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HuangJiPC / public / static / three / examples / js / postprocessing / SAOPass.js
@zhangdeliang zhangdeliang on 21 Jun 13 KB update
( 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;

} )();