WebGLDeferredRenderer.js 19 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. 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( width, height );
  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 geometryLightSphere = new THREE.SphereGeometry( 1, 16, 8 );
  26. var geometryLightPlane = new THREE.PlaneGeometry( 2, 2 );
  27. var black = new THREE.Color( 0x000000 );
  28. var colorShader = THREE.ShaderDeferred[ "color" ];
  29. var normalDepthShader = THREE.ShaderDeferred[ "normalDepth" ];
  30. //
  31. var emissiveLightShader = THREE.ShaderDeferred[ "emissiveLight" ];
  32. var pointLightShader = THREE.ShaderDeferred[ "pointLight" ];
  33. var directionalLightShader = THREE.ShaderDeferred[ "directionalLight" ];
  34. var compositeShader = THREE.ShaderDeferred[ "composite" ];
  35. //
  36. var compColor, compNormal, compDepth, compLight, compFinal;
  37. var passColor, passNormal, passDepth, passLightFullscreen, passLightProxy, compositePass;
  38. var effectFXAA;
  39. //
  40. var lightSceneFullscreen, lightSceneProxy;
  41. var lightMaterials = [];
  42. //
  43. var defaultNormalDepthMaterial = new THREE.ShaderMaterial( {
  44. uniforms: THREE.UniformsUtils.clone( normalDepthShader.uniforms ),
  45. vertexShader: normalDepthShader.vertexShader,
  46. fragmentShader: normalDepthShader.fragmentShader
  47. } );
  48. var defaultNormalDepthMaterialWireframe = defaultNormalDepthMaterial.clone();
  49. defaultNormalDepthMaterialWireframe.wireframe = true;
  50. //
  51. var initDeferredMaterials = function ( object ) {
  52. if ( object.material instanceof THREE.MeshFaceMaterial ) {
  53. var colorMaterials = [];
  54. var normalDepthMaterials = [];
  55. var materials = object.material.materials;
  56. for ( var i = 0, il = materials.length; i < il; i ++ ) {
  57. var deferredMaterials = createDeferredMaterials( materials[ i ] );
  58. colorMaterials.push( deferredMaterials.colorMaterial );
  59. normalDepthMaterials.push( deferredMaterials.normalDepthMaterial );
  60. }
  61. object.properties.colorMaterial = new THREE.MeshFaceMaterial( colorMaterials );
  62. object.properties.normalDepthMaterial = new THREE.MeshFaceMaterial( normalDepthMaterials );
  63. } else {
  64. var deferredMaterials = createDeferredMaterials( object.material );
  65. object.properties.colorMaterial = deferredMaterials.colorMaterial;
  66. object.properties.normalDepthMaterial = deferredMaterials.normalDepthMaterial;
  67. }
  68. };
  69. var createDeferredMaterials = function ( originalMaterial ) {
  70. var deferredMaterials = {};
  71. // color material
  72. // -----------------
  73. // diffuse color
  74. // specular color
  75. // shininess
  76. // diffuse map
  77. // vertex colors
  78. // alphaTest
  79. // morphs
  80. var uniforms = THREE.UniformsUtils.clone( colorShader.uniforms );
  81. var defines = { "USE_MAP": !! originalMaterial.map, "GAMMA_INPUT": true };
  82. var material = new THREE.ShaderMaterial( {
  83. fragmentShader: colorShader.fragmentShader,
  84. vertexShader: colorShader.vertexShader,
  85. uniforms: uniforms,
  86. defines: defines,
  87. shading: originalMaterial.shading
  88. } );
  89. if ( originalMaterial instanceof THREE.MeshBasicMaterial ) {
  90. var diffuse = black;
  91. var emissive = originalMaterial.color;
  92. } else {
  93. var diffuse = originalMaterial.color;
  94. var emissive = originalMaterial.emissive !== undefined ? originalMaterial.emissive : black;
  95. }
  96. var specular = originalMaterial.specular !== undefined ? originalMaterial.specular : black;
  97. var shininess = originalMaterial.shininess !== undefined ? originalMaterial.shininess : 1;
  98. var wrapAround = originalMaterial.wrapAround !== undefined ? ( originalMaterial.wrapAround ? -1 : 1 ) : 1;
  99. var additiveSpecular = originalMaterial.metal !== undefined ? ( originalMaterial.metal ? 1 : -1 ) : -1;
  100. uniforms.emissive.value.copy( emissive );
  101. uniforms.diffuse.value.copy( diffuse );
  102. uniforms.specular.value.copy( specular );
  103. uniforms.shininess.value = shininess;
  104. uniforms.wrapAround.value = wrapAround;
  105. uniforms.additiveSpecular.value = additiveSpecular;
  106. uniforms.map.value = originalMaterial.map;
  107. material.vertexColors = originalMaterial.vertexColors;
  108. material.morphTargets = originalMaterial.morphTargets;
  109. material.morphNormals = originalMaterial.morphNormals;
  110. material.skinning = originalMaterial.skinning;
  111. material.alphaTest = originalMaterial.alphaTest;
  112. material.wireframe = originalMaterial.wireframe;
  113. // uv repeat and offset setting priorities
  114. // 1. color map
  115. // 2. specular map
  116. // 3. normal map
  117. // 4. bump map
  118. var uvScaleMap;
  119. if ( originalMaterial.map ) {
  120. uvScaleMap = originalMaterial.map;
  121. } else if ( originalMaterial.specularMap ) {
  122. uvScaleMap = originalMaterial.specularMap;
  123. } else if ( originalMaterial.normalMap ) {
  124. uvScaleMap = originalMaterial.normalMap;
  125. } else if ( originalMaterial.bumpMap ) {
  126. uvScaleMap = originalMaterial.bumpMap;
  127. }
  128. if ( uvScaleMap !== undefined ) {
  129. var offset = uvScaleMap.offset;
  130. var repeat = uvScaleMap.repeat;
  131. uniforms.offsetRepeat.value.set( offset.x, offset.y, repeat.x, repeat.y );
  132. }
  133. deferredMaterials.colorMaterial = material;
  134. // normal + depth material
  135. // -----------------
  136. // vertex normals
  137. // morph normals
  138. // bump map
  139. // bump scale
  140. // clip depth
  141. if ( originalMaterial.morphTargets || originalMaterial.skinning || originalMaterial.bumpMap ) {
  142. var uniforms = THREE.UniformsUtils.clone( normalDepthShader.uniforms );
  143. var defines = { "USE_BUMPMAP": !!originalMaterial.bumpMap };
  144. var normalDepthMaterial = new THREE.ShaderMaterial( {
  145. uniforms: uniforms,
  146. vertexShader: normalDepthShader.vertexShader,
  147. fragmentShader: normalDepthShader.fragmentShader,
  148. shading: originalMaterial.shading,
  149. defines: defines,
  150. blending: THREE.NoBlending,
  151. depthWrite: false
  152. } );
  153. if ( originalMaterial.morphTargets ) {
  154. normalDepthMaterial.morphTargets = originalMaterial.morphTargets;
  155. normalDepthMaterial.morphNormals = originalMaterial.morphNormals;
  156. }
  157. if ( originalMaterial.skinning ) {
  158. normalDepthMaterial.skinning = originalMaterial.skinning;
  159. }
  160. if ( originalMaterial.bumpMap ) {
  161. uniforms.bumpMap.value = originalMaterial.bumpMap;
  162. uniforms.bumpScale.value = originalMaterial.bumpScale;
  163. var offset = originalMaterial.bumpMap.offset;
  164. var repeat = originalMaterial.bumpMap.repeat;
  165. uniforms.offsetRepeat.value.set( offset.x, offset.y, repeat.x, repeat.y );
  166. }
  167. normalDepthMaterial.wireframe = originalMaterial.wireframe;
  168. deferredMaterials.normalDepthMaterial = normalDepthMaterial;
  169. } else {
  170. deferredMaterials.normalDepthMaterial = originalMaterial.wireframe ? defaultNormalDepthMaterialWireframe : defaultNormalDepthMaterial;
  171. }
  172. return deferredMaterials;
  173. };
  174. var createDeferredPointLight = function ( light ) {
  175. // setup light material
  176. var materialLight = new THREE.ShaderMaterial( {
  177. uniforms: THREE.UniformsUtils.clone( pointLightShader.uniforms ),
  178. vertexShader: pointLightShader.vertexShader,
  179. fragmentShader: pointLightShader.fragmentShader,
  180. blending: THREE.AdditiveBlending,
  181. depthWrite: false,
  182. transparent: true,
  183. side: THREE.BackSide
  184. } );
  185. // infinite pointlights use full-screen quad proxy
  186. // regular pointlights use sphere proxy
  187. var distance, geometry;
  188. if ( light.distance > 0 ) {
  189. distance = light.distance;
  190. geometry = geometryLightSphere;
  191. } else {
  192. distance = Infinity;
  193. geometry = geometryLightPlane;
  194. materialLight.depthTest = false;
  195. materialLight.side = THREE.FrontSide;
  196. }
  197. materialLight.uniforms[ "lightPos" ].value = light.position;
  198. materialLight.uniforms[ "lightRadius" ].value = distance;
  199. materialLight.uniforms[ "lightIntensity" ].value = light.intensity;
  200. materialLight.uniforms[ "lightColor" ].value = light.color;
  201. materialLight.uniforms[ "viewWidth" ].value = scaledWidth;
  202. materialLight.uniforms[ "viewHeight" ].value = scaledHeight;
  203. materialLight.uniforms[ 'samplerColor' ].value = compColor.renderTarget2;
  204. materialLight.uniforms[ 'samplerNormalDepth' ].value = compNormalDepth.renderTarget2;
  205. // create light proxy mesh
  206. var meshLight = new THREE.Mesh( geometry, materialLight );
  207. if ( light.distance > 0 ) {
  208. meshLight.position = light.position;
  209. meshLight.scale.multiplyScalar( distance );
  210. }
  211. // keep reference for size reset
  212. lightMaterials.push( materialLight );
  213. return meshLight;
  214. };
  215. var createDeferredDirectionalLight = function ( light ) {
  216. // setup light material
  217. var materialLight = new THREE.ShaderMaterial( {
  218. uniforms: THREE.UniformsUtils.clone( directionalLightShader.uniforms ),
  219. vertexShader: directionalLightShader.vertexShader,
  220. fragmentShader: directionalLightShader.fragmentShader,
  221. blending: THREE.AdditiveBlending,
  222. depthWrite: false,
  223. depthTest: false,
  224. transparent: true
  225. } );
  226. materialLight.uniforms[ "lightDir" ].value = light.position;
  227. materialLight.uniforms[ "lightIntensity" ].value = light.intensity;
  228. materialLight.uniforms[ "lightColor" ].value = light.color;
  229. materialLight.uniforms[ "viewWidth" ].value = scaledWidth;
  230. materialLight.uniforms[ "viewHeight" ].value = scaledHeight;
  231. materialLight.uniforms[ 'samplerColor' ].value = compColor.renderTarget2;
  232. materialLight.uniforms[ 'samplerNormalDepth' ].value = compNormalDepth.renderTarget2;
  233. // create light proxy mesh
  234. var meshLight = new THREE.Mesh( geometryLightPlane, materialLight );
  235. // keep reference for size reset
  236. lightMaterials.push( materialLight );
  237. return meshLight;
  238. };
  239. var createDeferredEmissiveLight = function () {
  240. // setup light material
  241. var materialLight = new THREE.ShaderMaterial( {
  242. uniforms: THREE.UniformsUtils.clone( emissiveLightShader.uniforms ),
  243. vertexShader: emissiveLightShader.vertexShader,
  244. fragmentShader: emissiveLightShader.fragmentShader,
  245. depthTest: false,
  246. depthWrite: false,
  247. blending: THREE.NoBlending
  248. } );
  249. materialLight.uniforms[ "viewWidth" ].value = scaledWidth;
  250. materialLight.uniforms[ "viewHeight" ].value = scaledHeight;
  251. materialLight.uniforms[ 'samplerColor' ].value = compColor.renderTarget2;
  252. // create light proxy mesh
  253. var meshLight = new THREE.Mesh( geometryLightPlane, materialLight );
  254. // keep reference for size reset
  255. lightMaterials.push( materialLight );
  256. return meshLight;
  257. };
  258. var initDeferredProperties = function ( object ) {
  259. if ( object.properties.deferredInitialized ) return;
  260. if ( object.material ) initDeferredMaterials( object );
  261. if ( object instanceof THREE.PointLight ) {
  262. var meshLight = createDeferredPointLight( object );
  263. if ( object.distance > 0 ) {
  264. lightSceneProxy.add( meshLight );
  265. } else {
  266. lightSceneFullscreen.add( meshLight );
  267. }
  268. } else if ( object instanceof THREE.DirectionalLight ) {
  269. var meshLight = createDeferredDirectionalLight( object );
  270. lightSceneFullscreen.add( meshLight );
  271. }
  272. object.properties.deferredInitialized = true;
  273. };
  274. //
  275. var setMaterialColor = function ( object ) {
  276. if ( object.material ) object.material = object.properties.colorMaterial;
  277. };
  278. var setMaterialNormalDepth = function ( object ) {
  279. if ( object.material ) object.material = object.properties.normalDepthMaterial;
  280. };
  281. // external API
  282. this.setAntialias = function ( enabled ) {
  283. antialias = enabled;
  284. if ( antialias ) {
  285. effectFXAA.enabled = true;
  286. compositePass.renderToScreen = false;
  287. } else {
  288. effectFXAA.enabled = false;
  289. compositePass.renderToScreen = true;
  290. }
  291. };
  292. this.getAntialias = function () {
  293. return antialias;
  294. };
  295. this.setSize = function ( width, height ) {
  296. this.renderer.setSize( width, height );
  297. scaledWidth = Math.floor( scale * width );
  298. scaledHeight = Math.floor( scale * height );
  299. compColor.setSize( scaledWidth, scaledHeight );
  300. compNormalDepth.setSize( scaledWidth, scaledHeight );
  301. compLight.setSize( scaledWidth, scaledHeight );
  302. compFinal.setSize( scaledWidth, scaledHeight );
  303. compNormalDepth.renderTarget2.shareDepthFrom = compColor.renderTarget2;
  304. compLight.renderTarget2.shareDepthFrom = compColor.renderTarget2;
  305. for ( var i = 0, il = lightMaterials.length; i < il; i ++ ) {
  306. var uniforms = lightMaterials[ i ].uniforms;
  307. uniforms[ "viewWidth" ].value = scaledWidth;
  308. uniforms[ "viewHeight" ].value = scaledHeight;
  309. uniforms[ 'samplerColor' ].value = compColor.renderTarget2;
  310. if ( uniforms[ 'samplerNormalDepth' ] ) {
  311. uniforms[ 'samplerNormalDepth' ].value = compNormalDepth.renderTarget2;
  312. }
  313. }
  314. compositePass.uniforms[ 'samplerLight' ].value = compLight.renderTarget2;
  315. effectFXAA.uniforms[ 'resolution' ].value.set( 1 / width, 1 / height );
  316. };
  317. //
  318. this.render = function ( scene, camera ) {
  319. // setup deferred properties
  320. if ( ! scene.properties.lightSceneProxy ) {
  321. scene.properties.lightSceneProxy = new THREE.Scene();
  322. scene.properties.lightSceneFullscreen = new THREE.Scene();
  323. var meshLight = createDeferredEmissiveLight();
  324. scene.properties.lightSceneFullscreen.add( meshLight );
  325. }
  326. lightSceneProxy = scene.properties.lightSceneProxy;
  327. lightSceneFullscreen = scene.properties.lightSceneFullscreen;
  328. passColor.camera = camera;
  329. passNormalDepth.camera = camera;
  330. passLightProxy.camera = camera;
  331. passLightFullscreen.camera = THREE.EffectComposer.camera;
  332. passColor.scene = scene;
  333. passNormalDepth.scene = scene;
  334. passLightFullscreen.scene = lightSceneFullscreen;
  335. passLightProxy.scene = lightSceneProxy;
  336. scene.traverse( initDeferredProperties );
  337. // update scene graph only once per frame
  338. // (both color and normalDepth passes use exactly the same scene state)
  339. this.renderer.autoUpdateScene = false;
  340. scene.updateMatrixWorld();
  341. // 1) g-buffer color pass
  342. scene.traverse( setMaterialColor );
  343. // clear shared depth buffer
  344. this.renderer.autoClearDepth = true;
  345. this.renderer.autoClearStencil = true;
  346. // write 1 to shared stencil buffer
  347. // for non-background pixels
  348. gl.enable( gl.STENCIL_TEST );
  349. gl.stencilOp( gl.REPLACE, gl.REPLACE, gl.REPLACE );
  350. gl.stencilFunc( gl.ALWAYS, 1, 0xffffffff );
  351. gl.clearStencil( 0 );
  352. compColor.render();
  353. // 2) g-buffer normals + depth pass
  354. scene.traverse( setMaterialNormalDepth );
  355. // do not touch shared depth buffer in this pass
  356. // (no depth clearing, no depth writing,
  357. // just write color pixel if depth is the same)
  358. this.renderer.autoClearDepth = false;
  359. this.renderer.autoClearStencil = false;
  360. gl.depthFunc( gl.EQUAL );
  361. // just touch foreground pixels (stencil == 1)
  362. // both in normalDepth and light passes
  363. gl.stencilFunc( gl.EQUAL, 1, 0xffffffff );
  364. gl.stencilOp( gl.KEEP, gl.KEEP, gl.KEEP );
  365. compNormalDepth.render();
  366. // 3) light pass
  367. this.renderer.autoUpdateScene = true;
  368. camera.projectionMatrixInverse.getInverse( camera.projectionMatrix );
  369. for ( var i = 0, il = lightSceneProxy.children.length; i < il; i ++ ) {
  370. var uniforms = lightSceneProxy.children[ i ].material.uniforms;
  371. uniforms[ "matProjInverse" ].value = camera.projectionMatrixInverse;
  372. uniforms[ "matView" ].value = camera.matrixWorldInverse;
  373. }
  374. for ( var i = 0, il = lightSceneFullscreen.children.length; i < il; i ++ ) {
  375. var uniforms = lightSceneFullscreen.children[ i ].material.uniforms;
  376. if ( uniforms[ "matProjInverse" ] ) uniforms[ "matProjInverse" ].value = camera.projectionMatrixInverse;
  377. if ( uniforms[ "matView" ] ) uniforms[ "matView" ].value = camera.matrixWorldInverse;
  378. }
  379. // still no touching shared depth buffer
  380. // (write light proxy color pixel if behind scene pixel)
  381. gl.depthFunc( gl.GEQUAL );
  382. compLight.render();
  383. // 4) composite pass
  384. // return back to usual depth and stencil handling state
  385. this.renderer.autoClearDepth = true;
  386. this.renderer.autoClearStencil = true;
  387. gl.depthFunc( gl.LEQUAL );
  388. gl.disable( gl.STENCIL_TEST );
  389. compFinal.render( 0.1 );
  390. };
  391. //
  392. var createRenderTargets = function ( ) {
  393. var rtParamsFloatLinear = { minFilter: THREE.NearestFilter, magFilter: THREE.LinearFilter, stencilBuffer: true,
  394. format: THREE.RGBAFormat, type: THREE.FloatType };
  395. var rtParamsFloatNearest = { minFilter: THREE.NearestFilter, magFilter: THREE.NearestFilter, stencilBuffer: true,
  396. format: THREE.RGBAFormat, type: THREE.FloatType };
  397. var rtParamsUByte = { minFilter: THREE.NearestFilter, magFilter: THREE.LinearFilter, stencilBuffer: false,
  398. format: THREE.RGBFormat, type: THREE.UnsignedByteType };
  399. // g-buffers
  400. var rtColor = new THREE.WebGLRenderTarget( scaledWidth, scaledHeight, rtParamsFloatNearest );
  401. var rtNormalDepth = new THREE.WebGLRenderTarget( scaledWidth, scaledHeight, rtParamsFloatNearest );
  402. var rtLight = new THREE.WebGLRenderTarget( scaledWidth, scaledHeight, rtParamsFloatLinear );
  403. var rtFinal = new THREE.WebGLRenderTarget( scaledWidth, scaledHeight, rtParamsUByte );
  404. rtColor.generateMipmaps = false;
  405. rtNormalDepth.generateMipmaps = false;
  406. rtLight.generateMipmaps = false;
  407. rtFinal.generateMipmaps = false;
  408. // color composer
  409. passColor = new THREE.RenderPass();
  410. passColor.clear = true;
  411. compColor = new THREE.EffectComposer( _this.renderer, rtColor );
  412. compColor.addPass( passColor );
  413. // normal + depth composer
  414. passNormalDepth = new THREE.RenderPass();
  415. passNormalDepth.clear = true;
  416. compNormalDepth = new THREE.EffectComposer( _this.renderer, rtNormalDepth );
  417. compNormalDepth.addPass( passNormalDepth );
  418. compNormalDepth.renderTarget2.shareDepthFrom = compColor.renderTarget2;
  419. // light composer
  420. passLightFullscreen = new THREE.RenderPass();
  421. passLightFullscreen.clear = true;
  422. passLightProxy = new THREE.RenderPass();
  423. passLightProxy.clear = false;
  424. compLight = new THREE.EffectComposer( _this.renderer, rtLight );
  425. compLight.addPass( passLightFullscreen );
  426. compLight.addPass( passLightProxy );
  427. compLight.renderTarget2.shareDepthFrom = compColor.renderTarget2;
  428. // final composer
  429. compositePass = new THREE.ShaderPass( compositeShader );
  430. compositePass.uniforms[ 'samplerLight' ].value = compLight.renderTarget2;
  431. compositePass.uniforms[ 'brightness' ].value = brightness;
  432. compositePass.material.blending = THREE.NoBlending;
  433. compositePass.clear = true;
  434. // FXAA
  435. effectFXAA = new THREE.ShaderPass( THREE.FXAAShader );
  436. effectFXAA.uniforms[ 'resolution' ].value.set( 1 / width, 1 / height );
  437. effectFXAA.renderToScreen = true;
  438. //
  439. compFinal = new THREE.EffectComposer( _this.renderer, rtFinal );
  440. compFinal.addPass( compositePass );
  441. compFinal.addPass( effectFXAA );
  442. if ( antialias ) {
  443. effectFXAA.enabled = true;
  444. compositePass.renderToScreen = false;
  445. } else {
  446. effectFXAA.enabled = false;
  447. compositePass.renderToScreen = true;
  448. }
  449. };
  450. // init
  451. createRenderTargets();
  452. };