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 scene = parameters.scene;
  9. var camera = parameters.camera;
  10. var renderer = parameters.renderer;
  11. // scene for light proxy geometry
  12. var lightScene = new THREE.Scene();
  13. lightNode = new THREE.Object3D();
  14. lightScene.add( lightNode );
  15. // scene for the coloured emitter spheres
  16. var emitterScene = new THREE.Scene();
  17. emitterNode = new THREE.Object3D();
  18. emitterScene.add( emitterNode );
  19. //
  20. var black = new THREE.Color( 0x000000 );
  21. var colorShader = THREE.ShaderDeferred[ "color" ];
  22. var normalShader = THREE.ShaderDeferred[ "normals" ];
  23. var bumpShader = THREE.ShaderDeferred[ "bump" ];
  24. var clipDepthShader = THREE.ShaderDeferred[ "clipDepth" ];
  25. //
  26. var unlitShader = THREE.ShaderDeferred[ "unlit" ];
  27. var lightShader = THREE.ShaderDeferred[ "light" ];
  28. var compositeShader = THREE.ShaderDeferred[ "composite" ];
  29. unlitShader.uniforms[ "viewWidth" ].value = width;
  30. unlitShader.uniforms[ "viewHeight" ].value = height;
  31. lightShader.uniforms[ "viewWidth" ].value = width;
  32. lightShader.uniforms[ "viewHeight" ].value = height;
  33. //
  34. var compColor, compNormal, compDepth, compLightBuffer, compFinal, compEmitter, compositePass;
  35. //
  36. var defaultNormalMaterial = new THREE.ShaderMaterial( {
  37. uniforms: THREE.UniformsUtils.clone( normalShader.uniforms ),
  38. vertexShader: normalShader.vertexShader,
  39. fragmentShader: normalShader.fragmentShader
  40. } );
  41. var defaultDepthMaterial = new THREE.ShaderMaterial( {
  42. uniforms: THREE.UniformsUtils.clone( clipDepthShader.uniforms ),
  43. vertexShader: clipDepthShader.vertexShader,
  44. fragmentShader: clipDepthShader.fragmentShader
  45. } );
  46. //
  47. var rtParamsFloatLinear = { minFilter: THREE.NearestFilter, magFilter: THREE.LinearFilter, stencilBuffer: false,
  48. format: THREE.RGBAFormat, type: THREE.FloatType };
  49. var rtParamsFloatNearest = { minFilter: THREE.NearestFilter, magFilter: THREE.NearestFilter, stencilBuffer: false,
  50. format: THREE.RGBAFormat, type: THREE.FloatType };
  51. var rtParamsUByte = { minFilter: THREE.NearestFilter, magFilter: THREE.LinearFilter, stencilBuffer: false,
  52. format: THREE.RGBFormat, type: THREE.UnsignedByteType };
  53. //
  54. this.addDeferredMaterials = function ( object ) {
  55. object.traverse( function( node ) {
  56. if ( !node.material ) return;
  57. var originalMaterial = node.material;
  58. // color material
  59. // diffuse color
  60. // specular color
  61. // shininess
  62. // diffuse map
  63. // vertex colors
  64. // alphaTest
  65. // morphs
  66. var uniforms = THREE.UniformsUtils.clone( colorShader.uniforms );
  67. var defines = { "USE_MAP": !! originalMaterial.map, "GAMMA_INPUT": true };
  68. var material = new THREE.ShaderMaterial( {
  69. fragmentShader: colorShader.fragmentShader,
  70. vertexShader: colorShader.vertexShader,
  71. uniforms: uniforms,
  72. defines: defines,
  73. shading: originalMaterial.shading
  74. } );
  75. var diffuse = originalMaterial.color;
  76. var specular = originalMaterial.specular !== undefined ? originalMaterial.specular : black;
  77. var shininess = originalMaterial.shininess !== undefined ? originalMaterial.shininess : 1;
  78. uniforms.diffuse.value.copy( diffuse );
  79. uniforms.specular.value.copy( specular );
  80. uniforms.shininess.value = shininess;
  81. uniforms.map.value = originalMaterial.map;
  82. material.vertexColors = originalMaterial.vertexColors;
  83. material.morphTargets = originalMaterial.morphTargets;
  84. material.morphNormals = originalMaterial.morphNormals;
  85. material.alphaTest = originalMaterial.alphaTest;
  86. if ( originalMaterial.bumpMap ) {
  87. var offset = originalMaterial.bumpMap.offset;
  88. var repeat = originalMaterial.bumpMap.repeat;
  89. uniforms.offsetRepeat.value.set( offset.x, offset.y, repeat.x, repeat.y );
  90. }
  91. node.properties.colorMaterial = material;
  92. // normal material
  93. // vertex normals
  94. // morph normals
  95. // bump map
  96. // bump scale
  97. if ( originalMaterial.bumpMap ) {
  98. var uniforms = THREE.UniformsUtils.clone( bumpShader.uniforms );
  99. var normalMaterial = new THREE.ShaderMaterial( {
  100. uniforms: uniforms,
  101. vertexShader: bumpShader.vertexShader,
  102. fragmentShader: bumpShader.fragmentShader,
  103. defines: { "USE_BUMPMAP": true }
  104. } );
  105. uniforms.bumpMap.value = originalMaterial.bumpMap;
  106. uniforms.bumpScale.value = originalMaterial.bumpScale;
  107. var offset = originalMaterial.bumpMap.offset;
  108. var repeat = originalMaterial.bumpMap.repeat;
  109. uniforms.offsetRepeat.value.set( offset.x, offset.y, repeat.x, repeat.y );
  110. node.properties.normalMaterial = normalMaterial;
  111. } else if ( originalMaterial.morphTargets ) {
  112. var normalMaterial = new THREE.ShaderMaterial( {
  113. uniforms: THREE.UniformsUtils.clone( normalShader.uniforms ),
  114. vertexShader: normalShader.vertexShader,
  115. fragmentShader: normalShader.fragmentShader,
  116. shading: originalMaterial.shading
  117. } );
  118. normalMaterial.morphTargets = originalMaterial.morphTargets;
  119. normalMaterial.morphNormals = originalMaterial.morphNormals;
  120. node.properties.normalMaterial = normalMaterial;
  121. } else {
  122. node.properties.normalMaterial = defaultNormalMaterial;
  123. }
  124. // depth material
  125. if ( originalMaterial.morphTargets ) {
  126. var depthMaterial = new THREE.ShaderMaterial( {
  127. uniforms: THREE.UniformsUtils.clone( clipDepthShader.uniforms ),
  128. vertexShader: clipDepthShader.vertexShader,
  129. fragmentShader: clipDepthShader.fragmentShader
  130. } );
  131. depthMaterial.morphTargets = originalMaterial.morphTargets;
  132. node.properties.depthMaterial = depthMaterial;
  133. } else {
  134. node.properties.depthMaterial = defaultDepthMaterial;
  135. }
  136. } );
  137. };
  138. this.addDeferredLights = function ( lights, additiveSpecular ) {
  139. var geometryEmitter = new THREE.SphereGeometry( 0.7, 7, 7 );
  140. for ( var i = 0, il = lights.length; i < il; i ++ ) {
  141. var light = lights[ i ];
  142. // setup material
  143. var materialLight = new THREE.ShaderMaterial( {
  144. uniforms: THREE.UniformsUtils.clone( lightShader.uniforms ),
  145. vertexShader: lightShader.vertexShader,
  146. fragmentShader: lightShader.fragmentShader,
  147. defines: { "ADDITIVE_SPECULAR": additiveSpecular },
  148. blending: THREE.AdditiveBlending,
  149. depthWrite: false,
  150. transparent: true
  151. } );
  152. materialLight.uniforms[ "lightPos" ].value = light.position;
  153. materialLight.uniforms[ "lightRadius" ].value = light.distance;
  154. materialLight.uniforms[ "lightIntensity" ].value = light.intensity;
  155. materialLight.uniforms[ "lightColor" ].value = light.color;
  156. // setup proxy geometry for this light
  157. var geometryLight = new THREE.SphereGeometry( light.distance, 16, 8 );
  158. var meshLight = new THREE.Mesh( geometryLight, materialLight );
  159. meshLight.position = light.position;
  160. lightNode.add( meshLight );
  161. // create emitter sphere
  162. var matEmitter = new THREE.ShaderMaterial( {
  163. uniforms: THREE.UniformsUtils.clone( unlitShader.uniforms ),
  164. vertexShader: unlitShader.vertexShader,
  165. fragmentShader: unlitShader.fragmentShader
  166. } );
  167. matEmitter.uniforms[ "samplerDepth" ].value = compDepth.renderTarget2;
  168. matEmitter.uniforms[ "lightColor" ].value = light.color;
  169. var meshEmitter = new THREE.Mesh( geometryEmitter, matEmitter );
  170. meshEmitter.position = light.position;
  171. emitterNode.add( meshEmitter );
  172. // add emitter to light node
  173. meshLight.properties.emitter = meshEmitter;
  174. }
  175. };
  176. var setMaterialColor = function ( object ) {
  177. if ( object.material ) object.material = object.properties.colorMaterial;
  178. };
  179. var setMaterialDepth = function ( object ) {
  180. if ( object.material ) object.material = object.properties.depthMaterial;
  181. };
  182. var setMaterialNormal= function ( object ) {
  183. if ( object.material ) object.material = object.properties.normalMaterial;
  184. };
  185. this.render = function () {
  186. // -----------------------------
  187. // g-buffer color
  188. // -----------------------------
  189. scene.traverse( setMaterialColor );
  190. compColor.render();
  191. // -----------------------------
  192. // g-buffer depth
  193. // -----------------------------
  194. scene.traverse( setMaterialDepth );
  195. compDepth.render();
  196. // -----------------------------
  197. // g-buffer normals
  198. // -----------------------------
  199. scene.traverse( setMaterialNormal );
  200. compNormal.render();
  201. // -----------------------------
  202. // emitter pass
  203. // -----------------------------
  204. compEmitter.render();
  205. // -----------------------------
  206. // light pass
  207. // -----------------------------
  208. camera.projectionMatrixInverse.getInverse( camera.projectionMatrix );
  209. for ( var i = 0, il = lightNode.children.length; i < il; i ++ ) {
  210. var uniforms = lightNode.children[ i ].material.uniforms;
  211. uniforms[ "matProjInverse" ].value = camera.projectionMatrixInverse;
  212. uniforms[ "matView" ].value = camera.matrixWorldInverse;
  213. }
  214. compLightBuffer.render();
  215. // -----------------------------
  216. // composite pass
  217. // -----------------------------
  218. compFinal.render( 0.1 );
  219. };
  220. var createRenderTargets = function ( ) {
  221. // g-buffers
  222. var rtColor = new THREE.WebGLRenderTarget( width, height, rtParamsFloatNearest );
  223. var rtNormal = new THREE.WebGLRenderTarget( width, height, rtParamsFloatLinear );
  224. var rtDepth = new THREE.WebGLRenderTarget( width, height, rtParamsFloatLinear );
  225. var rtLight = new THREE.WebGLRenderTarget( width, height, rtParamsFloatLinear );
  226. var rtEmitter = new THREE.WebGLRenderTarget( width, height, rtParamsUByte );
  227. var rtFinal = new THREE.WebGLRenderTarget( width, height, rtParamsUByte );
  228. rtColor.generateMipmaps = false;
  229. rtNormal.generateMipmaps = false;
  230. rtDepth.generateMipmaps = false;
  231. rtLight.generateMipmaps = false;
  232. rtEmitter.generateMipmaps = false;
  233. rtFinal.generateMipmaps = false;
  234. // composers
  235. var passColor = new THREE.RenderPass( scene, camera );
  236. compColor = new THREE.EffectComposer( renderer, rtColor );
  237. compColor.addPass( passColor );
  238. var passNormal = new THREE.RenderPass( scene, camera );
  239. compNormal = new THREE.EffectComposer( renderer, rtNormal );
  240. compNormal.addPass( passNormal );
  241. var passDepth = new THREE.RenderPass( scene, camera );
  242. compDepth = new THREE.EffectComposer( renderer, rtDepth );
  243. compDepth.addPass( passDepth );
  244. var passEmitter = new THREE.RenderPass( emitterScene, camera );
  245. compEmitter = new THREE.EffectComposer( renderer, rtEmitter );
  246. compEmitter.addPass( passEmitter );
  247. var passLight = new THREE.RenderPass( lightScene, camera );
  248. compLightBuffer = new THREE.EffectComposer( renderer, rtLight );
  249. compLightBuffer.addPass( passLight );
  250. //
  251. lightShader.uniforms[ 'samplerColor' ].value = compColor.renderTarget2;
  252. lightShader.uniforms[ 'samplerNormals' ].value = compNormal.renderTarget2;
  253. lightShader.uniforms[ 'samplerDepth' ].value = compDepth.renderTarget2;
  254. lightShader.uniforms[ 'samplerLightBuffer' ].value = rtLight;
  255. compositeShader.uniforms[ 'samplerLightBuffer' ].value = compLightBuffer.renderTarget2;
  256. compositeShader.uniforms[ 'samplerEmitter' ].value = compEmitter.renderTarget2;
  257. // composite
  258. var compositePass = new THREE.ShaderPass( compositeShader );
  259. compositePass.needsSwap = true;
  260. var effectFXAA = new THREE.ShaderPass( THREE.FXAAShader );
  261. effectFXAA.uniforms[ 'resolution' ].value.set( 1 / width, 1 / height );
  262. var effectColor = new THREE.ShaderPass( THREE.ColorCorrectionShader );
  263. effectColor.renderToScreen = true;
  264. effectColor.uniforms[ 'powRGB' ].value.set( 1, 1, 1 );
  265. effectColor.uniforms[ 'mulRGB' ].value.set( 2, 2, 2 );
  266. compFinal = new THREE.EffectComposer( renderer, rtFinal );
  267. compFinal.addPass( compositePass );
  268. compFinal.addPass( effectFXAA );
  269. compFinal.addPass( effectColor );
  270. };
  271. // init
  272. createRenderTargets();
  273. };