WebGLDeferredRenderer.js 17 KB

123456789101112131415161718192021222324252627282930313233343536373839404142434445464748495051525354555657585960616263646566676869707172737475767778798081828384858687888990919293949596979899100101102103104105106107108109110111112113114115116117118119120121122123124125126127128129130131132133134135136137138139140141142143144145146147148149150151152153154155156157158159160161162163164165166167168169170171172173174175176177178179180181182183184185186187188189190191192193194195196197198199200201202203204205206207208209210211212213214215216217218219220221222223224225226227228229230231232233234235236237238239240241242243244245246247248249250251252253254255256257258259260261262263264265266267268269270271272273274275276277278279280281282283284285286287288289290291292293294295296297298299300301302303304305306307308309310311312313314315316317318319320321322323324325326327328329330331332333334335336337338339340341342343344345346347348349350351352353354355356357358359360361362363364365366367368369370371372373374375376377378379380381382383384385386387388389390391392393394395396397398399400401402403404405406407408409410411412413414415416417418419420421422423424425426427428429430431432433434435436437438439440441442443444445446447448449450451452453454455456457458459460461462463464465466467468469470471472473474475476477478479480481482483484485486487488489490491492493494495496497498499500501502503504505506507508509510511512513514515516517518519520521522523524525526527528529530531532533534535536537538539540541542543544545546547548549550551552553554555556557558559560561562563564565566567568569570571572573574575576577578579580581582583584585586587588589590591592593594595596597598599600601602603604605606607608609610611612613614615616617618619620621622623624625626627628629630631632633634635636
  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 brightness = parameters.brightness;
  13. this.renderer = parameters.renderer;
  14. if ( this.renderer === undefined ) {
  15. this.renderer = new THREE.WebGLRenderer( { alpha: false } );
  16. this.renderer.setSize( width, height );
  17. this.renderer.setClearColorHex( 0x000000, 0 );
  18. this.renderer.autoClear = false;
  19. }
  20. this.domElement = this.renderer.domElement;
  21. //
  22. var gl = this.renderer.context;
  23. //
  24. var geometryLight = new THREE.SphereGeometry( 1, 16, 8 );
  25. var black = new THREE.Color( 0x000000 );
  26. var colorShader = THREE.ShaderDeferred[ "color" ];
  27. var normalDepthShader = THREE.ShaderDeferred[ "normalDepth" ];
  28. //
  29. var emissiveLightShader = THREE.ShaderDeferred[ "emissiveLight" ];
  30. var pointLightShader = THREE.ShaderDeferred[ "pointLight" ];
  31. var directionalLightShader = THREE.ShaderDeferred[ "directionalLight" ];
  32. var compositeShader = THREE.ShaderDeferred[ "composite" ];
  33. //
  34. var compColor, compNormal, compDepth, compLight, compFinal;
  35. var passColor, passNormal, passDepth, passLightFullscreen, passLightProxy, compositePass;
  36. var effectFXAA;
  37. //
  38. var lightSceneFullscreen, lightSceneProxy;
  39. var lightMaterials = [];
  40. //
  41. var defaultNormalDepthMaterial = new THREE.ShaderMaterial( {
  42. uniforms: THREE.UniformsUtils.clone( normalDepthShader.uniforms ),
  43. vertexShader: normalDepthShader.vertexShader,
  44. fragmentShader: normalDepthShader.fragmentShader
  45. } );
  46. //
  47. var initDeferredMaterials = function ( object ) {
  48. if ( object.material instanceof THREE.MeshFaceMaterial ) {
  49. var colorMaterials = [];
  50. var normalDepthMaterials = [];
  51. var materials = object.material.materials;
  52. for ( var i = 0, il = materials.length; i < il; i ++ ) {
  53. var deferredMaterials = createDeferredMaterials( materials[ i ] );
  54. colorMaterials.push( deferredMaterials.colorMaterial );
  55. normalDepthMaterials.push( deferredMaterials.normalDepthMaterial );
  56. }
  57. object.properties.colorMaterial = new THREE.MeshFaceMaterial( colorMaterials );
  58. object.properties.normalDepthMaterial = new THREE.MeshFaceMaterial( normalDepthMaterials );
  59. } else {
  60. var deferredMaterials = createDeferredMaterials( object.material );
  61. object.properties.colorMaterial = deferredMaterials.colorMaterial;
  62. object.properties.normalDepthMaterial = deferredMaterials.normalDepthMaterial;
  63. }
  64. };
  65. var createDeferredMaterials = function ( originalMaterial ) {
  66. var deferredMaterials = {};
  67. // color material
  68. // -----------------
  69. // diffuse color
  70. // specular color
  71. // shininess
  72. // diffuse map
  73. // vertex colors
  74. // alphaTest
  75. // morphs
  76. var uniforms = THREE.UniformsUtils.clone( colorShader.uniforms );
  77. var defines = { "USE_MAP": !! originalMaterial.map, "GAMMA_INPUT": true };
  78. var material = new THREE.ShaderMaterial( {
  79. fragmentShader: colorShader.fragmentShader,
  80. vertexShader: colorShader.vertexShader,
  81. uniforms: uniforms,
  82. defines: defines,
  83. shading: originalMaterial.shading
  84. } );
  85. if ( originalMaterial instanceof THREE.MeshBasicMaterial ) {
  86. var diffuse = black;
  87. var emissive = originalMaterial.color;
  88. } else {
  89. var diffuse = originalMaterial.color;
  90. var emissive = originalMaterial.emissive !== undefined ? originalMaterial.emissive : black;
  91. }
  92. var specular = originalMaterial.specular !== undefined ? originalMaterial.specular : black;
  93. var shininess = originalMaterial.shininess !== undefined ? originalMaterial.shininess : 1;
  94. var wrapAround = originalMaterial.wrapAround !== undefined ? ( originalMaterial.wrapAround ? -1 : 1 ) : 1;
  95. var additiveSpecular = originalMaterial.metal !== undefined ? ( originalMaterial.metal ? 1 : -1 ) : -1;
  96. uniforms.emissive.value.copy( emissive );
  97. uniforms.diffuse.value.copy( diffuse );
  98. uniforms.specular.value.copy( specular );
  99. uniforms.shininess.value = shininess;
  100. uniforms.wrapAround.value = wrapAround;
  101. uniforms.additiveSpecular.value = additiveSpecular;
  102. uniforms.map.value = originalMaterial.map;
  103. material.vertexColors = originalMaterial.vertexColors;
  104. material.morphTargets = originalMaterial.morphTargets;
  105. material.morphNormals = originalMaterial.morphNormals;
  106. material.skinning = originalMaterial.skinning;
  107. material.alphaTest = originalMaterial.alphaTest;
  108. if ( originalMaterial.bumpMap ) {
  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. }
  113. deferredMaterials.colorMaterial = material;
  114. // normal + depth material
  115. // -----------------
  116. // vertex normals
  117. // morph normals
  118. // bump map
  119. // bump scale
  120. // clip depth
  121. if ( originalMaterial.morphTargets || originalMaterial.skinning || originalMaterial.bumpMap ) {
  122. var uniforms = THREE.UniformsUtils.clone( normalDepthShader.uniforms );
  123. var defines = { "USE_BUMPMAP": !!originalMaterial.bumpMap };
  124. var normalDepthMaterial = new THREE.ShaderMaterial( {
  125. uniforms: uniforms,
  126. vertexShader: normalDepthShader.vertexShader,
  127. fragmentShader: normalDepthShader.fragmentShader,
  128. shading: originalMaterial.shading,
  129. defines: defines,
  130. blending: THREE.NoBlending,
  131. depthWrite: false
  132. } );
  133. if ( originalMaterial.morphTargets ) {
  134. normalDepthMaterial.morphTargets = originalMaterial.morphTargets;
  135. normalDepthMaterial.morphNormals = originalMaterial.morphNormals;
  136. }
  137. if ( originalMaterial.skinning ) {
  138. normalDepthMaterial.skinning = originalMaterial.skinning;
  139. }
  140. if ( originalMaterial.bumpMap ) {
  141. uniforms.bumpMap.value = originalMaterial.bumpMap;
  142. uniforms.bumpScale.value = originalMaterial.bumpScale;
  143. var offset = originalMaterial.bumpMap.offset;
  144. var repeat = originalMaterial.bumpMap.repeat;
  145. uniforms.offsetRepeat.value.set( offset.x, offset.y, repeat.x, repeat.y );
  146. }
  147. deferredMaterials.normalDepthMaterial = normalDepthMaterial;
  148. } else {
  149. deferredMaterials.normalDepthMaterial = defaultNormalDepthMaterial;
  150. }
  151. return deferredMaterials;
  152. };
  153. var createDeferredPointLight = function ( light ) {
  154. // setup light material
  155. var materialLight = new THREE.ShaderMaterial( {
  156. uniforms: THREE.UniformsUtils.clone( pointLightShader.uniforms ),
  157. vertexShader: pointLightShader.vertexShader,
  158. fragmentShader: pointLightShader.fragmentShader,
  159. blending: THREE.AdditiveBlending,
  160. depthWrite: false,
  161. transparent: true,
  162. side: THREE.BackSide
  163. } );
  164. materialLight.uniforms[ "lightPos" ].value = light.position;
  165. materialLight.uniforms[ "lightRadius" ].value = light.distance;
  166. materialLight.uniforms[ "lightIntensity" ].value = light.intensity;
  167. materialLight.uniforms[ "lightColor" ].value = light.color;
  168. materialLight.uniforms[ "viewWidth" ].value = scaledWidth;
  169. materialLight.uniforms[ "viewHeight" ].value = scaledHeight;
  170. materialLight.uniforms[ 'samplerColor' ].value = compColor.renderTarget2;
  171. materialLight.uniforms[ 'samplerNormalDepth' ].value = compNormalDepth.renderTarget2;
  172. // create light proxy mesh
  173. var meshLight = new THREE.Mesh( geometryLight, materialLight );
  174. meshLight.position = light.position;
  175. meshLight.scale.multiplyScalar( light.distance );
  176. // keep reference for size reset
  177. lightMaterials.push( materialLight );
  178. return meshLight;
  179. };
  180. var createDeferredDirectionalLight = function ( light ) {
  181. // setup light material
  182. var materialLight = new THREE.ShaderMaterial( {
  183. uniforms: THREE.UniformsUtils.clone( directionalLightShader.uniforms ),
  184. vertexShader: directionalLightShader.vertexShader,
  185. fragmentShader: directionalLightShader.fragmentShader,
  186. blending: THREE.AdditiveBlending,
  187. depthWrite: false,
  188. transparent: true
  189. } );
  190. materialLight.uniforms[ "lightDir" ].value = light.position;
  191. materialLight.uniforms[ "lightIntensity" ].value = light.intensity;
  192. materialLight.uniforms[ "lightColor" ].value = light.color;
  193. materialLight.uniforms[ "viewWidth" ].value = scaledWidth;
  194. materialLight.uniforms[ "viewHeight" ].value = scaledHeight;
  195. materialLight.uniforms[ 'samplerColor' ].value = compColor.renderTarget2;
  196. materialLight.uniforms[ 'samplerNormalDepth' ].value = compNormalDepth.renderTarget2;
  197. // create light proxy mesh
  198. var geometryLight = new THREE.PlaneGeometry( 2, 2 );
  199. var meshLight = new THREE.Mesh( geometryLight, materialLight );
  200. // keep reference for size reset
  201. lightMaterials.push( materialLight );
  202. return meshLight;
  203. };
  204. var createDeferredEmissiveLight = function () {
  205. // setup light material
  206. var materialLight = new THREE.ShaderMaterial( {
  207. uniforms: THREE.UniformsUtils.clone( emissiveLightShader.uniforms ),
  208. vertexShader: emissiveLightShader.vertexShader,
  209. fragmentShader: emissiveLightShader.fragmentShader,
  210. depthTest: false,
  211. depthWrite: false,
  212. blending: THREE.NoBlending
  213. } );
  214. materialLight.uniforms[ "viewWidth" ].value = scaledWidth;
  215. materialLight.uniforms[ "viewHeight" ].value = scaledHeight;
  216. materialLight.uniforms[ 'samplerColor' ].value = compColor.renderTarget2;
  217. // create light proxy mesh
  218. var geometryLight = new THREE.PlaneGeometry( 2, 2 );
  219. var meshLight = new THREE.Mesh( geometryLight, materialLight );
  220. // keep reference for size reset
  221. lightMaterials.push( materialLight );
  222. return meshLight;
  223. };
  224. var initDeferredProperties = function ( object ) {
  225. if ( object.properties.deferredInitialized ) return;
  226. if ( object.material ) initDeferredMaterials( object );
  227. if ( object instanceof THREE.PointLight ) {
  228. var meshLight = createDeferredPointLight( object );
  229. lightSceneProxy.add( meshLight );
  230. } else if ( object instanceof THREE.DirectionalLight ) {
  231. var meshLight = createDeferredDirectionalLight( object );
  232. lightSceneFullscreen.add( meshLight );
  233. }
  234. object.properties.deferredInitialized = true;
  235. };
  236. //
  237. var setMaterialColor = function ( object ) {
  238. if ( object.material ) object.material = object.properties.colorMaterial;
  239. };
  240. var setMaterialNormalDepth = function ( object ) {
  241. if ( object.material ) object.material = object.properties.normalDepthMaterial;
  242. };
  243. //
  244. this.setSize = function ( width, height ) {
  245. this.renderer.setSize( width, height );
  246. scaledWidth = Math.floor( scale * width );
  247. scaledHeight = Math.floor( scale * height );
  248. compColor.setSize( scaledWidth, scaledHeight );
  249. compNormalDepth.setSize( scaledWidth, scaledHeight );
  250. compLight.setSize( scaledWidth, scaledHeight );
  251. compFinal.setSize( scaledWidth, scaledHeight );
  252. compNormalDepth.renderTarget2.shareDepthFrom = compColor.renderTarget2;
  253. compLight.renderTarget2.shareDepthFrom = compColor.renderTarget2;
  254. for ( var i = 0, il = lightMaterials.length; i < il; i ++ ) {
  255. var uniforms = lightMaterials[ i ].uniforms;
  256. uniforms[ "viewWidth" ].value = scaledWidth;
  257. uniforms[ "viewHeight" ].value = scaledHeight;
  258. uniforms[ 'samplerColor' ].value = compColor.renderTarget2;
  259. if ( uniforms[ 'samplerNormalDepth' ] ) {
  260. uniforms[ 'samplerNormalDepth' ].value = compNormalDepth.renderTarget2;
  261. }
  262. }
  263. compositePass.uniforms[ 'samplerLight' ].value = compLight.renderTarget2;
  264. effectFXAA.uniforms[ 'resolution' ].value.set( 1 / width, 1 / height );
  265. };
  266. //
  267. this.render = function ( scene, camera ) {
  268. // setup deferred properties
  269. if ( ! scene.properties.lightSceneProxy ) {
  270. scene.properties.lightSceneProxy = new THREE.Scene();
  271. scene.properties.lightSceneFullscreen = new THREE.Scene();
  272. var meshLight = createDeferredEmissiveLight();
  273. scene.properties.lightSceneFullscreen.add( meshLight );
  274. }
  275. lightSceneProxy = scene.properties.lightSceneProxy;
  276. lightSceneFullscreen = scene.properties.lightSceneFullscreen;
  277. passColor.camera = camera;
  278. passNormalDepth.camera = camera;
  279. passLightProxy.camera = camera;
  280. passLightFullscreen.camera = THREE.EffectComposer.camera;
  281. passColor.scene = scene;
  282. passNormalDepth.scene = scene;
  283. passLightFullscreen.scene = lightSceneFullscreen;
  284. passLightProxy.scene = lightSceneProxy;
  285. scene.traverse( initDeferredProperties );
  286. // update scene graph only once per frame
  287. // (both color and normalDepth passes use exactly the same scene state)
  288. this.renderer.autoUpdateScene = false;
  289. scene.updateMatrixWorld();
  290. // 1) g-buffer color pass
  291. scene.traverse( setMaterialColor );
  292. // clear shared depth buffer
  293. this.renderer.autoClearDepth = true;
  294. this.renderer.autoClearStencil = true;
  295. // write 1 to shared stencil buffer
  296. // for non-background pixels
  297. gl.enable( gl.STENCIL_TEST );
  298. gl.stencilOp( gl.REPLACE, gl.REPLACE, gl.REPLACE );
  299. gl.stencilFunc( gl.ALWAYS, 1, 0xffffffff );
  300. gl.clearStencil( 0 );
  301. compColor.render();
  302. // 2) g-buffer normals + depth pass
  303. scene.traverse( setMaterialNormalDepth );
  304. // do not touch shared depth buffer in this pass
  305. // (no depth clearing, no depth writing,
  306. // just write color pixel if depth is the same)
  307. this.renderer.autoClearDepth = false;
  308. this.renderer.autoClearStencil = false;
  309. gl.depthFunc( gl.EQUAL );
  310. // just touch foreground pixels (stencil == 1)
  311. // both in normalDepth and light passes
  312. gl.stencilFunc( gl.EQUAL, 1, 0xffffffff );
  313. gl.stencilOp( gl.KEEP, gl.KEEP, gl.KEEP );
  314. compNormalDepth.render();
  315. // 3) light pass
  316. this.renderer.autoUpdateScene = true;
  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. // still no touching shared depth buffer
  328. // (write light proxy color pixel if in front of scene pixel)
  329. gl.depthFunc( gl.GEQUAL );
  330. compLight.render();
  331. // 4) composite pass
  332. // return back to usual depth and stencil handling state
  333. this.renderer.autoClearDepth = true;
  334. this.renderer.autoClearStencil = true;
  335. gl.depthFunc( gl.LEQUAL );
  336. gl.disable( gl.STENCIL_TEST );
  337. compFinal.render( 0.1 );
  338. };
  339. var createRenderTargets = function ( ) {
  340. var rtParamsFloatLinear = { minFilter: THREE.NearestFilter, magFilter: THREE.LinearFilter, stencilBuffer: true,
  341. format: THREE.RGBAFormat, type: THREE.FloatType };
  342. var rtParamsFloatNearest = { minFilter: THREE.NearestFilter, magFilter: THREE.NearestFilter, stencilBuffer: true,
  343. format: THREE.RGBAFormat, type: THREE.FloatType };
  344. var rtParamsUByte = { minFilter: THREE.NearestFilter, magFilter: THREE.LinearFilter, stencilBuffer: false,
  345. format: THREE.RGBFormat, type: THREE.UnsignedByteType };
  346. // g-buffers
  347. var rtColor = new THREE.WebGLRenderTarget( scaledWidth, scaledHeight, rtParamsFloatNearest );
  348. var rtNormalDepth = new THREE.WebGLRenderTarget( scaledWidth, scaledHeight, rtParamsFloatNearest );
  349. var rtLight = new THREE.WebGLRenderTarget( scaledWidth, scaledHeight, rtParamsFloatLinear );
  350. var rtFinal = new THREE.WebGLRenderTarget( scaledWidth, scaledHeight, rtParamsUByte );
  351. rtColor.generateMipmaps = false;
  352. rtNormalDepth.generateMipmaps = false;
  353. rtLight.generateMipmaps = false;
  354. rtFinal.generateMipmaps = false;
  355. // color composer
  356. passColor = new THREE.RenderPass();
  357. passColor.clear = true;
  358. compColor = new THREE.EffectComposer( _this.renderer, rtColor );
  359. compColor.addPass( passColor );
  360. // normal + depth composer
  361. passNormalDepth = new THREE.RenderPass();
  362. passNormalDepth.clear = true;
  363. compNormalDepth = new THREE.EffectComposer( _this.renderer, rtNormalDepth );
  364. compNormalDepth.addPass( passNormalDepth );
  365. compNormalDepth.renderTarget2.shareDepthFrom = compColor.renderTarget2;
  366. // light composer
  367. passLightFullscreen = new THREE.RenderPass();
  368. passLightFullscreen.clear = true;
  369. passLightProxy = new THREE.RenderPass();
  370. passLightProxy.clear = false;
  371. compLight = new THREE.EffectComposer( _this.renderer, rtLight );
  372. compLight.addPass( passLightFullscreen );
  373. compLight.addPass( passLightProxy );
  374. compLight.renderTarget2.shareDepthFrom = compColor.renderTarget2;
  375. // final composer
  376. compositePass = new THREE.ShaderPass( compositeShader );
  377. compositePass.uniforms[ 'samplerLight' ].value = compLight.renderTarget2;
  378. compositePass.uniforms[ 'brightness' ].value = brightness;
  379. compositePass.material.blending = THREE.NoBlending;
  380. compositePass.clear = true;
  381. // FXAA
  382. effectFXAA = new THREE.ShaderPass( THREE.FXAAShader );
  383. effectFXAA.uniforms[ 'resolution' ].value.set( 1 / width, 1 / height );
  384. effectFXAA.renderToScreen = true;
  385. //
  386. compFinal = new THREE.EffectComposer( _this.renderer, rtFinal );
  387. compFinal.addPass( compositePass );
  388. compFinal.addPass( effectFXAA );
  389. };
  390. // init
  391. createRenderTargets();
  392. };