node-ejs-renderer/node_modules/three/examples/jsm/postprocessing/GTAOPass.js

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2024-06-09 13:55:01 -04:00
import {
AddEquation,
Color,
CustomBlending,
DataTexture,
DepthTexture,
DepthStencilFormat,
DstAlphaFactor,
DstColorFactor,
HalfFloatType,
MeshNormalMaterial,
NearestFilter,
NoBlending,
RepeatWrapping,
RGBAFormat,
ShaderMaterial,
UniformsUtils,
UnsignedByteType,
UnsignedInt248Type,
WebGLRenderTarget,
ZeroFactor
} from 'three';
import { Pass, FullScreenQuad } from './Pass.js';
import { generateMagicSquareNoise, GTAOShader, GTAODepthShader, GTAOBlendShader } from '../shaders/GTAOShader.js';
import { generatePdSamplePointInitializer, PoissonDenoiseShader } from '../shaders/PoissonDenoiseShader.js';
import { CopyShader } from '../shaders/CopyShader.js';
import { SimplexNoise } from '../math/SimplexNoise.js';
class GTAOPass extends Pass {
constructor( scene, camera, width, height, parameters, aoParameters, pdParameters ) {
super();
this.width = ( width !== undefined ) ? width : 512;
this.height = ( height !== undefined ) ? height : 512;
this.clear = true;
this.camera = camera;
this.scene = scene;
this.output = 0;
this._renderGBuffer = true;
this._visibilityCache = new Map();
this.blendIntensity = 1.;
this.pdRings = 2.;
this.pdRadiusExponent = 2.;
this.pdSamples = 16;
this.gtaoNoiseTexture = generateMagicSquareNoise();
this.pdNoiseTexture = this.generateNoise();
this.gtaoRenderTarget = new WebGLRenderTarget( this.width, this.height, { type: HalfFloatType } );
this.pdRenderTarget = this.gtaoRenderTarget.clone();
this.gtaoMaterial = new ShaderMaterial( {
defines: Object.assign( {}, GTAOShader.defines ),
uniforms: UniformsUtils.clone( GTAOShader.uniforms ),
vertexShader: GTAOShader.vertexShader,
fragmentShader: GTAOShader.fragmentShader,
blending: NoBlending,
depthTest: false,
depthWrite: false,
} );
this.gtaoMaterial.defines.PERSPECTIVE_CAMERA = this.camera.isPerspectiveCamera ? 1 : 0;
this.gtaoMaterial.uniforms.tNoise.value = this.gtaoNoiseTexture;
this.gtaoMaterial.uniforms.resolution.value.set( this.width, this.height );
this.gtaoMaterial.uniforms.cameraNear.value = this.camera.near;
this.gtaoMaterial.uniforms.cameraFar.value = this.camera.far;
this.normalMaterial = new MeshNormalMaterial();
this.normalMaterial.blending = NoBlending;
this.pdMaterial = new ShaderMaterial( {
defines: Object.assign( {}, PoissonDenoiseShader.defines ),
uniforms: UniformsUtils.clone( PoissonDenoiseShader.uniforms ),
vertexShader: PoissonDenoiseShader.vertexShader,
fragmentShader: PoissonDenoiseShader.fragmentShader,
depthTest: false,
depthWrite: false,
} );
this.pdMaterial.uniforms.tDiffuse.value = this.gtaoRenderTarget.texture;
this.pdMaterial.uniforms.tNoise.value = this.pdNoiseTexture;
this.pdMaterial.uniforms.resolution.value.set( this.width, this.height );
this.pdMaterial.uniforms.lumaPhi.value = 10;
this.pdMaterial.uniforms.depthPhi.value = 2;
this.pdMaterial.uniforms.normalPhi.value = 3;
this.pdMaterial.uniforms.radius.value = 8;
this.depthRenderMaterial = new ShaderMaterial( {
defines: Object.assign( {}, GTAODepthShader.defines ),
uniforms: UniformsUtils.clone( GTAODepthShader.uniforms ),
vertexShader: GTAODepthShader.vertexShader,
fragmentShader: GTAODepthShader.fragmentShader,
blending: NoBlending
} );
this.depthRenderMaterial.uniforms.cameraNear.value = this.camera.near;
this.depthRenderMaterial.uniforms.cameraFar.value = this.camera.far;
this.copyMaterial = new ShaderMaterial( {
uniforms: UniformsUtils.clone( CopyShader.uniforms ),
vertexShader: CopyShader.vertexShader,
fragmentShader: CopyShader.fragmentShader,
transparent: true,
depthTest: false,
depthWrite: false,
blendSrc: DstColorFactor,
blendDst: ZeroFactor,
blendEquation: AddEquation,
blendSrcAlpha: DstAlphaFactor,
blendDstAlpha: ZeroFactor,
blendEquationAlpha: AddEquation
} );
this.blendMaterial = new ShaderMaterial( {
uniforms: UniformsUtils.clone( GTAOBlendShader.uniforms ),
vertexShader: GTAOBlendShader.vertexShader,
fragmentShader: GTAOBlendShader.fragmentShader,
transparent: true,
depthTest: false,
depthWrite: false,
blending: CustomBlending,
blendSrc: DstColorFactor,
blendDst: ZeroFactor,
blendEquation: AddEquation,
blendSrcAlpha: DstAlphaFactor,
blendDstAlpha: ZeroFactor,
blendEquationAlpha: AddEquation
} );
this.fsQuad = new FullScreenQuad( null );
this.originalClearColor = new Color();
this.setGBuffer( parameters ? parameters.depthTexture : undefined, parameters ? parameters.normalTexture : undefined );
if ( aoParameters !== undefined ) {
this.updateGtaoMaterial( aoParameters );
}
if ( pdParameters !== undefined ) {
this.updatePdMaterial( pdParameters );
}
}
dispose() {
this.gtaoNoiseTexture.dispose();
this.pdNoiseTexture.dispose();
this.normalRenderTarget.dispose();
this.gtaoRenderTarget.dispose();
this.pdRenderTarget.dispose();
this.normalMaterial.dispose();
this.pdMaterial.dispose();
this.copyMaterial.dispose();
this.depthRenderMaterial.dispose();
this.fsQuad.dispose();
}
get gtaoMap() {
return this.pdRenderTarget.texture;
}
setGBuffer( depthTexture, normalTexture ) {
if ( depthTexture !== undefined ) {
this.depthTexture = depthTexture;
this.normalTexture = normalTexture;
this._renderGBuffer = false;
} else {
this.depthTexture = new DepthTexture();
this.depthTexture.format = DepthStencilFormat;
this.depthTexture.type = UnsignedInt248Type;
this.normalRenderTarget = new WebGLRenderTarget( this.width, this.height, {
minFilter: NearestFilter,
magFilter: NearestFilter,
type: HalfFloatType,
depthTexture: this.depthTexture
} );
this.normalTexture = this.normalRenderTarget.texture;
this._renderGBuffer = true;
}
const normalVectorType = ( this.normalTexture ) ? 1 : 0;
const depthValueSource = ( this.depthTexture === this.normalTexture ) ? 'w' : 'x';
this.gtaoMaterial.defines.NORMAL_VECTOR_TYPE = normalVectorType;
this.gtaoMaterial.defines.DEPTH_SWIZZLING = depthValueSource;
this.gtaoMaterial.uniforms.tNormal.value = this.normalTexture;
this.gtaoMaterial.uniforms.tDepth.value = this.depthTexture;
this.pdMaterial.defines.NORMAL_VECTOR_TYPE = normalVectorType;
this.pdMaterial.defines.DEPTH_SWIZZLING = depthValueSource;
this.pdMaterial.uniforms.tNormal.value = this.normalTexture;
this.pdMaterial.uniforms.tDepth.value = this.depthTexture;
this.depthRenderMaterial.uniforms.tDepth.value = this.normalRenderTarget.depthTexture;
}
setSceneClipBox( box ) {
if ( box ) {
this.gtaoMaterial.needsUpdate = this.gtaoMaterial.defines.SCENE_CLIP_BOX !== 1;
this.gtaoMaterial.defines.SCENE_CLIP_BOX = 1;
this.gtaoMaterial.uniforms.sceneBoxMin.value.copy( box.min );
this.gtaoMaterial.uniforms.sceneBoxMax.value.copy( box.max );
} else {
this.gtaoMaterial.needsUpdate = this.gtaoMaterial.defines.SCENE_CLIP_BOX === 0;
this.gtaoMaterial.defines.SCENE_CLIP_BOX = 0;
}
}
updateGtaoMaterial( parameters ) {
if ( parameters.radius !== undefined ) {
this.gtaoMaterial.uniforms.radius.value = parameters.radius;
}
if ( parameters.distanceExponent !== undefined ) {
this.gtaoMaterial.uniforms.distanceExponent.value = parameters.distanceExponent;
}
if ( parameters.thickness !== undefined ) {
this.gtaoMaterial.uniforms.thickness.value = parameters.thickness;
}
if ( parameters.distanceFallOff !== undefined ) {
this.gtaoMaterial.uniforms.distanceFallOff.value = parameters.distanceFallOff;
this.gtaoMaterial.needsUpdate = true;
}
if ( parameters.scale !== undefined ) {
this.gtaoMaterial.uniforms.scale.value = parameters.scale;
}
if ( parameters.samples !== undefined && parameters.samples !== this.gtaoMaterial.defines.SAMPLES ) {
this.gtaoMaterial.defines.SAMPLES = parameters.samples;
this.gtaoMaterial.needsUpdate = true;
}
if ( parameters.screenSpaceRadius !== undefined && ( parameters.screenSpaceRadius ? 1 : 0 ) !== this.gtaoMaterial.defines.SCREEN_SPACE_RADIUS ) {
this.gtaoMaterial.defines.SCREEN_SPACE_RADIUS = parameters.screenSpaceRadius ? 1 : 0;
this.gtaoMaterial.needsUpdate = true;
}
}
updatePdMaterial( parameters ) {
let updateShader = false;
if ( parameters.lumaPhi !== undefined ) {
this.pdMaterial.uniforms.lumaPhi.value = parameters.lumaPhi;
}
if ( parameters.depthPhi !== undefined ) {
this.pdMaterial.uniforms.depthPhi.value = parameters.depthPhi;
}
if ( parameters.normalPhi !== undefined ) {
this.pdMaterial.uniforms.normalPhi.value = parameters.normalPhi;
}
if ( parameters.radius !== undefined && parameters.radius !== this.radius ) {
this.pdMaterial.uniforms.radius.value = parameters.radius;
}
if ( parameters.radiusExponent !== undefined && parameters.radiusExponent !== this.pdRadiusExponent ) {
this.pdRadiusExponent = parameters.radiusExponent;
updateShader = true;
}
if ( parameters.rings !== undefined && parameters.rings !== this.pdRings ) {
this.pdRings = parameters.rings;
updateShader = true;
}
if ( parameters.samples !== undefined && parameters.samples !== this.pdSamples ) {
this.pdSamples = parameters.samples;
updateShader = true;
}
if ( updateShader ) {
this.pdMaterial.defines.SAMPLES = this.pdSamples;
this.pdMaterial.defines.SAMPLE_VECTORS = generatePdSamplePointInitializer( this.pdSamples, this.pdRings, this.pdRadiusExponent );
this.pdMaterial.needsUpdate = true;
}
}
render( renderer, writeBuffer, readBuffer /*, deltaTime, maskActive */ ) {
// render normals and depth (honor only meshes, points and lines do not contribute to AO)
if ( this._renderGBuffer ) {
this.overrideVisibility();
this.renderOverride( renderer, this.normalMaterial, this.normalRenderTarget, 0x7777ff, 1.0 );
this.restoreVisibility();
}
// render AO
this.gtaoMaterial.uniforms.cameraNear.value = this.camera.near;
this.gtaoMaterial.uniforms.cameraFar.value = this.camera.far;
this.gtaoMaterial.uniforms.cameraProjectionMatrix.value.copy( this.camera.projectionMatrix );
this.gtaoMaterial.uniforms.cameraProjectionMatrixInverse.value.copy( this.camera.projectionMatrixInverse );
this.gtaoMaterial.uniforms.cameraWorldMatrix.value.copy( this.camera.matrixWorld );
this.renderPass( renderer, this.gtaoMaterial, this.gtaoRenderTarget, 0xffffff, 1.0 );
// render poisson denoise
this.pdMaterial.uniforms.cameraProjectionMatrixInverse.value.copy( this.camera.projectionMatrixInverse );
this.renderPass( renderer, this.pdMaterial, this.pdRenderTarget, 0xffffff, 1.0 );
// output result to screen
switch ( this.output ) {
case GTAOPass.OUTPUT.Off:
break;
case GTAOPass.OUTPUT.Diffuse:
this.copyMaterial.uniforms.tDiffuse.value = readBuffer.texture;
this.copyMaterial.blending = NoBlending;
this.renderPass( renderer, this.copyMaterial, this.renderToScreen ? null : writeBuffer );
break;
case GTAOPass.OUTPUT.AO:
this.copyMaterial.uniforms.tDiffuse.value = this.gtaoRenderTarget.texture;
this.copyMaterial.blending = NoBlending;
this.renderPass( renderer, this.copyMaterial, this.renderToScreen ? null : writeBuffer );
break;
case GTAOPass.OUTPUT.Denoise:
this.copyMaterial.uniforms.tDiffuse.value = this.pdRenderTarget.texture;
this.copyMaterial.blending = NoBlending;
this.renderPass( renderer, this.copyMaterial, this.renderToScreen ? null : writeBuffer );
break;
case GTAOPass.OUTPUT.Depth:
this.depthRenderMaterial.uniforms.cameraNear.value = this.camera.near;
this.depthRenderMaterial.uniforms.cameraFar.value = this.camera.far;
this.renderPass( renderer, this.depthRenderMaterial, this.renderToScreen ? null : writeBuffer );
break;
case GTAOPass.OUTPUT.Normal:
this.copyMaterial.uniforms.tDiffuse.value = this.normalRenderTarget.texture;
this.copyMaterial.blending = NoBlending;
this.renderPass( renderer, this.copyMaterial, this.renderToScreen ? null : writeBuffer );
break;
case GTAOPass.OUTPUT.Default:
this.copyMaterial.uniforms.tDiffuse.value = readBuffer.texture;
this.copyMaterial.blending = NoBlending;
this.renderPass( renderer, this.copyMaterial, this.renderToScreen ? null : writeBuffer );
this.blendMaterial.uniforms.intensity.value = this.blendIntensity;
this.blendMaterial.uniforms.tDiffuse.value = this.pdRenderTarget.texture;
this.renderPass( renderer, this.blendMaterial, this.renderToScreen ? null : writeBuffer );
break;
default:
console.warn( 'THREE.GTAOPass: Unknown output type.' );
}
}
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;
renderer.autoClear = originalAutoClear;
renderer.setClearColor( this.originalClearColor );
renderer.setClearAlpha( originalClearAlpha );
}
setSize( width, height ) {
this.width = width;
this.height = height;
this.gtaoRenderTarget.setSize( width, height );
this.normalRenderTarget.setSize( width, height );
this.pdRenderTarget.setSize( width, height );
this.gtaoMaterial.uniforms.resolution.value.set( width, height );
this.gtaoMaterial.uniforms.cameraProjectionMatrix.value.copy( this.camera.projectionMatrix );
this.gtaoMaterial.uniforms.cameraProjectionMatrixInverse.value.copy( this.camera.projectionMatrixInverse );
this.pdMaterial.uniforms.resolution.value.set( width, height );
this.pdMaterial.uniforms.cameraProjectionMatrixInverse.value.copy( this.camera.projectionMatrixInverse );
}
overrideVisibility() {
const scene = this.scene;
const cache = this._visibilityCache;
scene.traverse( function ( object ) {
cache.set( object, object.visible );
if ( object.isPoints || object.isLine ) object.visible = false;
} );
}
restoreVisibility() {
const scene = this.scene;
const cache = this._visibilityCache;
scene.traverse( function ( object ) {
const visible = cache.get( object );
object.visible = visible;
} );
cache.clear();
}
generateNoise( size = 64 ) {
const simplex = new SimplexNoise();
const arraySize = size * size * 4;
const data = new Uint8Array( arraySize );
for ( let i = 0; i < size; i ++ ) {
for ( let j = 0; j < size; j ++ ) {
const x = i;
const y = j;
data[ ( i * size + j ) * 4 ] = ( simplex.noise( x, y ) * 0.5 + 0.5 ) * 255;
data[ ( i * size + j ) * 4 + 1 ] = ( simplex.noise( x + size, y ) * 0.5 + 0.5 ) * 255;
data[ ( i * size + j ) * 4 + 2 ] = ( simplex.noise( x, y + size ) * 0.5 + 0.5 ) * 255;
data[ ( i * size + j ) * 4 + 3 ] = ( simplex.noise( x + size, y + size ) * 0.5 + 0.5 ) * 255;
}
}
const noiseTexture = new DataTexture( data, size, size, RGBAFormat, UnsignedByteType );
noiseTexture.wrapS = RepeatWrapping;
noiseTexture.wrapT = RepeatWrapping;
noiseTexture.needsUpdate = true;
return noiseTexture;
}
}
GTAOPass.OUTPUT = {
'Off': - 1,
'Default': 0,
'Diffuse': 1,
'Depth': 2,
'Normal': 3,
'AO': 4,
'Denoise': 5,
};
export { GTAOPass };