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DeferredHelper.js 12 KB

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  1. /**
  2. * @author alteredq / http://alteredqualia.com/
  3. * @author MPanknin / http://www.redplant.de/
  4. */
  5. THREE.DeferredHelper = function ( parameters ) {
  6. var width = parameters.width;
  7. var height = parameters.height;
  8. var renderer = parameters.renderer;
  9. var additiveSpecular = parameters.additiveSpecular;
  10. //
  11. var geometryEmitter = new THREE.SphereGeometry( 0.7, 7, 7 );
  12. var black = new THREE.Color( 0x000000 );
  13. var colorShader = THREE.ShaderDeferred[ "color" ];
  14. var normalShader = THREE.ShaderDeferred[ "normals" ];
  15. var bumpShader = THREE.ShaderDeferred[ "bump" ];
  16. var clipDepthShader = THREE.ShaderDeferred[ "clipDepth" ];
  17. //
  18. var unlitShader = THREE.ShaderDeferred[ "unlit" ];
  19. var lightShader = THREE.ShaderDeferred[ "light" ];
  20. var compositeShader = THREE.ShaderDeferred[ "composite" ];
  21. unlitShader.uniforms[ "viewWidth" ].value = width;
  22. unlitShader.uniforms[ "viewHeight" ].value = height;
  23. lightShader.uniforms[ "viewWidth" ].value = width;
  24. lightShader.uniforms[ "viewHeight" ].value = height;
  25. //
  26. var compColor, compNormal, compDepth, compEmitter, compLightBuffer, compFinal, compositePass;
  27. var passColor, passNormal, passDepth, passEmitter, passLight;
  28. var emitterScene, lightScene;
  29. //
  30. var defaultNormalMaterial = new THREE.ShaderMaterial( {
  31. uniforms: THREE.UniformsUtils.clone( normalShader.uniforms ),
  32. vertexShader: normalShader.vertexShader,
  33. fragmentShader: normalShader.fragmentShader
  34. } );
  35. var defaultDepthMaterial = new THREE.ShaderMaterial( {
  36. uniforms: THREE.UniformsUtils.clone( clipDepthShader.uniforms ),
  37. vertexShader: clipDepthShader.vertexShader,
  38. fragmentShader: clipDepthShader.fragmentShader
  39. } );
  40. //
  41. var rtParamsFloatLinear = { minFilter: THREE.NearestFilter, magFilter: THREE.LinearFilter, stencilBuffer: false,
  42. format: THREE.RGBAFormat, type: THREE.FloatType };
  43. var rtParamsFloatNearest = { minFilter: THREE.NearestFilter, magFilter: THREE.NearestFilter, stencilBuffer: false,
  44. format: THREE.RGBAFormat, type: THREE.FloatType };
  45. var rtParamsUByte = { minFilter: THREE.NearestFilter, magFilter: THREE.LinearFilter, stencilBuffer: false,
  46. format: THREE.RGBFormat, type: THREE.UnsignedByteType };
  47. //
  48. var initDeferredMaterials = function ( object ) {
  49. var originalMaterial = object.material;
  50. // color material
  51. // -----------------
  52. // diffuse color
  53. // specular color
  54. // shininess
  55. // diffuse map
  56. // vertex colors
  57. // alphaTest
  58. // morphs
  59. var uniforms = THREE.UniformsUtils.clone( colorShader.uniforms );
  60. var defines = { "USE_MAP": !! originalMaterial.map, "GAMMA_INPUT": true };
  61. var material = new THREE.ShaderMaterial( {
  62. fragmentShader: colorShader.fragmentShader,
  63. vertexShader: colorShader.vertexShader,
  64. uniforms: uniforms,
  65. defines: defines,
  66. shading: originalMaterial.shading
  67. } );
  68. var diffuse = originalMaterial.color;
  69. var specular = originalMaterial.specular !== undefined ? originalMaterial.specular : black;
  70. var shininess = originalMaterial.shininess !== undefined ? originalMaterial.shininess : 1;
  71. uniforms.diffuse.value.copy( diffuse );
  72. uniforms.specular.value.copy( specular );
  73. uniforms.shininess.value = shininess;
  74. uniforms.map.value = originalMaterial.map;
  75. material.vertexColors = originalMaterial.vertexColors;
  76. material.morphTargets = originalMaterial.morphTargets;
  77. material.morphNormals = originalMaterial.morphNormals;
  78. material.alphaTest = originalMaterial.alphaTest;
  79. if ( originalMaterial.bumpMap ) {
  80. var offset = originalMaterial.bumpMap.offset;
  81. var repeat = originalMaterial.bumpMap.repeat;
  82. uniforms.offsetRepeat.value.set( offset.x, offset.y, repeat.x, repeat.y );
  83. }
  84. object.properties.colorMaterial = material;
  85. // normal material
  86. // -----------------
  87. // vertex normals
  88. // morph normals
  89. // bump map
  90. // bump scale
  91. if ( originalMaterial.bumpMap ) {
  92. var uniforms = THREE.UniformsUtils.clone( bumpShader.uniforms );
  93. var normalMaterial = new THREE.ShaderMaterial( {
  94. uniforms: uniforms,
  95. vertexShader: bumpShader.vertexShader,
  96. fragmentShader: bumpShader.fragmentShader,
  97. defines: { "USE_BUMPMAP": true }
  98. } );
  99. uniforms.bumpMap.value = originalMaterial.bumpMap;
  100. uniforms.bumpScale.value = originalMaterial.bumpScale;
  101. var offset = originalMaterial.bumpMap.offset;
  102. var repeat = originalMaterial.bumpMap.repeat;
  103. uniforms.offsetRepeat.value.set( offset.x, offset.y, repeat.x, repeat.y );
  104. object.properties.normalMaterial = normalMaterial;
  105. } else if ( originalMaterial.morphTargets ) {
  106. var normalMaterial = new THREE.ShaderMaterial( {
  107. uniforms: THREE.UniformsUtils.clone( normalShader.uniforms ),
  108. vertexShader: normalShader.vertexShader,
  109. fragmentShader: normalShader.fragmentShader,
  110. shading: originalMaterial.shading
  111. } );
  112. normalMaterial.morphTargets = originalMaterial.morphTargets;
  113. normalMaterial.morphNormals = originalMaterial.morphNormals;
  114. object.properties.normalMaterial = normalMaterial;
  115. } else {
  116. object.properties.normalMaterial = defaultNormalMaterial;
  117. }
  118. // depth material
  119. if ( originalMaterial.morphTargets ) {
  120. var depthMaterial = new THREE.ShaderMaterial( {
  121. uniforms: THREE.UniformsUtils.clone( clipDepthShader.uniforms ),
  122. vertexShader: clipDepthShader.vertexShader,
  123. fragmentShader: clipDepthShader.fragmentShader
  124. } );
  125. depthMaterial.morphTargets = originalMaterial.morphTargets;
  126. object.properties.depthMaterial = depthMaterial;
  127. } else {
  128. object.properties.depthMaterial = defaultDepthMaterial;
  129. }
  130. };
  131. var createDeferredPointLight = function ( light ) {
  132. // setup light material
  133. var materialLight = new THREE.ShaderMaterial( {
  134. uniforms: THREE.UniformsUtils.clone( lightShader.uniforms ),
  135. vertexShader: lightShader.vertexShader,
  136. fragmentShader: lightShader.fragmentShader,
  137. defines: { "ADDITIVE_SPECULAR": additiveSpecular },
  138. blending: THREE.AdditiveBlending,
  139. depthWrite: false,
  140. transparent: true
  141. } );
  142. materialLight.uniforms[ "lightPos" ].value = light.position;
  143. materialLight.uniforms[ "lightRadius" ].value = light.distance;
  144. materialLight.uniforms[ "lightIntensity" ].value = light.intensity;
  145. materialLight.uniforms[ "lightColor" ].value = light.color;
  146. // create light proxy mesh
  147. var geometryLight = new THREE.SphereGeometry( light.distance, 16, 8 );
  148. var meshLight = new THREE.Mesh( geometryLight, materialLight );
  149. meshLight.position = light.position;
  150. return meshLight;
  151. };
  152. var createEmitter = function ( light ) {
  153. // setup emitter material
  154. var matEmitter = new THREE.ShaderMaterial( {
  155. uniforms: THREE.UniformsUtils.clone( unlitShader.uniforms ),
  156. vertexShader: unlitShader.vertexShader,
  157. fragmentShader: unlitShader.fragmentShader
  158. } );
  159. matEmitter.uniforms[ "samplerDepth" ].value = compDepth.renderTarget2;
  160. matEmitter.uniforms[ "lightColor" ].value = light.color;
  161. // create emitter mesh
  162. var meshEmitter = new THREE.Mesh( geometryEmitter, matEmitter );
  163. meshEmitter.position = light.position;
  164. return meshEmitter;
  165. };
  166. var initDeferredProperties = function ( object ) {
  167. if ( object.properties.deferredInitialized ) return;
  168. if ( object.material ) initDeferredMaterials( object );
  169. if ( object instanceof THREE.PointLight ) {
  170. var meshEmitter = createEmitter( object );
  171. var meshLight = createDeferredPointLight( object );
  172. lightScene.add( meshLight );
  173. emitterScene.add( meshEmitter );
  174. }
  175. object.properties.deferredInitialized = true;
  176. };
  177. //
  178. var setMaterialColor = function ( object ) {
  179. if ( object.material ) object.material = object.properties.colorMaterial;
  180. };
  181. var setMaterialDepth = function ( object ) {
  182. if ( object.material ) object.material = object.properties.depthMaterial;
  183. };
  184. var setMaterialNormal= function ( object ) {
  185. if ( object.material ) object.material = object.properties.normalMaterial;
  186. };
  187. //
  188. this.render = function ( scene, camera ) {
  189. // setup deferred properties
  190. if ( ! scene.properties.emitterScene ) scene.properties.emitterScene = new THREE.Scene();
  191. if ( ! scene.properties.lightScene ) scene.properties.lightScene = new THREE.Scene();
  192. emitterScene = scene.properties.emitterScene;
  193. lightScene = scene.properties.lightScene;
  194. passColor.camera = camera;
  195. passNormal.camera = camera;
  196. passDepth.camera = camera;
  197. passEmitter.camera = camera;
  198. passLight.camera = camera;
  199. passColor.scene = scene;
  200. passNormal.scene = scene;
  201. passDepth.scene = scene;
  202. passEmitter.scene = emitterScene;
  203. passLight.scene = lightScene;
  204. scene.traverse( initDeferredProperties );
  205. // g-buffer color
  206. scene.traverse( setMaterialColor );
  207. compColor.render();
  208. // g-buffer depth
  209. scene.traverse( setMaterialDepth );
  210. compDepth.render();
  211. // g-buffer normals
  212. scene.traverse( setMaterialNormal );
  213. compNormal.render();
  214. // emitter pass
  215. compEmitter.render();
  216. // light pass
  217. camera.projectionMatrixInverse.getInverse( camera.projectionMatrix );
  218. for ( var i = 0, il = lightScene.children.length; i < il; i ++ ) {
  219. var uniforms = lightScene.children[ i ].material.uniforms;
  220. uniforms[ "matProjInverse" ].value = camera.projectionMatrixInverse;
  221. uniforms[ "matView" ].value = camera.matrixWorldInverse;
  222. }
  223. compLightBuffer.render();
  224. // composite pass
  225. compFinal.render( 0.1 );
  226. };
  227. var createRenderTargets = function ( ) {
  228. // g-buffers
  229. var rtColor = new THREE.WebGLRenderTarget( width, height, rtParamsFloatNearest );
  230. var rtNormal = new THREE.WebGLRenderTarget( width, height, rtParamsFloatLinear );
  231. var rtDepth = new THREE.WebGLRenderTarget( width, height, rtParamsFloatLinear );
  232. var rtLight = new THREE.WebGLRenderTarget( width, height, rtParamsFloatLinear );
  233. var rtEmitter = new THREE.WebGLRenderTarget( width, height, rtParamsUByte );
  234. var rtFinal = new THREE.WebGLRenderTarget( width, height, rtParamsUByte );
  235. rtColor.generateMipmaps = false;
  236. rtNormal.generateMipmaps = false;
  237. rtDepth.generateMipmaps = false;
  238. rtLight.generateMipmaps = false;
  239. rtEmitter.generateMipmaps = false;
  240. rtFinal.generateMipmaps = false;
  241. // composers
  242. passColor = new THREE.RenderPass();
  243. compColor = new THREE.EffectComposer( renderer, rtColor );
  244. compColor.addPass( passColor );
  245. passNormal = new THREE.RenderPass();
  246. compNormal = new THREE.EffectComposer( renderer, rtNormal );
  247. compNormal.addPass( passNormal );
  248. passDepth = new THREE.RenderPass();
  249. compDepth = new THREE.EffectComposer( renderer, rtDepth );
  250. compDepth.addPass( passDepth );
  251. passEmitter = new THREE.RenderPass();
  252. compEmitter = new THREE.EffectComposer( renderer, rtEmitter );
  253. compEmitter.addPass( passEmitter );
  254. passLight = new THREE.RenderPass();
  255. compLightBuffer = new THREE.EffectComposer( renderer, rtLight );
  256. compLightBuffer.addPass( passLight );
  257. //
  258. lightShader.uniforms[ 'samplerColor' ].value = compColor.renderTarget2;
  259. lightShader.uniforms[ 'samplerNormals' ].value = compNormal.renderTarget2;
  260. lightShader.uniforms[ 'samplerDepth' ].value = compDepth.renderTarget2;
  261. lightShader.uniforms[ 'samplerLightBuffer' ].value = rtLight;
  262. compositeShader.uniforms[ 'samplerLightBuffer' ].value = compLightBuffer.renderTarget2;
  263. compositeShader.uniforms[ 'samplerEmitter' ].value = compEmitter.renderTarget2;
  264. // composite
  265. var compositePass = new THREE.ShaderPass( compositeShader );
  266. compositePass.needsSwap = true;
  267. var effectFXAA = new THREE.ShaderPass( THREE.FXAAShader );
  268. effectFXAA.uniforms[ 'resolution' ].value.set( 1 / width, 1 / height );
  269. var effectColor = new THREE.ShaderPass( THREE.ColorCorrectionShader );
  270. effectColor.renderToScreen = true;
  271. effectColor.uniforms[ 'powRGB' ].value.set( 1, 1, 1 );
  272. effectColor.uniforms[ 'mulRGB' ].value.set( 2, 2, 2 );
  273. compFinal = new THREE.EffectComposer( renderer, rtFinal );
  274. compFinal.addPass( compositePass );
  275. compFinal.addPass( effectFXAA );
  276. compFinal.addPass( effectColor );
  277. };
  278. // init
  279. createRenderTargets();
  280. };