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+import {
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+ AddEquation,
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+ Color,
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+ NormalBlending,
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+ DepthTexture,
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+ SrcAlphaFactor,
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+ OneMinusSrcAlphaFactor,
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+ MeshNormalMaterial,
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+ MeshBasicMaterial,
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+ NearestFilter,
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+ NoBlending,
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+ RGBAFormat,
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+ ShaderMaterial,
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+ UniformsUtils,
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+ UnsignedShortType,
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+ WebGLRenderTarget,
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+ HalfFloatType,
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+ MeshStandardMaterial
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+} from '../../../build/three.module.js';
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+import { Pass } from '../postprocessing/Pass.js';
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+import { SSRrShader } from '../shaders/SSRrShader.js';
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+import { SSRrDepthShader } from '../shaders/SSRrShader.js';
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+import { CopyShader } from '../shaders/CopyShader.js';
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+
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+var SSRrPass = function ( { renderer, scene, camera, width, height, selects, encoding, morphTargets = false } ) {
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+
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+ Pass.call( this );
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+
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+ this.width = ( width !== undefined ) ? width : 512;
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+ this.height = ( height !== undefined ) ? height : 512;
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+
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+ this.clear = true;
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+
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+ this.renderer = renderer;
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+ this.scene = scene;
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+ this.camera = camera;
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+
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+ this.output = 0;
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+ // this.output = 1;
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+
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+ this.ior = SSRrShader.uniforms.ior.value;
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+ this.maxDistance = SSRrShader.uniforms.maxDistance.value;
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+ this.surfDist = SSRrShader.uniforms.surfDist.value;
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+
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+ this.encoding = encoding;
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+
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+ this.tempColor = new Color();
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+
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+ this.selects = selects;
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+
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+ this._specular = SSRrShader.defines.SPECULAR;
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+ Object.defineProperty( this, 'specular', {
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+ get() {
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+
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+ return this._specular;
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+
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+ },
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+ set( val ) {
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+
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+ if ( this._specular === val ) return;
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+ this._specular = val;
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+ this.ssrrMaterial.defines.SPECULAR = val;
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+ this.ssrrMaterial.needsUpdate = true;
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+
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+ }
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+ } );
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+
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+ this._fillHole = SSRrShader.defines.FILL_HOLE;
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+ Object.defineProperty( this, 'fillHole', {
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+ get() {
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+
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+ return this._fillHole;
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+
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+ },
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+ set( val ) {
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+
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+ if ( this._fillHole === val ) return;
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+ this._fillHole = val;
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+ this.ssrrMaterial.defines.FILL_HOLE = val;
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+ this.ssrrMaterial.needsUpdate = true;
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+
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+ }
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+ } );
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+
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+ this._infiniteThick = SSRrShader.defines.INFINITE_THICK;
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+ Object.defineProperty( this, 'infiniteThick', {
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+ get() {
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+
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+ return this._infiniteThick;
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+
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+ },
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+ set( val ) {
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+
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+ if ( this._infiniteThick === val ) return;
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+ this._infiniteThick = val;
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+ this.ssrrMaterial.defines.INFINITE_THICK = val;
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+ this.ssrrMaterial.needsUpdate = true;
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+
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+ }
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+ } );
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+
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+ // beauty render target with depth buffer
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+
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+ var depthTexture = new DepthTexture();
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+ depthTexture.type = UnsignedShortType;
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+ depthTexture.minFilter = NearestFilter;
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+ depthTexture.magFilter = NearestFilter;
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+
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+ this.beautyRenderTarget = new WebGLRenderTarget( this.width, this.height, {
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+ minFilter: NearestFilter,
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+ magFilter: NearestFilter,
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+ format: RGBAFormat,
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+ depthTexture: depthTexture,
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+ depthBuffer: true
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+ } );
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+
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+ this.specularRenderTarget = new WebGLRenderTarget( this.width, this.height, { // TODO: Can merge with refractiveRenderTarget?
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+ minFilter: NearestFilter,
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+ magFilter: NearestFilter,
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+ format: RGBAFormat,
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+ } );
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+
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+ // normalSelects render target
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+
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+ var depthTextureSelects = new DepthTexture();
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+ depthTextureSelects.type = UnsignedShortType;
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+ depthTextureSelects.minFilter = NearestFilter;
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+ depthTextureSelects.magFilter = NearestFilter;
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+
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+ this.normalSelectsRenderTarget = new WebGLRenderTarget( this.width, this.height, {
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+ minFilter: NearestFilter,
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+ magFilter: NearestFilter,
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+ format: RGBAFormat,
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+ type: HalfFloatType,
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+ depthTexture: depthTextureSelects,
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+ depthBuffer: true
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+ } );
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+
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+ // refractive render target
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+
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+ this.refractiveRenderTarget = new WebGLRenderTarget( this.width, this.height, {
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+ minFilter: NearestFilter,
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+ magFilter: NearestFilter,
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+ format: RGBAFormat
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+ } );
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+
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+ // ssrr render target
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+
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+ this.ssrrRenderTarget = new WebGLRenderTarget( this.width, this.height, {
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+ minFilter: NearestFilter,
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+ magFilter: NearestFilter,
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+ format: RGBAFormat
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+ } );
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+
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+ // ssrr material
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+
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+ if ( SSRrShader === undefined ) {
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+
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+ console.error( 'THREE.SSRrPass: The pass relies on SSRrShader.' );
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+
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+ }
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+
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+ this.ssrrMaterial = new ShaderMaterial( {
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+ defines: Object.assign( {}, SSRrShader.defines, {
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+ MAX_STEP: Math.sqrt( this.width * this.width + this.height * this.height )
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+ } ),
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+ uniforms: UniformsUtils.clone( SSRrShader.uniforms ),
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+ vertexShader: SSRrShader.vertexShader,
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+ fragmentShader: SSRrShader.fragmentShader,
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+ blending: NoBlending
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+ } );
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+
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+ this.ssrrMaterial.uniforms[ 'tDiffuse' ].value = this.beautyRenderTarget.texture;
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+ this.ssrrMaterial.uniforms[ 'tSpecular' ].value = this.specularRenderTarget.texture;
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+ this.ssrrMaterial.uniforms[ 'tNormalSelects' ].value = this.normalSelectsRenderTarget.texture;
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+ this.ssrrMaterial.needsUpdate = true;
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+ this.ssrrMaterial.uniforms[ 'tRefractive' ].value = this.refractiveRenderTarget.texture;
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+ this.ssrrMaterial.uniforms[ 'tDepth' ].value = this.beautyRenderTarget.depthTexture;
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+ this.ssrrMaterial.uniforms[ 'tDepthSelects' ].value = this.normalSelectsRenderTarget.depthTexture;
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+ this.ssrrMaterial.uniforms[ 'cameraNear' ].value = this.camera.near;
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+ this.ssrrMaterial.uniforms[ 'cameraFar' ].value = this.camera.far;
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+ this.ssrrMaterial.uniforms[ 'resolution' ].value.set( this.width, this.height );
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+ this.ssrrMaterial.uniforms[ 'cameraProjectionMatrix' ].value.copy( this.camera.projectionMatrix );
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+ this.ssrrMaterial.uniforms[ 'cameraInverseProjectionMatrix' ].value.copy( this.camera.projectionMatrixInverse );
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+
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+ // normal material
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+
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+ this.normalMaterial = new MeshNormalMaterial( { morphTargets } );
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+ this.normalMaterial.blending = NoBlending;
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+
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+ // refractiveOn material
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+
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+ this.refractiveOnMaterial = new MeshBasicMaterial( {
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+ color: 'white'
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+ } );
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+
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+ // refractiveOff material
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+
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+ this.refractiveOffMaterial = new MeshBasicMaterial( {
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+ color: 'black'
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+ });
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+
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+ // specular material
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+ this.specularMaterial = new MeshStandardMaterial({
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+ color: 'black',
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+ metalness: 0,
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+ roughness: .2,
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+ });
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+
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+ // material for rendering the depth
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+
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+ this.depthRenderMaterial = new ShaderMaterial( {
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+ defines: Object.assign( {}, SSRrDepthShader.defines ),
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+ uniforms: UniformsUtils.clone( SSRrDepthShader.uniforms ),
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+ vertexShader: SSRrDepthShader.vertexShader,
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+ fragmentShader: SSRrDepthShader.fragmentShader,
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+ blending: NoBlending
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+ } );
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+ this.depthRenderMaterial.uniforms[ 'tDepth' ].value = this.beautyRenderTarget.depthTexture;
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+ this.depthRenderMaterial.uniforms[ 'cameraNear' ].value = this.camera.near;
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+ this.depthRenderMaterial.uniforms[ 'cameraFar' ].value = this.camera.far;
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+
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+ // material for rendering the content of a render target
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+
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+ this.copyMaterial = new ShaderMaterial( {
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+ uniforms: UniformsUtils.clone( CopyShader.uniforms ),
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+ vertexShader: CopyShader.vertexShader,
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+ fragmentShader: CopyShader.fragmentShader,
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+ transparent: true,
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+ depthTest: false,
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+ depthWrite: false,
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+ blendSrc: SrcAlphaFactor,
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+ blendDst: OneMinusSrcAlphaFactor,
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+ blendEquation: AddEquation,
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+ blendSrcAlpha: SrcAlphaFactor,
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+ blendDstAlpha: OneMinusSrcAlphaFactor,
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+ blendEquationAlpha: AddEquation,
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+ // premultipliedAlpha:true,
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+ } );
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+
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+ this.fsQuad = new Pass.FullScreenQuad( null );
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+
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+ this.originalClearColor = new Color();
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+
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+};
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+
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+SSRrPass.prototype = Object.assign( Object.create( Pass.prototype ), {
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+
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+ constructor: SSRrPass,
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+
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+ dispose: function () {
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+
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+ // dispose render targets
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+
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+ this.beautyRenderTarget.dispose();
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+ this.specularRenderTarget.dispose();
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+ this.normalSelectsRenderTarget.dispose();
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+ this.refractiveRenderTarget.dispose();
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+ this.ssrrRenderTarget.dispose();
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+
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+ // dispose materials
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+
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+ this.normalMaterial.dispose();
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+ this.refractiveOnMaterial.dispose();
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+ this.refractiveOffMaterial.dispose();
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+ this.copyMaterial.dispose();
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+ this.depthRenderMaterial.dispose();
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+
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+ // dipsose full screen quad
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+
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+ this.fsQuad.dispose();
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+
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+ },
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+
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+ render: function ( renderer, writeBuffer /*, readBuffer, deltaTime, maskActive */ ) {
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+
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+ // render beauty and depth
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+
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+ if ( this.encoding ) this.beautyRenderTarget.texture.encoding = this.encoding;
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+ renderer.setRenderTarget( this.beautyRenderTarget );
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+ renderer.clear();
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+ this.scene.children.forEach(child => {
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+ if (this.selects.includes(child)) {
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+ child.visible = false
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+ } else {
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+ child.visible = true
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+ }
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+ })
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+ renderer.render(this.scene, this.camera);
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+
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+ renderer.setRenderTarget( this.specularRenderTarget );
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+ renderer.clear();
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+ this.scene.children.forEach(child => {
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+ if (this.selects.includes(child)) {
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+ child.visible=true
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+ child._SSRrPassBackupMaterial = child.material
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+ child.material=this.specularMaterial
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+ } else if(!child.isLight) {
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+ child.visible = false
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+ }
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+ })
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+ renderer.render(this.scene, this.camera);
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+ this.scene.children.forEach(child => {
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+ if (this.selects.includes(child)) {
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+ child.material=child._SSRrPassBackupMaterial
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+ }
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+ })
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+
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+
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+ // render normalSelectss
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+
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+ this.scene.children.forEach(child => {
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+ if (this.selects.includes(child)) {
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+ child.visible=true
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+ } else{
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+ child.visible = false
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+ }
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+ })
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+
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+ this.renderOverride(renderer, this.normalMaterial, this.normalSelectsRenderTarget, 0, 0);
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+
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+ this.renderRefractive( renderer, this.refractiveOnMaterial, this.refractiveRenderTarget, 0, 0 );
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+
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+ // render SSRr
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+
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+ this.ssrrMaterial.uniforms[ 'ior' ].value = this.ior;
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+ this.ssrrMaterial.uniforms[ 'maxDistance' ].value = this.maxDistance;
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+ this.ssrrMaterial.uniforms[ 'surfDist' ].value = this.surfDist;
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+ this.ssrrMaterial.uniforms[ 'tSpecular' ].value = this.specularRenderTarget.texture;
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+ this.renderPass( renderer, this.ssrrMaterial, this.ssrrRenderTarget );
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+
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+ // output result to screen
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+
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+ switch ( this.output ) {
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+
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+ case SSRrPass.OUTPUT.Default:
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+
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+
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+ this.copyMaterial.uniforms[ 'tDiffuse' ].value = this.beautyRenderTarget.texture;
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+ this.copyMaterial.blending = NoBlending;
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+ this.renderPass( renderer, this.copyMaterial, this.renderToScreen ? null : writeBuffer );
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+
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+ this.copyMaterial.uniforms[ 'tDiffuse' ].value = this.ssrrRenderTarget.texture;
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+ this.copyMaterial.blending = NormalBlending;
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+ this.renderPass( renderer, this.copyMaterial, this.renderToScreen ? null : writeBuffer );
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+
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+ break;
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+ case SSRrPass.OUTPUT.SSRr:
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+
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+ this.copyMaterial.uniforms[ 'tDiffuse' ].value = this.ssrrRenderTarget.texture;
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+ this.copyMaterial.blending = NoBlending;
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+ this.renderPass( renderer, this.copyMaterial, this.renderToScreen ? null : writeBuffer );
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+
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+ break;
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+
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+ case SSRrPass.OUTPUT.Beauty:
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+
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+ this.copyMaterial.uniforms[ 'tDiffuse' ].value = this.beautyRenderTarget.texture;
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+ this.copyMaterial.blending = NoBlending;
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+ this.renderPass( renderer, this.copyMaterial, this.renderToScreen ? null : writeBuffer );
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+
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+ break;
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+
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+ case SSRrPass.OUTPUT.Depth:
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+
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+ this.depthRenderMaterial.uniforms[ 'tDepth' ].value = this.beautyRenderTarget.depthTexture;
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+ this.renderPass( renderer, this.depthRenderMaterial, this.renderToScreen ? null : writeBuffer );
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+
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+ break;
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+
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+ case SSRrPass.OUTPUT.DepthSelects:
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+
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+ this.depthRenderMaterial.uniforms[ 'tDepth' ].value = this.normalSelectsRenderTarget.depthTexture;
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+ this.renderPass( renderer, this.depthRenderMaterial, this.renderToScreen ? null : writeBuffer );
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+
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+ break;
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+
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+ case SSRrPass.OUTPUT.NormalSelects:
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+
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+ this.copyMaterial.uniforms[ 'tDiffuse' ].value = this.normalSelectsRenderTarget.texture;
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+ this.copyMaterial.blending = NoBlending;
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+ this.renderPass( renderer, this.copyMaterial, this.renderToScreen ? null : writeBuffer );
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+
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+ break;
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+
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+ case SSRrPass.OUTPUT.Refractive:
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+
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+ this.copyMaterial.uniforms[ 'tDiffuse' ].value = this.refractiveRenderTarget.texture;
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+ this.copyMaterial.blending = NoBlending;
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+ this.renderPass( renderer, this.copyMaterial, this.renderToScreen ? null : writeBuffer );
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+
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+ break;
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+
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+ case SSRrPass.OUTPUT.Specular:
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+
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+ this.copyMaterial.uniforms[ 'tDiffuse' ].value = this.specularRenderTarget.texture;
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+ this.copyMaterial.blending = NoBlending;
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+ this.renderPass( renderer, this.copyMaterial, this.renderToScreen ? null : writeBuffer );
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+
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+ break;
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+
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+ default:
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+ console.warn( 'THREE.SSRrPass: Unknown output type.' );
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+
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+ }
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+
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+ },
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+
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+ renderPass: function ( renderer, passMaterial, renderTarget, clearColor, clearAlpha ) {
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+
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+ // save original state
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+ this.originalClearColor.copy( renderer.getClearColor( this.tempColor ) );
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+ var originalClearAlpha = renderer.getClearAlpha( this.tempColor );
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+ var originalAutoClear = renderer.autoClear;
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+
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+ renderer.setRenderTarget( renderTarget );
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|
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+
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+ // setup pass state
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|
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+ renderer.autoClear = false;
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+ if ( ( clearColor !== undefined ) && ( clearColor !== null ) ) {
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+
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+ renderer.setClearColor( clearColor );
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|
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+ renderer.setClearAlpha( clearAlpha || 0.0 );
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+ renderer.clear();
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|
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+
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|
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+ }
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+
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|
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+ this.fsQuad.material = passMaterial;
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|
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+ this.fsQuad.render( renderer );
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+
|
|
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+ // restore original state
|
|
|
+ renderer.autoClear = originalAutoClear;
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|
|
+ renderer.setClearColor( this.originalClearColor );
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|
|
+ renderer.setClearAlpha( originalClearAlpha );
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|
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+
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|
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+ },
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|
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+
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|
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+ renderOverride: function ( renderer, overrideMaterial, renderTarget, clearColor, clearAlpha ) {
|
|
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+
|
|
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+ this.originalClearColor.copy( renderer.getClearColor( this.tempColor ) );
|
|
|
+ var originalClearAlpha = renderer.getClearAlpha( this.tempColor );
|
|
|
+ var 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 );
|
|
|
+
|
|
|
+ },
|
|
|
+
|
|
|
+
|
|
|
+ renderRefractive: function ( renderer, overrideMaterial, renderTarget, clearColor, clearAlpha ) {
|
|
|
+
|
|
|
+ this.originalClearColor.copy( renderer.getClearColor( this.tempColor ) );
|
|
|
+ var originalClearAlpha = renderer.getClearAlpha( this.tempColor );
|
|
|
+ var 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.children.forEach(child => {
|
|
|
+ child.visible=true
|
|
|
+ })
|
|
|
+ this.scene.traverse( child => {
|
|
|
+
|
|
|
+ child._SSRrPassBackupMaterial = child.material;
|
|
|
+ if ( this.selects.includes( child ) ) {
|
|
|
+
|
|
|
+ child.material = this.refractiveOnMaterial;
|
|
|
+
|
|
|
+ } else {
|
|
|
+
|
|
|
+ child.material = this.refractiveOffMaterial;
|
|
|
+
|
|
|
+ }
|
|
|
+
|
|
|
+ });
|
|
|
+ this.scene._SSRrPassBackupBackground=this.scene.background
|
|
|
+ this.scene.background=null
|
|
|
+ this.scene._SSRrPassBackupFog=this.scene.fog
|
|
|
+ this.scene.fog=null
|
|
|
+ renderer.render(this.scene, this.camera);
|
|
|
+ this.scene.fog=this.scene._SSRrPassBackupFog
|
|
|
+ this.scene.background=this.scene._SSRrPassBackupBackground
|
|
|
+ this.scene.traverse( child => {
|
|
|
+
|
|
|
+ child.material = child._SSRrPassBackupMaterial;
|
|
|
+
|
|
|
+ } );
|
|
|
+
|
|
|
+ // restore original state
|
|
|
+
|
|
|
+ renderer.autoClear = originalAutoClear;
|
|
|
+ renderer.setClearColor( this.originalClearColor );
|
|
|
+ renderer.setClearAlpha( originalClearAlpha );
|
|
|
+
|
|
|
+ },
|
|
|
+
|
|
|
+ setSize: function ( width, height ) {
|
|
|
+
|
|
|
+ this.width = width;
|
|
|
+ this.height = height;
|
|
|
+
|
|
|
+ this.ssrrMaterial.defines.MAX_STEP = Math.sqrt( width * width + height * height );
|
|
|
+ this.ssrrMaterial.needsUpdate = true;
|
|
|
+ this.beautyRenderTarget.setSize( width, height );
|
|
|
+ this.specularRenderTarget.setSize( width, height );
|
|
|
+ this.ssrrRenderTarget.setSize( width, height );
|
|
|
+ this.normalSelectsRenderTarget.setSize( width, height );
|
|
|
+ this.refractiveRenderTarget.setSize( width, height );
|
|
|
+
|
|
|
+ this.ssrrMaterial.uniforms[ 'resolution' ].value.set( width, height );
|
|
|
+ this.ssrrMaterial.uniforms[ 'cameraProjectionMatrix' ].value.copy( this.camera.projectionMatrix );
|
|
|
+ this.ssrrMaterial.uniforms[ 'cameraInverseProjectionMatrix' ].value.copy( this.camera.projectionMatrixInverse );
|
|
|
+
|
|
|
+ },
|
|
|
+
|
|
|
+} );
|
|
|
+
|
|
|
+SSRrPass.OUTPUT = {
|
|
|
+ 'Default': 0,
|
|
|
+ 'SSRr': 1,
|
|
|
+ 'Beauty': 3,
|
|
|
+ 'Depth': 4,
|
|
|
+ 'DepthSelects': 9,
|
|
|
+ 'NormalSelects': 5,
|
|
|
+ 'Refractive': 7,
|
|
|
+ 'Specular': 8,
|
|
|
+};
|
|
|
+
|
|
|
+export { SSRrPass };
|