📄 SAOPass.js
¶
📊 Analysis Summary¶
Metric | Count |
---|---|
🔧 Functions | 5 |
🧱 Classes | 1 |
📦 Imports | 23 |
📊 Variables & Constants | 6 |
📚 Table of Contents¶
🛠️ File Location:¶
📂 examples/jsm/postprocessing/SAOPass.js
📦 Imports¶
Name | Source |
---|---|
AddEquation |
three |
Color |
three |
CustomBlending |
three |
DepthTexture |
three |
DstAlphaFactor |
three |
DstColorFactor |
three |
HalfFloatType |
three |
MeshNormalMaterial |
three |
NearestFilter |
three |
NoBlending |
three |
ShaderMaterial |
three |
UniformsUtils |
three |
DepthStencilFormat |
three |
UnsignedInt248Type |
three |
Vector2 |
three |
WebGLRenderTarget |
three |
ZeroFactor |
three |
Pass |
./Pass.js |
FullScreenQuad |
./Pass.js |
SAOShader |
../shaders/SAOShader.js |
BlurShaderUtils |
../shaders/DepthLimitedBlurShader.js |
DepthLimitedBlurShader |
../shaders/DepthLimitedBlurShader.js |
CopyShader |
../shaders/CopyShader.js |
Variables & Constants¶
Name | Type | Kind | Value | Exported |
---|---|---|---|---|
depthTexture |
any |
let/var | new DepthTexture() |
✗ |
oldAutoClear |
any |
let/var | renderer.autoClear |
✗ |
depthCutoff |
number |
let/var | this.params.saoBlurDepthCutoff * ( this.camera.far - this.camera.near ) |
✗ |
outputMaterial |
any |
let/var | this.materialCopy |
✗ |
originalAutoClear |
any |
let/var | renderer.autoClear |
✗ |
originalAutoClear |
any |
let/var | renderer.autoClear |
✗ |
Functions¶
SAOPass.render(renderer: WebGLRenderer, writeBuffer: WebGLRenderTarget, readBuffer: WebGLRenderTarget): void
¶
JSDoc:
/**
* Performs the SAO pass.
*
* @param {WebGLRenderer} renderer - The renderer.
* @param {WebGLRenderTarget} writeBuffer - The write buffer. This buffer is intended as the rendering
* destination for the pass.
* @param {WebGLRenderTarget} readBuffer - The read buffer. The pass can access the result from the
* previous pass from this buffer.
* @param {number} deltaTime - The delta time in seconds.
* @param {boolean} maskActive - Whether masking is active or not.
*/
Parameters:
renderer
WebGLRenderer
writeBuffer
WebGLRenderTarget
readBuffer
WebGLRenderTarget
Returns: void
Calls:
this._renderPass
renderer.getClearColor
renderer.getClearAlpha
Math.floor
BlurShaderUtils.configure
this._renderOverride
renderer.setClearColor
Internal Comments:
// Rendering readBuffer first when rendering to screen
// this.saoMaterial.uniforms['randomSeed'].value = Math.random(); (x2)
// render normal and depth (x4)
// Rendering SAO texture (x4)
// Blurring SAO texture
// Setting up SAO rendering
// Blending depends on output
// Rendering SAOPass result on top of previous pass (x4)
Code
render( renderer, writeBuffer, readBuffer/*, deltaTime, maskActive*/ ) {
// Rendering readBuffer first when rendering to screen
if ( this.renderToScreen ) {
this.materialCopy.blending = NoBlending;
this.materialCopy.uniforms[ 'tDiffuse' ].value = readBuffer.texture;
this.materialCopy.needsUpdate = true;
this._renderPass( renderer, this.materialCopy, null );
}
renderer.getClearColor( this._oldClearColor );
this._oldClearAlpha = renderer.getClearAlpha();
const oldAutoClear = renderer.autoClear;
renderer.autoClear = false;
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 ) ) {
BlurShaderUtils.configure( this.vBlurMaterial, this.params.saoBlurRadius, this.params.saoBlurStdDev, new Vector2( 0, 1 ) );
BlurShaderUtils.configure( this.hBlurMaterial, this.params.saoBlurRadius, this.params.saoBlurStdDev, new Vector2( 1, 0 ) );
this.prevStdDev = this.params.saoBlurStdDev;
this.prevNumSamples = this.params.saoBlurRadius;
}
// render normal and depth
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 );
}
const outputMaterial = this.materialCopy;
// Setting up SAO rendering
if ( this.params.output === SAOPass.OUTPUT.Normal ) {
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
if ( this.params.output === SAOPass.OUTPUT.Default ) {
outputMaterial.blending = CustomBlending;
} else {
outputMaterial.blending = 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;
}
SAOPass.setSize(width: number, height: number): void
¶
JSDoc:
/**
* Sets the size of the pass.
*
* @param {number} width - The width to set.
* @param {number} height - The height to set.
*/
Parameters:
width
number
height
number
Returns: void
Calls:
this.saoRenderTarget.setSize
this.blurIntermediateRenderTarget.setSize
this.normalRenderTarget.setSize
this.saoMaterial.uniforms[ 'size' ].value.set
this.saoMaterial.uniforms[ 'cameraInverseProjectionMatrix' ].value.copy
this.vBlurMaterial.uniforms[ 'size' ].value.set
this.hBlurMaterial.uniforms[ 'size' ].value.set
Code
setSize( width, height ) {
this.saoRenderTarget.setSize( width, height );
this.blurIntermediateRenderTarget.setSize( width, height );
this.normalRenderTarget.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.dispose(): void
¶
JSDoc:
/**
* Frees the GPU-related resources allocated by this instance. Call this
* method whenever the pass is no longer used in your app.
*/
Returns: void
Calls:
this.saoRenderTarget.dispose
this.blurIntermediateRenderTarget.dispose
this.normalRenderTarget.dispose
this.normalMaterial.dispose
this.saoMaterial.dispose
this.vBlurMaterial.dispose
this.hBlurMaterial.dispose
this.materialCopy.dispose
this.fsQuad.dispose
Code
SAOPass._renderPass(renderer: any, passMaterial: any, renderTarget: any, clearColor: any, clearAlpha: any): void
¶
Parameters:
renderer
any
passMaterial
any
renderTarget
any
clearColor
any
clearAlpha
any
Returns: void
Calls:
renderer.getClearColor
renderer.getClearAlpha
renderer.setRenderTarget
renderer.setClearColor
renderer.setClearAlpha
renderer.clear
this.fsQuad.render
Internal Comments:
Code
_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 );
}
SAOPass._renderOverride(renderer: any, overrideMaterial: any, renderTarget: any, clearColor: any, clearAlpha: any): void
¶
Parameters:
renderer
any
overrideMaterial
any
renderTarget
any
clearColor
any
clearAlpha
any
Returns: void
Calls:
renderer.getClearColor
renderer.getClearAlpha
renderer.setRenderTarget
renderer.setClearColor
renderer.setClearAlpha
renderer.clear
renderer.render
Internal Comments:
Code
_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 );
}
Classes¶
SAOPass
¶
Class Code
class SAOPass extends Pass {
/**
* Constructs a new SAO pass.
*
* @param {Scene} scene - The scene to compute the AO for.
* @param {Camera} camera - The camera.
* @param {Vector2} [resolution] - The effect's resolution.
*/
constructor( scene, camera, resolution = new Vector2( 256, 256 ) ) {
super();
/**
* The scene to render the AO for.
*
* @type {Scene}
*/
this.scene = scene;
/**
* The camera.
*
* @type {Camera}
*/
this.camera = camera;
/**
* Overwritten to perform a clear operation by default.
*
* @type {boolean}
* @default true
*/
this.clear = true;
/**
* Overwritten to disable the swap.
*
* @type {boolean}
* @default false
*/
this.needsSwap = false;
this._originalClearColor = new Color();
this._oldClearColor = new Color();
this._oldClearAlpha = 1;
/**
* The SAO parameter.
*
* @type {Object}
*/
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
};
/**
* The effect's resolution.
*
* @type {Vector2}
* @default (256,256)
*/
this.resolution = new Vector2( resolution.x, resolution.y );
this.saoRenderTarget = new WebGLRenderTarget( this.resolution.x, this.resolution.y, { type: HalfFloatType } );
this.blurIntermediateRenderTarget = this.saoRenderTarget.clone();
const depthTexture = new DepthTexture();
depthTexture.format = DepthStencilFormat;
depthTexture.type = UnsignedInt248Type;
this.normalRenderTarget = new WebGLRenderTarget( this.resolution.x, this.resolution.y, {
minFilter: NearestFilter,
magFilter: NearestFilter,
type: HalfFloatType,
depthTexture: depthTexture
} );
this.normalMaterial = new MeshNormalMaterial();
this.normalMaterial.blending = NoBlending;
this.saoMaterial = new ShaderMaterial( {
defines: Object.assign( {}, SAOShader.defines ),
fragmentShader: SAOShader.fragmentShader,
vertexShader: SAOShader.vertexShader,
uniforms: UniformsUtils.clone( SAOShader.uniforms )
} );
this.saoMaterial.defines[ 'PERSPECTIVE_CAMERA' ] = this.camera.isPerspectiveCamera ? 1 : 0;
this.saoMaterial.uniforms[ 'tDepth' ].value = depthTexture;
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 = NoBlending;
this.vBlurMaterial = new ShaderMaterial( {
uniforms: UniformsUtils.clone( DepthLimitedBlurShader.uniforms ),
defines: Object.assign( {}, DepthLimitedBlurShader.defines ),
vertexShader: DepthLimitedBlurShader.vertexShader,
fragmentShader: DepthLimitedBlurShader.fragmentShader
} );
this.vBlurMaterial.defines[ 'DEPTH_PACKING' ] = 0;
this.vBlurMaterial.defines[ 'PERSPECTIVE_CAMERA' ] = this.camera.isPerspectiveCamera ? 1 : 0;
this.vBlurMaterial.uniforms[ 'tDiffuse' ].value = this.saoRenderTarget.texture;
this.vBlurMaterial.uniforms[ 'tDepth' ].value = depthTexture;
this.vBlurMaterial.uniforms[ 'size' ].value.set( this.resolution.x, this.resolution.y );
this.vBlurMaterial.blending = NoBlending;
this.hBlurMaterial = new ShaderMaterial( {
uniforms: UniformsUtils.clone( DepthLimitedBlurShader.uniforms ),
defines: Object.assign( {}, DepthLimitedBlurShader.defines ),
vertexShader: DepthLimitedBlurShader.vertexShader,
fragmentShader: DepthLimitedBlurShader.fragmentShader
} );
this.hBlurMaterial.defines[ 'DEPTH_PACKING' ] = 0;
this.hBlurMaterial.defines[ 'PERSPECTIVE_CAMERA' ] = this.camera.isPerspectiveCamera ? 1 : 0;
this.hBlurMaterial.uniforms[ 'tDiffuse' ].value = this.blurIntermediateRenderTarget.texture;
this.hBlurMaterial.uniforms[ 'tDepth' ].value = depthTexture;
this.hBlurMaterial.uniforms[ 'size' ].value.set( this.resolution.x, this.resolution.y );
this.hBlurMaterial.blending = NoBlending;
this.materialCopy = new ShaderMaterial( {
uniforms: UniformsUtils.clone( CopyShader.uniforms ),
vertexShader: CopyShader.vertexShader,
fragmentShader: CopyShader.fragmentShader,
blending: NoBlending
} );
this.materialCopy.transparent = true;
this.materialCopy.depthTest = false;
this.materialCopy.depthWrite = false;
this.materialCopy.blending = CustomBlending;
this.materialCopy.blendSrc = DstColorFactor;
this.materialCopy.blendDst = ZeroFactor;
this.materialCopy.blendEquation = AddEquation;
this.materialCopy.blendSrcAlpha = DstAlphaFactor;
this.materialCopy.blendDstAlpha = ZeroFactor;
this.materialCopy.blendEquationAlpha = AddEquation;
this.fsQuad = new FullScreenQuad( null );
}
/**
* Performs the SAO pass.
*
* @param {WebGLRenderer} renderer - The renderer.
* @param {WebGLRenderTarget} writeBuffer - The write buffer. This buffer is intended as the rendering
* destination for the pass.
* @param {WebGLRenderTarget} readBuffer - The read buffer. The pass can access the result from the
* previous pass from this buffer.
* @param {number} deltaTime - The delta time in seconds.
* @param {boolean} maskActive - Whether masking is active or not.
*/
render( renderer, writeBuffer, readBuffer/*, deltaTime, maskActive*/ ) {
// Rendering readBuffer first when rendering to screen
if ( this.renderToScreen ) {
this.materialCopy.blending = NoBlending;
this.materialCopy.uniforms[ 'tDiffuse' ].value = readBuffer.texture;
this.materialCopy.needsUpdate = true;
this._renderPass( renderer, this.materialCopy, null );
}
renderer.getClearColor( this._oldClearColor );
this._oldClearAlpha = renderer.getClearAlpha();
const oldAutoClear = renderer.autoClear;
renderer.autoClear = false;
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 ) ) {
BlurShaderUtils.configure( this.vBlurMaterial, this.params.saoBlurRadius, this.params.saoBlurStdDev, new Vector2( 0, 1 ) );
BlurShaderUtils.configure( this.hBlurMaterial, this.params.saoBlurRadius, this.params.saoBlurStdDev, new Vector2( 1, 0 ) );
this.prevStdDev = this.params.saoBlurStdDev;
this.prevNumSamples = this.params.saoBlurRadius;
}
// render normal and depth
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 );
}
const outputMaterial = this.materialCopy;
// Setting up SAO rendering
if ( this.params.output === SAOPass.OUTPUT.Normal ) {
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
if ( this.params.output === SAOPass.OUTPUT.Default ) {
outputMaterial.blending = CustomBlending;
} else {
outputMaterial.blending = 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;
}
/**
* Sets the size of the pass.
*
* @param {number} width - The width to set.
* @param {number} height - The height to set.
*/
setSize( width, height ) {
this.saoRenderTarget.setSize( width, height );
this.blurIntermediateRenderTarget.setSize( width, height );
this.normalRenderTarget.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;
}
/**
* Frees the GPU-related resources allocated by this instance. Call this
* method whenever the pass is no longer used in your app.
*/
dispose() {
this.saoRenderTarget.dispose();
this.blurIntermediateRenderTarget.dispose();
this.normalRenderTarget.dispose();
this.normalMaterial.dispose();
this.saoMaterial.dispose();
this.vBlurMaterial.dispose();
this.hBlurMaterial.dispose();
this.materialCopy.dispose();
this.fsQuad.dispose();
}
// internal
_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 );
}
}
Methods¶
render(renderer: WebGLRenderer, writeBuffer: WebGLRenderTarget, readBuffer: WebGLRenderTarget): void
¶
Code
render( renderer, writeBuffer, readBuffer/*, deltaTime, maskActive*/ ) {
// Rendering readBuffer first when rendering to screen
if ( this.renderToScreen ) {
this.materialCopy.blending = NoBlending;
this.materialCopy.uniforms[ 'tDiffuse' ].value = readBuffer.texture;
this.materialCopy.needsUpdate = true;
this._renderPass( renderer, this.materialCopy, null );
}
renderer.getClearColor( this._oldClearColor );
this._oldClearAlpha = renderer.getClearAlpha();
const oldAutoClear = renderer.autoClear;
renderer.autoClear = false;
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 ) ) {
BlurShaderUtils.configure( this.vBlurMaterial, this.params.saoBlurRadius, this.params.saoBlurStdDev, new Vector2( 0, 1 ) );
BlurShaderUtils.configure( this.hBlurMaterial, this.params.saoBlurRadius, this.params.saoBlurStdDev, new Vector2( 1, 0 ) );
this.prevStdDev = this.params.saoBlurStdDev;
this.prevNumSamples = this.params.saoBlurRadius;
}
// render normal and depth
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 );
}
const outputMaterial = this.materialCopy;
// Setting up SAO rendering
if ( this.params.output === SAOPass.OUTPUT.Normal ) {
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
if ( this.params.output === SAOPass.OUTPUT.Default ) {
outputMaterial.blending = CustomBlending;
} else {
outputMaterial.blending = 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;
}
setSize(width: number, height: number): void
¶
Code
setSize( width, height ) {
this.saoRenderTarget.setSize( width, height );
this.blurIntermediateRenderTarget.setSize( width, height );
this.normalRenderTarget.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;
}
dispose(): void
¶
Code
_renderPass(renderer: any, passMaterial: any, renderTarget: any, clearColor: any, clearAlpha: any): void
¶
Code
_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: any, overrideMaterial: any, renderTarget: any, clearColor: any, clearAlpha: any): void
¶
Code
_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 );
}