src/passes/DepthDownsamplingPass.js
import { BasicDepthPacking, FloatType, NearestFilter, WebGLRenderTarget } from "three";
import { Resolution } from "../core/Resolution.js";
import { DepthDownsamplingMaterial } from "../materials/DepthDownsamplingMaterial.js";
import { Pass } from "./Pass.js";
/**
* A pass that downsamples the scene depth by picking the most representative depth in 2x2 texel neighborhoods. If a
* normal buffer is provided, the corresponding normals will be stored as well.
*
* This pass requires FloatType texture support.
*/
export class DepthDownsamplingPass extends Pass {
/**
* Constructs a new depth downsampling pass.
*
* @param {Object} [options] - The options.
* @param {Texture} [options.normalBuffer=null] - A texture that contains view space normals. See {@link NormalPass}.
* @param {Number} [options.resolutionScale=0.5] - The resolution scale.
* @param {Number} [options.resolutionX=Resolution.AUTO_SIZE] - The horizontal resolution.
* @param {Number} [options.resolutionY=Resolution.AUTO_SIZE] - The vertical resolution.
* @param {Number} [options.width=Resolution.AUTO_SIZE] - Deprecated. Use resolutionX instead.
* @param {Number} [options.height=Resolution.AUTO_SIZE] - Deprecated. Use resolutionY instead.
*/
constructor({
normalBuffer = null,
resolutionScale = 0.5,
width = Resolution.AUTO_SIZE,
height = Resolution.AUTO_SIZE,
resolutionX = width,
resolutionY = height
} = {}) {
super("DepthDownsamplingPass");
const material = new DepthDownsamplingMaterial();
material.normalBuffer = normalBuffer;
this.fullscreenMaterial = material;
this.needsDepthTexture = true;
this.needsSwap = false;
/**
* A render target that contains the downsampled normals and depth.
*
* Normals are stored as RGB and depth as alpha.
*
* @type {WebGLRenderTarget}
* @readonly
*/
this.renderTarget = new WebGLRenderTarget(1, 1, {
minFilter: NearestFilter,
magFilter: NearestFilter,
depthBuffer: false,
type: FloatType
});
this.renderTarget.texture.name = "DepthDownsamplingPass.Target";
this.renderTarget.texture.generateMipmaps = false;
/**
* The resolution.
*
* @type {Resolution}
* @readonly
*/
const resolution = this.resolution = new Resolution(this, resolutionX, resolutionY, resolutionScale);
resolution.addEventListener("change", (e) => this.setSize(resolution.baseWidth, resolution.baseHeight));
}
/**
* The normal(RGB) + depth(A) texture.
*
* @type {Texture}
*/
get texture() {
return this.renderTarget.texture;
}
/**
* Returns the normal(RGB) + depth(A) texture.
*
* @deprecated Use texture instead.
* @return {Texture} The texture.
*/
getTexture() {
return this.renderTarget.texture;
}
/**
* Returns the resolution settings.
*
* @deprecated Use resolution instead.
* @return {Resolution} The resolution.
*/
getResolution() {
return this.resolution;
}
/**
* Sets the depth texture.
*
* @param {Texture} depthTexture - A depth texture.
* @param {DepthPackingStrategies} [depthPacking=BasicDepthPacking] - The depth packing strategy.
*/
setDepthTexture(depthTexture, depthPacking = BasicDepthPacking) {
this.fullscreenMaterial.depthBuffer = depthTexture;
this.fullscreenMaterial.depthPacking = depthPacking;
}
/**
* Downsamples depth and scene normals.
*
* @param {WebGLRenderer} renderer - The renderer.
* @param {WebGLRenderTarget} inputBuffer - A frame buffer that contains the result of the previous pass.
* @param {WebGLRenderTarget} outputBuffer - A frame buffer that serves as the output render target unless this pass renders to screen.
* @param {Number} [deltaTime] - The time between the last frame and the current one in seconds.
* @param {Boolean} [stencilTest] - Indicates whether a stencil mask is active.
*/
render(renderer, inputBuffer, outputBuffer, deltaTime, stencilTest) {
renderer.setRenderTarget(this.renderToScreen ? null : this.renderTarget);
renderer.render(this.scene, this.camera);
}
/**
* Updates the size of this pass.
*
* @param {Number} width - The width.
* @param {Number} height - The height.
*/
setSize(width, height) {
const resolution = this.resolution;
resolution.setBaseSize(width, height);
this.renderTarget.setSize(resolution.width, resolution.height);
// Use the full resolution to calculate the depth/normal buffer texel size.
this.fullscreenMaterial.setSize(width, height);
}
/**
* Performs initialization tasks.
*
* @param {WebGLRenderer} renderer - The renderer.
* @param {Boolean} alpha - Whether the renderer uses the alpha channel or not.
* @param {Number} frameBufferType - The type of the main frame buffers.
*/
initialize(renderer, alpha, frameBufferType) {
const gl = renderer.getContext();
const renderable = gl.getExtension("EXT_color_buffer_float") || gl.getExtension("EXT_color_buffer_half_float");
if(!renderable) {
throw new Error("Rendering to float texture is not supported.");
}
}
}