WebGLDeferredRenderer.js 25 KB

123456789101112131415161718192021222324252627282930313233343536373839404142434445464748495051525354555657585960616263646566676869707172737475767778798081828384858687888990919293949596979899100101102103104105106107108109110111112113114115116117118119120121122123124125126127128129130131132133134135136137138139140141142143144145146147148149150151152153154155156157158159160161162163164165166167168169170171172173174175176177178179180181182183184185186187188189190191192193194195196197198199200201202203204205206207208209210211212213214215216217218219220221222223224225226227228229230231232233234235236237238239240241242243244245246247248249250251252253254255256257258259260261262263264265266267268269270271272273274275276277278279280281282283284285286287288289290291292293294295296297298299300301302303304305306307308309310311312313314315316317318319320321322323324325326327328329330331332333334335336337338339340341342343344345346347348349350351352353354355356357358359360361362363364365366367368369370371372373374375376377378379380381382383384385386387388389390391392393394395396397398399400401402403404405406407408409410411412413414415416417418419420421422423424425426427428429430431432433434435436437438439440441442443444445446447448449450451452453454455456457458459460461462463464465466467468469470471472473474475476477478479480481482483484485486487488489490491492493494495496497498499500501502503504505506507508509510511512513514515516517518519520521522523524525526527528529530531532533534535536537538539540541542543544545546547548549550551552553554555556557558559560561562563564565566567568569570571572573574575576577578579580581582583584585586587588589590591592593594595596597598599600601602603604605606607608609610611612613614615616617618619620621622623624625626627628629630631632633634635636637638639640641642643644645646647648649650651652653654655656657658659660661662663664665666667668669670671672673674675676677678679680681682683684685686687688689690691692693694695696697698699700701702703704705706707708709710711712713714715716717718719720721722723724725726727728729730731732733734735736737738739740741742743744745746747748749750751752753754755756757758759760761762763764765766767768769770771772773774775776777778779780781782783784785786787788789790791792793794795796797798799800801802803804805806807808809810811812813814815816817818819820821822823824825826827828829830831832833834835836837838839840841842843844845846847848849850851852853854855856857858859860861862863864865866867868869870871872873874875876877878879880881882883884885886887888889890891892893894895896897898899900901902903904905906907908909910911912913914915916917918919920921922923924925926927928929930931932933934935936937938
  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 fullWidth = parameters.width !== undefined ? parameters.width : 800;
  8. var fullHeight = parameters.height !== undefined ? parameters.height : 600;
  9. var currentScale = parameters.scale !== undefined ? parameters.scale : 1;
  10. var scaledWidth = Math.floor( currentScale * fullWidth );
  11. var scaledHeight = Math.floor( currentScale * fullHeight );
  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( fullWidth, fullHeight );
  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 positionVS = new THREE.Vector3();
  26. var directionVS = new THREE.Vector3();
  27. var geometryLightSphere = new THREE.SphereGeometry( 1, 16, 8 );
  28. var geometryLightPlane = new THREE.PlaneGeometry( 2, 2 );
  29. var black = new THREE.Color( 0x000000 );
  30. var colorShader = THREE.ShaderDeferred[ "color" ];
  31. var normalDepthShader = THREE.ShaderDeferred[ "normalDepth" ];
  32. //
  33. var emissiveLightShader = THREE.ShaderDeferred[ "emissiveLight" ];
  34. var pointLightShader = THREE.ShaderDeferred[ "pointLight" ];
  35. var spotLightShader = THREE.ShaderDeferred[ "spotLight" ];
  36. var directionalLightShader = THREE.ShaderDeferred[ "directionalLight" ];
  37. var compositeShader = THREE.ShaderDeferred[ "composite" ];
  38. //
  39. var compColor, compNormal, compDepth, compLight, compFinal;
  40. var passColor, passNormal, passDepth, passLightFullscreen, passLightProxy, compositePass;
  41. var effectFXAA;
  42. //
  43. var lightSceneFullscreen, lightSceneProxy;
  44. //
  45. var resizableMaterials = [];
  46. //
  47. var invisibleMaterial = new THREE.ShaderMaterial();
  48. invisibleMaterial.visible = false;
  49. var defaultNormalDepthMaterial = new THREE.ShaderMaterial( {
  50. uniforms: THREE.UniformsUtils.clone( normalDepthShader.uniforms ),
  51. vertexShader: normalDepthShader.vertexShader,
  52. fragmentShader: normalDepthShader.fragmentShader,
  53. blending: THREE.NoBlending
  54. } );
  55. //
  56. var initDeferredMaterials = function ( object ) {
  57. if ( object.material instanceof THREE.MeshFaceMaterial ) {
  58. var colorMaterials = [];
  59. var normalDepthMaterials = [];
  60. var materials = object.material.materials;
  61. for ( var i = 0, il = materials.length; i < il; i ++ ) {
  62. var deferredMaterials = createDeferredMaterials( materials[ i ] );
  63. if ( deferredMaterials.transparent ) {
  64. colorMaterials.push( invisibleMaterial );
  65. normalDepthMaterials.push( invisibleMaterial );
  66. } else {
  67. colorMaterials.push( deferredMaterials.colorMaterial );
  68. normalDepthMaterials.push( deferredMaterials.normalDepthMaterial );
  69. }
  70. }
  71. object.properties.colorMaterial = new THREE.MeshFaceMaterial( colorMaterials );
  72. object.properties.normalDepthMaterial = new THREE.MeshFaceMaterial( normalDepthMaterials );
  73. } else {
  74. var deferredMaterials = createDeferredMaterials( object.material );
  75. object.properties.colorMaterial = deferredMaterials.colorMaterial;
  76. object.properties.normalDepthMaterial = deferredMaterials.normalDepthMaterial;
  77. object.properties.transparent = deferredMaterials.transparent;
  78. }
  79. };
  80. var createDeferredMaterials = function ( originalMaterial ) {
  81. var deferredMaterials = {};
  82. // color material
  83. // -----------------
  84. // diffuse color
  85. // specular color
  86. // shininess
  87. // diffuse map
  88. // vertex colors
  89. // alphaTest
  90. // morphs
  91. var uniforms = THREE.UniformsUtils.clone( colorShader.uniforms );
  92. var defines = { "USE_MAP": !! originalMaterial.map, "USE_ENVMAP": !! originalMaterial.envMap, "GAMMA_INPUT": true };
  93. var material = new THREE.ShaderMaterial( {
  94. fragmentShader: colorShader.fragmentShader,
  95. vertexShader: colorShader.vertexShader,
  96. uniforms: uniforms,
  97. defines: defines,
  98. shading: originalMaterial.shading
  99. } );
  100. if ( originalMaterial instanceof THREE.MeshBasicMaterial ) {
  101. var diffuse = black;
  102. var emissive = originalMaterial.color;
  103. } else {
  104. var diffuse = originalMaterial.color;
  105. var emissive = originalMaterial.emissive !== undefined ? originalMaterial.emissive : black;
  106. }
  107. var specular = originalMaterial.specular !== undefined ? originalMaterial.specular : black;
  108. var shininess = originalMaterial.shininess !== undefined ? originalMaterial.shininess : 1;
  109. var wrapAround = originalMaterial.wrapAround !== undefined ? ( originalMaterial.wrapAround ? -1 : 1 ) : 1;
  110. var additiveSpecular = originalMaterial.metal !== undefined ? ( originalMaterial.metal ? 1 : -1 ) : -1;
  111. uniforms.emissive.value.copyGammaToLinear( emissive );
  112. uniforms.diffuse.value.copyGammaToLinear( diffuse );
  113. uniforms.specular.value.copyGammaToLinear( specular );
  114. uniforms.shininess.value = shininess;
  115. uniforms.wrapAround.value = wrapAround;
  116. uniforms.additiveSpecular.value = additiveSpecular;
  117. uniforms.map.value = originalMaterial.map;
  118. if ( originalMaterial.envMap ) {
  119. uniforms.envMap.value = originalMaterial.envMap;
  120. uniforms.useRefract.value = originalMaterial.envMap.mapping instanceof THREE.CubeRefractionMapping;
  121. uniforms.refractionRatio.value = originalMaterial.refractionRatio;
  122. uniforms.combine.value = originalMaterial.combine;
  123. uniforms.reflectivity.value = originalMaterial.reflectivity;
  124. uniforms.flipEnvMap.value = ( originalMaterial.envMap instanceof THREE.WebGLRenderTargetCube ) ? 1 : -1;
  125. uniforms.samplerNormalDepth.value = compNormalDepth.renderTarget2;
  126. uniforms.viewWidth.value = scaledWidth;
  127. uniforms.viewHeight.value = scaledHeight;
  128. resizableMaterials.push( material );
  129. }
  130. material.vertexColors = originalMaterial.vertexColors;
  131. material.morphTargets = originalMaterial.morphTargets;
  132. material.morphNormals = originalMaterial.morphNormals;
  133. material.skinning = originalMaterial.skinning;
  134. material.alphaTest = originalMaterial.alphaTest;
  135. material.wireframe = originalMaterial.wireframe;
  136. // uv repeat and offset setting priorities
  137. // 1. color map
  138. // 2. specular map
  139. // 3. normal map
  140. // 4. bump map
  141. var uvScaleMap;
  142. if ( originalMaterial.map ) {
  143. uvScaleMap = originalMaterial.map;
  144. } else if ( originalMaterial.specularMap ) {
  145. uvScaleMap = originalMaterial.specularMap;
  146. } else if ( originalMaterial.normalMap ) {
  147. uvScaleMap = originalMaterial.normalMap;
  148. } else if ( originalMaterial.bumpMap ) {
  149. uvScaleMap = originalMaterial.bumpMap;
  150. }
  151. if ( uvScaleMap !== undefined ) {
  152. var offset = uvScaleMap.offset;
  153. var repeat = uvScaleMap.repeat;
  154. uniforms.offsetRepeat.value.set( offset.x, offset.y, repeat.x, repeat.y );
  155. }
  156. deferredMaterials.colorMaterial = material;
  157. // normal + depth material
  158. // -----------------
  159. // vertex normals
  160. // morph normals
  161. // bump map
  162. // bump scale
  163. // clip depth
  164. if ( originalMaterial.morphTargets || originalMaterial.skinning || originalMaterial.bumpMap ) {
  165. var uniforms = THREE.UniformsUtils.clone( normalDepthShader.uniforms );
  166. var defines = { "USE_BUMPMAP": !!originalMaterial.bumpMap };
  167. var normalDepthMaterial = new THREE.ShaderMaterial( {
  168. uniforms: uniforms,
  169. vertexShader: normalDepthShader.vertexShader,
  170. fragmentShader: normalDepthShader.fragmentShader,
  171. shading: originalMaterial.shading,
  172. defines: defines,
  173. blending: THREE.NoBlending
  174. } );
  175. normalDepthMaterial.morphTargets = originalMaterial.morphTargets;
  176. normalDepthMaterial.morphNormals = originalMaterial.morphNormals;
  177. normalDepthMaterial.skinning = originalMaterial.skinning;
  178. if ( originalMaterial.bumpMap ) {
  179. uniforms.bumpMap.value = originalMaterial.bumpMap;
  180. uniforms.bumpScale.value = originalMaterial.bumpScale;
  181. var offset = originalMaterial.bumpMap.offset;
  182. var repeat = originalMaterial.bumpMap.repeat;
  183. uniforms.offsetRepeat.value.set( offset.x, offset.y, repeat.x, repeat.y );
  184. }
  185. } else {
  186. var normalDepthMaterial = defaultNormalDepthMaterial.clone();
  187. }
  188. normalDepthMaterial.wireframe = originalMaterial.wireframe;
  189. normalDepthMaterial.vertexColors = originalMaterial.vertexColors;
  190. deferredMaterials.normalDepthMaterial = normalDepthMaterial;
  191. //
  192. deferredMaterials.transparent = originalMaterial.transparent;
  193. return deferredMaterials;
  194. };
  195. var createDeferredPointLight = function ( light ) {
  196. // setup light material
  197. var materialLight = new THREE.ShaderMaterial( {
  198. uniforms: THREE.UniformsUtils.clone( pointLightShader.uniforms ),
  199. vertexShader: pointLightShader.vertexShader,
  200. fragmentShader: pointLightShader.fragmentShader,
  201. blending: THREE.AdditiveBlending,
  202. depthWrite: false,
  203. transparent: true,
  204. side: THREE.BackSide
  205. } );
  206. // infinite pointlights use full-screen quad proxy
  207. // regular pointlights use sphere proxy
  208. var distance, geometry;
  209. if ( light.distance > 0 ) {
  210. distance = light.distance;
  211. geometry = geometryLightSphere;
  212. } else {
  213. distance = Infinity;
  214. geometry = geometryLightPlane;
  215. materialLight.depthTest = false;
  216. materialLight.side = THREE.FrontSide;
  217. }
  218. // linear space
  219. var intensity = light.intensity * light.intensity;
  220. var position = light.matrixWorld.getPosition();
  221. materialLight.uniforms[ "lightPos" ].value.copy( position );
  222. materialLight.uniforms[ "lightRadius" ].value = distance;
  223. materialLight.uniforms[ "lightIntensity" ].value = intensity;
  224. materialLight.uniforms[ "lightColor" ].value.copyGammaToLinear( light.color );
  225. materialLight.uniforms[ "viewWidth" ].value = scaledWidth;
  226. materialLight.uniforms[ "viewHeight" ].value = scaledHeight;
  227. materialLight.uniforms[ 'samplerColor' ].value = compColor.renderTarget2;
  228. materialLight.uniforms[ 'samplerNormalDepth' ].value = compNormalDepth.renderTarget2;
  229. // create light proxy mesh
  230. var meshLight = new THREE.Mesh( geometry, materialLight );
  231. if ( light.distance > 0 ) {
  232. meshLight.position.copy( position );
  233. meshLight.scale.multiplyScalar( distance );
  234. }
  235. // keep reference for color and intensity updates
  236. meshLight.properties.originalLight = light;
  237. // keep reference for size reset
  238. resizableMaterials.push( materialLight );
  239. return meshLight;
  240. };
  241. var createDeferredSpotLight = function ( light ) {
  242. // setup light material
  243. var uniforms = THREE.UniformsUtils.clone( spotLightShader.uniforms );
  244. var materialLight = new THREE.ShaderMaterial( {
  245. uniforms: uniforms,
  246. vertexShader: spotLightShader.vertexShader,
  247. fragmentShader: spotLightShader.fragmentShader,
  248. blending: THREE.AdditiveBlending,
  249. depthWrite: false,
  250. depthTest: false,
  251. transparent: true
  252. } );
  253. // linear space
  254. var intensity = light.intensity * light.intensity;
  255. positionVS.copy( light.matrixWorld.getPosition() );
  256. camera.matrixWorldInverse.multiplyVector3( positionVS );
  257. directionVS.copy( light.matrixWorld.getPosition() );
  258. directionVS.subSelf( light.target.matrixWorld.getPosition() );
  259. directionVS.normalize();
  260. camera.matrixWorldInverse.rotateAxis( directionVS );
  261. uniforms[ "lightPositionVS" ].value.copy( positionVS );
  262. uniforms[ "lightDirectionVS" ].value.copy( directionVS );
  263. uniforms[ "lightIntensity" ].value = intensity;
  264. uniforms[ "lightAngle" ].value = light.angle;
  265. uniforms[ "lightDistance" ].value = light.distance;
  266. uniforms[ "lightColor" ].value.copyGammaToLinear( light.color );
  267. uniforms[ "viewWidth" ].value = scaledWidth;
  268. uniforms[ "viewHeight" ].value = scaledHeight;
  269. uniforms[ 'samplerColor' ].value = compColor.renderTarget2;
  270. uniforms[ 'samplerNormalDepth' ].value = compNormalDepth.renderTarget2;
  271. // create light proxy mesh
  272. var meshLight = new THREE.Mesh( geometryLightPlane, materialLight );
  273. // keep reference for color and intensity updates
  274. meshLight.properties.originalLight = light;
  275. // keep reference for size reset
  276. resizableMaterials.push( materialLight );
  277. return meshLight;
  278. };
  279. var createDeferredDirectionalLight = function ( light ) {
  280. // setup light material
  281. var materialLight = new THREE.ShaderMaterial( {
  282. uniforms: THREE.UniformsUtils.clone( directionalLightShader.uniforms ),
  283. vertexShader: directionalLightShader.vertexShader,
  284. fragmentShader: directionalLightShader.fragmentShader,
  285. blending: THREE.AdditiveBlending,
  286. depthWrite: false,
  287. depthTest: false,
  288. transparent: true
  289. } );
  290. // linear space
  291. var intensity = light.intensity * light.intensity;
  292. materialLight.uniforms[ "lightDir" ].value = light.position;
  293. materialLight.uniforms[ "lightIntensity" ].value = intensity;
  294. materialLight.uniforms[ "lightColor" ].value.copyGammaToLinear( light.color );
  295. materialLight.uniforms[ "viewWidth" ].value = scaledWidth;
  296. materialLight.uniforms[ "viewHeight" ].value = scaledHeight;
  297. materialLight.uniforms[ 'samplerColor' ].value = compColor.renderTarget2;
  298. materialLight.uniforms[ 'samplerNormalDepth' ].value = compNormalDepth.renderTarget2;
  299. // create light proxy mesh
  300. var meshLight = new THREE.Mesh( geometryLightPlane, materialLight );
  301. // keep reference for color and intensity updates
  302. meshLight.properties.originalLight = light;
  303. // keep reference for size reset
  304. resizableMaterials.push( materialLight );
  305. return meshLight;
  306. };
  307. var createDeferredEmissiveLight = function () {
  308. // setup light material
  309. var materialLight = new THREE.ShaderMaterial( {
  310. uniforms: THREE.UniformsUtils.clone( emissiveLightShader.uniforms ),
  311. vertexShader: emissiveLightShader.vertexShader,
  312. fragmentShader: emissiveLightShader.fragmentShader,
  313. depthTest: false,
  314. depthWrite: false,
  315. blending: THREE.NoBlending
  316. } );
  317. materialLight.uniforms[ "viewWidth" ].value = scaledWidth;
  318. materialLight.uniforms[ "viewHeight" ].value = scaledHeight;
  319. materialLight.uniforms[ 'samplerColor' ].value = compColor.renderTarget2;
  320. // create light proxy mesh
  321. var meshLight = new THREE.Mesh( geometryLightPlane, materialLight );
  322. // keep reference for size reset
  323. resizableMaterials.push( materialLight );
  324. return meshLight;
  325. };
  326. var initDeferredProperties = function ( object ) {
  327. if ( object.properties.deferredInitialized ) return;
  328. if ( object.material ) initDeferredMaterials( object );
  329. if ( object instanceof THREE.PointLight ) {
  330. var meshLight = createDeferredPointLight( object );
  331. if ( object.distance > 0 ) {
  332. lightSceneProxy.add( meshLight );
  333. } else {
  334. lightSceneFullscreen.add( meshLight );
  335. }
  336. } else if ( object instanceof THREE.SpotLight ) {
  337. var meshLight = createDeferredSpotLight( object );
  338. lightSceneFullscreen.add( meshLight );
  339. } else if ( object instanceof THREE.DirectionalLight ) {
  340. var meshLight = createDeferredDirectionalLight( object );
  341. lightSceneFullscreen.add( meshLight );
  342. }
  343. object.properties.deferredInitialized = true;
  344. };
  345. //
  346. var setMaterialColor = function ( object ) {
  347. if ( object.material ) {
  348. if ( object.properties.transparent ) {
  349. object.material = invisibleMaterial;
  350. } else {
  351. object.material = object.properties.colorMaterial;
  352. }
  353. }
  354. };
  355. var setMaterialNormalDepth = function ( object ) {
  356. if ( object.material ) {
  357. if ( object.properties.transparent ) {
  358. object.material = invisibleMaterial;
  359. } else {
  360. object.material = object.properties.normalDepthMaterial;
  361. }
  362. }
  363. };
  364. // external API
  365. this.setAntialias = function ( enabled ) {
  366. antialias = enabled;
  367. if ( antialias ) {
  368. effectFXAA.enabled = true;
  369. compositePass.renderToScreen = false;
  370. } else {
  371. effectFXAA.enabled = false;
  372. compositePass.renderToScreen = true;
  373. }
  374. };
  375. this.getAntialias = function () {
  376. return antialias;
  377. };
  378. this.setScale = function ( scale ) {
  379. currentScale = scale;
  380. scaledWidth = Math.floor( currentScale * fullWidth );
  381. scaledHeight = Math.floor( currentScale * fullHeight );
  382. compNormalDepth.setSize( scaledWidth, scaledHeight );
  383. compColor.setSize( scaledWidth, scaledHeight );
  384. compLight.setSize( scaledWidth, scaledHeight );
  385. compFinal.setSize( scaledWidth, scaledHeight );
  386. compColor.renderTarget2.shareDepthFrom = compNormalDepth.renderTarget2;
  387. compLight.renderTarget2.shareDepthFrom = compNormalDepth.renderTarget2;
  388. for ( var i = 0, il = resizableMaterials.length; i < il; i ++ ) {
  389. var uniforms = resizableMaterials[ i ].uniforms;
  390. uniforms[ "viewWidth" ].value = scaledWidth;
  391. uniforms[ "viewHeight" ].value = scaledHeight;
  392. if ( uniforms[ 'samplerColor' ] ) uniforms[ 'samplerColor' ].value = compColor.renderTarget2;
  393. if ( uniforms[ 'samplerNormalDepth' ] ) uniforms[ 'samplerNormalDepth' ].value = compNormalDepth.renderTarget2;
  394. }
  395. compositePass.uniforms[ 'samplerLight' ].value = compLight.renderTarget2;
  396. effectFXAA.uniforms[ 'resolution' ].value.set( 1 / fullWidth, 1 / fullHeight );
  397. };
  398. this.setSize = function ( width, height ) {
  399. fullWidth = width;
  400. fullHeight = height;
  401. this.renderer.setSize( fullWidth, fullHeight );
  402. this.setScale( currentScale );
  403. };
  404. //
  405. function updateLightProxy ( lightProxy, camera ) {
  406. var uniforms = lightProxy.material.uniforms;
  407. if ( uniforms[ "matProjInverse" ] ) uniforms[ "matProjInverse" ].value = camera.projectionMatrixInverse;
  408. if ( uniforms[ "matView" ] ) uniforms[ "matView" ].value = camera.matrixWorldInverse;
  409. var originalLight = lightProxy.properties.originalLight;
  410. if ( originalLight ) {
  411. if ( uniforms[ "lightColor" ] ) uniforms[ "lightColor" ].value.copyGammaToLinear( originalLight.color );
  412. if ( uniforms[ "lightIntensity" ] ) uniforms[ "lightIntensity" ].value = originalLight.intensity * originalLight.intensity;
  413. lightProxy.visible = originalLight.visible;
  414. if ( originalLight instanceof THREE.PointLight ) {
  415. var distance = originalLight.distance;
  416. // skip infinite pointlights
  417. // right now you can't switch between infinite and finite pointlights
  418. // it's just too messy as they use different proxies
  419. if ( distance > 0 ) {
  420. lightProxy.scale.set( 1, 1, 1 ).multiplyScalar( distance );
  421. if ( uniforms[ "lightRadius" ] ) uniforms[ "lightRadius" ].value = distance;
  422. var position = originalLight.matrixWorld.getPosition();
  423. uniforms[ "lightPos" ].value.copy( position );
  424. lightProxy.position.copy( position );
  425. }
  426. } else if ( originalLight instanceof THREE.SpotLight ) {
  427. positionVS.copy( originalLight.matrixWorld.getPosition() );
  428. camera.matrixWorldInverse.multiplyVector3( positionVS );
  429. directionVS.copy( originalLight.matrixWorld.getPosition() );
  430. directionVS.subSelf( originalLight.target.matrixWorld.getPosition() );
  431. directionVS.normalize();
  432. camera.matrixWorldInverse.rotateAxis( directionVS );
  433. uniforms[ "lightPositionVS" ].value.copy( positionVS );
  434. uniforms[ "lightDirectionVS" ].value.copy( directionVS );
  435. uniforms[ "lightAngle" ].value = originalLight.angle;
  436. }
  437. }
  438. };
  439. this.render = function ( scene, camera ) {
  440. // setup deferred properties
  441. if ( ! scene.properties.lightSceneProxy ) {
  442. scene.properties.lightSceneProxy = new THREE.Scene();
  443. scene.properties.lightSceneFullscreen = new THREE.Scene();
  444. var meshLight = createDeferredEmissiveLight();
  445. scene.properties.lightSceneFullscreen.add( meshLight );
  446. }
  447. lightSceneProxy = scene.properties.lightSceneProxy;
  448. lightSceneFullscreen = scene.properties.lightSceneFullscreen;
  449. passColor.camera = camera;
  450. passNormalDepth.camera = camera;
  451. passLightProxy.camera = camera;
  452. passLightFullscreen.camera = THREE.EffectComposer.camera;
  453. passColor.scene = scene;
  454. passNormalDepth.scene = scene;
  455. passLightFullscreen.scene = lightSceneFullscreen;
  456. passLightProxy.scene = lightSceneProxy;
  457. scene.traverse( initDeferredProperties );
  458. // update scene graph only once per frame
  459. // (both color and normalDepth passes use exactly the same scene state)
  460. this.renderer.autoUpdateScene = false;
  461. scene.updateMatrixWorld();
  462. // 1) g-buffer normals + depth pass
  463. scene.traverse( setMaterialNormalDepth );
  464. // clear shared depth buffer
  465. this.renderer.autoClearDepth = true;
  466. this.renderer.autoClearStencil = true;
  467. // write 1 to shared stencil buffer
  468. // for non-background pixels
  469. //gl.enable( gl.STENCIL_TEST );
  470. gl.stencilOp( gl.REPLACE, gl.REPLACE, gl.REPLACE );
  471. gl.stencilFunc( gl.ALWAYS, 1, 0xffffffff );
  472. gl.clearStencil( 0 );
  473. compNormalDepth.render();
  474. // just touch foreground pixels (stencil == 1)
  475. // both in color and light passes
  476. gl.stencilFunc( gl.EQUAL, 1, 0xffffffff );
  477. gl.stencilOp( gl.KEEP, gl.KEEP, gl.KEEP );
  478. // 2) g-buffer color pass
  479. scene.traverse( setMaterialColor );
  480. // must use clean slate depth buffer
  481. // otherwise there are z-fighting glitches
  482. // not enough precision between two geometry passes
  483. // just to use EQUAL depth test
  484. this.renderer.autoClearDepth = true;
  485. this.renderer.autoClearStencil = false;
  486. compColor.render();
  487. // 3) light pass
  488. // do not clear depth buffer in this pass
  489. // depth from geometry pass is used for light culling
  490. // (write light proxy color pixel if behind scene pixel)
  491. this.renderer.autoClearDepth = false;
  492. this.renderer.autoUpdateScene = true;
  493. gl.depthFunc( gl.GEQUAL );
  494. camera.projectionMatrixInverse.getInverse( camera.projectionMatrix );
  495. for ( var i = 0, il = lightSceneProxy.children.length; i < il; i ++ ) {
  496. var lightProxy = lightSceneProxy.children[ i ];
  497. updateLightProxy( lightProxy, camera );
  498. }
  499. for ( var i = 0, il = lightSceneFullscreen.children.length; i < il; i ++ ) {
  500. var lightProxy = lightSceneFullscreen.children[ i ];
  501. updateLightProxy( lightProxy, camera );
  502. }
  503. compLight.render();
  504. // 4) composite pass
  505. // return back to usual depth and stencil handling state
  506. this.renderer.autoClearDepth = true;
  507. this.renderer.autoClearStencil = true;
  508. gl.depthFunc( gl.LEQUAL );
  509. gl.disable( gl.STENCIL_TEST );
  510. compFinal.render( 0.1 );
  511. };
  512. //
  513. var createRenderTargets = function ( ) {
  514. var rtParamsFloatLinear = { minFilter: THREE.NearestFilter, magFilter: THREE.LinearFilter, stencilBuffer: true,
  515. format: THREE.RGBAFormat, type: THREE.FloatType };
  516. var rtParamsFloatNearest = { minFilter: THREE.NearestFilter, magFilter: THREE.NearestFilter, stencilBuffer: true,
  517. format: THREE.RGBAFormat, type: THREE.FloatType };
  518. var rtParamsUByte = { minFilter: THREE.NearestFilter, magFilter: THREE.LinearFilter, stencilBuffer: false,
  519. format: THREE.RGBFormat, type: THREE.UnsignedByteType };
  520. // g-buffers
  521. var rtColor = new THREE.WebGLRenderTarget( scaledWidth, scaledHeight, rtParamsFloatNearest );
  522. var rtNormalDepth = new THREE.WebGLRenderTarget( scaledWidth, scaledHeight, rtParamsFloatNearest );
  523. var rtLight = new THREE.WebGLRenderTarget( scaledWidth, scaledHeight, rtParamsFloatLinear );
  524. var rtFinal = new THREE.WebGLRenderTarget( scaledWidth, scaledHeight, rtParamsUByte );
  525. rtColor.generateMipmaps = false;
  526. rtNormalDepth.generateMipmaps = false;
  527. rtLight.generateMipmaps = false;
  528. rtFinal.generateMipmaps = false;
  529. // normal + depth composer
  530. passNormalDepth = new THREE.RenderPass();
  531. passNormalDepth.clear = true;
  532. compNormalDepth = new THREE.EffectComposer( _this.renderer, rtNormalDepth );
  533. compNormalDepth.addPass( passNormalDepth );
  534. // color composer
  535. passColor = new THREE.RenderPass();
  536. passColor.clear = true;
  537. compColor = new THREE.EffectComposer( _this.renderer, rtColor );
  538. compColor.addPass( passColor );
  539. compColor.renderTarget2.shareDepthFrom = compNormalDepth.renderTarget2;
  540. // light composer
  541. passLightFullscreen = new THREE.RenderPass();
  542. passLightFullscreen.clear = true;
  543. passLightProxy = new THREE.RenderPass();
  544. passLightProxy.clear = false;
  545. compLight = new THREE.EffectComposer( _this.renderer, rtLight );
  546. compLight.addPass( passLightFullscreen );
  547. compLight.addPass( passLightProxy );
  548. compLight.renderTarget2.shareDepthFrom = compNormalDepth.renderTarget2;
  549. // final composer
  550. compositePass = new THREE.ShaderPass( compositeShader );
  551. compositePass.uniforms[ 'samplerLight' ].value = compLight.renderTarget2;
  552. compositePass.uniforms[ 'brightness' ].value = brightness;
  553. compositePass.material.blending = THREE.NoBlending;
  554. compositePass.clear = true;
  555. // FXAA
  556. effectFXAA = new THREE.ShaderPass( THREE.FXAAShader );
  557. effectFXAA.uniforms[ 'resolution' ].value.set( 1 / fullWidth, 1 / fullHeight );
  558. effectFXAA.renderToScreen = true;
  559. //
  560. compFinal = new THREE.EffectComposer( _this.renderer, rtFinal );
  561. compFinal.addPass( compositePass );
  562. compFinal.addPass( effectFXAA );
  563. if ( antialias ) {
  564. effectFXAA.enabled = true;
  565. compositePass.renderToScreen = false;
  566. } else {
  567. effectFXAA.enabled = false;
  568. compositePass.renderToScreen = true;
  569. }
  570. };
  571. // init
  572. createRenderTargets();
  573. };