GTAOPass.js 16 KB

123456789101112131415161718192021222324252627282930313233343536373839404142434445464748495051525354555657585960616263646566676869707172737475767778798081828384858687888990919293949596979899100101102103104105106107108109110111112113114115116117118119120121122123124125126127128129130131132133134135136137138139140141142143144145146147148149150151152153154155156157158159160161162163164165166167168169170171172173174175176177178179180181182183184185186187188189190191192193194195196197198199200201202203204205206207208209210211212213214215216217218219220221222223224225226227228229230231232233234235236237238239240241242243244245246247248249250251252253254255256257258259260261262263264265266267268269270271272273274275276277278279280281282283284285286287288289290291292293294295296297298299300301302303304305306307308309310311312313314315316317318319320321322323324325326327328329330331332333334335336337338339340341342343344345346347348349350351352353354355356357358359360361362363364365366367368369370371372373374375376377378379380381382383384385386387388389390391392393394395396397398399400401402403404405406407408409410411412413414415416417418419420421422423424425426427428429430431432433434435436437438439440441442443444445446447448449450451452453454455456457458459460461462463464465466467468469470471472473474475476477478479480481482483484485486487488489490491492493494495496497498499500501502503504505506507508509510511512513514515516517518519520521522523524525526527528529530531532533534535536537538539540541542543544545546547548549550551552553554555556557558559560561562563564565566567568569570571572573574575576577578579580581582
  1. import {
  2. AddEquation,
  3. Color,
  4. CustomBlending,
  5. DataTexture,
  6. DepthTexture,
  7. DepthStencilFormat,
  8. DstAlphaFactor,
  9. DstColorFactor,
  10. HalfFloatType,
  11. MeshNormalMaterial,
  12. NearestFilter,
  13. NoBlending,
  14. RepeatWrapping,
  15. RGBAFormat,
  16. ShaderMaterial,
  17. UniformsUtils,
  18. UnsignedByteType,
  19. UnsignedInt248Type,
  20. WebGLRenderTarget,
  21. ZeroFactor
  22. } from 'three';
  23. import { Pass, FullScreenQuad } from './Pass.js';
  24. import { generateMagicSquareNoise, GTAOShader, GTAODepthShader, GTAOBlendShader } from '../shaders/GTAOShader.js';
  25. import { generatePdSamplePointInitializer, PoissonDenoiseShader } from '../shaders/PoissonDenoiseShader.js';
  26. import { CopyShader } from '../shaders/CopyShader.js';
  27. import { SimplexNoise } from '../math/SimplexNoise.js';
  28. class GTAOPass extends Pass {
  29. constructor( scene, camera, width, height, parameters, aoParameters, pdParameters ) {
  30. super();
  31. this.width = ( width !== undefined ) ? width : 512;
  32. this.height = ( height !== undefined ) ? height : 512;
  33. this.clear = true;
  34. this.camera = camera;
  35. this.scene = scene;
  36. this.output = 0;
  37. this._renderGBuffer = true;
  38. this._visibilityCache = new Map();
  39. this.blendIntensity = 1.;
  40. this.pdRings = 2.;
  41. this.pdRadiusExponent = 2.;
  42. this.pdSamples = 16;
  43. this.gtaoNoiseTexture = generateMagicSquareNoise();
  44. this.pdNoiseTexture = this.generateNoise();
  45. this.gtaoRenderTarget = new WebGLRenderTarget( this.width, this.height, { type: HalfFloatType } );
  46. this.pdRenderTarget = this.gtaoRenderTarget.clone();
  47. this.gtaoMaterial = new ShaderMaterial( {
  48. defines: Object.assign( {}, GTAOShader.defines ),
  49. uniforms: UniformsUtils.clone( GTAOShader.uniforms ),
  50. vertexShader: GTAOShader.vertexShader,
  51. fragmentShader: GTAOShader.fragmentShader,
  52. blending: NoBlending,
  53. depthTest: false,
  54. depthWrite: false,
  55. } );
  56. this.gtaoMaterial.defines.PERSPECTIVE_CAMERA = this.camera.isPerspectiveCamera ? 1 : 0;
  57. this.gtaoMaterial.uniforms.tNoise.value = this.gtaoNoiseTexture;
  58. this.gtaoMaterial.uniforms.resolution.value.set( this.width, this.height );
  59. this.gtaoMaterial.uniforms.cameraNear.value = this.camera.near;
  60. this.gtaoMaterial.uniforms.cameraFar.value = this.camera.far;
  61. this.normalMaterial = new MeshNormalMaterial();
  62. this.normalMaterial.blending = NoBlending;
  63. this.pdMaterial = new ShaderMaterial( {
  64. defines: Object.assign( {}, PoissonDenoiseShader.defines ),
  65. uniforms: UniformsUtils.clone( PoissonDenoiseShader.uniforms ),
  66. vertexShader: PoissonDenoiseShader.vertexShader,
  67. fragmentShader: PoissonDenoiseShader.fragmentShader,
  68. depthTest: false,
  69. depthWrite: false,
  70. } );
  71. this.pdMaterial.uniforms.tDiffuse.value = this.gtaoRenderTarget.texture;
  72. this.pdMaterial.uniforms.tNoise.value = this.pdNoiseTexture;
  73. this.pdMaterial.uniforms.resolution.value.set( this.width, this.height );
  74. this.pdMaterial.uniforms.lumaPhi.value = 10;
  75. this.pdMaterial.uniforms.depthPhi.value = 2;
  76. this.pdMaterial.uniforms.normalPhi.value = 3;
  77. this.pdMaterial.uniforms.radius.value = 8;
  78. this.depthRenderMaterial = new ShaderMaterial( {
  79. defines: Object.assign( {}, GTAODepthShader.defines ),
  80. uniforms: UniformsUtils.clone( GTAODepthShader.uniforms ),
  81. vertexShader: GTAODepthShader.vertexShader,
  82. fragmentShader: GTAODepthShader.fragmentShader,
  83. blending: NoBlending
  84. } );
  85. this.depthRenderMaterial.uniforms.cameraNear.value = this.camera.near;
  86. this.depthRenderMaterial.uniforms.cameraFar.value = this.camera.far;
  87. this.copyMaterial = new ShaderMaterial( {
  88. uniforms: UniformsUtils.clone( CopyShader.uniforms ),
  89. vertexShader: CopyShader.vertexShader,
  90. fragmentShader: CopyShader.fragmentShader,
  91. transparent: true,
  92. depthTest: false,
  93. depthWrite: false,
  94. blendSrc: DstColorFactor,
  95. blendDst: ZeroFactor,
  96. blendEquation: AddEquation,
  97. blendSrcAlpha: DstAlphaFactor,
  98. blendDstAlpha: ZeroFactor,
  99. blendEquationAlpha: AddEquation
  100. } );
  101. this.blendMaterial = new ShaderMaterial( {
  102. uniforms: UniformsUtils.clone( GTAOBlendShader.uniforms ),
  103. vertexShader: GTAOBlendShader.vertexShader,
  104. fragmentShader: GTAOBlendShader.fragmentShader,
  105. transparent: true,
  106. depthTest: false,
  107. depthWrite: false,
  108. blending: CustomBlending,
  109. blendSrc: DstColorFactor,
  110. blendDst: ZeroFactor,
  111. blendEquation: AddEquation,
  112. blendSrcAlpha: DstAlphaFactor,
  113. blendDstAlpha: ZeroFactor,
  114. blendEquationAlpha: AddEquation
  115. } );
  116. this.fsQuad = new FullScreenQuad( null );
  117. this.originalClearColor = new Color();
  118. this.setGBuffer( parameters ? parameters.depthTexture : undefined, parameters ? parameters.normalTexture : undefined );
  119. if ( aoParameters !== undefined ) {
  120. this.updateGtaoMaterial( aoParameters );
  121. }
  122. if ( pdParameters !== undefined ) {
  123. this.updatePdMaterial( pdParameters );
  124. }
  125. }
  126. dispose() {
  127. this.gtaoNoiseTexture.dispose();
  128. this.pdNoiseTexture.dispose();
  129. this.normalRenderTarget.dispose();
  130. this.gtaoRenderTarget.dispose();
  131. this.pdRenderTarget.dispose();
  132. this.normalMaterial.dispose();
  133. this.pdMaterial.dispose();
  134. this.copyMaterial.dispose();
  135. this.depthRenderMaterial.dispose();
  136. this.fsQuad.dispose();
  137. }
  138. get gtaoMap() {
  139. return this.pdRenderTarget.texture;
  140. }
  141. setGBuffer( depthTexture, normalTexture ) {
  142. if ( depthTexture !== undefined ) {
  143. this.depthTexture = depthTexture;
  144. this.normalTexture = normalTexture;
  145. this._renderGBuffer = false;
  146. } else {
  147. this.depthTexture = new DepthTexture();
  148. this.depthTexture.format = DepthStencilFormat;
  149. this.depthTexture.type = UnsignedInt248Type;
  150. this.normalRenderTarget = new WebGLRenderTarget( this.width, this.height, {
  151. minFilter: NearestFilter,
  152. magFilter: NearestFilter,
  153. type: HalfFloatType,
  154. depthTexture: this.depthTexture
  155. } );
  156. this.normalTexture = this.normalRenderTarget.texture;
  157. this._renderGBuffer = true;
  158. }
  159. const normalVectorType = ( this.normalTexture ) ? 1 : 0;
  160. const depthValueSource = ( this.depthTexture === this.normalTexture ) ? 'w' : 'x';
  161. this.gtaoMaterial.defines.NORMAL_VECTOR_TYPE = normalVectorType;
  162. this.gtaoMaterial.defines.DEPTH_SWIZZLING = depthValueSource;
  163. this.gtaoMaterial.uniforms.tNormal.value = this.normalTexture;
  164. this.gtaoMaterial.uniforms.tDepth.value = this.depthTexture;
  165. this.pdMaterial.defines.NORMAL_VECTOR_TYPE = normalVectorType;
  166. this.pdMaterial.defines.DEPTH_SWIZZLING = depthValueSource;
  167. this.pdMaterial.uniforms.tNormal.value = this.normalTexture;
  168. this.pdMaterial.uniforms.tDepth.value = this.depthTexture;
  169. this.depthRenderMaterial.uniforms.tDepth.value = this.normalRenderTarget.depthTexture;
  170. }
  171. setSceneClipBox( box ) {
  172. if ( box ) {
  173. this.gtaoMaterial.needsUpdate = this.gtaoMaterial.defines.SCENE_CLIP_BOX !== 1;
  174. this.gtaoMaterial.defines.SCENE_CLIP_BOX = 1;
  175. this.gtaoMaterial.uniforms.sceneBoxMin.value.copy( box.min );
  176. this.gtaoMaterial.uniforms.sceneBoxMax.value.copy( box.max );
  177. } else {
  178. this.gtaoMaterial.needsUpdate = this.gtaoMaterial.defines.SCENE_CLIP_BOX === 0;
  179. this.gtaoMaterial.defines.SCENE_CLIP_BOX = 0;
  180. }
  181. }
  182. updateGtaoMaterial( parameters ) {
  183. if ( parameters.radius !== undefined ) {
  184. this.gtaoMaterial.uniforms.radius.value = parameters.radius;
  185. }
  186. if ( parameters.distanceExponent !== undefined ) {
  187. this.gtaoMaterial.uniforms.distanceExponent.value = parameters.distanceExponent;
  188. }
  189. if ( parameters.thickness !== undefined ) {
  190. this.gtaoMaterial.uniforms.thickness.value = parameters.thickness;
  191. }
  192. if ( parameters.distanceFallOff !== undefined ) {
  193. this.gtaoMaterial.uniforms.distanceFallOff.value = parameters.distanceFallOff;
  194. this.gtaoMaterial.needsUpdate = true;
  195. }
  196. if ( parameters.scale !== undefined ) {
  197. this.gtaoMaterial.uniforms.scale.value = parameters.scale;
  198. }
  199. if ( parameters.samples !== undefined && parameters.samples !== this.gtaoMaterial.defines.SAMPLES ) {
  200. this.gtaoMaterial.defines.SAMPLES = parameters.samples;
  201. this.gtaoMaterial.needsUpdate = true;
  202. }
  203. if ( parameters.screenSpaceRadius !== undefined && ( parameters.screenSpaceRadius ? 1 : 0 ) !== this.gtaoMaterial.defines.SCREEN_SPACE_RADIUS ) {
  204. this.gtaoMaterial.defines.SCREEN_SPACE_RADIUS = parameters.screenSpaceRadius ? 1 : 0;
  205. this.gtaoMaterial.needsUpdate = true;
  206. }
  207. }
  208. updatePdMaterial( parameters ) {
  209. let updateShader = false;
  210. if ( parameters.lumaPhi !== undefined ) {
  211. this.pdMaterial.uniforms.lumaPhi.value = parameters.lumaPhi;
  212. }
  213. if ( parameters.depthPhi !== undefined ) {
  214. this.pdMaterial.uniforms.depthPhi.value = parameters.depthPhi;
  215. }
  216. if ( parameters.normalPhi !== undefined ) {
  217. this.pdMaterial.uniforms.normalPhi.value = parameters.normalPhi;
  218. }
  219. if ( parameters.radius !== undefined && parameters.radius !== this.radius ) {
  220. this.pdMaterial.uniforms.radius.value = parameters.radius;
  221. }
  222. if ( parameters.radiusExponent !== undefined && parameters.radiusExponent !== this.pdRadiusExponent ) {
  223. this.pdRadiusExponent = parameters.radiusExponent;
  224. updateShader = true;
  225. }
  226. if ( parameters.rings !== undefined && parameters.rings !== this.pdRings ) {
  227. this.pdRings = parameters.rings;
  228. updateShader = true;
  229. }
  230. if ( parameters.samples !== undefined && parameters.samples !== this.pdSamples ) {
  231. this.pdSamples = parameters.samples;
  232. updateShader = true;
  233. }
  234. if ( updateShader ) {
  235. this.pdMaterial.defines.SAMPLES = this.pdSamples;
  236. this.pdMaterial.defines.SAMPLE_VECTORS = generatePdSamplePointInitializer( this.pdSamples, this.pdRings, this.pdRadiusExponent );
  237. this.pdMaterial.needsUpdate = true;
  238. }
  239. }
  240. render( renderer, writeBuffer, readBuffer /*, deltaTime, maskActive */ ) {
  241. // render normals and depth (honor only meshes, points and lines do not contribute to AO)
  242. if ( this._renderGBuffer ) {
  243. this.overrideVisibility();
  244. this.renderOverride( renderer, this.normalMaterial, this.normalRenderTarget, 0x7777ff, 1.0 );
  245. this.restoreVisibility();
  246. }
  247. // render AO
  248. this.gtaoMaterial.uniforms.cameraNear.value = this.camera.near;
  249. this.gtaoMaterial.uniforms.cameraFar.value = this.camera.far;
  250. this.gtaoMaterial.uniforms.cameraProjectionMatrix.value.copy( this.camera.projectionMatrix );
  251. this.gtaoMaterial.uniforms.cameraProjectionMatrixInverse.value.copy( this.camera.projectionMatrixInverse );
  252. this.gtaoMaterial.uniforms.cameraWorldMatrix.value.copy( this.camera.matrixWorld );
  253. this.renderPass( renderer, this.gtaoMaterial, this.gtaoRenderTarget, 0xffffff, 1.0 );
  254. // render poisson denoise
  255. this.pdMaterial.uniforms.cameraProjectionMatrixInverse.value.copy( this.camera.projectionMatrixInverse );
  256. this.renderPass( renderer, this.pdMaterial, this.pdRenderTarget, 0xffffff, 1.0 );
  257. // output result to screen
  258. switch ( this.output ) {
  259. case GTAOPass.OUTPUT.Off:
  260. break;
  261. case GTAOPass.OUTPUT.Diffuse:
  262. this.copyMaterial.uniforms.tDiffuse.value = readBuffer.texture;
  263. this.copyMaterial.blending = NoBlending;
  264. this.renderPass( renderer, this.copyMaterial, this.renderToScreen ? null : writeBuffer );
  265. break;
  266. case GTAOPass.OUTPUT.AO:
  267. this.copyMaterial.uniforms.tDiffuse.value = this.gtaoRenderTarget.texture;
  268. this.copyMaterial.blending = NoBlending;
  269. this.renderPass( renderer, this.copyMaterial, this.renderToScreen ? null : writeBuffer );
  270. break;
  271. case GTAOPass.OUTPUT.Denoise:
  272. this.copyMaterial.uniforms.tDiffuse.value = this.pdRenderTarget.texture;
  273. this.copyMaterial.blending = NoBlending;
  274. this.renderPass( renderer, this.copyMaterial, this.renderToScreen ? null : writeBuffer );
  275. break;
  276. case GTAOPass.OUTPUT.Depth:
  277. this.depthRenderMaterial.uniforms.cameraNear.value = this.camera.near;
  278. this.depthRenderMaterial.uniforms.cameraFar.value = this.camera.far;
  279. this.renderPass( renderer, this.depthRenderMaterial, this.renderToScreen ? null : writeBuffer );
  280. break;
  281. case GTAOPass.OUTPUT.Normal:
  282. this.copyMaterial.uniforms.tDiffuse.value = this.normalRenderTarget.texture;
  283. this.copyMaterial.blending = NoBlending;
  284. this.renderPass( renderer, this.copyMaterial, this.renderToScreen ? null : writeBuffer );
  285. break;
  286. case GTAOPass.OUTPUT.Default:
  287. this.copyMaterial.uniforms.tDiffuse.value = readBuffer.texture;
  288. this.copyMaterial.blending = NoBlending;
  289. this.renderPass( renderer, this.copyMaterial, this.renderToScreen ? null : writeBuffer );
  290. this.blendMaterial.uniforms.intensity.value = this.blendIntensity;
  291. this.blendMaterial.uniforms.tDiffuse.value = this.pdRenderTarget.texture;
  292. this.renderPass( renderer, this.blendMaterial, this.renderToScreen ? null : writeBuffer );
  293. break;
  294. default:
  295. console.warn( 'THREE.GTAOPass: Unknown output type.' );
  296. }
  297. }
  298. renderPass( renderer, passMaterial, renderTarget, clearColor, clearAlpha ) {
  299. // save original state
  300. renderer.getClearColor( this.originalClearColor );
  301. const originalClearAlpha = renderer.getClearAlpha();
  302. const originalAutoClear = renderer.autoClear;
  303. renderer.setRenderTarget( renderTarget );
  304. // setup pass state
  305. renderer.autoClear = false;
  306. if ( ( clearColor !== undefined ) && ( clearColor !== null ) ) {
  307. renderer.setClearColor( clearColor );
  308. renderer.setClearAlpha( clearAlpha || 0.0 );
  309. renderer.clear();
  310. }
  311. this.fsQuad.material = passMaterial;
  312. this.fsQuad.render( renderer );
  313. // restore original state
  314. renderer.autoClear = originalAutoClear;
  315. renderer.setClearColor( this.originalClearColor );
  316. renderer.setClearAlpha( originalClearAlpha );
  317. }
  318. renderOverride( renderer, overrideMaterial, renderTarget, clearColor, clearAlpha ) {
  319. renderer.getClearColor( this.originalClearColor );
  320. const originalClearAlpha = renderer.getClearAlpha();
  321. const originalAutoClear = renderer.autoClear;
  322. renderer.setRenderTarget( renderTarget );
  323. renderer.autoClear = false;
  324. clearColor = overrideMaterial.clearColor || clearColor;
  325. clearAlpha = overrideMaterial.clearAlpha || clearAlpha;
  326. if ( ( clearColor !== undefined ) && ( clearColor !== null ) ) {
  327. renderer.setClearColor( clearColor );
  328. renderer.setClearAlpha( clearAlpha || 0.0 );
  329. renderer.clear();
  330. }
  331. this.scene.overrideMaterial = overrideMaterial;
  332. renderer.render( this.scene, this.camera );
  333. this.scene.overrideMaterial = null;
  334. renderer.autoClear = originalAutoClear;
  335. renderer.setClearColor( this.originalClearColor );
  336. renderer.setClearAlpha( originalClearAlpha );
  337. }
  338. setSize( width, height ) {
  339. this.width = width;
  340. this.height = height;
  341. this.gtaoRenderTarget.setSize( width, height );
  342. this.normalRenderTarget.setSize( width, height );
  343. this.pdRenderTarget.setSize( width, height );
  344. this.gtaoMaterial.uniforms.resolution.value.set( width, height );
  345. this.gtaoMaterial.uniforms.cameraProjectionMatrix.value.copy( this.camera.projectionMatrix );
  346. this.gtaoMaterial.uniforms.cameraProjectionMatrixInverse.value.copy( this.camera.projectionMatrixInverse );
  347. this.pdMaterial.uniforms.resolution.value.set( width, height );
  348. this.pdMaterial.uniforms.cameraProjectionMatrixInverse.value.copy( this.camera.projectionMatrixInverse );
  349. }
  350. overrideVisibility() {
  351. const scene = this.scene;
  352. const cache = this._visibilityCache;
  353. scene.traverse( function ( object ) {
  354. cache.set( object, object.visible );
  355. if ( object.isPoints || object.isLine ) object.visible = false;
  356. } );
  357. }
  358. restoreVisibility() {
  359. const scene = this.scene;
  360. const cache = this._visibilityCache;
  361. scene.traverse( function ( object ) {
  362. const visible = cache.get( object );
  363. object.visible = visible;
  364. } );
  365. cache.clear();
  366. }
  367. generateNoise( size = 64 ) {
  368. const simplex = new SimplexNoise();
  369. const arraySize = size * size * 4;
  370. const data = new Uint8Array( arraySize );
  371. for ( let i = 0; i < size; i ++ ) {
  372. for ( let j = 0; j < size; j ++ ) {
  373. const x = i;
  374. const y = j;
  375. data[ ( i * size + j ) * 4 ] = ( simplex.noise( x, y ) * 0.5 + 0.5 ) * 255;
  376. data[ ( i * size + j ) * 4 + 1 ] = ( simplex.noise( x + size, y ) * 0.5 + 0.5 ) * 255;
  377. data[ ( i * size + j ) * 4 + 2 ] = ( simplex.noise( x, y + size ) * 0.5 + 0.5 ) * 255;
  378. data[ ( i * size + j ) * 4 + 3 ] = ( simplex.noise( x + size, y + size ) * 0.5 + 0.5 ) * 255;
  379. }
  380. }
  381. const noiseTexture = new DataTexture( data, size, size, RGBAFormat, UnsignedByteType );
  382. noiseTexture.wrapS = RepeatWrapping;
  383. noiseTexture.wrapT = RepeatWrapping;
  384. noiseTexture.needsUpdate = true;
  385. return noiseTexture;
  386. }
  387. }
  388. GTAOPass.OUTPUT = {
  389. 'Off': - 1,
  390. 'Default': 0,
  391. 'Diffuse': 1,
  392. 'Depth': 2,
  393. 'Normal': 3,
  394. 'AO': 4,
  395. 'Denoise': 5,
  396. };
  397. export { GTAOPass };