{"version":3,"file":"SAOPass.cjs","sources":["../../src/postprocessing/SAOPass.js"],"sourcesContent":["import {\n AddEquation,\n Color,\n CustomBlending,\n DepthTexture,\n DstAlphaFactor,\n DstColorFactor,\n HalfFloatType,\n MeshDepthMaterial,\n MeshNormalMaterial,\n NearestFilter,\n NoBlending,\n RGBADepthPacking,\n ShaderMaterial,\n UniformsUtils,\n UnsignedShortType,\n Vector2,\n WebGLRenderTarget,\n ZeroFactor,\n} from 'three'\nimport { Pass, FullScreenQuad } from './Pass'\nimport { SAOShader } from '../shaders/SAOShader'\nimport { DepthLimitedBlurShader } from '../shaders/DepthLimitedBlurShader'\nimport { BlurShaderUtils } from '../shaders/DepthLimitedBlurShader'\nimport { CopyShader } from '../shaders/CopyShader'\nimport { UnpackDepthRGBAShader } from '../shaders/UnpackDepthRGBAShader'\n\n/**\n * SAO implementation inspired from bhouston previous SAO work\n */\nconst SAOPass = /* @__PURE__ */ (() => {\n class SAOPass extends Pass {\n static OUTPUT = {\n Beauty: 1,\n Default: 0,\n SAO: 2,\n Depth: 3,\n Normal: 4,\n }\n\n constructor(scene, camera, useDepthTexture = false, useNormals = false, resolution = new Vector2(256, 256)) {\n super()\n\n this.scene = scene\n this.camera = camera\n\n this.clear = true\n this.needsSwap = false\n\n this.supportsDepthTextureExtension = useDepthTexture\n this.supportsNormalTexture = useNormals\n\n this.originalClearColor = new Color()\n this._oldClearColor = new Color()\n this.oldClearAlpha = 1\n\n this.params = {\n output: 0,\n saoBias: 0.5,\n saoIntensity: 0.18,\n saoScale: 1,\n saoKernelRadius: 100,\n saoMinResolution: 0,\n saoBlur: true,\n saoBlurRadius: 8,\n saoBlurStdDev: 4,\n saoBlurDepthCutoff: 0.01,\n }\n\n this.resolution = new Vector2(resolution.x, resolution.y)\n\n this.saoRenderTarget = new WebGLRenderTarget(this.resolution.x, this.resolution.y, { type: HalfFloatType })\n this.blurIntermediateRenderTarget = this.saoRenderTarget.clone()\n this.beautyRenderTarget = this.saoRenderTarget.clone()\n\n this.normalRenderTarget = new WebGLRenderTarget(this.resolution.x, this.resolution.y, {\n minFilter: NearestFilter,\n magFilter: NearestFilter,\n type: HalfFloatType,\n })\n this.depthRenderTarget = this.normalRenderTarget.clone()\n\n let depthTexture\n\n if (this.supportsDepthTextureExtension) {\n depthTexture = new DepthTexture()\n depthTexture.type = UnsignedShortType\n\n this.beautyRenderTarget.depthTexture = depthTexture\n this.beautyRenderTarget.depthBuffer = true\n }\n\n this.depthMaterial = new MeshDepthMaterial()\n this.depthMaterial.depthPacking = RGBADepthPacking\n this.depthMaterial.blending = NoBlending\n\n this.normalMaterial = new MeshNormalMaterial()\n this.normalMaterial.blending = NoBlending\n\n this.saoMaterial = new ShaderMaterial({\n defines: Object.assign({}, SAOShader.defines),\n fragmentShader: SAOShader.fragmentShader,\n vertexShader: SAOShader.vertexShader,\n uniforms: UniformsUtils.clone(SAOShader.uniforms),\n })\n this.saoMaterial.extensions.derivatives = true\n this.saoMaterial.defines['DEPTH_PACKING'] = this.supportsDepthTextureExtension ? 0 : 1\n this.saoMaterial.defines['NORMAL_TEXTURE'] = this.supportsNormalTexture ? 1 : 0\n this.saoMaterial.defines['PERSPECTIVE_CAMERA'] = this.camera.isPerspectiveCamera ? 1 : 0\n this.saoMaterial.uniforms['tDepth'].value = this.supportsDepthTextureExtension\n ? depthTexture\n : this.depthRenderTarget.texture\n this.saoMaterial.uniforms['tNormal'].value = this.normalRenderTarget.texture\n this.saoMaterial.uniforms['size'].value.set(this.resolution.x, this.resolution.y)\n this.saoMaterial.uniforms['cameraInverseProjectionMatrix'].value.copy(this.camera.projectionMatrixInverse)\n this.saoMaterial.uniforms['cameraProjectionMatrix'].value = this.camera.projectionMatrix\n this.saoMaterial.blending = NoBlending\n\n this.vBlurMaterial = new ShaderMaterial({\n uniforms: UniformsUtils.clone(DepthLimitedBlurShader.uniforms),\n defines: Object.assign({}, DepthLimitedBlurShader.defines),\n vertexShader: DepthLimitedBlurShader.vertexShader,\n fragmentShader: DepthLimitedBlurShader.fragmentShader,\n })\n this.vBlurMaterial.defines['DEPTH_PACKING'] = this.supportsDepthTextureExtension ? 0 : 1\n this.vBlurMaterial.defines['PERSPECTIVE_CAMERA'] = this.camera.isPerspectiveCamera ? 1 : 0\n this.vBlurMaterial.uniforms['tDiffuse'].value = this.saoRenderTarget.texture\n this.vBlurMaterial.uniforms['tDepth'].value = this.supportsDepthTextureExtension\n ? depthTexture\n : this.depthRenderTarget.texture\n this.vBlurMaterial.uniforms['size'].value.set(this.resolution.x, this.resolution.y)\n this.vBlurMaterial.blending = NoBlending\n\n this.hBlurMaterial = new ShaderMaterial({\n uniforms: UniformsUtils.clone(DepthLimitedBlurShader.uniforms),\n defines: Object.assign({}, DepthLimitedBlurShader.defines),\n vertexShader: DepthLimitedBlurShader.vertexShader,\n fragmentShader: DepthLimitedBlurShader.fragmentShader,\n })\n this.hBlurMaterial.defines['DEPTH_PACKING'] = this.supportsDepthTextureExtension ? 0 : 1\n this.hBlurMaterial.defines['PERSPECTIVE_CAMERA'] = this.camera.isPerspectiveCamera ? 1 : 0\n this.hBlurMaterial.uniforms['tDiffuse'].value = this.blurIntermediateRenderTarget.texture\n this.hBlurMaterial.uniforms['tDepth'].value = this.supportsDepthTextureExtension\n ? depthTexture\n : this.depthRenderTarget.texture\n this.hBlurMaterial.uniforms['size'].value.set(this.resolution.x, this.resolution.y)\n this.hBlurMaterial.blending = NoBlending\n\n this.materialCopy = new ShaderMaterial({\n uniforms: UniformsUtils.clone(CopyShader.uniforms),\n vertexShader: CopyShader.vertexShader,\n fragmentShader: CopyShader.fragmentShader,\n blending: NoBlending,\n })\n this.materialCopy.transparent = true\n this.materialCopy.depthTest = false\n this.materialCopy.depthWrite = false\n this.materialCopy.blending = CustomBlending\n this.materialCopy.blendSrc = DstColorFactor\n this.materialCopy.blendDst = ZeroFactor\n this.materialCopy.blendEquation = AddEquation\n this.materialCopy.blendSrcAlpha = DstAlphaFactor\n this.materialCopy.blendDstAlpha = ZeroFactor\n this.materialCopy.blendEquationAlpha = AddEquation\n\n this.depthCopy = new ShaderMaterial({\n uniforms: UniformsUtils.clone(UnpackDepthRGBAShader.uniforms),\n vertexShader: UnpackDepthRGBAShader.vertexShader,\n fragmentShader: UnpackDepthRGBAShader.fragmentShader,\n blending: NoBlending,\n })\n\n this.fsQuad = new FullScreenQuad(null)\n }\n\n render(renderer, writeBuffer, readBuffer /*, deltaTime, maskActive*/) {\n // Rendering readBuffer first when rendering to screen\n if (this.renderToScreen) {\n this.materialCopy.blending = NoBlending\n this.materialCopy.uniforms['tDiffuse'].value = readBuffer.texture\n this.materialCopy.needsUpdate = true\n this.renderPass(renderer, this.materialCopy, null)\n }\n\n if (this.params.output === 1) {\n return\n }\n\n renderer.getClearColor(this._oldClearColor)\n this.oldClearAlpha = renderer.getClearAlpha()\n const oldAutoClear = renderer.autoClear\n renderer.autoClear = false\n\n renderer.setRenderTarget(this.depthRenderTarget)\n renderer.clear()\n\n this.saoMaterial.uniforms['bias'].value = this.params.saoBias\n this.saoMaterial.uniforms['intensity'].value = this.params.saoIntensity\n this.saoMaterial.uniforms['scale'].value = this.params.saoScale\n this.saoMaterial.uniforms['kernelRadius'].value = this.params.saoKernelRadius\n this.saoMaterial.uniforms['minResolution'].value = this.params.saoMinResolution\n this.saoMaterial.uniforms['cameraNear'].value = this.camera.near\n this.saoMaterial.uniforms['cameraFar'].value = this.camera.far\n // this.saoMaterial.uniforms['randomSeed'].value = Math.random();\n\n const depthCutoff = this.params.saoBlurDepthCutoff * (this.camera.far - this.camera.near)\n this.vBlurMaterial.uniforms['depthCutoff'].value = depthCutoff\n this.hBlurMaterial.uniforms['depthCutoff'].value = depthCutoff\n\n this.vBlurMaterial.uniforms['cameraNear'].value = this.camera.near\n this.vBlurMaterial.uniforms['cameraFar'].value = this.camera.far\n this.hBlurMaterial.uniforms['cameraNear'].value = this.camera.near\n this.hBlurMaterial.uniforms['cameraFar'].value = this.camera.far\n\n this.params.saoBlurRadius = Math.floor(this.params.saoBlurRadius)\n if (this.prevStdDev !== this.params.saoBlurStdDev || this.prevNumSamples !== this.params.saoBlurRadius) {\n BlurShaderUtils.configure(\n this.vBlurMaterial,\n this.params.saoBlurRadius,\n this.params.saoBlurStdDev,\n new Vector2(0, 1),\n )\n BlurShaderUtils.configure(\n this.hBlurMaterial,\n this.params.saoBlurRadius,\n this.params.saoBlurStdDev,\n new Vector2(1, 0),\n )\n this.prevStdDev = this.params.saoBlurStdDev\n this.prevNumSamples = this.params.saoBlurRadius\n }\n\n // Rendering scene to depth texture\n renderer.setClearColor(0x000000)\n renderer.setRenderTarget(this.beautyRenderTarget)\n renderer.clear()\n renderer.render(this.scene, this.camera)\n\n // Re-render scene if depth texture extension is not supported\n if (!this.supportsDepthTextureExtension) {\n // Clear rule : far clipping plane in both RGBA and Basic encoding\n this.renderOverride(renderer, this.depthMaterial, this.depthRenderTarget, 0x000000, 1.0)\n }\n\n if (this.supportsNormalTexture) {\n // Clear rule : default normal is facing the camera\n this.renderOverride(renderer, this.normalMaterial, this.normalRenderTarget, 0x7777ff, 1.0)\n }\n\n // Rendering SAO texture\n this.renderPass(renderer, this.saoMaterial, this.saoRenderTarget, 0xffffff, 1.0)\n\n // Blurring SAO texture\n if (this.params.saoBlur) {\n this.renderPass(renderer, this.vBlurMaterial, this.blurIntermediateRenderTarget, 0xffffff, 1.0)\n this.renderPass(renderer, this.hBlurMaterial, this.saoRenderTarget, 0xffffff, 1.0)\n }\n\n let outputMaterial = this.materialCopy\n // Setting up SAO rendering\n if (this.params.output === 3) {\n if (this.supportsDepthTextureExtension) {\n this.materialCopy.uniforms['tDiffuse'].value = this.beautyRenderTarget.depthTexture\n this.materialCopy.needsUpdate = true\n } else {\n this.depthCopy.uniforms['tDiffuse'].value = this.depthRenderTarget.texture\n this.depthCopy.needsUpdate = true\n outputMaterial = this.depthCopy\n }\n } else if (this.params.output === 4) {\n this.materialCopy.uniforms['tDiffuse'].value = this.normalRenderTarget.texture\n this.materialCopy.needsUpdate = true\n } else {\n this.materialCopy.uniforms['tDiffuse'].value = this.saoRenderTarget.texture\n this.materialCopy.needsUpdate = true\n }\n\n // Blending depends on output, only want a CustomBlending when showing SAO\n if (this.params.output === 0) {\n outputMaterial.blending = CustomBlending\n } else {\n outputMaterial.blending = NoBlending\n }\n\n // Rendering SAOPass result on top of previous pass\n this.renderPass(renderer, outputMaterial, this.renderToScreen ? null : readBuffer)\n\n renderer.setClearColor(this._oldClearColor, this.oldClearAlpha)\n renderer.autoClear = oldAutoClear\n }\n\n renderPass(renderer, passMaterial, renderTarget, clearColor, clearAlpha) {\n // save original state\n renderer.getClearColor(this.originalClearColor)\n const originalClearAlpha = renderer.getClearAlpha()\n const originalAutoClear = renderer.autoClear\n\n renderer.setRenderTarget(renderTarget)\n\n // setup pass state\n renderer.autoClear = false\n if (clearColor !== undefined && clearColor !== null) {\n renderer.setClearColor(clearColor)\n renderer.setClearAlpha(clearAlpha || 0.0)\n renderer.clear()\n }\n\n this.fsQuad.material = passMaterial\n this.fsQuad.render(renderer)\n\n // restore original state\n renderer.autoClear = originalAutoClear\n renderer.setClearColor(this.originalClearColor)\n renderer.setClearAlpha(originalClearAlpha)\n }\n\n renderOverride(renderer, overrideMaterial, renderTarget, clearColor, clearAlpha) {\n renderer.getClearColor(this.originalClearColor)\n const originalClearAlpha = renderer.getClearAlpha()\n const originalAutoClear = renderer.autoClear\n\n renderer.setRenderTarget(renderTarget)\n renderer.autoClear = false\n\n clearColor = overrideMaterial.clearColor || clearColor\n clearAlpha = overrideMaterial.clearAlpha || clearAlpha\n if (clearColor !== undefined && clearColor !== null) {\n renderer.setClearColor(clearColor)\n renderer.setClearAlpha(clearAlpha || 0.0)\n renderer.clear()\n }\n\n this.scene.overrideMaterial = overrideMaterial\n renderer.render(this.scene, this.camera)\n this.scene.overrideMaterial = null\n\n // restore original state\n renderer.autoClear = originalAutoClear\n renderer.setClearColor(this.originalClearColor)\n renderer.setClearAlpha(originalClearAlpha)\n }\n\n setSize(width, height) {\n this.beautyRenderTarget.setSize(width, height)\n this.saoRenderTarget.setSize(width, height)\n this.blurIntermediateRenderTarget.setSize(width, height)\n this.normalRenderTarget.setSize(width, height)\n this.depthRenderTarget.setSize(width, height)\n\n this.saoMaterial.uniforms['size'].value.set(width, height)\n this.saoMaterial.uniforms['cameraInverseProjectionMatrix'].value.copy(this.camera.projectionMatrixInverse)\n this.saoMaterial.uniforms['cameraProjectionMatrix'].value = this.camera.projectionMatrix\n this.saoMaterial.needsUpdate = true\n\n this.vBlurMaterial.uniforms['size'].value.set(width, height)\n this.vBlurMaterial.needsUpdate = true\n\n this.hBlurMaterial.uniforms['size'].value.set(width, height)\n this.hBlurMaterial.needsUpdate = true\n }\n\n dispose() {\n this.saoRenderTarget.dispose()\n this.blurIntermediateRenderTarget.dispose()\n this.beautyRenderTarget.dispose()\n this.normalRenderTarget.dispose()\n this.depthRenderTarget.dispose()\n\n this.depthMaterial.dispose()\n this.normalMaterial.dispose()\n this.saoMaterial.dispose()\n this.vBlurMaterial.dispose()\n this.hBlurMaterial.dispose()\n this.materialCopy.dispose()\n this.depthCopy.dispose()\n\n this.fsQuad.dispose()\n }\n }\n\n return SAOPass\n})()\n\nexport { SAOPass 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