three-stdlib 2.35.4 → 2.35.5
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- package/_polyfill/CapsuleGeometry.cjs +17 -20
- package/_polyfill/CapsuleGeometry.cjs.map +1 -1
- package/_polyfill/CapsuleGeometry.js +17 -20
- package/_polyfill/CapsuleGeometry.js.map +1 -1
- package/_polyfill/constants.cjs +1 -1
- package/_polyfill/constants.cjs.map +1 -1
- package/_polyfill/constants.js +1 -1
- package/_polyfill/constants.js.map +1 -1
- package/animation/AnimationClipCreator.cjs +13 -13
- package/animation/AnimationClipCreator.cjs.map +1 -1
- package/animation/AnimationClipCreator.js +13 -13
- package/animation/AnimationClipCreator.js.map +1 -1
- package/animation/CCDIKSolver.cjs +11 -11
- package/animation/CCDIKSolver.cjs.map +1 -1
- package/animation/CCDIKSolver.js +12 -12
- package/animation/CCDIKSolver.js.map +1 -1
- package/animation/MMDAnimationHelper.cjs +1 -1
- package/animation/MMDAnimationHelper.cjs.map +1 -1
- package/animation/MMDAnimationHelper.js +1 -1
- package/animation/MMDAnimationHelper.js.map +1 -1
- package/animation/MMDPhysics.cjs +4 -4
- package/animation/MMDPhysics.cjs.map +1 -1
- package/animation/MMDPhysics.js +4 -4
- package/animation/MMDPhysics.js.map +1 -1
- package/controls/ArcballControls.cjs +2 -2
- package/controls/ArcballControls.cjs.map +1 -1
- package/controls/ArcballControls.js +3 -3
- package/controls/ArcballControls.js.map +1 -1
- package/controls/FirstPersonControls.cjs +1 -1
- package/controls/FirstPersonControls.cjs.map +1 -1
- package/controls/FirstPersonControls.js +1 -1
- package/controls/FirstPersonControls.js.map +1 -1
- package/controls/OrbitControls.cjs +2 -2
- package/controls/OrbitControls.cjs.map +1 -1
- package/controls/OrbitControls.js +3 -3
- package/controls/OrbitControls.js.map +1 -1
- package/controls/PointerLockControls.cjs +2 -2
- package/controls/PointerLockControls.cjs.map +1 -1
- package/controls/PointerLockControls.js +3 -3
- package/controls/PointerLockControls.js.map +1 -1
- package/csm/CSM.cjs +4 -4
- package/csm/CSM.cjs.map +1 -1
- package/csm/CSM.js +5 -5
- package/csm/CSM.js.map +1 -1
- package/csm/CSMFrustum.cjs +1 -1
- package/csm/CSMFrustum.cjs.map +1 -1
- package/csm/CSMFrustum.js +2 -2
- package/csm/CSMFrustum.js.map +1 -1
- package/deprecated/Geometry.cjs +715 -722
- package/deprecated/Geometry.cjs.map +1 -1
- package/deprecated/Geometry.js +716 -723
- package/deprecated/Geometry.js.map +1 -1
- package/effects/AnaglyphEffect.cjs +1 -2
- package/effects/AnaglyphEffect.cjs.map +1 -1
- package/effects/AnaglyphEffect.js +2 -3
- package/effects/AnaglyphEffect.js.map +1 -1
- package/effects/OutlineEffect.cjs +1 -2
- package/effects/OutlineEffect.cjs.map +1 -1
- package/effects/OutlineEffect.js +2 -3
- package/effects/OutlineEffect.js.map +1 -1
- package/effects/ParallaxBarrierEffect.cjs +1 -2
- package/effects/ParallaxBarrierEffect.cjs.map +1 -1
- package/effects/ParallaxBarrierEffect.js +2 -3
- package/effects/ParallaxBarrierEffect.js.map +1 -1
- package/exporters/DRACOExporter.cjs +122 -133
- package/exporters/DRACOExporter.cjs.map +1 -1
- package/exporters/DRACOExporter.d.ts +21 -23
- package/exporters/DRACOExporter.js +122 -133
- package/exporters/DRACOExporter.js.map +1 -1
- package/exporters/GLTFExporter.cjs +167 -170
- package/exporters/GLTFExporter.cjs.map +1 -1
- package/exporters/GLTFExporter.js +167 -170
- package/exporters/GLTFExporter.js.map +1 -1
- package/geometries/LightningStrike.cjs +515 -524
- package/geometries/LightningStrike.cjs.map +1 -1
- package/geometries/LightningStrike.js +515 -524
- package/geometries/LightningStrike.js.map +1 -1
- package/geometries/RoundedBoxGeometry.cjs +1 -1
- package/geometries/RoundedBoxGeometry.cjs.map +1 -1
- package/geometries/RoundedBoxGeometry.js +2 -2
- package/geometries/RoundedBoxGeometry.js.map +1 -1
- package/helpers/RaycasterHelper.cjs +2 -2
- package/helpers/RaycasterHelper.cjs.map +1 -1
- package/helpers/RaycasterHelper.js +3 -3
- package/helpers/RaycasterHelper.js.map +1 -1
- package/helpers/VertexNormalsHelper.cjs +3 -3
- package/helpers/VertexNormalsHelper.cjs.map +1 -1
- package/helpers/VertexNormalsHelper.js +4 -4
- package/helpers/VertexNormalsHelper.js.map +1 -1
- package/helpers/VertexTangentsHelper.cjs +2 -2
- package/helpers/VertexTangentsHelper.cjs.map +1 -1
- package/helpers/VertexTangentsHelper.js +3 -3
- package/helpers/VertexTangentsHelper.js.map +1 -1
- package/interactive/InteractiveGroup.cjs +1 -1
- package/interactive/InteractiveGroup.cjs.map +1 -1
- package/interactive/InteractiveGroup.js +2 -2
- package/interactive/InteractiveGroup.js.map +1 -1
- package/interactive/SelectionBox.cjs +15 -15
- package/interactive/SelectionBox.cjs.map +1 -1
- package/interactive/SelectionBox.js +16 -16
- package/interactive/SelectionBox.js.map +1 -1
- package/libs/chevrotain.cjs +1 -1
- package/libs/chevrotain.cjs.map +1 -1
- package/libs/chevrotain.js +1 -1
- package/libs/chevrotain.js.map +1 -1
- package/libs/lottie.cjs +1 -1
- package/libs/lottie.cjs.map +1 -1
- package/libs/lottie.js +1 -1
- package/libs/lottie.js.map +1 -1
- package/libs/opentype.cjs +1 -1
- package/libs/opentype.cjs.map +1 -1
- package/libs/opentype.js +1 -1
- package/libs/opentype.js.map +1 -1
- package/lights/LightProbeGenerator.cjs +5 -5
- package/lights/LightProbeGenerator.cjs.map +1 -1
- package/lights/LightProbeGenerator.js +5 -5
- package/lights/LightProbeGenerator.js.map +1 -1
- package/lights/RectAreaLightUniformsLib.cjs +3 -3
- package/lights/RectAreaLightUniformsLib.cjs.map +1 -1
- package/lights/RectAreaLightUniformsLib.js +3 -3
- package/lights/RectAreaLightUniformsLib.js.map +1 -1
- package/lines/LineMaterial.cjs +1 -2
- package/lines/LineMaterial.cjs.map +1 -1
- package/lines/LineMaterial.js +2 -3
- package/lines/LineMaterial.js.map +1 -1
- package/lines/LineSegments2.cjs +13 -13
- package/lines/LineSegments2.cjs.map +1 -1
- package/lines/LineSegments2.js +14 -14
- package/lines/LineSegments2.js.map +1 -1
- package/lines/LineSegmentsGeometry.cjs +2 -2
- package/lines/LineSegmentsGeometry.cjs.map +1 -1
- package/lines/LineSegmentsGeometry.js +3 -3
- package/lines/LineSegmentsGeometry.js.map +1 -1
- package/lines/Wireframe.cjs +3 -3
- package/lines/Wireframe.cjs.map +1 -1
- package/lines/Wireframe.js +4 -4
- package/lines/Wireframe.js.map +1 -1
- package/loaders/BasisTextureLoader.cjs +435 -441
- package/loaders/BasisTextureLoader.cjs.map +1 -1
- package/loaders/BasisTextureLoader.js +435 -441
- package/loaders/BasisTextureLoader.js.map +1 -1
- package/loaders/EXRLoader.cjs +1 -2
- package/loaders/EXRLoader.cjs.map +1 -1
- package/loaders/EXRLoader.js +2 -3
- package/loaders/EXRLoader.js.map +1 -1
- package/loaders/FBXLoader.cjs +2 -2
- package/loaders/FBXLoader.cjs.map +1 -1
- package/loaders/FBXLoader.js +2 -2
- package/loaders/FBXLoader.js.map +1 -1
- package/loaders/FontLoader.cjs +2 -2
- package/loaders/FontLoader.cjs.map +1 -1
- package/loaders/FontLoader.d.ts +2 -2
- package/loaders/FontLoader.js +2 -2
- package/loaders/FontLoader.js.map +1 -1
- package/loaders/GLTFLoader.cjs +2 -2
- package/loaders/GLTFLoader.cjs.map +1 -1
- package/loaders/GLTFLoader.js +2 -2
- package/loaders/GLTFLoader.js.map +1 -1
- package/loaders/KTX2Loader.cjs +374 -377
- package/loaders/KTX2Loader.cjs.map +1 -1
- package/loaders/KTX2Loader.js +374 -377
- package/loaders/KTX2Loader.js.map +1 -1
- package/loaders/LDrawLoader.cjs +4 -5
- package/loaders/LDrawLoader.cjs.map +1 -1
- package/loaders/LDrawLoader.js +5 -6
- package/loaders/LDrawLoader.js.map +1 -1
- package/loaders/OBJLoader.cjs +5 -5
- package/loaders/OBJLoader.cjs.map +1 -1
- package/loaders/OBJLoader.js +6 -6
- package/loaders/OBJLoader.js.map +1 -1
- package/loaders/PRWMLoader.cjs +43 -46
- package/loaders/PRWMLoader.cjs.map +1 -1
- package/loaders/PRWMLoader.js +43 -46
- package/loaders/PRWMLoader.js.map +1 -1
- package/loaders/SVGLoader.cjs +1688 -1694
- package/loaders/SVGLoader.cjs.map +1 -1
- package/loaders/SVGLoader.js +1688 -1694
- package/loaders/SVGLoader.js.map +1 -1
- package/loaders/XLoader.cjs +1 -1
- package/loaders/XLoader.cjs.map +1 -1
- package/loaders/XLoader.js +1 -1
- package/loaders/XLoader.js.map +1 -1
- package/math/Capsule.cjs +3 -3
- package/math/Capsule.cjs.map +1 -1
- package/math/Capsule.js +3 -3
- package/math/Capsule.js.map +1 -1
- package/math/ColorConverter.cjs +9 -9
- package/math/ColorConverter.cjs.map +1 -1
- package/math/ColorConverter.js +9 -9
- package/math/ColorConverter.js.map +1 -1
- package/math/ConvexHull.cjs +50 -53
- package/math/ConvexHull.cjs.map +1 -1
- package/math/ConvexHull.js +50 -53
- package/math/ConvexHull.js.map +1 -1
- package/math/ImprovedNoise.cjs +1 -1
- package/math/ImprovedNoise.cjs.map +1 -1
- package/math/ImprovedNoise.js +1 -1
- package/math/ImprovedNoise.js.map +1 -1
- package/math/MeshSurfaceSampler.cjs +2 -2
- package/math/MeshSurfaceSampler.cjs.map +1 -1
- package/math/MeshSurfaceSampler.js +2 -2
- package/math/MeshSurfaceSampler.js.map +1 -1
- package/math/OBB.cjs +14 -14
- package/math/OBB.cjs.map +1 -1
- package/math/OBB.js +15 -15
- package/math/OBB.js.map +1 -1
- package/math/Octree.cjs +7 -7
- package/math/Octree.cjs.map +1 -1
- package/math/Octree.js +8 -8
- package/math/Octree.js.map +1 -1
- package/misc/ConvexObjectBreaker.cjs +268 -271
- package/misc/ConvexObjectBreaker.cjs.map +1 -1
- package/misc/ConvexObjectBreaker.js +269 -272
- package/misc/ConvexObjectBreaker.js.map +1 -1
- package/misc/Gyroscope.cjs +6 -6
- package/misc/Gyroscope.cjs.map +1 -1
- package/misc/Gyroscope.js +7 -7
- package/misc/Gyroscope.js.map +1 -1
- package/modifiers/CurveModifier.cjs +1 -1
- package/modifiers/CurveModifier.cjs.map +1 -1
- package/modifiers/CurveModifier.js +2 -2
- package/modifiers/CurveModifier.js.map +1 -1
- package/modifiers/SimplifyModifier.cjs +2 -2
- package/modifiers/SimplifyModifier.cjs.map +1 -1
- package/modifiers/SimplifyModifier.js +2 -2
- package/modifiers/SimplifyModifier.js.map +1 -1
- package/objects/BatchedMesh.cjs +2 -2
- package/objects/BatchedMesh.cjs.map +1 -1
- package/objects/BatchedMesh.js +3 -3
- package/objects/BatchedMesh.js.map +1 -1
- package/objects/GroundProjectedEnv.cjs +1 -2
- package/objects/GroundProjectedEnv.cjs.map +1 -1
- package/objects/GroundProjectedEnv.js +2 -3
- package/objects/GroundProjectedEnv.js.map +1 -1
- package/objects/Lensflare.cjs +206 -209
- package/objects/Lensflare.cjs.map +1 -1
- package/objects/Lensflare.js +206 -209
- package/objects/Lensflare.js.map +1 -1
- package/objects/Reflector.cjs +146 -154
- package/objects/Reflector.cjs.map +1 -1
- package/objects/Reflector.js +146 -154
- package/objects/Reflector.js.map +1 -1
- package/objects/ReflectorForSSRPass.cjs +180 -183
- package/objects/ReflectorForSSRPass.cjs.map +1 -1
- package/objects/ReflectorForSSRPass.js +180 -183
- package/objects/ReflectorForSSRPass.js.map +1 -1
- package/objects/Refractor.cjs +161 -164
- package/objects/Refractor.cjs.map +1 -1
- package/objects/Refractor.js +161 -164
- package/objects/Refractor.js.map +1 -1
- package/objects/ShadowMesh.cjs +1 -1
- package/objects/ShadowMesh.cjs.map +1 -1
- package/objects/ShadowMesh.js +2 -2
- package/objects/ShadowMesh.js.map +1 -1
- package/objects/Sky.cjs +32 -35
- package/objects/Sky.cjs.map +1 -1
- package/objects/Sky.d.ts +6 -100
- package/objects/Sky.js +32 -35
- package/objects/Sky.js.map +1 -1
- package/objects/Water.cjs +1 -2
- package/objects/Water.cjs.map +1 -1
- package/objects/Water.js +2 -3
- package/objects/Water.js.map +1 -1
- package/objects/Water2.cjs +140 -143
- package/objects/Water2.cjs.map +1 -1
- package/objects/Water2.js +140 -143
- package/objects/Water2.js.map +1 -1
- package/package.json +1 -1
- package/postprocessing/SAOPass.cjs +264 -267
- package/postprocessing/SAOPass.cjs.map +1 -1
- package/postprocessing/SAOPass.js +264 -267
- package/postprocessing/SAOPass.js.map +1 -1
- package/postprocessing/SSAOPass.cjs +250 -253
- package/postprocessing/SSAOPass.cjs.map +1 -1
- package/postprocessing/SSAOPass.js +250 -253
- package/postprocessing/SSAOPass.js.map +1 -1
- package/postprocessing/SSRPass.cjs +376 -379
- package/postprocessing/SSRPass.cjs.map +1 -1
- package/postprocessing/SSRPass.js +376 -379
- package/postprocessing/SSRPass.js.map +1 -1
- package/postprocessing/UnrealBloomPass.cjs +202 -205
- package/postprocessing/UnrealBloomPass.cjs.map +1 -1
- package/postprocessing/UnrealBloomPass.js +202 -205
- package/postprocessing/UnrealBloomPass.js.map +1 -1
- package/renderers/CSS2DRenderer.cjs +5 -5
- package/renderers/CSS2DRenderer.cjs.map +1 -1
- package/renderers/CSS2DRenderer.js +5 -5
- package/renderers/CSS2DRenderer.js.map +1 -1
- package/renderers/CSS3DRenderer.cjs +5 -5
- package/renderers/CSS3DRenderer.cjs.map +1 -1
- package/renderers/CSS3DRenderer.js +6 -6
- package/renderers/CSS3DRenderer.js.map +1 -1
- package/shaders/ACESFilmicToneMappingShader.cjs +46 -71
- package/shaders/ACESFilmicToneMappingShader.cjs.map +1 -1
- package/shaders/ACESFilmicToneMappingShader.js +46 -71
- package/shaders/ACESFilmicToneMappingShader.js.map +1 -1
- package/shaders/AfterimageShader.cjs +22 -41
- package/shaders/AfterimageShader.cjs.map +1 -1
- package/shaders/AfterimageShader.js +22 -41
- package/shaders/AfterimageShader.js.map +1 -1
- package/shaders/BasicShader.cjs +6 -20
- package/shaders/BasicShader.cjs.map +1 -1
- package/shaders/BasicShader.js +6 -20
- package/shaders/BasicShader.js.map +1 -1
- package/shaders/BleachBypassShader.cjs +26 -46
- package/shaders/BleachBypassShader.cjs.map +1 -1
- package/shaders/BleachBypassShader.js +26 -46
- package/shaders/BleachBypassShader.js.map +1 -1
- package/shaders/BlendShader.cjs +19 -33
- package/shaders/BlendShader.cjs.map +1 -1
- package/shaders/BlendShader.js +19 -33
- package/shaders/BlendShader.js.map +1 -1
- package/shaders/BokehShader.cjs +90 -117
- package/shaders/BokehShader.cjs.map +1 -1
- package/shaders/BokehShader.js +90 -117
- package/shaders/BokehShader.js.map +1 -1
- package/shaders/BokehShader2.cjs +232 -333
- package/shaders/BokehShader2.cjs.map +1 -1
- package/shaders/BokehShader2.js +232 -333
- package/shaders/BokehShader2.js.map +1 -1
- package/shaders/BrightnessContrastShader.cjs +22 -38
- package/shaders/BrightnessContrastShader.cjs.map +1 -1
- package/shaders/BrightnessContrastShader.js +22 -38
- package/shaders/BrightnessContrastShader.js.map +1 -1
- package/shaders/ColorCorrectionShader.cjs +21 -35
- package/shaders/ColorCorrectionShader.cjs.map +1 -1
- package/shaders/ColorCorrectionShader.js +21 -35
- package/shaders/ColorCorrectionShader.js.map +1 -1
- package/shaders/ColorifyShader.cjs +19 -34
- package/shaders/ColorifyShader.cjs.map +1 -1
- package/shaders/ColorifyShader.js +19 -34
- package/shaders/ColorifyShader.js.map +1 -1
- package/shaders/ConvolutionShader.cjs +24 -43
- package/shaders/ConvolutionShader.cjs.map +1 -1
- package/shaders/ConvolutionShader.js +24 -43
- package/shaders/ConvolutionShader.js.map +1 -1
- package/shaders/CopyShader.cjs +16 -30
- package/shaders/CopyShader.cjs.map +1 -1
- package/shaders/CopyShader.js +16 -30
- package/shaders/CopyShader.js.map +1 -1
- package/shaders/DOFMipMapShader.cjs +21 -38
- package/shaders/DOFMipMapShader.cjs.map +1 -1
- package/shaders/DOFMipMapShader.js +21 -38
- package/shaders/DOFMipMapShader.js.map +1 -1
- package/shaders/DepthLimitedBlurShader.cjs +69 -98
- package/shaders/DepthLimitedBlurShader.cjs.map +1 -1
- package/shaders/DepthLimitedBlurShader.js +69 -98
- package/shaders/DepthLimitedBlurShader.js.map +1 -1
- package/shaders/DigitalGlitch.cjs +59 -70
- package/shaders/DigitalGlitch.cjs.map +1 -1
- package/shaders/DigitalGlitch.js +59 -70
- package/shaders/DigitalGlitch.js.map +1 -1
- package/shaders/DotScreenShader.cjs +28 -49
- package/shaders/DotScreenShader.cjs.map +1 -1
- package/shaders/DotScreenShader.js +28 -49
- package/shaders/DotScreenShader.js.map +1 -1
- package/shaders/FXAAShader.cjs +1089 -1098
- package/shaders/FXAAShader.cjs.map +1 -1
- package/shaders/FXAAShader.js +1089 -1098
- package/shaders/FXAAShader.js.map +1 -1
- package/shaders/FilmShader.cjs +29 -57
- package/shaders/FilmShader.cjs.map +1 -1
- package/shaders/FilmShader.js +29 -57
- package/shaders/FilmShader.js.map +1 -1
- package/shaders/FocusShader.cjs +43 -70
- package/shaders/FocusShader.cjs.map +1 -1
- package/shaders/FocusShader.js +43 -70
- package/shaders/FocusShader.js.map +1 -1
- package/shaders/FreiChenShader.cjs +53 -74
- package/shaders/FreiChenShader.cjs.map +1 -1
- package/shaders/FreiChenShader.js +53 -74
- package/shaders/FreiChenShader.js.map +1 -1
- package/shaders/FresnelShader.cjs +35 -55
- package/shaders/FresnelShader.cjs.map +1 -1
- package/shaders/FresnelShader.js +35 -55
- package/shaders/FresnelShader.js.map +1 -1
- package/shaders/GammaCorrectionShader.cjs +19 -33
- package/shaders/GammaCorrectionShader.cjs.map +1 -1
- package/shaders/GammaCorrectionShader.js +19 -33
- package/shaders/GammaCorrectionShader.js.map +1 -1
- package/shaders/GodRaysShader.cjs +116 -193
- package/shaders/GodRaysShader.cjs.map +1 -1
- package/shaders/GodRaysShader.js +116 -193
- package/shaders/GodRaysShader.js.map +1 -1
- package/shaders/HalftoneShader.cjs +192 -270
- package/shaders/HalftoneShader.cjs.map +1 -1
- package/shaders/HalftoneShader.js +192 -270
- package/shaders/HalftoneShader.js.map +1 -1
- package/shaders/HorizontalTiltShiftShader.cjs +27 -43
- package/shaders/HorizontalTiltShiftShader.cjs.map +1 -1
- package/shaders/HorizontalTiltShiftShader.js +27 -43
- package/shaders/HorizontalTiltShiftShader.js.map +1 -1
- package/shaders/HueSaturationShader.cjs +31 -47
- package/shaders/HueSaturationShader.cjs.map +1 -1
- package/shaders/HueSaturationShader.js +31 -47
- package/shaders/HueSaturationShader.js.map +1 -1
- package/shaders/KaleidoShader.cjs +24 -37
- package/shaders/KaleidoShader.cjs.map +1 -1
- package/shaders/KaleidoShader.js +24 -37
- package/shaders/KaleidoShader.js.map +1 -1
- package/shaders/LuminosityHighPassShader.cjs +24 -43
- package/shaders/LuminosityHighPassShader.cjs.map +1 -1
- package/shaders/LuminosityHighPassShader.js +24 -43
- package/shaders/LuminosityHighPassShader.js.map +1 -1
- package/shaders/LuminosityShader.cjs +17 -34
- package/shaders/LuminosityShader.cjs.map +1 -1
- package/shaders/LuminosityShader.js +17 -34
- package/shaders/LuminosityShader.js.map +1 -1
- package/shaders/MirrorShader.cjs +26 -39
- package/shaders/MirrorShader.cjs.map +1 -1
- package/shaders/MirrorShader.js +26 -39
- package/shaders/MirrorShader.js.map +1 -1
- package/shaders/NormalMapShader.cjs +21 -36
- package/shaders/NormalMapShader.cjs.map +1 -1
- package/shaders/NormalMapShader.js +21 -36
- package/shaders/NormalMapShader.js.map +1 -1
- package/shaders/ParallaxShader.cjs +97 -147
- package/shaders/ParallaxShader.cjs.map +1 -1
- package/shaders/ParallaxShader.js +97 -147
- package/shaders/ParallaxShader.js.map +1 -1
- package/shaders/PixelShader.cjs +18 -31
- package/shaders/PixelShader.cjs.map +1 -1
- package/shaders/PixelShader.js +18 -31
- package/shaders/PixelShader.js.map +1 -1
- package/shaders/RGBShiftShader.cjs +20 -33
- package/shaders/RGBShiftShader.cjs.map +1 -1
- package/shaders/RGBShiftShader.js +20 -33
- package/shaders/RGBShiftShader.js.map +1 -1
- package/shaders/SAOShader.cjs +117 -154
- package/shaders/SAOShader.cjs.map +1 -1
- package/shaders/SAOShader.js +117 -154
- package/shaders/SAOShader.js.map +1 -1
- package/shaders/SMAAShader.cjs +270 -358
- package/shaders/SMAAShader.cjs.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 */\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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{"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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const SimplexNoise = require("../math/SimplexNoise.cjs");
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const SSAOShader = require("../shaders/SSAOShader.cjs");
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const CopyShader = require("../shaders/CopyShader.cjs");
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console.error("THREE.SSAOPass: The pass relies on SSAOShader.");
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}
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this.ssaoMaterial = new THREE.ShaderMaterial({
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defines: Object.assign({}, SSAOShader.SSAOShader.defines),
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uniforms: THREE.UniformsUtils.clone(SSAOShader.SSAOShader.uniforms),
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vertexShader: SSAOShader.SSAOShader.vertexShader,
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fragmentShader: SSAOShader.SSAOShader.fragmentShader,
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blending: THREE.NoBlending
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});
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this.ssaoMaterial.uniforms["tDiffuse"].value = this.beautyRenderTarget.texture;
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this.ssaoMaterial.uniforms["tNormal"].value = this.normalRenderTarget.texture;
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this.ssaoMaterial.uniforms["tDepth"].value = this.normalRenderTarget.depthTexture;
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this.ssaoMaterial.uniforms["tNoise"].value = this.noiseTexture;
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this.ssaoMaterial.uniforms["kernel"].value = this.kernel;
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this.ssaoMaterial.uniforms["cameraNear"].value = this.camera.near;
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this.ssaoMaterial.uniforms["cameraFar"].value = this.camera.far;
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this.ssaoMaterial.uniforms["resolution"].value.set(this.width, this.height);
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this.ssaoMaterial.uniforms["cameraProjectionMatrix"].value.copy(this.camera.projectionMatrix);
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this.ssaoMaterial.uniforms["cameraInverseProjectionMatrix"].value.copy(this.camera.projectionMatrixInverse);
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this.normalMaterial = new THREE.MeshNormalMaterial();
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this.normalMaterial.blending = THREE.NoBlending;
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this.blurMaterial = new THREE.ShaderMaterial({
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defines: Object.assign({}, SSAOShader.SSAOBlurShader.defines),
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uniforms: THREE.UniformsUtils.clone(SSAOShader.SSAOBlurShader.uniforms),
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vertexShader: SSAOShader.SSAOBlurShader.vertexShader,
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fragmentShader: SSAOShader.SSAOBlurShader.fragmentShader
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});
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this.blurMaterial.uniforms["tDiffuse"].value = this.ssaoRenderTarget.texture;
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this.depthRenderMaterial = new THREE.ShaderMaterial({
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vertexShader: SSAOShader.SSAODepthShader.vertexShader,
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this.depthRenderMaterial.uniforms["tDepth"].value = this.normalRenderTarget.depthTexture;
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this.copyMaterial = new THREE.ShaderMaterial({
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vertexShader: CopyShader.CopyShader.vertexShader,
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fragmentShader: CopyShader.CopyShader.fragmentShader,
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transparent: true,
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depthTest: false,
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depthWrite: false,
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blendSrc: THREE.DstColorFactor,
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blendDst: THREE.ZeroFactor,
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blendEquation: THREE.AddEquation,
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blendSrcAlpha: THREE.DstAlphaFactor,
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blendDstAlpha: THREE.ZeroFactor,
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blendEquationAlpha: THREE.AddEquation
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});
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this.fsQuad = new Pass.FullScreenQuad(null);
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this.originalClearColor = new THREE.Color();
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const _SSAOPass = class extends Pass.Pass {
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+
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.");
|
100
45
|
}
|
101
|
-
|
102
|
-
|
103
|
-
|
104
|
-
|
105
|
-
|
106
|
-
|
107
|
-
|
108
|
-
|
109
|
-
|
110
|
-
|
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.");
|
111
159
|
}
|
112
|
-
|
113
|
-
|
114
|
-
|
115
|
-
|
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);
|
116
170
|
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
|
-
}
|
161
171
|
}
|
162
|
-
|
163
|
-
|
164
|
-
|
165
|
-
|
166
|
-
|
167
|
-
|
168
|
-
|
169
|
-
|
170
|
-
|
171
|
-
|
172
|
-
|
173
|
-
|
174
|
-
|
175
|
-
|
176
|
-
|
177
|
-
renderer.
|
178
|
-
|
179
|
-
|
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);
|
198
|
-
}
|
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);
|
210
|
-
}
|
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
|
-
}
|
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();
|
225
190
|
}
|
226
|
-
|
227
|
-
|
228
|
-
|
229
|
-
|
230
|
-
|
231
|
-
|
232
|
-
|
233
|
-
|
234
|
-
|
235
|
-
|
236
|
-
|
237
|
-
|
238
|
-
|
239
|
-
|
240
|
-
|
241
|
-
|
242
|
-
|
243
|
-
|
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);
|
244
223
|
}
|
245
|
-
|
246
|
-
|
247
|
-
|
248
|
-
|
249
|
-
|
250
|
-
if (object.isPoints || object.isLine)
|
251
|
-
object.visible = false;
|
252
|
-
});
|
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.");
|
253
229
|
}
|
254
|
-
|
255
|
-
|
256
|
-
|
257
|
-
|
258
|
-
|
259
|
-
|
260
|
-
|
261
|
-
|
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);
|
262
238
|
}
|
263
|
-
|
264
|
-
|
265
|
-
|
266
|
-
|
267
|
-
|
268
|
-
|
269
|
-
|
270
|
-
|
271
|
-
|
272
|
-
|
273
|
-
|
274
|
-
|
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
|
+
});
|
275
272
|
exports.SSAOPass = SSAOPass;
|
276
273
|
//# sourceMappingURL=SSAOPass.cjs.map
|