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 !== undefined ? parameters.brightness : 1;
  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.copyGammaToLinear( emissive );
  101. uniforms.diffuse.value.copyGammaToLinear( diffuse );
  102. uniforms.specular.value.copyGammaToLinear( 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. // linear space
  198. var intensity = light.intensity * light.intensity;
  199. materialLight.uniforms[ "lightPos" ].value = light.position;
  200. materialLight.uniforms[ "lightRadius" ].value = distance;
  201. materialLight.uniforms[ "lightIntensity" ].value = intensity;
  202. materialLight.uniforms[ "lightColor" ].value.copyGammaToLinear( light.color );
  203. materialLight.uniforms[ "viewWidth" ].value = scaledWidth;
  204. materialLight.uniforms[ "viewHeight" ].value = scaledHeight;
  205. materialLight.uniforms[ 'samplerColor' ].value = compColor.renderTarget2;
  206. materialLight.uniforms[ 'samplerNormalDepth' ].value = compNormalDepth.renderTarget2;
  207. // create light proxy mesh
  208. var meshLight = new THREE.Mesh( geometry, materialLight );
  209. if ( light.distance > 0 ) {
  210. meshLight.position = light.position;
  211. meshLight.scale.multiplyScalar( distance );
  212. }
  213. // keep reference for size reset
  214. lightMaterials.push( materialLight );
  215. return meshLight;
  216. };
  217. var createDeferredDirectionalLight = function ( light ) {
  218. // setup light material
  219. var materialLight = new THREE.ShaderMaterial( {
  220. uniforms: THREE.UniformsUtils.clone( directionalLightShader.uniforms ),
  221. vertexShader: directionalLightShader.vertexShader,
  222. fragmentShader: directionalLightShader.fragmentShader,
  223. blending: THREE.AdditiveBlending,
  224. depthWrite: false,
  225. depthTest: false,
  226. transparent: true
  227. } );
  228. // linear space
  229. var intensity = light.intensity * light.intensity;
  230. materialLight.uniforms[ "lightDir" ].value = light.position;
  231. materialLight.uniforms[ "lightIntensity" ].value = intensity;
  232. materialLight.uniforms[ "lightColor" ].value.copyGammaToLinear( light.color );
  233. materialLight.uniforms[ "viewWidth" ].value = scaledWidth;
  234. materialLight.uniforms[ "viewHeight" ].value = scaledHeight;
  235. materialLight.uniforms[ 'samplerColor' ].value = compColor.renderTarget2;
  236. materialLight.uniforms[ 'samplerNormalDepth' ].value = compNormalDepth.renderTarget2;
  237. // create light proxy mesh
  238. var meshLight = new THREE.Mesh( geometryLightPlane, materialLight );
  239. // keep reference for size reset
  240. lightMaterials.push( materialLight );
  241. return meshLight;
  242. };
  243. var createDeferredEmissiveLight = function () {
  244. // setup light material
  245. var materialLight = new THREE.ShaderMaterial( {
  246. uniforms: THREE.UniformsUtils.clone( emissiveLightShader.uniforms ),
  247. vertexShader: emissiveLightShader.vertexShader,
  248. fragmentShader: emissiveLightShader.fragmentShader,
  249. depthTest: false,
  250. depthWrite: false,
  251. blending: THREE.NoBlending
  252. } );
  253. materialLight.uniforms[ "viewWidth" ].value = scaledWidth;
  254. materialLight.uniforms[ "viewHeight" ].value = scaledHeight;
  255. materialLight.uniforms[ 'samplerColor' ].value = compColor.renderTarget2;
  256. // create light proxy mesh
  257. var meshLight = new THREE.Mesh( geometryLightPlane, materialLight );
  258. // keep reference for size reset
  259. lightMaterials.push( materialLight );
  260. return meshLight;
  261. };
  262. var initDeferredProperties = function ( object ) {
  263. if ( object.properties.deferredInitialized ) return;
  264. if ( object.material ) initDeferredMaterials( object );
  265. if ( object instanceof THREE.PointLight ) {
  266. var meshLight = createDeferredPointLight( object );
  267. if ( object.distance > 0 ) {
  268. lightSceneProxy.add( meshLight );
  269. } else {
  270. lightSceneFullscreen.add( meshLight );
  271. }
  272. } else if ( object instanceof THREE.DirectionalLight ) {
  273. var meshLight = createDeferredDirectionalLight( object );
  274. lightSceneFullscreen.add( meshLight );
  275. }
  276. object.properties.deferredInitialized = true;
  277. };
  278. //
  279. var setMaterialColor = function ( object ) {
  280. if ( object.material ) object.material = object.properties.colorMaterial;
  281. };
  282. var setMaterialNormalDepth = function ( object ) {
  283. if ( object.material ) object.material = object.properties.normalDepthMaterial;
  284. };
  285. // external API
  286. this.setAntialias = function ( enabled ) {
  287. antialias = enabled;
  288. if ( antialias ) {
  289. effectFXAA.enabled = true;
  290. compositePass.renderToScreen = false;
  291. } else {
  292. effectFXAA.enabled = false;
  293. compositePass.renderToScreen = true;
  294. }
  295. };
  296. this.getAntialias = function () {
  297. return antialias;
  298. };
  299. this.setSize = function ( width, height ) {
  300. this.renderer.setSize( width, height );
  301. scaledWidth = Math.floor( scale * width );
  302. scaledHeight = Math.floor( scale * height );
  303. compColor.setSize( scaledWidth, scaledHeight );
  304. compNormalDepth.setSize( scaledWidth, scaledHeight );
  305. compLight.setSize( scaledWidth, scaledHeight );
  306. compFinal.setSize( scaledWidth, scaledHeight );
  307. compNormalDepth.renderTarget2.shareDepthFrom = compColor.renderTarget2;
  308. compLight.renderTarget2.shareDepthFrom = compColor.renderTarget2;
  309. for ( var i = 0, il = lightMaterials.length; i < il; i ++ ) {
  310. var uniforms = lightMaterials[ i ].uniforms;
  311. uniforms[ "viewWidth" ].value = scaledWidth;
  312. uniforms[ "viewHeight" ].value = scaledHeight;
  313. uniforms[ 'samplerColor' ].value = compColor.renderTarget2;
  314. if ( uniforms[ 'samplerNormalDepth' ] ) {
  315. uniforms[ 'samplerNormalDepth' ].value = compNormalDepth.renderTarget2;
  316. }
  317. }
  318. compositePass.uniforms[ 'samplerLight' ].value = compLight.renderTarget2;
  319. effectFXAA.uniforms[ 'resolution' ].value.set( 1 / width, 1 / height );
  320. };
  321. //
  322. this.render = function ( scene, camera ) {
  323. // setup deferred properties
  324. if ( ! scene.properties.lightSceneProxy ) {
  325. scene.properties.lightSceneProxy = new THREE.Scene();
  326. scene.properties.lightSceneFullscreen = new THREE.Scene();
  327. var meshLight = createDeferredEmissiveLight();
  328. scene.properties.lightSceneFullscreen.add( meshLight );
  329. }
  330. lightSceneProxy = scene.properties.lightSceneProxy;
  331. lightSceneFullscreen = scene.properties.lightSceneFullscreen;
  332. passColor.camera = camera;
  333. passNormalDepth.camera = camera;
  334. passLightProxy.camera = camera;
  335. passLightFullscreen.camera = THREE.EffectComposer.camera;
  336. passColor.scene = scene;
  337. passNormalDepth.scene = scene;
  338. passLightFullscreen.scene = lightSceneFullscreen;
  339. passLightProxy.scene = lightSceneProxy;
  340. scene.traverse( initDeferredProperties );
  341. // update scene graph only once per frame
  342. // (both color and normalDepth passes use exactly the same scene state)
  343. this.renderer.autoUpdateScene = false;
  344. scene.updateMatrixWorld();
  345. // 1) g-buffer color pass
  346. scene.traverse( setMaterialColor );
  347. // clear shared depth buffer
  348. this.renderer.autoClearDepth = true;
  349. this.renderer.autoClearStencil = true;
  350. // write 1 to shared stencil buffer
  351. // for non-background pixels
  352. gl.enable( gl.STENCIL_TEST );
  353. gl.stencilOp( gl.REPLACE, gl.REPLACE, gl.REPLACE );
  354. gl.stencilFunc( gl.ALWAYS, 1, 0xffffffff );
  355. gl.clearStencil( 0 );
  356. compColor.render();
  357. // 2) g-buffer normals + depth pass
  358. scene.traverse( setMaterialNormalDepth );
  359. // do not touch shared depth buffer in this pass
  360. // (no depth clearing, no depth writing,
  361. // just write color pixel if depth is the same)
  362. this.renderer.autoClearDepth = false;
  363. this.renderer.autoClearStencil = false;
  364. gl.depthFunc( gl.EQUAL );
  365. // just touch foreground pixels (stencil == 1)
  366. // both in normalDepth and light passes
  367. gl.stencilFunc( gl.EQUAL, 1, 0xffffffff );
  368. gl.stencilOp( gl.KEEP, gl.KEEP, gl.KEEP );
  369. compNormalDepth.render();
  370. // 3) light pass
  371. this.renderer.autoUpdateScene = true;
  372. camera.projectionMatrixInverse.getInverse( camera.projectionMatrix );
  373. for ( var i = 0, il = lightSceneProxy.children.length; i < il; i ++ ) {
  374. var uniforms = lightSceneProxy.children[ i ].material.uniforms;
  375. uniforms[ "matProjInverse" ].value = camera.projectionMatrixInverse;
  376. uniforms[ "matView" ].value = camera.matrixWorldInverse;
  377. }
  378. for ( var i = 0, il = lightSceneFullscreen.children.length; i < il; i ++ ) {
  379. var uniforms = lightSceneFullscreen.children[ i ].material.uniforms;
  380. if ( uniforms[ "matProjInverse" ] ) uniforms[ "matProjInverse" ].value = camera.projectionMatrixInverse;
  381. if ( uniforms[ "matView" ] ) uniforms[ "matView" ].value = camera.matrixWorldInverse;
  382. }
  383. // still no touching shared depth buffer
  384. // (write light proxy color pixel if behind scene pixel)
  385. gl.depthFunc( gl.GEQUAL );
  386. compLight.render();
  387. // 4) composite pass
  388. // return back to usual depth and stencil handling state
  389. this.renderer.autoClearDepth = true;
  390. this.renderer.autoClearStencil = true;
  391. gl.depthFunc( gl.LEQUAL );
  392. gl.disable( gl.STENCIL_TEST );
  393. compFinal.render( 0.1 );
  394. };
  395. //
  396. var createRenderTargets = function ( ) {
  397. var rtParamsFloatLinear = { minFilter: THREE.NearestFilter, magFilter: THREE.LinearFilter, stencilBuffer: true,
  398. format: THREE.RGBAFormat, type: THREE.FloatType };
  399. var rtParamsFloatNearest = { minFilter: THREE.NearestFilter, magFilter: THREE.NearestFilter, stencilBuffer: true,
  400. format: THREE.RGBAFormat, type: THREE.FloatType };
  401. var rtParamsUByte = { minFilter: THREE.NearestFilter, magFilter: THREE.LinearFilter, stencilBuffer: false,
  402. format: THREE.RGBFormat, type: THREE.UnsignedByteType };
  403. // g-buffers
  404. var rtColor = new THREE.WebGLRenderTarget( scaledWidth, scaledHeight, rtParamsFloatNearest );
  405. var rtNormalDepth = new THREE.WebGLRenderTarget( scaledWidth, scaledHeight, rtParamsFloatNearest );
  406. var rtLight = new THREE.WebGLRenderTarget( scaledWidth, scaledHeight, rtParamsFloatLinear );
  407. var rtFinal = new THREE.WebGLRenderTarget( scaledWidth, scaledHeight, rtParamsUByte );
  408. rtColor.generateMipmaps = false;
  409. rtNormalDepth.generateMipmaps = false;
  410. rtLight.generateMipmaps = false;
  411. rtFinal.generateMipmaps = false;
  412. // color composer
  413. passColor = new THREE.RenderPass();
  414. passColor.clear = true;
  415. compColor = new THREE.EffectComposer( _this.renderer, rtColor );
  416. compColor.addPass( passColor );
  417. // normal + depth composer
  418. passNormalDepth = new THREE.RenderPass();
  419. passNormalDepth.clear = true;
  420. compNormalDepth = new THREE.EffectComposer( _this.renderer, rtNormalDepth );
  421. compNormalDepth.addPass( passNormalDepth );
  422. compNormalDepth.renderTarget2.shareDepthFrom = compColor.renderTarget2;
  423. // light composer
  424. passLightFullscreen = new THREE.RenderPass();
  425. passLightFullscreen.clear = true;
  426. passLightProxy = new THREE.RenderPass();
  427. passLightProxy.clear = false;
  428. compLight = new THREE.EffectComposer( _this.renderer, rtLight );
  429. compLight.addPass( passLightFullscreen );
  430. compLight.addPass( passLightProxy );
  431. compLight.renderTarget2.shareDepthFrom = compColor.renderTarget2;
  432. // final composer
  433. compositePass = new THREE.ShaderPass( compositeShader );
  434. compositePass.uniforms[ 'samplerLight' ].value = compLight.renderTarget2;
  435. compositePass.uniforms[ 'brightness' ].value = brightness;
  436. compositePass.material.blending = THREE.NoBlending;
  437. compositePass.clear = true;
  438. // FXAA
  439. effectFXAA = new THREE.ShaderPass( THREE.FXAAShader );
  440. effectFXAA.uniforms[ 'resolution' ].value.set( 1 / width, 1 / height );
  441. effectFXAA.renderToScreen = true;
  442. //
  443. compFinal = new THREE.EffectComposer( _this.renderer, rtFinal );
  444. compFinal.addPass( compositePass );
  445. compFinal.addPass( effectFXAA );
  446. if ( antialias ) {
  447. effectFXAA.enabled = true;
  448. compositePass.renderToScreen = false;
  449. } else {
  450. effectFXAA.enabled = false;
  451. compositePass.renderToScreen = true;
  452. }
  453. };
  454. // init
  455. createRenderTargets();
  456. };