WebGLDeferredRenderer.js 16 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 width = parameters.width;
  8. var height = parameters.height;
  9. var scale = parameters.scale;
  10. var scaledWidth = Math.floor( scale * width );
  11. var scaledHeight = Math.floor( scale * height );
  12. var additiveSpecular = parameters.additiveSpecular;
  13. var multiply = parameters.multiply;
  14. this.renderer = parameters.renderer;
  15. if ( this.renderer === undefined ) {
  16. this.renderer = new THREE.WebGLRenderer( { alpha: false } );
  17. this.renderer.setSize( width, height );
  18. this.renderer.setClearColorHex( 0x000000, 1 );
  19. this.renderer.autoClear = false;
  20. }
  21. this.domElement = this.renderer.domElement;
  22. //
  23. var geometryLight = new THREE.SphereGeometry( 1, 16, 8 );
  24. var black = new THREE.Color( 0x000000 );
  25. var colorShader = THREE.ShaderDeferred[ "color" ];
  26. var normalShader = THREE.ShaderDeferred[ "normals" ];
  27. var bumpShader = THREE.ShaderDeferred[ "bump" ];
  28. var clipDepthShader = THREE.ShaderDeferred[ "clipDepth" ];
  29. //
  30. var emissiveLightShader = THREE.ShaderDeferred[ "emissiveLight" ];
  31. var pointLightShader = THREE.ShaderDeferred[ "pointLight" ];
  32. var directionalLightShader = THREE.ShaderDeferred[ "directionalLight" ];
  33. var compositeShader = THREE.ShaderDeferred[ "composite" ];
  34. //
  35. var compColor, compNormal, compDepth, compLight, compFinal;
  36. var passColor, passNormal, passDepth, passLightFullscreen, passLightProxy, compositePass;
  37. var effectFXAA;
  38. //
  39. var lightSceneFullscreen, lightSceneProxy;
  40. var lightMaterials = [];
  41. //
  42. var defaultNormalMaterial = new THREE.ShaderMaterial( {
  43. uniforms: THREE.UniformsUtils.clone( normalShader.uniforms ),
  44. vertexShader: normalShader.vertexShader,
  45. fragmentShader: normalShader.fragmentShader
  46. } );
  47. var defaultDepthMaterial = new THREE.ShaderMaterial( {
  48. uniforms: THREE.UniformsUtils.clone( clipDepthShader.uniforms ),
  49. vertexShader: clipDepthShader.vertexShader,
  50. fragmentShader: clipDepthShader.fragmentShader
  51. } );
  52. //
  53. var initDeferredMaterials = function ( object ) {
  54. if ( object.material instanceof THREE.MeshFaceMaterial ) {
  55. var colorMaterials = [];
  56. var depthMaterials = [];
  57. var normalMaterials = [];
  58. var materials = object.material.materials;
  59. for ( var i = 0, il = materials.length; i < il; i ++ ) {
  60. var deferredMaterials = createDeferredMaterials( materials[ i ] );
  61. colorMaterials.push( deferredMaterials.colorMaterial );
  62. depthMaterials.push( deferredMaterials.depthMaterial );
  63. normalMaterials.push( deferredMaterials.normalMaterial );
  64. }
  65. object.properties.colorMaterial = new THREE.MeshFaceMaterial( colorMaterials );
  66. object.properties.depthMaterial = new THREE.MeshFaceMaterial( depthMaterials );
  67. object.properties.normalMaterial = new THREE.MeshFaceMaterial( normalMaterials );
  68. } else {
  69. var deferredMaterials = createDeferredMaterials( object.material );
  70. object.properties.colorMaterial = deferredMaterials.colorMaterial;
  71. object.properties.depthMaterial = deferredMaterials.depthMaterial;
  72. object.properties.normalMaterial = deferredMaterials.normalMaterial;
  73. }
  74. };
  75. var createDeferredMaterials = function ( originalMaterial ) {
  76. var deferredMaterials = {};
  77. // color material
  78. // -----------------
  79. // diffuse color
  80. // specular color
  81. // shininess
  82. // diffuse map
  83. // vertex colors
  84. // alphaTest
  85. // morphs
  86. var uniforms = THREE.UniformsUtils.clone( colorShader.uniforms );
  87. var defines = { "USE_MAP": !! originalMaterial.map, "GAMMA_INPUT": true };
  88. var material = new THREE.ShaderMaterial( {
  89. fragmentShader: colorShader.fragmentShader,
  90. vertexShader: colorShader.vertexShader,
  91. uniforms: uniforms,
  92. defines: defines,
  93. shading: originalMaterial.shading
  94. } );
  95. if ( originalMaterial instanceof THREE.MeshBasicMaterial ) {
  96. var diffuse = black;
  97. var emissive = originalMaterial.color;
  98. } else {
  99. var diffuse = originalMaterial.color;
  100. var emissive = originalMaterial.emissive !== undefined ? originalMaterial.emissive : black;
  101. }
  102. var specular = originalMaterial.specular !== undefined ? originalMaterial.specular : black;
  103. var shininess = originalMaterial.shininess !== undefined ? originalMaterial.shininess : 1;
  104. uniforms.emissive.value.copy( emissive );
  105. uniforms.diffuse.value.copy( diffuse );
  106. uniforms.specular.value.copy( specular );
  107. uniforms.shininess.value = shininess;
  108. uniforms.map.value = originalMaterial.map;
  109. material.vertexColors = originalMaterial.vertexColors;
  110. material.morphTargets = originalMaterial.morphTargets;
  111. material.morphNormals = originalMaterial.morphNormals;
  112. material.alphaTest = originalMaterial.alphaTest;
  113. if ( originalMaterial.bumpMap ) {
  114. var offset = originalMaterial.bumpMap.offset;
  115. var repeat = originalMaterial.bumpMap.repeat;
  116. uniforms.offsetRepeat.value.set( offset.x, offset.y, repeat.x, repeat.y );
  117. }
  118. deferredMaterials.colorMaterial = material;
  119. // normal material
  120. // -----------------
  121. // vertex normals
  122. // morph normals
  123. // bump map
  124. // bump scale
  125. if ( originalMaterial.bumpMap ) {
  126. var uniforms = THREE.UniformsUtils.clone( bumpShader.uniforms );
  127. var normalMaterial = new THREE.ShaderMaterial( {
  128. uniforms: uniforms,
  129. vertexShader: bumpShader.vertexShader,
  130. fragmentShader: bumpShader.fragmentShader,
  131. defines: { "USE_BUMPMAP": true }
  132. } );
  133. uniforms.bumpMap.value = originalMaterial.bumpMap;
  134. uniforms.bumpScale.value = originalMaterial.bumpScale;
  135. var offset = originalMaterial.bumpMap.offset;
  136. var repeat = originalMaterial.bumpMap.repeat;
  137. uniforms.offsetRepeat.value.set( offset.x, offset.y, repeat.x, repeat.y );
  138. deferredMaterials.normalMaterial = normalMaterial;
  139. } else if ( originalMaterial.morphTargets ) {
  140. var normalMaterial = new THREE.ShaderMaterial( {
  141. uniforms: THREE.UniformsUtils.clone( normalShader.uniforms ),
  142. vertexShader: normalShader.vertexShader,
  143. fragmentShader: normalShader.fragmentShader,
  144. shading: originalMaterial.shading
  145. } );
  146. normalMaterial.morphTargets = originalMaterial.morphTargets;
  147. normalMaterial.morphNormals = originalMaterial.morphNormals;
  148. deferredMaterials.normalMaterial = normalMaterial;
  149. } else {
  150. deferredMaterials.normalMaterial = defaultNormalMaterial;
  151. }
  152. // depth material
  153. if ( originalMaterial.morphTargets ) {
  154. var depthMaterial = new THREE.ShaderMaterial( {
  155. uniforms: THREE.UniformsUtils.clone( clipDepthShader.uniforms ),
  156. vertexShader: clipDepthShader.vertexShader,
  157. fragmentShader: clipDepthShader.fragmentShader
  158. } );
  159. depthMaterial.morphTargets = originalMaterial.morphTargets;
  160. deferredMaterials.depthMaterial = depthMaterial;
  161. } else {
  162. deferredMaterials.depthMaterial = defaultDepthMaterial;
  163. }
  164. return deferredMaterials;
  165. };
  166. var createDeferredPointLight = function ( light ) {
  167. // setup light material
  168. var materialLight = new THREE.ShaderMaterial( {
  169. uniforms: THREE.UniformsUtils.clone( pointLightShader.uniforms ),
  170. vertexShader: pointLightShader.vertexShader,
  171. fragmentShader: pointLightShader.fragmentShader,
  172. defines: { "ADDITIVE_SPECULAR": additiveSpecular },
  173. blending: THREE.AdditiveBlending,
  174. depthWrite: false,
  175. transparent: true
  176. } );
  177. materialLight.uniforms[ "lightPos" ].value = light.position;
  178. materialLight.uniforms[ "lightRadius" ].value = light.distance;
  179. materialLight.uniforms[ "lightIntensity" ].value = light.intensity;
  180. materialLight.uniforms[ "lightColor" ].value = light.color;
  181. materialLight.uniforms[ "viewWidth" ].value = scaledWidth;
  182. materialLight.uniforms[ "viewHeight" ].value = scaledHeight;
  183. materialLight.uniforms[ 'samplerColor' ].value = compColor.renderTarget2;
  184. materialLight.uniforms[ 'samplerNormals' ].value = compNormal.renderTarget2;
  185. materialLight.uniforms[ 'samplerDepth' ].value = compDepth.renderTarget2;
  186. // create light proxy mesh
  187. var meshLight = new THREE.Mesh( geometryLight, materialLight );
  188. meshLight.position = light.position;
  189. meshLight.scale.multiplyScalar( light.distance );
  190. // keep reference for size reset
  191. lightMaterials.push( materialLight );
  192. return meshLight;
  193. };
  194. var createDeferredDirectionalLight = function ( light ) {
  195. // setup light material
  196. var materialLight = new THREE.ShaderMaterial( {
  197. uniforms: THREE.UniformsUtils.clone( directionalLightShader.uniforms ),
  198. vertexShader: directionalLightShader.vertexShader,
  199. fragmentShader: directionalLightShader.fragmentShader,
  200. defines: { "ADDITIVE_SPECULAR": additiveSpecular },
  201. blending: THREE.AdditiveBlending,
  202. depthWrite: false,
  203. transparent: true
  204. } );
  205. materialLight.uniforms[ "lightDir" ].value = light.position;
  206. materialLight.uniforms[ "lightIntensity" ].value = light.intensity;
  207. materialLight.uniforms[ "lightColor" ].value = light.color;
  208. materialLight.uniforms[ "viewWidth" ].value = scaledWidth;
  209. materialLight.uniforms[ "viewHeight" ].value = scaledHeight;
  210. materialLight.uniforms[ 'samplerColor' ].value = compColor.renderTarget2;
  211. materialLight.uniforms[ 'samplerDepth' ].value = compDepth.renderTarget2;
  212. materialLight.uniforms[ 'samplerNormals' ].value = compNormal.renderTarget2;
  213. // create light proxy mesh
  214. var geometryLight = new THREE.PlaneGeometry( 2, 2 );
  215. var meshLight = new THREE.Mesh( geometryLight, materialLight );
  216. // keep reference for size reset
  217. lightMaterials.push( materialLight );
  218. return meshLight;
  219. };
  220. var createDeferredEmissiveLight = function () {
  221. // setup light material
  222. var materialLight = new THREE.ShaderMaterial( {
  223. uniforms: THREE.UniformsUtils.clone( emissiveLightShader.uniforms ),
  224. vertexShader: emissiveLightShader.vertexShader,
  225. fragmentShader: emissiveLightShader.fragmentShader,
  226. depthTest: false,
  227. depthWrite: false
  228. } );
  229. materialLight.uniforms[ "viewWidth" ].value = scaledWidth;
  230. materialLight.uniforms[ "viewHeight" ].value = scaledHeight;
  231. materialLight.uniforms[ 'samplerColor' ].value = compColor.renderTarget2;
  232. materialLight.uniforms[ 'samplerDepth' ].value = compDepth.renderTarget2;
  233. // create light proxy mesh
  234. var geometryLight = new THREE.PlaneGeometry( 2, 2 );
  235. var meshLight = new THREE.Mesh( geometryLight, materialLight );
  236. // keep reference for size reset
  237. lightMaterials.push( materialLight );
  238. return meshLight;
  239. };
  240. var initDeferredProperties = function ( object ) {
  241. if ( object.properties.deferredInitialized ) return;
  242. if ( object.material ) initDeferredMaterials( object );
  243. if ( object instanceof THREE.PointLight ) {
  244. var meshLight = createDeferredPointLight( object );
  245. lightSceneProxy.add( meshLight );
  246. } else if ( object instanceof THREE.DirectionalLight ) {
  247. var meshLight = createDeferredDirectionalLight( object );
  248. lightSceneFullscreen.add( meshLight );
  249. }
  250. object.properties.deferredInitialized = true;
  251. };
  252. //
  253. var setMaterialColor = function ( object ) {
  254. if ( object.material ) object.material = object.properties.colorMaterial;
  255. };
  256. var setMaterialDepth = function ( object ) {
  257. if ( object.material ) object.material = object.properties.depthMaterial;
  258. };
  259. var setMaterialNormal = function ( object ) {
  260. if ( object.material ) object.material = object.properties.normalMaterial;
  261. };
  262. //
  263. this.setSize = function ( width, height ) {
  264. this.renderer.setSize( width, height );
  265. scaledWidth = Math.floor( scale * width );
  266. scaledHeight = Math.floor( scale * height );
  267. compColor.setSize( scaledWidth, scaledHeight );
  268. compNormal.setSize( scaledWidth, scaledHeight );
  269. compDepth.setSize( scaledWidth, scaledHeight );
  270. compLight.setSize( scaledWidth, scaledHeight );
  271. compFinal.setSize( scaledWidth, scaledHeight );
  272. for ( var i = 0, il = lightMaterials.length; i < il; i ++ ) {
  273. var uniforms = lightMaterials[ i ].uniforms;
  274. uniforms[ "viewWidth" ].value = scaledWidth;
  275. uniforms[ "viewHeight" ].value = scaledHeight;
  276. uniforms[ 'samplerColor' ].value = compColor.renderTarget2;
  277. uniforms[ 'samplerDepth' ].value = compDepth.renderTarget2;
  278. if ( uniforms[ 'samplerNormals' ] ) {
  279. uniforms[ 'samplerNormals' ].value = compNormal.renderTarget2;
  280. }
  281. }
  282. compositePass.uniforms[ 'samplerLight' ].value = compLight.renderTarget2;
  283. effectFXAA.uniforms[ 'resolution' ].value.set( 1 / width, 1 / height );
  284. };
  285. //
  286. this.render = function ( scene, camera ) {
  287. // setup deferred properties
  288. if ( ! scene.properties.lightSceneProxy ) {
  289. scene.properties.lightSceneProxy = new THREE.Scene();
  290. scene.properties.lightSceneFullscreen = new THREE.Scene();
  291. var meshLight = createDeferredEmissiveLight();
  292. scene.properties.lightSceneFullscreen.add( meshLight );
  293. }
  294. lightSceneProxy = scene.properties.lightSceneProxy;
  295. lightSceneFullscreen = scene.properties.lightSceneFullscreen;
  296. passColor.camera = camera;
  297. passNormal.camera = camera;
  298. passDepth.camera = camera;
  299. passLightProxy.camera = camera;
  300. passLightFullscreen.camera = THREE.EffectComposer.camera;
  301. passColor.scene = scene;
  302. passNormal.scene = scene;
  303. passDepth.scene = scene;
  304. passLightFullscreen.scene = lightSceneFullscreen;
  305. passLightProxy.scene = lightSceneProxy;
  306. scene.traverse( initDeferredProperties );
  307. // g-buffer color
  308. scene.traverse( setMaterialColor );
  309. compColor.render();
  310. // g-buffer depth
  311. scene.traverse( setMaterialDepth );
  312. compDepth.render();
  313. // g-buffer normals
  314. scene.traverse( setMaterialNormal );
  315. compNormal.render();
  316. // light pass
  317. camera.projectionMatrixInverse.getInverse( camera.projectionMatrix );
  318. for ( var i = 0, il = lightSceneProxy.children.length; i < il; i ++ ) {
  319. var uniforms = lightSceneProxy.children[ i ].material.uniforms;
  320. uniforms[ "matProjInverse" ].value = camera.projectionMatrixInverse;
  321. uniforms[ "matView" ].value = camera.matrixWorldInverse;
  322. }
  323. for ( var i = 0, il = lightSceneFullscreen.children.length; i < il; i ++ ) {
  324. var uniforms = lightSceneFullscreen.children[ i ].material.uniforms;
  325. if ( uniforms[ "matView" ] ) uniforms[ "matView" ].value = camera.matrixWorldInverse;
  326. }
  327. compLight.render();
  328. // composite pass
  329. compFinal.render( 0.1 );
  330. };
  331. var createRenderTargets = function ( ) {
  332. var rtParamsFloatLinear = { minFilter: THREE.NearestFilter, magFilter: THREE.LinearFilter, stencilBuffer: false,
  333. format: THREE.RGBAFormat, type: THREE.FloatType };
  334. var rtParamsFloatNearest = { minFilter: THREE.NearestFilter, magFilter: THREE.NearestFilter, stencilBuffer: false,
  335. format: THREE.RGBAFormat, type: THREE.FloatType };
  336. var rtParamsUByte = { minFilter: THREE.NearestFilter, magFilter: THREE.LinearFilter, stencilBuffer: false,
  337. format: THREE.RGBFormat, type: THREE.UnsignedByteType };
  338. // g-buffers
  339. var rtColor = new THREE.WebGLRenderTarget( scaledWidth, scaledHeight, rtParamsFloatNearest );
  340. var rtNormal = new THREE.WebGLRenderTarget( scaledWidth, scaledHeight, rtParamsFloatLinear );
  341. var rtDepth = new THREE.WebGLRenderTarget( scaledWidth, scaledHeight, rtParamsFloatLinear );
  342. var rtLight = new THREE.WebGLRenderTarget( scaledWidth, scaledHeight, rtParamsFloatLinear );
  343. var rtFinal = new THREE.WebGLRenderTarget( scaledWidth, scaledHeight, rtParamsUByte );
  344. rtColor.generateMipmaps = false;
  345. rtNormal.generateMipmaps = false;
  346. rtDepth.generateMipmaps = false;
  347. rtLight.generateMipmaps = false;
  348. rtFinal.generateMipmaps = false;
  349. // composers
  350. passColor = new THREE.RenderPass();
  351. compColor = new THREE.EffectComposer( _this.renderer, rtColor );
  352. compColor.addPass( passColor );
  353. passNormal = new THREE.RenderPass();
  354. compNormal = new THREE.EffectComposer( _this.renderer, rtNormal );
  355. compNormal.addPass( passNormal );
  356. passDepth = new THREE.RenderPass();
  357. compDepth = new THREE.EffectComposer( _this.renderer, rtDepth );
  358. compDepth.addPass( passDepth );
  359. passLightFullscreen = new THREE.RenderPass();
  360. passLightProxy = new THREE.RenderPass();
  361. passLightProxy.clear = false;
  362. compLight = new THREE.EffectComposer( _this.renderer, rtLight );
  363. compLight.addPass( passLightFullscreen );
  364. compLight.addPass( passLightProxy );
  365. // composite
  366. compositePass = new THREE.ShaderPass( compositeShader );
  367. compositePass.uniforms[ 'samplerLight' ].value = compLight.renderTarget2;
  368. compositePass.uniforms[ 'multiply' ].value = multiply;
  369. // FXAA
  370. effectFXAA = new THREE.ShaderPass( THREE.FXAAShader );
  371. effectFXAA.uniforms[ 'resolution' ].value.set( 1 / width, 1 / height );
  372. effectFXAA.renderToScreen = true;
  373. //
  374. compFinal = new THREE.EffectComposer( _this.renderer, rtFinal );
  375. compFinal.addPass( compositePass );
  376. compFinal.addPass( effectFXAA );
  377. };
  378. // init
  379. createRenderTargets();
  380. };