{"version":3,"file":"SSAOPass.cjs","sources":["../../src/postprocessing/SSAOPass.js"],"sourcesContent":["import {\n AddEquation,\n Color,\n CustomBlending,\n DataTexture,\n DepthTexture,\n DstAlphaFactor,\n DstColorFactor,\n FloatType,\n MathUtils,\n MeshNormalMaterial,\n NearestFilter,\n NoBlending,\n RedFormat,\n LuminanceFormat,\n DepthStencilFormat,\n UnsignedInt248Type,\n RepeatWrapping,\n ShaderMaterial,\n UniformsUtils,\n Vector3,\n WebGLRenderTarget,\n ZeroFactor,\n} from 'three'\nimport { Pass, FullScreenQuad } from './Pass'\nimport { SimplexNoise } from '../math/SimplexNoise'\nimport { SSAOShader, SSAOBlurShader, SSAODepthShader } from '../shaders/SSAOShader'\n\nimport { CopyShader } from '../shaders/CopyShader'\n\nconst SSAOPass = /* @__PURE__ */ (() => {\n class SSAOPass extends Pass {\n static OUTPUT = {\n Default: 0,\n SSAO: 1,\n Blur: 2,\n Beauty: 3,\n Depth: 4,\n Normal: 5,\n }\n\n constructor(scene, camera, width, height) {\n super()\n\n this.width = width !== undefined ? width : 512\n this.height = height !== undefined ? height : 512\n\n this.clear = true\n\n this.camera = camera\n this.scene = scene\n\n this.kernelRadius = 8\n this.kernelSize = 32\n this.kernel = []\n this.noiseTexture = null\n this.output = 0\n\n this.minDistance = 0.005\n this.maxDistance = 0.1\n\n this._visibilityCache = new Map()\n\n //\n\n this.generateSampleKernel()\n this.generateRandomKernelRotations()\n\n // beauty render target\n\n const depthTexture = new DepthTexture()\n depthTexture.format = DepthStencilFormat\n depthTexture.type = UnsignedInt248Type\n\n this.beautyRenderTarget = new WebGLRenderTarget(this.width, this.height)\n\n // normal render target with depth buffer\n\n this.normalRenderTarget = new WebGLRenderTarget(this.width, this.height, {\n minFilter: NearestFilter,\n magFilter: NearestFilter,\n depthTexture: depthTexture,\n })\n\n // ssao render target\n\n this.ssaoRenderTarget = new WebGLRenderTarget(this.width, this.height)\n\n this.blurRenderTarget = this.ssaoRenderTarget.clone()\n\n // ssao material\n\n if (SSAOShader === undefined) {\n console.error('THREE.SSAOPass: The pass relies on SSAOShader.')\n }\n\n this.ssaoMaterial = new ShaderMaterial({\n defines: Object.assign({}, SSAOShader.defines),\n uniforms: UniformsUtils.clone(SSAOShader.uniforms),\n vertexShader: SSAOShader.vertexShader,\n fragmentShader: SSAOShader.fragmentShader,\n blending: NoBlending,\n })\n\n this.ssaoMaterial.uniforms['tDiffuse'].value = this.beautyRenderTarget.texture\n this.ssaoMaterial.uniforms['tNormal'].value = this.normalRenderTarget.texture\n this.ssaoMaterial.uniforms['tDepth'].value = this.normalRenderTarget.depthTexture\n this.ssaoMaterial.uniforms['tNoise'].value = this.noiseTexture\n this.ssaoMaterial.uniforms['kernel'].value = this.kernel\n this.ssaoMaterial.uniforms['cameraNear'].value = this.camera.near\n this.ssaoMaterial.uniforms['cameraFar'].value = this.camera.far\n this.ssaoMaterial.uniforms['resolution'].value.set(this.width, this.height)\n this.ssaoMaterial.uniforms['cameraProjectionMatrix'].value.copy(this.camera.projectionMatrix)\n this.ssaoMaterial.uniforms['cameraInverseProjectionMatrix'].value.copy(this.camera.projectionMatrixInverse)\n\n // normal material\n\n this.normalMaterial = new MeshNormalMaterial()\n this.normalMaterial.blending = NoBlending\n\n // blur material\n\n this.blurMaterial = new ShaderMaterial({\n defines: Object.assign({}, SSAOBlurShader.defines),\n uniforms: UniformsUtils.clone(SSAOBlurShader.uniforms),\n vertexShader: SSAOBlurShader.vertexShader,\n fragmentShader: SSAOBlurShader.fragmentShader,\n })\n this.blurMaterial.uniforms['tDiffuse'].value = this.ssaoRenderTarget.texture\n this.blurMaterial.uniforms['resolution'].value.set(this.width, this.height)\n\n // material for rendering the depth\n\n this.depthRenderMaterial = new ShaderMaterial({\n defines: Object.assign({}, SSAODepthShader.defines),\n uniforms: UniformsUtils.clone(SSAODepthShader.uniforms),\n vertexShader: SSAODepthShader.vertexShader,\n fragmentShader: SSAODepthShader.fragmentShader,\n blending: NoBlending,\n })\n this.depthRenderMaterial.uniforms['tDepth'].value = this.normalRenderTarget.depthTexture\n this.depthRenderMaterial.uniforms['cameraNear'].value = this.camera.near\n this.depthRenderMaterial.uniforms['cameraFar'].value = this.camera.far\n\n // material for rendering the content of a render target\n\n this.copyMaterial = new ShaderMaterial({\n uniforms: UniformsUtils.clone(CopyShader.uniforms),\n vertexShader: CopyShader.vertexShader,\n fragmentShader: CopyShader.fragmentShader,\n transparent: true,\n depthTest: false,\n depthWrite: false,\n blendSrc: DstColorFactor,\n blendDst: ZeroFactor,\n blendEquation: AddEquation,\n blendSrcAlpha: DstAlphaFactor,\n blendDstAlpha: ZeroFactor,\n blendEquationAlpha: AddEquation,\n })\n\n this.fsQuad = new FullScreenQuad(null)\n\n this.originalClearColor = new Color()\n }\n\n dispose() {\n // dispose render targets\n\n this.beautyRenderTarget.dispose()\n this.normalRenderTarget.dispose()\n this.ssaoRenderTarget.dispose()\n this.blurRenderTarget.dispose()\n\n // dispose materials\n\n this.normalMaterial.dispose()\n this.blurMaterial.dispose()\n this.copyMaterial.dispose()\n this.depthRenderMaterial.dispose()\n\n // dipsose full screen quad\n\n this.fsQuad.dispose()\n }\n\n render(renderer, writeBuffer /*, readBuffer, deltaTime, maskActive */) {\n if (renderer.capabilities.isWebGL2 === false) this.noiseTexture.format = LuminanceFormat\n\n // render beauty\n\n renderer.setRenderTarget(this.beautyRenderTarget)\n renderer.clear()\n renderer.render(this.scene, this.camera)\n\n // render normals and depth (honor only meshes, points and lines do not contribute to SSAO)\n\n this.overrideVisibility()\n this.renderOverride(renderer, this.normalMaterial, this.normalRenderTarget, 0x7777ff, 1.0)\n this.restoreVisibility()\n\n // render SSAO\n\n this.ssaoMaterial.uniforms['kernelRadius'].value = this.kernelRadius\n this.ssaoMaterial.uniforms['minDistance'].value = this.minDistance\n this.ssaoMaterial.uniforms['maxDistance'].value = this.maxDistance\n this.renderPass(renderer, this.ssaoMaterial, this.ssaoRenderTarget)\n\n // render blur\n\n this.renderPass(renderer, this.blurMaterial, this.blurRenderTarget)\n\n // output result to screen\n\n switch (this.output) {\n case SSAOPass.OUTPUT.SSAO:\n this.copyMaterial.uniforms['tDiffuse'].value = this.ssaoRenderTarget.texture\n this.copyMaterial.blending = NoBlending\n this.renderPass(renderer, this.copyMaterial, this.renderToScreen ? null : writeBuffer)\n\n break\n\n case SSAOPass.OUTPUT.Blur:\n this.copyMaterial.uniforms['tDiffuse'].value = this.blurRenderTarget.texture\n this.copyMaterial.blending = NoBlending\n this.renderPass(renderer, this.copyMaterial, this.renderToScreen ? null : writeBuffer)\n\n break\n\n case SSAOPass.OUTPUT.Beauty:\n this.copyMaterial.uniforms['tDiffuse'].value = this.beautyRenderTarget.texture\n this.copyMaterial.blending = NoBlending\n this.renderPass(renderer, this.copyMaterial, this.renderToScreen ? null : writeBuffer)\n\n break\n\n case SSAOPass.OUTPUT.Depth:\n this.renderPass(renderer, this.depthRenderMaterial, this.renderToScreen ? null : writeBuffer)\n\n break\n\n case SSAOPass.OUTPUT.Normal:\n this.copyMaterial.uniforms['tDiffuse'].value = this.normalRenderTarget.texture\n this.copyMaterial.blending = NoBlending\n this.renderPass(renderer, this.copyMaterial, this.renderToScreen ? null : writeBuffer)\n\n break\n\n case SSAOPass.OUTPUT.Default:\n this.copyMaterial.uniforms['tDiffuse'].value = this.beautyRenderTarget.texture\n this.copyMaterial.blending = NoBlending\n this.renderPass(renderer, this.copyMaterial, this.renderToScreen ? null : writeBuffer)\n\n this.copyMaterial.uniforms['tDiffuse'].value = this.blurRenderTarget.texture\n this.copyMaterial.blending = CustomBlending\n this.renderPass(renderer, this.copyMaterial, this.renderToScreen ? null : writeBuffer)\n\n break\n\n default:\n console.warn('THREE.SSAOPass: Unknown output type.')\n }\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\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\n renderer.autoClear = originalAutoClear\n renderer.setClearColor(this.originalClearColor)\n renderer.setClearAlpha(originalClearAlpha)\n }\n\n setSize(width, height) {\n this.width = width\n this.height = height\n\n this.beautyRenderTarget.setSize(width, height)\n this.ssaoRenderTarget.setSize(width, height)\n this.normalRenderTarget.setSize(width, height)\n this.blurRenderTarget.setSize(width, height)\n\n this.ssaoMaterial.uniforms['resolution'].value.set(width, height)\n this.ssaoMaterial.uniforms['cameraProjectionMatrix'].value.copy(this.camera.projectionMatrix)\n this.ssaoMaterial.uniforms['cameraInverseProjectionMatrix'].value.copy(this.camera.projectionMatrixInverse)\n\n this.blurMaterial.uniforms['resolution'].value.set(width, height)\n }\n\n generateSampleKernel() {\n const kernelSize = this.kernelSize\n const kernel = this.kernel\n\n for (let i = 0; i < kernelSize; i++) {\n const sample = new Vector3()\n sample.x = Math.random() * 2 - 1\n sample.y = Math.random() * 2 - 1\n sample.z = Math.random()\n\n sample.normalize()\n\n let scale = i / kernelSize\n scale = MathUtils.lerp(0.1, 1, scale * scale)\n sample.multiplyScalar(scale)\n\n kernel.push(sample)\n }\n }\n\n generateRandomKernelRotations() {\n const width = 4,\n height = 4\n\n if (SimplexNoise === undefined) {\n console.error('THREE.SSAOPass: The pass relies on SimplexNoise.')\n }\n\n const simplex = new SimplexNoise()\n\n const size = width * height\n const data = new Float32Array(size)\n\n for (let i = 0; i < size; i++) {\n const x = Math.random() * 2 - 1\n const y = Math.random() * 2 - 1\n const z = 0\n\n data[i] = simplex.noise3d(x, y, z)\n }\n\n this.noiseTexture = new DataTexture(data, width, height, RedFormat, FloatType)\n this.noiseTexture.wrapS = RepeatWrapping\n this.noiseTexture.wrapT = RepeatWrapping\n this.noiseTexture.needsUpdate = true\n }\n\n overrideVisibility() {\n const scene = this.scene\n const cache = this._visibilityCache\n\n scene.traverse(function (object) {\n cache.set(object, object.visible)\n\n if (object.isPoints || object.isLine) object.visible = false\n })\n }\n\n restoreVisibility() {\n const scene = this.scene\n const cache = this._visibilityCache\n\n scene.traverse(function (object) {\n const visible = cache.get(object)\n object.visible = visible\n })\n\n cache.clear()\n }\n }\n\n return SSAOPass\n})()\n\nexport { SSAOPass 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