WebGLDeferredRenderer.js 24 KB

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  1. /**
  2. * @author alteredq / http://alteredqualia.com/
  3. * @author MPanknin / http://www.redplant.de/
  4. */
  5. THREE.WebGLDeferredRenderer = function ( parameters ) {
  6. var _this = this;
  7. var fullWidth = parameters.width !== undefined ? parameters.width : 800;
  8. var fullHeight = parameters.height !== undefined ? parameters.height : 600;
  9. var currentScale = parameters.scale !== undefined ? parameters.scale : 1;
  10. var scaledWidth = Math.floor( currentScale * fullWidth );
  11. var scaledHeight = Math.floor( currentScale * fullHeight );
  12. var brightness = parameters.brightness !== undefined ? parameters.brightness : 1;
  13. var antialias = parameters.antialias !== undefined ? parameters.antialias : false;
  14. this.renderer = parameters.renderer;
  15. if ( this.renderer === undefined ) {
  16. this.renderer = new THREE.WebGLRenderer( { alpha: false, antialias: false } );
  17. this.renderer.setSize( fullWidth, fullHeight );
  18. this.renderer.setClearColorHex( 0x000000, 0 );
  19. this.renderer.autoClear = false;
  20. }
  21. this.domElement = this.renderer.domElement;
  22. //
  23. var gl = this.renderer.context;
  24. //
  25. var geometryLightSphere = new THREE.SphereGeometry( 1, 16, 8 );
  26. var geometryLightPlane = new THREE.PlaneGeometry( 2, 2 );
  27. var black = new THREE.Color( 0x000000 );
  28. var colorShader = THREE.ShaderDeferred[ "color" ];
  29. var normalDepthShader = THREE.ShaderDeferred[ "normalDepth" ];
  30. //
  31. var emissiveLightShader = THREE.ShaderDeferred[ "emissiveLight" ];
  32. var pointLightShader = THREE.ShaderDeferred[ "pointLight" ];
  33. var spotLightShader = THREE.ShaderDeferred[ "spotLight" ];
  34. var directionalLightShader = THREE.ShaderDeferred[ "directionalLight" ];
  35. var compositeShader = THREE.ShaderDeferred[ "composite" ];
  36. //
  37. var compColor, compNormal, compDepth, compLight, compFinal;
  38. var passColor, passNormal, passDepth, passLightFullscreen, passLightProxy, compositePass;
  39. var effectFXAA;
  40. //
  41. var lightSceneFullscreen, lightSceneProxy;
  42. //
  43. var resizableMaterials = [];
  44. //
  45. var invisibleMaterial = new THREE.ShaderMaterial();
  46. invisibleMaterial.visible = false;
  47. var defaultNormalDepthMaterial = new THREE.ShaderMaterial( {
  48. uniforms: THREE.UniformsUtils.clone( normalDepthShader.uniforms ),
  49. vertexShader: normalDepthShader.vertexShader,
  50. fragmentShader: normalDepthShader.fragmentShader,
  51. blending: THREE.NoBlending
  52. } );
  53. //
  54. var initDeferredMaterials = function ( object ) {
  55. if ( object.material instanceof THREE.MeshFaceMaterial ) {
  56. var colorMaterials = [];
  57. var normalDepthMaterials = [];
  58. var materials = object.material.materials;
  59. for ( var i = 0, il = materials.length; i < il; i ++ ) {
  60. var deferredMaterials = createDeferredMaterials( materials[ i ] );
  61. if ( deferredMaterials.transparent ) {
  62. colorMaterials.push( invisibleMaterial );
  63. normalDepthMaterials.push( invisibleMaterial );
  64. } else {
  65. colorMaterials.push( deferredMaterials.colorMaterial );
  66. normalDepthMaterials.push( deferredMaterials.normalDepthMaterial );
  67. }
  68. }
  69. object.properties.colorMaterial = new THREE.MeshFaceMaterial( colorMaterials );
  70. object.properties.normalDepthMaterial = new THREE.MeshFaceMaterial( normalDepthMaterials );
  71. } else {
  72. var deferredMaterials = createDeferredMaterials( object.material );
  73. object.properties.colorMaterial = deferredMaterials.colorMaterial;
  74. object.properties.normalDepthMaterial = deferredMaterials.normalDepthMaterial;
  75. object.properties.transparent = deferredMaterials.transparent;
  76. }
  77. };
  78. var createDeferredMaterials = function ( originalMaterial ) {
  79. var deferredMaterials = {};
  80. // color material
  81. // -----------------
  82. // diffuse color
  83. // specular color
  84. // shininess
  85. // diffuse map
  86. // vertex colors
  87. // alphaTest
  88. // morphs
  89. var uniforms = THREE.UniformsUtils.clone( colorShader.uniforms );
  90. var defines = { "USE_MAP": !! originalMaterial.map, "USE_ENVMAP": !! originalMaterial.envMap, "GAMMA_INPUT": true };
  91. var material = new THREE.ShaderMaterial( {
  92. fragmentShader: colorShader.fragmentShader,
  93. vertexShader: colorShader.vertexShader,
  94. uniforms: uniforms,
  95. defines: defines,
  96. shading: originalMaterial.shading
  97. } );
  98. if ( originalMaterial instanceof THREE.MeshBasicMaterial ) {
  99. var diffuse = black;
  100. var emissive = originalMaterial.color;
  101. } else {
  102. var diffuse = originalMaterial.color;
  103. var emissive = originalMaterial.emissive !== undefined ? originalMaterial.emissive : black;
  104. }
  105. var specular = originalMaterial.specular !== undefined ? originalMaterial.specular : black;
  106. var shininess = originalMaterial.shininess !== undefined ? originalMaterial.shininess : 1;
  107. var wrapAround = originalMaterial.wrapAround !== undefined ? ( originalMaterial.wrapAround ? -1 : 1 ) : 1;
  108. var additiveSpecular = originalMaterial.metal !== undefined ? ( originalMaterial.metal ? 1 : -1 ) : -1;
  109. uniforms.emissive.value.copyGammaToLinear( emissive );
  110. uniforms.diffuse.value.copyGammaToLinear( diffuse );
  111. uniforms.specular.value.copyGammaToLinear( specular );
  112. uniforms.shininess.value = shininess;
  113. uniforms.wrapAround.value = wrapAround;
  114. uniforms.additiveSpecular.value = additiveSpecular;
  115. uniforms.map.value = originalMaterial.map;
  116. if ( originalMaterial.envMap ) {
  117. uniforms.envMap.value = originalMaterial.envMap;
  118. uniforms.useRefract.value = originalMaterial.envMap.mapping instanceof THREE.CubeRefractionMapping;
  119. uniforms.refractionRatio.value = originalMaterial.refractionRatio;
  120. uniforms.combine.value = originalMaterial.combine;
  121. uniforms.reflectivity.value = originalMaterial.reflectivity;
  122. uniforms.flipEnvMap.value = ( originalMaterial.envMap instanceof THREE.WebGLRenderTargetCube ) ? 1 : -1;
  123. uniforms.samplerNormalDepth.value = compNormalDepth.renderTarget2;
  124. uniforms.viewWidth.value = scaledWidth;
  125. uniforms.viewHeight.value = scaledHeight;
  126. resizableMaterials.push( material );
  127. }
  128. material.vertexColors = originalMaterial.vertexColors;
  129. material.morphTargets = originalMaterial.morphTargets;
  130. material.morphNormals = originalMaterial.morphNormals;
  131. material.skinning = originalMaterial.skinning;
  132. material.alphaTest = originalMaterial.alphaTest;
  133. material.wireframe = originalMaterial.wireframe;
  134. // uv repeat and offset setting priorities
  135. // 1. color map
  136. // 2. specular map
  137. // 3. normal map
  138. // 4. bump map
  139. var uvScaleMap;
  140. if ( originalMaterial.map ) {
  141. uvScaleMap = originalMaterial.map;
  142. } else if ( originalMaterial.specularMap ) {
  143. uvScaleMap = originalMaterial.specularMap;
  144. } else if ( originalMaterial.normalMap ) {
  145. uvScaleMap = originalMaterial.normalMap;
  146. } else if ( originalMaterial.bumpMap ) {
  147. uvScaleMap = originalMaterial.bumpMap;
  148. }
  149. if ( uvScaleMap !== undefined ) {
  150. var offset = uvScaleMap.offset;
  151. var repeat = uvScaleMap.repeat;
  152. uniforms.offsetRepeat.value.set( offset.x, offset.y, repeat.x, repeat.y );
  153. }
  154. deferredMaterials.colorMaterial = material;
  155. // normal + depth material
  156. // -----------------
  157. // vertex normals
  158. // morph normals
  159. // bump map
  160. // bump scale
  161. // clip depth
  162. if ( originalMaterial.morphTargets || originalMaterial.skinning || originalMaterial.bumpMap ) {
  163. var uniforms = THREE.UniformsUtils.clone( normalDepthShader.uniforms );
  164. var defines = { "USE_BUMPMAP": !!originalMaterial.bumpMap };
  165. var normalDepthMaterial = new THREE.ShaderMaterial( {
  166. uniforms: uniforms,
  167. vertexShader: normalDepthShader.vertexShader,
  168. fragmentShader: normalDepthShader.fragmentShader,
  169. shading: originalMaterial.shading,
  170. defines: defines,
  171. blending: THREE.NoBlending
  172. } );
  173. normalDepthMaterial.morphTargets = originalMaterial.morphTargets;
  174. normalDepthMaterial.morphNormals = originalMaterial.morphNormals;
  175. normalDepthMaterial.skinning = originalMaterial.skinning;
  176. if ( originalMaterial.bumpMap ) {
  177. uniforms.bumpMap.value = originalMaterial.bumpMap;
  178. uniforms.bumpScale.value = originalMaterial.bumpScale;
  179. var offset = originalMaterial.bumpMap.offset;
  180. var repeat = originalMaterial.bumpMap.repeat;
  181. uniforms.offsetRepeat.value.set( offset.x, offset.y, repeat.x, repeat.y );
  182. }
  183. } else {
  184. var normalDepthMaterial = defaultNormalDepthMaterial.clone();
  185. }
  186. normalDepthMaterial.wireframe = originalMaterial.wireframe;
  187. normalDepthMaterial.vertexColors = originalMaterial.vertexColors;
  188. deferredMaterials.normalDepthMaterial = normalDepthMaterial;
  189. //
  190. deferredMaterials.transparent = originalMaterial.transparent;
  191. return deferredMaterials;
  192. };
  193. var createDeferredPointLight = function ( light ) {
  194. // setup light material
  195. var materialLight = new THREE.ShaderMaterial( {
  196. uniforms: THREE.UniformsUtils.clone( pointLightShader.uniforms ),
  197. vertexShader: pointLightShader.vertexShader,
  198. fragmentShader: pointLightShader.fragmentShader,
  199. blending: THREE.AdditiveBlending,
  200. depthWrite: false,
  201. transparent: true,
  202. side: THREE.BackSide
  203. } );
  204. // infinite pointlights use full-screen quad proxy
  205. // regular pointlights use sphere proxy
  206. var distance, geometry;
  207. if ( light.distance > 0 ) {
  208. distance = light.distance;
  209. geometry = geometryLightSphere;
  210. } else {
  211. distance = Infinity;
  212. geometry = geometryLightPlane;
  213. materialLight.depthTest = false;
  214. materialLight.side = THREE.FrontSide;
  215. }
  216. // linear space
  217. var intensity = light.intensity * light.intensity;
  218. var position = light.matrixWorld.getPosition();
  219. materialLight.uniforms[ "lightPos" ].value.copy( position );
  220. materialLight.uniforms[ "lightRadius" ].value = distance;
  221. materialLight.uniforms[ "lightIntensity" ].value = intensity;
  222. materialLight.uniforms[ "lightColor" ].value.copyGammaToLinear( light.color );
  223. materialLight.uniforms[ "viewWidth" ].value = scaledWidth;
  224. materialLight.uniforms[ "viewHeight" ].value = scaledHeight;
  225. materialLight.uniforms[ 'samplerColor' ].value = compColor.renderTarget2;
  226. materialLight.uniforms[ 'samplerNormalDepth' ].value = compNormalDepth.renderTarget2;
  227. // create light proxy mesh
  228. var meshLight = new THREE.Mesh( geometry, materialLight );
  229. if ( light.distance > 0 ) {
  230. meshLight.position.copy( position );
  231. meshLight.scale.multiplyScalar( distance );
  232. }
  233. // keep reference for color and intensity updates
  234. meshLight.properties.originalLight = light;
  235. // keep reference for size reset
  236. resizableMaterials.push( materialLight );
  237. return meshLight;
  238. };
  239. var createDeferredSpotLight = function ( light ) {
  240. // setup light material
  241. var materialLight = new THREE.ShaderMaterial( {
  242. uniforms: THREE.UniformsUtils.clone( spotLightShader.uniforms ),
  243. vertexShader: spotLightShader.vertexShader,
  244. fragmentShader: spotLightShader.fragmentShader,
  245. blending: THREE.AdditiveBlending,
  246. depthWrite: false,
  247. depthTest: false,
  248. transparent: true
  249. } );
  250. // linear space
  251. var intensity = light.intensity * light.intensity;
  252. materialLight.uniforms[ "lightPositionWS" ].value.copy( light.matrixWorld.getPosition() );
  253. materialLight.uniforms[ "lightTargetWS" ].value.copy( light.target.matrixWorld.getPosition() );
  254. materialLight.uniforms[ "lightIntensity" ].value = intensity;
  255. materialLight.uniforms[ "lightAngle" ].value = light.angle;
  256. materialLight.uniforms[ "lightDistance" ].value = light.distance;
  257. materialLight.uniforms[ "lightColor" ].value.copyGammaToLinear( light.color );
  258. materialLight.uniforms[ "viewWidth" ].value = scaledWidth;
  259. materialLight.uniforms[ "viewHeight" ].value = scaledHeight;
  260. materialLight.uniforms[ 'samplerColor' ].value = compColor.renderTarget2;
  261. materialLight.uniforms[ 'samplerNormalDepth' ].value = compNormalDepth.renderTarget2;
  262. // create light proxy mesh
  263. var meshLight = new THREE.Mesh( geometryLightPlane, materialLight );
  264. // keep reference for color and intensity updates
  265. meshLight.properties.originalLight = light;
  266. // keep reference for size reset
  267. resizableMaterials.push( materialLight );
  268. return meshLight;
  269. };
  270. var createDeferredDirectionalLight = function ( light ) {
  271. // setup light material
  272. var materialLight = new THREE.ShaderMaterial( {
  273. uniforms: THREE.UniformsUtils.clone( directionalLightShader.uniforms ),
  274. vertexShader: directionalLightShader.vertexShader,
  275. fragmentShader: directionalLightShader.fragmentShader,
  276. blending: THREE.AdditiveBlending,
  277. depthWrite: false,
  278. depthTest: false,
  279. transparent: true
  280. } );
  281. // linear space
  282. var intensity = light.intensity * light.intensity;
  283. materialLight.uniforms[ "lightDir" ].value = light.position;
  284. materialLight.uniforms[ "lightIntensity" ].value = intensity;
  285. materialLight.uniforms[ "lightColor" ].value.copyGammaToLinear( light.color );
  286. materialLight.uniforms[ "viewWidth" ].value = scaledWidth;
  287. materialLight.uniforms[ "viewHeight" ].value = scaledHeight;
  288. materialLight.uniforms[ 'samplerColor' ].value = compColor.renderTarget2;
  289. materialLight.uniforms[ 'samplerNormalDepth' ].value = compNormalDepth.renderTarget2;
  290. // create light proxy mesh
  291. var meshLight = new THREE.Mesh( geometryLightPlane, materialLight );
  292. // keep reference for color and intensity updates
  293. meshLight.properties.originalLight = light;
  294. // keep reference for size reset
  295. resizableMaterials.push( materialLight );
  296. return meshLight;
  297. };
  298. var createDeferredEmissiveLight = function () {
  299. // setup light material
  300. var materialLight = new THREE.ShaderMaterial( {
  301. uniforms: THREE.UniformsUtils.clone( emissiveLightShader.uniforms ),
  302. vertexShader: emissiveLightShader.vertexShader,
  303. fragmentShader: emissiveLightShader.fragmentShader,
  304. depthTest: false,
  305. depthWrite: false,
  306. blending: THREE.NoBlending
  307. } );
  308. materialLight.uniforms[ "viewWidth" ].value = scaledWidth;
  309. materialLight.uniforms[ "viewHeight" ].value = scaledHeight;
  310. materialLight.uniforms[ 'samplerColor' ].value = compColor.renderTarget2;
  311. // create light proxy mesh
  312. var meshLight = new THREE.Mesh( geometryLightPlane, materialLight );
  313. // keep reference for size reset
  314. resizableMaterials.push( materialLight );
  315. return meshLight;
  316. };
  317. var initDeferredProperties = function ( object ) {
  318. if ( object.properties.deferredInitialized ) return;
  319. if ( object.material ) initDeferredMaterials( object );
  320. if ( object instanceof THREE.PointLight ) {
  321. var meshLight = createDeferredPointLight( object );
  322. if ( object.distance > 0 ) {
  323. lightSceneProxy.add( meshLight );
  324. } else {
  325. lightSceneFullscreen.add( meshLight );
  326. }
  327. } else if ( object instanceof THREE.SpotLight ) {
  328. var meshLight = createDeferredSpotLight( object );
  329. lightSceneFullscreen.add( meshLight );
  330. } else if ( object instanceof THREE.DirectionalLight ) {
  331. var meshLight = createDeferredDirectionalLight( object );
  332. lightSceneFullscreen.add( meshLight );
  333. }
  334. object.properties.deferredInitialized = true;
  335. };
  336. //
  337. var setMaterialColor = function ( object ) {
  338. if ( object.material ) {
  339. if ( object.properties.transparent ) {
  340. object.material = invisibleMaterial;
  341. } else {
  342. object.material = object.properties.colorMaterial;
  343. }
  344. }
  345. };
  346. var setMaterialNormalDepth = function ( object ) {
  347. if ( object.material ) {
  348. if ( object.properties.transparent ) {
  349. object.material = invisibleMaterial;
  350. } else {
  351. object.material = object.properties.normalDepthMaterial;
  352. }
  353. }
  354. };
  355. // external API
  356. this.setAntialias = function ( enabled ) {
  357. antialias = enabled;
  358. if ( antialias ) {
  359. effectFXAA.enabled = true;
  360. compositePass.renderToScreen = false;
  361. } else {
  362. effectFXAA.enabled = false;
  363. compositePass.renderToScreen = true;
  364. }
  365. };
  366. this.getAntialias = function () {
  367. return antialias;
  368. };
  369. this.setScale = function ( scale ) {
  370. currentScale = scale;
  371. scaledWidth = Math.floor( currentScale * fullWidth );
  372. scaledHeight = Math.floor( currentScale * fullHeight );
  373. compNormalDepth.setSize( scaledWidth, scaledHeight );
  374. compColor.setSize( scaledWidth, scaledHeight );
  375. compLight.setSize( scaledWidth, scaledHeight );
  376. compFinal.setSize( scaledWidth, scaledHeight );
  377. compColor.renderTarget2.shareDepthFrom = compNormalDepth.renderTarget2;
  378. compLight.renderTarget2.shareDepthFrom = compNormalDepth.renderTarget2;
  379. for ( var i = 0, il = resizableMaterials.length; i < il; i ++ ) {
  380. var uniforms = resizableMaterials[ i ].uniforms;
  381. uniforms[ "viewWidth" ].value = scaledWidth;
  382. uniforms[ "viewHeight" ].value = scaledHeight;
  383. if ( uniforms[ 'samplerColor' ] ) uniforms[ 'samplerColor' ].value = compColor.renderTarget2;
  384. if ( uniforms[ 'samplerNormalDepth' ] ) uniforms[ 'samplerNormalDepth' ].value = compNormalDepth.renderTarget2;
  385. }
  386. compositePass.uniforms[ 'samplerLight' ].value = compLight.renderTarget2;
  387. effectFXAA.uniforms[ 'resolution' ].value.set( 1 / fullWidth, 1 / fullHeight );
  388. };
  389. this.setSize = function ( width, height ) {
  390. fullWidth = width;
  391. fullHeight = height;
  392. this.renderer.setSize( fullWidth, fullHeight );
  393. this.setScale( currentScale );
  394. };
  395. //
  396. function updateLightProxy ( lightProxy, camera ) {
  397. var uniforms = lightProxy.material.uniforms;
  398. if ( uniforms[ "matProjInverse" ] ) uniforms[ "matProjInverse" ].value = camera.projectionMatrixInverse;
  399. if ( uniforms[ "matView" ] ) uniforms[ "matView" ].value = camera.matrixWorldInverse;
  400. var originalLight = lightProxy.properties.originalLight;
  401. if ( originalLight ) {
  402. if ( uniforms[ "lightColor" ] ) uniforms[ "lightColor" ].value.copyGammaToLinear( originalLight.color );
  403. if ( uniforms[ "lightIntensity" ] ) uniforms[ "lightIntensity" ].value = originalLight.intensity * originalLight.intensity;
  404. lightProxy.visible = originalLight.visible;
  405. if ( originalLight instanceof THREE.PointLight ) {
  406. var distance = originalLight.distance;
  407. // skip infinite pointlights
  408. // right now you can't switch between infinite and finite pointlights
  409. // it's just too messy as they use different proxies
  410. if ( distance > 0 ) {
  411. lightProxy.scale.set( 1, 1, 1 ).multiplyScalar( distance );
  412. if ( uniforms[ "lightRadius" ] ) uniforms[ "lightRadius" ].value = distance;
  413. var position = originalLight.matrixWorld.getPosition();
  414. uniforms[ "lightPos" ].value.copy( position );
  415. lightProxy.position.copy( position );
  416. }
  417. } else if ( originalLight instanceof THREE.SpotLight ) {
  418. uniforms[ "lightPositionWS" ].value.copy( originalLight.matrixWorld.getPosition() );
  419. uniforms[ "lightTargetWS" ].value.copy( originalLight.target.matrixWorld.getPosition() );
  420. uniforms[ "lightAngle" ].value = originalLight.angle;
  421. }
  422. }
  423. };
  424. this.render = function ( scene, camera ) {
  425. // setup deferred properties
  426. if ( ! scene.properties.lightSceneProxy ) {
  427. scene.properties.lightSceneProxy = new THREE.Scene();
  428. scene.properties.lightSceneFullscreen = new THREE.Scene();
  429. var meshLight = createDeferredEmissiveLight();
  430. scene.properties.lightSceneFullscreen.add( meshLight );
  431. }
  432. lightSceneProxy = scene.properties.lightSceneProxy;
  433. lightSceneFullscreen = scene.properties.lightSceneFullscreen;
  434. passColor.camera = camera;
  435. passNormalDepth.camera = camera;
  436. passLightProxy.camera = camera;
  437. passLightFullscreen.camera = THREE.EffectComposer.camera;
  438. passColor.scene = scene;
  439. passNormalDepth.scene = scene;
  440. passLightFullscreen.scene = lightSceneFullscreen;
  441. passLightProxy.scene = lightSceneProxy;
  442. scene.traverse( initDeferredProperties );
  443. // update scene graph only once per frame
  444. // (both color and normalDepth passes use exactly the same scene state)
  445. this.renderer.autoUpdateScene = false;
  446. scene.updateMatrixWorld();
  447. // 1) g-buffer normals + depth pass
  448. scene.traverse( setMaterialNormalDepth );
  449. // clear shared depth buffer
  450. this.renderer.autoClearDepth = true;
  451. this.renderer.autoClearStencil = true;
  452. // write 1 to shared stencil buffer
  453. // for non-background pixels
  454. //gl.enable( gl.STENCIL_TEST );
  455. gl.stencilOp( gl.REPLACE, gl.REPLACE, gl.REPLACE );
  456. gl.stencilFunc( gl.ALWAYS, 1, 0xffffffff );
  457. gl.clearStencil( 0 );
  458. compNormalDepth.render();
  459. // just touch foreground pixels (stencil == 1)
  460. // both in color and light passes
  461. gl.stencilFunc( gl.EQUAL, 1, 0xffffffff );
  462. gl.stencilOp( gl.KEEP, gl.KEEP, gl.KEEP );
  463. // 2) g-buffer color pass
  464. scene.traverse( setMaterialColor );
  465. // must use clean slate depth buffer
  466. // otherwise there are z-fighting glitches
  467. // not enough precision between two geometry passes
  468. // just to use EQUAL depth test
  469. this.renderer.autoClearDepth = true;
  470. this.renderer.autoClearStencil = false;
  471. compColor.render();
  472. // 3) light pass
  473. // do not clear depth buffer in this pass
  474. // depth from geometry pass is used for light culling
  475. // (write light proxy color pixel if behind scene pixel)
  476. this.renderer.autoClearDepth = false;
  477. this.renderer.autoUpdateScene = true;
  478. gl.depthFunc( gl.GEQUAL );
  479. camera.projectionMatrixInverse.getInverse( camera.projectionMatrix );
  480. for ( var i = 0, il = lightSceneProxy.children.length; i < il; i ++ ) {
  481. var lightProxy = lightSceneProxy.children[ i ];
  482. updateLightProxy( lightProxy, camera );
  483. }
  484. for ( var i = 0, il = lightSceneFullscreen.children.length; i < il; i ++ ) {
  485. var lightProxy = lightSceneFullscreen.children[ i ];
  486. updateLightProxy( lightProxy, camera );
  487. }
  488. compLight.render();
  489. // 4) composite pass
  490. // return back to usual depth and stencil handling state
  491. this.renderer.autoClearDepth = true;
  492. this.renderer.autoClearStencil = true;
  493. gl.depthFunc( gl.LEQUAL );
  494. gl.disable( gl.STENCIL_TEST );
  495. compFinal.render( 0.1 );
  496. };
  497. //
  498. var createRenderTargets = function ( ) {
  499. var rtParamsFloatLinear = { minFilter: THREE.NearestFilter, magFilter: THREE.LinearFilter, stencilBuffer: true,
  500. format: THREE.RGBAFormat, type: THREE.FloatType };
  501. var rtParamsFloatNearest = { minFilter: THREE.NearestFilter, magFilter: THREE.NearestFilter, stencilBuffer: true,
  502. format: THREE.RGBAFormat, type: THREE.FloatType };
  503. var rtParamsUByte = { minFilter: THREE.NearestFilter, magFilter: THREE.LinearFilter, stencilBuffer: false,
  504. format: THREE.RGBFormat, type: THREE.UnsignedByteType };
  505. // g-buffers
  506. var rtColor = new THREE.WebGLRenderTarget( scaledWidth, scaledHeight, rtParamsFloatNearest );
  507. var rtNormalDepth = new THREE.WebGLRenderTarget( scaledWidth, scaledHeight, rtParamsFloatNearest );
  508. var rtLight = new THREE.WebGLRenderTarget( scaledWidth, scaledHeight, rtParamsFloatLinear );
  509. var rtFinal = new THREE.WebGLRenderTarget( scaledWidth, scaledHeight, rtParamsUByte );
  510. rtColor.generateMipmaps = false;
  511. rtNormalDepth.generateMipmaps = false;
  512. rtLight.generateMipmaps = false;
  513. rtFinal.generateMipmaps = false;
  514. // normal + depth composer
  515. passNormalDepth = new THREE.RenderPass();
  516. passNormalDepth.clear = true;
  517. compNormalDepth = new THREE.EffectComposer( _this.renderer, rtNormalDepth );
  518. compNormalDepth.addPass( passNormalDepth );
  519. // color composer
  520. passColor = new THREE.RenderPass();
  521. passColor.clear = true;
  522. compColor = new THREE.EffectComposer( _this.renderer, rtColor );
  523. compColor.addPass( passColor );
  524. compColor.renderTarget2.shareDepthFrom = compNormalDepth.renderTarget2;
  525. // light composer
  526. passLightFullscreen = new THREE.RenderPass();
  527. passLightFullscreen.clear = true;
  528. passLightProxy = new THREE.RenderPass();
  529. passLightProxy.clear = false;
  530. compLight = new THREE.EffectComposer( _this.renderer, rtLight );
  531. compLight.addPass( passLightFullscreen );
  532. compLight.addPass( passLightProxy );
  533. compLight.renderTarget2.shareDepthFrom = compNormalDepth.renderTarget2;
  534. // final composer
  535. compositePass = new THREE.ShaderPass( compositeShader );
  536. compositePass.uniforms[ 'samplerLight' ].value = compLight.renderTarget2;
  537. compositePass.uniforms[ 'brightness' ].value = brightness;
  538. compositePass.material.blending = THREE.NoBlending;
  539. compositePass.clear = true;
  540. // FXAA
  541. effectFXAA = new THREE.ShaderPass( THREE.FXAAShader );
  542. effectFXAA.uniforms[ 'resolution' ].value.set( 1 / fullWidth, 1 / fullHeight );
  543. effectFXAA.renderToScreen = true;
  544. //
  545. compFinal = new THREE.EffectComposer( _this.renderer, rtFinal );
  546. compFinal.addPass( compositePass );
  547. compFinal.addPass( effectFXAA );
  548. if ( antialias ) {
  549. effectFXAA.enabled = true;
  550. compositePass.renderToScreen = false;
  551. } else {
  552. effectFXAA.enabled = false;
  553. compositePass.renderToScreen = true;
  554. }
  555. };
  556. // init
  557. createRenderTargets();
  558. };