File: //var/www/aspa/three/addons/postprocessing/SSAOPass.js
import {
	AddEquation,
	Color,
	CustomBlending,
	DataTexture,
	DepthTexture,
	DstAlphaFactor,
	DstColorFactor,
	FloatType,
	HalfFloatType,
	MathUtils,
	MeshNormalMaterial,
	NearestFilter,
	NoBlending,
	RedFormat,
	LuminanceFormat,
	DepthStencilFormat,
	UnsignedInt248Type,
	RepeatWrapping,
	ShaderMaterial,
	UniformsUtils,
	Vector3,
	WebGLRenderTarget,
	ZeroFactor
} from 'three';
import { Pass, FullScreenQuad } from './Pass.js';
import { SimplexNoise } from '../math/SimplexNoise.js';
import { SSAOShader } from '../shaders/SSAOShader.js';
import { SSAOBlurShader } from '../shaders/SSAOShader.js';
import { SSAODepthShader } from '../shaders/SSAOShader.js';
import { CopyShader } from '../shaders/CopyShader.js';
class SSAOPass extends Pass {
	constructor( scene, camera, width, height, kernelSize = 32 ) {
		super();
		this.width = ( width !== undefined ) ? width : 512;
		this.height = ( height !== undefined ) ? height : 512;
		this.clear = true;
		this.camera = camera;
		this.scene = scene;
		this.kernelRadius = 8;
		this.kernel = [];
		this.noiseTexture = null;
		this.output = 0;
		this.minDistance = 0.005;
		this.maxDistance = 0.1;
		this._visibilityCache = new Map();
		//
		this.generateSampleKernel( kernelSize );
		this.generateRandomKernelRotations();
		// depth texture
		const depthTexture = new DepthTexture();
		depthTexture.format = DepthStencilFormat;
		depthTexture.type = UnsignedInt248Type;
		// normal render target with depth buffer
		this.normalRenderTarget = new WebGLRenderTarget( this.width, this.height, {
			minFilter: NearestFilter,
			magFilter: NearestFilter,
			type: HalfFloatType,
			depthTexture: depthTexture
		} );
		// ssao render target
		this.ssaoRenderTarget = new WebGLRenderTarget( this.width, this.height, { type: HalfFloatType } );
		this.blurRenderTarget = this.ssaoRenderTarget.clone();
		// ssao material
		this.ssaoMaterial = new ShaderMaterial( {
			defines: Object.assign( {}, SSAOShader.defines ),
			uniforms: UniformsUtils.clone( SSAOShader.uniforms ),
			vertexShader: SSAOShader.vertexShader,
			fragmentShader: SSAOShader.fragmentShader,
			blending: NoBlending
		} );
		this.ssaoMaterial.defines[ 'KERNEL_SIZE' ] = kernelSize;
		this.ssaoMaterial.uniforms[ 'tNormal' ].value = this.normalRenderTarget.texture;
		this.ssaoMaterial.uniforms[ 'tDepth' ].value = this.normalRenderTarget.depthTexture;
		this.ssaoMaterial.uniforms[ 'tNoise' ].value = this.noiseTexture;
		this.ssaoMaterial.uniforms[ 'kernel' ].value = this.kernel;
		this.ssaoMaterial.uniforms[ 'cameraNear' ].value = this.camera.near;
		this.ssaoMaterial.uniforms[ 'cameraFar' ].value = this.camera.far;
		this.ssaoMaterial.uniforms[ 'resolution' ].value.set( this.width, this.height );
		this.ssaoMaterial.uniforms[ 'cameraProjectionMatrix' ].value.copy( this.camera.projectionMatrix );
		this.ssaoMaterial.uniforms[ 'cameraInverseProjectionMatrix' ].value.copy( this.camera.projectionMatrixInverse );
		// normal material
		this.normalMaterial = new MeshNormalMaterial();
		this.normalMaterial.blending = NoBlending;
		// blur material
		this.blurMaterial = new ShaderMaterial( {
			defines: Object.assign( {}, SSAOBlurShader.defines ),
			uniforms: UniformsUtils.clone( SSAOBlurShader.uniforms ),
			vertexShader: SSAOBlurShader.vertexShader,
			fragmentShader: SSAOBlurShader.fragmentShader
		} );
		this.blurMaterial.uniforms[ 'tDiffuse' ].value = this.ssaoRenderTarget.texture;
		this.blurMaterial.uniforms[ 'resolution' ].value.set( this.width, this.height );
		// material for rendering the depth
		this.depthRenderMaterial = new ShaderMaterial( {
			defines: Object.assign( {}, SSAODepthShader.defines ),
			uniforms: UniformsUtils.clone( SSAODepthShader.uniforms ),
			vertexShader: SSAODepthShader.vertexShader,
			fragmentShader: SSAODepthShader.fragmentShader,
			blending: NoBlending
		} );
		this.depthRenderMaterial.uniforms[ 'tDepth' ].value = this.normalRenderTarget.depthTexture;
		this.depthRenderMaterial.uniforms[ 'cameraNear' ].value = this.camera.near;
		this.depthRenderMaterial.uniforms[ 'cameraFar' ].value = this.camera.far;
		// material for rendering the content of a render target
		this.copyMaterial = new ShaderMaterial( {
			uniforms: UniformsUtils.clone( CopyShader.uniforms ),
			vertexShader: CopyShader.vertexShader,
			fragmentShader: CopyShader.fragmentShader,
			transparent: true,
			depthTest: false,
			depthWrite: false,
			blendSrc: DstColorFactor,
			blendDst: ZeroFactor,
			blendEquation: AddEquation,
			blendSrcAlpha: DstAlphaFactor,
			blendDstAlpha: ZeroFactor,
			blendEquationAlpha: AddEquation
		} );
		this.fsQuad = new FullScreenQuad( null );
		this.originalClearColor = new Color();
	}
	dispose() {
		// dispose render targets
		this.normalRenderTarget.dispose();
		this.ssaoRenderTarget.dispose();
		this.blurRenderTarget.dispose();
		// dispose materials
		this.normalMaterial.dispose();
		this.blurMaterial.dispose();
		this.copyMaterial.dispose();
		this.depthRenderMaterial.dispose();
		// dipsose full screen quad
		this.fsQuad.dispose();
	}
	render( renderer, writeBuffer, readBuffer /*, deltaTime, maskActive */ ) {
		if ( renderer.capabilities.isWebGL2 === false ) this.noiseTexture.format = LuminanceFormat;
		// 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.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 = readBuffer.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.' );
		}
	}
	renderPass( renderer, passMaterial, renderTarget, clearColor, clearAlpha ) {
		// save original state
		renderer.getClearColor( this.originalClearColor );
		const originalClearAlpha = renderer.getClearAlpha();
		const originalAutoClear = renderer.autoClear;
		renderer.setRenderTarget( renderTarget );
		// setup pass state
		renderer.autoClear = false;
		if ( ( clearColor !== undefined ) && ( clearColor !== null ) ) {
			renderer.setClearColor( clearColor );
			renderer.setClearAlpha( clearAlpha || 0.0 );
			renderer.clear();
		}
		this.fsQuad.material = passMaterial;
		this.fsQuad.render( renderer );
		// restore original state
		renderer.autoClear = originalAutoClear;
		renderer.setClearColor( this.originalClearColor );
		renderer.setClearAlpha( originalClearAlpha );
	}
	renderOverride( renderer, overrideMaterial, renderTarget, clearColor, clearAlpha ) {
		renderer.getClearColor( this.originalClearColor );
		const originalClearAlpha = renderer.getClearAlpha();
		const originalAutoClear = renderer.autoClear;
		renderer.setRenderTarget( renderTarget );
		renderer.autoClear = false;
		clearColor = overrideMaterial.clearColor || clearColor;
		clearAlpha = overrideMaterial.clearAlpha || clearAlpha;
		if ( ( clearColor !== undefined ) && ( clearColor !== null ) ) {
			renderer.setClearColor( clearColor );
			renderer.setClearAlpha( clearAlpha || 0.0 );
			renderer.clear();
		}
		this.scene.overrideMaterial = overrideMaterial;
		renderer.render( this.scene, this.camera );
		this.scene.overrideMaterial = null;
		// restore original state
		renderer.autoClear = originalAutoClear;
		renderer.setClearColor( this.originalClearColor );
		renderer.setClearAlpha( originalClearAlpha );
	}
	setSize( width, height ) {
		this.width = width;
		this.height = height;
		this.ssaoRenderTarget.setSize( width, height );
		this.normalRenderTarget.setSize( width, height );
		this.blurRenderTarget.setSize( width, height );
		this.ssaoMaterial.uniforms[ 'resolution' ].value.set( width, height );
		this.ssaoMaterial.uniforms[ 'cameraProjectionMatrix' ].value.copy( this.camera.projectionMatrix );
		this.ssaoMaterial.uniforms[ 'cameraInverseProjectionMatrix' ].value.copy( this.camera.projectionMatrixInverse );
		this.blurMaterial.uniforms[ 'resolution' ].value.set( width, height );
	}
	generateSampleKernel( kernelSize ) {
		const kernel = this.kernel;
		for ( let i = 0; i < kernelSize; i ++ ) {
			const sample = new Vector3();
			sample.x = ( Math.random() * 2 ) - 1;
			sample.y = ( Math.random() * 2 ) - 1;
			sample.z = Math.random();
			sample.normalize();
			let scale = i / kernelSize;
			scale = MathUtils.lerp( 0.1, 1, scale * scale );
			sample.multiplyScalar( scale );
			kernel.push( sample );
		}
	}
	generateRandomKernelRotations() {
		const width = 4, height = 4;
		const simplex = new SimplexNoise();
		const size = width * height;
		const data = new Float32Array( size );
		for ( let i = 0; i < size; i ++ ) {
			const x = ( Math.random() * 2 ) - 1;
			const y = ( Math.random() * 2 ) - 1;
			const z = 0;
			data[ i ] = simplex.noise3d( x, y, z );
		}
		this.noiseTexture = new DataTexture( data, width, height, RedFormat, FloatType );
		this.noiseTexture.wrapS = RepeatWrapping;
		this.noiseTexture.wrapT = RepeatWrapping;
		this.noiseTexture.needsUpdate = true;
	}
	overrideVisibility() {
		const scene = this.scene;
		const cache = this._visibilityCache;
		scene.traverse( function ( object ) {
			cache.set( object, object.visible );
			if ( object.isPoints || object.isLine ) object.visible = false;
		} );
	}
	restoreVisibility() {
		const scene = this.scene;
		const cache = this._visibilityCache;
		scene.traverse( function ( object ) {
			const visible = cache.get( object );
			object.visible = visible;
		} );
		cache.clear();
	}
}
SSAOPass.OUTPUT = {
	'Default': 0,
	'SSAO': 1,
	'Blur': 2,
	'Depth': 3,
	'Normal': 4
};
export { SSAOPass };