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621 lines (606 loc) · 24.1 KB
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import * as THREE from 'https://cdn.skypack.dev/three@0.142.0';
import { EffectComposer } from 'https://unpkg.com/three@0.142.0/examples/jsm/postprocessing/EffectComposer.js';
import { RenderPass } from 'https://unpkg.com/three@0.142.0/examples/jsm/postprocessing/RenderPass.js';
import { ShaderPass } from 'https://unpkg.com/three@0.142.0/examples/jsm/postprocessing/ShaderPass.js';
import { SMAAPass } from 'https://unpkg.com/three@0.142.0/examples/jsm/postprocessing/SMAAPass.js';
import { GammaCorrectionShader } from 'https://unpkg.com/three@0.142.0/examples/jsm/shaders/GammaCorrectionShader.js';
import { FullScreenQuad } from 'https://unpkg.com/three@0.142.0/examples/jsm/postprocessing/Pass.js';
import { EffectShader } from "./EffectShader.js";
import { OrbitControls } from 'https://unpkg.com/three@0.142.0/examples/jsm/controls/OrbitControls.js';
import { AssetManager } from './AssetManager.js';
import { VerticalBlurShader } from './VerticalBlurShader.js';
import { HorizontalBlurShader } from './HorizontalBlurShader.js';
import { Stats } from "./stats.js";
import { GUI } from 'https://unpkg.com/three@0.142.0/examples/jsm/libs/lil-gui.module.min.js';
const makeSDFGenerator = (clientWidth, clientHeight, renderer) => {
let finalTarget = new THREE.WebGLRenderTarget(clientWidth, clientHeight, {
minFilter: THREE.NearestFilter,
magFilter: THREE.NearestFilter,
});
let outsideRenderTarget = new THREE.WebGLRenderTarget(clientWidth, clientHeight, {
minFilter: THREE.NearestFilter,
magFilter: THREE.NearestFilter,
});
let insideRenderTarget = new THREE.WebGLRenderTarget(clientWidth, clientHeight, {
minFilter: THREE.NearestFilter,
magFilter: THREE.NearestFilter,
});
let outsideRenderTarget2 = new THREE.WebGLRenderTarget(clientWidth, clientHeight, {
minFilter: THREE.NearestFilter,
magFilter: THREE.NearestFilter,
});
let insideRenderTarget2 = new THREE.WebGLRenderTarget(clientWidth, clientHeight, {
minFilter: THREE.NearestFilter,
magFilter: THREE.NearestFilter,
});
let outsideRenderTargetFinal = new THREE.WebGLRenderTarget(clientWidth, clientHeight, {
minFilter: THREE.NearestFilter,
magFilter: THREE.NearestFilter,
});
let insideRenderTargetFinal = new THREE.WebGLRenderTarget(clientWidth, clientHeight, {
minFilter: THREE.NearestFilter,
magFilter: THREE.NearestFilter,
});
const uvRender = new FullScreenQuad(new THREE.ShaderMaterial({
uniforms: {
tex: { value: null }
},
vertexShader: /*glsl*/ `
varying vec2 vUv;
void main() {
vUv = uv;
gl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );
}
`,
fragmentShader: /*glsl*/ `
uniform sampler2D tex;
varying vec2 vUv;
#include <packing>
void main() {
gl_FragColor = pack2HalfToRGBA(vUv * (round(texture2D(tex, vUv).x)));
}
`
}));
const uvRenderInside = new FullScreenQuad(new THREE.ShaderMaterial({
uniforms: {
tex: { value: null }
},
vertexShader: /*glsl*/ `
varying vec2 vUv;
void main() {
vUv = uv;
gl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );
}
`,
fragmentShader: /*glsl*/ `
uniform sampler2D tex;
varying vec2 vUv;
#include <packing>
void main() {
gl_FragColor = pack2HalfToRGBA(vUv * (1.0 - round(texture2D(tex, vUv).x)));
}
`
}));
const jumpFloodRender = new FullScreenQuad(new THREE.ShaderMaterial({
uniforms: {
tex: { value: null },
offset: { value: 0.0 },
level: { value: 0.0 },
maxSteps: { value: 0.0 }
},
vertexShader: /*glsl*/ `
varying vec2 vUv;
void main() {
vUv = uv;
gl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );
}
`,
fragmentShader: /*glsl*/ `
varying vec2 vUv;
uniform sampler2D tex;
uniform float offset;
uniform float level;
uniform float maxSteps;
#include <packing>
void main() {
float closestDist = 9999999.9;
vec2 closestPos = vec2(0.0);
for(float x = -1.0; x <= 1.0; x += 1.0)
{
for(float y = -1.0; y <= 1.0; y += 1.0)
{
vec2 voffset = vUv;
voffset += vec2(x, y) * vec2(${1/clientWidth}, ${1/clientHeight}) * offset;
vec2 pos = unpackRGBATo2Half(texture2D(tex, voffset));
float dist = distance(pos.xy, vUv);
if(pos.x != 0.0 && pos.y != 0.0 && dist < closestDist)
{
closestDist = dist;
closestPos = pos;
}
}
}
gl_FragColor = pack2HalfToRGBA(closestPos);
}
`
}));
const distanceFieldRender = new FullScreenQuad(new THREE.ShaderMaterial({
uniforms: {
tex: { value: null }
},
vertexShader: /*glsl*/ `
varying vec2 vUv;
void main() {
vUv = uv;
gl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );
}
`,
fragmentShader: /*glsl*/ `
varying vec2 vUv;
uniform sampler2D tex;
#include <packing>
void main() {
gl_FragColor = packDepthToRGBA(clamp(distance(unpackRGBATo2Half(texture2D(tex, vUv)), vUv), 0.0, 1.0));
}
`
}));
const compositeRender = new FullScreenQuad(new THREE.ShaderMaterial({
uniforms: {
inside: { value: insideRenderTargetFinal.texture },
outside: { value: outsideRenderTargetFinal.texture },
tex: { value: null }
},
vertexShader: /*glsl*/ `
varying vec2 vUv;
void main() {
vUv = uv;
gl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );
}
`,
fragmentShader: /*glsl*/ `
varying vec2 vUv;
uniform sampler2D inside;
uniform sampler2D outside;
uniform sampler2D tex;
#include <packing>
void main() {
float i = unpackRGBAToDepth(texture2D(inside, vUv));
float o = unpackRGBAToDepth(texture2D(outside, vUv));
if (texture2D(tex, vUv).x == 0.0) {
gl_FragColor = packDepthToRGBA(0.5 + 0.5 * o);
} else {
gl_FragColor = packDepthToRGBA(0.5 + 0.5 * -i);
}
//gl_FragColor = vec4(vec3(i), 1.0);
}
`
}));
return (image, unique = true) => {
let ft = finalTarget;
if (unique) {
ft = new THREE.WebGLRenderTarget(clientWidth, clientHeight, {
minFilter: THREE.NearestFilter,
magFilter: THREE.NearestFilter,
//type: THREE.FloatType
});
}
image.minFilter = THREE.NearestFilter;
image.maxFilter = THREE.NearestFilter;
uvRender.material.uniforms.tex.value = image;
renderer.setRenderTarget(outsideRenderTarget);
uvRender.render(renderer);
const passes = Math.ceil(Math.log(Math.max(clientWidth, clientHeight)) / Math.log(2.0));
let lastTarget = outsideRenderTarget;
let target;
for (let i = 0; i < passes; i++) {
const offset = Math.pow(2, passes - i - 1);
target = lastTarget === outsideRenderTarget ? outsideRenderTarget2 : outsideRenderTarget;
jumpFloodRender.material.uniforms.level.value = i;
jumpFloodRender.material.uniforms.maxSteps.value = passes;
jumpFloodRender.material.uniforms.offset.value = offset;
jumpFloodRender.material.uniforms.tex.value = lastTarget.texture;
renderer.setRenderTarget(target);
jumpFloodRender.render(renderer);
lastTarget = target;
}
renderer.setRenderTarget(outsideRenderTargetFinal);
distanceFieldRender.material.uniforms.tex.value = target.texture;
distanceFieldRender.render(renderer);
uvRenderInside.material.uniforms.tex.value = image;
renderer.setRenderTarget(insideRenderTarget);
uvRenderInside.render(renderer);
lastTarget = insideRenderTarget;
target = undefined;
for (let i = 0; i < passes; i++) {
const offset = Math.pow(2, passes - i - 1);
target = lastTarget === insideRenderTarget ? insideRenderTarget2 : insideRenderTarget;
jumpFloodRender.material.uniforms.level.value = i;
jumpFloodRender.material.uniforms.maxSteps.value = passes;
jumpFloodRender.material.uniforms.offset.value = offset;
jumpFloodRender.material.uniforms.tex.value = lastTarget.texture;
renderer.setRenderTarget(target);
jumpFloodRender.render(renderer);
lastTarget = target;
}
renderer.setRenderTarget(insideRenderTargetFinal);
distanceFieldRender.material.uniforms.tex.value = target.texture;
distanceFieldRender.render(renderer);
renderer.setRenderTarget(ft);
compositeRender.material.uniforms.tex.value = image;
compositeRender.render(renderer);
return ft.texture;
}
}
async function main() {
// Setup basic renderer, controls, and profiler
const clientWidth = window.innerWidth; //window.innerWidth * 0.99;
const clientHeight = window.innerHeight; //window.innerHeight * 0.98;
const giScale = 0.25;
const scene = new THREE.Scene();
const camera = new THREE.PerspectiveCamera(75, clientWidth / clientHeight, 0.1, 1000);
camera.position.set(50, 75, 50);
const renderer = new THREE.WebGLRenderer();
renderer.setSize(clientWidth, clientHeight);
document.body.appendChild(renderer.domElement);
renderer.shadowMap.enabled = true;
renderer.shadowMap.type = THREE.VSMShadowMap;
renderer.domElement.style.transform = "translate(-50%, -50%)";
renderer.domElement.style.left = "50%";
renderer.domElement.style.top = "50%";
renderer.domElement.style.position = "absolute";
const controls = new OrbitControls(camera, renderer.domElement);
controls.target.set(0, 25, 0);
const stats = new Stats();
stats.showPanel(0);
document.body.appendChild(stats.dom);
// Build postprocessing stack
// Render Targets
const defaultTexture = new THREE.WebGLRenderTarget(clientWidth * giScale, clientHeight * giScale, {
minFilter: THREE.NearestFilter,
magFilter: THREE.NearestFilter
});
//defaultTexture.depthTexture = new THREE.DepthTexture(clientWidth * giScale, clientHeight * giScale, THREE.FloatType);
const colorBuffer = new Float32Array(clientWidth * clientHeight * 4);
const metaBuffer = new Uint8Array(clientWidth * clientHeight);
let colorTex = new THREE.DataTexture(colorBuffer, clientWidth, clientHeight);
colorTex.type = THREE.FloatType;
colorTex.needsUpdate = true;
let metaTex = new THREE.DataTexture(metaBuffer, clientWidth, clientHeight);
metaTex.format = THREE.RedFormat;
metaTex.needsUpdate = true;
const gui = new GUI();
const effectController = {
wallAware: true,
denoise: true,
bilateralBlur: true,
blurSize: 1.6,
blurSigma: 0.175,
raysPerPixel: 32.0,
color: [1, 0, 0],
emissive: 1.0,
solid: true,
radius: 5.0
}
gui.add(effectController, "denoise").name("Denoise");
gui.add(effectController, "wallAware").name("Wall Aware Denoise");
gui.add(effectController, "bilateralBlur").name("Bilateral Blur");
gui.add(effectController, "blurSize", 1.0, 2.0, 0.001).name("Blur Size");
gui.add(effectController, "blurSigma", 0.01, 1.0, 0.001).name("Blur Sigma");
gui.add(effectController, "raysPerPixel", 1.0, 256.0, 1.0).name("Rays Per Pixel");
const brush = gui.addFolder("Brush");
const colorController = brush.addColor(effectController, "color").name("Color");
const emissiveController = brush.add(effectController, "emissive", 0, 1, 0.001).name("Emissive");
const solidController = brush.add(effectController, "solid").name("Solid");
brush.add(effectController, "radius", 1, 20, 1.0).name("Radius");
function SRGBToLinear(c) {
return (c < 0.04045) ? c * 0.0773993808 : Math.pow(c * 0.9478672986 + 0.0521327014, 2.4);
}
const presets = {
1: {
color: [1, 0, 0],
emissive: 1.0,
solid: true
},
2: {
color: [0, 1, 0],
emissive: 1.0,
solid: true
},
3: {
color: [0, 0, 1],
emissive: 1.0,
solid: true
},
4: {
color: [1, 1, 0],
emissive: 1.0,
solid: true
},
5: {
color: [1, 0, 1],
emissive: 1.0,
solid: true
},
6: {
color: [0, 1, 1],
emissive: 1.0,
solid: true
},
7: {
color: [0.25, 0.25, 0.25],
emissive: 0.0,
solid: true
},
8: {
color: [0.0, 0.0, 0.0],
emissive: 0.0,
solid: true
},
9: {
color: [0.0, 0.0, 0.0],
emissive: 0.0,
solid: false
},
0: {
color: [1.0, 1.0, 1.0],
emissive: 1.0,
solid: true,
rainbow: true
}
}
// Post Effects
let mouseDown = false;
document.addEventListener("mousedown", e => {
mouseDown = true;
});
document.addEventListener("mouseup", e => {
mouseDown = false;
});
const keys = {};
document.addEventListener("keydown", e => {
keys[e.key] = true;
const p = presets[e.key];
if (p) {
colorController.setValue(p.color);
emissiveController.setValue(p.emissive);
solidController.setValue(p.solid);
effectController.rainbow = !!p.rainbow;
}
});
document.addEventListener("keyup", e => {
keys[e.key] = false;
});
let px, py, x, y;
const _rainbowCol = new THREE.Color().setHSL(0, 1, 0.5);
const drawLine = (e, mouseDown) => {
if (!mouseDown) {
return;
}
const rect = renderer.domElement.getBoundingClientRect();
const x = Math.floor(e.clientX - rect.left);
const y = Math.floor(e.clientY - rect.top);
if (!px || !py) {
px = x;
py = y;
}
const dist = Math.hypot(x - px, y - py);
const invDist = 1 / dist;
for (let i = 0; i < 1; i += invDist) {
const ix = Math.floor(px + (x - px) * i);
const iy = Math.floor(py + (y - py) * i);
if (effectController.rainbow) {
_rainbowCol.offsetHSL(0.001, 0.0, 0.0);
}
const radius = effectController.radius;
for (let y_ = -radius; y_ <= radius; y_++) {
for (let x_ = -radius; x_ <= radius; x_++) {
if (x_ * x_ + y_ * y_ < radius * radius + radius) {
const fx = ix + x_;
const fy = iy + y_;
if (fx < 0 || fx > clientWidth - 1) {
continue;
}
if (fy < 0 || fy > clientWidth - 1) {
continue;
}
const idxM = ((clientHeight - fy) * clientWidth + (fx));
const idx = idxM * 4;
colorBuffer[idx] = effectController.rainbow ? _rainbowCol.r : (effectController.color[0]);
colorBuffer[idx + 1] = effectController.rainbow ? _rainbowCol.g : (effectController.color[1]);
colorBuffer[idx + 2] = effectController.rainbow ? _rainbowCol.b : (effectController.color[2]);
colorBuffer[idx + 3] = effectController.emissive;
metaBuffer[idxM] = 255.0 * effectController.solid;
}
}
}
}
px = x;
py = y;
}
renderer.domElement.addEventListener("mousemove", e => {
drawLine(e, mouseDown);
});
renderer.domElement.addEventListener("mousedown", e => {
px,
py = undefined;
drawLine(e, true);
});
const sdfGen = makeSDFGenerator(clientWidth * giScale, clientHeight * giScale, renderer);
const bluenoise = await new THREE.TextureLoader().loadAsync("bluenoise.png");
bluenoise.wrapS = THREE.RepeatWrapping;
bluenoise.wrapT = THREE.RepeatWrapping;
bluenoise.magFilter = THREE.NearestFilter;
bluenoise.minFilter = THREE.NearestFilter;
const composer = new EffectComposer(renderer);
const smaaPass = new SMAAPass(clientWidth, clientHeight);
const effectQuad = new FullScreenQuad(new THREE.ShaderMaterial(EffectShader));
const effectPass = effectQuad.material;
const CopyShader = {
uniforms: {
'meta': { value: null },
'diffuse': { value: null },
'color': { value: null },
'dist': { value: null },
'opacity': { value: 1.0 },
'edgeRadius': { value: 2.0 },
'edgeStrength': { value: 4.0 },
'resolution': { value: new THREE.Vector2(clientWidth, clientHeight) },
'giScale': { value: giScale }
},
vertexShader: /* glsl */ `
varying vec2 vUv;
void main() {
vUv = uv;
gl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );
}`,
fragmentShader: /* glsl */ `
uniform float opacity;
uniform sampler2D diffuse;
uniform sampler2D meta;
uniform sampler2D color;
uniform vec2 resolution;
uniform float edgeRadius;
uniform float edgeStrength;
uniform sampler2D dist;
uniform float giScale;
varying vec2 vUv;
#define PI 3.141592653589793
void main() {
float metaVal = texture2D( meta, vUv ).x;
vec2 pushDir = vec2(0.0);
float count = 0.0;
for(float x = -edgeRadius; x <= edgeRadius; x++) {
for(float y = -edgeRadius; y <= edgeRadius; y++) {
vec2 sampleUv = (vUv * resolution + vec2(x, y)) / resolution;
float metaData = texture2D(meta, sampleUv).x;
if (metaData == metaVal) {
pushDir += (x == 0.0 && y == 0.0) ? vec2(x, y) : normalize(vec2(x, y));
count += 1.0;
}
}
}
if (count == 0.0) {
count = 1.0;
}
pushDir /= count;
//pushDir = normalize(pushDir);
vec2 sampleUv;
float pushStrength = edgeStrength;
for(int i = 0; i < 5; i++) {
sampleUv = length(pushDir) > 0.0 ? vUv + pushStrength * (pushDir / resolution) : vUv;
if (texture2D(meta, sampleUv).x == metaVal) {
break;
}
pushStrength *= 0.5;
}
vec4 bestSample = texture2D(diffuse, sampleUv);
vec4 col = texture2D(color, vUv);
if (length(bestSample.rgb) == 0.0 && metaVal == 0.0) {
//float distSample = texture2D(dist, sampleUv).x;
/* vec2 sampleStep = 1.0 / (resolution * giScale);*/
/*sampleUv += 4.0 * gradient * sampleStep;
bestSample = texture2D(diffuse, sampleUv);
//bestSample = texture2D(diffuse, sampleUv);*/
vec2 sampleStep = 1.0 / (resolution * giScale);
for(float i = 0.0; i <= 10.0; i++) {
bestSample = texture2D(diffuse, sampleUv + (mod(i, 2.0) == 0.0 ? 1.0 : -1.0) * pow(2.0, floor(i / 2.0)) * vec2(sin((i / 10.0) * 2.0 * PI), cos((i / 10.0) * 2.0 * PI)) * sampleStep);
if (length(bestSample.rgb) != 0.0) {
break;
}
/* bestSample = texture2D(diffuse, sampleUv + (mod(i, 2.0) == 0.0 ? 1.0 : -1.0) * pow(2.0, floor(i / 2.0)) * gradient * sampleStep);
if (length(bestSample.rgb) != 0.0) {
break;
}*/
}
}
gl_FragColor = vec4(mix(bestSample.rgb, col.rgb, metaVal), 1.0);
}`
};
const copyPass = new ShaderPass(CopyShader);
//composer.addPass(effectPass);
composer.addPass(copyPass);
const blurs = [];
for (let i = 0; i < 6; i++) {
const hblur = new ShaderPass(HorizontalBlurShader);
const vblur = new ShaderPass(VerticalBlurShader);
blurs.push([hblur, vblur]);
}
for (const [hblur, vblur] of blurs) {
composer.addPass(hblur);
composer.addPass(vblur);
}
composer.addPass(new ShaderPass({
uniforms: {
'tDiffuse': {
value: null
}
},
vertexShader: /* glsl */ `
varying vec2 vUv;
void main() {
vUv = uv;
gl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );
}`,
fragmentShader: /* glsl */ `
uniform sampler2D tDiffuse;
varying vec2 vUv;
#include <common>
#define DITHERING
#include <dithering_pars_fragment>
void main() {
vec4 tex = texture2D( tDiffuse, vUv );
//gl_FragColor = LinearTosRGB( tex );
gl_FragColor = tex;
#include <dithering_fragment>
}`
}));
composer.addPass(smaaPass);
let distMap;
function animate() {
// colorBuffer[i] = 1;
// i++;
colorTex.needsUpdate = true;
metaTex.needsUpdate = true;
distMap = sdfGen(metaTex, false);
blurs.forEach(([hblur, vblur], i) => {
const blurSize = effectController.blurSize ** (blurs.length - i - 1);
hblur.uniforms["resolution"].value = new THREE.Vector2(clientWidth, clientHeight);
vblur.uniforms["resolution"].value = new THREE.Vector2(clientWidth, clientHeight);
hblur.uniforms["metaTex"].value = metaTex;
vblur.uniforms["metaTex"].value = metaTex;
hblur.uniforms["wallAware"].value = effectController.wallAware;
vblur.uniforms["wallAware"].value = effectController.wallAware;
hblur.uniforms.h.value = blurSize;
vblur.uniforms.v.value = blurSize;
hblur.uniforms.sigma.value = effectController.blurSigma;
vblur.uniforms.sigma.value = effectController.blurSigma;
hblur.uniforms.bilateralBlur.value = effectController.bilateralBlur;
vblur.uniforms.bilateralBlur.value = effectController.bilateralBlur;
hblur.enabled = effectController.denoise;
vblur.enabled = effectController.denoise;
});
// renderer.setRenderTarget(defaultTexture);
// renderer.clear();
//renderer.render(scene, camera);
effectPass.uniforms["resolution"].value = new THREE.Vector2(clientWidth * giScale, clientHeight * giScale);
effectPass.uniforms["albedoMap"].value = colorTex;
effectPass.uniforms["metaMap"].value = metaTex;
effectPass.uniforms["distMap"].value = distMap;
effectPass.uniforms["bluenoise"].value = bluenoise;
effectPass.uniforms["time"].value = performance.now() / 1000;
effectPass.uniforms["raysPerPixel"].value = effectController.raysPerPixel;
renderer.setRenderTarget(defaultTexture);
effectQuad.render(renderer);
copyPass.uniforms.diffuse.value = defaultTexture.texture;
copyPass.uniforms.meta.value = metaTex;
copyPass.uniforms.color.value = colorTex;
copyPass.uniforms.dist.value = distMap;
/*blurs[0][0].uniforms.tDiffuse.value = defaultTexture.texture;*/
composer.render();
controls.update();
stats.update();
requestAnimationFrame(animate);
}
requestAnimationFrame(animate);
}
main();