new THREE.MeshNormalMaterial(); this.normalMaterial.blending = THREE.NoBlending; if ( THREE.SAOShader === undefined ) { console.error( 'THREE.SAOPass relies on THREE.SAOShader' ); } this.saoMaterial = new THREE.ShaderMaterial( { defines: Object.assign( {}, THREE.SAOShader.defines ), fragmentShader: THREE.SAOShader.fragmentShader, vertexShader: THREE.SAOShader.vertexShader, uniforms: THREE.UniformsUtils.clone( THREE.SAOShader.uniforms ) } ); this.saoMaterial.extensions.derivatives = true; this.saoMaterial.defines[ 'DEPTH_PACKING' ] = this.supportsDepthTextureExtension ? 0 : 1; this.saoMaterial.defines[ 'NORMAL_TEXTURE' ] = this.supportsNormalTexture ? 1 : 0; this.saoMaterial.defines[ 'PERSPECTIVE_CAMERA' ] = this.camera.isPerspectiveCamera ? 1 : 0; this.saoMaterial.uniforms[ 'tDepth' ].value = this.supportsDepthTextureExtension ? depthTexture : this.depthRenderTarget.texture; 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 = THREE.NoBlending; if ( THREE.DepthLimitedBlurShader === undefined ) { console.error( 'THREE.SAOPass relies on THREE.DepthLimitedBlurShader' ); } this.vBlurMaterial = new THREE.ShaderMaterial( { uniforms: THREE.UniformsUtils.clone( THREE.DepthLimitedBlurShader.uniforms ), defines: Object.assign( {}, THREE.DepthLimitedBlurShader.defines ), vertexShader: THREE.DepthLimitedBlurShader.vertexShader, fragmentShader: THREE.DepthLimitedBlurShader.fragmentShader } ); this.vBlurMaterial.defines[ 'DEPTH_PACKING' ] = this.supportsDepthTextureExtension ? 0 : 1; this.vBlurMaterial.defines[ 'PERSPECTIVE_CAMERA' ] = this.camera.isPerspectiveCamera ? 1 : 0; this.vBlurMaterial.uniforms[ 'tDiffuse' ].value = this.saoRenderTarget.texture; this.vBlurMaterial.uniforms[ 'tDepth' ].value = this.supportsDepthTextureExtension ? depthTexture : this.depthRenderTarget.texture; this.vBlurMaterial.uniforms[ 'size' ].value.set( this.resolution.x, this.resolution.y ); this.vBlurMaterial.blending = THREE.NoBlending; this.hBlurMaterial = new THREE.ShaderMaterial( { uniforms: THREE.UniformsUtils.clone( THREE.DepthLimitedBlurShader.uniforms ), defines: Object.assign( {}, THREE.DepthLimitedBlurShader.defines ), vertexShader: THREE.DepthLimitedBlurShader.vertexShader, fragmentShader: THREE.DepthLimitedBlurShader.fragmentShader } ); this.hBlurMaterial.defines[ 'DEPTH_PACKING' ] = this.supportsDepthTextureExtension ? 0 : 1; this.hBlurMaterial.defines[ 'PERSPECTIVE_CAMERA' ] = this.camera.isPerspectiveCamera ? 1 : 0; this.hBlurMaterial.uniforms[ 'tDiffuse' ].value = this.blurIntermediateRenderTarget.texture; this.hBlurMaterial.uniforms[ 'tDepth' ].value = this.supportsDepthTextureExtension ? depthTexture : this.depthRenderTarget.texture; this.hBlurMaterial.uniforms[ 'size' ].value.set( this.resolution.x, this.resolution.y ); this.hBlurMaterial.blending = THREE.NoBlending; if ( THREE.CopyShader === undefined ) { console.error( 'THREE.SAOPass relies on THREE.CopyShader' ); } this.materialCopy = new THREE.ShaderMaterial( { uniforms: THREE.UniformsUtils.clone( THREE.CopyShader.uniforms ), vertexShader: THREE.CopyShader.vertexShader, fragmentShader: THREE.CopyShader.fragmentShader, blending: THREE.NoBlending } ); this.materialCopy.transparent = true; this.materialCopy.depthTest = false; this.materialCopy.depthWrite = false; this.materialCopy.blending = THREE.CustomBlending; this.materialCopy.blendSrc = THREE.DstColorFactor; this.materialCopy.blendDst = THREE.ZeroFactor; this.materialCopy.blendEquation = THREE.AddEquation; this.materialCopy.blendSrcAlpha = THREE.DstAlphaFactor; this.materialCopy.blendDstAlpha = THREE.ZeroFactor; this.materialCopy.blendEquationAlpha = THREE.AddEquation; if ( THREE.UnpackDepthRGBAShader === undefined ) { console.error( 'THREE.SAOPass relies on THREE.UnpackDepthRGBAShader' ); } this.depthCopy = new THREE.ShaderMaterial( { uniforms: THREE.UniformsUtils.clone( THREE.UnpackDepthRGBAShader.uniforms ), vertexShader: THREE.UnpackDepthRGBAShader.vertexShader, fragmentShader: THREE.UnpackDepthRGBAShader.fragmentShader, blending: THREE.NoBlending } ); this.fsQuad = new THREE.FullScreenQuad( null ); } render( renderer, writeBuffer, readBuffer /*, deltaTime, maskActive*/ ) { // Rendering readBuffer first when rendering to screen if ( this.renderToScreen ) { this.materialCopy.blending = THREE.NoBlending; this.materialCopy.uniforms[ 'tDiffuse' ].value = readBuffer.texture; this.materialCopy.needsUpdate = true; this.renderPass( renderer, this.materialCopy, null ); } if ( this.params.output === 1 ) { return; } renderer.getClearColor( this._oldClearColor ); this.oldClearAlpha = renderer.getClearAlpha(); const oldAutoClear = renderer.autoClear; renderer.autoClear = false; renderer.setRenderTarget( this.depthRenderTarget ); renderer.clear(); 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 ) { THREE.BlurShaderUtils.configure( this.vBlurMaterial, this.params.saoBlurRadius, this.params.saoBlurStdDev, new THREE.Vector2( 0, 1 ) ); THREE.BlurShaderUtils.configure( this.hBlurMaterial, this.params.saoBlurRadius, this.params.saoBlurStdDev, new THREE.Vector2( 1, 0 ) ); this.prevStdDev = this.params.saoBlurStdDev; this.prevNumSamples = this.params.saoBlurRadius; } // Rendering scene to depth texture renderer.setClearColor( 0x000000 ); renderer.setRenderTarget( this.beautyRenderTarget ); renderer.clear(); renderer.render( this.scene, this.camera ); // Re-render scene if depth texture extension is not supported if ( ! this.supportsDepthTextureExtension ) { // Clear rule : far clipping plane in both RGBA and Basic encoding this.renderOverride( renderer, this.depthMaterial, this.depthRenderTarget, 0x000000, 1.0 ); } if ( this.supportsNormalTexture ) { // Clear rule : default normal is facing the camera 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 ); } let outputMaterial = this.materialCopy; // Setting up SAO rendering if ( this.params.output === 3 ) { if ( this.supportsDepthTextureExtension ) { this.materialCopy.uniforms[ 'tDiffuse' ].value = this.beautyRenderTarget.depthTexture; this.materialCopy.needsUpdate = true; } else { this.depthCopy.uniforms[ 'tDiffuse' ].value = this.depthRenderTarget.texture; this.depthCopy.needsUpdate = true; outputMaterial = this.depthCopy; } } else if ( this.params.output === 4 ) { 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, only want a THREE.CustomBlending when showing SAO if ( this.params.output === 0 ) { outputMaterial.blending = THREE.CustomBlending; } else { outputMaterial.blending = THREE.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; } 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.beautyRenderTarget.setSize( width, height ); this.saoRenderTarget.setSize( width, height ); this.blurIntermediateRenderTarget.setSize( width, height ); this.normalRenderTarget.setSize( width, height ); this.depthRenderTarget.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; } } SAOPass.OUTPUT = { 'Beauty': 1, 'Default': 0, 'SAO': 2, 'Depth': 3, 'Normal': 4 }; THREE.SAOPass = SAOPass; } )();