@react-three/postprocessing 2.19.1 → 3.0.0-rc.1

This diff represents the content of publicly available package versions that have been released to one of the supported registries. The information contained in this diff is provided for informational purposes only and reflects changes between package versions as they appear in their respective public registries.
Files changed (270) hide show
  1. package/LICENSE +21 -21
  2. package/README.md +81 -81
  3. package/dist/index.d.ts +1 -38
  4. package/dist/index.js +554 -88
  5. package/dist/index.js.map +1 -1
  6. package/package.json +68 -96
  7. package/src/EffectComposer.test.tsx +126 -0
  8. package/src/EffectComposer.tsx +200 -0
  9. package/src/Selection.tsx +46 -0
  10. package/src/effects/ASCII.tsx +135 -0
  11. package/src/effects/Autofocus.tsx +153 -0
  12. package/src/effects/Bloom.tsx +6 -0
  13. package/src/effects/BrightnessContrast.tsx +4 -0
  14. package/src/effects/ChromaticAberration.tsx +5 -0
  15. package/src/effects/ColorAverage.tsx +15 -0
  16. package/src/effects/ColorDepth.tsx +4 -0
  17. package/src/effects/Depth.tsx +4 -0
  18. package/src/effects/DepthOfField.tsx +89 -0
  19. package/src/effects/DotScreen.tsx +4 -0
  20. package/src/effects/FXAA.tsx +4 -0
  21. package/src/effects/Glitch.tsx +40 -0
  22. package/src/effects/GodRays.tsx +16 -0
  23. package/src/effects/Grid.tsx +21 -0
  24. package/src/effects/HueSaturation.tsx +4 -0
  25. package/src/effects/LUT.tsx +26 -0
  26. package/{dist/effects/LensFlare.js → src/effects/LensFlare.tsx} +611 -556
  27. package/src/effects/N8AO.tsx +81 -0
  28. package/src/effects/Noise.tsx +4 -0
  29. package/src/effects/Outline.tsx +117 -0
  30. package/src/effects/Pixelation.tsx +15 -0
  31. package/{dist/effects/Ramp.js → src/effects/Ramp.tsx} +150 -156
  32. package/src/effects/SMAA.tsx +4 -0
  33. package/src/effects/SSAO.tsx +41 -0
  34. package/src/effects/ScanlineEffect.tsx +7 -0
  35. package/src/effects/SelectiveBloom.tsx +126 -0
  36. package/src/effects/Sepia.tsx +4 -0
  37. package/src/effects/ShockWave.tsx +4 -0
  38. package/src/effects/Texture.tsx +23 -0
  39. package/src/effects/TiltShift.tsx +4 -0
  40. package/{dist/effects/TiltShift2.js → src/effects/TiltShift2.tsx} +90 -98
  41. package/src/effects/ToneMapping.tsx +6 -0
  42. package/src/effects/Vignette.tsx +4 -0
  43. package/{dist/effects/Water.js → src/effects/Water.tsx} +35 -38
  44. package/src/index.ts +40 -0
  45. package/src/util.tsx +55 -0
  46. package/dist/EffectComposer.cjs +0 -137
  47. package/dist/EffectComposer.cjs.map +0 -1
  48. package/dist/EffectComposer.d.ts +0 -27
  49. package/dist/EffectComposer.js +0 -137
  50. package/dist/EffectComposer.js.map +0 -1
  51. package/dist/EffectComposer.test.d.ts +0 -4
  52. package/dist/Selection.cjs +0 -36
  53. package/dist/Selection.cjs.map +0 -1
  54. package/dist/Selection.d.ts +0 -16
  55. package/dist/Selection.js +0 -36
  56. package/dist/Selection.js.map +0 -1
  57. package/dist/compat.cjs +0 -77
  58. package/dist/compat.cjs.map +0 -1
  59. package/dist/compat.js +0 -60
  60. package/dist/compat.js.map +0 -1
  61. package/dist/effects/ASCII.cjs +0 -113
  62. package/dist/effects/ASCII.cjs.map +0 -1
  63. package/dist/effects/ASCII.d.ts +0 -18
  64. package/dist/effects/ASCII.js +0 -113
  65. package/dist/effects/ASCII.js.map +0 -1
  66. package/dist/effects/Autofocus.cjs +0 -126
  67. package/dist/effects/Autofocus.cjs.map +0 -1
  68. package/dist/effects/Autofocus.d.ts +0 -22
  69. package/dist/effects/Autofocus.js +0 -109
  70. package/dist/effects/Autofocus.js.map +0 -1
  71. package/dist/effects/Bloom.cjs +0 -9
  72. package/dist/effects/Bloom.cjs.map +0 -1
  73. package/dist/effects/Bloom.d.ts +0 -6
  74. package/dist/effects/Bloom.js +0 -9
  75. package/dist/effects/Bloom.js.map +0 -1
  76. package/dist/effects/BrightnessContrast.cjs +0 -7
  77. package/dist/effects/BrightnessContrast.cjs.map +0 -1
  78. package/dist/effects/BrightnessContrast.d.ts +0 -10
  79. package/dist/effects/BrightnessContrast.js +0 -7
  80. package/dist/effects/BrightnessContrast.js.map +0 -1
  81. package/dist/effects/ChromaticAberration.cjs +0 -7
  82. package/dist/effects/ChromaticAberration.cjs.map +0 -1
  83. package/dist/effects/ChromaticAberration.d.ts +0 -13
  84. package/dist/effects/ChromaticAberration.js +0 -7
  85. package/dist/effects/ChromaticAberration.js.map +0 -1
  86. package/dist/effects/ColorAverage.cjs +0 -11
  87. package/dist/effects/ColorAverage.cjs.map +0 -1
  88. package/dist/effects/ColorAverage.d.ts +0 -8
  89. package/dist/effects/ColorAverage.js +0 -11
  90. package/dist/effects/ColorAverage.js.map +0 -1
  91. package/dist/effects/ColorDepth.cjs +0 -7
  92. package/dist/effects/ColorDepth.cjs.map +0 -1
  93. package/dist/effects/ColorDepth.d.ts +0 -9
  94. package/dist/effects/ColorDepth.js +0 -7
  95. package/dist/effects/ColorDepth.js.map +0 -1
  96. package/dist/effects/Depth.cjs +0 -7
  97. package/dist/effects/Depth.cjs.map +0 -1
  98. package/dist/effects/Depth.d.ts +0 -9
  99. package/dist/effects/Depth.js +0 -7
  100. package/dist/effects/Depth.js.map +0 -1
  101. package/dist/effects/DepthOfField.cjs +0 -74
  102. package/dist/effects/DepthOfField.cjs.map +0 -1
  103. package/dist/effects/DepthOfField.d.ts +0 -25
  104. package/dist/effects/DepthOfField.js +0 -74
  105. package/dist/effects/DepthOfField.js.map +0 -1
  106. package/dist/effects/DotScreen.cjs +0 -7
  107. package/dist/effects/DotScreen.cjs.map +0 -1
  108. package/dist/effects/DotScreen.d.ts +0 -10
  109. package/dist/effects/DotScreen.js +0 -7
  110. package/dist/effects/DotScreen.js.map +0 -1
  111. package/dist/effects/FXAA.cjs +0 -7
  112. package/dist/effects/FXAA.cjs.map +0 -1
  113. package/dist/effects/FXAA.d.ts +0 -8
  114. package/dist/effects/FXAA.js +0 -7
  115. package/dist/effects/FXAA.js.map +0 -1
  116. package/dist/effects/Glitch.cjs +0 -31
  117. package/dist/effects/Glitch.cjs.map +0 -1
  118. package/dist/effects/Glitch.d.ts +0 -30
  119. package/dist/effects/Glitch.js +0 -31
  120. package/dist/effects/Glitch.js.map +0 -1
  121. package/dist/effects/GodRays.cjs +0 -15
  122. package/dist/effects/GodRays.cjs.map +0 -1
  123. package/dist/effects/GodRays.d.ts +0 -21
  124. package/dist/effects/GodRays.js +0 -15
  125. package/dist/effects/GodRays.js.map +0 -1
  126. package/dist/effects/Grid.cjs +0 -18
  127. package/dist/effects/Grid.cjs.map +0 -1
  128. package/dist/effects/Grid.d.ts +0 -12
  129. package/dist/effects/Grid.js +0 -18
  130. package/dist/effects/Grid.js.map +0 -1
  131. package/dist/effects/HueSaturation.cjs +0 -7
  132. package/dist/effects/HueSaturation.cjs.map +0 -1
  133. package/dist/effects/HueSaturation.d.ts +0 -10
  134. package/dist/effects/HueSaturation.js +0 -7
  135. package/dist/effects/HueSaturation.js.map +0 -1
  136. package/dist/effects/LUT.cjs +0 -20
  137. package/dist/effects/LUT.cjs.map +0 -1
  138. package/dist/effects/LUT.d.ts +0 -9
  139. package/dist/effects/LUT.js +0 -20
  140. package/dist/effects/LUT.js.map +0 -1
  141. package/dist/effects/LensFlare.cjs +0 -573
  142. package/dist/effects/LensFlare.cjs.map +0 -1
  143. package/dist/effects/LensFlare.d.ts +0 -55
  144. package/dist/effects/LensFlare.js.map +0 -1
  145. package/dist/effects/N8AO/BlueNoise.cjs +0 -4
  146. package/dist/effects/N8AO/BlueNoise.cjs.map +0 -1
  147. package/dist/effects/N8AO/BlueNoise.js +0 -5
  148. package/dist/effects/N8AO/BlueNoise.js.map +0 -1
  149. package/dist/effects/N8AO/DepthDownSample.cjs +0 -183
  150. package/dist/effects/N8AO/DepthDownSample.cjs.map +0 -1
  151. package/dist/effects/N8AO/DepthDownSample.js +0 -166
  152. package/dist/effects/N8AO/DepthDownSample.js.map +0 -1
  153. package/dist/effects/N8AO/EffectCompositer.cjs +0 -278
  154. package/dist/effects/N8AO/EffectCompositer.cjs.map +0 -1
  155. package/dist/effects/N8AO/EffectCompositer.js +0 -261
  156. package/dist/effects/N8AO/EffectCompositer.js.map +0 -1
  157. package/dist/effects/N8AO/EffectShader.cjs +0 -236
  158. package/dist/effects/N8AO/EffectShader.cjs.map +0 -1
  159. package/dist/effects/N8AO/EffectShader.js +0 -219
  160. package/dist/effects/N8AO/EffectShader.js.map +0 -1
  161. package/dist/effects/N8AO/FullScreenTriangle.cjs +0 -59
  162. package/dist/effects/N8AO/FullScreenTriangle.cjs.map +0 -1
  163. package/dist/effects/N8AO/FullScreenTriangle.js +0 -42
  164. package/dist/effects/N8AO/FullScreenTriangle.js.map +0 -1
  165. package/dist/effects/N8AO/N8AOPostPass.cjs +0 -502
  166. package/dist/effects/N8AO/N8AOPostPass.cjs.map +0 -1
  167. package/dist/effects/N8AO/N8AOPostPass.js +0 -485
  168. package/dist/effects/N8AO/N8AOPostPass.js.map +0 -1
  169. package/dist/effects/N8AO/PoissionBlur.cjs +0 -186
  170. package/dist/effects/N8AO/PoissionBlur.cjs.map +0 -1
  171. package/dist/effects/N8AO/PoissionBlur.js +0 -169
  172. package/dist/effects/N8AO/PoissionBlur.js.map +0 -1
  173. package/dist/effects/N8AO/index.cjs +0 -60
  174. package/dist/effects/N8AO/index.cjs.map +0 -1
  175. package/dist/effects/N8AO/index.d.ts +0 -18
  176. package/dist/effects/N8AO/index.js +0 -60
  177. package/dist/effects/N8AO/index.js.map +0 -1
  178. package/dist/effects/Noise.cjs +0 -7
  179. package/dist/effects/Noise.cjs.map +0 -1
  180. package/dist/effects/Noise.d.ts +0 -9
  181. package/dist/effects/Noise.js +0 -7
  182. package/dist/effects/Noise.js.map +0 -1
  183. package/dist/effects/Outline.cjs +0 -100
  184. package/dist/effects/Outline.cjs.map +0 -1
  185. package/dist/effects/Outline.d.ts +0 -30
  186. package/dist/effects/Outline.js +0 -100
  187. package/dist/effects/Outline.js.map +0 -1
  188. package/dist/effects/Pixelation.cjs +0 -11
  189. package/dist/effects/Pixelation.cjs.map +0 -1
  190. package/dist/effects/Pixelation.d.ts +0 -6
  191. package/dist/effects/Pixelation.js +0 -11
  192. package/dist/effects/Pixelation.js.map +0 -1
  193. package/dist/effects/Ramp.cjs +0 -156
  194. package/dist/effects/Ramp.cjs.map +0 -1
  195. package/dist/effects/Ramp.d.ts +0 -88
  196. package/dist/effects/Ramp.js.map +0 -1
  197. package/dist/effects/SMAA.cjs +0 -7
  198. package/dist/effects/SMAA.cjs.map +0 -1
  199. package/dist/effects/SMAA.d.ts +0 -10
  200. package/dist/effects/SMAA.js +0 -7
  201. package/dist/effects/SMAA.js.map +0 -1
  202. package/dist/effects/SSAO.cjs +0 -37
  203. package/dist/effects/SSAO.cjs.map +0 -1
  204. package/dist/effects/SSAO.d.ts +0 -30
  205. package/dist/effects/SSAO.js +0 -37
  206. package/dist/effects/SSAO.js.map +0 -1
  207. package/dist/effects/SSR/index.cjs +0 -33
  208. package/dist/effects/SSR/index.cjs.map +0 -1
  209. package/dist/effects/SSR/index.d.ts +0 -55
  210. package/dist/effects/SSR/index.js +0 -33
  211. package/dist/effects/SSR/index.js.map +0 -1
  212. package/dist/effects/SSR/screen-space-reflections.cjs +0 -1699
  213. package/dist/effects/SSR/screen-space-reflections.cjs.map +0 -1
  214. package/dist/effects/SSR/screen-space-reflections.js +0 -1699
  215. package/dist/effects/SSR/screen-space-reflections.js.map +0 -1
  216. package/dist/effects/ScanlineEffect.cjs +0 -7
  217. package/dist/effects/ScanlineEffect.cjs.map +0 -1
  218. package/dist/effects/ScanlineEffect.d.ts +0 -9
  219. package/dist/effects/ScanlineEffect.js +0 -7
  220. package/dist/effects/ScanlineEffect.js.map +0 -1
  221. package/dist/effects/SelectiveBloom.cjs +0 -104
  222. package/dist/effects/SelectiveBloom.cjs.map +0 -1
  223. package/dist/effects/SelectiveBloom.d.ts +0 -20
  224. package/dist/effects/SelectiveBloom.js +0 -104
  225. package/dist/effects/SelectiveBloom.js.map +0 -1
  226. package/dist/effects/Sepia.cjs +0 -7
  227. package/dist/effects/Sepia.cjs.map +0 -1
  228. package/dist/effects/Sepia.d.ts +0 -9
  229. package/dist/effects/Sepia.js +0 -7
  230. package/dist/effects/Sepia.js.map +0 -1
  231. package/dist/effects/ShockWave.cjs +0 -7
  232. package/dist/effects/ShockWave.cjs.map +0 -1
  233. package/dist/effects/ShockWave.d.ts +0 -6
  234. package/dist/effects/ShockWave.js +0 -7
  235. package/dist/effects/ShockWave.js.map +0 -1
  236. package/dist/effects/Texture.cjs +0 -21
  237. package/dist/effects/Texture.cjs.map +0 -1
  238. package/dist/effects/Texture.d.ts +0 -11
  239. package/dist/effects/Texture.js +0 -21
  240. package/dist/effects/Texture.js.map +0 -1
  241. package/dist/effects/TiltShift.cjs +0 -7
  242. package/dist/effects/TiltShift.cjs.map +0 -1
  243. package/dist/effects/TiltShift.d.ts +0 -17
  244. package/dist/effects/TiltShift.js +0 -7
  245. package/dist/effects/TiltShift.js.map +0 -1
  246. package/dist/effects/TiltShift2.cjs +0 -98
  247. package/dist/effects/TiltShift2.cjs.map +0 -1
  248. package/dist/effects/TiltShift2.d.ts +0 -30
  249. package/dist/effects/TiltShift2.js.map +0 -1
  250. package/dist/effects/ToneMapping.cjs +0 -7
  251. package/dist/effects/ToneMapping.cjs.map +0 -1
  252. package/dist/effects/ToneMapping.d.ts +0 -19
  253. package/dist/effects/ToneMapping.js +0 -7
  254. package/dist/effects/ToneMapping.js.map +0 -1
  255. package/dist/effects/Vignette.cjs +0 -7
  256. package/dist/effects/Vignette.cjs.map +0 -1
  257. package/dist/effects/Vignette.d.ts +0 -12
  258. package/dist/effects/Vignette.js +0 -7
  259. package/dist/effects/Vignette.js.map +0 -1
  260. package/dist/effects/Water.cjs +0 -38
  261. package/dist/effects/Water.cjs.map +0 -1
  262. package/dist/effects/Water.d.ts +0 -15
  263. package/dist/effects/Water.js.map +0 -1
  264. package/dist/index.cjs +0 -89
  265. package/dist/index.cjs.map +0 -1
  266. package/dist/util.cjs +0 -69
  267. package/dist/util.cjs.map +0 -1
  268. package/dist/util.d.ts +0 -13
  269. package/dist/util.js +0 -52
  270. package/dist/util.js.map +0 -1
@@ -1,485 +0,0 @@
1
- import * as THREE from "three";
2
- import { Pass } from "postprocessing";
3
- import { Buffer } from "buffer";
4
- import { FullScreenTriangle } from "./FullScreenTriangle.js";
5
- import { EffectShader } from "./EffectShader.js";
6
- import { EffectCompositer } from "./EffectCompositer.js";
7
- import { PoissionBlur } from "./PoissionBlur.js";
8
- import { DepthDownSample } from "./DepthDownSample.js";
9
- import BlueNoise from "./BlueNoise.js";
10
- import { WebGLMultipleRenderTargets } from "../../compat.js";
11
- const bluenoiseBits = Buffer.from(BlueNoise, "base64");
12
- function checkTimerQuery(timerQuery, gl, pass) {
13
- const available = gl.getQueryParameter(timerQuery, gl.QUERY_RESULT_AVAILABLE);
14
- if (available) {
15
- const elapsedTimeInNs = gl.getQueryParameter(timerQuery, gl.QUERY_RESULT);
16
- const elapsedTimeInMs = elapsedTimeInNs / 1e6;
17
- pass.lastTime = elapsedTimeInMs;
18
- } else {
19
- setTimeout(() => {
20
- checkTimerQuery(timerQuery, gl, pass);
21
- }, 1);
22
- }
23
- }
24
- class N8AOPostPass extends Pass {
25
- /**
26
- *
27
- * @param {THREE.Scene} scene
28
- * @param {THREE.Camera} camera
29
- * @param {number} width
30
- * @param {number} height
31
- *
32
- * @property {THREE.Scene} scene
33
- * @property {THREE.Camera} camera
34
- * @property {number} width
35
- * @property {number} height
36
- */
37
- constructor(scene, camera, width = 512, height = 512) {
38
- super();
39
- this.width = width;
40
- this.height = height;
41
- this.clear = true;
42
- this.camera = camera;
43
- this.scene = scene;
44
- this.autosetGamma = true;
45
- this.configuration = new Proxy(
46
- {
47
- aoSamples: 16,
48
- aoRadius: 5,
49
- denoiseSamples: 8,
50
- denoiseRadius: 12,
51
- distanceFalloff: 1,
52
- intensity: 5,
53
- denoiseIterations: 2,
54
- renderMode: 0,
55
- color: new THREE.Color(0, 0, 0),
56
- gammaCorrection: true,
57
- logarithmicDepthBuffer: false,
58
- screenSpaceRadius: false,
59
- halfRes: false,
60
- depthAwareUpsampling: true,
61
- colorMultiply: true
62
- },
63
- {
64
- set: (target, propName, value) => {
65
- const oldProp = target[propName];
66
- target[propName] = value;
67
- if (propName === "aoSamples" && oldProp !== value) {
68
- this.configureAOPass(this.configuration.logarithmicDepthBuffer);
69
- }
70
- if (propName === "denoiseSamples" && oldProp !== value) {
71
- this.configureDenoisePass(this.configuration.logarithmicDepthBuffer);
72
- }
73
- if (propName === "halfRes" && oldProp !== value) {
74
- this.configureAOPass(this.configuration.logarithmicDepthBuffer);
75
- this.configureHalfResTargets();
76
- this.configureEffectCompositer(this.configuration.logarithmicDepthBuffer);
77
- this.setSize(this.width, this.height);
78
- }
79
- if (propName === "depthAwareUpsampling" && oldProp !== value) {
80
- this.configureEffectCompositer(this.configuration.logarithmicDepthBuffer);
81
- }
82
- if (propName === "gammaCorrection") {
83
- this.autosetGamma = false;
84
- }
85
- return true;
86
- }
87
- }
88
- );
89
- this.samples = [];
90
- this.samplesR = [];
91
- this.samplesDenoise = [];
92
- this.configureEffectCompositer(this.configuration.logarithmicDepthBuffer);
93
- this.configureSampleDependentPasses();
94
- this.configureHalfResTargets();
95
- this.copyQuad = new FullScreenTriangle(
96
- new THREE.ShaderMaterial({
97
- uniforms: {
98
- tDiffuse: {
99
- value: null
100
- }
101
- },
102
- depthWrite: false,
103
- vertexShader: `
104
- varying vec2 vUv;
105
- void main() {
106
- vUv = uv;
107
- gl_Position = vec4(position, 1);
108
- }
109
- `,
110
- fragmentShader: `
111
- uniform sampler2D tDiffuse;
112
- varying vec2 vUv;
113
- void main() {
114
- gl_FragColor = texture2D(tDiffuse, vUv);
115
- }
116
- `
117
- })
118
- );
119
- this.writeTargetInternal = new THREE.WebGLRenderTarget(this.width, this.height, {
120
- minFilter: THREE.LinearFilter,
121
- magFilter: THREE.LinearFilter,
122
- depthBuffer: false
123
- });
124
- this.readTargetInternal = new THREE.WebGLRenderTarget(this.width, this.height, {
125
- minFilter: THREE.LinearFilter,
126
- magFilter: THREE.LinearFilter,
127
- depthBuffer: false
128
- });
129
- this.outputTargetInternal = new THREE.WebGLRenderTarget(this.width, this.height, {
130
- minFilter: THREE.LinearFilter,
131
- magFilter: THREE.LinearFilter,
132
- depthBuffer: false
133
- });
134
- this.bluenoise = //bluenoise;
135
- new THREE.DataTexture(bluenoiseBits, 128, 128);
136
- this.bluenoise.colorSpace = THREE.NoColorSpace;
137
- this.bluenoise.wrapS = THREE.RepeatWrapping;
138
- this.bluenoise.wrapT = THREE.RepeatWrapping;
139
- this.bluenoise.minFilter = THREE.NearestFilter;
140
- this.bluenoise.magFilter = THREE.NearestFilter;
141
- this.bluenoise.needsUpdate = true;
142
- this.lastTime = 0;
143
- this.needsDepthTexture = true;
144
- this.needsSwap = true;
145
- this._r = new THREE.Vector2();
146
- this._c = new THREE.Color();
147
- }
148
- configureHalfResTargets() {
149
- if (this.configuration.halfRes) {
150
- this.depthDownsampleTarget = /*new THREE.WebGLRenderTarget(this.width / 2, this.height / 2, {
151
- minFilter: THREE.NearestFilter,
152
- magFilter: THREE.NearestFilter,
153
- depthBuffer: false,
154
- format: THREE.RedFormat,
155
- type: THREE.FloatType
156
- });*/
157
- new WebGLMultipleRenderTargets(this.width / 2, this.height / 2, 2);
158
- this.depthDownsampleTarget.texture[0].format = THREE.RedFormat;
159
- this.depthDownsampleTarget.texture[0].type = THREE.FloatType;
160
- this.depthDownsampleTarget.texture[0].minFilter = THREE.NearestFilter;
161
- this.depthDownsampleTarget.texture[0].magFilter = THREE.NearestFilter;
162
- this.depthDownsampleTarget.texture[0].depthBuffer = false;
163
- this.depthDownsampleTarget.texture[1].format = THREE.RGBAFormat;
164
- this.depthDownsampleTarget.texture[1].type = THREE.HalfFloatType;
165
- this.depthDownsampleTarget.texture[1].minFilter = THREE.NearestFilter;
166
- this.depthDownsampleTarget.texture[1].magFilter = THREE.NearestFilter;
167
- this.depthDownsampleTarget.texture[1].depthBuffer = false;
168
- this.depthDownsampleQuad = new FullScreenTriangle(new THREE.ShaderMaterial(DepthDownSample));
169
- } else {
170
- if (this.depthDownsampleTarget) {
171
- this.depthDownsampleTarget.dispose();
172
- this.depthDownsampleTarget = null;
173
- }
174
- if (this.depthDownsampleQuad) {
175
- this.depthDownsampleQuad.dispose();
176
- this.depthDownsampleQuad = null;
177
- }
178
- }
179
- }
180
- configureSampleDependentPasses() {
181
- this.configureAOPass(this.configuration.logarithmicDepthBuffer);
182
- this.configureDenoisePass(this.configuration.logarithmicDepthBuffer);
183
- }
184
- configureAOPass(logarithmicDepthBuffer = false) {
185
- this.samples = this.generateHemisphereSamples(this.configuration.aoSamples);
186
- this.samplesR = this.generateHemisphereSamplesR(this.configuration.aoSamples);
187
- const e = { ...EffectShader };
188
- e.fragmentShader = e.fragmentShader.replace("16", this.configuration.aoSamples).replace("16.0", this.configuration.aoSamples + ".0");
189
- if (logarithmicDepthBuffer) {
190
- e.fragmentShader = "#define LOGDEPTH\n" + e.fragmentShader;
191
- }
192
- if (this.configuration.halfRes) {
193
- e.fragmentShader = "#define HALFRES\n" + e.fragmentShader;
194
- }
195
- if (this.effectShaderQuad) {
196
- this.effectShaderQuad.material.dispose();
197
- this.effectShaderQuad.material = new THREE.ShaderMaterial(e);
198
- } else {
199
- this.effectShaderQuad = new FullScreenTriangle(new THREE.ShaderMaterial(e));
200
- }
201
- }
202
- configureDenoisePass(logarithmicDepthBuffer = false) {
203
- this.samplesDenoise = this.generateDenoiseSamples(this.configuration.denoiseSamples, 11);
204
- const p = { ...PoissionBlur };
205
- p.fragmentShader = p.fragmentShader.replace("16", this.configuration.denoiseSamples);
206
- if (logarithmicDepthBuffer) {
207
- p.fragmentShader = "#define LOGDEPTH\n" + p.fragmentShader;
208
- }
209
- if (this.poissonBlurQuad) {
210
- this.poissonBlurQuad.material.dispose();
211
- this.poissonBlurQuad.material = new THREE.ShaderMaterial(p);
212
- } else {
213
- this.poissonBlurQuad = new FullScreenTriangle(new THREE.ShaderMaterial(p));
214
- }
215
- }
216
- configureEffectCompositer(logarithmicDepthBuffer = false) {
217
- const e = { ...EffectCompositer };
218
- if (logarithmicDepthBuffer) {
219
- e.fragmentShader = "#define LOGDEPTH\n" + e.fragmentShader;
220
- }
221
- if (this.configuration.halfRes && this.configuration.depthAwareUpsampling) {
222
- e.fragmentShader = "#define HALFRES\n" + e.fragmentShader;
223
- }
224
- if (this.effectCompositerQuad) {
225
- this.effectCompositerQuad.material.dispose();
226
- this.effectCompositerQuad.material = new THREE.ShaderMaterial(e);
227
- } else {
228
- this.effectCompositerQuad = new FullScreenTriangle(new THREE.ShaderMaterial(e));
229
- }
230
- }
231
- /**
232
- *
233
- * @param {Number} n
234
- * @returns {THREE.Vector3[]}
235
- */
236
- generateHemisphereSamples(n) {
237
- const points = [];
238
- for (let k = 0; k < n; k++) {
239
- const theta = 2.399963 * k;
240
- const r = Math.sqrt(k + 0.5) / Math.sqrt(n);
241
- const x = r * Math.cos(theta);
242
- const y = r * Math.sin(theta);
243
- const z = Math.sqrt(1 - (x * x + y * y));
244
- points.push(new THREE.Vector3(x, y, z));
245
- }
246
- return points;
247
- }
248
- /**
249
- *
250
- * @param {number} n
251
- * @returns {number[]}
252
- */
253
- generateHemisphereSamplesR(n) {
254
- let samplesR = [];
255
- for (let i = 0; i < n; i++) {
256
- samplesR.push((i + 1) / n);
257
- }
258
- return samplesR;
259
- }
260
- /**
261
- *
262
- * @param {number} numSamples
263
- * @param {number} numRings
264
- * @returns {THREE.Vector2[]}
265
- */
266
- generateDenoiseSamples(numSamples, numRings) {
267
- const angleStep = 2 * Math.PI * numRings / numSamples;
268
- const invNumSamples = 1 / numSamples;
269
- const radiusStep = invNumSamples;
270
- const samples = [];
271
- let radius = invNumSamples;
272
- let angle = 0;
273
- for (let i = 0; i < numSamples; i++) {
274
- samples.push(new THREE.Vector2(Math.cos(angle), Math.sin(angle)).multiplyScalar(Math.pow(radius, 0.75)));
275
- radius += radiusStep;
276
- angle += angleStep;
277
- }
278
- return samples;
279
- }
280
- setSize(width, height) {
281
- this.width = width;
282
- this.height = height;
283
- const c = this.configuration.halfRes ? 0.5 : 1;
284
- this.writeTargetInternal.setSize(width * c, height * c);
285
- this.readTargetInternal.setSize(width * c, height * c);
286
- if (this.configuration.halfRes) {
287
- this.depthDownsampleTarget.setSize(width * c, height * c);
288
- }
289
- this.outputTargetInternal.setSize(width, height);
290
- }
291
- setDepthTexture(depthTexture) {
292
- this.depthTexture = depthTexture;
293
- }
294
- render(renderer, inputBuffer, outputBuffer) {
295
- const xrEnabled = renderer.xr.enabled;
296
- renderer.xr.enabled = false;
297
- if (renderer.capabilities.logarithmicDepthBuffer !== this.configuration.logarithmicDepthBuffer) {
298
- this.configuration.logarithmicDepthBuffer = renderer.capabilities.logarithmicDepthBuffer;
299
- this.configureAOPass(this.configuration.logarithmicDepthBuffer);
300
- this.configureDenoisePass(this.configuration.logarithmicDepthBuffer);
301
- this.configureEffectCompositer(this.configuration.logarithmicDepthBuffer);
302
- }
303
- if (inputBuffer.texture.type !== this.outputTargetInternal.texture.type) {
304
- this.outputTargetInternal.texture.type = inputBuffer.texture.type;
305
- this.outputTargetInternal.texture.needsUpdate = true;
306
- }
307
- let gl;
308
- let ext;
309
- let timerQuery;
310
- if (this.debugMode) {
311
- gl = renderer.getContext();
312
- ext = gl.getExtension("EXT_disjoint_timer_query_webgl2");
313
- if (ext === null) {
314
- console.error("EXT_disjoint_timer_query_webgl2 not available, disabling debug mode.");
315
- this.debugMode = false;
316
- }
317
- }
318
- if (this.debugMode) {
319
- timerQuery = gl.createQuery();
320
- gl.beginQuery(ext.TIME_ELAPSED_EXT, timerQuery);
321
- }
322
- this.camera.updateMatrixWorld();
323
- this._r.set(this.width, this.height);
324
- let trueRadius = this.configuration.aoRadius;
325
- if (this.configuration.halfRes && this.configuration.screenSpaceRadius) {
326
- trueRadius *= 0.5;
327
- }
328
- if (this.configuration.halfRes) {
329
- renderer.setRenderTarget(this.depthDownsampleTarget);
330
- this.depthDownsampleQuad.material.uniforms.sceneDepth.value = this.depthTexture;
331
- this.depthDownsampleQuad.material.uniforms.resolution.value = this._r;
332
- this.depthDownsampleQuad.material.uniforms["near"].value = this.camera.near;
333
- this.depthDownsampleQuad.material.uniforms["far"].value = this.camera.far;
334
- this.depthDownsampleQuad.material.uniforms["projectionMatrixInv"].value = this.camera.projectionMatrixInverse;
335
- this.depthDownsampleQuad.material.uniforms["viewMatrixInv"].value = this.camera.matrixWorld;
336
- this.depthDownsampleQuad.material.uniforms["logDepth"].value = this.configuration.logarithmicDepthBuffer;
337
- this.depthDownsampleQuad.render(renderer);
338
- }
339
- this.effectShaderQuad.material.uniforms["sceneDiffuse"].value = inputBuffer.texture;
340
- this.effectShaderQuad.material.uniforms["sceneDepth"].value = this.configuration.halfRes ? this.depthDownsampleTarget.texture[0] : this.depthTexture;
341
- this.effectShaderQuad.material.uniforms["sceneNormal"].value = this.configuration.halfRes ? this.depthDownsampleTarget.texture[1] : null;
342
- this.effectShaderQuad.material.uniforms["projMat"].value = this.camera.projectionMatrix;
343
- this.effectShaderQuad.material.uniforms["viewMat"].value = this.camera.matrixWorldInverse;
344
- this.effectShaderQuad.material.uniforms["projViewMat"].value = this.camera.projectionMatrix.clone().multiply(this.camera.matrixWorldInverse.clone());
345
- this.effectShaderQuad.material.uniforms["projectionMatrixInv"].value = this.camera.projectionMatrixInverse;
346
- this.effectShaderQuad.material.uniforms["viewMatrixInv"].value = this.camera.matrixWorld;
347
- this.effectShaderQuad.material.uniforms["cameraPos"].value = this.camera.getWorldPosition(new THREE.Vector3());
348
- this.effectShaderQuad.material.uniforms["resolution"].value = this.configuration.halfRes ? this._r.clone().multiplyScalar(1 / 2).floor() : this._r;
349
- this.effectShaderQuad.material.uniforms["time"].value = performance.now() / 1e3;
350
- this.effectShaderQuad.material.uniforms["samples"].value = this.samples;
351
- this.effectShaderQuad.material.uniforms["samplesR"].value = this.samplesR;
352
- this.effectShaderQuad.material.uniforms["bluenoise"].value = this.bluenoise;
353
- this.effectShaderQuad.material.uniforms["radius"].value = trueRadius;
354
- this.effectShaderQuad.material.uniforms["distanceFalloff"].value = this.configuration.distanceFalloff;
355
- this.effectShaderQuad.material.uniforms["near"].value = this.camera.near;
356
- this.effectShaderQuad.material.uniforms["far"].value = this.camera.far;
357
- this.effectShaderQuad.material.uniforms["logDepth"].value = renderer.capabilities.logarithmicDepthBuffer;
358
- this.effectShaderQuad.material.uniforms["ortho"].value = this.camera.isOrthographicCamera;
359
- this.effectShaderQuad.material.uniforms["screenSpaceRadius"].value = this.configuration.screenSpaceRadius;
360
- renderer.setRenderTarget(this.writeTargetInternal);
361
- this.effectShaderQuad.render(renderer);
362
- for (let i = 0; i < this.configuration.denoiseIterations; i++) {
363
- [this.writeTargetInternal, this.readTargetInternal] = [this.readTargetInternal, this.writeTargetInternal];
364
- this.poissonBlurQuad.material.uniforms["tDiffuse"].value = this.readTargetInternal.texture;
365
- this.poissonBlurQuad.material.uniforms["sceneDepth"].value = this.configuration.halfRes ? this.depthDownsampleTarget.texture[0] : this.depthTexture;
366
- this.poissonBlurQuad.material.uniforms["projMat"].value = this.camera.projectionMatrix;
367
- this.poissonBlurQuad.material.uniforms["viewMat"].value = this.camera.matrixWorldInverse;
368
- this.poissonBlurQuad.material.uniforms["projectionMatrixInv"].value = this.camera.projectionMatrixInverse;
369
- this.poissonBlurQuad.material.uniforms["viewMatrixInv"].value = this.camera.matrixWorld;
370
- this.poissonBlurQuad.material.uniforms["cameraPos"].value = this.camera.getWorldPosition(new THREE.Vector3());
371
- this.poissonBlurQuad.material.uniforms["resolution"].value = this.configuration.halfRes ? this._r.clone().multiplyScalar(1 / 2).floor() : this._r;
372
- this.poissonBlurQuad.material.uniforms["time"].value = performance.now() / 1e3;
373
- this.poissonBlurQuad.material.uniforms["blueNoise"].value = this.bluenoise;
374
- this.poissonBlurQuad.material.uniforms["radius"].value = this.configuration.denoiseRadius * (this.configuration.halfRes ? 1 / 2 : 1);
375
- this.poissonBlurQuad.material.uniforms["worldRadius"].value = trueRadius;
376
- this.poissonBlurQuad.material.uniforms["distanceFalloff"].value = this.configuration.distanceFalloff;
377
- this.poissonBlurQuad.material.uniforms["index"].value = i;
378
- this.poissonBlurQuad.material.uniforms["poissonDisk"].value = this.samplesDenoise;
379
- this.poissonBlurQuad.material.uniforms["near"].value = this.camera.near;
380
- this.poissonBlurQuad.material.uniforms["far"].value = this.camera.far;
381
- this.poissonBlurQuad.material.uniforms["logDepth"].value = renderer.capabilities.logarithmicDepthBuffer;
382
- this.poissonBlurQuad.material.uniforms["screenSpaceRadius"].value = this.configuration.screenSpaceRadius;
383
- renderer.setRenderTarget(this.writeTargetInternal);
384
- this.poissonBlurQuad.render(renderer);
385
- }
386
- this.effectCompositerQuad.material.uniforms["sceneDiffuse"].value = inputBuffer.texture;
387
- this.effectCompositerQuad.material.uniforms["sceneDepth"].value = this.depthTexture;
388
- this.effectCompositerQuad.material.uniforms["near"].value = this.camera.near;
389
- this.effectCompositerQuad.material.uniforms["far"].value = this.camera.far;
390
- this.effectCompositerQuad.material.uniforms["projectionMatrixInv"].value = this.camera.projectionMatrixInverse;
391
- this.effectCompositerQuad.material.uniforms["viewMatrixInv"].value = this.camera.matrixWorld;
392
- this.effectCompositerQuad.material.uniforms["logDepth"].value = renderer.capabilities.logarithmicDepthBuffer;
393
- this.effectCompositerQuad.material.uniforms["ortho"].value = this.camera.isOrthographicCamera;
394
- this.effectCompositerQuad.material.uniforms["downsampledDepth"].value = this.configuration.halfRes ? this.depthDownsampleTarget.texture[0] : this.depthTexture;
395
- this.effectCompositerQuad.material.uniforms["resolution"].value = this._r;
396
- this.effectCompositerQuad.material.uniforms["blueNoise"].value = this.bluenoise;
397
- this.effectCompositerQuad.material.uniforms["intensity"].value = this.configuration.intensity;
398
- this.effectCompositerQuad.material.uniforms["renderMode"].value = this.configuration.renderMode;
399
- this.effectCompositerQuad.material.uniforms["screenSpaceRadius"].value = this.configuration.screenSpaceRadius;
400
- this.effectCompositerQuad.material.uniforms["radius"].value = trueRadius;
401
- this.effectCompositerQuad.material.uniforms["distanceFalloff"].value = this.configuration.distanceFalloff;
402
- this.effectCompositerQuad.material.uniforms["gammaCorrection"].value = this.autosetGamma ? this.renderToScreen : this.configuration.gammaCorrection;
403
- this.effectCompositerQuad.material.uniforms["tDiffuse"].value = this.writeTargetInternal.texture;
404
- this.effectCompositerQuad.material.uniforms["color"].value = this._c.copy(this.configuration.color).convertSRGBToLinear();
405
- this.effectCompositerQuad.material.uniforms["colorMultiply"].value = this.configuration.colorMultiply;
406
- this.effectCompositerQuad.material.uniforms["cameraPos"].value = this.camera.getWorldPosition(new THREE.Vector3());
407
- this.effectCompositerQuad.material.uniforms["fog"].value = !!this.scene.fog;
408
- if (this.scene.fog) {
409
- if (this.scene.fog.isFog) {
410
- this.effectCompositerQuad.material.uniforms["fogExp"].value = false;
411
- this.effectCompositerQuad.material.uniforms["fogNear"].value = this.scene.fog.near;
412
- this.effectCompositerQuad.material.uniforms["fogFar"].value = this.scene.fog.far;
413
- } else if (this.scene.fog.isFogExp2) {
414
- this.effectCompositerQuad.material.uniforms["fogExp"].value = true;
415
- this.effectCompositerQuad.material.uniforms["fogDensity"].value = this.scene.fog.density;
416
- } else {
417
- console.error(`Unsupported fog type ${this.scene.fog.constructor.name} in SSAOPass.`);
418
- }
419
- }
420
- renderer.setRenderTarget(
421
- /* this.renderToScreen ? null :
422
- outputBuffer*/
423
- this.outputTargetInternal
424
- );
425
- this.effectCompositerQuad.render(renderer);
426
- renderer.setRenderTarget(this.renderToScreen ? null : outputBuffer);
427
- this.copyQuad.material.uniforms["tDiffuse"].value = this.outputTargetInternal.texture;
428
- this.copyQuad.render(renderer);
429
- if (this.debugMode) {
430
- gl.endQuery(ext.TIME_ELAPSED_EXT);
431
- checkTimerQuery(timerQuery, gl, this);
432
- }
433
- renderer.xr.enabled = xrEnabled;
434
- }
435
- /**
436
- * Enables the debug mode of the AO, meaning the lastTime value will be updated.
437
- */
438
- enableDebugMode() {
439
- this.debugMode = true;
440
- }
441
- /**
442
- * Disables the debug mode of the AO, meaning the lastTime value will not be updated.
443
- */
444
- disableDebugMode() {
445
- this.debugMode = false;
446
- }
447
- /**
448
- * Sets the display mode of the AO
449
- * @param {"Combined" | "AO" | "No AO" | "Split" | "Split AO"} mode - The display mode.
450
- */
451
- setDisplayMode(mode) {
452
- this.configuration.renderMode = ["Combined", "AO", "No AO", "Split", "Split AO"].indexOf(mode);
453
- }
454
- /**
455
- *
456
- * @param {"Performance" | "Low" | "Medium" | "High" | "Ultra"} mode
457
- */
458
- setQualityMode(mode) {
459
- if (mode === "Performance") {
460
- this.configuration.aoSamples = 8;
461
- this.configuration.denoiseSamples = 4;
462
- this.configuration.denoiseRadius = 12;
463
- } else if (mode === "Low") {
464
- this.configuration.aoSamples = 16;
465
- this.configuration.denoiseSamples = 4;
466
- this.configuration.denoiseRadius = 12;
467
- } else if (mode === "Medium") {
468
- this.configuration.aoSamples = 16;
469
- this.configuration.denoiseSamples = 8;
470
- this.configuration.denoiseRadius = 12;
471
- } else if (mode === "High") {
472
- this.configuration.aoSamples = 64;
473
- this.configuration.denoiseSamples = 8;
474
- this.configuration.denoiseRadius = 6;
475
- } else if (mode === "Ultra") {
476
- this.configuration.aoSamples = 64;
477
- this.configuration.denoiseSamples = 16;
478
- this.configuration.denoiseRadius = 6;
479
- }
480
- }
481
- }
482
- export {
483
- N8AOPostPass
484
- };
485
- //# sourceMappingURL=N8AOPostPass.js.map
@@ -1 +0,0 @@
1
- {"version":3,"file":"N8AOPostPass.js","sources":["../../../src/effects/N8AO/N8AOPostPass.js"],"sourcesContent":["import * as THREE from 'three'\nimport { Pass } from 'postprocessing'\nimport { Buffer } from 'buffer'\nimport { FullScreenTriangle } from './FullScreenTriangle'\nimport { EffectShader } from './EffectShader'\nimport { EffectCompositer } from './EffectCompositer'\nimport { PoissionBlur } from './PoissionBlur'\nimport { DepthDownSample } from './DepthDownSample'\nimport BlueNoise from './BlueNoise'\nimport { WebGLMultipleRenderTargets } from '../../compat'\n\nconst bluenoiseBits = Buffer.from(BlueNoise, 'base64')\n\n/**\n *\n * @param {*} timerQuery\n * @param {THREE.WebGLRenderer} gl\n * @param {N8AOPass} pass\n */\nfunction checkTimerQuery(timerQuery, gl, pass) {\n const available = gl.getQueryParameter(timerQuery, gl.QUERY_RESULT_AVAILABLE)\n if (available) {\n const elapsedTimeInNs = gl.getQueryParameter(timerQuery, gl.QUERY_RESULT)\n const elapsedTimeInMs = elapsedTimeInNs / 1000000\n pass.lastTime = elapsedTimeInMs\n } else {\n // If the result is not available yet, check again after a delay\n setTimeout(() => {\n checkTimerQuery(timerQuery, gl, pass)\n }, 1)\n }\n}\nclass N8AOPostPass extends Pass {\n /**\n *\n * @param {THREE.Scene} scene\n * @param {THREE.Camera} camera\n * @param {number} width\n * @param {number} height\n *\n * @property {THREE.Scene} scene\n * @property {THREE.Camera} camera\n * @property {number} width\n * @property {number} height\n */\n constructor(scene, camera, width = 512, height = 512) {\n super()\n this.width = width\n this.height = height\n\n this.clear = true\n\n this.camera = camera\n this.scene = scene\n /**\n * @type {Proxy & {\n * aoSamples: number,\n * aoRadius: number,\n * denoiseSamples: number,\n * denoiseRadius: number,\n * distanceFalloff: number,\n * intensity: number,\n * denoiseIterations: number,\n * renderMode: 0 | 1 | 2 | 3 | 4,\n * color: THREE.Color,\n * gammaCorrection: boolean,\n * logarithmicDepthBuffer: boolean\n * screenSpaceRadius: boolean,\n * halfRes: boolean,\n * depthAwareUpsampling: boolean\n * colorMultiply: boolean\n * }\n */\n this.autosetGamma = true\n this.configuration = new Proxy(\n {\n aoSamples: 16,\n aoRadius: 5.0,\n denoiseSamples: 8,\n denoiseRadius: 12,\n distanceFalloff: 1.0,\n intensity: 5,\n denoiseIterations: 2.0,\n renderMode: 0,\n color: new THREE.Color(0, 0, 0),\n gammaCorrection: true,\n logarithmicDepthBuffer: false,\n screenSpaceRadius: false,\n halfRes: false,\n depthAwareUpsampling: true,\n colorMultiply: true,\n },\n {\n set: (target, propName, value) => {\n const oldProp = target[propName]\n target[propName] = value\n if (propName === 'aoSamples' && oldProp !== value) {\n this.configureAOPass(this.configuration.logarithmicDepthBuffer)\n }\n if (propName === 'denoiseSamples' && oldProp !== value) {\n this.configureDenoisePass(this.configuration.logarithmicDepthBuffer)\n }\n if (propName === 'halfRes' && oldProp !== value) {\n this.configureAOPass(this.configuration.logarithmicDepthBuffer)\n this.configureHalfResTargets()\n this.configureEffectCompositer(this.configuration.logarithmicDepthBuffer)\n this.setSize(this.width, this.height)\n }\n if (propName === 'depthAwareUpsampling' && oldProp !== value) {\n this.configureEffectCompositer(this.configuration.logarithmicDepthBuffer)\n }\n if (propName === 'gammaCorrection') {\n this.autosetGamma = false\n }\n return true\n },\n }\n )\n /** @type {THREE.Vector3[]} */\n this.samples = []\n /** @type {number[]} */\n this.samplesR = []\n /** @type {THREE.Vector2[]} */\n this.samplesDenoise = []\n this.configureEffectCompositer(this.configuration.logarithmicDepthBuffer)\n this.configureSampleDependentPasses()\n this.configureHalfResTargets()\n // this.effectCompisterQuad = new FullScreenTriangle(new THREE.ShaderMaterial(EffectCompositer));\n this.copyQuad = new FullScreenTriangle(\n new THREE.ShaderMaterial({\n uniforms: {\n tDiffuse: {\n value: null,\n },\n },\n depthWrite: false,\n vertexShader: `\n varying vec2 vUv;\n void main() {\n vUv = uv;\n gl_Position = vec4(position, 1);\n }\n `,\n fragmentShader: `\n uniform sampler2D tDiffuse;\n varying vec2 vUv;\n void main() {\n gl_FragColor = texture2D(tDiffuse, vUv);\n }\n `,\n })\n )\n this.writeTargetInternal = new THREE.WebGLRenderTarget(this.width, this.height, {\n minFilter: THREE.LinearFilter,\n magFilter: THREE.LinearFilter,\n depthBuffer: false,\n })\n this.readTargetInternal = new THREE.WebGLRenderTarget(this.width, this.height, {\n minFilter: THREE.LinearFilter,\n magFilter: THREE.LinearFilter,\n depthBuffer: false,\n })\n this.outputTargetInternal = new THREE.WebGLRenderTarget(this.width, this.height, {\n minFilter: THREE.LinearFilter,\n magFilter: THREE.LinearFilter,\n depthBuffer: false,\n })\n\n /** @type {THREE.DataTexture} */\n this.bluenoise = //bluenoise;\n new THREE.DataTexture(bluenoiseBits, 128, 128)\n this.bluenoise.colorSpace = THREE.NoColorSpace\n this.bluenoise.wrapS = THREE.RepeatWrapping\n this.bluenoise.wrapT = THREE.RepeatWrapping\n this.bluenoise.minFilter = THREE.NearestFilter\n this.bluenoise.magFilter = THREE.NearestFilter\n this.bluenoise.needsUpdate = true\n this.lastTime = 0\n this.needsDepthTexture = true\n this.needsSwap = true\n this._r = new THREE.Vector2()\n this._c = new THREE.Color()\n }\n configureHalfResTargets() {\n if (this.configuration.halfRes) {\n this.depthDownsampleTarget =\n /*new THREE.WebGLRenderTarget(this.width / 2, this.height / 2, {\n minFilter: THREE.NearestFilter,\n magFilter: THREE.NearestFilter,\n depthBuffer: false,\n format: THREE.RedFormat,\n type: THREE.FloatType\n });*/\n new WebGLMultipleRenderTargets(this.width / 2, this.height / 2, 2)\n this.depthDownsampleTarget.texture[0].format = THREE.RedFormat\n this.depthDownsampleTarget.texture[0].type = THREE.FloatType\n this.depthDownsampleTarget.texture[0].minFilter = THREE.NearestFilter\n this.depthDownsampleTarget.texture[0].magFilter = THREE.NearestFilter\n this.depthDownsampleTarget.texture[0].depthBuffer = false\n this.depthDownsampleTarget.texture[1].format = THREE.RGBAFormat\n this.depthDownsampleTarget.texture[1].type = THREE.HalfFloatType\n this.depthDownsampleTarget.texture[1].minFilter = THREE.NearestFilter\n this.depthDownsampleTarget.texture[1].magFilter = THREE.NearestFilter\n this.depthDownsampleTarget.texture[1].depthBuffer = false\n\n this.depthDownsampleQuad = new FullScreenTriangle(new THREE.ShaderMaterial(DepthDownSample))\n } else {\n if (this.depthDownsampleTarget) {\n this.depthDownsampleTarget.dispose()\n this.depthDownsampleTarget = null\n }\n if (this.depthDownsampleQuad) {\n this.depthDownsampleQuad.dispose()\n this.depthDownsampleQuad = null\n }\n }\n }\n configureSampleDependentPasses() {\n this.configureAOPass(this.configuration.logarithmicDepthBuffer)\n this.configureDenoisePass(this.configuration.logarithmicDepthBuffer)\n }\n configureAOPass(logarithmicDepthBuffer = false) {\n this.samples = this.generateHemisphereSamples(this.configuration.aoSamples)\n this.samplesR = this.generateHemisphereSamplesR(this.configuration.aoSamples)\n const e = { ...EffectShader }\n e.fragmentShader = e.fragmentShader\n .replace('16', this.configuration.aoSamples)\n .replace('16.0', this.configuration.aoSamples + '.0')\n if (logarithmicDepthBuffer) {\n e.fragmentShader = '#define LOGDEPTH\\n' + e.fragmentShader\n }\n if (this.configuration.halfRes) {\n e.fragmentShader = '#define HALFRES\\n' + e.fragmentShader\n }\n if (this.effectShaderQuad) {\n this.effectShaderQuad.material.dispose()\n this.effectShaderQuad.material = new THREE.ShaderMaterial(e)\n } else {\n this.effectShaderQuad = new FullScreenTriangle(new THREE.ShaderMaterial(e))\n }\n }\n configureDenoisePass(logarithmicDepthBuffer = false) {\n this.samplesDenoise = this.generateDenoiseSamples(this.configuration.denoiseSamples, 11)\n const p = { ...PoissionBlur }\n p.fragmentShader = p.fragmentShader.replace('16', this.configuration.denoiseSamples)\n if (logarithmicDepthBuffer) {\n p.fragmentShader = '#define LOGDEPTH\\n' + p.fragmentShader\n }\n if (this.poissonBlurQuad) {\n this.poissonBlurQuad.material.dispose()\n this.poissonBlurQuad.material = new THREE.ShaderMaterial(p)\n } else {\n this.poissonBlurQuad = new FullScreenTriangle(new THREE.ShaderMaterial(p))\n }\n }\n configureEffectCompositer(logarithmicDepthBuffer = false) {\n const e = { ...EffectCompositer }\n if (logarithmicDepthBuffer) {\n e.fragmentShader = '#define LOGDEPTH\\n' + e.fragmentShader\n }\n if (this.configuration.halfRes && this.configuration.depthAwareUpsampling) {\n e.fragmentShader = '#define HALFRES\\n' + e.fragmentShader\n }\n if (this.effectCompositerQuad) {\n this.effectCompositerQuad.material.dispose()\n this.effectCompositerQuad.material = new THREE.ShaderMaterial(e)\n } else {\n this.effectCompositerQuad = new FullScreenTriangle(new THREE.ShaderMaterial(e))\n }\n }\n /**\n *\n * @param {Number} n\n * @returns {THREE.Vector3[]}\n */\n generateHemisphereSamples(n) {\n const points = []\n for (let k = 0; k < n; k++) {\n const theta = 2.399963 * k\n const r = Math.sqrt(k + 0.5) / Math.sqrt(n)\n const x = r * Math.cos(theta)\n const y = r * Math.sin(theta)\n // Project to hemisphere\n const z = Math.sqrt(1 - (x * x + y * y))\n points.push(new THREE.Vector3(x, y, z))\n }\n return points\n }\n /**\n *\n * @param {number} n\n * @returns {number[]}\n */\n generateHemisphereSamplesR(n) {\n let samplesR = []\n for (let i = 0; i < n; i++) {\n samplesR.push((i + 1) / n)\n }\n return samplesR\n }\n /**\n *\n * @param {number} numSamples\n * @param {number} numRings\n * @returns {THREE.Vector2[]}\n */\n generateDenoiseSamples(numSamples, numRings) {\n const angleStep = (2 * Math.PI * numRings) / numSamples\n const invNumSamples = 1.0 / numSamples\n const radiusStep = invNumSamples\n const samples = []\n let radius = invNumSamples\n let angle = 0\n for (let i = 0; i < numSamples; i++) {\n samples.push(new THREE.Vector2(Math.cos(angle), Math.sin(angle)).multiplyScalar(Math.pow(radius, 0.75)))\n radius += radiusStep\n angle += angleStep\n }\n return samples\n }\n setSize(width, height) {\n this.width = width\n this.height = height\n const c = this.configuration.halfRes ? 0.5 : 1\n this.writeTargetInternal.setSize(width * c, height * c)\n this.readTargetInternal.setSize(width * c, height * c)\n if (this.configuration.halfRes) {\n this.depthDownsampleTarget.setSize(width * c, height * c)\n }\n this.outputTargetInternal.setSize(width, height)\n }\n setDepthTexture(depthTexture) {\n this.depthTexture = depthTexture\n }\n render(renderer, inputBuffer, outputBuffer) {\n const xrEnabled = renderer.xr.enabled\n renderer.xr.enabled = false\n\n // Copy inputBuffer to outputBuffer\n //renderer.setRenderTarget(outputBuffer);\n // this.copyQuad.material.uniforms.tDiffuse.value = inputBuffer.texture;\n // this.copyQuad.render(renderer);\n\n if (renderer.capabilities.logarithmicDepthBuffer !== this.configuration.logarithmicDepthBuffer) {\n this.configuration.logarithmicDepthBuffer = renderer.capabilities.logarithmicDepthBuffer\n this.configureAOPass(this.configuration.logarithmicDepthBuffer)\n this.configureDenoisePass(this.configuration.logarithmicDepthBuffer)\n this.configureEffectCompositer(this.configuration.logarithmicDepthBuffer)\n }\n if (inputBuffer.texture.type !== this.outputTargetInternal.texture.type) {\n this.outputTargetInternal.texture.type = inputBuffer.texture.type\n this.outputTargetInternal.texture.needsUpdate = true\n }\n let gl\n let ext\n let timerQuery\n if (this.debugMode) {\n gl = renderer.getContext()\n ext = gl.getExtension('EXT_disjoint_timer_query_webgl2')\n if (ext === null) {\n console.error('EXT_disjoint_timer_query_webgl2 not available, disabling debug mode.')\n this.debugMode = false\n }\n }\n if (this.debugMode) {\n timerQuery = gl.createQuery()\n gl.beginQuery(ext.TIME_ELAPSED_EXT, timerQuery)\n }\n this.camera.updateMatrixWorld()\n this._r.set(this.width, this.height)\n let trueRadius = this.configuration.aoRadius\n if (this.configuration.halfRes && this.configuration.screenSpaceRadius) {\n trueRadius *= 0.5\n }\n if (this.configuration.halfRes) {\n renderer.setRenderTarget(this.depthDownsampleTarget)\n this.depthDownsampleQuad.material.uniforms.sceneDepth.value = this.depthTexture\n this.depthDownsampleQuad.material.uniforms.resolution.value = this._r\n this.depthDownsampleQuad.material.uniforms['near'].value = this.camera.near\n this.depthDownsampleQuad.material.uniforms['far'].value = this.camera.far\n this.depthDownsampleQuad.material.uniforms['projectionMatrixInv'].value = this.camera.projectionMatrixInverse\n this.depthDownsampleQuad.material.uniforms['viewMatrixInv'].value = this.camera.matrixWorld\n this.depthDownsampleQuad.material.uniforms['logDepth'].value = this.configuration.logarithmicDepthBuffer\n this.depthDownsampleQuad.render(renderer)\n }\n this.effectShaderQuad.material.uniforms['sceneDiffuse'].value = inputBuffer.texture\n this.effectShaderQuad.material.uniforms['sceneDepth'].value = this.configuration.halfRes\n ? this.depthDownsampleTarget.texture[0]\n : this.depthTexture\n this.effectShaderQuad.material.uniforms['sceneNormal'].value = this.configuration.halfRes\n ? this.depthDownsampleTarget.texture[1]\n : null\n this.effectShaderQuad.material.uniforms['projMat'].value = this.camera.projectionMatrix\n this.effectShaderQuad.material.uniforms['viewMat'].value = this.camera.matrixWorldInverse\n this.effectShaderQuad.material.uniforms['projViewMat'].value = this.camera.projectionMatrix\n .clone()\n .multiply(this.camera.matrixWorldInverse.clone())\n this.effectShaderQuad.material.uniforms['projectionMatrixInv'].value = this.camera.projectionMatrixInverse\n this.effectShaderQuad.material.uniforms['viewMatrixInv'].value = this.camera.matrixWorld\n this.effectShaderQuad.material.uniforms['cameraPos'].value = this.camera.getWorldPosition(new THREE.Vector3())\n this.effectShaderQuad.material.uniforms['resolution'].value = this.configuration.halfRes\n ? this._r\n .clone()\n .multiplyScalar(1 / 2)\n .floor()\n : this._r\n this.effectShaderQuad.material.uniforms['time'].value = performance.now() / 1000\n this.effectShaderQuad.material.uniforms['samples'].value = this.samples\n this.effectShaderQuad.material.uniforms['samplesR'].value = this.samplesR\n this.effectShaderQuad.material.uniforms['bluenoise'].value = this.bluenoise\n this.effectShaderQuad.material.uniforms['radius'].value = trueRadius\n this.effectShaderQuad.material.uniforms['distanceFalloff'].value = this.configuration.distanceFalloff\n this.effectShaderQuad.material.uniforms['near'].value = this.camera.near\n this.effectShaderQuad.material.uniforms['far'].value = this.camera.far\n this.effectShaderQuad.material.uniforms['logDepth'].value = renderer.capabilities.logarithmicDepthBuffer\n this.effectShaderQuad.material.uniforms['ortho'].value = this.camera.isOrthographicCamera\n this.effectShaderQuad.material.uniforms['screenSpaceRadius'].value = this.configuration.screenSpaceRadius\n // Start the AO\n renderer.setRenderTarget(this.writeTargetInternal)\n this.effectShaderQuad.render(renderer)\n // End the AO\n // Start the blur\n for (let i = 0; i < this.configuration.denoiseIterations; i++) {\n ;[this.writeTargetInternal, this.readTargetInternal] = [this.readTargetInternal, this.writeTargetInternal]\n this.poissonBlurQuad.material.uniforms['tDiffuse'].value = this.readTargetInternal.texture\n this.poissonBlurQuad.material.uniforms['sceneDepth'].value = this.configuration.halfRes\n ? this.depthDownsampleTarget.texture[0]\n : this.depthTexture\n this.poissonBlurQuad.material.uniforms['projMat'].value = this.camera.projectionMatrix\n this.poissonBlurQuad.material.uniforms['viewMat'].value = this.camera.matrixWorldInverse\n this.poissonBlurQuad.material.uniforms['projectionMatrixInv'].value = this.camera.projectionMatrixInverse\n this.poissonBlurQuad.material.uniforms['viewMatrixInv'].value = this.camera.matrixWorld\n this.poissonBlurQuad.material.uniforms['cameraPos'].value = this.camera.getWorldPosition(new THREE.Vector3())\n this.poissonBlurQuad.material.uniforms['resolution'].value = this.configuration.halfRes\n ? this._r\n .clone()\n .multiplyScalar(1 / 2)\n .floor()\n : this._r\n this.poissonBlurQuad.material.uniforms['time'].value = performance.now() / 1000\n this.poissonBlurQuad.material.uniforms['blueNoise'].value = this.bluenoise\n this.poissonBlurQuad.material.uniforms['radius'].value =\n this.configuration.denoiseRadius * (this.configuration.halfRes ? 1 / 2 : 1)\n this.poissonBlurQuad.material.uniforms['worldRadius'].value = trueRadius\n this.poissonBlurQuad.material.uniforms['distanceFalloff'].value = this.configuration.distanceFalloff\n this.poissonBlurQuad.material.uniforms['index'].value = i\n this.poissonBlurQuad.material.uniforms['poissonDisk'].value = this.samplesDenoise\n this.poissonBlurQuad.material.uniforms['near'].value = this.camera.near\n this.poissonBlurQuad.material.uniforms['far'].value = this.camera.far\n this.poissonBlurQuad.material.uniforms['logDepth'].value = renderer.capabilities.logarithmicDepthBuffer\n this.poissonBlurQuad.material.uniforms['screenSpaceRadius'].value = this.configuration.screenSpaceRadius\n renderer.setRenderTarget(this.writeTargetInternal)\n this.poissonBlurQuad.render(renderer)\n }\n // Now, we have the blurred AO in writeTargetInternal\n // End the blur\n // Start the composition\n this.effectCompositerQuad.material.uniforms['sceneDiffuse'].value = inputBuffer.texture\n this.effectCompositerQuad.material.uniforms['sceneDepth'].value = this.depthTexture\n this.effectCompositerQuad.material.uniforms['near'].value = this.camera.near\n this.effectCompositerQuad.material.uniforms['far'].value = this.camera.far\n this.effectCompositerQuad.material.uniforms['projectionMatrixInv'].value = this.camera.projectionMatrixInverse\n this.effectCompositerQuad.material.uniforms['viewMatrixInv'].value = this.camera.matrixWorld\n this.effectCompositerQuad.material.uniforms['logDepth'].value = renderer.capabilities.logarithmicDepthBuffer\n this.effectCompositerQuad.material.uniforms['ortho'].value = this.camera.isOrthographicCamera\n this.effectCompositerQuad.material.uniforms['downsampledDepth'].value = this.configuration.halfRes\n ? this.depthDownsampleTarget.texture[0]\n : this.depthTexture\n this.effectCompositerQuad.material.uniforms['resolution'].value = this._r\n this.effectCompositerQuad.material.uniforms['blueNoise'].value = this.bluenoise\n this.effectCompositerQuad.material.uniforms['intensity'].value = this.configuration.intensity\n this.effectCompositerQuad.material.uniforms['renderMode'].value = this.configuration.renderMode\n this.effectCompositerQuad.material.uniforms['screenSpaceRadius'].value = this.configuration.screenSpaceRadius\n this.effectCompositerQuad.material.uniforms['radius'].value = trueRadius\n this.effectCompositerQuad.material.uniforms['distanceFalloff'].value = this.configuration.distanceFalloff\n this.effectCompositerQuad.material.uniforms['gammaCorrection'].value = this.autosetGamma\n ? this.renderToScreen\n : this.configuration.gammaCorrection\n this.effectCompositerQuad.material.uniforms['tDiffuse'].value = this.writeTargetInternal.texture\n this.effectCompositerQuad.material.uniforms['color'].value = this._c\n .copy(this.configuration.color)\n .convertSRGBToLinear()\n this.effectCompositerQuad.material.uniforms['colorMultiply'].value = this.configuration.colorMultiply\n this.effectCompositerQuad.material.uniforms['cameraPos'].value = this.camera.getWorldPosition(new THREE.Vector3())\n this.effectCompositerQuad.material.uniforms['fog'].value = !!this.scene.fog\n if (this.scene.fog) {\n if (this.scene.fog.isFog) {\n this.effectCompositerQuad.material.uniforms['fogExp'].value = false\n this.effectCompositerQuad.material.uniforms['fogNear'].value = this.scene.fog.near\n this.effectCompositerQuad.material.uniforms['fogFar'].value = this.scene.fog.far\n } else if (this.scene.fog.isFogExp2) {\n this.effectCompositerQuad.material.uniforms['fogExp'].value = true\n this.effectCompositerQuad.material.uniforms['fogDensity'].value = this.scene.fog.density\n } else {\n console.error(`Unsupported fog type ${this.scene.fog.constructor.name} in SSAOPass.`)\n }\n }\n renderer.setRenderTarget(\n /* this.renderToScreen ? null :\n outputBuffer*/\n this.outputTargetInternal\n )\n this.effectCompositerQuad.render(renderer)\n renderer.setRenderTarget(this.renderToScreen ? null : outputBuffer)\n this.copyQuad.material.uniforms['tDiffuse'].value = this.outputTargetInternal.texture\n this.copyQuad.render(renderer)\n if (this.debugMode) {\n gl.endQuery(ext.TIME_ELAPSED_EXT)\n checkTimerQuery(timerQuery, gl, this)\n }\n\n renderer.xr.enabled = xrEnabled\n }\n /**\n * Enables the debug mode of the AO, meaning the lastTime value will be updated.\n */\n enableDebugMode() {\n this.debugMode = true\n }\n /**\n * Disables the debug mode of the AO, meaning the lastTime value will not be updated.\n */\n disableDebugMode() {\n this.debugMode = false\n }\n /**\n * Sets the display mode of the AO\n * @param {\"Combined\" | \"AO\" | \"No AO\" | \"Split\" | \"Split AO\"} mode - The display mode.\n */\n setDisplayMode(mode) {\n this.configuration.renderMode = ['Combined', 'AO', 'No AO', 'Split', 'Split AO'].indexOf(mode)\n }\n /**\n *\n * @param {\"Performance\" | \"Low\" | \"Medium\" | \"High\" | \"Ultra\"} mode\n */\n setQualityMode(mode) {\n if (mode === 'Performance') {\n this.configuration.aoSamples = 8\n this.configuration.denoiseSamples = 4\n this.configuration.denoiseRadius = 12\n } else if (mode === 'Low') {\n this.configuration.aoSamples = 16\n this.configuration.denoiseSamples = 4\n this.configuration.denoiseRadius = 12\n } else if (mode === 'Medium') {\n this.configuration.aoSamples = 16\n this.configuration.denoiseSamples = 8\n this.configuration.denoiseRadius = 12\n } else if (mode === 'High') {\n this.configuration.aoSamples = 64\n this.configuration.denoiseSamples = 8\n this.configuration.denoiseRadius = 6\n } else if (mode === 'Ultra') {\n this.configuration.aoSamples = 64\n this.configuration.denoiseSamples = 16\n this.configuration.denoiseRadius = 6\n }\n }\n}\nexport { N8AOPostPass 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