202 lines
6.6 KiB
TypeScript
202 lines
6.6 KiB
TypeScript
import * as THREE from "three";
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import { EffectComposer } from "three/examples/jsm/postprocessing/EffectComposer.js";
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import { RenderPass } from "three/examples/jsm/postprocessing/RenderPass.js";
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import { UnrealBloomPass } from "three/examples/jsm/postprocessing/UnrealBloomPass.js";
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import { LensFinishPass, type LensState } from "@/scene/cinematic-grade";
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import type {
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GpuRenderTargetAllocation,
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GpuRenderTargetReporter,
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SceneResourceBag,
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} from "@/scene/resources";
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export interface PostProcessor extends GpuRenderTargetReporter {
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resize(width: number, height: number, pixelRatio: number): void;
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setDynamics(acceleration: number): void;
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setLens(state: LensState): void;
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render(scene: unknown, camera: unknown): void;
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dispose(): void;
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}
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interface RenderTargetLike {
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width: number;
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height: number;
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samples?: number;
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depthBuffer?: boolean;
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}
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interface ComposerLike {
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renderTarget1?: RenderTargetLike;
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renderTarget2?: RenderTargetLike;
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addPass(pass: unknown): void;
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setPixelRatio(pixelRatio: number): void;
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setSize(width: number, height: number): void;
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render(): void;
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dispose(): void;
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}
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interface RenderPassLike {
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scene: unknown;
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camera: unknown;
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dispose(): void;
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}
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interface BloomPassLike {
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strength: number;
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radius: number;
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threshold: number;
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materialHighPassFilter?: { dispose(): void };
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renderTargetBright?: RenderTargetLike;
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renderTargetsHorizontal?: readonly RenderTargetLike[];
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renderTargetsVertical?: readonly (RenderTargetLike & { texture?: unknown })[];
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dispose(): void;
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}
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interface OutputPassLike {
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setStreakSource?(texture: unknown, strength?: number): void;
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setLens?(state: LensState): void;
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dispose(): void;
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}
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export interface PostProcessingFactories {
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createComposer(renderer: unknown): ComposerLike;
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createRenderPass(scene: unknown, camera: unknown): RenderPassLike;
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createBloomPass(): BloomPassLike;
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createOutputPass(): OutputPassLike;
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}
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// Lights read as light: a lower threshold lets lamps, trails and the sun's limb
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// bloom, while the asphalt and the panels' surroundings stay below it.
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const BLOOM_REST = { strength: 0.58, radius: 0.58, threshold: 0.85 } as const;
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const productionFactories: PostProcessingFactories = {
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createComposer: (renderer) => new EffectComposer(renderer),
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createRenderPass: (scene, camera) => new RenderPass(scene, camera),
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createBloomPass: () => {
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const bloom = new UnrealBloomPass(
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new THREE.Vector2(1, 1),
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BLOOM_REST.strength,
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BLOOM_REST.radius,
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BLOOM_REST.threshold,
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);
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// These fullscreen passes overwrite every color pixel. No pass samples
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// their depth, and scene depth lives in the composer's separate targets.
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for (const target of [
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bloom.renderTargetBright,
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...bloom.renderTargetsHorizontal,
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...bloom.renderTargetsVertical,
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]) {
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target.depthBuffer = false;
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}
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return bloom;
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},
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// The lens pass replaces OutputPass one for one: last pass, straight to the
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// canvas, no swap. Neither RenderPass nor bloom swaps buffers, so swapping
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// here would only alternate two identical full-resolution GPU targets.
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createOutputPass: () => new LensFinishPass(),
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};
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export function createPostProcessor(
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resources: SceneResourceBag,
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renderer: unknown,
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factories: PostProcessingFactories = productionFactories,
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): PostProcessor {
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const composer = factories.createComposer(renderer);
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const renderPass = factories.createRenderPass(
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new THREE.Scene(),
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new THREE.Camera(),
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);
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const bloomPass = factories.createBloomPass();
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const outputPass = factories.createOutputPass();
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composer.addPass(renderPass);
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composer.addPass(bloomPass);
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composer.addPass(outputPass);
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// A quarter-resolution bloom mip is already blurred: sampling it sideways
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// gives anamorphic streaks without a target of their own.
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outputPass.setStreakSource?.(bloomPass.renderTargetsVertical?.[1]?.texture ?? null, 0.22);
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let disposed = false;
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const processor: PostProcessor = {
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gpuRenderTargets() {
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return collectRenderTargetAllocations(composer, bloomPass);
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},
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resize(width, height, pixelRatio) {
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if (disposed) return;
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composer.setPixelRatio(clamp(pixelRatio, 0.5, 2));
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composer.setSize(
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Math.max(1, Math.floor(finiteOr(width, 1))),
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Math.max(1, Math.floor(finiteOr(height, 1))),
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);
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},
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setDynamics(acceleration) {
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if (disposed) return;
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const energy = clamp(acceleration, 0, 1);
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bloomPass.strength = BLOOM_REST.strength + energy * 0.16;
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bloomPass.radius = BLOOM_REST.radius + energy * 0.06;
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bloomPass.threshold = BLOOM_REST.threshold - energy * 0.05;
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},
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setLens(state) {
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if (disposed) return;
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outputPass.setLens?.(state);
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},
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render(scene, camera) {
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if (disposed) return;
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renderPass.scene = scene;
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renderPass.camera = camera;
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composer.render();
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},
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dispose() {
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if (disposed) return;
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disposed = true;
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renderPass.dispose();
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// Three r185 omits this material from UnrealBloomPass.dispose().
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bloomPass.materialHighPassFilter?.dispose();
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bloomPass.dispose();
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outputPass.dispose();
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composer.dispose();
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},
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};
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return resources.own("pass", processor);
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}
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function collectRenderTargetAllocations(
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composer: ComposerLike,
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bloomPass: BloomPassLike,
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): readonly GpuRenderTargetAllocation[] {
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const candidates: ReadonlyArray<
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readonly [string, RenderTargetLike | undefined]
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> = [
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["composer-target-1", composer.renderTarget1],
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["composer-target-2", composer.renderTarget2],
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["bloom-bright", bloomPass.renderTargetBright],
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...(bloomPass.renderTargetsHorizontal ?? []).map(
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(target, index) => [`bloom-horizontal-${index}`, target] as const,
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),
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...(bloomPass.renderTargetsVertical ?? []).map(
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(target, index) => [`bloom-vertical-${index}`, target] as const,
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),
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];
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const seen = new Set<RenderTargetLike>();
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return candidates.flatMap(([id, target]) => {
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if (target === undefined || seen.has(target)) return [];
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seen.add(target);
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return [
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{
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id,
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width: Math.max(1, Math.floor(finiteOr(target.width, 1))),
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height: Math.max(1, Math.floor(finiteOr(target.height, 1))),
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bytesPerPixel: 4,
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attachments: target.depthBuffer === false ? 1 : 2,
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samples: Math.max(1, Math.floor(finiteOr(target.samples ?? 1, 1))),
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},
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];
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});
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}
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function finiteOr(value: number, fallback: number): number {
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return Number.isFinite(value) ? value : fallback;
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}
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function clamp(value: number, minimum: number, maximum: number): number {
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return THREE.MathUtils.clamp(finiteOr(value, minimum), minimum, maximum);
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}
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