SSRPass.js 19 KB

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  1. import {
  2. AddEquation,
  3. Color,
  4. NormalBlending,
  5. DepthTexture,
  6. SrcAlphaFactor,
  7. OneMinusSrcAlphaFactor,
  8. LinearFilter,
  9. MeshNormalMaterial,
  10. MeshBasicMaterial,
  11. NearestFilter,
  12. NoBlending,
  13. RGBAFormat,
  14. ShaderMaterial,
  15. UniformsUtils,
  16. UnsignedShortType,
  17. WebGLRenderTarget,
  18. HalfFloatType,
  19. } from "../../../build/three.module.js";
  20. import { Pass } from "../postprocessing/Pass.js";
  21. import { SSRShader } from "../shaders/SSRShader.js";
  22. import { SSRBlurShader } from "../shaders/SSRShader.js";
  23. import { SSRDepthShader } from "../shaders/SSRShader.js";
  24. import { CopyShader } from "../shaders/CopyShader.js";
  25. var SSRPass = function({ renderer, scene, camera, width, height, selects, encoding, isPerspectiveCamera = true, isBouncing = false, morphTargets = false, groundReflector }) {
  26. Pass.call(this);
  27. this.width = (width !== undefined) ? width : 512;
  28. this.height = (height !== undefined) ? height : 512;
  29. this.clear = true;
  30. this.renderer = renderer;
  31. this.scene = scene;
  32. this.camera = camera;
  33. this.groundReflector = groundReflector;
  34. this.opacity = SSRShader.uniforms.opacity.value;;
  35. this.output = 0;
  36. this.maxDistance = SSRShader.uniforms.maxDistance.value;
  37. this.surfDist = SSRShader.uniforms.surfDist.value;
  38. this.encoding = encoding
  39. this.tempColor = new Color()
  40. this._selects = selects
  41. this.isSelective = Array.isArray(this._selects)
  42. Object.defineProperty(this, 'selects', {
  43. get() {
  44. return this._selects
  45. },
  46. set(val) {
  47. if (this._selects === val) return
  48. this._selects = val
  49. if (Array.isArray(val)) {
  50. this.isSelective = true
  51. this.ssrMaterial.defines.isSelective = true
  52. this.ssrMaterial.needsUpdate = true
  53. } else {
  54. this.isSelective = false
  55. this.ssrMaterial.defines.isSelective = false
  56. this.ssrMaterial.needsUpdate = true
  57. }
  58. }
  59. })
  60. this._isBouncing = isBouncing ///todo: don't need defineProperty
  61. Object.defineProperty(this, 'isBouncing', {
  62. get() {
  63. return this._isBouncing
  64. },
  65. set(val) {
  66. if (this._isBouncing === val) return
  67. this._isBouncing = val
  68. if (val) {
  69. this.ssrMaterial.uniforms['tDiffuse'].value = this.prevRenderTarget.texture;
  70. } else {
  71. this.ssrMaterial.uniforms['tDiffuse'].value = this.beautyRenderTarget.texture;
  72. }
  73. }
  74. })
  75. this.isBlur = true
  76. this._isDistanceAttenuation = SSRShader.defines.isDistanceAttenuation
  77. Object.defineProperty(this, 'isDistanceAttenuation', {
  78. get() {
  79. return this._isDistanceAttenuation
  80. },
  81. set(val) {
  82. if (this._isDistanceAttenuation === val) return
  83. this._isDistanceAttenuation = val
  84. this.ssrMaterial.defines.isDistanceAttenuation = val
  85. this.ssrMaterial.needsUpdate = true
  86. }
  87. })
  88. this._isFresnel = SSRShader.defines.isFresnel
  89. Object.defineProperty(this, 'isFresnel', {
  90. get() {
  91. return this._isFresnel
  92. },
  93. set(val) {
  94. if (this._isFresnel === val) return
  95. this._isFresnel = val
  96. this.ssrMaterial.defines.isFresnel = val
  97. this.ssrMaterial.needsUpdate = true
  98. }
  99. })
  100. this._isInfiniteThick = SSRShader.defines.isInfiniteThick
  101. Object.defineProperty(this, 'isInfiniteThick', {
  102. get() {
  103. return this._isInfiniteThick
  104. },
  105. set(val) {
  106. if (this._isInfiniteThick === val) return
  107. this._isInfiniteThick = val
  108. this.ssrMaterial.defines.isInfiniteThick = val
  109. this.ssrMaterial.needsUpdate = true
  110. }
  111. })
  112. this.thickTolerance = SSRShader.uniforms.thickTolerance.value;
  113. // beauty render target with depth buffer
  114. var depthTexture = new DepthTexture();
  115. depthTexture.type = UnsignedShortType;
  116. depthTexture.minFilter = NearestFilter;
  117. depthTexture.maxFilter = NearestFilter;
  118. this.beautyRenderTarget = new WebGLRenderTarget(this.width, this.height, {
  119. minFilter: LinearFilter,
  120. magFilter: LinearFilter,
  121. format: RGBAFormat,
  122. depthTexture: depthTexture,
  123. depthBuffer: true
  124. });
  125. //for bouncing
  126. this.prevRenderTarget = new WebGLRenderTarget(this.width, this.height, {
  127. minFilter: LinearFilter,
  128. magFilter: LinearFilter,
  129. format: RGBAFormat,
  130. });
  131. // normal render target
  132. this.normalRenderTarget = new WebGLRenderTarget(this.width, this.height, {
  133. minFilter: NearestFilter,
  134. magFilter: NearestFilter,
  135. format: RGBAFormat,
  136. type: HalfFloatType,
  137. });
  138. // metalness render target
  139. // if (this.isSelective) {
  140. this.metalnessRenderTarget = new WebGLRenderTarget(this.width, this.height, {
  141. minFilter: NearestFilter,
  142. magFilter: NearestFilter,
  143. format: RGBAFormat
  144. });
  145. // }
  146. // ssr render target
  147. this.ssrRenderTarget = new WebGLRenderTarget(this.width, this.height, {
  148. minFilter: LinearFilter,
  149. magFilter: LinearFilter,
  150. format: RGBAFormat
  151. });
  152. this.blurRenderTarget = this.ssrRenderTarget.clone();
  153. this.blurRenderTarget2 = this.ssrRenderTarget.clone();
  154. // this.blurRenderTarget3 = this.ssrRenderTarget.clone();
  155. // ssr material
  156. if (SSRShader === undefined) {
  157. console.error('THREE.SSRPass: The pass relies on SSRShader.');
  158. }
  159. this.ssrMaterial = new ShaderMaterial({
  160. defines: Object.assign({
  161. MAX_STEP: Math.sqrt(window.innerWidth * window.innerWidth + window.innerHeight * window.innerHeight)
  162. }, SSRShader.defines),
  163. uniforms: UniformsUtils.clone(SSRShader.uniforms),
  164. vertexShader: SSRShader.vertexShader,
  165. fragmentShader: SSRShader.fragmentShader,
  166. blending: NoBlending
  167. });
  168. if (!isPerspectiveCamera) {
  169. this.ssrMaterial.defines.isPerspectiveCamera = isPerspectiveCamera
  170. this.ssrMaterial.needsUpdate = true
  171. }
  172. this.ssrMaterial.uniforms['tDiffuse'].value = this.beautyRenderTarget.texture;
  173. this.ssrMaterial.uniforms['tNormal'].value = this.normalRenderTarget.texture;
  174. // if (this.isSelective) {
  175. this.ssrMaterial.defines.isSelective = this.isSelective
  176. this.ssrMaterial.needsUpdate = true
  177. this.ssrMaterial.uniforms['tMetalness'].value = this.metalnessRenderTarget.texture;
  178. // }
  179. this.ssrMaterial.uniforms['tDepth'].value = this.beautyRenderTarget.depthTexture;
  180. this.ssrMaterial.uniforms['cameraNear'].value = this.camera.near;
  181. this.ssrMaterial.uniforms['cameraFar'].value = this.camera.far;
  182. this.ssrMaterial.uniforms['surfDist'].value = this.surfDist;
  183. this.ssrMaterial.uniforms['resolution'].value.set(this.width, this.height);
  184. this.ssrMaterial.uniforms['cameraProjectionMatrix'].value.copy(this.camera.projectionMatrix);
  185. this.ssrMaterial.uniforms['cameraInverseProjectionMatrix'].value.copy(this.camera.projectionMatrixInverse);
  186. // normal material
  187. this.normalMaterial = new MeshNormalMaterial({ morphTargets });
  188. this.normalMaterial.blending = NoBlending;
  189. // if (this.isSelective) {
  190. // metalnessOn material
  191. this.metalnessOnMaterial = new MeshBasicMaterial({
  192. color: 'white'
  193. });
  194. // metalnessOff material
  195. this.metalnessOffMaterial = new MeshBasicMaterial({
  196. color: 'black'
  197. });
  198. // }
  199. // blur material
  200. this.blurMaterial = new ShaderMaterial({
  201. defines: Object.assign({}, SSRBlurShader.defines),
  202. uniforms: UniformsUtils.clone(SSRBlurShader.uniforms),
  203. vertexShader: SSRBlurShader.vertexShader,
  204. fragmentShader: SSRBlurShader.fragmentShader
  205. });
  206. this.blurMaterial.uniforms['tDiffuse'].value = this.ssrRenderTarget.texture;
  207. this.blurMaterial.uniforms['resolution'].value.set(this.width, this.height);
  208. // blur material 2
  209. this.blurMaterial2 = new ShaderMaterial({
  210. defines: Object.assign({}, SSRBlurShader.defines),
  211. uniforms: UniformsUtils.clone(SSRBlurShader.uniforms),
  212. vertexShader: SSRBlurShader.vertexShader,
  213. fragmentShader: SSRBlurShader.fragmentShader
  214. });
  215. this.blurMaterial2.uniforms['tDiffuse'].value = this.blurRenderTarget.texture;
  216. this.blurMaterial2.uniforms['resolution'].value.set(this.width, this.height);
  217. // // blur material 3
  218. // this.blurMaterial3 = new ShaderMaterial({
  219. // defines: Object.assign({}, SSRBlurShader.defines),
  220. // uniforms: UniformsUtils.clone(SSRBlurShader.uniforms),
  221. // vertexShader: SSRBlurShader.vertexShader,
  222. // fragmentShader: SSRBlurShader.fragmentShader
  223. // });
  224. // this.blurMaterial3.uniforms['tDiffuse'].value = this.blurRenderTarget2.texture;
  225. // this.blurMaterial3.uniforms['resolution'].value.set(this.width, this.height);
  226. // material for rendering the depth
  227. this.depthRenderMaterial = new ShaderMaterial({
  228. defines: Object.assign({}, SSRDepthShader.defines),
  229. uniforms: UniformsUtils.clone(SSRDepthShader.uniforms),
  230. vertexShader: SSRDepthShader.vertexShader,
  231. fragmentShader: SSRDepthShader.fragmentShader,
  232. blending: NoBlending
  233. });
  234. this.depthRenderMaterial.uniforms['tDepth'].value = this.beautyRenderTarget.depthTexture;
  235. this.depthRenderMaterial.uniforms['cameraNear'].value = this.camera.near;
  236. this.depthRenderMaterial.uniforms['cameraFar'].value = this.camera.far;
  237. // material for rendering the content of a render target
  238. this.copyMaterial = new ShaderMaterial({
  239. uniforms: UniformsUtils.clone(CopyShader.uniforms),
  240. vertexShader: CopyShader.vertexShader,
  241. fragmentShader: CopyShader.fragmentShader,
  242. transparent: true,
  243. depthTest: false,
  244. depthWrite: false,
  245. blendSrc: SrcAlphaFactor,
  246. blendDst: OneMinusSrcAlphaFactor,
  247. blendEquation: AddEquation,
  248. blendSrcAlpha: SrcAlphaFactor,
  249. blendDstAlpha: OneMinusSrcAlphaFactor,
  250. blendEquationAlpha: AddEquation,
  251. // premultipliedAlpha:true,
  252. });
  253. this.fsQuad = new Pass.FullScreenQuad(null);
  254. this.originalClearColor = new Color();
  255. };
  256. SSRPass.prototype = Object.assign(Object.create(Pass.prototype), {
  257. constructor: SSRPass,
  258. dispose: function() {
  259. // dispose render targets
  260. this.beautyRenderTarget.dispose();
  261. this.prevRenderTarget.dispose();
  262. this.normalRenderTarget.dispose();
  263. // if (this.isSelective)
  264. this.metalnessRenderTarget.dispose();
  265. this.ssrRenderTarget.dispose();
  266. this.blurRenderTarget.dispose();
  267. this.blurRenderTarget2.dispose();
  268. // this.blurRenderTarget3.dispose();
  269. // dispose materials
  270. this.normalMaterial.dispose();
  271. // if (this.isSelective) {
  272. this.metalnessOnMaterial.dispose();
  273. this.metalnessOffMaterial.dispose();
  274. // }
  275. this.blurMaterial.dispose();
  276. this.blurMaterial2.dispose();
  277. this.copyMaterial.dispose();
  278. this.depthRenderMaterial.dispose();
  279. // dipsose full screen quad
  280. this.fsQuad.dispose();
  281. },
  282. render: function(renderer, writeBuffer /*, readBuffer, deltaTime, maskActive */ ) {
  283. // render beauty and depth
  284. if (this.encoding) this.beautyRenderTarget.texture.encoding = this.encoding
  285. renderer.setRenderTarget(this.beautyRenderTarget);
  286. renderer.clear();
  287. if (this.groundReflector) {
  288. this.groundReflector.doRender(this.renderer, this.scene, this.camera);
  289. this.groundReflector.visible = true
  290. }
  291. renderer.render(this.scene, this.camera);
  292. if(this.groundReflector) this.groundReflector.visible=false
  293. // render normals
  294. this.renderOverride(renderer, this.normalMaterial, this.normalRenderTarget, 0, 0);
  295. // render metalnesses
  296. if (this.isSelective) {
  297. this.renderMetalness(renderer, this.metalnessOnMaterial, this.metalnessRenderTarget, 0, 0);
  298. }
  299. // render SSR
  300. this.ssrMaterial.uniforms['opacity'].value = this.opacity;
  301. this.ssrMaterial.uniforms['maxDistance'].value = this.maxDistance;
  302. this.ssrMaterial.uniforms['surfDist'].value = this.surfDist;
  303. this.ssrMaterial.uniforms['thickTolerance'].value = this.thickTolerance
  304. this.renderPass(renderer, this.ssrMaterial, this.ssrRenderTarget);
  305. // render blur
  306. if (this.isBlur) {
  307. this.renderPass(renderer, this.blurMaterial, this.blurRenderTarget);
  308. this.renderPass(renderer, this.blurMaterial2, this.blurRenderTarget2);
  309. // this.renderPass(renderer, this.blurMaterial3, this.blurRenderTarget3);
  310. }
  311. // output result to screen
  312. switch (this.output) {
  313. case SSRPass.OUTPUT.Default:
  314. if (this.isBouncing) {
  315. this.copyMaterial.uniforms['tDiffuse'].value = this.beautyRenderTarget.texture;
  316. this.copyMaterial.blending = NoBlending;
  317. this.renderPass(renderer, this.copyMaterial, this.prevRenderTarget);
  318. if (this.isBlur)
  319. this.copyMaterial.uniforms['tDiffuse'].value = this.blurRenderTarget2.texture;
  320. else
  321. this.copyMaterial.uniforms['tDiffuse'].value = this.ssrRenderTarget.texture;
  322. this.copyMaterial.blending = NormalBlending;
  323. this.renderPass(renderer, this.copyMaterial, this.prevRenderTarget);
  324. this.copyMaterial.uniforms['tDiffuse'].value = this.prevRenderTarget.texture;
  325. this.copyMaterial.blending = NoBlending;
  326. this.renderPass(renderer, this.copyMaterial, this.renderToScreen ? null : writeBuffer);
  327. } else {
  328. this.copyMaterial.uniforms['tDiffuse'].value = this.beautyRenderTarget.texture;
  329. this.copyMaterial.blending = NoBlending;
  330. this.renderPass(renderer, this.copyMaterial, this.renderToScreen ? null : writeBuffer);
  331. if (this.isBlur)
  332. this.copyMaterial.uniforms['tDiffuse'].value = this.blurRenderTarget2.texture;
  333. else
  334. this.copyMaterial.uniforms['tDiffuse'].value = this.ssrRenderTarget.texture;
  335. this.copyMaterial.blending = NormalBlending;
  336. this.renderPass(renderer, this.copyMaterial, this.renderToScreen ? null : writeBuffer);
  337. }
  338. break;
  339. case SSRPass.OUTPUT.SSR:
  340. if (this.isBlur)
  341. this.copyMaterial.uniforms['tDiffuse'].value = this.blurRenderTarget2.texture;
  342. else
  343. this.copyMaterial.uniforms['tDiffuse'].value = this.ssrRenderTarget.texture;
  344. this.copyMaterial.blending = NoBlending;
  345. this.renderPass(renderer, this.copyMaterial, this.renderToScreen ? null : writeBuffer);
  346. if (this.isBouncing) {
  347. if (this.isBlur)
  348. this.copyMaterial.uniforms['tDiffuse'].value = this.blurRenderTarget2.texture;
  349. else
  350. this.copyMaterial.uniforms['tDiffuse'].value = this.beautyRenderTarget.texture;
  351. this.copyMaterial.blending = NoBlending;
  352. this.renderPass(renderer, this.copyMaterial, this.prevRenderTarget);
  353. this.copyMaterial.uniforms['tDiffuse'].value = this.ssrRenderTarget.texture;
  354. this.copyMaterial.blending = NormalBlending;
  355. this.renderPass(renderer, this.copyMaterial, this.prevRenderTarget);
  356. }
  357. break;
  358. case SSRPass.OUTPUT.Beauty:
  359. this.copyMaterial.uniforms['tDiffuse'].value = this.beautyRenderTarget.texture;
  360. this.copyMaterial.blending = NoBlending;
  361. this.renderPass(renderer, this.copyMaterial, this.renderToScreen ? null : writeBuffer);
  362. break;
  363. case SSRPass.OUTPUT.Depth:
  364. this.renderPass(renderer, this.depthRenderMaterial, this.renderToScreen ? null : writeBuffer);
  365. break;
  366. case SSRPass.OUTPUT.Normal:
  367. this.copyMaterial.uniforms['tDiffuse'].value = this.normalRenderTarget.texture;
  368. this.copyMaterial.blending = NoBlending;
  369. this.renderPass(renderer, this.copyMaterial, this.renderToScreen ? null : writeBuffer);
  370. break;
  371. case SSRPass.OUTPUT.Metalness:
  372. this.copyMaterial.uniforms['tDiffuse'].value = this.metalnessRenderTarget.texture;
  373. this.copyMaterial.blending = NoBlending;
  374. this.renderPass(renderer, this.copyMaterial, this.renderToScreen ? null : writeBuffer);
  375. break;
  376. default:
  377. console.warn('THREE.SSRPass: Unknown output type.');
  378. }
  379. },
  380. renderPass: function(renderer, passMaterial, renderTarget, clearColor, clearAlpha) {
  381. // save original state
  382. this.originalClearColor.copy(renderer.getClearColor(this.tempColor));
  383. var originalClearAlpha = renderer.getClearAlpha(this.tempColor);
  384. var originalAutoClear = renderer.autoClear;
  385. renderer.setRenderTarget(renderTarget);
  386. // setup pass state
  387. renderer.autoClear = false;
  388. if ((clearColor !== undefined) && (clearColor !== null)) {
  389. renderer.setClearColor(clearColor);
  390. renderer.setClearAlpha(clearAlpha || 0.0);
  391. renderer.clear();
  392. }
  393. this.fsQuad.material = passMaterial;
  394. this.fsQuad.render(renderer);
  395. // restore original state
  396. renderer.autoClear = originalAutoClear;
  397. renderer.setClearColor(this.originalClearColor);
  398. renderer.setClearAlpha(originalClearAlpha);
  399. },
  400. renderOverride: function(renderer, overrideMaterial, renderTarget, clearColor, clearAlpha) {
  401. this.originalClearColor.copy(renderer.getClearColor(this.tempColor));
  402. var originalClearAlpha = renderer.getClearAlpha(this.tempColor);
  403. var originalAutoClear = renderer.autoClear;
  404. renderer.setRenderTarget(renderTarget);
  405. renderer.autoClear = false;
  406. clearColor = overrideMaterial.clearColor || clearColor;
  407. clearAlpha = overrideMaterial.clearAlpha || clearAlpha;
  408. if ((clearColor !== undefined) && (clearColor !== null)) {
  409. renderer.setClearColor(clearColor);
  410. renderer.setClearAlpha(clearAlpha || 0.0);
  411. renderer.clear();
  412. }
  413. this.scene.overrideMaterial = overrideMaterial;
  414. renderer.render(this.scene, this.camera);
  415. this.scene.overrideMaterial = null;
  416. // restore original state
  417. renderer.autoClear = originalAutoClear;
  418. renderer.setClearColor(this.originalClearColor);
  419. renderer.setClearAlpha(originalClearAlpha);
  420. },
  421. renderMetalness: function(renderer, overrideMaterial, renderTarget, clearColor, clearAlpha) {
  422. this.originalClearColor.copy(renderer.getClearColor(this.tempColor));
  423. var originalClearAlpha = renderer.getClearAlpha(this.tempColor);
  424. var originalAutoClear = renderer.autoClear;
  425. renderer.setRenderTarget(renderTarget);
  426. renderer.autoClear = false;
  427. clearColor = overrideMaterial.clearColor || clearColor;
  428. clearAlpha = overrideMaterial.clearAlpha || clearAlpha;
  429. if ((clearColor !== undefined) && (clearColor !== null)) {
  430. renderer.setClearColor(clearColor);
  431. renderer.setClearAlpha(clearAlpha || 0.0);
  432. renderer.clear();
  433. }
  434. this.scene.traverseVisible(child => {
  435. child._SSRPassMaterialBack = child.material
  436. if (this._selects.includes(child)) {
  437. child.material = this.metalnessOnMaterial
  438. } else {
  439. child.material = this.metalnessOffMaterial
  440. }
  441. })
  442. renderer.render(this.scene, this.camera);
  443. this.scene.traverseVisible(child => {
  444. child.material = child._SSRPassMaterialBack
  445. })
  446. // restore original state
  447. renderer.autoClear = originalAutoClear;
  448. renderer.setClearColor(this.originalClearColor);
  449. renderer.setClearAlpha(originalClearAlpha);
  450. },
  451. setSize: function(width, height) {
  452. this.width = width;
  453. this.height = height;
  454. this.ssrMaterial.defines.MAX_STEP = Math.sqrt(width * width + height * height)
  455. this.ssrMaterial.needsUpdate = true
  456. this.beautyRenderTarget.setSize(width, height);
  457. this.prevRenderTarget.setSize(width, height);
  458. this.ssrRenderTarget.setSize(width, height);
  459. this.normalRenderTarget.setSize(width, height);
  460. // if (this.isSelective)
  461. this.metalnessRenderTarget.setSize(width, height);
  462. this.blurRenderTarget.setSize(width, height);
  463. this.blurRenderTarget2.setSize(width, height);
  464. // this.blurRenderTarget3.setSize(width, height);
  465. this.ssrMaterial.uniforms['resolution'].value.set(width, height);
  466. this.ssrMaterial.uniforms['cameraProjectionMatrix'].value.copy(this.camera.projectionMatrix);
  467. this.ssrMaterial.uniforms['cameraInverseProjectionMatrix'].value.copy(this.camera.projectionMatrixInverse);
  468. this.blurMaterial.uniforms['resolution'].value.set(width, height);
  469. this.blurMaterial2.uniforms['resolution'].value.set(width, height);
  470. },
  471. });
  472. SSRPass.OUTPUT = {
  473. 'Default': 0,
  474. 'SSR': 1,
  475. 'Beauty': 3,
  476. 'Depth': 4,
  477. 'Normal': 5,
  478. 'Metalness': 7,
  479. };
  480. export { SSRPass };