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WebGLDeferredRenderer.js 17 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 geometryLight = new THREE.SphereGeometry( 1, 16, 8 );
  25. var black = new THREE.Color( 0x000000 );
  26. var colorShader = THREE.ShaderDeferred[ "color" ];
  27. var normalDepthShader = THREE.ShaderDeferred[ "normalDepth" ];
  28. //
  29. var emissiveLightShader = THREE.ShaderDeferred[ "emissiveLight" ];
  30. var pointLightShader = THREE.ShaderDeferred[ "pointLight" ];
  31. var directionalLightShader = THREE.ShaderDeferred[ "directionalLight" ];
  32. var compositeShader = THREE.ShaderDeferred[ "composite" ];
  33. //
  34. var compColor, compNormal, compDepth, compLight, compFinal;
  35. var passColor, passNormal, passDepth, passLightFullscreen, passLightProxy, compositePass;
  36. var effectFXAA;
  37. //
  38. var lightSceneFullscreen, lightSceneProxy;
  39. var lightMaterials = [];
  40. //
  41. var defaultNormalDepthMaterial = new THREE.ShaderMaterial( {
  42. uniforms: THREE.UniformsUtils.clone( normalDepthShader.uniforms ),
  43. vertexShader: normalDepthShader.vertexShader,
  44. fragmentShader: normalDepthShader.fragmentShader
  45. } );
  46. //
  47. var initDeferredMaterials = function ( object ) {
  48. if ( object.material instanceof THREE.MeshFaceMaterial ) {
  49. var colorMaterials = [];
  50. var normalDepthMaterials = [];
  51. var materials = object.material.materials;
  52. for ( var i = 0, il = materials.length; i < il; i ++ ) {
  53. var deferredMaterials = createDeferredMaterials( materials[ i ] );
  54. colorMaterials.push( deferredMaterials.colorMaterial );
  55. normalDepthMaterials.push( deferredMaterials.normalDepthMaterial );
  56. }
  57. object.properties.colorMaterial = new THREE.MeshFaceMaterial( colorMaterials );
  58. object.properties.normalDepthMaterial = new THREE.MeshFaceMaterial( normalDepthMaterials );
  59. } else {
  60. var deferredMaterials = createDeferredMaterials( object.material );
  61. object.properties.colorMaterial = deferredMaterials.colorMaterial;
  62. object.properties.normalDepthMaterial = deferredMaterials.normalDepthMaterial;
  63. }
  64. };
  65. var createDeferredMaterials = function ( originalMaterial ) {
  66. var deferredMaterials = {};
  67. // color material
  68. // -----------------
  69. // diffuse color
  70. // specular color
  71. // shininess
  72. // diffuse map
  73. // vertex colors
  74. // alphaTest
  75. // morphs
  76. var uniforms = THREE.UniformsUtils.clone( colorShader.uniforms );
  77. var defines = { "USE_MAP": !! originalMaterial.map, "GAMMA_INPUT": true };
  78. var material = new THREE.ShaderMaterial( {
  79. fragmentShader: colorShader.fragmentShader,
  80. vertexShader: colorShader.vertexShader,
  81. uniforms: uniforms,
  82. defines: defines,
  83. shading: originalMaterial.shading
  84. } );
  85. if ( originalMaterial instanceof THREE.MeshBasicMaterial ) {
  86. var diffuse = black;
  87. var emissive = originalMaterial.color;
  88. } else {
  89. var diffuse = originalMaterial.color;
  90. var emissive = originalMaterial.emissive !== undefined ? originalMaterial.emissive : black;
  91. }
  92. var specular = originalMaterial.specular !== undefined ? originalMaterial.specular : black;
  93. var shininess = originalMaterial.shininess !== undefined ? originalMaterial.shininess : 1;
  94. var wrapAround = originalMaterial.wrapAround !== undefined ? ( originalMaterial.wrapAround ? -1 : 1 ) : 1;
  95. var additiveSpecular = originalMaterial.metal !== undefined ? ( originalMaterial.metal ? 1 : -1 ) : -1;
  96. uniforms.emissive.value.copy( emissive );
  97. uniforms.diffuse.value.copy( diffuse );
  98. uniforms.specular.value.copy( specular );
  99. uniforms.shininess.value = shininess;
  100. uniforms.wrapAround.value = wrapAround;
  101. uniforms.additiveSpecular.value = additiveSpecular;
  102. uniforms.map.value = originalMaterial.map;
  103. material.vertexColors = originalMaterial.vertexColors;
  104. material.morphTargets = originalMaterial.morphTargets;
  105. material.morphNormals = originalMaterial.morphNormals;
  106. material.skinning = originalMaterial.skinning;
  107. material.alphaTest = originalMaterial.alphaTest;
  108. // uv repeat and offset setting priorities
  109. // 1. color map
  110. // 2. specular map
  111. // 3. normal map
  112. // 4. bump map
  113. var uvScaleMap;
  114. if ( originalMaterial.map ) {
  115. uvScaleMap = originalMaterial.map;
  116. } else if ( originalMaterial.specularMap ) {
  117. uvScaleMap = originalMaterial.specularMap;
  118. } else if ( originalMaterial.normalMap ) {
  119. uvScaleMap = originalMaterial.normalMap;
  120. } else if ( originalMaterial.bumpMap ) {
  121. uvScaleMap = originalMaterial.bumpMap;
  122. }
  123. if ( uvScaleMap !== undefined ) {
  124. var offset = uvScaleMap.offset;
  125. var repeat = uvScaleMap.repeat;
  126. uniforms.offsetRepeat.value.set( offset.x, offset.y, repeat.x, repeat.y );
  127. }
  128. deferredMaterials.colorMaterial = material;
  129. // normal + depth material
  130. // -----------------
  131. // vertex normals
  132. // morph normals
  133. // bump map
  134. // bump scale
  135. // clip depth
  136. if ( originalMaterial.morphTargets || originalMaterial.skinning || originalMaterial.bumpMap ) {
  137. var uniforms = THREE.UniformsUtils.clone( normalDepthShader.uniforms );
  138. var defines = { "USE_BUMPMAP": !!originalMaterial.bumpMap };
  139. var normalDepthMaterial = new THREE.ShaderMaterial( {
  140. uniforms: uniforms,
  141. vertexShader: normalDepthShader.vertexShader,
  142. fragmentShader: normalDepthShader.fragmentShader,
  143. shading: originalMaterial.shading,
  144. defines: defines,
  145. blending: THREE.NoBlending,
  146. depthWrite: false
  147. } );
  148. if ( originalMaterial.morphTargets ) {
  149. normalDepthMaterial.morphTargets = originalMaterial.morphTargets;
  150. normalDepthMaterial.morphNormals = originalMaterial.morphNormals;
  151. }
  152. if ( originalMaterial.skinning ) {
  153. normalDepthMaterial.skinning = originalMaterial.skinning;
  154. }
  155. if ( originalMaterial.bumpMap ) {
  156. uniforms.bumpMap.value = originalMaterial.bumpMap;
  157. uniforms.bumpScale.value = originalMaterial.bumpScale;
  158. var offset = originalMaterial.bumpMap.offset;
  159. var repeat = originalMaterial.bumpMap.repeat;
  160. uniforms.offsetRepeat.value.set( offset.x, offset.y, repeat.x, repeat.y );
  161. }
  162. deferredMaterials.normalDepthMaterial = normalDepthMaterial;
  163. } else {
  164. deferredMaterials.normalDepthMaterial = defaultNormalDepthMaterial;
  165. }
  166. return deferredMaterials;
  167. };
  168. var createDeferredPointLight = function ( light ) {
  169. // setup light material
  170. var materialLight = new THREE.ShaderMaterial( {
  171. uniforms: THREE.UniformsUtils.clone( pointLightShader.uniforms ),
  172. vertexShader: pointLightShader.vertexShader,
  173. fragmentShader: pointLightShader.fragmentShader,
  174. blending: THREE.AdditiveBlending,
  175. depthWrite: false,
  176. transparent: true,
  177. side: THREE.BackSide
  178. } );
  179. materialLight.uniforms[ "lightPos" ].value = light.position;
  180. materialLight.uniforms[ "lightRadius" ].value = light.distance;
  181. materialLight.uniforms[ "lightIntensity" ].value = light.intensity;
  182. materialLight.uniforms[ "lightColor" ].value = light.color;
  183. materialLight.uniforms[ "viewWidth" ].value = scaledWidth;
  184. materialLight.uniforms[ "viewHeight" ].value = scaledHeight;
  185. materialLight.uniforms[ 'samplerColor' ].value = compColor.renderTarget2;
  186. materialLight.uniforms[ 'samplerNormalDepth' ].value = compNormalDepth.renderTarget2;
  187. // create light proxy mesh
  188. var meshLight = new THREE.Mesh( geometryLight, materialLight );
  189. meshLight.position = light.position;
  190. meshLight.scale.multiplyScalar( light.distance );
  191. // keep reference for size reset
  192. lightMaterials.push( materialLight );
  193. return meshLight;
  194. };
  195. var createDeferredDirectionalLight = function ( light ) {
  196. // setup light material
  197. var materialLight = new THREE.ShaderMaterial( {
  198. uniforms: THREE.UniformsUtils.clone( directionalLightShader.uniforms ),
  199. vertexShader: directionalLightShader.vertexShader,
  200. fragmentShader: directionalLightShader.fragmentShader,
  201. blending: THREE.AdditiveBlending,
  202. depthWrite: false,
  203. transparent: true
  204. } );
  205. materialLight.uniforms[ "lightDir" ].value = light.position;
  206. materialLight.uniforms[ "lightIntensity" ].value = light.intensity;
  207. materialLight.uniforms[ "lightColor" ].value = light.color;
  208. materialLight.uniforms[ "viewWidth" ].value = scaledWidth;
  209. materialLight.uniforms[ "viewHeight" ].value = scaledHeight;
  210. materialLight.uniforms[ 'samplerColor' ].value = compColor.renderTarget2;
  211. materialLight.uniforms[ 'samplerNormalDepth' ].value = compNormalDepth.renderTarget2;
  212. // create light proxy mesh
  213. var geometryLight = new THREE.PlaneGeometry( 2, 2 );
  214. var meshLight = new THREE.Mesh( geometryLight, materialLight );
  215. // keep reference for size reset
  216. lightMaterials.push( materialLight );
  217. return meshLight;
  218. };
  219. var createDeferredEmissiveLight = function () {
  220. // setup light material
  221. var materialLight = new THREE.ShaderMaterial( {
  222. uniforms: THREE.UniformsUtils.clone( emissiveLightShader.uniforms ),
  223. vertexShader: emissiveLightShader.vertexShader,
  224. fragmentShader: emissiveLightShader.fragmentShader,
  225. depthTest: false,
  226. depthWrite: false,
  227. blending: THREE.NoBlending
  228. } );
  229. materialLight.uniforms[ "viewWidth" ].value = scaledWidth;
  230. materialLight.uniforms[ "viewHeight" ].value = scaledHeight;
  231. materialLight.uniforms[ 'samplerColor' ].value = compColor.renderTarget2;
  232. // create light proxy mesh
  233. var geometryLight = new THREE.PlaneGeometry( 2, 2 );
  234. var meshLight = new THREE.Mesh( geometryLight, materialLight );
  235. // keep reference for size reset
  236. lightMaterials.push( materialLight );
  237. return meshLight;
  238. };
  239. var initDeferredProperties = function ( object ) {
  240. if ( object.properties.deferredInitialized ) return;
  241. if ( object.material ) initDeferredMaterials( object );
  242. if ( object instanceof THREE.PointLight ) {
  243. var meshLight = createDeferredPointLight( object );
  244. lightSceneProxy.add( meshLight );
  245. } else if ( object instanceof THREE.DirectionalLight ) {
  246. var meshLight = createDeferredDirectionalLight( object );
  247. lightSceneFullscreen.add( meshLight );
  248. }
  249. object.properties.deferredInitialized = true;
  250. };
  251. //
  252. var setMaterialColor = function ( object ) {
  253. if ( object.material ) object.material = object.properties.colorMaterial;
  254. };
  255. var setMaterialNormalDepth = function ( object ) {
  256. if ( object.material ) object.material = object.properties.normalDepthMaterial;
  257. };
  258. //
  259. this.setSize = function ( width, height ) {
  260. this.renderer.setSize( width, height );
  261. scaledWidth = Math.floor( scale * width );
  262. scaledHeight = Math.floor( scale * height );
  263. compColor.setSize( scaledWidth, scaledHeight );
  264. compNormalDepth.setSize( scaledWidth, scaledHeight );
  265. compLight.setSize( scaledWidth, scaledHeight );
  266. compFinal.setSize( scaledWidth, scaledHeight );
  267. compNormalDepth.renderTarget2.shareDepthFrom = compColor.renderTarget2;
  268. compLight.renderTarget2.shareDepthFrom = compColor.renderTarget2;
  269. for ( var i = 0, il = lightMaterials.length; i < il; i ++ ) {
  270. var uniforms = lightMaterials[ i ].uniforms;
  271. uniforms[ "viewWidth" ].value = scaledWidth;
  272. uniforms[ "viewHeight" ].value = scaledHeight;
  273. uniforms[ 'samplerColor' ].value = compColor.renderTarget2;
  274. if ( uniforms[ 'samplerNormalDepth' ] ) {
  275. uniforms[ 'samplerNormalDepth' ].value = compNormalDepth.renderTarget2;
  276. }
  277. }
  278. compositePass.uniforms[ 'samplerLight' ].value = compLight.renderTarget2;
  279. effectFXAA.uniforms[ 'resolution' ].value.set( 1 / width, 1 / height );
  280. };
  281. //
  282. this.render = function ( scene, camera ) {
  283. // setup deferred properties
  284. if ( ! scene.properties.lightSceneProxy ) {
  285. scene.properties.lightSceneProxy = new THREE.Scene();
  286. scene.properties.lightSceneFullscreen = new THREE.Scene();
  287. var meshLight = createDeferredEmissiveLight();
  288. scene.properties.lightSceneFullscreen.add( meshLight );
  289. }
  290. lightSceneProxy = scene.properties.lightSceneProxy;
  291. lightSceneFullscreen = scene.properties.lightSceneFullscreen;
  292. passColor.camera = camera;
  293. passNormalDepth.camera = camera;
  294. passLightProxy.camera = camera;
  295. passLightFullscreen.camera = THREE.EffectComposer.camera;
  296. passColor.scene = scene;
  297. passNormalDepth.scene = scene;
  298. passLightFullscreen.scene = lightSceneFullscreen;
  299. passLightProxy.scene = lightSceneProxy;
  300. scene.traverse( initDeferredProperties );
  301. // update scene graph only once per frame
  302. // (both color and normalDepth passes use exactly the same scene state)
  303. this.renderer.autoUpdateScene = false;
  304. scene.updateMatrixWorld();
  305. // 1) g-buffer color pass
  306. scene.traverse( setMaterialColor );
  307. // clear shared depth buffer
  308. this.renderer.autoClearDepth = true;
  309. this.renderer.autoClearStencil = true;
  310. // write 1 to shared stencil buffer
  311. // for non-background pixels
  312. gl.enable( gl.STENCIL_TEST );
  313. gl.stencilOp( gl.REPLACE, gl.REPLACE, gl.REPLACE );
  314. gl.stencilFunc( gl.ALWAYS, 1, 0xffffffff );
  315. gl.clearStencil( 0 );
  316. compColor.render();
  317. // 2) g-buffer normals + depth pass
  318. scene.traverse( setMaterialNormalDepth );
  319. // do not touch shared depth buffer in this pass
  320. // (no depth clearing, no depth writing,
  321. // just write color pixel if depth is the same)
  322. this.renderer.autoClearDepth = false;
  323. this.renderer.autoClearStencil = false;
  324. gl.depthFunc( gl.EQUAL );
  325. // just touch foreground pixels (stencil == 1)
  326. // both in normalDepth and light passes
  327. gl.stencilFunc( gl.EQUAL, 1, 0xffffffff );
  328. gl.stencilOp( gl.KEEP, gl.KEEP, gl.KEEP );
  329. compNormalDepth.render();
  330. // 3) light pass
  331. this.renderer.autoUpdateScene = true;
  332. camera.projectionMatrixInverse.getInverse( camera.projectionMatrix );
  333. for ( var i = 0, il = lightSceneProxy.children.length; i < il; i ++ ) {
  334. var uniforms = lightSceneProxy.children[ i ].material.uniforms;
  335. uniforms[ "matProjInverse" ].value = camera.projectionMatrixInverse;
  336. uniforms[ "matView" ].value = camera.matrixWorldInverse;
  337. }
  338. for ( var i = 0, il = lightSceneFullscreen.children.length; i < il; i ++ ) {
  339. var uniforms = lightSceneFullscreen.children[ i ].material.uniforms;
  340. if ( uniforms[ "matView" ] ) uniforms[ "matView" ].value = camera.matrixWorldInverse;
  341. }
  342. // still no touching shared depth buffer
  343. // (write light proxy color pixel if in front of scene pixel)
  344. gl.depthFunc( gl.GEQUAL );
  345. compLight.render();
  346. // 4) composite pass
  347. // return back to usual depth and stencil handling state
  348. this.renderer.autoClearDepth = true;
  349. this.renderer.autoClearStencil = true;
  350. gl.depthFunc( gl.LEQUAL );
  351. gl.disable( gl.STENCIL_TEST );
  352. compFinal.render( 0.1 );
  353. };
  354. var createRenderTargets = function ( ) {
  355. var rtParamsFloatLinear = { minFilter: THREE.NearestFilter, magFilter: THREE.LinearFilter, stencilBuffer: true,
  356. format: THREE.RGBAFormat, type: THREE.FloatType };
  357. var rtParamsFloatNearest = { minFilter: THREE.NearestFilter, magFilter: THREE.NearestFilter, stencilBuffer: true,
  358. format: THREE.RGBAFormat, type: THREE.FloatType };
  359. var rtParamsUByte = { minFilter: THREE.NearestFilter, magFilter: THREE.LinearFilter, stencilBuffer: false,
  360. format: THREE.RGBFormat, type: THREE.UnsignedByteType };
  361. // g-buffers
  362. var rtColor = new THREE.WebGLRenderTarget( scaledWidth, scaledHeight, rtParamsFloatNearest );
  363. var rtNormalDepth = new THREE.WebGLRenderTarget( scaledWidth, scaledHeight, rtParamsFloatNearest );
  364. var rtLight = new THREE.WebGLRenderTarget( scaledWidth, scaledHeight, rtParamsFloatLinear );
  365. var rtFinal = new THREE.WebGLRenderTarget( scaledWidth, scaledHeight, rtParamsUByte );
  366. rtColor.generateMipmaps = false;
  367. rtNormalDepth.generateMipmaps = false;
  368. rtLight.generateMipmaps = false;
  369. rtFinal.generateMipmaps = false;
  370. // color composer
  371. passColor = new THREE.RenderPass();
  372. passColor.clear = true;
  373. compColor = new THREE.EffectComposer( _this.renderer, rtColor );
  374. compColor.addPass( passColor );
  375. // normal + depth composer
  376. passNormalDepth = new THREE.RenderPass();
  377. passNormalDepth.clear = true;
  378. compNormalDepth = new THREE.EffectComposer( _this.renderer, rtNormalDepth );
  379. compNormalDepth.addPass( passNormalDepth );
  380. compNormalDepth.renderTarget2.shareDepthFrom = compColor.renderTarget2;
  381. // light composer
  382. passLightFullscreen = new THREE.RenderPass();
  383. passLightFullscreen.clear = true;
  384. passLightProxy = new THREE.RenderPass();
  385. passLightProxy.clear = false;
  386. compLight = new THREE.EffectComposer( _this.renderer, rtLight );
  387. compLight.addPass( passLightFullscreen );
  388. compLight.addPass( passLightProxy );
  389. compLight.renderTarget2.shareDepthFrom = compColor.renderTarget2;
  390. // final composer
  391. compositePass = new THREE.ShaderPass( compositeShader );
  392. compositePass.uniforms[ 'samplerLight' ].value = compLight.renderTarget2;
  393. compositePass.uniforms[ 'brightness' ].value = brightness;
  394. compositePass.material.blending = THREE.NoBlending;
  395. compositePass.clear = true;
  396. // FXAA
  397. effectFXAA = new THREE.ShaderPass( THREE.FXAAShader );
  398. effectFXAA.uniforms[ 'resolution' ].value.set( 1 / width, 1 / height );
  399. effectFXAA.renderToScreen = true;
  400. //
  401. compFinal = new THREE.EffectComposer( _this.renderer, rtFinal );
  402. compFinal.addPass( compositePass );
  403. compFinal.addPass( effectFXAA );
  404. };
  405. // init
  406. createRenderTargets();
  407. };