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