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