three#CustomBlending JavaScript Examples

The following examples show how to use three#CustomBlending. You can vote up the ones you like or vote down the ones you don't like, and go to the original project or source file by following the links above each example. You may check out the related API usage on the sidebar.
Example #1
Source File: SAOPass.js    From Computer-Graphics with MIT License 4 votes vote down vote up
render( renderer, writeBuffer, readBuffer/*, deltaTime, maskActive*/ ) {

		// Rendering readBuffer first when rendering to screen
		if ( this.renderToScreen ) {

			this.materialCopy.blending = NoBlending;
			this.materialCopy.uniforms[ 'tDiffuse' ].value = readBuffer.texture;
			this.materialCopy.needsUpdate = true;
			this.renderPass( renderer, this.materialCopy, null );

		}

		if ( this.params.output === 1 ) {

			return;

		}

		renderer.getClearColor( this._oldClearColor );
		this.oldClearAlpha = renderer.getClearAlpha();
		const oldAutoClear = renderer.autoClear;
		renderer.autoClear = false;

		renderer.setRenderTarget( this.depthRenderTarget );
		renderer.clear();

		this.saoMaterial.uniforms[ 'bias' ].value = this.params.saoBias;
		this.saoMaterial.uniforms[ 'intensity' ].value = this.params.saoIntensity;
		this.saoMaterial.uniforms[ 'scale' ].value = this.params.saoScale;
		this.saoMaterial.uniforms[ 'kernelRadius' ].value = this.params.saoKernelRadius;
		this.saoMaterial.uniforms[ 'minResolution' ].value = this.params.saoMinResolution;
		this.saoMaterial.uniforms[ 'cameraNear' ].value = this.camera.near;
		this.saoMaterial.uniforms[ 'cameraFar' ].value = this.camera.far;
		// this.saoMaterial.uniforms['randomSeed'].value = Math.random();

		const depthCutoff = this.params.saoBlurDepthCutoff * ( this.camera.far - this.camera.near );
		this.vBlurMaterial.uniforms[ 'depthCutoff' ].value = depthCutoff;
		this.hBlurMaterial.uniforms[ 'depthCutoff' ].value = depthCutoff;

		this.vBlurMaterial.uniforms[ 'cameraNear' ].value = this.camera.near;
		this.vBlurMaterial.uniforms[ 'cameraFar' ].value = this.camera.far;
		this.hBlurMaterial.uniforms[ 'cameraNear' ].value = this.camera.near;
		this.hBlurMaterial.uniforms[ 'cameraFar' ].value = this.camera.far;

		this.params.saoBlurRadius = Math.floor( this.params.saoBlurRadius );
		if ( ( this.prevStdDev !== this.params.saoBlurStdDev ) || ( this.prevNumSamples !== this.params.saoBlurRadius ) ) {

			BlurShaderUtils.configure( this.vBlurMaterial, this.params.saoBlurRadius, this.params.saoBlurStdDev, new Vector2( 0, 1 ) );
			BlurShaderUtils.configure( this.hBlurMaterial, this.params.saoBlurRadius, this.params.saoBlurStdDev, new Vector2( 1, 0 ) );
			this.prevStdDev = this.params.saoBlurStdDev;
			this.prevNumSamples = this.params.saoBlurRadius;

		}

		// Rendering scene to depth texture
		renderer.setClearColor( 0x000000 );
		renderer.setRenderTarget( this.beautyRenderTarget );
		renderer.clear();
		renderer.render( this.scene, this.camera );

		// Re-render scene if depth texture extension is not supported
		if ( ! this.supportsDepthTextureExtension ) {

			// Clear rule : far clipping plane in both RGBA and Basic encoding
			this.renderOverride( renderer, this.depthMaterial, this.depthRenderTarget, 0x000000, 1.0 );

		}

		if ( this.supportsNormalTexture ) {

			// Clear rule : default normal is facing the camera
			this.renderOverride( renderer, this.normalMaterial, this.normalRenderTarget, 0x7777ff, 1.0 );

		}

		// Rendering SAO texture
		this.renderPass( renderer, this.saoMaterial, this.saoRenderTarget, 0xffffff, 1.0 );

		// Blurring SAO texture
		if ( this.params.saoBlur ) {

			this.renderPass( renderer, this.vBlurMaterial, this.blurIntermediateRenderTarget, 0xffffff, 1.0 );
			this.renderPass( renderer, this.hBlurMaterial, this.saoRenderTarget, 0xffffff, 1.0 );

		}

		let outputMaterial = this.materialCopy;
		// Setting up SAO rendering
		if ( this.params.output === 3 ) {

			if ( this.supportsDepthTextureExtension ) {

				this.materialCopy.uniforms[ 'tDiffuse' ].value = this.beautyRenderTarget.depthTexture;
				this.materialCopy.needsUpdate = true;

			} else {

				this.depthCopy.uniforms[ 'tDiffuse' ].value = this.depthRenderTarget.texture;
				this.depthCopy.needsUpdate = true;
				outputMaterial = this.depthCopy;

			}

		} else if ( this.params.output === 4 ) {

			this.materialCopy.uniforms[ 'tDiffuse' ].value = this.normalRenderTarget.texture;
			this.materialCopy.needsUpdate = true;

		} else {

			this.materialCopy.uniforms[ 'tDiffuse' ].value = this.saoRenderTarget.texture;
			this.materialCopy.needsUpdate = true;

		}

		// Blending depends on output, only want a CustomBlending when showing SAO
		if ( this.params.output === 0 ) {

			outputMaterial.blending = CustomBlending;

		} else {

			outputMaterial.blending = NoBlending;

		}

		// Rendering SAOPass result on top of previous pass
		this.renderPass( renderer, outputMaterial, this.renderToScreen ? null : readBuffer );

		renderer.setClearColor( this._oldClearColor, this.oldClearAlpha );
		renderer.autoClear = oldAutoClear;

	}
Example #2
Source File: SAOPass.js    From Computer-Graphics with MIT License 4 votes vote down vote up
constructor( scene, camera, useDepthTexture = false, useNormals = false, resolution = new Vector2( 256, 256 ) ) {

		super();

		this.scene = scene;
		this.camera = camera;

		this.clear = true;
		this.needsSwap = false;

		this.supportsDepthTextureExtension = useDepthTexture;
		this.supportsNormalTexture = useNormals;

		this.originalClearColor = new Color();
		this._oldClearColor = new Color();
		this.oldClearAlpha = 1;

		this.params = {
			output: 0,
			saoBias: 0.5,
			saoIntensity: 0.18,
			saoScale: 1,
			saoKernelRadius: 100,
			saoMinResolution: 0,
			saoBlur: true,
			saoBlurRadius: 8,
			saoBlurStdDev: 4,
			saoBlurDepthCutoff: 0.01
		};

		this.resolution = new Vector2( resolution.x, resolution.y );

		this.saoRenderTarget = new WebGLRenderTarget( this.resolution.x, this.resolution.y, {
			minFilter: LinearFilter,
			magFilter: LinearFilter,
			format: RGBAFormat
		} );
		this.blurIntermediateRenderTarget = this.saoRenderTarget.clone();
		this.beautyRenderTarget = this.saoRenderTarget.clone();

		this.normalRenderTarget = new WebGLRenderTarget( this.resolution.x, this.resolution.y, {
			minFilter: NearestFilter,
			magFilter: NearestFilter,
			format: RGBAFormat
		} );
		this.depthRenderTarget = this.normalRenderTarget.clone();

		let depthTexture;

		if ( this.supportsDepthTextureExtension ) {

			depthTexture = new DepthTexture();
			depthTexture.type = UnsignedShortType;

			this.beautyRenderTarget.depthTexture = depthTexture;
			this.beautyRenderTarget.depthBuffer = true;

		}

		this.depthMaterial = new MeshDepthMaterial();
		this.depthMaterial.depthPacking = RGBADepthPacking;
		this.depthMaterial.blending = NoBlending;

		this.normalMaterial = new MeshNormalMaterial();
		this.normalMaterial.blending = NoBlending;

		if ( SAOShader === undefined ) {

			console.error( 'THREE.SAOPass relies on SAOShader' );

		}

		this.saoMaterial = new ShaderMaterial( {
			defines: Object.assign( {}, SAOShader.defines ),
			fragmentShader: SAOShader.fragmentShader,
			vertexShader: SAOShader.vertexShader,
			uniforms: UniformsUtils.clone( SAOShader.uniforms )
		} );
		this.saoMaterial.extensions.derivatives = true;
		this.saoMaterial.defines[ 'DEPTH_PACKING' ] = this.supportsDepthTextureExtension ? 0 : 1;
		this.saoMaterial.defines[ 'NORMAL_TEXTURE' ] = this.supportsNormalTexture ? 1 : 0;
		this.saoMaterial.defines[ 'PERSPECTIVE_CAMERA' ] = this.camera.isPerspectiveCamera ? 1 : 0;
		this.saoMaterial.uniforms[ 'tDepth' ].value = ( this.supportsDepthTextureExtension ) ? depthTexture : this.depthRenderTarget.texture;
		this.saoMaterial.uniforms[ 'tNormal' ].value = this.normalRenderTarget.texture;
		this.saoMaterial.uniforms[ 'size' ].value.set( this.resolution.x, this.resolution.y );
		this.saoMaterial.uniforms[ 'cameraInverseProjectionMatrix' ].value.copy( this.camera.projectionMatrixInverse );
		this.saoMaterial.uniforms[ 'cameraProjectionMatrix' ].value = this.camera.projectionMatrix;
		this.saoMaterial.blending = NoBlending;

		if ( DepthLimitedBlurShader === undefined ) {

			console.error( 'THREE.SAOPass relies on DepthLimitedBlurShader' );

		}

		this.vBlurMaterial = new ShaderMaterial( {
			uniforms: UniformsUtils.clone( DepthLimitedBlurShader.uniforms ),
			defines: Object.assign( {}, DepthLimitedBlurShader.defines ),
			vertexShader: DepthLimitedBlurShader.vertexShader,
			fragmentShader: DepthLimitedBlurShader.fragmentShader
		} );
		this.vBlurMaterial.defines[ 'DEPTH_PACKING' ] = this.supportsDepthTextureExtension ? 0 : 1;
		this.vBlurMaterial.defines[ 'PERSPECTIVE_CAMERA' ] = this.camera.isPerspectiveCamera ? 1 : 0;
		this.vBlurMaterial.uniforms[ 'tDiffuse' ].value = this.saoRenderTarget.texture;
		this.vBlurMaterial.uniforms[ 'tDepth' ].value = ( this.supportsDepthTextureExtension ) ? depthTexture : this.depthRenderTarget.texture;
		this.vBlurMaterial.uniforms[ 'size' ].value.set( this.resolution.x, this.resolution.y );
		this.vBlurMaterial.blending = NoBlending;

		this.hBlurMaterial = new ShaderMaterial( {
			uniforms: UniformsUtils.clone( DepthLimitedBlurShader.uniforms ),
			defines: Object.assign( {}, DepthLimitedBlurShader.defines ),
			vertexShader: DepthLimitedBlurShader.vertexShader,
			fragmentShader: DepthLimitedBlurShader.fragmentShader
		} );
		this.hBlurMaterial.defines[ 'DEPTH_PACKING' ] = this.supportsDepthTextureExtension ? 0 : 1;
		this.hBlurMaterial.defines[ 'PERSPECTIVE_CAMERA' ] = this.camera.isPerspectiveCamera ? 1 : 0;
		this.hBlurMaterial.uniforms[ 'tDiffuse' ].value = this.blurIntermediateRenderTarget.texture;
		this.hBlurMaterial.uniforms[ 'tDepth' ].value = ( this.supportsDepthTextureExtension ) ? depthTexture : this.depthRenderTarget.texture;
		this.hBlurMaterial.uniforms[ 'size' ].value.set( this.resolution.x, this.resolution.y );
		this.hBlurMaterial.blending = NoBlending;

		if ( CopyShader === undefined ) {

			console.error( 'THREE.SAOPass relies on CopyShader' );

		}

		this.materialCopy = new ShaderMaterial( {
			uniforms: UniformsUtils.clone( CopyShader.uniforms ),
			vertexShader: CopyShader.vertexShader,
			fragmentShader: CopyShader.fragmentShader,
			blending: NoBlending
		} );
		this.materialCopy.transparent = true;
		this.materialCopy.depthTest = false;
		this.materialCopy.depthWrite = false;
		this.materialCopy.blending = CustomBlending;
		this.materialCopy.blendSrc = DstColorFactor;
		this.materialCopy.blendDst = ZeroFactor;
		this.materialCopy.blendEquation = AddEquation;
		this.materialCopy.blendSrcAlpha = DstAlphaFactor;
		this.materialCopy.blendDstAlpha = ZeroFactor;
		this.materialCopy.blendEquationAlpha = AddEquation;

		if ( UnpackDepthRGBAShader === undefined ) {

			console.error( 'THREE.SAOPass relies on UnpackDepthRGBAShader' );

		}

		this.depthCopy = new ShaderMaterial( {
			uniforms: UniformsUtils.clone( UnpackDepthRGBAShader.uniforms ),
			vertexShader: UnpackDepthRGBAShader.vertexShader,
			fragmentShader: UnpackDepthRGBAShader.fragmentShader,
			blending: NoBlending
		} );

		this.fsQuad = new FullScreenQuad( null );

	}
Example #3
Source File: SSAOPass.js    From Computer-Graphics with MIT License 4 votes vote down vote up
render( renderer, writeBuffer /*, readBuffer, deltaTime, maskActive */ ) {

		if ( renderer.capabilities.isWebGL2 === false ) this.noiseTexture.format = LuminanceFormat;

		// render beauty

		renderer.setRenderTarget( this.beautyRenderTarget );
		renderer.clear();
		renderer.render( this.scene, this.camera );

		// render normals and depth (honor only meshes, points and lines do not contribute to SSAO)

		this.overrideVisibility();
		this.renderOverride( renderer, this.normalMaterial, this.normalRenderTarget, 0x7777ff, 1.0 );
		this.restoreVisibility();

		// render SSAO

		this.ssaoMaterial.uniforms[ 'kernelRadius' ].value = this.kernelRadius;
		this.ssaoMaterial.uniforms[ 'minDistance' ].value = this.minDistance;
		this.ssaoMaterial.uniforms[ 'maxDistance' ].value = this.maxDistance;
		this.renderPass( renderer, this.ssaoMaterial, this.ssaoRenderTarget );

		// render blur

		this.renderPass( renderer, this.blurMaterial, this.blurRenderTarget );

		// output result to screen

		switch ( this.output ) {

			case SSAOPass.OUTPUT.SSAO:

				this.copyMaterial.uniforms[ 'tDiffuse' ].value = this.ssaoRenderTarget.texture;
				this.copyMaterial.blending = NoBlending;
				this.renderPass( renderer, this.copyMaterial, this.renderToScreen ? null : writeBuffer );

				break;

			case SSAOPass.OUTPUT.Blur:

				this.copyMaterial.uniforms[ 'tDiffuse' ].value = this.blurRenderTarget.texture;
				this.copyMaterial.blending = NoBlending;
				this.renderPass( renderer, this.copyMaterial, this.renderToScreen ? null : writeBuffer );

				break;

			case SSAOPass.OUTPUT.Beauty:

				this.copyMaterial.uniforms[ 'tDiffuse' ].value = this.beautyRenderTarget.texture;
				this.copyMaterial.blending = NoBlending;
				this.renderPass( renderer, this.copyMaterial, this.renderToScreen ? null : writeBuffer );

				break;

			case SSAOPass.OUTPUT.Depth:

				this.renderPass( renderer, this.depthRenderMaterial, this.renderToScreen ? null : writeBuffer );

				break;

			case SSAOPass.OUTPUT.Normal:

				this.copyMaterial.uniforms[ 'tDiffuse' ].value = this.normalRenderTarget.texture;
				this.copyMaterial.blending = NoBlending;
				this.renderPass( renderer, this.copyMaterial, this.renderToScreen ? null : writeBuffer );

				break;

			case SSAOPass.OUTPUT.Default:

				this.copyMaterial.uniforms[ 'tDiffuse' ].value = this.beautyRenderTarget.texture;
				this.copyMaterial.blending = NoBlending;
				this.renderPass( renderer, this.copyMaterial, this.renderToScreen ? null : writeBuffer );

				this.copyMaterial.uniforms[ 'tDiffuse' ].value = this.blurRenderTarget.texture;
				this.copyMaterial.blending = CustomBlending;
				this.renderPass( renderer, this.copyMaterial, this.renderToScreen ? null : writeBuffer );

				break;

			default:
				console.warn( 'THREE.SSAOPass: Unknown output type.' );

		}

	}