DeferredHelper.js 15 KB

123456789101112131415161718192021222324252627282930313233343536373839404142434445464748495051525354555657585960616263646566676869707172737475767778798081828384858687888990919293949596979899100101102103104105106107108109110111112113114115116117118119120121122123124125126127128129130131132133134135136137138139140141142143144145146147148149150151152153154155156157158159160161162163164165166167168169170171172173174175176177178179180181182183184185186187188189190191192193194195196197198199200201202203204205206207208209210211212213214215216217218219220221222223224225226227228229230231232233234235236237238239240241242243244245246247248249250251252253254255256257258259260261262263264265266267268269270271272273274275276277278279280281282283284285286287288289290291292293294295296297298299300301302303304305306307308309310311312313314315316317318319320321322323324325326327328329330331332333334335336337338339340341342343344345346347348349350351352353354355356357358359360361362363364365366367368369370371372373374375376377378379380381382383384385386387388389390391392393394395396397398399400401402403404405406407408409410411412413414415416417418419420421422423424425426427428429430431432433434435436437438439440441442443444445446447448449450451452453454455456457458459460461462463464465466467468469470471472473474475476477478479480481482483484485486487488489490491492493494495496497498499500501502503504505506507508509510511512513514515516517518519520521522523524525526527528529530531532533534535536537538539540541542543544545546547548549550
  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 scale = parameters.scale;
  9. var renderer = parameters.renderer;
  10. var additiveSpecular = parameters.additiveSpecular;
  11. var multiply = parameters.multiply;
  12. //
  13. var black = new THREE.Color( 0x000000 );
  14. var colorShader = THREE.ShaderDeferred[ "color" ];
  15. var normalShader = THREE.ShaderDeferred[ "normals" ];
  16. var bumpShader = THREE.ShaderDeferred[ "bump" ];
  17. var clipDepthShader = THREE.ShaderDeferred[ "clipDepth" ];
  18. //
  19. var emissiveLightShader = THREE.ShaderDeferred[ "emissiveLight" ];
  20. var pointLightShader = THREE.ShaderDeferred[ "pointLight" ];
  21. var directionalLightShader = THREE.ShaderDeferred[ "directionalLight" ];
  22. var compositeShader = THREE.ShaderDeferred[ "composite" ];
  23. //
  24. var compColor, compNormal, compDepth, compLight, compFinal;
  25. var passColor, passNormal, passDepth, passLightFullscreen, passLightProxy, compositePass;
  26. var effectFXAA;
  27. //
  28. var lightSceneFullscreen, lightSceneProxy;
  29. var lightMaterials = [];
  30. //
  31. var defaultNormalMaterial = new THREE.ShaderMaterial( {
  32. uniforms: THREE.UniformsUtils.clone( normalShader.uniforms ),
  33. vertexShader: normalShader.vertexShader,
  34. fragmentShader: normalShader.fragmentShader
  35. } );
  36. var defaultDepthMaterial = new THREE.ShaderMaterial( {
  37. uniforms: THREE.UniformsUtils.clone( clipDepthShader.uniforms ),
  38. vertexShader: clipDepthShader.vertexShader,
  39. fragmentShader: clipDepthShader.fragmentShader
  40. } );
  41. //
  42. var initDeferredMaterials = function ( object ) {
  43. var originalMaterial = object.material;
  44. // color material
  45. // -----------------
  46. // diffuse color
  47. // specular color
  48. // shininess
  49. // diffuse map
  50. // vertex colors
  51. // alphaTest
  52. // morphs
  53. var uniforms = THREE.UniformsUtils.clone( colorShader.uniforms );
  54. var defines = { "USE_MAP": !! originalMaterial.map, "GAMMA_INPUT": true };
  55. var material = new THREE.ShaderMaterial( {
  56. fragmentShader: colorShader.fragmentShader,
  57. vertexShader: colorShader.vertexShader,
  58. uniforms: uniforms,
  59. defines: defines,
  60. shading: originalMaterial.shading
  61. } );
  62. if ( originalMaterial instanceof THREE.MeshBasicMaterial ) {
  63. var diffuse = black;
  64. var emissive = originalMaterial.color;
  65. } else {
  66. var diffuse = originalMaterial.color;
  67. var emissive = originalMaterial.emissive !== undefined ? originalMaterial.emissive : black;
  68. }
  69. var specular = originalMaterial.specular !== undefined ? originalMaterial.specular : black;
  70. var shininess = originalMaterial.shininess !== undefined ? originalMaterial.shininess : 1;
  71. uniforms.emissive.value.copy( emissive );
  72. uniforms.diffuse.value.copy( diffuse );
  73. uniforms.specular.value.copy( specular );
  74. uniforms.shininess.value = shininess;
  75. uniforms.map.value = originalMaterial.map;
  76. material.vertexColors = originalMaterial.vertexColors;
  77. material.morphTargets = originalMaterial.morphTargets;
  78. material.morphNormals = originalMaterial.morphNormals;
  79. material.alphaTest = originalMaterial.alphaTest;
  80. if ( originalMaterial.bumpMap ) {
  81. var offset = originalMaterial.bumpMap.offset;
  82. var repeat = originalMaterial.bumpMap.repeat;
  83. uniforms.offsetRepeat.value.set( offset.x, offset.y, repeat.x, repeat.y );
  84. }
  85. object.properties.colorMaterial = material;
  86. // normal material
  87. // -----------------
  88. // vertex normals
  89. // morph normals
  90. // bump map
  91. // bump scale
  92. if ( originalMaterial.bumpMap ) {
  93. var uniforms = THREE.UniformsUtils.clone( bumpShader.uniforms );
  94. var normalMaterial = new THREE.ShaderMaterial( {
  95. uniforms: uniforms,
  96. vertexShader: bumpShader.vertexShader,
  97. fragmentShader: bumpShader.fragmentShader,
  98. defines: { "USE_BUMPMAP": true }
  99. } );
  100. uniforms.bumpMap.value = originalMaterial.bumpMap;
  101. uniforms.bumpScale.value = originalMaterial.bumpScale;
  102. var offset = originalMaterial.bumpMap.offset;
  103. var repeat = originalMaterial.bumpMap.repeat;
  104. uniforms.offsetRepeat.value.set( offset.x, offset.y, repeat.x, repeat.y );
  105. object.properties.normalMaterial = normalMaterial;
  106. } else if ( originalMaterial.morphTargets ) {
  107. var normalMaterial = new THREE.ShaderMaterial( {
  108. uniforms: THREE.UniformsUtils.clone( normalShader.uniforms ),
  109. vertexShader: normalShader.vertexShader,
  110. fragmentShader: normalShader.fragmentShader,
  111. shading: originalMaterial.shading
  112. } );
  113. normalMaterial.morphTargets = originalMaterial.morphTargets;
  114. normalMaterial.morphNormals = originalMaterial.morphNormals;
  115. object.properties.normalMaterial = normalMaterial;
  116. } else {
  117. object.properties.normalMaterial = defaultNormalMaterial;
  118. }
  119. // depth material
  120. if ( originalMaterial.morphTargets ) {
  121. var depthMaterial = new THREE.ShaderMaterial( {
  122. uniforms: THREE.UniformsUtils.clone( clipDepthShader.uniforms ),
  123. vertexShader: clipDepthShader.vertexShader,
  124. fragmentShader: clipDepthShader.fragmentShader
  125. } );
  126. depthMaterial.morphTargets = originalMaterial.morphTargets;
  127. object.properties.depthMaterial = depthMaterial;
  128. } else {
  129. object.properties.depthMaterial = defaultDepthMaterial;
  130. }
  131. };
  132. var createDeferredPointLight = function ( light ) {
  133. // setup light material
  134. var materialLight = new THREE.ShaderMaterial( {
  135. uniforms: THREE.UniformsUtils.clone( pointLightShader.uniforms ),
  136. vertexShader: pointLightShader.vertexShader,
  137. fragmentShader: pointLightShader.fragmentShader,
  138. defines: { "ADDITIVE_SPECULAR": additiveSpecular },
  139. blending: THREE.AdditiveBlending,
  140. depthWrite: false,
  141. transparent: true
  142. } );
  143. materialLight.uniforms[ "lightPos" ].value = light.position;
  144. materialLight.uniforms[ "lightRadius" ].value = light.distance;
  145. materialLight.uniforms[ "lightIntensity" ].value = light.intensity;
  146. materialLight.uniforms[ "lightColor" ].value = light.color;
  147. materialLight.uniforms[ "viewWidth" ].value = width;
  148. materialLight.uniforms[ "viewHeight" ].value = height;
  149. materialLight.uniforms[ 'samplerColor' ].value = compColor.renderTarget2;
  150. materialLight.uniforms[ 'samplerNormals' ].value = compNormal.renderTarget2;
  151. materialLight.uniforms[ 'samplerDepth' ].value = compDepth.renderTarget2;
  152. // create light proxy mesh
  153. var geometryLight = new THREE.SphereGeometry( light.distance, 16, 8 );
  154. var meshLight = new THREE.Mesh( geometryLight, materialLight );
  155. meshLight.position = light.position;
  156. // keep reference for size reset
  157. lightMaterials.push( materialLight );
  158. return meshLight;
  159. };
  160. var createDeferredDirectionalLight = function ( light ) {
  161. // setup light material
  162. var materialLight = new THREE.ShaderMaterial( {
  163. uniforms: THREE.UniformsUtils.clone( directionalLightShader.uniforms ),
  164. vertexShader: directionalLightShader.vertexShader,
  165. fragmentShader: directionalLightShader.fragmentShader,
  166. defines: { "ADDITIVE_SPECULAR": additiveSpecular },
  167. blending: THREE.AdditiveBlending,
  168. depthWrite: false,
  169. transparent: true
  170. } );
  171. materialLight.uniforms[ "lightDir" ].value = light.position;
  172. materialLight.uniforms[ "lightIntensity" ].value = light.intensity;
  173. materialLight.uniforms[ "lightColor" ].value = light.color;
  174. materialLight.uniforms[ "viewWidth" ].value = width;
  175. materialLight.uniforms[ "viewHeight" ].value = height;
  176. materialLight.uniforms[ 'samplerColor' ].value = compColor.renderTarget2;
  177. materialLight.uniforms[ 'samplerDepth' ].value = compDepth.renderTarget2;
  178. materialLight.uniforms[ 'samplerNormals' ].value = compNormal.renderTarget2;
  179. // create light proxy mesh
  180. var geometryLight = new THREE.PlaneGeometry( 2, 2 );
  181. var meshLight = new THREE.Mesh( geometryLight, materialLight );
  182. // keep reference for size reset
  183. lightMaterials.push( materialLight );
  184. return meshLight;
  185. };
  186. var createDeferredEmissiveLight = function () {
  187. // setup light material
  188. var materialLight = new THREE.ShaderMaterial( {
  189. uniforms: THREE.UniformsUtils.clone( emissiveLightShader.uniforms ),
  190. vertexShader: emissiveLightShader.vertexShader,
  191. fragmentShader: emissiveLightShader.fragmentShader,
  192. depthTest: false,
  193. depthWrite: false
  194. } );
  195. materialLight.uniforms[ "viewWidth" ].value = width;
  196. materialLight.uniforms[ "viewHeight" ].value = height;
  197. materialLight.uniforms[ 'samplerColor' ].value = compColor.renderTarget2;
  198. materialLight.uniforms[ 'samplerDepth' ].value = compDepth.renderTarget2;
  199. // create light proxy mesh
  200. var geometryLight = new THREE.PlaneGeometry( 2, 2 );
  201. var meshLight = new THREE.Mesh( geometryLight, materialLight );
  202. // keep reference for size reset
  203. lightMaterials.push( materialLight );
  204. return meshLight;
  205. };
  206. var initDeferredProperties = function ( object ) {
  207. if ( object.properties.deferredInitialized ) return;
  208. if ( object.material ) initDeferredMaterials( object );
  209. if ( object instanceof THREE.PointLight ) {
  210. var meshLight = createDeferredPointLight( object );
  211. lightSceneProxy.add( meshLight );
  212. } else if ( object instanceof THREE.DirectionalLight ) {
  213. var meshLight = createDeferredDirectionalLight( object );
  214. lightSceneFullscreen.add( meshLight );
  215. }
  216. object.properties.deferredInitialized = true;
  217. };
  218. //
  219. var setMaterialColor = function ( object ) {
  220. if ( object.material ) object.material = object.properties.colorMaterial;
  221. };
  222. var setMaterialDepth = function ( object ) {
  223. if ( object.material ) object.material = object.properties.depthMaterial;
  224. };
  225. var setMaterialNormal = function ( object ) {
  226. if ( object.material ) object.material = object.properties.normalMaterial;
  227. };
  228. //
  229. this.setSize = function ( width, height ) {
  230. compColor.setSize( width, height );
  231. compNormal.setSize( width, height );
  232. compDepth.setSize( width, height );
  233. compLight.setSize( width, height );
  234. compFinal.setSize( width, height );
  235. for ( var i = 0, il = lightMaterials.length; i < il; i ++ ) {
  236. var uniforms = lightMaterials[ i ].uniforms;
  237. uniforms[ "viewWidth" ].value = width;
  238. uniforms[ "viewHeight" ].value = height;
  239. uniforms[ 'samplerColor' ].value = compColor.renderTarget2;
  240. uniforms[ 'samplerDepth' ].value = compDepth.renderTarget2;
  241. if ( uniforms[ 'samplerNormals' ] ) {
  242. uniforms[ 'samplerNormals' ].value = compNormal.renderTarget2;
  243. }
  244. }
  245. compositePass.uniforms[ 'samplerLight' ].value = compLight.renderTarget2;
  246. effectFXAA.uniforms[ 'resolution' ].value.set( scale / width, scale / height );
  247. };
  248. //
  249. this.render = function ( scene, camera ) {
  250. // setup deferred properties
  251. if ( ! scene.properties.lightSceneProxy ) {
  252. scene.properties.lightSceneProxy = new THREE.Scene();
  253. scene.properties.lightSceneFullscreen = new THREE.Scene();
  254. var meshLight = createDeferredEmissiveLight();
  255. scene.properties.lightSceneFullscreen.add( meshLight );
  256. }
  257. lightSceneProxy = scene.properties.lightSceneProxy;
  258. lightSceneFullscreen = scene.properties.lightSceneFullscreen;
  259. passColor.camera = camera;
  260. passNormal.camera = camera;
  261. passDepth.camera = camera;
  262. passLightProxy.camera = camera;
  263. passLightFullscreen.camera = THREE.EffectComposer.camera;
  264. passColor.scene = scene;
  265. passNormal.scene = scene;
  266. passDepth.scene = scene;
  267. passLightFullscreen.scene = lightSceneFullscreen;
  268. passLightProxy.scene = lightSceneProxy;
  269. scene.traverse( initDeferredProperties );
  270. // g-buffer color
  271. scene.traverse( setMaterialColor );
  272. compColor.render();
  273. // g-buffer depth
  274. scene.traverse( setMaterialDepth );
  275. compDepth.render();
  276. // g-buffer normals
  277. scene.traverse( setMaterialNormal );
  278. compNormal.render();
  279. // light pass
  280. camera.projectionMatrixInverse.getInverse( camera.projectionMatrix );
  281. for ( var i = 0, il = lightSceneProxy.children.length; i < il; i ++ ) {
  282. var uniforms = lightSceneProxy.children[ i ].material.uniforms;
  283. uniforms[ "matProjInverse" ].value = camera.projectionMatrixInverse;
  284. uniforms[ "matView" ].value = camera.matrixWorldInverse;
  285. }
  286. for ( var i = 0, il = lightSceneFullscreen.children.length; i < il; i ++ ) {
  287. var uniforms = lightSceneFullscreen.children[ i ].material.uniforms;
  288. if ( uniforms[ "matView" ] ) uniforms[ "matView" ].value = camera.matrixWorldInverse;
  289. }
  290. compLight.render();
  291. // composite pass
  292. compFinal.render( 0.1 );
  293. };
  294. var createRenderTargets = function ( ) {
  295. var rtParamsFloatLinear = { minFilter: THREE.NearestFilter, magFilter: THREE.LinearFilter, stencilBuffer: false,
  296. format: THREE.RGBAFormat, type: THREE.FloatType };
  297. var rtParamsFloatNearest = { minFilter: THREE.NearestFilter, magFilter: THREE.NearestFilter, stencilBuffer: false,
  298. format: THREE.RGBAFormat, type: THREE.FloatType };
  299. var rtParamsUByte = { minFilter: THREE.NearestFilter, magFilter: THREE.LinearFilter, stencilBuffer: false,
  300. format: THREE.RGBFormat, type: THREE.UnsignedByteType };
  301. // g-buffers
  302. var rtColor = new THREE.WebGLRenderTarget( width, height, rtParamsFloatNearest );
  303. var rtNormal = new THREE.WebGLRenderTarget( width, height, rtParamsFloatLinear );
  304. var rtDepth = new THREE.WebGLRenderTarget( width, height, rtParamsFloatLinear );
  305. var rtLight = new THREE.WebGLRenderTarget( width, height, rtParamsFloatLinear );
  306. var rtFinal = new THREE.WebGLRenderTarget( width, height, rtParamsUByte );
  307. rtColor.generateMipmaps = false;
  308. rtNormal.generateMipmaps = false;
  309. rtDepth.generateMipmaps = false;
  310. rtLight.generateMipmaps = false;
  311. rtFinal.generateMipmaps = false;
  312. // composers
  313. passColor = new THREE.RenderPass();
  314. compColor = new THREE.EffectComposer( renderer, rtColor );
  315. compColor.addPass( passColor );
  316. passNormal = new THREE.RenderPass();
  317. compNormal = new THREE.EffectComposer( renderer, rtNormal );
  318. compNormal.addPass( passNormal );
  319. passDepth = new THREE.RenderPass();
  320. compDepth = new THREE.EffectComposer( renderer, rtDepth );
  321. compDepth.addPass( passDepth );
  322. passLightFullscreen = new THREE.RenderPass();
  323. passLightProxy = new THREE.RenderPass();
  324. passLightProxy.clear = false;
  325. compLight = new THREE.EffectComposer( renderer, rtLight );
  326. compLight.addPass( passLightFullscreen );
  327. compLight.addPass( passLightProxy );
  328. // composite
  329. compositePass = new THREE.ShaderPass( compositeShader );
  330. compositePass.uniforms[ 'samplerLight' ].value = compLight.renderTarget2;
  331. compositePass.uniforms[ 'multiply' ].value = multiply;
  332. // FXAA
  333. effectFXAA = new THREE.ShaderPass( THREE.FXAAShader );
  334. effectFXAA.uniforms[ 'resolution' ].value.set( scale / width, scale / height );
  335. effectFXAA.renderToScreen = true;
  336. //
  337. compFinal = new THREE.EffectComposer( renderer, rtFinal );
  338. compFinal.addPass( compositePass );
  339. compFinal.addPass( effectFXAA );
  340. };
  341. // init
  342. createRenderTargets();
  343. };