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