three-stdlib 2.35.2 → 2.35.4

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Files changed (518) hide show
  1. package/_polyfill/CapsuleGeometry.cjs +20 -17
  2. package/_polyfill/CapsuleGeometry.cjs.map +1 -1
  3. package/_polyfill/CapsuleGeometry.js +20 -17
  4. package/_polyfill/CapsuleGeometry.js.map +1 -1
  5. package/_polyfill/constants.cjs +1 -1
  6. package/_polyfill/constants.cjs.map +1 -1
  7. package/_polyfill/constants.js +1 -1
  8. package/_polyfill/constants.js.map +1 -1
  9. package/animation/AnimationClipCreator.cjs +13 -13
  10. package/animation/AnimationClipCreator.cjs.map +1 -1
  11. package/animation/AnimationClipCreator.js +13 -13
  12. package/animation/AnimationClipCreator.js.map +1 -1
  13. package/animation/CCDIKSolver.cjs +11 -11
  14. package/animation/CCDIKSolver.cjs.map +1 -1
  15. package/animation/CCDIKSolver.js +12 -12
  16. package/animation/CCDIKSolver.js.map +1 -1
  17. package/animation/MMDAnimationHelper.cjs +1 -1
  18. package/animation/MMDAnimationHelper.cjs.map +1 -1
  19. package/animation/MMDAnimationHelper.js +1 -1
  20. package/animation/MMDAnimationHelper.js.map +1 -1
  21. package/animation/MMDPhysics.cjs +4 -4
  22. package/animation/MMDPhysics.cjs.map +1 -1
  23. package/animation/MMDPhysics.js +4 -4
  24. package/animation/MMDPhysics.js.map +1 -1
  25. package/controls/ArcballControls.cjs +2 -2
  26. package/controls/ArcballControls.cjs.map +1 -1
  27. package/controls/ArcballControls.js +3 -3
  28. package/controls/ArcballControls.js.map +1 -1
  29. package/controls/FirstPersonControls.cjs +1 -1
  30. package/controls/FirstPersonControls.cjs.map +1 -1
  31. package/controls/FirstPersonControls.js +1 -1
  32. package/controls/FirstPersonControls.js.map +1 -1
  33. package/controls/OrbitControls.cjs +2 -2
  34. package/controls/OrbitControls.cjs.map +1 -1
  35. package/controls/OrbitControls.js +3 -3
  36. package/controls/OrbitControls.js.map +1 -1
  37. package/controls/PointerLockControls.cjs +2 -2
  38. package/controls/PointerLockControls.cjs.map +1 -1
  39. package/controls/PointerLockControls.js +3 -3
  40. package/controls/PointerLockControls.js.map +1 -1
  41. package/csm/CSM.cjs +4 -4
  42. package/csm/CSM.cjs.map +1 -1
  43. package/csm/CSM.js +5 -5
  44. package/csm/CSM.js.map +1 -1
  45. package/csm/CSMFrustum.cjs +1 -1
  46. package/csm/CSMFrustum.cjs.map +1 -1
  47. package/csm/CSMFrustum.js +2 -2
  48. package/csm/CSMFrustum.js.map +1 -1
  49. package/deprecated/Geometry.cjs +722 -715
  50. package/deprecated/Geometry.cjs.map +1 -1
  51. package/deprecated/Geometry.js +723 -716
  52. package/deprecated/Geometry.js.map +1 -1
  53. package/effects/AnaglyphEffect.cjs +2 -1
  54. package/effects/AnaglyphEffect.cjs.map +1 -1
  55. package/effects/AnaglyphEffect.js +3 -2
  56. package/effects/AnaglyphEffect.js.map +1 -1
  57. package/effects/OutlineEffect.cjs +2 -1
  58. package/effects/OutlineEffect.cjs.map +1 -1
  59. package/effects/OutlineEffect.js +3 -2
  60. package/effects/OutlineEffect.js.map +1 -1
  61. package/effects/ParallaxBarrierEffect.cjs +2 -1
  62. package/effects/ParallaxBarrierEffect.cjs.map +1 -1
  63. package/effects/ParallaxBarrierEffect.js +3 -2
  64. package/effects/ParallaxBarrierEffect.js.map +1 -1
  65. package/exporters/DRACOExporter.cjs +133 -122
  66. package/exporters/DRACOExporter.cjs.map +1 -1
  67. package/exporters/DRACOExporter.d.ts +23 -21
  68. package/exporters/DRACOExporter.js +133 -122
  69. package/exporters/DRACOExporter.js.map +1 -1
  70. package/exporters/GLTFExporter.cjs +170 -167
  71. package/exporters/GLTFExporter.cjs.map +1 -1
  72. package/exporters/GLTFExporter.js +170 -167
  73. package/exporters/GLTFExporter.js.map +1 -1
  74. package/geometries/LightningStrike.cjs +524 -515
  75. package/geometries/LightningStrike.cjs.map +1 -1
  76. package/geometries/LightningStrike.js +524 -515
  77. package/geometries/LightningStrike.js.map +1 -1
  78. package/geometries/RoundedBoxGeometry.cjs +1 -1
  79. package/geometries/RoundedBoxGeometry.cjs.map +1 -1
  80. package/geometries/RoundedBoxGeometry.js +2 -2
  81. package/geometries/RoundedBoxGeometry.js.map +1 -1
  82. package/helpers/RaycasterHelper.cjs +2 -2
  83. package/helpers/RaycasterHelper.cjs.map +1 -1
  84. package/helpers/RaycasterHelper.js +3 -3
  85. package/helpers/RaycasterHelper.js.map +1 -1
  86. package/helpers/VertexNormalsHelper.cjs +3 -3
  87. package/helpers/VertexNormalsHelper.cjs.map +1 -1
  88. package/helpers/VertexNormalsHelper.js +4 -4
  89. package/helpers/VertexNormalsHelper.js.map +1 -1
  90. package/helpers/VertexTangentsHelper.cjs +2 -2
  91. package/helpers/VertexTangentsHelper.cjs.map +1 -1
  92. package/helpers/VertexTangentsHelper.js +3 -3
  93. package/helpers/VertexTangentsHelper.js.map +1 -1
  94. package/interactive/InteractiveGroup.cjs +1 -1
  95. package/interactive/InteractiveGroup.cjs.map +1 -1
  96. package/interactive/InteractiveGroup.js +2 -2
  97. package/interactive/InteractiveGroup.js.map +1 -1
  98. package/interactive/SelectionBox.cjs +15 -15
  99. package/interactive/SelectionBox.cjs.map +1 -1
  100. package/interactive/SelectionBox.js +16 -16
  101. package/interactive/SelectionBox.js.map +1 -1
  102. package/libs/chevrotain.cjs +1 -1
  103. package/libs/chevrotain.cjs.map +1 -1
  104. package/libs/chevrotain.js +1 -1
  105. package/libs/chevrotain.js.map +1 -1
  106. package/libs/lottie.cjs +1 -1
  107. package/libs/lottie.cjs.map +1 -1
  108. package/libs/lottie.js +1 -1
  109. package/libs/lottie.js.map +1 -1
  110. package/libs/opentype.cjs +1 -1
  111. package/libs/opentype.cjs.map +1 -1
  112. package/libs/opentype.js +1 -1
  113. package/libs/opentype.js.map +1 -1
  114. package/lights/LightProbeGenerator.cjs +5 -5
  115. package/lights/LightProbeGenerator.cjs.map +1 -1
  116. package/lights/LightProbeGenerator.js +5 -5
  117. package/lights/LightProbeGenerator.js.map +1 -1
  118. package/lights/RectAreaLightUniformsLib.cjs +3 -3
  119. package/lights/RectAreaLightUniformsLib.cjs.map +1 -1
  120. package/lights/RectAreaLightUniformsLib.js +3 -3
  121. package/lights/RectAreaLightUniformsLib.js.map +1 -1
  122. package/lines/LineMaterial.cjs +2 -1
  123. package/lines/LineMaterial.cjs.map +1 -1
  124. package/lines/LineMaterial.js +3 -2
  125. package/lines/LineMaterial.js.map +1 -1
  126. package/lines/LineSegments2.cjs +13 -13
  127. package/lines/LineSegments2.cjs.map +1 -1
  128. package/lines/LineSegments2.js +14 -14
  129. package/lines/LineSegments2.js.map +1 -1
  130. package/lines/LineSegmentsGeometry.cjs +2 -2
  131. package/lines/LineSegmentsGeometry.cjs.map +1 -1
  132. package/lines/LineSegmentsGeometry.js +3 -3
  133. package/lines/LineSegmentsGeometry.js.map +1 -1
  134. package/lines/Wireframe.cjs +3 -3
  135. package/lines/Wireframe.cjs.map +1 -1
  136. package/lines/Wireframe.js +4 -4
  137. package/lines/Wireframe.js.map +1 -1
  138. package/loaders/BasisTextureLoader.cjs +441 -435
  139. package/loaders/BasisTextureLoader.cjs.map +1 -1
  140. package/loaders/BasisTextureLoader.js +441 -435
  141. package/loaders/BasisTextureLoader.js.map +1 -1
  142. package/loaders/EXRLoader.cjs +2 -1
  143. package/loaders/EXRLoader.cjs.map +1 -1
  144. package/loaders/EXRLoader.js +3 -2
  145. package/loaders/EXRLoader.js.map +1 -1
  146. package/loaders/FBXLoader.cjs +2 -2
  147. package/loaders/FBXLoader.cjs.map +1 -1
  148. package/loaders/FBXLoader.js +2 -2
  149. package/loaders/FBXLoader.js.map +1 -1
  150. package/loaders/FontLoader.cjs +2 -2
  151. package/loaders/FontLoader.cjs.map +1 -1
  152. package/loaders/FontLoader.d.ts +2 -2
  153. package/loaders/FontLoader.js +2 -2
  154. package/loaders/FontLoader.js.map +1 -1
  155. package/loaders/GLTFLoader.cjs +2 -2
  156. package/loaders/GLTFLoader.cjs.map +1 -1
  157. package/loaders/GLTFLoader.js +2 -2
  158. package/loaders/GLTFLoader.js.map +1 -1
  159. package/loaders/KTX2Loader.cjs +377 -374
  160. package/loaders/KTX2Loader.cjs.map +1 -1
  161. package/loaders/KTX2Loader.js +377 -374
  162. package/loaders/KTX2Loader.js.map +1 -1
  163. package/loaders/LDrawLoader.cjs +5 -4
  164. package/loaders/LDrawLoader.cjs.map +1 -1
  165. package/loaders/LDrawLoader.js +6 -5
  166. package/loaders/LDrawLoader.js.map +1 -1
  167. package/loaders/OBJLoader.cjs +5 -5
  168. package/loaders/OBJLoader.cjs.map +1 -1
  169. package/loaders/OBJLoader.js +6 -6
  170. package/loaders/OBJLoader.js.map +1 -1
  171. package/loaders/PRWMLoader.cjs +46 -43
  172. package/loaders/PRWMLoader.cjs.map +1 -1
  173. package/loaders/PRWMLoader.js +46 -43
  174. package/loaders/PRWMLoader.js.map +1 -1
  175. package/loaders/SVGLoader.cjs +1694 -1688
  176. package/loaders/SVGLoader.cjs.map +1 -1
  177. package/loaders/SVGLoader.js +1694 -1688
  178. package/loaders/SVGLoader.js.map +1 -1
  179. package/loaders/XLoader.cjs +1 -1
  180. package/loaders/XLoader.cjs.map +1 -1
  181. package/loaders/XLoader.js +1 -1
  182. package/loaders/XLoader.js.map +1 -1
  183. package/math/Capsule.cjs +3 -3
  184. package/math/Capsule.cjs.map +1 -1
  185. package/math/Capsule.js +3 -3
  186. package/math/Capsule.js.map +1 -1
  187. package/math/ColorConverter.cjs +9 -9
  188. package/math/ColorConverter.cjs.map +1 -1
  189. package/math/ColorConverter.js +9 -9
  190. package/math/ColorConverter.js.map +1 -1
  191. package/math/ConvexHull.cjs +53 -50
  192. package/math/ConvexHull.cjs.map +1 -1
  193. package/math/ConvexHull.js +53 -50
  194. package/math/ConvexHull.js.map +1 -1
  195. package/math/ImprovedNoise.cjs +1 -1
  196. package/math/ImprovedNoise.cjs.map +1 -1
  197. package/math/ImprovedNoise.js +1 -1
  198. package/math/ImprovedNoise.js.map +1 -1
  199. package/math/MeshSurfaceSampler.cjs +2 -2
  200. package/math/MeshSurfaceSampler.cjs.map +1 -1
  201. package/math/MeshSurfaceSampler.js +2 -2
  202. package/math/MeshSurfaceSampler.js.map +1 -1
  203. package/math/OBB.cjs +14 -14
  204. package/math/OBB.cjs.map +1 -1
  205. package/math/OBB.js +15 -15
  206. package/math/OBB.js.map +1 -1
  207. package/math/Octree.cjs +7 -7
  208. package/math/Octree.cjs.map +1 -1
  209. package/math/Octree.js +8 -8
  210. package/math/Octree.js.map +1 -1
  211. package/misc/ConvexObjectBreaker.cjs +271 -268
  212. package/misc/ConvexObjectBreaker.cjs.map +1 -1
  213. package/misc/ConvexObjectBreaker.js +272 -269
  214. package/misc/ConvexObjectBreaker.js.map +1 -1
  215. package/misc/Gyroscope.cjs +6 -6
  216. package/misc/Gyroscope.cjs.map +1 -1
  217. package/misc/Gyroscope.js +7 -7
  218. package/misc/Gyroscope.js.map +1 -1
  219. package/modifiers/CurveModifier.cjs +1 -1
  220. package/modifiers/CurveModifier.cjs.map +1 -1
  221. package/modifiers/CurveModifier.js +2 -2
  222. package/modifiers/CurveModifier.js.map +1 -1
  223. package/modifiers/SimplifyModifier.cjs +2 -2
  224. package/modifiers/SimplifyModifier.cjs.map +1 -1
  225. package/modifiers/SimplifyModifier.js +2 -2
  226. package/modifiers/SimplifyModifier.js.map +1 -1
  227. package/objects/BatchedMesh.cjs +2 -2
  228. package/objects/BatchedMesh.cjs.map +1 -1
  229. package/objects/BatchedMesh.js +3 -3
  230. package/objects/BatchedMesh.js.map +1 -1
  231. package/objects/GroundProjectedEnv.cjs +2 -1
  232. package/objects/GroundProjectedEnv.cjs.map +1 -1
  233. package/objects/GroundProjectedEnv.js +3 -2
  234. package/objects/GroundProjectedEnv.js.map +1 -1
  235. package/objects/Lensflare.cjs +209 -206
  236. package/objects/Lensflare.cjs.map +1 -1
  237. package/objects/Lensflare.js +209 -206
  238. package/objects/Lensflare.js.map +1 -1
  239. package/objects/Reflector.cjs +154 -146
  240. package/objects/Reflector.cjs.map +1 -1
  241. package/objects/Reflector.js +154 -146
  242. package/objects/Reflector.js.map +1 -1
  243. package/objects/ReflectorForSSRPass.cjs +183 -180
  244. package/objects/ReflectorForSSRPass.cjs.map +1 -1
  245. package/objects/ReflectorForSSRPass.js +183 -180
  246. package/objects/ReflectorForSSRPass.js.map +1 -1
  247. package/objects/Refractor.cjs +164 -161
  248. package/objects/Refractor.cjs.map +1 -1
  249. package/objects/Refractor.js +164 -161
  250. package/objects/Refractor.js.map +1 -1
  251. package/objects/ShadowMesh.cjs +1 -1
  252. package/objects/ShadowMesh.cjs.map +1 -1
  253. package/objects/ShadowMesh.js +2 -2
  254. package/objects/ShadowMesh.js.map +1 -1
  255. package/objects/Sky.cjs +35 -32
  256. package/objects/Sky.cjs.map +1 -1
  257. package/objects/Sky.d.ts +100 -6
  258. package/objects/Sky.js +35 -32
  259. package/objects/Sky.js.map +1 -1
  260. package/objects/Water.cjs +2 -1
  261. package/objects/Water.cjs.map +1 -1
  262. package/objects/Water.js +3 -2
  263. package/objects/Water.js.map +1 -1
  264. package/objects/Water2.cjs +143 -140
  265. package/objects/Water2.cjs.map +1 -1
  266. package/objects/Water2.js +143 -140
  267. package/objects/Water2.js.map +1 -1
  268. package/package.json +1 -1
  269. package/postprocessing/Pass.cjs.map +1 -1
  270. package/postprocessing/Pass.d.ts +2 -2
  271. package/postprocessing/Pass.js.map +1 -1
  272. package/postprocessing/SAOPass.cjs +267 -264
  273. package/postprocessing/SAOPass.cjs.map +1 -1
  274. package/postprocessing/SAOPass.js +267 -264
  275. package/postprocessing/SAOPass.js.map +1 -1
  276. package/postprocessing/SSAOPass.cjs +253 -250
  277. package/postprocessing/SSAOPass.cjs.map +1 -1
  278. package/postprocessing/SSAOPass.js +253 -250
  279. package/postprocessing/SSAOPass.js.map +1 -1
  280. package/postprocessing/SSRPass.cjs +379 -376
  281. package/postprocessing/SSRPass.cjs.map +1 -1
  282. package/postprocessing/SSRPass.js +379 -376
  283. package/postprocessing/SSRPass.js.map +1 -1
  284. package/postprocessing/UnrealBloomPass.cjs +205 -202
  285. package/postprocessing/UnrealBloomPass.cjs.map +1 -1
  286. package/postprocessing/UnrealBloomPass.js +205 -202
  287. package/postprocessing/UnrealBloomPass.js.map +1 -1
  288. package/renderers/CSS2DRenderer.cjs +5 -5
  289. package/renderers/CSS2DRenderer.cjs.map +1 -1
  290. package/renderers/CSS2DRenderer.js +5 -5
  291. package/renderers/CSS2DRenderer.js.map +1 -1
  292. package/renderers/CSS3DRenderer.cjs +5 -5
  293. package/renderers/CSS3DRenderer.cjs.map +1 -1
  294. package/renderers/CSS3DRenderer.js +6 -6
  295. package/renderers/CSS3DRenderer.js.map +1 -1
  296. package/shaders/ACESFilmicToneMappingShader.cjs +71 -46
  297. package/shaders/ACESFilmicToneMappingShader.cjs.map +1 -1
  298. package/shaders/ACESFilmicToneMappingShader.js +71 -46
  299. package/shaders/ACESFilmicToneMappingShader.js.map +1 -1
  300. package/shaders/AfterimageShader.cjs +41 -22
  301. package/shaders/AfterimageShader.cjs.map +1 -1
  302. package/shaders/AfterimageShader.js +41 -22
  303. package/shaders/AfterimageShader.js.map +1 -1
  304. package/shaders/BasicShader.cjs +20 -6
  305. package/shaders/BasicShader.cjs.map +1 -1
  306. package/shaders/BasicShader.js +20 -6
  307. package/shaders/BasicShader.js.map +1 -1
  308. package/shaders/BleachBypassShader.cjs +46 -26
  309. package/shaders/BleachBypassShader.cjs.map +1 -1
  310. package/shaders/BleachBypassShader.js +46 -26
  311. package/shaders/BleachBypassShader.js.map +1 -1
  312. package/shaders/BlendShader.cjs +33 -19
  313. package/shaders/BlendShader.cjs.map +1 -1
  314. package/shaders/BlendShader.js +33 -19
  315. package/shaders/BlendShader.js.map +1 -1
  316. package/shaders/BokehShader.cjs +117 -90
  317. package/shaders/BokehShader.cjs.map +1 -1
  318. package/shaders/BokehShader.js +117 -90
  319. package/shaders/BokehShader.js.map +1 -1
  320. package/shaders/BokehShader2.cjs +333 -232
  321. package/shaders/BokehShader2.cjs.map +1 -1
  322. package/shaders/BokehShader2.js +333 -232
  323. package/shaders/BokehShader2.js.map +1 -1
  324. package/shaders/BrightnessContrastShader.cjs +38 -22
  325. package/shaders/BrightnessContrastShader.cjs.map +1 -1
  326. package/shaders/BrightnessContrastShader.js +38 -22
  327. package/shaders/BrightnessContrastShader.js.map +1 -1
  328. package/shaders/ColorCorrectionShader.cjs +35 -21
  329. package/shaders/ColorCorrectionShader.cjs.map +1 -1
  330. package/shaders/ColorCorrectionShader.js +35 -21
  331. package/shaders/ColorCorrectionShader.js.map +1 -1
  332. package/shaders/ColorifyShader.cjs +34 -19
  333. package/shaders/ColorifyShader.cjs.map +1 -1
  334. package/shaders/ColorifyShader.js +34 -19
  335. package/shaders/ColorifyShader.js.map +1 -1
  336. package/shaders/ConvolutionShader.cjs +43 -24
  337. package/shaders/ConvolutionShader.cjs.map +1 -1
  338. package/shaders/ConvolutionShader.js +43 -24
  339. package/shaders/ConvolutionShader.js.map +1 -1
  340. package/shaders/CopyShader.cjs +30 -16
  341. package/shaders/CopyShader.cjs.map +1 -1
  342. package/shaders/CopyShader.js +30 -16
  343. package/shaders/CopyShader.js.map +1 -1
  344. package/shaders/DOFMipMapShader.cjs +38 -21
  345. package/shaders/DOFMipMapShader.cjs.map +1 -1
  346. package/shaders/DOFMipMapShader.js +38 -21
  347. package/shaders/DOFMipMapShader.js.map +1 -1
  348. package/shaders/DepthLimitedBlurShader.cjs +98 -69
  349. package/shaders/DepthLimitedBlurShader.cjs.map +1 -1
  350. package/shaders/DepthLimitedBlurShader.js +98 -69
  351. package/shaders/DepthLimitedBlurShader.js.map +1 -1
  352. package/shaders/DigitalGlitch.cjs +70 -59
  353. package/shaders/DigitalGlitch.cjs.map +1 -1
  354. package/shaders/DigitalGlitch.js +70 -59
  355. package/shaders/DigitalGlitch.js.map +1 -1
  356. package/shaders/DotScreenShader.cjs +49 -28
  357. package/shaders/DotScreenShader.cjs.map +1 -1
  358. package/shaders/DotScreenShader.js +49 -28
  359. package/shaders/DotScreenShader.js.map +1 -1
  360. package/shaders/FXAAShader.cjs +1098 -1089
  361. package/shaders/FXAAShader.cjs.map +1 -1
  362. package/shaders/FXAAShader.js +1098 -1089
  363. package/shaders/FXAAShader.js.map +1 -1
  364. package/shaders/FilmShader.cjs +57 -29
  365. package/shaders/FilmShader.cjs.map +1 -1
  366. package/shaders/FilmShader.js +57 -29
  367. package/shaders/FilmShader.js.map +1 -1
  368. package/shaders/FocusShader.cjs +70 -43
  369. package/shaders/FocusShader.cjs.map +1 -1
  370. package/shaders/FocusShader.js +70 -43
  371. package/shaders/FocusShader.js.map +1 -1
  372. package/shaders/FreiChenShader.cjs +74 -53
  373. package/shaders/FreiChenShader.cjs.map +1 -1
  374. package/shaders/FreiChenShader.js +74 -53
  375. package/shaders/FreiChenShader.js.map +1 -1
  376. package/shaders/FresnelShader.cjs +55 -35
  377. package/shaders/FresnelShader.cjs.map +1 -1
  378. package/shaders/FresnelShader.js +55 -35
  379. package/shaders/FresnelShader.js.map +1 -1
  380. package/shaders/GammaCorrectionShader.cjs +33 -19
  381. package/shaders/GammaCorrectionShader.cjs.map +1 -1
  382. package/shaders/GammaCorrectionShader.js +33 -19
  383. package/shaders/GammaCorrectionShader.js.map +1 -1
  384. package/shaders/GodRaysShader.cjs +193 -116
  385. package/shaders/GodRaysShader.cjs.map +1 -1
  386. package/shaders/GodRaysShader.js +193 -116
  387. package/shaders/GodRaysShader.js.map +1 -1
  388. package/shaders/HalftoneShader.cjs +270 -192
  389. package/shaders/HalftoneShader.cjs.map +1 -1
  390. package/shaders/HalftoneShader.js +270 -192
  391. package/shaders/HalftoneShader.js.map +1 -1
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- {"version":3,"file":"SAOPass.js","sources":["../../src/postprocessing/SAOPass.js"],"sourcesContent":["import {\n AddEquation,\n Color,\n CustomBlending,\n DepthTexture,\n DstAlphaFactor,\n DstColorFactor,\n HalfFloatType,\n MeshDepthMaterial,\n MeshNormalMaterial,\n NearestFilter,\n NoBlending,\n RGBADepthPacking,\n ShaderMaterial,\n UniformsUtils,\n UnsignedShortType,\n Vector2,\n WebGLRenderTarget,\n ZeroFactor,\n} from 'three'\nimport { Pass, FullScreenQuad } from './Pass'\nimport { SAOShader } from '../shaders/SAOShader'\nimport { DepthLimitedBlurShader } from '../shaders/DepthLimitedBlurShader'\nimport { BlurShaderUtils } from '../shaders/DepthLimitedBlurShader'\nimport { CopyShader } from '../shaders/CopyShader'\nimport { UnpackDepthRGBAShader } from '../shaders/UnpackDepthRGBAShader'\n\n/**\n * SAO implementation inspired from bhouston previous SAO work\n */\nclass SAOPass extends Pass {\n static OUTPUT = {\n Beauty: 1,\n Default: 0,\n SAO: 2,\n Depth: 3,\n Normal: 4,\n }\n\n constructor(scene, camera, useDepthTexture = false, useNormals = false, resolution = new Vector2(256, 256)) {\n super()\n\n this.scene = scene\n this.camera = camera\n\n this.clear = true\n this.needsSwap = false\n\n this.supportsDepthTextureExtension = useDepthTexture\n this.supportsNormalTexture = useNormals\n\n this.originalClearColor = new Color()\n this._oldClearColor = new Color()\n this.oldClearAlpha = 1\n\n this.params = {\n output: 0,\n saoBias: 0.5,\n saoIntensity: 0.18,\n saoScale: 1,\n saoKernelRadius: 100,\n saoMinResolution: 0,\n saoBlur: true,\n saoBlurRadius: 8,\n saoBlurStdDev: 4,\n saoBlurDepthCutoff: 0.01,\n }\n\n this.resolution = new Vector2(resolution.x, resolution.y)\n\n this.saoRenderTarget = new WebGLRenderTarget(this.resolution.x, this.resolution.y, { type: HalfFloatType })\n this.blurIntermediateRenderTarget = this.saoRenderTarget.clone()\n this.beautyRenderTarget = this.saoRenderTarget.clone()\n\n this.normalRenderTarget = new WebGLRenderTarget(this.resolution.x, this.resolution.y, {\n minFilter: NearestFilter,\n magFilter: NearestFilter,\n type: HalfFloatType,\n })\n this.depthRenderTarget = this.normalRenderTarget.clone()\n\n let depthTexture\n\n if (this.supportsDepthTextureExtension) {\n depthTexture = new DepthTexture()\n depthTexture.type = UnsignedShortType\n\n this.beautyRenderTarget.depthTexture = depthTexture\n this.beautyRenderTarget.depthBuffer = true\n }\n\n this.depthMaterial = new MeshDepthMaterial()\n this.depthMaterial.depthPacking = RGBADepthPacking\n this.depthMaterial.blending = NoBlending\n\n this.normalMaterial = new MeshNormalMaterial()\n this.normalMaterial.blending = NoBlending\n\n this.saoMaterial = new ShaderMaterial({\n defines: Object.assign({}, SAOShader.defines),\n fragmentShader: SAOShader.fragmentShader,\n vertexShader: SAOShader.vertexShader,\n uniforms: UniformsUtils.clone(SAOShader.uniforms),\n })\n this.saoMaterial.extensions.derivatives = true\n this.saoMaterial.defines['DEPTH_PACKING'] = this.supportsDepthTextureExtension ? 0 : 1\n this.saoMaterial.defines['NORMAL_TEXTURE'] = this.supportsNormalTexture ? 1 : 0\n this.saoMaterial.defines['PERSPECTIVE_CAMERA'] = this.camera.isPerspectiveCamera ? 1 : 0\n this.saoMaterial.uniforms['tDepth'].value = this.supportsDepthTextureExtension\n ? depthTexture\n : this.depthRenderTarget.texture\n this.saoMaterial.uniforms['tNormal'].value = this.normalRenderTarget.texture\n this.saoMaterial.uniforms['size'].value.set(this.resolution.x, this.resolution.y)\n this.saoMaterial.uniforms['cameraInverseProjectionMatrix'].value.copy(this.camera.projectionMatrixInverse)\n this.saoMaterial.uniforms['cameraProjectionMatrix'].value = this.camera.projectionMatrix\n this.saoMaterial.blending = NoBlending\n\n this.vBlurMaterial = new ShaderMaterial({\n uniforms: UniformsUtils.clone(DepthLimitedBlurShader.uniforms),\n defines: Object.assign({}, DepthLimitedBlurShader.defines),\n vertexShader: DepthLimitedBlurShader.vertexShader,\n fragmentShader: DepthLimitedBlurShader.fragmentShader,\n })\n this.vBlurMaterial.defines['DEPTH_PACKING'] = this.supportsDepthTextureExtension ? 0 : 1\n this.vBlurMaterial.defines['PERSPECTIVE_CAMERA'] = this.camera.isPerspectiveCamera ? 1 : 0\n this.vBlurMaterial.uniforms['tDiffuse'].value = this.saoRenderTarget.texture\n this.vBlurMaterial.uniforms['tDepth'].value = this.supportsDepthTextureExtension\n ? depthTexture\n : this.depthRenderTarget.texture\n this.vBlurMaterial.uniforms['size'].value.set(this.resolution.x, this.resolution.y)\n this.vBlurMaterial.blending = NoBlending\n\n this.hBlurMaterial = new ShaderMaterial({\n uniforms: UniformsUtils.clone(DepthLimitedBlurShader.uniforms),\n defines: Object.assign({}, DepthLimitedBlurShader.defines),\n vertexShader: DepthLimitedBlurShader.vertexShader,\n fragmentShader: DepthLimitedBlurShader.fragmentShader,\n })\n this.hBlurMaterial.defines['DEPTH_PACKING'] = this.supportsDepthTextureExtension ? 0 : 1\n this.hBlurMaterial.defines['PERSPECTIVE_CAMERA'] = this.camera.isPerspectiveCamera ? 1 : 0\n this.hBlurMaterial.uniforms['tDiffuse'].value = this.blurIntermediateRenderTarget.texture\n this.hBlurMaterial.uniforms['tDepth'].value = this.supportsDepthTextureExtension\n ? depthTexture\n : this.depthRenderTarget.texture\n this.hBlurMaterial.uniforms['size'].value.set(this.resolution.x, this.resolution.y)\n this.hBlurMaterial.blending = NoBlending\n\n this.materialCopy = new ShaderMaterial({\n uniforms: UniformsUtils.clone(CopyShader.uniforms),\n vertexShader: CopyShader.vertexShader,\n fragmentShader: CopyShader.fragmentShader,\n blending: NoBlending,\n })\n this.materialCopy.transparent = true\n this.materialCopy.depthTest = false\n this.materialCopy.depthWrite = false\n this.materialCopy.blending = CustomBlending\n this.materialCopy.blendSrc = DstColorFactor\n this.materialCopy.blendDst = ZeroFactor\n this.materialCopy.blendEquation = AddEquation\n this.materialCopy.blendSrcAlpha = DstAlphaFactor\n this.materialCopy.blendDstAlpha = ZeroFactor\n this.materialCopy.blendEquationAlpha = AddEquation\n\n this.depthCopy = new ShaderMaterial({\n uniforms: UniformsUtils.clone(UnpackDepthRGBAShader.uniforms),\n vertexShader: UnpackDepthRGBAShader.vertexShader,\n fragmentShader: UnpackDepthRGBAShader.fragmentShader,\n blending: NoBlending,\n })\n\n this.fsQuad = new FullScreenQuad(null)\n }\n\n render(renderer, writeBuffer, readBuffer /*, deltaTime, maskActive*/) {\n // Rendering readBuffer first when rendering to screen\n if (this.renderToScreen) {\n this.materialCopy.blending = NoBlending\n this.materialCopy.uniforms['tDiffuse'].value = readBuffer.texture\n this.materialCopy.needsUpdate = true\n this.renderPass(renderer, this.materialCopy, null)\n }\n\n if (this.params.output === 1) {\n return\n }\n\n renderer.getClearColor(this._oldClearColor)\n this.oldClearAlpha = renderer.getClearAlpha()\n const oldAutoClear = renderer.autoClear\n renderer.autoClear = false\n\n renderer.setRenderTarget(this.depthRenderTarget)\n renderer.clear()\n\n this.saoMaterial.uniforms['bias'].value = this.params.saoBias\n this.saoMaterial.uniforms['intensity'].value = this.params.saoIntensity\n this.saoMaterial.uniforms['scale'].value = this.params.saoScale\n this.saoMaterial.uniforms['kernelRadius'].value = this.params.saoKernelRadius\n this.saoMaterial.uniforms['minResolution'].value = this.params.saoMinResolution\n this.saoMaterial.uniforms['cameraNear'].value = this.camera.near\n this.saoMaterial.uniforms['cameraFar'].value = this.camera.far\n // this.saoMaterial.uniforms['randomSeed'].value = Math.random();\n\n const depthCutoff = this.params.saoBlurDepthCutoff * (this.camera.far - this.camera.near)\n this.vBlurMaterial.uniforms['depthCutoff'].value = depthCutoff\n this.hBlurMaterial.uniforms['depthCutoff'].value = depthCutoff\n\n this.vBlurMaterial.uniforms['cameraNear'].value = this.camera.near\n this.vBlurMaterial.uniforms['cameraFar'].value = this.camera.far\n this.hBlurMaterial.uniforms['cameraNear'].value = this.camera.near\n this.hBlurMaterial.uniforms['cameraFar'].value = this.camera.far\n\n this.params.saoBlurRadius = Math.floor(this.params.saoBlurRadius)\n if (this.prevStdDev !== this.params.saoBlurStdDev || this.prevNumSamples !== this.params.saoBlurRadius) {\n BlurShaderUtils.configure(\n this.vBlurMaterial,\n this.params.saoBlurRadius,\n this.params.saoBlurStdDev,\n new Vector2(0, 1),\n )\n BlurShaderUtils.configure(\n this.hBlurMaterial,\n this.params.saoBlurRadius,\n this.params.saoBlurStdDev,\n new Vector2(1, 0),\n )\n this.prevStdDev = this.params.saoBlurStdDev\n this.prevNumSamples = this.params.saoBlurRadius\n }\n\n // Rendering scene to depth texture\n renderer.setClearColor(0x000000)\n renderer.setRenderTarget(this.beautyRenderTarget)\n renderer.clear()\n renderer.render(this.scene, this.camera)\n\n // Re-render scene if depth texture extension is not supported\n if (!this.supportsDepthTextureExtension) {\n // Clear rule : far clipping plane in both RGBA and Basic encoding\n this.renderOverride(renderer, this.depthMaterial, this.depthRenderTarget, 0x000000, 1.0)\n }\n\n if (this.supportsNormalTexture) {\n // Clear rule : default normal is facing the camera\n this.renderOverride(renderer, this.normalMaterial, this.normalRenderTarget, 0x7777ff, 1.0)\n }\n\n // Rendering SAO texture\n this.renderPass(renderer, this.saoMaterial, this.saoRenderTarget, 0xffffff, 1.0)\n\n // Blurring SAO texture\n if (this.params.saoBlur) {\n this.renderPass(renderer, this.vBlurMaterial, this.blurIntermediateRenderTarget, 0xffffff, 1.0)\n this.renderPass(renderer, this.hBlurMaterial, this.saoRenderTarget, 0xffffff, 1.0)\n }\n\n let outputMaterial = this.materialCopy\n // Setting up SAO rendering\n if (this.params.output === 3) {\n if (this.supportsDepthTextureExtension) {\n this.materialCopy.uniforms['tDiffuse'].value = this.beautyRenderTarget.depthTexture\n this.materialCopy.needsUpdate = true\n } else {\n this.depthCopy.uniforms['tDiffuse'].value = this.depthRenderTarget.texture\n this.depthCopy.needsUpdate = true\n outputMaterial = this.depthCopy\n }\n } else if (this.params.output === 4) {\n this.materialCopy.uniforms['tDiffuse'].value = this.normalRenderTarget.texture\n this.materialCopy.needsUpdate = true\n } else {\n this.materialCopy.uniforms['tDiffuse'].value = this.saoRenderTarget.texture\n this.materialCopy.needsUpdate = true\n }\n\n // Blending depends on output, only want a CustomBlending when showing SAO\n if (this.params.output === 0) {\n outputMaterial.blending = CustomBlending\n } else {\n outputMaterial.blending = NoBlending\n }\n\n // Rendering SAOPass result on top of previous pass\n this.renderPass(renderer, outputMaterial, this.renderToScreen ? null : readBuffer)\n\n renderer.setClearColor(this._oldClearColor, this.oldClearAlpha)\n renderer.autoClear = oldAutoClear\n }\n\n renderPass(renderer, passMaterial, renderTarget, clearColor, clearAlpha) {\n // save original state\n renderer.getClearColor(this.originalClearColor)\n const originalClearAlpha = renderer.getClearAlpha()\n const originalAutoClear = renderer.autoClear\n\n renderer.setRenderTarget(renderTarget)\n\n // setup pass state\n renderer.autoClear = false\n if (clearColor !== undefined && clearColor !== null) {\n renderer.setClearColor(clearColor)\n renderer.setClearAlpha(clearAlpha || 0.0)\n renderer.clear()\n }\n\n this.fsQuad.material = passMaterial\n this.fsQuad.render(renderer)\n\n // restore original state\n renderer.autoClear = originalAutoClear\n renderer.setClearColor(this.originalClearColor)\n renderer.setClearAlpha(originalClearAlpha)\n }\n\n renderOverride(renderer, overrideMaterial, renderTarget, clearColor, clearAlpha) {\n renderer.getClearColor(this.originalClearColor)\n const originalClearAlpha = renderer.getClearAlpha()\n const originalAutoClear = renderer.autoClear\n\n renderer.setRenderTarget(renderTarget)\n renderer.autoClear = false\n\n clearColor = overrideMaterial.clearColor || clearColor\n clearAlpha = overrideMaterial.clearAlpha || clearAlpha\n if (clearColor !== undefined && clearColor !== null) {\n renderer.setClearColor(clearColor)\n renderer.setClearAlpha(clearAlpha || 0.0)\n renderer.clear()\n }\n\n this.scene.overrideMaterial = overrideMaterial\n renderer.render(this.scene, this.camera)\n this.scene.overrideMaterial = null\n\n // restore original state\n renderer.autoClear = originalAutoClear\n renderer.setClearColor(this.originalClearColor)\n renderer.setClearAlpha(originalClearAlpha)\n }\n\n setSize(width, height) {\n this.beautyRenderTarget.setSize(width, height)\n this.saoRenderTarget.setSize(width, height)\n this.blurIntermediateRenderTarget.setSize(width, height)\n this.normalRenderTarget.setSize(width, height)\n this.depthRenderTarget.setSize(width, height)\n\n this.saoMaterial.uniforms['size'].value.set(width, height)\n this.saoMaterial.uniforms['cameraInverseProjectionMatrix'].value.copy(this.camera.projectionMatrixInverse)\n this.saoMaterial.uniforms['cameraProjectionMatrix'].value = this.camera.projectionMatrix\n this.saoMaterial.needsUpdate = true\n\n this.vBlurMaterial.uniforms['size'].value.set(width, height)\n this.vBlurMaterial.needsUpdate = true\n\n this.hBlurMaterial.uniforms['size'].value.set(width, height)\n this.hBlurMaterial.needsUpdate = true\n }\n\n dispose() {\n this.saoRenderTarget.dispose()\n this.blurIntermediateRenderTarget.dispose()\n this.beautyRenderTarget.dispose()\n this.normalRenderTarget.dispose()\n this.depthRenderTarget.dispose()\n\n this.depthMaterial.dispose()\n this.normalMaterial.dispose()\n this.saoMaterial.dispose()\n this.vBlurMaterial.dispose()\n this.hBlurMaterial.dispose()\n this.materialCopy.dispose()\n this.depthCopy.dispose()\n\n this.fsQuad.dispose()\n }\n}\n\nexport { SAOPass 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1
+ {"version":3,"file":"SAOPass.js","sources":["../../src/postprocessing/SAOPass.js"],"sourcesContent":["import {\n AddEquation,\n Color,\n CustomBlending,\n DepthTexture,\n DstAlphaFactor,\n DstColorFactor,\n HalfFloatType,\n MeshDepthMaterial,\n MeshNormalMaterial,\n NearestFilter,\n NoBlending,\n RGBADepthPacking,\n ShaderMaterial,\n UniformsUtils,\n UnsignedShortType,\n Vector2,\n WebGLRenderTarget,\n ZeroFactor,\n} from 'three'\nimport { Pass, FullScreenQuad } from './Pass'\nimport { SAOShader } from '../shaders/SAOShader'\nimport { DepthLimitedBlurShader } from '../shaders/DepthLimitedBlurShader'\nimport { BlurShaderUtils } from '../shaders/DepthLimitedBlurShader'\nimport { CopyShader } from '../shaders/CopyShader'\nimport { UnpackDepthRGBAShader } from '../shaders/UnpackDepthRGBAShader'\n\n/**\n * SAO implementation inspired from bhouston previous SAO work\n */\nconst SAOPass = /* @__PURE__ */ (() => {\n class SAOPass extends Pass {\n static OUTPUT = {\n Beauty: 1,\n Default: 0,\n SAO: 2,\n Depth: 3,\n Normal: 4,\n }\n\n constructor(scene, camera, useDepthTexture = false, useNormals = false, resolution = new Vector2(256, 256)) {\n super()\n\n this.scene = scene\n this.camera = camera\n\n this.clear = true\n this.needsSwap = false\n\n this.supportsDepthTextureExtension = useDepthTexture\n this.supportsNormalTexture = useNormals\n\n this.originalClearColor = new Color()\n this._oldClearColor = new Color()\n this.oldClearAlpha = 1\n\n this.params = {\n output: 0,\n saoBias: 0.5,\n saoIntensity: 0.18,\n saoScale: 1,\n saoKernelRadius: 100,\n saoMinResolution: 0,\n saoBlur: true,\n saoBlurRadius: 8,\n saoBlurStdDev: 4,\n saoBlurDepthCutoff: 0.01,\n }\n\n this.resolution = new Vector2(resolution.x, resolution.y)\n\n this.saoRenderTarget = new WebGLRenderTarget(this.resolution.x, this.resolution.y, { type: HalfFloatType })\n this.blurIntermediateRenderTarget = this.saoRenderTarget.clone()\n this.beautyRenderTarget = this.saoRenderTarget.clone()\n\n this.normalRenderTarget = new WebGLRenderTarget(this.resolution.x, this.resolution.y, {\n minFilter: NearestFilter,\n magFilter: NearestFilter,\n type: HalfFloatType,\n })\n this.depthRenderTarget = this.normalRenderTarget.clone()\n\n let depthTexture\n\n if (this.supportsDepthTextureExtension) {\n depthTexture = new DepthTexture()\n depthTexture.type = UnsignedShortType\n\n this.beautyRenderTarget.depthTexture = depthTexture\n this.beautyRenderTarget.depthBuffer = true\n }\n\n this.depthMaterial = new MeshDepthMaterial()\n this.depthMaterial.depthPacking = RGBADepthPacking\n this.depthMaterial.blending = NoBlending\n\n this.normalMaterial = new MeshNormalMaterial()\n this.normalMaterial.blending = NoBlending\n\n this.saoMaterial = new ShaderMaterial({\n defines: Object.assign({}, SAOShader.defines),\n fragmentShader: SAOShader.fragmentShader,\n vertexShader: SAOShader.vertexShader,\n uniforms: UniformsUtils.clone(SAOShader.uniforms),\n })\n this.saoMaterial.extensions.derivatives = true\n this.saoMaterial.defines['DEPTH_PACKING'] = this.supportsDepthTextureExtension ? 0 : 1\n this.saoMaterial.defines['NORMAL_TEXTURE'] = this.supportsNormalTexture ? 1 : 0\n this.saoMaterial.defines['PERSPECTIVE_CAMERA'] = this.camera.isPerspectiveCamera ? 1 : 0\n this.saoMaterial.uniforms['tDepth'].value = this.supportsDepthTextureExtension\n ? depthTexture\n : this.depthRenderTarget.texture\n this.saoMaterial.uniforms['tNormal'].value = this.normalRenderTarget.texture\n this.saoMaterial.uniforms['size'].value.set(this.resolution.x, this.resolution.y)\n this.saoMaterial.uniforms['cameraInverseProjectionMatrix'].value.copy(this.camera.projectionMatrixInverse)\n this.saoMaterial.uniforms['cameraProjectionMatrix'].value = this.camera.projectionMatrix\n this.saoMaterial.blending = NoBlending\n\n this.vBlurMaterial = new ShaderMaterial({\n uniforms: UniformsUtils.clone(DepthLimitedBlurShader.uniforms),\n defines: Object.assign({}, DepthLimitedBlurShader.defines),\n vertexShader: DepthLimitedBlurShader.vertexShader,\n fragmentShader: DepthLimitedBlurShader.fragmentShader,\n })\n this.vBlurMaterial.defines['DEPTH_PACKING'] = this.supportsDepthTextureExtension ? 0 : 1\n this.vBlurMaterial.defines['PERSPECTIVE_CAMERA'] = this.camera.isPerspectiveCamera ? 1 : 0\n this.vBlurMaterial.uniforms['tDiffuse'].value = this.saoRenderTarget.texture\n this.vBlurMaterial.uniforms['tDepth'].value = this.supportsDepthTextureExtension\n ? depthTexture\n : this.depthRenderTarget.texture\n this.vBlurMaterial.uniforms['size'].value.set(this.resolution.x, this.resolution.y)\n this.vBlurMaterial.blending = NoBlending\n\n this.hBlurMaterial = new ShaderMaterial({\n uniforms: UniformsUtils.clone(DepthLimitedBlurShader.uniforms),\n defines: Object.assign({}, DepthLimitedBlurShader.defines),\n vertexShader: DepthLimitedBlurShader.vertexShader,\n fragmentShader: DepthLimitedBlurShader.fragmentShader,\n })\n this.hBlurMaterial.defines['DEPTH_PACKING'] = this.supportsDepthTextureExtension ? 0 : 1\n this.hBlurMaterial.defines['PERSPECTIVE_CAMERA'] = this.camera.isPerspectiveCamera ? 1 : 0\n this.hBlurMaterial.uniforms['tDiffuse'].value = this.blurIntermediateRenderTarget.texture\n this.hBlurMaterial.uniforms['tDepth'].value = this.supportsDepthTextureExtension\n ? depthTexture\n : this.depthRenderTarget.texture\n this.hBlurMaterial.uniforms['size'].value.set(this.resolution.x, this.resolution.y)\n this.hBlurMaterial.blending = NoBlending\n\n this.materialCopy = new ShaderMaterial({\n uniforms: UniformsUtils.clone(CopyShader.uniforms),\n vertexShader: CopyShader.vertexShader,\n fragmentShader: CopyShader.fragmentShader,\n blending: NoBlending,\n })\n this.materialCopy.transparent = true\n this.materialCopy.depthTest = false\n this.materialCopy.depthWrite = false\n this.materialCopy.blending = CustomBlending\n this.materialCopy.blendSrc = DstColorFactor\n this.materialCopy.blendDst = ZeroFactor\n this.materialCopy.blendEquation = AddEquation\n this.materialCopy.blendSrcAlpha = DstAlphaFactor\n this.materialCopy.blendDstAlpha = ZeroFactor\n this.materialCopy.blendEquationAlpha = AddEquation\n\n this.depthCopy = new ShaderMaterial({\n uniforms: UniformsUtils.clone(UnpackDepthRGBAShader.uniforms),\n vertexShader: UnpackDepthRGBAShader.vertexShader,\n fragmentShader: UnpackDepthRGBAShader.fragmentShader,\n blending: NoBlending,\n })\n\n this.fsQuad = new FullScreenQuad(null)\n }\n\n render(renderer, writeBuffer, readBuffer /*, deltaTime, maskActive*/) {\n // Rendering readBuffer first when rendering to screen\n if (this.renderToScreen) {\n this.materialCopy.blending = NoBlending\n this.materialCopy.uniforms['tDiffuse'].value = readBuffer.texture\n this.materialCopy.needsUpdate = true\n this.renderPass(renderer, this.materialCopy, null)\n }\n\n if (this.params.output === 1) {\n return\n }\n\n renderer.getClearColor(this._oldClearColor)\n this.oldClearAlpha = renderer.getClearAlpha()\n const oldAutoClear = renderer.autoClear\n renderer.autoClear = false\n\n renderer.setRenderTarget(this.depthRenderTarget)\n renderer.clear()\n\n this.saoMaterial.uniforms['bias'].value = this.params.saoBias\n this.saoMaterial.uniforms['intensity'].value = this.params.saoIntensity\n this.saoMaterial.uniforms['scale'].value = this.params.saoScale\n this.saoMaterial.uniforms['kernelRadius'].value = this.params.saoKernelRadius\n this.saoMaterial.uniforms['minResolution'].value = this.params.saoMinResolution\n this.saoMaterial.uniforms['cameraNear'].value = this.camera.near\n this.saoMaterial.uniforms['cameraFar'].value = this.camera.far\n // this.saoMaterial.uniforms['randomSeed'].value = Math.random();\n\n const depthCutoff = this.params.saoBlurDepthCutoff * (this.camera.far - this.camera.near)\n this.vBlurMaterial.uniforms['depthCutoff'].value = depthCutoff\n this.hBlurMaterial.uniforms['depthCutoff'].value = depthCutoff\n\n this.vBlurMaterial.uniforms['cameraNear'].value = this.camera.near\n this.vBlurMaterial.uniforms['cameraFar'].value = this.camera.far\n this.hBlurMaterial.uniforms['cameraNear'].value = this.camera.near\n this.hBlurMaterial.uniforms['cameraFar'].value = this.camera.far\n\n this.params.saoBlurRadius = Math.floor(this.params.saoBlurRadius)\n if (this.prevStdDev !== this.params.saoBlurStdDev || this.prevNumSamples !== this.params.saoBlurRadius) {\n BlurShaderUtils.configure(\n this.vBlurMaterial,\n this.params.saoBlurRadius,\n this.params.saoBlurStdDev,\n new Vector2(0, 1),\n )\n BlurShaderUtils.configure(\n this.hBlurMaterial,\n this.params.saoBlurRadius,\n this.params.saoBlurStdDev,\n new Vector2(1, 0),\n )\n this.prevStdDev = this.params.saoBlurStdDev\n this.prevNumSamples = this.params.saoBlurRadius\n }\n\n // Rendering scene to depth texture\n renderer.setClearColor(0x000000)\n renderer.setRenderTarget(this.beautyRenderTarget)\n renderer.clear()\n renderer.render(this.scene, this.camera)\n\n // Re-render scene if depth texture extension is not supported\n if (!this.supportsDepthTextureExtension) {\n // Clear rule : far clipping plane in both RGBA and Basic encoding\n this.renderOverride(renderer, this.depthMaterial, this.depthRenderTarget, 0x000000, 1.0)\n }\n\n if (this.supportsNormalTexture) {\n // Clear rule : default normal is facing the camera\n this.renderOverride(renderer, this.normalMaterial, this.normalRenderTarget, 0x7777ff, 1.0)\n }\n\n // Rendering SAO texture\n this.renderPass(renderer, this.saoMaterial, this.saoRenderTarget, 0xffffff, 1.0)\n\n // Blurring SAO texture\n if (this.params.saoBlur) {\n this.renderPass(renderer, this.vBlurMaterial, this.blurIntermediateRenderTarget, 0xffffff, 1.0)\n this.renderPass(renderer, this.hBlurMaterial, this.saoRenderTarget, 0xffffff, 1.0)\n }\n\n let outputMaterial = this.materialCopy\n // Setting up SAO rendering\n if (this.params.output === 3) {\n if (this.supportsDepthTextureExtension) {\n this.materialCopy.uniforms['tDiffuse'].value = this.beautyRenderTarget.depthTexture\n this.materialCopy.needsUpdate = true\n } else {\n this.depthCopy.uniforms['tDiffuse'].value = this.depthRenderTarget.texture\n this.depthCopy.needsUpdate = true\n outputMaterial = this.depthCopy\n }\n } else if (this.params.output === 4) {\n this.materialCopy.uniforms['tDiffuse'].value = this.normalRenderTarget.texture\n this.materialCopy.needsUpdate = true\n } else {\n this.materialCopy.uniforms['tDiffuse'].value = this.saoRenderTarget.texture\n this.materialCopy.needsUpdate = true\n }\n\n // Blending depends on output, only want a CustomBlending when showing SAO\n if (this.params.output === 0) {\n outputMaterial.blending = CustomBlending\n } else {\n outputMaterial.blending = NoBlending\n }\n\n // Rendering SAOPass result on top of previous pass\n this.renderPass(renderer, outputMaterial, this.renderToScreen ? null : readBuffer)\n\n renderer.setClearColor(this._oldClearColor, this.oldClearAlpha)\n renderer.autoClear = oldAutoClear\n }\n\n renderPass(renderer, passMaterial, renderTarget, clearColor, clearAlpha) {\n // save original state\n renderer.getClearColor(this.originalClearColor)\n const originalClearAlpha = renderer.getClearAlpha()\n const originalAutoClear = renderer.autoClear\n\n renderer.setRenderTarget(renderTarget)\n\n // setup pass state\n renderer.autoClear = false\n if (clearColor !== undefined && clearColor !== null) {\n renderer.setClearColor(clearColor)\n renderer.setClearAlpha(clearAlpha || 0.0)\n renderer.clear()\n }\n\n this.fsQuad.material = passMaterial\n this.fsQuad.render(renderer)\n\n // restore original state\n renderer.autoClear = originalAutoClear\n renderer.setClearColor(this.originalClearColor)\n renderer.setClearAlpha(originalClearAlpha)\n }\n\n renderOverride(renderer, overrideMaterial, renderTarget, clearColor, clearAlpha) {\n renderer.getClearColor(this.originalClearColor)\n const originalClearAlpha = renderer.getClearAlpha()\n const originalAutoClear = renderer.autoClear\n\n renderer.setRenderTarget(renderTarget)\n renderer.autoClear = false\n\n clearColor = overrideMaterial.clearColor || clearColor\n clearAlpha = overrideMaterial.clearAlpha || clearAlpha\n if (clearColor !== undefined && clearColor !== null) {\n renderer.setClearColor(clearColor)\n renderer.setClearAlpha(clearAlpha || 0.0)\n renderer.clear()\n }\n\n this.scene.overrideMaterial = overrideMaterial\n renderer.render(this.scene, this.camera)\n this.scene.overrideMaterial = null\n\n // restore original state\n renderer.autoClear = originalAutoClear\n renderer.setClearColor(this.originalClearColor)\n renderer.setClearAlpha(originalClearAlpha)\n }\n\n setSize(width, height) {\n this.beautyRenderTarget.setSize(width, height)\n this.saoRenderTarget.setSize(width, height)\n this.blurIntermediateRenderTarget.setSize(width, height)\n this.normalRenderTarget.setSize(width, height)\n this.depthRenderTarget.setSize(width, height)\n\n this.saoMaterial.uniforms['size'].value.set(width, height)\n this.saoMaterial.uniforms['cameraInverseProjectionMatrix'].value.copy(this.camera.projectionMatrixInverse)\n this.saoMaterial.uniforms['cameraProjectionMatrix'].value = this.camera.projectionMatrix\n this.saoMaterial.needsUpdate = true\n\n this.vBlurMaterial.uniforms['size'].value.set(width, height)\n this.vBlurMaterial.needsUpdate = true\n\n this.hBlurMaterial.uniforms['size'].value.set(width, height)\n this.hBlurMaterial.needsUpdate = true\n }\n\n dispose() {\n this.saoRenderTarget.dispose()\n this.blurIntermediateRenderTarget.dispose()\n this.beautyRenderTarget.dispose()\n this.normalRenderTarget.dispose()\n this.depthRenderTarget.dispose()\n\n this.depthMaterial.dispose()\n this.normalMaterial.dispose()\n this.saoMaterial.dispose()\n this.vBlurMaterial.dispose()\n this.hBlurMaterial.dispose()\n this.materialCopy.dispose()\n this.depthCopy.dispose()\n\n this.fsQuad.dispose()\n }\n }\n\n return SAOPass\n})()\n\nexport { SAOPass 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@@ -11,263 +11,266 @@ const Pass = require("./Pass.cjs");
11
11
  const SimplexNoise = require("../math/SimplexNoise.cjs");
12
12
  const SSAOShader = require("../shaders/SSAOShader.cjs");
13
13
  const CopyShader = require("../shaders/CopyShader.cjs");
14
- const _SSAOPass = class extends Pass.Pass {
15
- constructor(scene, camera, width, height) {
16
- super();
17
- this.width = width !== void 0 ? width : 512;
18
- this.height = height !== void 0 ? height : 512;
19
- this.clear = true;
20
- this.camera = camera;
21
- this.scene = scene;
22
- this.kernelRadius = 8;
23
- this.kernelSize = 32;
24
- this.kernel = [];
25
- this.noiseTexture = null;
26
- this.output = 0;
27
- this.minDistance = 5e-3;
28
- this.maxDistance = 0.1;
29
- this._visibilityCache = /* @__PURE__ */ new Map();
30
- this.generateSampleKernel();
31
- this.generateRandomKernelRotations();
32
- const depthTexture = new THREE.DepthTexture();
33
- depthTexture.format = THREE.DepthStencilFormat;
34
- depthTexture.type = THREE.UnsignedInt248Type;
35
- this.beautyRenderTarget = new THREE.WebGLRenderTarget(this.width, this.height);
36
- this.normalRenderTarget = new THREE.WebGLRenderTarget(this.width, this.height, {
37
- minFilter: THREE.NearestFilter,
38
- magFilter: THREE.NearestFilter,
39
- depthTexture
40
- });
41
- this.ssaoRenderTarget = new THREE.WebGLRenderTarget(this.width, this.height);
42
- this.blurRenderTarget = this.ssaoRenderTarget.clone();
43
- if (SSAOShader.SSAOShader === void 0) {
44
- console.error("THREE.SSAOPass: The pass relies on SSAOShader.");
14
+ const SSAOPass = /* @__PURE__ */ (() => {
15
+ const _SSAOPass = class extends Pass.Pass {
16
+ constructor(scene, camera, width, height) {
17
+ super();
18
+ this.width = width !== void 0 ? width : 512;
19
+ this.height = height !== void 0 ? height : 512;
20
+ this.clear = true;
21
+ this.camera = camera;
22
+ this.scene = scene;
23
+ this.kernelRadius = 8;
24
+ this.kernelSize = 32;
25
+ this.kernel = [];
26
+ this.noiseTexture = null;
27
+ this.output = 0;
28
+ this.minDistance = 5e-3;
29
+ this.maxDistance = 0.1;
30
+ this._visibilityCache = /* @__PURE__ */ new Map();
31
+ this.generateSampleKernel();
32
+ this.generateRandomKernelRotations();
33
+ const depthTexture = new THREE.DepthTexture();
34
+ depthTexture.format = THREE.DepthStencilFormat;
35
+ depthTexture.type = THREE.UnsignedInt248Type;
36
+ this.beautyRenderTarget = new THREE.WebGLRenderTarget(this.width, this.height);
37
+ this.normalRenderTarget = new THREE.WebGLRenderTarget(this.width, this.height, {
38
+ minFilter: THREE.NearestFilter,
39
+ magFilter: THREE.NearestFilter,
40
+ depthTexture
41
+ });
42
+ this.ssaoRenderTarget = new THREE.WebGLRenderTarget(this.width, this.height);
43
+ this.blurRenderTarget = this.ssaoRenderTarget.clone();
44
+ if (SSAOShader.SSAOShader === void 0) {
45
+ console.error("THREE.SSAOPass: The pass relies on SSAOShader.");
46
+ }
47
+ this.ssaoMaterial = new THREE.ShaderMaterial({
48
+ defines: Object.assign({}, SSAOShader.SSAOShader.defines),
49
+ uniforms: THREE.UniformsUtils.clone(SSAOShader.SSAOShader.uniforms),
50
+ vertexShader: SSAOShader.SSAOShader.vertexShader,
51
+ fragmentShader: SSAOShader.SSAOShader.fragmentShader,
52
+ blending: THREE.NoBlending
53
+ });
54
+ this.ssaoMaterial.uniforms["tDiffuse"].value = this.beautyRenderTarget.texture;
55
+ this.ssaoMaterial.uniforms["tNormal"].value = this.normalRenderTarget.texture;
56
+ this.ssaoMaterial.uniforms["tDepth"].value = this.normalRenderTarget.depthTexture;
57
+ this.ssaoMaterial.uniforms["tNoise"].value = this.noiseTexture;
58
+ this.ssaoMaterial.uniforms["kernel"].value = this.kernel;
59
+ this.ssaoMaterial.uniforms["cameraNear"].value = this.camera.near;
60
+ this.ssaoMaterial.uniforms["cameraFar"].value = this.camera.far;
61
+ this.ssaoMaterial.uniforms["resolution"].value.set(this.width, this.height);
62
+ this.ssaoMaterial.uniforms["cameraProjectionMatrix"].value.copy(this.camera.projectionMatrix);
63
+ this.ssaoMaterial.uniforms["cameraInverseProjectionMatrix"].value.copy(this.camera.projectionMatrixInverse);
64
+ this.normalMaterial = new THREE.MeshNormalMaterial();
65
+ this.normalMaterial.blending = THREE.NoBlending;
66
+ this.blurMaterial = new THREE.ShaderMaterial({
67
+ defines: Object.assign({}, SSAOShader.SSAOBlurShader.defines),
68
+ uniforms: THREE.UniformsUtils.clone(SSAOShader.SSAOBlurShader.uniforms),
69
+ vertexShader: SSAOShader.SSAOBlurShader.vertexShader,
70
+ fragmentShader: SSAOShader.SSAOBlurShader.fragmentShader
71
+ });
72
+ this.blurMaterial.uniforms["tDiffuse"].value = this.ssaoRenderTarget.texture;
73
+ this.blurMaterial.uniforms["resolution"].value.set(this.width, this.height);
74
+ this.depthRenderMaterial = new THREE.ShaderMaterial({
75
+ defines: Object.assign({}, SSAOShader.SSAODepthShader.defines),
76
+ uniforms: THREE.UniformsUtils.clone(SSAOShader.SSAODepthShader.uniforms),
77
+ vertexShader: SSAOShader.SSAODepthShader.vertexShader,
78
+ fragmentShader: SSAOShader.SSAODepthShader.fragmentShader,
79
+ blending: THREE.NoBlending
80
+ });
81
+ this.depthRenderMaterial.uniforms["tDepth"].value = this.normalRenderTarget.depthTexture;
82
+ this.depthRenderMaterial.uniforms["cameraNear"].value = this.camera.near;
83
+ this.depthRenderMaterial.uniforms["cameraFar"].value = this.camera.far;
84
+ this.copyMaterial = new THREE.ShaderMaterial({
85
+ uniforms: THREE.UniformsUtils.clone(CopyShader.CopyShader.uniforms),
86
+ vertexShader: CopyShader.CopyShader.vertexShader,
87
+ fragmentShader: CopyShader.CopyShader.fragmentShader,
88
+ transparent: true,
89
+ depthTest: false,
90
+ depthWrite: false,
91
+ blendSrc: THREE.DstColorFactor,
92
+ blendDst: THREE.ZeroFactor,
93
+ blendEquation: THREE.AddEquation,
94
+ blendSrcAlpha: THREE.DstAlphaFactor,
95
+ blendDstAlpha: THREE.ZeroFactor,
96
+ blendEquationAlpha: THREE.AddEquation
97
+ });
98
+ this.fsQuad = new Pass.FullScreenQuad(null);
99
+ this.originalClearColor = new THREE.Color();
45
100
  }
46
- this.ssaoMaterial = new THREE.ShaderMaterial({
47
- defines: Object.assign({}, SSAOShader.SSAOShader.defines),
48
- uniforms: THREE.UniformsUtils.clone(SSAOShader.SSAOShader.uniforms),
49
- vertexShader: SSAOShader.SSAOShader.vertexShader,
50
- fragmentShader: SSAOShader.SSAOShader.fragmentShader,
51
- blending: THREE.NoBlending
52
- });
53
- this.ssaoMaterial.uniforms["tDiffuse"].value = this.beautyRenderTarget.texture;
54
- this.ssaoMaterial.uniforms["tNormal"].value = this.normalRenderTarget.texture;
55
- this.ssaoMaterial.uniforms["tDepth"].value = this.normalRenderTarget.depthTexture;
56
- this.ssaoMaterial.uniforms["tNoise"].value = this.noiseTexture;
57
- this.ssaoMaterial.uniforms["kernel"].value = this.kernel;
58
- this.ssaoMaterial.uniforms["cameraNear"].value = this.camera.near;
59
- this.ssaoMaterial.uniforms["cameraFar"].value = this.camera.far;
60
- this.ssaoMaterial.uniforms["resolution"].value.set(this.width, this.height);
61
- this.ssaoMaterial.uniforms["cameraProjectionMatrix"].value.copy(this.camera.projectionMatrix);
62
- this.ssaoMaterial.uniforms["cameraInverseProjectionMatrix"].value.copy(this.camera.projectionMatrixInverse);
63
- this.normalMaterial = new THREE.MeshNormalMaterial();
64
- this.normalMaterial.blending = THREE.NoBlending;
65
- this.blurMaterial = new THREE.ShaderMaterial({
66
- defines: Object.assign({}, SSAOShader.SSAOBlurShader.defines),
67
- uniforms: THREE.UniformsUtils.clone(SSAOShader.SSAOBlurShader.uniforms),
68
- vertexShader: SSAOShader.SSAOBlurShader.vertexShader,
69
- fragmentShader: SSAOShader.SSAOBlurShader.fragmentShader
70
- });
71
- this.blurMaterial.uniforms["tDiffuse"].value = this.ssaoRenderTarget.texture;
72
- this.blurMaterial.uniforms["resolution"].value.set(this.width, this.height);
73
- this.depthRenderMaterial = new THREE.ShaderMaterial({
74
- defines: Object.assign({}, SSAOShader.SSAODepthShader.defines),
75
- uniforms: THREE.UniformsUtils.clone(SSAOShader.SSAODepthShader.uniforms),
76
- vertexShader: SSAOShader.SSAODepthShader.vertexShader,
77
- fragmentShader: SSAOShader.SSAODepthShader.fragmentShader,
78
- blending: THREE.NoBlending
79
- });
80
- this.depthRenderMaterial.uniforms["tDepth"].value = this.normalRenderTarget.depthTexture;
81
- this.depthRenderMaterial.uniforms["cameraNear"].value = this.camera.near;
82
- this.depthRenderMaterial.uniforms["cameraFar"].value = this.camera.far;
83
- this.copyMaterial = new THREE.ShaderMaterial({
84
- uniforms: THREE.UniformsUtils.clone(CopyShader.CopyShader.uniforms),
85
- vertexShader: CopyShader.CopyShader.vertexShader,
86
- fragmentShader: CopyShader.CopyShader.fragmentShader,
87
- transparent: true,
88
- depthTest: false,
89
- depthWrite: false,
90
- blendSrc: THREE.DstColorFactor,
91
- blendDst: THREE.ZeroFactor,
92
- blendEquation: THREE.AddEquation,
93
- blendSrcAlpha: THREE.DstAlphaFactor,
94
- blendDstAlpha: THREE.ZeroFactor,
95
- blendEquationAlpha: THREE.AddEquation
96
- });
97
- this.fsQuad = new Pass.FullScreenQuad(null);
98
- this.originalClearColor = new THREE.Color();
99
- }
100
- dispose() {
101
- this.beautyRenderTarget.dispose();
102
- this.normalRenderTarget.dispose();
103
- this.ssaoRenderTarget.dispose();
104
- this.blurRenderTarget.dispose();
105
- this.normalMaterial.dispose();
106
- this.blurMaterial.dispose();
107
- this.copyMaterial.dispose();
108
- this.depthRenderMaterial.dispose();
109
- this.fsQuad.dispose();
110
- }
111
- render(renderer, writeBuffer) {
112
- if (renderer.capabilities.isWebGL2 === false)
113
- this.noiseTexture.format = THREE.LuminanceFormat;
114
- renderer.setRenderTarget(this.beautyRenderTarget);
115
- renderer.clear();
116
- renderer.render(this.scene, this.camera);
117
- this.overrideVisibility();
118
- this.renderOverride(renderer, this.normalMaterial, this.normalRenderTarget, 7829503, 1);
119
- this.restoreVisibility();
120
- this.ssaoMaterial.uniforms["kernelRadius"].value = this.kernelRadius;
121
- this.ssaoMaterial.uniforms["minDistance"].value = this.minDistance;
122
- this.ssaoMaterial.uniforms["maxDistance"].value = this.maxDistance;
123
- this.renderPass(renderer, this.ssaoMaterial, this.ssaoRenderTarget);
124
- this.renderPass(renderer, this.blurMaterial, this.blurRenderTarget);
125
- switch (this.output) {
126
- case _SSAOPass.OUTPUT.SSAO:
127
- this.copyMaterial.uniforms["tDiffuse"].value = this.ssaoRenderTarget.texture;
128
- this.copyMaterial.blending = THREE.NoBlending;
129
- this.renderPass(renderer, this.copyMaterial, this.renderToScreen ? null : writeBuffer);
130
- break;
131
- case _SSAOPass.OUTPUT.Blur:
132
- this.copyMaterial.uniforms["tDiffuse"].value = this.blurRenderTarget.texture;
133
- this.copyMaterial.blending = THREE.NoBlending;
134
- this.renderPass(renderer, this.copyMaterial, this.renderToScreen ? null : writeBuffer);
135
- break;
136
- case _SSAOPass.OUTPUT.Beauty:
137
- this.copyMaterial.uniforms["tDiffuse"].value = this.beautyRenderTarget.texture;
138
- this.copyMaterial.blending = THREE.NoBlending;
139
- this.renderPass(renderer, this.copyMaterial, this.renderToScreen ? null : writeBuffer);
140
- break;
141
- case _SSAOPass.OUTPUT.Depth:
142
- this.renderPass(renderer, this.depthRenderMaterial, this.renderToScreen ? null : writeBuffer);
143
- break;
144
- case _SSAOPass.OUTPUT.Normal:
145
- this.copyMaterial.uniforms["tDiffuse"].value = this.normalRenderTarget.texture;
146
- this.copyMaterial.blending = THREE.NoBlending;
147
- this.renderPass(renderer, this.copyMaterial, this.renderToScreen ? null : writeBuffer);
148
- break;
149
- case _SSAOPass.OUTPUT.Default:
150
- this.copyMaterial.uniforms["tDiffuse"].value = this.beautyRenderTarget.texture;
151
- this.copyMaterial.blending = THREE.NoBlending;
152
- this.renderPass(renderer, this.copyMaterial, this.renderToScreen ? null : writeBuffer);
153
- this.copyMaterial.uniforms["tDiffuse"].value = this.blurRenderTarget.texture;
154
- this.copyMaterial.blending = THREE.CustomBlending;
155
- this.renderPass(renderer, this.copyMaterial, this.renderToScreen ? null : writeBuffer);
156
- break;
157
- default:
158
- console.warn("THREE.SSAOPass: Unknown output type.");
101
+ dispose() {
102
+ this.beautyRenderTarget.dispose();
103
+ this.normalRenderTarget.dispose();
104
+ this.ssaoRenderTarget.dispose();
105
+ this.blurRenderTarget.dispose();
106
+ this.normalMaterial.dispose();
107
+ this.blurMaterial.dispose();
108
+ this.copyMaterial.dispose();
109
+ this.depthRenderMaterial.dispose();
110
+ this.fsQuad.dispose();
159
111
  }
160
- }
161
- renderPass(renderer, passMaterial, renderTarget, clearColor, clearAlpha) {
162
- renderer.getClearColor(this.originalClearColor);
163
- const originalClearAlpha = renderer.getClearAlpha();
164
- const originalAutoClear = renderer.autoClear;
165
- renderer.setRenderTarget(renderTarget);
166
- renderer.autoClear = false;
167
- if (clearColor !== void 0 && clearColor !== null) {
168
- renderer.setClearColor(clearColor);
169
- renderer.setClearAlpha(clearAlpha || 0);
112
+ render(renderer, writeBuffer) {
113
+ if (renderer.capabilities.isWebGL2 === false)
114
+ this.noiseTexture.format = THREE.LuminanceFormat;
115
+ renderer.setRenderTarget(this.beautyRenderTarget);
170
116
  renderer.clear();
117
+ renderer.render(this.scene, this.camera);
118
+ this.overrideVisibility();
119
+ this.renderOverride(renderer, this.normalMaterial, this.normalRenderTarget, 7829503, 1);
120
+ this.restoreVisibility();
121
+ this.ssaoMaterial.uniforms["kernelRadius"].value = this.kernelRadius;
122
+ this.ssaoMaterial.uniforms["minDistance"].value = this.minDistance;
123
+ this.ssaoMaterial.uniforms["maxDistance"].value = this.maxDistance;
124
+ this.renderPass(renderer, this.ssaoMaterial, this.ssaoRenderTarget);
125
+ this.renderPass(renderer, this.blurMaterial, this.blurRenderTarget);
126
+ switch (this.output) {
127
+ case _SSAOPass.OUTPUT.SSAO:
128
+ this.copyMaterial.uniforms["tDiffuse"].value = this.ssaoRenderTarget.texture;
129
+ this.copyMaterial.blending = THREE.NoBlending;
130
+ this.renderPass(renderer, this.copyMaterial, this.renderToScreen ? null : writeBuffer);
131
+ break;
132
+ case _SSAOPass.OUTPUT.Blur:
133
+ this.copyMaterial.uniforms["tDiffuse"].value = this.blurRenderTarget.texture;
134
+ this.copyMaterial.blending = THREE.NoBlending;
135
+ this.renderPass(renderer, this.copyMaterial, this.renderToScreen ? null : writeBuffer);
136
+ break;
137
+ case _SSAOPass.OUTPUT.Beauty:
138
+ this.copyMaterial.uniforms["tDiffuse"].value = this.beautyRenderTarget.texture;
139
+ this.copyMaterial.blending = THREE.NoBlending;
140
+ this.renderPass(renderer, this.copyMaterial, this.renderToScreen ? null : writeBuffer);
141
+ break;
142
+ case _SSAOPass.OUTPUT.Depth:
143
+ this.renderPass(renderer, this.depthRenderMaterial, this.renderToScreen ? null : writeBuffer);
144
+ break;
145
+ case _SSAOPass.OUTPUT.Normal:
146
+ this.copyMaterial.uniforms["tDiffuse"].value = this.normalRenderTarget.texture;
147
+ this.copyMaterial.blending = THREE.NoBlending;
148
+ this.renderPass(renderer, this.copyMaterial, this.renderToScreen ? null : writeBuffer);
149
+ break;
150
+ case _SSAOPass.OUTPUT.Default:
151
+ this.copyMaterial.uniforms["tDiffuse"].value = this.beautyRenderTarget.texture;
152
+ this.copyMaterial.blending = THREE.NoBlending;
153
+ this.renderPass(renderer, this.copyMaterial, this.renderToScreen ? null : writeBuffer);
154
+ this.copyMaterial.uniforms["tDiffuse"].value = this.blurRenderTarget.texture;
155
+ this.copyMaterial.blending = THREE.CustomBlending;
156
+ this.renderPass(renderer, this.copyMaterial, this.renderToScreen ? null : writeBuffer);
157
+ break;
158
+ default:
159
+ console.warn("THREE.SSAOPass: Unknown output type.");
160
+ }
171
161
  }
172
- this.fsQuad.material = passMaterial;
173
- this.fsQuad.render(renderer);
174
- renderer.autoClear = originalAutoClear;
175
- renderer.setClearColor(this.originalClearColor);
176
- renderer.setClearAlpha(originalClearAlpha);
177
- }
178
- renderOverride(renderer, overrideMaterial, renderTarget, clearColor, clearAlpha) {
179
- renderer.getClearColor(this.originalClearColor);
180
- const originalClearAlpha = renderer.getClearAlpha();
181
- const originalAutoClear = renderer.autoClear;
182
- renderer.setRenderTarget(renderTarget);
183
- renderer.autoClear = false;
184
- clearColor = overrideMaterial.clearColor || clearColor;
185
- clearAlpha = overrideMaterial.clearAlpha || clearAlpha;
186
- if (clearColor !== void 0 && clearColor !== null) {
187
- renderer.setClearColor(clearColor);
188
- renderer.setClearAlpha(clearAlpha || 0);
189
- renderer.clear();
162
+ renderPass(renderer, passMaterial, renderTarget, clearColor, clearAlpha) {
163
+ renderer.getClearColor(this.originalClearColor);
164
+ const originalClearAlpha = renderer.getClearAlpha();
165
+ const originalAutoClear = renderer.autoClear;
166
+ renderer.setRenderTarget(renderTarget);
167
+ renderer.autoClear = false;
168
+ if (clearColor !== void 0 && clearColor !== null) {
169
+ renderer.setClearColor(clearColor);
170
+ renderer.setClearAlpha(clearAlpha || 0);
171
+ renderer.clear();
172
+ }
173
+ this.fsQuad.material = passMaterial;
174
+ this.fsQuad.render(renderer);
175
+ renderer.autoClear = originalAutoClear;
176
+ renderer.setClearColor(this.originalClearColor);
177
+ renderer.setClearAlpha(originalClearAlpha);
190
178
  }
191
- this.scene.overrideMaterial = overrideMaterial;
192
- renderer.render(this.scene, this.camera);
193
- this.scene.overrideMaterial = null;
194
- renderer.autoClear = originalAutoClear;
195
- renderer.setClearColor(this.originalClearColor);
196
- renderer.setClearAlpha(originalClearAlpha);
197
- }
198
- setSize(width, height) {
199
- this.width = width;
200
- this.height = height;
201
- this.beautyRenderTarget.setSize(width, height);
202
- this.ssaoRenderTarget.setSize(width, height);
203
- this.normalRenderTarget.setSize(width, height);
204
- this.blurRenderTarget.setSize(width, height);
205
- this.ssaoMaterial.uniforms["resolution"].value.set(width, height);
206
- this.ssaoMaterial.uniforms["cameraProjectionMatrix"].value.copy(this.camera.projectionMatrix);
207
- this.ssaoMaterial.uniforms["cameraInverseProjectionMatrix"].value.copy(this.camera.projectionMatrixInverse);
208
- this.blurMaterial.uniforms["resolution"].value.set(width, height);
209
- }
210
- generateSampleKernel() {
211
- const kernelSize = this.kernelSize;
212
- const kernel = this.kernel;
213
- for (let i = 0; i < kernelSize; i++) {
214
- const sample = new THREE.Vector3();
215
- sample.x = Math.random() * 2 - 1;
216
- sample.y = Math.random() * 2 - 1;
217
- sample.z = Math.random();
218
- sample.normalize();
219
- let scale = i / kernelSize;
220
- scale = THREE.MathUtils.lerp(0.1, 1, scale * scale);
221
- sample.multiplyScalar(scale);
222
- kernel.push(sample);
179
+ renderOverride(renderer, overrideMaterial, renderTarget, clearColor, clearAlpha) {
180
+ renderer.getClearColor(this.originalClearColor);
181
+ const originalClearAlpha = renderer.getClearAlpha();
182
+ const originalAutoClear = renderer.autoClear;
183
+ renderer.setRenderTarget(renderTarget);
184
+ renderer.autoClear = false;
185
+ clearColor = overrideMaterial.clearColor || clearColor;
186
+ clearAlpha = overrideMaterial.clearAlpha || clearAlpha;
187
+ if (clearColor !== void 0 && clearColor !== null) {
188
+ renderer.setClearColor(clearColor);
189
+ renderer.setClearAlpha(clearAlpha || 0);
190
+ renderer.clear();
191
+ }
192
+ this.scene.overrideMaterial = overrideMaterial;
193
+ renderer.render(this.scene, this.camera);
194
+ this.scene.overrideMaterial = null;
195
+ renderer.autoClear = originalAutoClear;
196
+ renderer.setClearColor(this.originalClearColor);
197
+ renderer.setClearAlpha(originalClearAlpha);
223
198
  }
224
- }
225
- generateRandomKernelRotations() {
226
- const width = 4, height = 4;
227
- if (SimplexNoise.SimplexNoise === void 0) {
228
- console.error("THREE.SSAOPass: The pass relies on SimplexNoise.");
199
+ setSize(width, height) {
200
+ this.width = width;
201
+ this.height = height;
202
+ this.beautyRenderTarget.setSize(width, height);
203
+ this.ssaoRenderTarget.setSize(width, height);
204
+ this.normalRenderTarget.setSize(width, height);
205
+ this.blurRenderTarget.setSize(width, height);
206
+ this.ssaoMaterial.uniforms["resolution"].value.set(width, height);
207
+ this.ssaoMaterial.uniforms["cameraProjectionMatrix"].value.copy(this.camera.projectionMatrix);
208
+ this.ssaoMaterial.uniforms["cameraInverseProjectionMatrix"].value.copy(this.camera.projectionMatrixInverse);
209
+ this.blurMaterial.uniforms["resolution"].value.set(width, height);
229
210
  }
230
- const simplex = new SimplexNoise.SimplexNoise();
231
- const size = width * height;
232
- const data = new Float32Array(size);
233
- for (let i = 0; i < size; i++) {
234
- const x = Math.random() * 2 - 1;
235
- const y = Math.random() * 2 - 1;
236
- const z = 0;
237
- data[i] = simplex.noise3d(x, y, z);
211
+ generateSampleKernel() {
212
+ const kernelSize = this.kernelSize;
213
+ const kernel = this.kernel;
214
+ for (let i = 0; i < kernelSize; i++) {
215
+ const sample = new THREE.Vector3();
216
+ sample.x = Math.random() * 2 - 1;
217
+ sample.y = Math.random() * 2 - 1;
218
+ sample.z = Math.random();
219
+ sample.normalize();
220
+ let scale = i / kernelSize;
221
+ scale = THREE.MathUtils.lerp(0.1, 1, scale * scale);
222
+ sample.multiplyScalar(scale);
223
+ kernel.push(sample);
224
+ }
238
225
  }
239
- this.noiseTexture = new THREE.DataTexture(data, width, height, THREE.RedFormat, THREE.FloatType);
240
- this.noiseTexture.wrapS = THREE.RepeatWrapping;
241
- this.noiseTexture.wrapT = THREE.RepeatWrapping;
242
- this.noiseTexture.needsUpdate = true;
243
- }
244
- overrideVisibility() {
245
- const scene = this.scene;
246
- const cache = this._visibilityCache;
247
- scene.traverse(function(object) {
248
- cache.set(object, object.visible);
249
- if (object.isPoints || object.isLine)
250
- object.visible = false;
251
- });
252
- }
253
- restoreVisibility() {
254
- const scene = this.scene;
255
- const cache = this._visibilityCache;
256
- scene.traverse(function(object) {
257
- const visible = cache.get(object);
258
- object.visible = visible;
259
- });
260
- cache.clear();
261
- }
262
- };
263
- let SSAOPass = _SSAOPass;
264
- __publicField(SSAOPass, "OUTPUT", {
265
- Default: 0,
266
- SSAO: 1,
267
- Blur: 2,
268
- Beauty: 3,
269
- Depth: 4,
270
- Normal: 5
271
- });
226
+ generateRandomKernelRotations() {
227
+ const width = 4, height = 4;
228
+ if (SimplexNoise.SimplexNoise === void 0) {
229
+ console.error("THREE.SSAOPass: The pass relies on SimplexNoise.");
230
+ }
231
+ const simplex = new SimplexNoise.SimplexNoise();
232
+ const size = width * height;
233
+ const data = new Float32Array(size);
234
+ for (let i = 0; i < size; i++) {
235
+ const x = Math.random() * 2 - 1;
236
+ const y = Math.random() * 2 - 1;
237
+ const z = 0;
238
+ data[i] = simplex.noise3d(x, y, z);
239
+ }
240
+ this.noiseTexture = new THREE.DataTexture(data, width, height, THREE.RedFormat, THREE.FloatType);
241
+ this.noiseTexture.wrapS = THREE.RepeatWrapping;
242
+ this.noiseTexture.wrapT = THREE.RepeatWrapping;
243
+ this.noiseTexture.needsUpdate = true;
244
+ }
245
+ overrideVisibility() {
246
+ const scene = this.scene;
247
+ const cache = this._visibilityCache;
248
+ scene.traverse(function(object) {
249
+ cache.set(object, object.visible);
250
+ if (object.isPoints || object.isLine)
251
+ object.visible = false;
252
+ });
253
+ }
254
+ restoreVisibility() {
255
+ const scene = this.scene;
256
+ const cache = this._visibilityCache;
257
+ scene.traverse(function(object) {
258
+ const visible = cache.get(object);
259
+ object.visible = visible;
260
+ });
261
+ cache.clear();
262
+ }
263
+ };
264
+ let SSAOPass2 = _SSAOPass;
265
+ __publicField(SSAOPass2, "OUTPUT", {
266
+ Default: 0,
267
+ SSAO: 1,
268
+ Blur: 2,
269
+ Beauty: 3,
270
+ Depth: 4,
271
+ Normal: 5
272
+ });
273
+ return SSAOPass2;
274
+ })();
272
275
  exports.SSAOPass = SSAOPass;
273
276
  //# sourceMappingURL=SSAOPass.cjs.map