DeferredHelper.js 11 KB

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  1. /**
  2. * @author alteredq / http://alteredqualia.com/
  3. * @author MPanknin / http://www.redplant.de/
  4. */
  5. THREE.DeferredHelper = function ( parameters ) {
  6. var width = parameters.width;
  7. var height = parameters.height;
  8. var scene = parameters.scene;
  9. var camera = parameters.camera;
  10. var renderer = parameters.renderer;
  11. var additiveSpecular = parameters.additiveSpecular;
  12. // scene for light proxy geometry
  13. var lightScene = new THREE.Scene();
  14. lightNode = new THREE.Object3D();
  15. lightScene.add( lightNode );
  16. // scene for the coloured emitter spheres
  17. var emitterScene = new THREE.Scene();
  18. emitterNode = new THREE.Object3D();
  19. emitterScene.add( emitterNode );
  20. //
  21. var geometryEmitter = new THREE.SphereGeometry( 0.7, 7, 7 );
  22. var black = new THREE.Color( 0x000000 );
  23. var colorShader = THREE.ShaderDeferred[ "color" ];
  24. var normalShader = THREE.ShaderDeferred[ "normals" ];
  25. var bumpShader = THREE.ShaderDeferred[ "bump" ];
  26. var clipDepthShader = THREE.ShaderDeferred[ "clipDepth" ];
  27. //
  28. var unlitShader = THREE.ShaderDeferred[ "unlit" ];
  29. var lightShader = THREE.ShaderDeferred[ "light" ];
  30. var compositeShader = THREE.ShaderDeferred[ "composite" ];
  31. unlitShader.uniforms[ "viewWidth" ].value = width;
  32. unlitShader.uniforms[ "viewHeight" ].value = height;
  33. lightShader.uniforms[ "viewWidth" ].value = width;
  34. lightShader.uniforms[ "viewHeight" ].value = height;
  35. //
  36. var compColor, compNormal, compDepth, compLightBuffer, compFinal, compEmitter, compositePass;
  37. //
  38. var defaultNormalMaterial = new THREE.ShaderMaterial( {
  39. uniforms: THREE.UniformsUtils.clone( normalShader.uniforms ),
  40. vertexShader: normalShader.vertexShader,
  41. fragmentShader: normalShader.fragmentShader
  42. } );
  43. var defaultDepthMaterial = new THREE.ShaderMaterial( {
  44. uniforms: THREE.UniformsUtils.clone( clipDepthShader.uniforms ),
  45. vertexShader: clipDepthShader.vertexShader,
  46. fragmentShader: clipDepthShader.fragmentShader
  47. } );
  48. //
  49. var rtParamsFloatLinear = { minFilter: THREE.NearestFilter, magFilter: THREE.LinearFilter, stencilBuffer: false,
  50. format: THREE.RGBAFormat, type: THREE.FloatType };
  51. var rtParamsFloatNearest = { minFilter: THREE.NearestFilter, magFilter: THREE.NearestFilter, stencilBuffer: false,
  52. format: THREE.RGBAFormat, type: THREE.FloatType };
  53. var rtParamsUByte = { minFilter: THREE.NearestFilter, magFilter: THREE.LinearFilter, stencilBuffer: false,
  54. format: THREE.RGBFormat, type: THREE.UnsignedByteType };
  55. //
  56. var addDeferredMaterials = function ( object ) {
  57. var originalMaterial = object.material;
  58. // color material
  59. // -----------------
  60. // diffuse color
  61. // specular color
  62. // shininess
  63. // diffuse map
  64. // vertex colors
  65. // alphaTest
  66. // morphs
  67. var uniforms = THREE.UniformsUtils.clone( colorShader.uniforms );
  68. var defines = { "USE_MAP": !! originalMaterial.map, "GAMMA_INPUT": true };
  69. var material = new THREE.ShaderMaterial( {
  70. fragmentShader: colorShader.fragmentShader,
  71. vertexShader: colorShader.vertexShader,
  72. uniforms: uniforms,
  73. defines: defines,
  74. shading: originalMaterial.shading
  75. } );
  76. var diffuse = originalMaterial.color;
  77. var specular = originalMaterial.specular !== undefined ? originalMaterial.specular : black;
  78. var shininess = originalMaterial.shininess !== undefined ? originalMaterial.shininess : 1;
  79. uniforms.diffuse.value.copy( diffuse );
  80. uniforms.specular.value.copy( specular );
  81. uniforms.shininess.value = shininess;
  82. uniforms.map.value = originalMaterial.map;
  83. material.vertexColors = originalMaterial.vertexColors;
  84. material.morphTargets = originalMaterial.morphTargets;
  85. material.morphNormals = originalMaterial.morphNormals;
  86. material.alphaTest = originalMaterial.alphaTest;
  87. if ( originalMaterial.bumpMap ) {
  88. var offset = originalMaterial.bumpMap.offset;
  89. var repeat = originalMaterial.bumpMap.repeat;
  90. uniforms.offsetRepeat.value.set( offset.x, offset.y, repeat.x, repeat.y );
  91. }
  92. object.properties.colorMaterial = material;
  93. // normal material
  94. // -----------------
  95. // vertex normals
  96. // morph normals
  97. // bump map
  98. // bump scale
  99. if ( originalMaterial.bumpMap ) {
  100. var uniforms = THREE.UniformsUtils.clone( bumpShader.uniforms );
  101. var normalMaterial = new THREE.ShaderMaterial( {
  102. uniforms: uniforms,
  103. vertexShader: bumpShader.vertexShader,
  104. fragmentShader: bumpShader.fragmentShader,
  105. defines: { "USE_BUMPMAP": true }
  106. } );
  107. uniforms.bumpMap.value = originalMaterial.bumpMap;
  108. uniforms.bumpScale.value = originalMaterial.bumpScale;
  109. var offset = originalMaterial.bumpMap.offset;
  110. var repeat = originalMaterial.bumpMap.repeat;
  111. uniforms.offsetRepeat.value.set( offset.x, offset.y, repeat.x, repeat.y );
  112. object.properties.normalMaterial = normalMaterial;
  113. } else if ( originalMaterial.morphTargets ) {
  114. var normalMaterial = new THREE.ShaderMaterial( {
  115. uniforms: THREE.UniformsUtils.clone( normalShader.uniforms ),
  116. vertexShader: normalShader.vertexShader,
  117. fragmentShader: normalShader.fragmentShader,
  118. shading: originalMaterial.shading
  119. } );
  120. normalMaterial.morphTargets = originalMaterial.morphTargets;
  121. normalMaterial.morphNormals = originalMaterial.morphNormals;
  122. object.properties.normalMaterial = normalMaterial;
  123. } else {
  124. object.properties.normalMaterial = defaultNormalMaterial;
  125. }
  126. // depth material
  127. if ( originalMaterial.morphTargets ) {
  128. var depthMaterial = new THREE.ShaderMaterial( {
  129. uniforms: THREE.UniformsUtils.clone( clipDepthShader.uniforms ),
  130. vertexShader: clipDepthShader.vertexShader,
  131. fragmentShader: clipDepthShader.fragmentShader
  132. } );
  133. depthMaterial.morphTargets = originalMaterial.morphTargets;
  134. object.properties.depthMaterial = depthMaterial;
  135. } else {
  136. object.properties.depthMaterial = defaultDepthMaterial;
  137. }
  138. object.properties.deferredInitialized = true;
  139. };
  140. var addDeferredPointLight = function ( light ) {
  141. // setup material
  142. var materialLight = new THREE.ShaderMaterial( {
  143. uniforms: THREE.UniformsUtils.clone( lightShader.uniforms ),
  144. vertexShader: lightShader.vertexShader,
  145. fragmentShader: lightShader.fragmentShader,
  146. defines: { "ADDITIVE_SPECULAR": additiveSpecular },
  147. blending: THREE.AdditiveBlending,
  148. depthWrite: false,
  149. transparent: true
  150. } );
  151. materialLight.uniforms[ "lightPos" ].value = light.position;
  152. materialLight.uniforms[ "lightRadius" ].value = light.distance;
  153. materialLight.uniforms[ "lightIntensity" ].value = light.intensity;
  154. materialLight.uniforms[ "lightColor" ].value = light.color;
  155. // setup proxy geometry for this light
  156. var geometryLight = new THREE.SphereGeometry( light.distance, 16, 8 );
  157. var meshLight = new THREE.Mesh( geometryLight, materialLight );
  158. meshLight.position = light.position;
  159. lightNode.add( meshLight );
  160. // create emitter sphere
  161. var matEmitter = new THREE.ShaderMaterial( {
  162. uniforms: THREE.UniformsUtils.clone( unlitShader.uniforms ),
  163. vertexShader: unlitShader.vertexShader,
  164. fragmentShader: unlitShader.fragmentShader
  165. } );
  166. matEmitter.uniforms[ "samplerDepth" ].value = compDepth.renderTarget2;
  167. matEmitter.uniforms[ "lightColor" ].value = light.color;
  168. var meshEmitter = new THREE.Mesh( geometryEmitter, matEmitter );
  169. meshEmitter.position = light.position;
  170. emitterNode.add( meshEmitter );
  171. // add emitter to light node
  172. meshLight.properties.emitter = meshEmitter;
  173. light.properties.deferredInitialized = true;
  174. };
  175. var initDeferredProperties = function ( object ) {
  176. if ( object.properties.deferredInitialized ) return;
  177. if ( object.material ) addDeferredMaterials( object );
  178. if ( object instanceof THREE.PointLight ) addDeferredPointLight( object );
  179. };
  180. //
  181. var setMaterialColor = function ( object ) {
  182. if ( object.material ) object.material = object.properties.colorMaterial;
  183. };
  184. var setMaterialDepth = function ( object ) {
  185. if ( object.material ) object.material = object.properties.depthMaterial;
  186. };
  187. var setMaterialNormal= function ( object ) {
  188. if ( object.material ) object.material = object.properties.normalMaterial;
  189. };
  190. //
  191. this.render = function () {
  192. scene.traverse( initDeferredProperties );
  193. // g-buffer color
  194. scene.traverse( setMaterialColor );
  195. compColor.render();
  196. // g-buffer depth
  197. scene.traverse( setMaterialDepth );
  198. compDepth.render();
  199. // g-buffer normals
  200. scene.traverse( setMaterialNormal );
  201. compNormal.render();
  202. // emitter pass
  203. compEmitter.render();
  204. // light pass
  205. camera.projectionMatrixInverse.getInverse( camera.projectionMatrix );
  206. for ( var i = 0, il = lightNode.children.length; i < il; i ++ ) {
  207. var uniforms = lightNode.children[ i ].material.uniforms;
  208. uniforms[ "matProjInverse" ].value = camera.projectionMatrixInverse;
  209. uniforms[ "matView" ].value = camera.matrixWorldInverse;
  210. }
  211. compLightBuffer.render();
  212. // composite pass
  213. compFinal.render( 0.1 );
  214. };
  215. var createRenderTargets = function ( ) {
  216. // g-buffers
  217. var rtColor = new THREE.WebGLRenderTarget( width, height, rtParamsFloatNearest );
  218. var rtNormal = new THREE.WebGLRenderTarget( width, height, rtParamsFloatLinear );
  219. var rtDepth = new THREE.WebGLRenderTarget( width, height, rtParamsFloatLinear );
  220. var rtLight = new THREE.WebGLRenderTarget( width, height, rtParamsFloatLinear );
  221. var rtEmitter = new THREE.WebGLRenderTarget( width, height, rtParamsUByte );
  222. var rtFinal = new THREE.WebGLRenderTarget( width, height, rtParamsUByte );
  223. rtColor.generateMipmaps = false;
  224. rtNormal.generateMipmaps = false;
  225. rtDepth.generateMipmaps = false;
  226. rtLight.generateMipmaps = false;
  227. rtEmitter.generateMipmaps = false;
  228. rtFinal.generateMipmaps = false;
  229. // composers
  230. var passColor = new THREE.RenderPass( scene, camera );
  231. compColor = new THREE.EffectComposer( renderer, rtColor );
  232. compColor.addPass( passColor );
  233. var passNormal = new THREE.RenderPass( scene, camera );
  234. compNormal = new THREE.EffectComposer( renderer, rtNormal );
  235. compNormal.addPass( passNormal );
  236. var passDepth = new THREE.RenderPass( scene, camera );
  237. compDepth = new THREE.EffectComposer( renderer, rtDepth );
  238. compDepth.addPass( passDepth );
  239. var passEmitter = new THREE.RenderPass( emitterScene, camera );
  240. compEmitter = new THREE.EffectComposer( renderer, rtEmitter );
  241. compEmitter.addPass( passEmitter );
  242. var passLight = new THREE.RenderPass( lightScene, camera );
  243. compLightBuffer = new THREE.EffectComposer( renderer, rtLight );
  244. compLightBuffer.addPass( passLight );
  245. //
  246. lightShader.uniforms[ 'samplerColor' ].value = compColor.renderTarget2;
  247. lightShader.uniforms[ 'samplerNormals' ].value = compNormal.renderTarget2;
  248. lightShader.uniforms[ 'samplerDepth' ].value = compDepth.renderTarget2;
  249. lightShader.uniforms[ 'samplerLightBuffer' ].value = rtLight;
  250. compositeShader.uniforms[ 'samplerLightBuffer' ].value = compLightBuffer.renderTarget2;
  251. compositeShader.uniforms[ 'samplerEmitter' ].value = compEmitter.renderTarget2;
  252. // composite
  253. var compositePass = new THREE.ShaderPass( compositeShader );
  254. compositePass.needsSwap = true;
  255. var effectFXAA = new THREE.ShaderPass( THREE.FXAAShader );
  256. effectFXAA.uniforms[ 'resolution' ].value.set( 1 / width, 1 / height );
  257. var effectColor = new THREE.ShaderPass( THREE.ColorCorrectionShader );
  258. effectColor.renderToScreen = true;
  259. effectColor.uniforms[ 'powRGB' ].value.set( 1, 1, 1 );
  260. effectColor.uniforms[ 'mulRGB' ].value.set( 2, 2, 2 );
  261. compFinal = new THREE.EffectComposer( renderer, rtFinal );
  262. compFinal.addPass( compositePass );
  263. compFinal.addPass( effectFXAA );
  264. compFinal.addPass( effectColor );
  265. };
  266. // init
  267. createRenderTargets();
  268. };