WebGLDeferredRenderer.js 18 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 gl = this.renderer.context;
  23. //
  24. var geometryLightSphere = new THREE.SphereGeometry( 1, 16, 8 );
  25. var geometryLightPlane = new THREE.PlaneGeometry( 2, 2 );
  26. var black = new THREE.Color( 0x000000 );
  27. var colorShader = THREE.ShaderDeferred[ "color" ];
  28. var normalDepthShader = THREE.ShaderDeferred[ "normalDepth" ];
  29. //
  30. var emissiveLightShader = THREE.ShaderDeferred[ "emissiveLight" ];
  31. var pointLightShader = THREE.ShaderDeferred[ "pointLight" ];
  32. var directionalLightShader = THREE.ShaderDeferred[ "directionalLight" ];
  33. var compositeShader = THREE.ShaderDeferred[ "composite" ];
  34. //
  35. var compColor, compNormal, compDepth, compLight, compFinal;
  36. var passColor, passNormal, passDepth, passLightFullscreen, passLightProxy, compositePass;
  37. var effectFXAA;
  38. //
  39. var lightSceneFullscreen, lightSceneProxy;
  40. var lightMaterials = [];
  41. //
  42. var defaultNormalDepthMaterial = new THREE.ShaderMaterial( {
  43. uniforms: THREE.UniformsUtils.clone( normalDepthShader.uniforms ),
  44. vertexShader: normalDepthShader.vertexShader,
  45. fragmentShader: normalDepthShader.fragmentShader
  46. } );
  47. var defaultNormalDepthMaterialWireframe = defaultNormalDepthMaterial.clone();
  48. defaultNormalDepthMaterialWireframe.wireframe = true;
  49. //
  50. var initDeferredMaterials = function ( object ) {
  51. if ( object.material instanceof THREE.MeshFaceMaterial ) {
  52. var colorMaterials = [];
  53. var normalDepthMaterials = [];
  54. var materials = object.material.materials;
  55. for ( var i = 0, il = materials.length; i < il; i ++ ) {
  56. var deferredMaterials = createDeferredMaterials( materials[ i ] );
  57. colorMaterials.push( deferredMaterials.colorMaterial );
  58. normalDepthMaterials.push( deferredMaterials.normalDepthMaterial );
  59. }
  60. object.properties.colorMaterial = new THREE.MeshFaceMaterial( colorMaterials );
  61. object.properties.normalDepthMaterial = new THREE.MeshFaceMaterial( normalDepthMaterials );
  62. } else {
  63. var deferredMaterials = createDeferredMaterials( object.material );
  64. object.properties.colorMaterial = deferredMaterials.colorMaterial;
  65. object.properties.normalDepthMaterial = deferredMaterials.normalDepthMaterial;
  66. }
  67. };
  68. var createDeferredMaterials = function ( originalMaterial ) {
  69. var deferredMaterials = {};
  70. // color material
  71. // -----------------
  72. // diffuse color
  73. // specular color
  74. // shininess
  75. // diffuse map
  76. // vertex colors
  77. // alphaTest
  78. // morphs
  79. var uniforms = THREE.UniformsUtils.clone( colorShader.uniforms );
  80. var defines = { "USE_MAP": !! originalMaterial.map, "GAMMA_INPUT": true };
  81. var material = new THREE.ShaderMaterial( {
  82. fragmentShader: colorShader.fragmentShader,
  83. vertexShader: colorShader.vertexShader,
  84. uniforms: uniforms,
  85. defines: defines,
  86. shading: originalMaterial.shading
  87. } );
  88. if ( originalMaterial instanceof THREE.MeshBasicMaterial ) {
  89. var diffuse = black;
  90. var emissive = originalMaterial.color;
  91. } else {
  92. var diffuse = originalMaterial.color;
  93. var emissive = originalMaterial.emissive !== undefined ? originalMaterial.emissive : black;
  94. }
  95. var specular = originalMaterial.specular !== undefined ? originalMaterial.specular : black;
  96. var shininess = originalMaterial.shininess !== undefined ? originalMaterial.shininess : 1;
  97. var wrapAround = originalMaterial.wrapAround !== undefined ? ( originalMaterial.wrapAround ? -1 : 1 ) : 1;
  98. var additiveSpecular = originalMaterial.metal !== undefined ? ( originalMaterial.metal ? 1 : -1 ) : -1;
  99. uniforms.emissive.value.copy( emissive );
  100. uniforms.diffuse.value.copy( diffuse );
  101. uniforms.specular.value.copy( specular );
  102. uniforms.shininess.value = shininess;
  103. uniforms.wrapAround.value = wrapAround;
  104. uniforms.additiveSpecular.value = additiveSpecular;
  105. uniforms.map.value = originalMaterial.map;
  106. material.vertexColors = originalMaterial.vertexColors;
  107. material.morphTargets = originalMaterial.morphTargets;
  108. material.morphNormals = originalMaterial.morphNormals;
  109. material.skinning = originalMaterial.skinning;
  110. material.alphaTest = originalMaterial.alphaTest;
  111. material.wireframe = originalMaterial.wireframe;
  112. // uv repeat and offset setting priorities
  113. // 1. color map
  114. // 2. specular map
  115. // 3. normal map
  116. // 4. bump map
  117. var uvScaleMap;
  118. if ( originalMaterial.map ) {
  119. uvScaleMap = originalMaterial.map;
  120. } else if ( originalMaterial.specularMap ) {
  121. uvScaleMap = originalMaterial.specularMap;
  122. } else if ( originalMaterial.normalMap ) {
  123. uvScaleMap = originalMaterial.normalMap;
  124. } else if ( originalMaterial.bumpMap ) {
  125. uvScaleMap = originalMaterial.bumpMap;
  126. }
  127. if ( uvScaleMap !== undefined ) {
  128. var offset = uvScaleMap.offset;
  129. var repeat = uvScaleMap.repeat;
  130. uniforms.offsetRepeat.value.set( offset.x, offset.y, repeat.x, repeat.y );
  131. }
  132. deferredMaterials.colorMaterial = material;
  133. // normal + depth material
  134. // -----------------
  135. // vertex normals
  136. // morph normals
  137. // bump map
  138. // bump scale
  139. // clip depth
  140. if ( originalMaterial.morphTargets || originalMaterial.skinning || originalMaterial.bumpMap ) {
  141. var uniforms = THREE.UniformsUtils.clone( normalDepthShader.uniforms );
  142. var defines = { "USE_BUMPMAP": !!originalMaterial.bumpMap };
  143. var normalDepthMaterial = new THREE.ShaderMaterial( {
  144. uniforms: uniforms,
  145. vertexShader: normalDepthShader.vertexShader,
  146. fragmentShader: normalDepthShader.fragmentShader,
  147. shading: originalMaterial.shading,
  148. defines: defines,
  149. blending: THREE.NoBlending,
  150. depthWrite: false
  151. } );
  152. if ( originalMaterial.morphTargets ) {
  153. normalDepthMaterial.morphTargets = originalMaterial.morphTargets;
  154. normalDepthMaterial.morphNormals = originalMaterial.morphNormals;
  155. }
  156. if ( originalMaterial.skinning ) {
  157. normalDepthMaterial.skinning = originalMaterial.skinning;
  158. }
  159. if ( originalMaterial.bumpMap ) {
  160. uniforms.bumpMap.value = originalMaterial.bumpMap;
  161. uniforms.bumpScale.value = originalMaterial.bumpScale;
  162. var offset = originalMaterial.bumpMap.offset;
  163. var repeat = originalMaterial.bumpMap.repeat;
  164. uniforms.offsetRepeat.value.set( offset.x, offset.y, repeat.x, repeat.y );
  165. }
  166. normalDepthMaterial.wireframe = originalMaterial.wireframe;
  167. deferredMaterials.normalDepthMaterial = normalDepthMaterial;
  168. } else {
  169. deferredMaterials.normalDepthMaterial = originalMaterial.wireframe ? defaultNormalDepthMaterialWireframe : defaultNormalDepthMaterial;
  170. }
  171. return deferredMaterials;
  172. };
  173. var createDeferredPointLight = function ( light ) {
  174. // setup light material
  175. var materialLight = new THREE.ShaderMaterial( {
  176. uniforms: THREE.UniformsUtils.clone( pointLightShader.uniforms ),
  177. vertexShader: pointLightShader.vertexShader,
  178. fragmentShader: pointLightShader.fragmentShader,
  179. blending: THREE.AdditiveBlending,
  180. depthWrite: false,
  181. transparent: true,
  182. side: THREE.BackSide
  183. } );
  184. // infinite pointlights use full-screen quad proxy
  185. // regular pointlights use sphere proxy
  186. var distance, geometry;
  187. if ( light.distance > 0 ) {
  188. distance = light.distance;
  189. geometry = geometryLightSphere;
  190. } else {
  191. distance = Infinity;
  192. geometry = geometryLightPlane;
  193. materialLight.depthTest = false;
  194. materialLight.side = THREE.FrontSide;
  195. }
  196. materialLight.uniforms[ "lightPos" ].value = light.position;
  197. materialLight.uniforms[ "lightRadius" ].value = distance;
  198. materialLight.uniforms[ "lightIntensity" ].value = light.intensity;
  199. materialLight.uniforms[ "lightColor" ].value = light.color;
  200. materialLight.uniforms[ "viewWidth" ].value = scaledWidth;
  201. materialLight.uniforms[ "viewHeight" ].value = scaledHeight;
  202. materialLight.uniforms[ 'samplerColor' ].value = compColor.renderTarget2;
  203. materialLight.uniforms[ 'samplerNormalDepth' ].value = compNormalDepth.renderTarget2;
  204. // create light proxy mesh
  205. var meshLight = new THREE.Mesh( geometry, materialLight );
  206. if ( light.distance > 0 ) {
  207. meshLight.position = light.position;
  208. meshLight.scale.multiplyScalar( distance );
  209. }
  210. // keep reference for size reset
  211. lightMaterials.push( materialLight );
  212. return meshLight;
  213. };
  214. var createDeferredDirectionalLight = function ( light ) {
  215. // setup light material
  216. var materialLight = new THREE.ShaderMaterial( {
  217. uniforms: THREE.UniformsUtils.clone( directionalLightShader.uniforms ),
  218. vertexShader: directionalLightShader.vertexShader,
  219. fragmentShader: directionalLightShader.fragmentShader,
  220. blending: THREE.AdditiveBlending,
  221. depthWrite: false,
  222. depthTest: false,
  223. transparent: true
  224. } );
  225. materialLight.uniforms[ "lightDir" ].value = light.position;
  226. materialLight.uniforms[ "lightIntensity" ].value = light.intensity;
  227. materialLight.uniforms[ "lightColor" ].value = light.color;
  228. materialLight.uniforms[ "viewWidth" ].value = scaledWidth;
  229. materialLight.uniforms[ "viewHeight" ].value = scaledHeight;
  230. materialLight.uniforms[ 'samplerColor' ].value = compColor.renderTarget2;
  231. materialLight.uniforms[ 'samplerNormalDepth' ].value = compNormalDepth.renderTarget2;
  232. // create light proxy mesh
  233. var meshLight = new THREE.Mesh( geometryLightPlane, materialLight );
  234. // keep reference for size reset
  235. lightMaterials.push( materialLight );
  236. return meshLight;
  237. };
  238. var createDeferredEmissiveLight = function () {
  239. // setup light material
  240. var materialLight = new THREE.ShaderMaterial( {
  241. uniforms: THREE.UniformsUtils.clone( emissiveLightShader.uniforms ),
  242. vertexShader: emissiveLightShader.vertexShader,
  243. fragmentShader: emissiveLightShader.fragmentShader,
  244. depthTest: false,
  245. depthWrite: false,
  246. blending: THREE.NoBlending
  247. } );
  248. materialLight.uniforms[ "viewWidth" ].value = scaledWidth;
  249. materialLight.uniforms[ "viewHeight" ].value = scaledHeight;
  250. materialLight.uniforms[ 'samplerColor' ].value = compColor.renderTarget2;
  251. // create light proxy mesh
  252. var meshLight = new THREE.Mesh( geometryLightPlane, materialLight );
  253. // keep reference for size reset
  254. lightMaterials.push( materialLight );
  255. return meshLight;
  256. };
  257. var initDeferredProperties = function ( object ) {
  258. if ( object.properties.deferredInitialized ) return;
  259. if ( object.material ) initDeferredMaterials( object );
  260. if ( object instanceof THREE.PointLight ) {
  261. var meshLight = createDeferredPointLight( object );
  262. if ( object.distance > 0 ) {
  263. lightSceneProxy.add( meshLight );
  264. } else {
  265. lightSceneFullscreen.add( meshLight );
  266. }
  267. } else if ( object instanceof THREE.DirectionalLight ) {
  268. var meshLight = createDeferredDirectionalLight( object );
  269. lightSceneFullscreen.add( meshLight );
  270. }
  271. object.properties.deferredInitialized = true;
  272. };
  273. //
  274. var setMaterialColor = function ( object ) {
  275. if ( object.material ) object.material = object.properties.colorMaterial;
  276. };
  277. var setMaterialNormalDepth = function ( object ) {
  278. if ( object.material ) object.material = object.properties.normalDepthMaterial;
  279. };
  280. //
  281. this.setSize = function ( width, height ) {
  282. this.renderer.setSize( width, height );
  283. scaledWidth = Math.floor( scale * width );
  284. scaledHeight = Math.floor( scale * height );
  285. compColor.setSize( scaledWidth, scaledHeight );
  286. compNormalDepth.setSize( scaledWidth, scaledHeight );
  287. compLight.setSize( scaledWidth, scaledHeight );
  288. compFinal.setSize( scaledWidth, scaledHeight );
  289. compNormalDepth.renderTarget2.shareDepthFrom = compColor.renderTarget2;
  290. compLight.renderTarget2.shareDepthFrom = compColor.renderTarget2;
  291. for ( var i = 0, il = lightMaterials.length; i < il; i ++ ) {
  292. var uniforms = lightMaterials[ i ].uniforms;
  293. uniforms[ "viewWidth" ].value = scaledWidth;
  294. uniforms[ "viewHeight" ].value = scaledHeight;
  295. uniforms[ 'samplerColor' ].value = compColor.renderTarget2;
  296. if ( uniforms[ 'samplerNormalDepth' ] ) {
  297. uniforms[ 'samplerNormalDepth' ].value = compNormalDepth.renderTarget2;
  298. }
  299. }
  300. compositePass.uniforms[ 'samplerLight' ].value = compLight.renderTarget2;
  301. effectFXAA.uniforms[ 'resolution' ].value.set( 1 / width, 1 / height );
  302. };
  303. //
  304. this.render = function ( scene, camera ) {
  305. // setup deferred properties
  306. if ( ! scene.properties.lightSceneProxy ) {
  307. scene.properties.lightSceneProxy = new THREE.Scene();
  308. scene.properties.lightSceneFullscreen = new THREE.Scene();
  309. var meshLight = createDeferredEmissiveLight();
  310. scene.properties.lightSceneFullscreen.add( meshLight );
  311. }
  312. lightSceneProxy = scene.properties.lightSceneProxy;
  313. lightSceneFullscreen = scene.properties.lightSceneFullscreen;
  314. passColor.camera = camera;
  315. passNormalDepth.camera = camera;
  316. passLightProxy.camera = camera;
  317. passLightFullscreen.camera = THREE.EffectComposer.camera;
  318. passColor.scene = scene;
  319. passNormalDepth.scene = scene;
  320. passLightFullscreen.scene = lightSceneFullscreen;
  321. passLightProxy.scene = lightSceneProxy;
  322. scene.traverse( initDeferredProperties );
  323. // update scene graph only once per frame
  324. // (both color and normalDepth passes use exactly the same scene state)
  325. this.renderer.autoUpdateScene = false;
  326. scene.updateMatrixWorld();
  327. // 1) g-buffer color pass
  328. scene.traverse( setMaterialColor );
  329. // clear shared depth buffer
  330. this.renderer.autoClearDepth = true;
  331. this.renderer.autoClearStencil = true;
  332. // write 1 to shared stencil buffer
  333. // for non-background pixels
  334. gl.enable( gl.STENCIL_TEST );
  335. gl.stencilOp( gl.REPLACE, gl.REPLACE, gl.REPLACE );
  336. gl.stencilFunc( gl.ALWAYS, 1, 0xffffffff );
  337. gl.clearStencil( 0 );
  338. compColor.render();
  339. // 2) g-buffer normals + depth pass
  340. scene.traverse( setMaterialNormalDepth );
  341. // do not touch shared depth buffer in this pass
  342. // (no depth clearing, no depth writing,
  343. // just write color pixel if depth is the same)
  344. this.renderer.autoClearDepth = false;
  345. this.renderer.autoClearStencil = false;
  346. gl.depthFunc( gl.EQUAL );
  347. // just touch foreground pixels (stencil == 1)
  348. // both in normalDepth and light passes
  349. gl.stencilFunc( gl.EQUAL, 1, 0xffffffff );
  350. gl.stencilOp( gl.KEEP, gl.KEEP, gl.KEEP );
  351. compNormalDepth.render();
  352. // 3) light pass
  353. this.renderer.autoUpdateScene = true;
  354. camera.projectionMatrixInverse.getInverse( camera.projectionMatrix );
  355. for ( var i = 0, il = lightSceneProxy.children.length; i < il; i ++ ) {
  356. var uniforms = lightSceneProxy.children[ i ].material.uniforms;
  357. uniforms[ "matProjInverse" ].value = camera.projectionMatrixInverse;
  358. uniforms[ "matView" ].value = camera.matrixWorldInverse;
  359. }
  360. for ( var i = 0, il = lightSceneFullscreen.children.length; i < il; i ++ ) {
  361. var uniforms = lightSceneFullscreen.children[ i ].material.uniforms;
  362. if ( uniforms[ "matProjInverse" ] ) uniforms[ "matProjInverse" ].value = camera.projectionMatrixInverse;
  363. if ( uniforms[ "matView" ] ) uniforms[ "matView" ].value = camera.matrixWorldInverse;
  364. }
  365. // still no touching shared depth buffer
  366. // (write light proxy color pixel if behind scene pixel)
  367. gl.depthFunc( gl.GEQUAL );
  368. compLight.render();
  369. // 4) composite pass
  370. // return back to usual depth and stencil handling state
  371. this.renderer.autoClearDepth = true;
  372. this.renderer.autoClearStencil = true;
  373. gl.depthFunc( gl.LEQUAL );
  374. gl.disable( gl.STENCIL_TEST );
  375. compFinal.render( 0.1 );
  376. };
  377. var createRenderTargets = function ( ) {
  378. var rtParamsFloatLinear = { minFilter: THREE.NearestFilter, magFilter: THREE.LinearFilter, stencilBuffer: true,
  379. format: THREE.RGBAFormat, type: THREE.FloatType };
  380. var rtParamsFloatNearest = { minFilter: THREE.NearestFilter, magFilter: THREE.NearestFilter, stencilBuffer: true,
  381. format: THREE.RGBAFormat, type: THREE.FloatType };
  382. var rtParamsUByte = { minFilter: THREE.NearestFilter, magFilter: THREE.LinearFilter, stencilBuffer: false,
  383. format: THREE.RGBFormat, type: THREE.UnsignedByteType };
  384. // g-buffers
  385. var rtColor = new THREE.WebGLRenderTarget( scaledWidth, scaledHeight, rtParamsFloatNearest );
  386. var rtNormalDepth = new THREE.WebGLRenderTarget( scaledWidth, scaledHeight, rtParamsFloatNearest );
  387. var rtLight = new THREE.WebGLRenderTarget( scaledWidth, scaledHeight, rtParamsFloatLinear );
  388. var rtFinal = new THREE.WebGLRenderTarget( scaledWidth, scaledHeight, rtParamsUByte );
  389. rtColor.generateMipmaps = false;
  390. rtNormalDepth.generateMipmaps = false;
  391. rtLight.generateMipmaps = false;
  392. rtFinal.generateMipmaps = false;
  393. // color composer
  394. passColor = new THREE.RenderPass();
  395. passColor.clear = true;
  396. compColor = new THREE.EffectComposer( _this.renderer, rtColor );
  397. compColor.addPass( passColor );
  398. // normal + depth composer
  399. passNormalDepth = new THREE.RenderPass();
  400. passNormalDepth.clear = true;
  401. compNormalDepth = new THREE.EffectComposer( _this.renderer, rtNormalDepth );
  402. compNormalDepth.addPass( passNormalDepth );
  403. compNormalDepth.renderTarget2.shareDepthFrom = compColor.renderTarget2;
  404. // light composer
  405. passLightFullscreen = new THREE.RenderPass();
  406. passLightFullscreen.clear = true;
  407. passLightProxy = new THREE.RenderPass();
  408. passLightProxy.clear = false;
  409. compLight = new THREE.EffectComposer( _this.renderer, rtLight );
  410. compLight.addPass( passLightFullscreen );
  411. compLight.addPass( passLightProxy );
  412. compLight.renderTarget2.shareDepthFrom = compColor.renderTarget2;
  413. // final composer
  414. compositePass = new THREE.ShaderPass( compositeShader );
  415. compositePass.uniforms[ 'samplerLight' ].value = compLight.renderTarget2;
  416. compositePass.uniforms[ 'brightness' ].value = brightness;
  417. compositePass.material.blending = THREE.NoBlending;
  418. compositePass.clear = true;
  419. // FXAA
  420. effectFXAA = new THREE.ShaderPass( THREE.FXAAShader );
  421. effectFXAA.uniforms[ 'resolution' ].value.set( 1 / width, 1 / height );
  422. effectFXAA.renderToScreen = true;
  423. //
  424. compFinal = new THREE.EffectComposer( _this.renderer, rtFinal );
  425. compFinal.addPass( compositePass );
  426. compFinal.addPass( effectFXAA );
  427. };
  428. // init
  429. createRenderTargets();
  430. };