viral-viewer-2 3.7.9 → 3.8.1

This diff represents the content of publicly available package versions that have been released to one of the supported registries. The information contained in this diff is provided for informational purposes only and reflects changes between package versions as they appear in their respective public registries.
@@ -0,0 +1,11 @@
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+ import { EffectComposer } from "../../threejs-addon/post-processing/effect-composer";
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+ import { RenderPass } from "../../threejs-addon/post-processing/render-pass";
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+ import { SAOPass } from "../../threejs-addon/post-processing/sao-pass";
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+ import { ViralViewerApi } from "../../viral-viewer-api";
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+ export declare class AmbientOcclusionEffect {
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+ private viralViewerApi;
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+ composer: EffectComposer | null;
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+ renderPass: RenderPass | null;
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+ saoPass: SAOPass | null;
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+ constructor(viralViewerApi: ViralViewerApi);
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+ }
@@ -0,0 +1,24 @@
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+ "use strict";
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+ Object.defineProperty(exports, "__esModule", { value: true });
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+ exports.AmbientOcclusionEffect = void 0;
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+ const effect_composer_1 = require("../../threejs-addon/post-processing/effect-composer");
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+ const render_pass_1 = require("../../threejs-addon/post-processing/render-pass");
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+ const sao_pass_1 = require("../../threejs-addon/post-processing/sao-pass");
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+ class AmbientOcclusionEffect {
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+ constructor(viralViewerApi) {
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+ this.viralViewerApi = viralViewerApi;
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+ this.composer = null;
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+ //effect
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+ this.renderPass = null;
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+ this.saoPass = null;
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+ if (this.viralViewerApi.viralScene) {
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+ this.composer = new effect_composer_1.EffectComposer(this.viralViewerApi.viralRenderer.renderer);
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+ this.renderPass = new render_pass_1.RenderPass(this.viralViewerApi.viralScene.scene, this.viralViewerApi.viralCamera.camera);
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+ this.saoPass = new sao_pass_1.SAOPass(this.viralViewerApi.viralScene.scene, this.viralViewerApi.viralCamera.camera);
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+ this.composer.addPass(this.renderPass);
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+ this.composer.addPass(this.saoPass);
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+ }
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+ }
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+ }
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+ exports.AmbientOcclusionEffect = AmbientOcclusionEffect;
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+ //# sourceMappingURL=ambient-occlusion-effect.js.map
@@ -0,0 +1 @@
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+ {"version":3,"file":"ambient-occlusion-effect.js","sourceRoot":"","sources":["../../../src/components/post-processing/ambient-occlusion-effect.ts"],"names":[],"mappings":";;;AAAA,yFAAqF;AACrF,iFAA6E;AAC7E,2EAAuE;AAGvE,MAAa,sBAAsB;IAMjC,YAAoB,cAA8B;QAA9B,mBAAc,GAAd,cAAc,CAAgB;QALlD,aAAQ,GAA0B,IAAI,CAAC;QACvC,QAAQ;QACR,eAAU,GAAsB,IAAI,CAAC;QACrC,YAAO,GAAmB,IAAI,CAAC;QAG7B,IAAI,IAAI,CAAC,cAAc,CAAC,UAAU,EAAE;YAClC,IAAI,CAAC,QAAQ,GAAG,IAAI,gCAAc,CAChC,IAAI,CAAC,cAAc,CAAC,aAAa,CAAC,QAAQ,CAC3C,CAAC;YAEF,IAAI,CAAC,UAAU,GAAG,IAAI,wBAAU,CAC9B,IAAI,CAAC,cAAc,CAAC,UAAU,CAAC,KAAK,EACpC,IAAI,CAAC,cAAc,CAAC,WAAW,CAAC,MAAM,CACvC,CAAC;YAEF,IAAI,CAAC,OAAO,GAAG,IAAI,kBAAO,CACxB,IAAI,CAAC,cAAc,CAAC,UAAU,CAAC,KAAK,EACpC,IAAI,CAAC,cAAc,CAAC,WAAW,CAAC,MAAM,CACvC,CAAC;YAEF,IAAI,CAAC,QAAQ,CAAC,OAAO,CAAC,IAAI,CAAC,UAAU,CAAC,CAAC;YACvC,IAAI,CAAC,QAAQ,CAAC,OAAO,CAAC,IAAI,CAAC,OAAO,CAAC,CAAC;SACrC;IACH,CAAC;CACF;AA1BD,wDA0BC"}
@@ -21,13 +21,16 @@ class ViralRenderer {
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  this.viralViewerApi.targetElement.appendChild(this.renderer.domElement);
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  }
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  render() {
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- var _a;
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+ var _a, _b;
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  if (this.viralViewerApi.viralCamera &&
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  this.viralViewerApi.viralCamera.camera) {
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  //force update without wait for next frame
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  (_a = this.viralViewerApi.viralCamera.camera) === null || _a === void 0 ? void 0 : _a.updateMatrixWorld(true);
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- this.renderer.render(this.viralViewerApi.viralScene.scene, this.viralViewerApi.viralCamera.camera);
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- // this.viralViewerApi.outlineEffect.composer?.render();
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+ // this.renderer.render(
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+ // this.viralViewerApi.viralScene.scene,
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+ // this.viralViewerApi.viralCamera.camera
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+ // );
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+ (_b = this.viralViewerApi.ambientOcclusionEffect.composer) === null || _b === void 0 ? void 0 : _b.render();
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  if (this.viralViewerApi.viralTools.viralToolMeasure.isActivated) {
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  this.renderer.autoClear = false;
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  this.renderer.clearDepth();
@@ -1 +1 @@
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- {"version":3,"file":"viral-renderer.js","sourceRoot":"","sources":["../../../src/components/renderer/viral-renderer.ts"],"names":[],"mappings":";;;AAAA,iCAA+D;AAG/D,MAAa,aAAa;IAOxB,YAAmB,cAA8B;QAA9B,mBAAc,GAAd,cAAc,CAAgB;QANjD,aAAQ,GAAkB,IAAI,qBAAa,CAAC;YAC1C,KAAK,EAAE,IAAI;YACX,SAAS,EAAE,IAAI;YACf,sBAAsB,EAAE,IAAI;YAC5B,eAAe,EAAE,kBAAkB;SACpC,CAAC,CAAC;QAED,IAAI,CAAC,aAAa,EAAE,CAAC;IACvB,CAAC;IACM,aAAa;QAClB,IAAI,CAAC,QAAQ,CAAC,SAAS,CAAC,OAAO,GAAG,IAAI,CAAC;QACvC,IAAI,CAAC,QAAQ,CAAC,SAAS,CAAC,IAAI,GAAG,wBAAgB,CAAC;QAChD,IAAI,CAAC,QAAQ,CAAC,aAAa,CAAC,QAAQ,EAAE,CAAC,CAAC,CAAC;QACzC,IAAI,CAAC,QAAQ,CAAC,OAAO,CACnB,IAAI,CAAC,cAAc,CAAC,aAAa,CAAC,WAAW,EAC7C,IAAI,CAAC,cAAc,CAAC,aAAa,CAAC,YAAY,CAC/C,CAAC;QACF,IAAI,CAAC,cAAc,CAAC,aAAa,CAAC,WAAW,CAAC,IAAI,CAAC,QAAQ,CAAC,UAAU,CAAC,CAAC;IAC1E,CAAC;IACM,MAAM;;QACX,IACE,IAAI,CAAC,cAAc,CAAC,WAAW;YAC/B,IAAI,CAAC,cAAc,CAAC,WAAW,CAAC,MAAM,EACtC;YACA,0CAA0C;YAC1C,MAAA,IAAI,CAAC,cAAc,CAAC,WAAW,CAAC,MAAM,0CAAE,iBAAiB,CAAC,IAAI,CAAC,CAAC;YAChE,IAAI,CAAC,QAAQ,CAAC,MAAM,CAClB,IAAI,CAAC,cAAc,CAAC,UAAU,CAAC,KAAK,EACpC,IAAI,CAAC,cAAc,CAAC,WAAW,CAAC,MAAM,CACvC,CAAC;YACF,wDAAwD;YACxD,IAAI,IAAI,CAAC,cAAc,CAAC,UAAU,CAAC,gBAAgB,CAAC,WAAW,EAAE;gBAC/D,IAAI,CAAC,QAAQ,CAAC,SAAS,GAAG,KAAK,CAAC;gBAChC,IAAI,CAAC,QAAQ,CAAC,UAAU,EAAE,CAAC;gBAC3B,IAAI,CAAC,QAAQ,CAAC,MAAM,CAClB,IAAI,CAAC,cAAc,CAAC,UAAU,CAAC,gBAAgB,CAAC,qBAAqB,EACrE,IAAI,CAAC,cAAc,CAAC,WAAW,CAAC,MAAM,CACvC,CAAC;gBACF,IAAI,CAAC,QAAQ,CAAC,SAAS,GAAG,IAAI,CAAC;aAChC;SACF;IACH,CAAC;CACF;AA3CD,sCA2CC"}
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+ {"version":3,"file":"viral-renderer.js","sourceRoot":"","sources":["../../../src/components/renderer/viral-renderer.ts"],"names":[],"mappings":";;;AAAA,iCAA+D;AAG/D,MAAa,aAAa;IAOxB,YAAmB,cAA8B;QAA9B,mBAAc,GAAd,cAAc,CAAgB;QANjD,aAAQ,GAAkB,IAAI,qBAAa,CAAC;YAC1C,KAAK,EAAE,IAAI;YACX,SAAS,EAAE,IAAI;YACf,sBAAsB,EAAE,IAAI;YAC5B,eAAe,EAAE,kBAAkB;SACpC,CAAC,CAAC;QAED,IAAI,CAAC,aAAa,EAAE,CAAC;IACvB,CAAC;IACM,aAAa;QAClB,IAAI,CAAC,QAAQ,CAAC,SAAS,CAAC,OAAO,GAAG,IAAI,CAAC;QACvC,IAAI,CAAC,QAAQ,CAAC,SAAS,CAAC,IAAI,GAAG,wBAAgB,CAAC;QAChD,IAAI,CAAC,QAAQ,CAAC,aAAa,CAAC,QAAQ,EAAE,CAAC,CAAC,CAAC;QACzC,IAAI,CAAC,QAAQ,CAAC,OAAO,CACnB,IAAI,CAAC,cAAc,CAAC,aAAa,CAAC,WAAW,EAC7C,IAAI,CAAC,cAAc,CAAC,aAAa,CAAC,YAAY,CAC/C,CAAC;QACF,IAAI,CAAC,cAAc,CAAC,aAAa,CAAC,WAAW,CAAC,IAAI,CAAC,QAAQ,CAAC,UAAU,CAAC,CAAC;IAC1E,CAAC;IACM,MAAM;;QACX,IACE,IAAI,CAAC,cAAc,CAAC,WAAW;YAC/B,IAAI,CAAC,cAAc,CAAC,WAAW,CAAC,MAAM,EACtC;YACA,0CAA0C;YAC1C,MAAA,IAAI,CAAC,cAAc,CAAC,WAAW,CAAC,MAAM,0CAAE,iBAAiB,CAAC,IAAI,CAAC,CAAC;YAChE,wBAAwB;YACxB,0CAA0C;YAC1C,2CAA2C;YAC3C,KAAK;YACL,MAAA,IAAI,CAAC,cAAc,CAAC,sBAAsB,CAAC,QAAQ,0CAAE,MAAM,EAAE,CAAC;YAC9D,IAAI,IAAI,CAAC,cAAc,CAAC,UAAU,CAAC,gBAAgB,CAAC,WAAW,EAAE;gBAC/D,IAAI,CAAC,QAAQ,CAAC,SAAS,GAAG,KAAK,CAAC;gBAChC,IAAI,CAAC,QAAQ,CAAC,UAAU,EAAE,CAAC;gBAC3B,IAAI,CAAC,QAAQ,CAAC,MAAM,CAClB,IAAI,CAAC,cAAc,CAAC,UAAU,CAAC,gBAAgB,CAAC,qBAAqB,EACrE,IAAI,CAAC,cAAc,CAAC,WAAW,CAAC,MAAM,CACvC,CAAC;gBACF,IAAI,CAAC,QAAQ,CAAC,SAAS,GAAG,IAAI,CAAC;aAChC;SACF;IACH,CAAC;CACF;AA3CD,sCA2CC"}
@@ -0,0 +1,62 @@
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+ /**
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+ * SAO implementation inspired from bhouston previous SAO work
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+ */
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+ export class SAOPass extends Pass {
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+ constructor(scene: any, camera: any, useDepthTexture?: boolean, useNormals?: boolean, resolution?: Vector2);
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+ scene: any;
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+ camera: any;
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+ supportsDepthTextureExtension: boolean;
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+ supportsNormalTexture: boolean;
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+ originalClearColor: Color;
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+ _oldClearColor: Color;
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+ oldClearAlpha: number;
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+ params: {
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+ output: number;
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+ saoBias: number;
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+ saoIntensity: number;
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+ saoScale: number;
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+ saoKernelRadius: number;
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+ saoMinResolution: number;
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+ saoBlur: boolean;
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+ saoBlurRadius: number;
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+ saoBlurStdDev: number;
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+ saoBlurDepthCutoff: number;
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+ };
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+ resolution: Vector2;
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+ saoRenderTarget: WebGLRenderTarget;
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+ blurIntermediateRenderTarget: WebGLRenderTarget;
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+ beautyRenderTarget: WebGLRenderTarget;
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+ normalRenderTarget: WebGLRenderTarget;
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+ depthRenderTarget: WebGLRenderTarget;
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+ depthMaterial: MeshDepthMaterial;
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+ normalMaterial: MeshNormalMaterial;
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+ saoMaterial: ShaderMaterial;
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+ vBlurMaterial: ShaderMaterial;
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+ hBlurMaterial: ShaderMaterial;
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+ materialCopy: ShaderMaterial;
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+ depthCopy: ShaderMaterial;
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+ fsQuad: FullScreenQuad;
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+ render(renderer: any, writeBuffer: any, readBuffer: any): void;
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+ prevStdDev: any;
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+ prevNumSamples: number | undefined;
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+ renderPass(renderer: any, passMaterial: any, renderTarget: any, clearColor: any, clearAlpha: any): void;
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+ renderOverride(renderer: any, overrideMaterial: any, renderTarget: any, clearColor: any, clearAlpha: any): void;
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+ setSize(width: any, height: any): void;
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+ }
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+ export namespace SAOPass {
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+ namespace OUTPUT {
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+ const Beauty: number;
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+ const Default: number;
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+ const SAO: number;
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+ const Depth: number;
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+ const Normal: number;
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+ }
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+ }
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+ import { Pass } from './pass';
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+ import { Color } from 'three';
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+ import { Vector2 } from 'three';
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+ import { WebGLRenderTarget } from 'three';
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+ import { MeshDepthMaterial } from 'three';
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+ import { MeshNormalMaterial } from 'three';
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+ import { ShaderMaterial } from 'three';
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+ import { FullScreenQuad } from './pass';
@@ -0,0 +1,296 @@
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+ "use strict";
2
+ Object.defineProperty(exports, "__esModule", { value: true });
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+ exports.SAOPass = void 0;
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+ const three_1 = require("three");
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+ const pass_1 = require("./pass");
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+ const sao_shader_1 = require("../shaders/sao-shader");
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+ const depth_limited_blur_shader_1 = require("../shaders/depth-limited-blur-shader");
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+ const depth_limited_blur_shader_2 = require("../shaders/depth-limited-blur-shader");
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+ const copy_shader_1 = require("../shaders/copy-shader");
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+ const unpack_depth_rgba_shader_1 = require("../shaders/unpack-depth-rgba-shader");
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+ /**
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+ * SAO implementation inspired from bhouston previous SAO work
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+ */
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+ class SAOPass extends pass_1.Pass {
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+ constructor(scene, camera, useDepthTexture = false, useNormals = false, resolution = new three_1.Vector2(256, 256)) {
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+ super();
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+ this.scene = scene;
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+ this.camera = camera;
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+ this.clear = true;
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+ this.needsSwap = false;
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+ this.supportsDepthTextureExtension = useDepthTexture;
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+ this.supportsNormalTexture = useNormals;
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+ this.originalClearColor = new three_1.Color();
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+ this._oldClearColor = new three_1.Color();
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+ this.oldClearAlpha = 1;
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+ this.params = {
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+ output: 0,
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+ saoBias: 0.5,
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+ saoIntensity: 0.18,
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+ saoScale: 1,
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+ saoKernelRadius: 100,
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+ saoMinResolution: 0,
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+ saoBlur: true,
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+ saoBlurRadius: 8,
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+ saoBlurStdDev: 4,
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+ saoBlurDepthCutoff: 0.01
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+ };
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+ this.resolution = new three_1.Vector2(resolution.x, resolution.y);
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+ this.saoRenderTarget = new three_1.WebGLRenderTarget(this.resolution.x, this.resolution.y);
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+ this.blurIntermediateRenderTarget = this.saoRenderTarget.clone();
41
+ this.beautyRenderTarget = this.saoRenderTarget.clone();
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+ this.normalRenderTarget = new three_1.WebGLRenderTarget(this.resolution.x, this.resolution.y, {
43
+ minFilter: three_1.NearestFilter,
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+ magFilter: three_1.NearestFilter
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+ });
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+ this.depthRenderTarget = this.normalRenderTarget.clone();
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+ let depthTexture;
48
+ if (this.supportsDepthTextureExtension) {
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+ depthTexture = new three_1.DepthTexture();
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+ depthTexture.type = three_1.UnsignedShortType;
51
+ this.beautyRenderTarget.depthTexture = depthTexture;
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+ this.beautyRenderTarget.depthBuffer = true;
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+ }
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+ this.depthMaterial = new three_1.MeshDepthMaterial();
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+ this.depthMaterial.depthPacking = three_1.RGBADepthPacking;
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+ this.depthMaterial.blending = three_1.NoBlending;
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+ this.normalMaterial = new three_1.MeshNormalMaterial();
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+ this.normalMaterial.blending = three_1.NoBlending;
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+ this.saoMaterial = new three_1.ShaderMaterial({
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+ defines: Object.assign({}, sao_shader_1.SAOShader.defines),
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+ fragmentShader: sao_shader_1.SAOShader.fragmentShader,
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+ vertexShader: sao_shader_1.SAOShader.vertexShader,
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+ uniforms: three_1.UniformsUtils.clone(sao_shader_1.SAOShader.uniforms)
64
+ });
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+ this.saoMaterial.extensions.derivatives = true;
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+ this.saoMaterial.defines['DEPTH_PACKING'] = this.supportsDepthTextureExtension ? 0 : 1;
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+ this.saoMaterial.defines['NORMAL_TEXTURE'] = this.supportsNormalTexture ? 1 : 0;
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+ this.saoMaterial.defines['PERSPECTIVE_CAMERA'] = this.camera.isPerspectiveCamera ? 1 : 0;
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+ this.saoMaterial.uniforms['tDepth'].value = (this.supportsDepthTextureExtension) ? depthTexture : this.depthRenderTarget.texture;
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+ this.saoMaterial.uniforms['tNormal'].value = this.normalRenderTarget.texture;
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+ this.saoMaterial.uniforms['size'].value.set(this.resolution.x, this.resolution.y);
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+ this.saoMaterial.uniforms['cameraInverseProjectionMatrix'].value.copy(this.camera.projectionMatrixInverse);
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+ this.saoMaterial.uniforms['cameraProjectionMatrix'].value = this.camera.projectionMatrix;
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+ this.saoMaterial.blending = three_1.NoBlending;
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+ this.vBlurMaterial = new three_1.ShaderMaterial({
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+ uniforms: three_1.UniformsUtils.clone(depth_limited_blur_shader_1.DepthLimitedBlurShader.uniforms),
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+ defines: Object.assign({}, depth_limited_blur_shader_1.DepthLimitedBlurShader.defines),
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+ vertexShader: depth_limited_blur_shader_1.DepthLimitedBlurShader.vertexShader,
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+ fragmentShader: depth_limited_blur_shader_1.DepthLimitedBlurShader.fragmentShader
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+ });
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+ this.vBlurMaterial.defines['DEPTH_PACKING'] = this.supportsDepthTextureExtension ? 0 : 1;
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+ this.vBlurMaterial.defines['PERSPECTIVE_CAMERA'] = this.camera.isPerspectiveCamera ? 1 : 0;
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+ this.vBlurMaterial.uniforms['tDiffuse'].value = this.saoRenderTarget.texture;
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+ this.vBlurMaterial.uniforms['tDepth'].value = (this.supportsDepthTextureExtension) ? depthTexture : this.depthRenderTarget.texture;
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+ this.vBlurMaterial.uniforms['size'].value.set(this.resolution.x, this.resolution.y);
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+ this.vBlurMaterial.blending = three_1.NoBlending;
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+ this.hBlurMaterial = new three_1.ShaderMaterial({
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+ uniforms: three_1.UniformsUtils.clone(depth_limited_blur_shader_1.DepthLimitedBlurShader.uniforms),
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+ defines: Object.assign({}, depth_limited_blur_shader_1.DepthLimitedBlurShader.defines),
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+ vertexShader: depth_limited_blur_shader_1.DepthLimitedBlurShader.vertexShader,
91
+ fragmentShader: depth_limited_blur_shader_1.DepthLimitedBlurShader.fragmentShader
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+ });
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+ this.hBlurMaterial.defines['DEPTH_PACKING'] = this.supportsDepthTextureExtension ? 0 : 1;
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+ this.hBlurMaterial.defines['PERSPECTIVE_CAMERA'] = this.camera.isPerspectiveCamera ? 1 : 0;
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+ this.hBlurMaterial.uniforms['tDiffuse'].value = this.blurIntermediateRenderTarget.texture;
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+ this.hBlurMaterial.uniforms['tDepth'].value = (this.supportsDepthTextureExtension) ? depthTexture : this.depthRenderTarget.texture;
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+ this.hBlurMaterial.uniforms['size'].value.set(this.resolution.x, this.resolution.y);
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+ this.hBlurMaterial.blending = three_1.NoBlending;
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+ this.materialCopy = new three_1.ShaderMaterial({
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+ uniforms: three_1.UniformsUtils.clone(copy_shader_1.CopyShader.uniforms),
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+ vertexShader: copy_shader_1.CopyShader.vertexShader,
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+ fragmentShader: copy_shader_1.CopyShader.fragmentShader,
103
+ blending: three_1.NoBlending
104
+ });
105
+ this.materialCopy.transparent = true;
106
+ this.materialCopy.depthTest = false;
107
+ this.materialCopy.depthWrite = false;
108
+ this.materialCopy.blending = three_1.CustomBlending;
109
+ this.materialCopy.blendSrc = three_1.DstColorFactor;
110
+ this.materialCopy.blendDst = three_1.ZeroFactor;
111
+ this.materialCopy.blendEquation = three_1.AddEquation;
112
+ this.materialCopy.blendSrcAlpha = three_1.DstAlphaFactor;
113
+ this.materialCopy.blendDstAlpha = three_1.ZeroFactor;
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+ this.materialCopy.blendEquationAlpha = three_1.AddEquation;
115
+ this.depthCopy = new three_1.ShaderMaterial({
116
+ uniforms: three_1.UniformsUtils.clone(unpack_depth_rgba_shader_1.UnpackDepthRGBAShader.uniforms),
117
+ vertexShader: unpack_depth_rgba_shader_1.UnpackDepthRGBAShader.vertexShader,
118
+ fragmentShader: unpack_depth_rgba_shader_1.UnpackDepthRGBAShader.fragmentShader,
119
+ blending: three_1.NoBlending
120
+ });
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+ this.fsQuad = new pass_1.FullScreenQuad(null);
122
+ }
123
+ render(renderer, writeBuffer, readBuffer /*, deltaTime, maskActive*/) {
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+ // Rendering readBuffer first when rendering to screen
125
+ if (this.renderToScreen) {
126
+ this.materialCopy.blending = three_1.NoBlending;
127
+ this.materialCopy.uniforms['tDiffuse'].value = readBuffer.texture;
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+ this.materialCopy.needsUpdate = true;
129
+ this.renderPass(renderer, this.materialCopy, null);
130
+ }
131
+ if (this.params.output === 1) {
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+ return;
133
+ }
134
+ renderer.getClearColor(this._oldClearColor);
135
+ this.oldClearAlpha = renderer.getClearAlpha();
136
+ const oldAutoClear = renderer.autoClear;
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+ renderer.autoClear = false;
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+ renderer.setRenderTarget(this.depthRenderTarget);
139
+ renderer.clear();
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+ this.saoMaterial.uniforms['bias'].value = this.params.saoBias;
141
+ this.saoMaterial.uniforms['intensity'].value = this.params.saoIntensity;
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+ this.saoMaterial.uniforms['scale'].value = this.params.saoScale;
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+ this.saoMaterial.uniforms['kernelRadius'].value = this.params.saoKernelRadius;
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+ this.saoMaterial.uniforms['minResolution'].value = this.params.saoMinResolution;
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+ this.saoMaterial.uniforms['cameraNear'].value = this.camera.near;
146
+ this.saoMaterial.uniforms['cameraFar'].value = this.camera.far;
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+ // this.saoMaterial.uniforms['randomSeed'].value = Math.random();
148
+ const depthCutoff = this.params.saoBlurDepthCutoff * (this.camera.far - this.camera.near);
149
+ this.vBlurMaterial.uniforms['depthCutoff'].value = depthCutoff;
150
+ this.hBlurMaterial.uniforms['depthCutoff'].value = depthCutoff;
151
+ this.vBlurMaterial.uniforms['cameraNear'].value = this.camera.near;
152
+ this.vBlurMaterial.uniforms['cameraFar'].value = this.camera.far;
153
+ this.hBlurMaterial.uniforms['cameraNear'].value = this.camera.near;
154
+ this.hBlurMaterial.uniforms['cameraFar'].value = this.camera.far;
155
+ this.params.saoBlurRadius = Math.floor(this.params.saoBlurRadius);
156
+ if ((this.prevStdDev !== this.params.saoBlurStdDev) || (this.prevNumSamples !== this.params.saoBlurRadius)) {
157
+ depth_limited_blur_shader_2.BlurShaderUtils.configure(this.vBlurMaterial, this.params.saoBlurRadius, this.params.saoBlurStdDev, new three_1.Vector2(0, 1));
158
+ depth_limited_blur_shader_2.BlurShaderUtils.configure(this.hBlurMaterial, this.params.saoBlurRadius, this.params.saoBlurStdDev, new three_1.Vector2(1, 0));
159
+ this.prevStdDev = this.params.saoBlurStdDev;
160
+ this.prevNumSamples = this.params.saoBlurRadius;
161
+ }
162
+ // Rendering scene to depth texture
163
+ renderer.setClearColor(0x000000);
164
+ renderer.setRenderTarget(this.beautyRenderTarget);
165
+ renderer.clear();
166
+ renderer.render(this.scene, this.camera);
167
+ // Re-render scene if depth texture extension is not supported
168
+ if (!this.supportsDepthTextureExtension) {
169
+ // Clear rule : far clipping plane in both RGBA and Basic encoding
170
+ this.renderOverride(renderer, this.depthMaterial, this.depthRenderTarget, 0x000000, 1.0);
171
+ }
172
+ if (this.supportsNormalTexture) {
173
+ // Clear rule : default normal is facing the camera
174
+ this.renderOverride(renderer, this.normalMaterial, this.normalRenderTarget, 0x7777ff, 1.0);
175
+ }
176
+ // Rendering SAO texture
177
+ this.renderPass(renderer, this.saoMaterial, this.saoRenderTarget, 0xffffff, 1.0);
178
+ // Blurring SAO texture
179
+ if (this.params.saoBlur) {
180
+ this.renderPass(renderer, this.vBlurMaterial, this.blurIntermediateRenderTarget, 0xffffff, 1.0);
181
+ this.renderPass(renderer, this.hBlurMaterial, this.saoRenderTarget, 0xffffff, 1.0);
182
+ }
183
+ let outputMaterial = this.materialCopy;
184
+ // Setting up SAO rendering
185
+ if (this.params.output === 3) {
186
+ if (this.supportsDepthTextureExtension) {
187
+ this.materialCopy.uniforms['tDiffuse'].value = this.beautyRenderTarget.depthTexture;
188
+ this.materialCopy.needsUpdate = true;
189
+ }
190
+ else {
191
+ this.depthCopy.uniforms['tDiffuse'].value = this.depthRenderTarget.texture;
192
+ this.depthCopy.needsUpdate = true;
193
+ outputMaterial = this.depthCopy;
194
+ }
195
+ }
196
+ else if (this.params.output === 4) {
197
+ this.materialCopy.uniforms['tDiffuse'].value = this.normalRenderTarget.texture;
198
+ this.materialCopy.needsUpdate = true;
199
+ }
200
+ else {
201
+ this.materialCopy.uniforms['tDiffuse'].value = this.saoRenderTarget.texture;
202
+ this.materialCopy.needsUpdate = true;
203
+ }
204
+ // Blending depends on output, only want a CustomBlending when showing SAO
205
+ if (this.params.output === 0) {
206
+ outputMaterial.blending = three_1.CustomBlending;
207
+ }
208
+ else {
209
+ outputMaterial.blending = three_1.NoBlending;
210
+ }
211
+ // Rendering SAOPass result on top of previous pass
212
+ this.renderPass(renderer, outputMaterial, this.renderToScreen ? null : readBuffer);
213
+ renderer.setClearColor(this._oldClearColor, this.oldClearAlpha);
214
+ renderer.autoClear = oldAutoClear;
215
+ }
216
+ renderPass(renderer, passMaterial, renderTarget, clearColor, clearAlpha) {
217
+ // save original state
218
+ renderer.getClearColor(this.originalClearColor);
219
+ const originalClearAlpha = renderer.getClearAlpha();
220
+ const originalAutoClear = renderer.autoClear;
221
+ renderer.setRenderTarget(renderTarget);
222
+ // setup pass state
223
+ renderer.autoClear = false;
224
+ if ((clearColor !== undefined) && (clearColor !== null)) {
225
+ renderer.setClearColor(clearColor);
226
+ renderer.setClearAlpha(clearAlpha || 0.0);
227
+ renderer.clear();
228
+ }
229
+ this.fsQuad.material = passMaterial;
230
+ this.fsQuad.render(renderer);
231
+ // restore original state
232
+ renderer.autoClear = originalAutoClear;
233
+ renderer.setClearColor(this.originalClearColor);
234
+ renderer.setClearAlpha(originalClearAlpha);
235
+ }
236
+ renderOverride(renderer, overrideMaterial, renderTarget, clearColor, clearAlpha) {
237
+ renderer.getClearColor(this.originalClearColor);
238
+ const originalClearAlpha = renderer.getClearAlpha();
239
+ const originalAutoClear = renderer.autoClear;
240
+ renderer.setRenderTarget(renderTarget);
241
+ renderer.autoClear = false;
242
+ clearColor = overrideMaterial.clearColor || clearColor;
243
+ clearAlpha = overrideMaterial.clearAlpha || clearAlpha;
244
+ if ((clearColor !== undefined) && (clearColor !== null)) {
245
+ renderer.setClearColor(clearColor);
246
+ renderer.setClearAlpha(clearAlpha || 0.0);
247
+ renderer.clear();
248
+ }
249
+ this.scene.overrideMaterial = overrideMaterial;
250
+ renderer.render(this.scene, this.camera);
251
+ this.scene.overrideMaterial = null;
252
+ // restore original state
253
+ renderer.autoClear = originalAutoClear;
254
+ renderer.setClearColor(this.originalClearColor);
255
+ renderer.setClearAlpha(originalClearAlpha);
256
+ }
257
+ setSize(width, height) {
258
+ this.beautyRenderTarget.setSize(width, height);
259
+ this.saoRenderTarget.setSize(width, height);
260
+ this.blurIntermediateRenderTarget.setSize(width, height);
261
+ this.normalRenderTarget.setSize(width, height);
262
+ this.depthRenderTarget.setSize(width, height);
263
+ this.saoMaterial.uniforms['size'].value.set(width, height);
264
+ this.saoMaterial.uniforms['cameraInverseProjectionMatrix'].value.copy(this.camera.projectionMatrixInverse);
265
+ this.saoMaterial.uniforms['cameraProjectionMatrix'].value = this.camera.projectionMatrix;
266
+ this.saoMaterial.needsUpdate = true;
267
+ this.vBlurMaterial.uniforms['size'].value.set(width, height);
268
+ this.vBlurMaterial.needsUpdate = true;
269
+ this.hBlurMaterial.uniforms['size'].value.set(width, height);
270
+ this.hBlurMaterial.needsUpdate = true;
271
+ }
272
+ dispose() {
273
+ this.saoRenderTarget.dispose();
274
+ this.blurIntermediateRenderTarget.dispose();
275
+ this.beautyRenderTarget.dispose();
276
+ this.normalRenderTarget.dispose();
277
+ this.depthRenderTarget.dispose();
278
+ this.depthMaterial.dispose();
279
+ this.normalMaterial.dispose();
280
+ this.saoMaterial.dispose();
281
+ this.vBlurMaterial.dispose();
282
+ this.hBlurMaterial.dispose();
283
+ this.materialCopy.dispose();
284
+ this.depthCopy.dispose();
285
+ this.fsQuad.dispose();
286
+ }
287
+ }
288
+ exports.SAOPass = SAOPass;
289
+ SAOPass.OUTPUT = {
290
+ 'Beauty': 1,
291
+ 'Default': 0,
292
+ 'SAO': 2,
293
+ 'Depth': 3,
294
+ 'Normal': 4
295
+ };
296
+ //# sourceMappingURL=sao-pass.js.map
@@ -0,0 +1 @@
1
+ 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@@ -0,0 +1,48 @@
1
+ export namespace DepthLimitedBlurShader {
2
+ namespace defines {
3
+ const KERNEL_RADIUS: number;
4
+ const DEPTH_PACKING: number;
5
+ const PERSPECTIVE_CAMERA: number;
6
+ }
7
+ namespace uniforms {
8
+ namespace tDiffuse {
9
+ const value: null;
10
+ }
11
+ namespace size {
12
+ const value_1: Vector2;
13
+ export { value_1 as value };
14
+ }
15
+ namespace sampleUvOffsets {
16
+ const value_2: Vector2[];
17
+ export { value_2 as value };
18
+ }
19
+ namespace sampleWeights {
20
+ const value_3: number[];
21
+ export { value_3 as value };
22
+ }
23
+ namespace tDepth {
24
+ const value_4: null;
25
+ export { value_4 as value };
26
+ }
27
+ namespace cameraNear {
28
+ const value_5: number;
29
+ export { value_5 as value };
30
+ }
31
+ namespace cameraFar {
32
+ const value_6: number;
33
+ export { value_6 as value };
34
+ }
35
+ namespace depthCutoff {
36
+ const value_7: number;
37
+ export { value_7 as value };
38
+ }
39
+ }
40
+ const vertexShader: string;
41
+ const fragmentShader: string;
42
+ }
43
+ export namespace BlurShaderUtils {
44
+ function createSampleWeights(kernelRadius: any, stdDev: any): number[];
45
+ function createSampleOffsets(kernelRadius: any, uvIncrement: any): any[];
46
+ function configure(material: any, kernelRadius: any, stdDev: any, uvIncrement: any): void;
47
+ }
48
+ import { Vector2 } from 'three';
@@ -0,0 +1,142 @@
1
+ "use strict";
2
+ Object.defineProperty(exports, "__esModule", { value: true });
3
+ exports.BlurShaderUtils = exports.DepthLimitedBlurShader = void 0;
4
+ const three_1 = require("three");
5
+ /**
6
+ * TODO
7
+ */
8
+ const DepthLimitedBlurShader = {
9
+ defines: {
10
+ 'KERNEL_RADIUS': 4,
11
+ 'DEPTH_PACKING': 1,
12
+ 'PERSPECTIVE_CAMERA': 1
13
+ },
14
+ uniforms: {
15
+ 'tDiffuse': { value: null },
16
+ 'size': { value: new three_1.Vector2(512, 512) },
17
+ 'sampleUvOffsets': { value: [new three_1.Vector2(0, 0)] },
18
+ 'sampleWeights': { value: [1.0] },
19
+ 'tDepth': { value: null },
20
+ 'cameraNear': { value: 10 },
21
+ 'cameraFar': { value: 1000 },
22
+ 'depthCutoff': { value: 10 },
23
+ },
24
+ vertexShader: /* glsl */ `
25
+
26
+ #include <common>
27
+
28
+ uniform vec2 size;
29
+
30
+ varying vec2 vUv;
31
+ varying vec2 vInvSize;
32
+
33
+ void main() {
34
+ vUv = uv;
35
+ vInvSize = 1.0 / size;
36
+
37
+ gl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );
38
+ }`,
39
+ fragmentShader: /* glsl */ `
40
+
41
+ #include <common>
42
+ #include <packing>
43
+
44
+ uniform sampler2D tDiffuse;
45
+ uniform sampler2D tDepth;
46
+
47
+ uniform float cameraNear;
48
+ uniform float cameraFar;
49
+ uniform float depthCutoff;
50
+
51
+ uniform vec2 sampleUvOffsets[ KERNEL_RADIUS + 1 ];
52
+ uniform float sampleWeights[ KERNEL_RADIUS + 1 ];
53
+
54
+ varying vec2 vUv;
55
+ varying vec2 vInvSize;
56
+
57
+ float getDepth( const in vec2 screenPosition ) {
58
+ #if DEPTH_PACKING == 1
59
+ return unpackRGBAToDepth( texture2D( tDepth, screenPosition ) );
60
+ #else
61
+ return texture2D( tDepth, screenPosition ).x;
62
+ #endif
63
+ }
64
+
65
+ float getViewZ( const in float depth ) {
66
+ #if PERSPECTIVE_CAMERA == 1
67
+ return perspectiveDepthToViewZ( depth, cameraNear, cameraFar );
68
+ #else
69
+ return orthographicDepthToViewZ( depth, cameraNear, cameraFar );
70
+ #endif
71
+ }
72
+
73
+ void main() {
74
+ float depth = getDepth( vUv );
75
+ if( depth >= ( 1.0 - EPSILON ) ) {
76
+ discard;
77
+ }
78
+
79
+ float centerViewZ = -getViewZ( depth );
80
+ bool rBreak = false, lBreak = false;
81
+
82
+ float weightSum = sampleWeights[0];
83
+ vec4 diffuseSum = texture2D( tDiffuse, vUv ) * weightSum;
84
+
85
+ for( int i = 1; i <= KERNEL_RADIUS; i ++ ) {
86
+
87
+ float sampleWeight = sampleWeights[i];
88
+ vec2 sampleUvOffset = sampleUvOffsets[i] * vInvSize;
89
+
90
+ vec2 sampleUv = vUv + sampleUvOffset;
91
+ float viewZ = -getViewZ( getDepth( sampleUv ) );
92
+
93
+ if( abs( viewZ - centerViewZ ) > depthCutoff ) rBreak = true;
94
+
95
+ if( ! rBreak ) {
96
+ diffuseSum += texture2D( tDiffuse, sampleUv ) * sampleWeight;
97
+ weightSum += sampleWeight;
98
+ }
99
+
100
+ sampleUv = vUv - sampleUvOffset;
101
+ viewZ = -getViewZ( getDepth( sampleUv ) );
102
+
103
+ if( abs( viewZ - centerViewZ ) > depthCutoff ) lBreak = true;
104
+
105
+ if( ! lBreak ) {
106
+ diffuseSum += texture2D( tDiffuse, sampleUv ) * sampleWeight;
107
+ weightSum += sampleWeight;
108
+ }
109
+
110
+ }
111
+
112
+ gl_FragColor = diffuseSum / weightSum;
113
+ }`
114
+ };
115
+ exports.DepthLimitedBlurShader = DepthLimitedBlurShader;
116
+ const BlurShaderUtils = {
117
+ createSampleWeights: function (kernelRadius, stdDev) {
118
+ const weights = [];
119
+ for (let i = 0; i <= kernelRadius; i++) {
120
+ weights.push(gaussian(i, stdDev));
121
+ }
122
+ return weights;
123
+ },
124
+ createSampleOffsets: function (kernelRadius, uvIncrement) {
125
+ const offsets = [];
126
+ for (let i = 0; i <= kernelRadius; i++) {
127
+ offsets.push(uvIncrement.clone().multiplyScalar(i));
128
+ }
129
+ return offsets;
130
+ },
131
+ configure: function (material, kernelRadius, stdDev, uvIncrement) {
132
+ material.defines['KERNEL_RADIUS'] = kernelRadius;
133
+ material.uniforms['sampleUvOffsets'].value = BlurShaderUtils.createSampleOffsets(kernelRadius, uvIncrement);
134
+ material.uniforms['sampleWeights'].value = BlurShaderUtils.createSampleWeights(kernelRadius, stdDev);
135
+ material.needsUpdate = true;
136
+ }
137
+ };
138
+ exports.BlurShaderUtils = BlurShaderUtils;
139
+ function gaussian(x, stdDev) {
140
+ return Math.exp(-(x * x) / (2.0 * (stdDev * stdDev))) / (Math.sqrt(2.0 * Math.PI) * stdDev);
141
+ }
142
+ //# sourceMappingURL=depth-limited-blur-shader.js.map
@@ -0,0 +1 @@
1
+ {"version":3,"file":"depth-limited-blur-shader.js","sourceRoot":"","sources":["../../../src/threejs-addon/shaders/depth-limited-blur-shader.js"],"names":[],"mappings":";;;AAAA,iCAEe;AAEf;;GAEG;AAEH,MAAM,sBAAsB,GAAG;IAC3B,OAAO,EAAE;QACL,eAAe,EAAE,CAAC;QAClB,eAAe,EAAE,CAAC;QAClB,oBAAoB,EAAE,CAAC;KAC1B;IACD,QAAQ,EAAE;QACN,UAAU,EAAE,EAAE,KAAK,EAAE,IAAI,EAAE;QAC3B,MAAM,EAAE,EAAE,KAAK,EAAE,IAAI,eAAO,CAAC,GAAG,EAAE,GAAG,CAAC,EAAE;QACxC,iBAAiB,EAAE,EAAE,KAAK,EAAE,CAAC,IAAI,eAAO,CAAC,CAAC,EAAE,CAAC,CAAC,CAAC,EAAE;QACjD,eAAe,EAAE,EAAE,KAAK,EAAE,CAAC,GAAG,CAAC,EAAE;QACjC,QAAQ,EAAE,EAAE,KAAK,EAAE,IAAI,EAAE;QACzB,YAAY,EAAE,EAAE,KAAK,EAAE,EAAE,EAAE;QAC3B,WAAW,EAAE,EAAE,KAAK,EAAE,IAAI,EAAE;QAC5B,aAAa,EAAE,EAAE,KAAK,EAAE,EAAE,EAAE;KAC/B;IACD,YAAY,EAAE,UAAU,CAAC;;;;;;;;;;;;;;IAczB;IAEA,cAAc,EAAE,UAAU,CAAC;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;IA0E3B;CAEH,CAAC;AAiDO,wDAAsB;AA/C/B,MAAM,eAAe,GAAG;IAEpB,mBAAmB,EAAE,UAAS,YAAY,EAAE,MAAM;QAE9C,MAAM,OAAO,GAAG,EAAE,CAAC;QAEnB,KAAK,IAAI,CAAC,GAAG,CAAC,EAAE,CAAC,IAAI,YAAY,EAAE,CAAC,EAAE,EAAE;YAEpC,OAAO,CAAC,IAAI,CAAC,QAAQ,CAAC,CAAC,EAAE,MAAM,CAAC,CAAC,CAAC;SAErC;QAED,OAAO,OAAO,CAAC;IAEnB,CAAC;IAED,mBAAmB,EAAE,UAAS,YAAY,EAAE,WAAW;QAEnD,MAAM,OAAO,GAAG,EAAE,CAAC;QAEnB,KAAK,IAAI,CAAC,GAAG,CAAC,EAAE,CAAC,IAAI,YAAY,EAAE,CAAC,EAAE,EAAE;YAEpC,OAAO,CAAC,IAAI,CAAC,WAAW,CAAC,KAAK,EAAE,CAAC,cAAc,CAAC,CAAC,CAAC,CAAC,CAAC;SAEvD;QAED,OAAO,OAAO,CAAC;IAEnB,CAAC;IAED,SAAS,EAAE,UAAS,QAAQ,EAAE,YAAY,EAAE,MAAM,EAAE,WAAW;QAE3D,QAAQ,CAAC,OAAO,CAAC,eAAe,CAAC,GAAG,YAAY,CAAC;QACjD,QAAQ,CAAC,QAAQ,CAAC,iBAAiB,CAAC,CAAC,KAAK,GAAG,eAAe,CAAC,mBAAmB,CAAC,YAAY,EAAE,WAAW,CAAC,CAAC;QAC5G,QAAQ,CAAC,QAAQ,CAAC,eAAe,CAAC,CAAC,KAAK,GAAG,eAAe,CAAC,mBAAmB,CAAC,YAAY,EAAE,MAAM,CAAC,CAAC;QACrG,QAAQ,CAAC,WAAW,GAAG,IAAI,CAAC;IAEhC,CAAC;CAEJ,CAAC;AAQ+B,0CAAe;AANhD,SAAS,QAAQ,CAAC,CAAC,EAAE,MAAM;IAEvB,OAAO,IAAI,CAAC,GAAG,CAAC,CAAC,CAAC,CAAC,GAAG,CAAC,CAAC,GAAG,CAAC,GAAG,GAAG,CAAC,MAAM,GAAG,MAAM,CAAC,CAAC,CAAC,GAAG,CAAC,IAAI,CAAC,IAAI,CAAC,GAAG,GAAG,IAAI,CAAC,EAAE,CAAC,GAAG,MAAM,CAAC,CAAC;AAEhG,CAAC"}
@@ -0,0 +1,71 @@
1
+ export namespace SAOShader {
2
+ namespace defines {
3
+ const NUM_SAMPLES: number;
4
+ const NUM_RINGS: number;
5
+ const NORMAL_TEXTURE: number;
6
+ const DIFFUSE_TEXTURE: number;
7
+ const DEPTH_PACKING: number;
8
+ const PERSPECTIVE_CAMERA: number;
9
+ }
10
+ namespace uniforms {
11
+ namespace tDepth {
12
+ const value: null;
13
+ }
14
+ namespace tDiffuse {
15
+ const value_1: null;
16
+ export { value_1 as value };
17
+ }
18
+ namespace tNormal {
19
+ const value_2: null;
20
+ export { value_2 as value };
21
+ }
22
+ namespace size {
23
+ const value_3: Vector2;
24
+ export { value_3 as value };
25
+ }
26
+ namespace cameraNear {
27
+ const value_4: number;
28
+ export { value_4 as value };
29
+ }
30
+ namespace cameraFar {
31
+ const value_5: number;
32
+ export { value_5 as value };
33
+ }
34
+ namespace cameraProjectionMatrix {
35
+ const value_6: Matrix4;
36
+ export { value_6 as value };
37
+ }
38
+ namespace cameraInverseProjectionMatrix {
39
+ const value_7: Matrix4;
40
+ export { value_7 as value };
41
+ }
42
+ namespace scale {
43
+ const value_8: number;
44
+ export { value_8 as value };
45
+ }
46
+ namespace intensity {
47
+ const value_9: number;
48
+ export { value_9 as value };
49
+ }
50
+ namespace bias {
51
+ const value_10: number;
52
+ export { value_10 as value };
53
+ }
54
+ namespace minResolution {
55
+ const value_11: number;
56
+ export { value_11 as value };
57
+ }
58
+ namespace kernelRadius {
59
+ const value_12: number;
60
+ export { value_12 as value };
61
+ }
62
+ namespace randomSeed {
63
+ const value_13: number;
64
+ export { value_13 as value };
65
+ }
66
+ }
67
+ const vertexShader: string;
68
+ const fragmentShader: string;
69
+ }
70
+ import { Vector2 } from 'three';
71
+ import { Matrix4 } from 'three';
@@ -0,0 +1,180 @@
1
+ "use strict";
2
+ Object.defineProperty(exports, "__esModule", { value: true });
3
+ exports.SAOShader = void 0;
4
+ const three_1 = require("three");
5
+ /**
6
+ * TODO
7
+ */
8
+ const SAOShader = {
9
+ defines: {
10
+ 'NUM_SAMPLES': 7,
11
+ 'NUM_RINGS': 4,
12
+ 'NORMAL_TEXTURE': 0,
13
+ 'DIFFUSE_TEXTURE': 0,
14
+ 'DEPTH_PACKING': 1,
15
+ 'PERSPECTIVE_CAMERA': 1
16
+ },
17
+ uniforms: {
18
+ 'tDepth': { value: null },
19
+ 'tDiffuse': { value: null },
20
+ 'tNormal': { value: null },
21
+ 'size': { value: new three_1.Vector2(512, 512) },
22
+ 'cameraNear': { value: 1 },
23
+ 'cameraFar': { value: 100 },
24
+ 'cameraProjectionMatrix': { value: new three_1.Matrix4() },
25
+ 'cameraInverseProjectionMatrix': { value: new three_1.Matrix4() },
26
+ 'scale': { value: 1.0 },
27
+ 'intensity': { value: 0.1 },
28
+ 'bias': { value: 0.5 },
29
+ 'minResolution': { value: 0.0 },
30
+ 'kernelRadius': { value: 100.0 },
31
+ 'randomSeed': { value: 0.0 }
32
+ },
33
+ vertexShader: /* glsl */ `
34
+
35
+ varying vec2 vUv;
36
+
37
+ void main() {
38
+ vUv = uv;
39
+ gl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );
40
+ }`,
41
+ fragmentShader: /* glsl */ `
42
+
43
+ #include <common>
44
+
45
+ varying vec2 vUv;
46
+
47
+ #if DIFFUSE_TEXTURE == 1
48
+ uniform sampler2D tDiffuse;
49
+ #endif
50
+
51
+ uniform sampler2D tDepth;
52
+
53
+ #if NORMAL_TEXTURE == 1
54
+ uniform sampler2D tNormal;
55
+ #endif
56
+
57
+ uniform float cameraNear;
58
+ uniform float cameraFar;
59
+ uniform mat4 cameraProjectionMatrix;
60
+ uniform mat4 cameraInverseProjectionMatrix;
61
+
62
+ uniform float scale;
63
+ uniform float intensity;
64
+ uniform float bias;
65
+ uniform float kernelRadius;
66
+ uniform float minResolution;
67
+ uniform vec2 size;
68
+ uniform float randomSeed;
69
+
70
+ // RGBA depth
71
+
72
+ #include <packing>
73
+
74
+ vec4 getDefaultColor( const in vec2 screenPosition ) {
75
+ #if DIFFUSE_TEXTURE == 1
76
+ return texture2D( tDiffuse, vUv );
77
+ #else
78
+ return vec4( 1.0 );
79
+ #endif
80
+ }
81
+
82
+ float getDepth( const in vec2 screenPosition ) {
83
+ #if DEPTH_PACKING == 1
84
+ return unpackRGBAToDepth( texture2D( tDepth, screenPosition ) );
85
+ #else
86
+ return texture2D( tDepth, screenPosition ).x;
87
+ #endif
88
+ }
89
+
90
+ float getViewZ( const in float depth ) {
91
+ #if PERSPECTIVE_CAMERA == 1
92
+ return perspectiveDepthToViewZ( depth, cameraNear, cameraFar );
93
+ #else
94
+ return orthographicDepthToViewZ( depth, cameraNear, cameraFar );
95
+ #endif
96
+ }
97
+
98
+ vec3 getViewPosition( const in vec2 screenPosition, const in float depth, const in float viewZ ) {
99
+ float clipW = cameraProjectionMatrix[2][3] * viewZ + cameraProjectionMatrix[3][3];
100
+ vec4 clipPosition = vec4( ( vec3( screenPosition, depth ) - 0.5 ) * 2.0, 1.0 );
101
+ clipPosition *= clipW; // unprojection.
102
+
103
+ return ( cameraInverseProjectionMatrix * clipPosition ).xyz;
104
+ }
105
+
106
+ vec3 getViewNormal( const in vec3 viewPosition, const in vec2 screenPosition ) {
107
+ #if NORMAL_TEXTURE == 1
108
+ return unpackRGBToNormal( texture2D( tNormal, screenPosition ).xyz );
109
+ #else
110
+ return normalize( cross( dFdx( viewPosition ), dFdy( viewPosition ) ) );
111
+ #endif
112
+ }
113
+
114
+ float scaleDividedByCameraFar;
115
+ float minResolutionMultipliedByCameraFar;
116
+
117
+ float getOcclusion( const in vec3 centerViewPosition, const in vec3 centerViewNormal, const in vec3 sampleViewPosition ) {
118
+ vec3 viewDelta = sampleViewPosition - centerViewPosition;
119
+ float viewDistance = length( viewDelta );
120
+ float scaledScreenDistance = scaleDividedByCameraFar * viewDistance;
121
+
122
+ return max(0.0, (dot(centerViewNormal, viewDelta) - minResolutionMultipliedByCameraFar) / scaledScreenDistance - bias) / (1.0 + pow2( scaledScreenDistance ) );
123
+ }
124
+
125
+ // moving costly divides into consts
126
+ const float ANGLE_STEP = PI2 * float( NUM_RINGS ) / float( NUM_SAMPLES );
127
+ const float INV_NUM_SAMPLES = 1.0 / float( NUM_SAMPLES );
128
+
129
+ float getAmbientOcclusion( const in vec3 centerViewPosition ) {
130
+ // precompute some variables require in getOcclusion.
131
+ scaleDividedByCameraFar = scale / cameraFar;
132
+ minResolutionMultipliedByCameraFar = minResolution * cameraFar;
133
+ vec3 centerViewNormal = getViewNormal( centerViewPosition, vUv );
134
+
135
+ // jsfiddle that shows sample pattern: https://jsfiddle.net/a16ff1p7/
136
+ float angle = rand( vUv + randomSeed ) * PI2;
137
+ vec2 radius = vec2( kernelRadius * INV_NUM_SAMPLES ) / size;
138
+ vec2 radiusStep = radius;
139
+
140
+ float occlusionSum = 0.0;
141
+ float weightSum = 0.0;
142
+
143
+ for( int i = 0; i < NUM_SAMPLES; i ++ ) {
144
+ vec2 sampleUv = vUv + vec2( cos( angle ), sin( angle ) ) * radius;
145
+ radius += radiusStep;
146
+ angle += ANGLE_STEP;
147
+
148
+ float sampleDepth = getDepth( sampleUv );
149
+ if( sampleDepth >= ( 1.0 - EPSILON ) ) {
150
+ continue;
151
+ }
152
+
153
+ float sampleViewZ = getViewZ( sampleDepth );
154
+ vec3 sampleViewPosition = getViewPosition( sampleUv, sampleDepth, sampleViewZ );
155
+ occlusionSum += getOcclusion( centerViewPosition, centerViewNormal, sampleViewPosition );
156
+ weightSum += 1.0;
157
+ }
158
+
159
+ if( weightSum == 0.0 ) discard;
160
+
161
+ return occlusionSum * ( intensity / weightSum );
162
+ }
163
+
164
+ void main() {
165
+ float centerDepth = getDepth( vUv );
166
+ if( centerDepth >= ( 1.0 - EPSILON ) ) {
167
+ discard;
168
+ }
169
+
170
+ float centerViewZ = getViewZ( centerDepth );
171
+ vec3 viewPosition = getViewPosition( vUv, centerDepth, centerViewZ );
172
+
173
+ float ambientOcclusion = getAmbientOcclusion( viewPosition );
174
+
175
+ gl_FragColor = getDefaultColor( vUv );
176
+ gl_FragColor.xyz *= 1.0 - ambientOcclusion;
177
+ }`
178
+ };
179
+ exports.SAOShader = SAOShader;
180
+ //# sourceMappingURL=sao-shader.js.map
@@ -0,0 +1 @@
1
+ {"version":3,"file":"sao-shader.js","sourceRoot":"","sources":["../../../src/threejs-addon/shaders/sao-shader.js"],"names":[],"mappings":";;;AAAA,iCAGe;AAEf;;GAEG;AAEH,MAAM,SAAS,GAAG;IACd,OAAO,EAAE;QACL,aAAa,EAAE,CAAC;QAChB,WAAW,EAAE,CAAC;QACd,gBAAgB,EAAE,CAAC;QACnB,iBAAiB,EAAE,CAAC;QACpB,eAAe,EAAE,CAAC;QAClB,oBAAoB,EAAE,CAAC;KAC1B;IACD,QAAQ,EAAE;QAEN,QAAQ,EAAE,EAAE,KAAK,EAAE,IAAI,EAAE;QACzB,UAAU,EAAE,EAAE,KAAK,EAAE,IAAI,EAAE;QAC3B,SAAS,EAAE,EAAE,KAAK,EAAE,IAAI,EAAE;QAC1B,MAAM,EAAE,EAAE,KAAK,EAAE,IAAI,eAAO,CAAC,GAAG,EAAE,GAAG,CAAC,EAAE;QAExC,YAAY,EAAE,EAAE,KAAK,EAAE,CAAC,EAAE;QAC1B,WAAW,EAAE,EAAE,KAAK,EAAE,GAAG,EAAE;QAC3B,wBAAwB,EAAE,EAAE,KAAK,EAAE,IAAI,eAAO,EAAE,EAAE;QAClD,+BAA+B,EAAE,EAAE,KAAK,EAAE,IAAI,eAAO,EAAE,EAAE;QAEzD,OAAO,EAAE,EAAE,KAAK,EAAE,GAAG,EAAE;QACvB,WAAW,EAAE,EAAE,KAAK,EAAE,GAAG,EAAE;QAC3B,MAAM,EAAE,EAAE,KAAK,EAAE,GAAG,EAAE;QAEtB,eAAe,EAAE,EAAE,KAAK,EAAE,GAAG,EAAE;QAC/B,cAAc,EAAE,EAAE,KAAK,EAAE,KAAK,EAAE;QAChC,YAAY,EAAE,EAAE,KAAK,EAAE,GAAG,EAAE;KAC/B;IACD,YAAY,EAAE,UAAU,CAAC;;;;;;;IAOzB;IAEA,cAAc,EAAE,UAAU,CAAC;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;IAwI3B;CAEH,CAAC;AAEO,8BAAS"}
@@ -0,0 +1,13 @@
1
+ export namespace UnpackDepthRGBAShader {
2
+ namespace uniforms {
3
+ namespace tDiffuse {
4
+ const value: null;
5
+ }
6
+ namespace opacity {
7
+ const value_1: number;
8
+ export { value_1 as value };
9
+ }
10
+ }
11
+ const vertexShader: string;
12
+ const fragmentShader: string;
13
+ }
@@ -0,0 +1,41 @@
1
+ "use strict";
2
+ /**
3
+ * Unpack RGBA depth shader
4
+ * - show RGBA encoded depth as monochrome color
5
+ */
6
+ Object.defineProperty(exports, "__esModule", { value: true });
7
+ exports.UnpackDepthRGBAShader = void 0;
8
+ const UnpackDepthRGBAShader = {
9
+ uniforms: {
10
+ 'tDiffuse': { value: null },
11
+ 'opacity': { value: 1.0 }
12
+ },
13
+ vertexShader: /* glsl */ `
14
+
15
+ varying vec2 vUv;
16
+
17
+ void main() {
18
+
19
+ vUv = uv;
20
+ gl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );
21
+
22
+ }`,
23
+ fragmentShader: /* glsl */ `
24
+
25
+ uniform float opacity;
26
+
27
+ uniform sampler2D tDiffuse;
28
+
29
+ varying vec2 vUv;
30
+
31
+ #include <packing>
32
+
33
+ void main() {
34
+
35
+ float depth = 1.0 - unpackRGBAToDepth( texture2D( tDiffuse, vUv ) );
36
+ gl_FragColor = vec4( vec3( depth ), opacity );
37
+
38
+ }`
39
+ };
40
+ exports.UnpackDepthRGBAShader = UnpackDepthRGBAShader;
41
+ //# sourceMappingURL=unpack-depth-rgba-shader.js.map
@@ -0,0 +1 @@
1
+ {"version":3,"file":"unpack-depth-rgba-shader.js","sourceRoot":"","sources":["../../../src/threejs-addon/shaders/unpack-depth-rgba-shader.js"],"names":[],"mappings":";AAAA;;;GAGG;;;AAEH,MAAM,qBAAqB,GAAG;IAE1B,QAAQ,EAAE;QAEN,UAAU,EAAE,EAAE,KAAK,EAAE,IAAI,EAAE;QAC3B,SAAS,EAAE,EAAE,KAAK,EAAE,GAAG,EAAE;KAE5B;IAED,YAAY,EAAE,UAAU,CAAC;;;;;;;;;IASzB;IAEA,cAAc,EAAE,UAAU,CAAC;;;;;;;;;;;;;;;IAe3B;CAEH,CAAC;AAEO,sDAAqB"}
@@ -16,6 +16,7 @@ import { ViralCentralizedEventHandler } from "./components/centralized-event-han
16
16
  import { ViralLoader } from "./components/loader/viral.loader";
17
17
  import { ViralStats } from "./components/stats/viral-stats";
18
18
  import { ViralBVH } from "./components/bvh/viral-bvh";
19
+ import { AmbientOcclusionEffect } from "./components/post-processing/ambient-occlusion-effect";
19
20
  export declare class ViralViewerApi {
20
21
  options: ViewerOptions;
21
22
  targetElement: HTMLElement;
@@ -33,6 +34,7 @@ export declare class ViralViewerApi {
33
34
  viralLoader: ViralLoader;
34
35
  viralCompressProcessor: ViralCompressProcessor;
35
36
  viralBVH: ViralBVH;
37
+ ambientOcclusionEffect: AmbientOcclusionEffect;
36
38
  worker3: ViralViewerWorker3;
37
39
  localStorageService: LocalStorageService;
38
40
  viralStats: ViralStats | null;
@@ -18,6 +18,7 @@ const viral_centralized_event_handler_1 = require("./components/centralized-even
18
18
  const viral_loader_1 = require("./components/loader/viral.loader");
19
19
  const viral_stats_1 = require("./components/stats/viral-stats");
20
20
  const viral_bvh_1 = require("./components/bvh/viral-bvh");
21
+ const ambient_occlusion_effect_1 = require("./components/post-processing/ambient-occlusion-effect");
21
22
  class ViralViewerApi {
22
23
  constructor(options = {
23
24
  isDev: false,
@@ -43,6 +44,7 @@ class ViralViewerApi {
43
44
  this.viralCentralizedEventHandler = new viral_centralized_event_handler_1.ViralCentralizedEventHandler(this);
44
45
  this.viralLoader = new viral_loader_1.ViralLoader(this);
45
46
  this.viralBVH = new viral_bvh_1.ViralBVH();
47
+ this.ambientOcclusionEffect = new ambient_occlusion_effect_1.AmbientOcclusionEffect(this);
46
48
  this.worker3 = new viral_viewer_3_worker_1.ViralViewerWorker3(this);
47
49
  if (this.options.isDev) {
48
50
  this.viralStats = new viral_stats_1.ViralStats(this);
@@ -1 +1 @@
1
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1
+ {"version":3,"file":"viral-viewer-api.js","sourceRoot":"","sources":["../src/viral-viewer-api.ts"],"names":[],"mappings":";;;AACA,6FAAwF;AACxF,mEAA+D;AAC/D,gEAA4D;AAC5D,gEAA4D;AAC5D,yEAAqE;AACrE,8FAAyF;AACzF,4EAAwE;AACxE,gEAA4D;AAC5D,sEAAkE;AAClE,4EAAuE;AACvE,yEAAqE;AACrE,qFAA+E;AAC/E,qFAAgF;AAChF,4HAAsH;AACtH,mEAA+D;AAC/D,gEAA4D;AAC5D,0DAAsD;AACtD,oGAA+F;AAE/F,MAAa,cAAc;IAqBzB,YACE,UAAyB;QACvB,KAAK,EAAE,KAAK;QACZ,SAAS,EAAE,KAAK;QAChB,cAAc,EAAE,CAAC;QACjB,SAAS,EAAE,IAAI,WAAW,EAAE;KAC7B;QAZH,2BAAsB,GAA2B,IAAI,iDAAsB,EAAE,CAAC;QAI9E,wBAAmB,GAAwB,IAAI,2CAAmB,EAAE,CAAC;QACrE,eAAU,GAAsB,IAAI,CAAC;QASnC,IAAI,CAAC,OAAO,GAAG,OAAO,CAAC;QACvB,IAAI,CAAC,aAAa,GAAG,OAAO,CAAC,SAAS,CAAC;QACvC,IAAI,CAAC,mBAAmB,GAAG,IAAI,2CAAmB,CAAC,IAAI,CAAC,CAAC;QACzD,IAAI,CAAC,UAAU,GAAG,IAAI,wBAAU,CAAC,IAAI,CAAC,CAAC;QACvC,IAAI,CAAC,YAAY,GAAG,IAAI,4BAAY,CAAC,IAAI,CAAC,CAAC;QAC3C,IAAI,CAAC,gBAAgB,GAAG,IAAI,qCAAgB,CAAC,IAAI,CAAC,CAAC;QACnD,IAAI,CAAC,UAAU,GAAG,IAAI,wBAAU,CAAC,IAAI,CAAC,CAAC;QACvC,IAAI,CAAC,aAAa,GAAG,IAAI,8BAAa,CAAC,IAAI,CAAC,CAAC;QAC7C,IAAI,CAAC,WAAW,GAAG,IAAI,0BAAW,CAAC,IAAI,CAAC,CAAC;QACzC,IAAI,CAAC,UAAU,GAAG,IAAI,wBAAU,CAAC,IAAI,CAAC,CAAC;QACvC,IAAI,CAAC,aAAa,GAAG,IAAI,8BAAa,CAAC,IAAI,CAAC,CAAC;QAC7C,IAAI,CAAC,cAAc,GAAG,IAAI,gCAAc,CAAC,IAAI,CAAC,CAAC;QAC/C,IAAI,CAAC,4BAA4B,GAAG,IAAI,8DAA4B,CAAC,IAAI,CAAC,CAAC;QAC3E,IAAI,CAAC,WAAW,GAAG,IAAI,0BAAW,CAAC,IAAI,CAAC,CAAC;QACzC,IAAI,CAAC,QAAQ,GAAG,IAAI,oBAAQ,EAAE,CAAC;QAC/B,IAAI,CAAC,sBAAsB,GAAG,IAAI,iDAAsB,CAAC,IAAI,CAAC,CAAA;QAC9D,IAAI,CAAC,OAAO,GAAG,IAAI,0CAAkB,CAAC,IAAI,CAAC,CAAC;QAC5C,IAAI,IAAI,CAAC,OAAO,CAAC,KAAK,EAAE;YACtB,IAAI,CAAC,UAAU,GAAG,IAAI,wBAAU,CAAC,IAAI,CAAC,CAAC;SACxC;QACD,IAAI,CAAC,OAAO,CAAC,KAAK;YAChB,CAAC,CAAC,IAAI,CAAC,cAAc,CAAC,YAAY,EAAE;YACpC,CAAC,CAAC,IAAI,CAAC,cAAc,CAAC,SAAS,EAAE,CAAC;IACtC,CAAC;CACF;AArDD,wCAqDC"}
package/package.json CHANGED
@@ -1,6 +1,6 @@
1
1
  {
2
2
  "name": "viral-viewer-2",
3
- "version": "3.7.9",
3
+ "version": "3.8.1",
4
4
  "description": "",
5
5
  "main": "dist/index.js",
6
6
  "types": "dist/index.d.ts",