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145 lines
4.0 KiB
145 lines
4.0 KiB
6 months ago
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import { MeshPhysicalMaterial } from 'three';
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/**
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* The aim of this mesh material is to use information from a post processing pass in the diffuse color pass.
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* This material is based on the MeshPhysicalMaterial.
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*
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* In the current state, only the information of a screen space AO pass can be used in the material.
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* Actually, the output of any screen space AO (SSAO, GTAO) can be used,
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* as it is only necessary to provide the AO in one color channel of a texture,
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* however the AO pass must be rendered prior to the color pass,
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* which makes the post-processing pass somewhat of a pre-processing pass.
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* Fot this purpose a new map (`aoPassMap`) is added to the material.
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* The value of the map is used the same way as the `aoMap` value.
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*
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* Motivation to use the outputs AO pass directly in the material:
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* The incident light of a fragment is composed of ambient light, direct light and indirect light
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* Ambient Occlusion only occludes ambient light and environment light, but not direct light.
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* Direct light is only occluded by geometry that casts shadows.
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* And of course the emitted light should not be darkened by ambient occlusion either.
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* This cannot be achieved if the AO post processing pass is simply blended with the diffuse render pass.
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*
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* Further extension work might be to use the output of an SSR pass or an HBIL pass from a previous frame.
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* This would then create the possibility of SSR and IR depending on material properties such as `roughness`, `metalness` and `reflectivity`.
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**/
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class MeshPostProcessingMaterial extends MeshPhysicalMaterial {
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constructor( parameters ) {
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const aoPassMap = parameters.aoPassMap;
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const aoPassMapScale = parameters.aoPassMapScale || 1.0;
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delete parameters.aoPassMap;
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delete parameters.aoPassMapScale;
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super( parameters );
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this.onBeforeCompile = this._onBeforeCompile;
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this.customProgramCacheKey = this._customProgramCacheKey;
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this._aoPassMap = aoPassMap;
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this.aoPassMapScale = aoPassMapScale;
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this._shader = null;
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}
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get aoPassMap() {
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return this._aoPassMap;
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}
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set aoPassMap( aoPassMap ) {
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this._aoPassMap = aoPassMap;
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this.needsUpdate = true;
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this._setUniforms();
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}
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_customProgramCacheKey() {
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return this._aoPassMap !== undefined && this._aoPassMap !== null ? 'aoPassMap' : '';
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}
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_onBeforeCompile( shader ) {
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this._shader = shader;
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if ( this._aoPassMap !== undefined && this._aoPassMap !== null ) {
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shader.fragmentShader = shader.fragmentShader.replace(
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'#include <aomap_pars_fragment>',
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aomap_pars_fragment_replacement
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);
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shader.fragmentShader = shader.fragmentShader.replace(
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'#include <aomap_fragment>',
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aomap_fragment_replacement
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);
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}
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this._setUniforms();
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}
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_setUniforms() {
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if ( this._shader ) {
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this._shader.uniforms.tAoPassMap = { value: this._aoPassMap };
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this._shader.uniforms.aoPassMapScale = { value: this.aoPassMapScale };
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}
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}
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}
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const aomap_pars_fragment_replacement = /* glsl */`
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#ifdef USE_AOMAP
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uniform sampler2D aoMap;
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uniform float aoMapIntensity;
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#endif
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uniform sampler2D tAoPassMap;
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uniform float aoPassMapScale;
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`;
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const aomap_fragment_replacement = /* glsl */`
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#ifndef AOPASSMAP_SWIZZLE
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#define AOPASSMAP_SWIZZLE r
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#endif
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float ambientOcclusion = texelFetch( tAoPassMap, ivec2( gl_FragCoord.xy * aoPassMapScale ), 0 ).AOPASSMAP_SWIZZLE;
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#ifdef USE_AOMAP
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// reads channel R, compatible with a combined OcclusionRoughnessMetallic (RGB) texture
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ambientOcclusion = min( ambientOcclusion, texture2D( aoMap, vAoMapUv ).r );
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ambientOcclusion *= ( ambientOcclusion - 1.0 ) * aoMapIntensity + 1.0;
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#endif
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reflectedLight.indirectDiffuse *= ambientOcclusion;
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#if defined( USE_CLEARCOAT )
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clearcoatSpecularIndirect *= ambientOcclusion;
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#endif
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#if defined( USE_SHEEN )
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sheenSpecularIndirect *= ambientOcclusion;
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#endif
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#if defined( USE_ENVMAP ) && defined( STANDARD )
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float dotNV = saturate( dot( geometryNormal, geometryViewDir ) );
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reflectedLight.indirectSpecular *= computeSpecularOcclusion( dotNV, ambientOcclusion, material.roughness );
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#endif
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`;
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export { MeshPostProcessingMaterial };
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