WebGLDeferredRenderer.js 16 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 additiveSpecular = parameters.additiveSpecular;
  13. var multiply = parameters.multiply;
  14. this.renderer = parameters.renderer;
  15. if ( this.renderer === undefined ) {
  16. this.renderer = new THREE.WebGLRenderer( { alpha: false } );
  17. this.renderer.setSize( width, height );
  18. this.renderer.setClearColorHex( 0x000000, 1 );
  19. this.renderer.autoClear = false;
  20. }
  21. this.domElement = this.renderer.domElement;
  22. //
  23. var geometryLight = new THREE.SphereGeometry( 1, 16, 8 );
  24. var black = new THREE.Color( 0x000000 );
  25. var colorShader = THREE.ShaderDeferred[ "color" ];
  26. var normalShader = THREE.ShaderDeferred[ "normals" ];
  27. var clipDepthShader = THREE.ShaderDeferred[ "clipDepth" ];
  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 defaultNormalMaterial = new THREE.ShaderMaterial( {
  42. uniforms: THREE.UniformsUtils.clone( normalShader.uniforms ),
  43. vertexShader: normalShader.vertexShader,
  44. fragmentShader: normalShader.fragmentShader
  45. } );
  46. var defaultDepthMaterial = new THREE.ShaderMaterial( {
  47. uniforms: THREE.UniformsUtils.clone( clipDepthShader.uniforms ),
  48. vertexShader: clipDepthShader.vertexShader,
  49. fragmentShader: clipDepthShader.fragmentShader
  50. } );
  51. //
  52. var initDeferredMaterials = function ( object ) {
  53. if ( object.material instanceof THREE.MeshFaceMaterial ) {
  54. var colorMaterials = [];
  55. var depthMaterials = [];
  56. var normalMaterials = [];
  57. var materials = object.material.materials;
  58. for ( var i = 0, il = materials.length; i < il; i ++ ) {
  59. var deferredMaterials = createDeferredMaterials( materials[ i ] );
  60. colorMaterials.push( deferredMaterials.colorMaterial );
  61. depthMaterials.push( deferredMaterials.depthMaterial );
  62. normalMaterials.push( deferredMaterials.normalMaterial );
  63. }
  64. object.properties.colorMaterial = new THREE.MeshFaceMaterial( colorMaterials );
  65. object.properties.depthMaterial = new THREE.MeshFaceMaterial( depthMaterials );
  66. object.properties.normalMaterial = new THREE.MeshFaceMaterial( normalMaterials );
  67. } else {
  68. var deferredMaterials = createDeferredMaterials( object.material );
  69. object.properties.colorMaterial = deferredMaterials.colorMaterial;
  70. object.properties.depthMaterial = deferredMaterials.depthMaterial;
  71. object.properties.normalMaterial = deferredMaterials.normalMaterial;
  72. }
  73. };
  74. var createDeferredMaterials = function ( originalMaterial ) {
  75. var deferredMaterials = {};
  76. // color material
  77. // -----------------
  78. // diffuse color
  79. // specular color
  80. // shininess
  81. // diffuse map
  82. // vertex colors
  83. // alphaTest
  84. // morphs
  85. var uniforms = THREE.UniformsUtils.clone( colorShader.uniforms );
  86. var defines = { "USE_MAP": !! originalMaterial.map, "GAMMA_INPUT": true };
  87. var material = new THREE.ShaderMaterial( {
  88. fragmentShader: colorShader.fragmentShader,
  89. vertexShader: colorShader.vertexShader,
  90. uniforms: uniforms,
  91. defines: defines,
  92. shading: originalMaterial.shading
  93. } );
  94. if ( originalMaterial instanceof THREE.MeshBasicMaterial ) {
  95. var diffuse = black;
  96. var emissive = originalMaterial.color;
  97. } else {
  98. var diffuse = originalMaterial.color;
  99. var emissive = originalMaterial.emissive !== undefined ? originalMaterial.emissive : black;
  100. }
  101. var specular = originalMaterial.specular !== undefined ? originalMaterial.specular : black;
  102. var shininess = originalMaterial.shininess !== undefined ? originalMaterial.shininess : 1;
  103. uniforms.emissive.value.copy( emissive );
  104. uniforms.diffuse.value.copy( diffuse );
  105. uniforms.specular.value.copy( specular );
  106. uniforms.shininess.value = shininess;
  107. uniforms.map.value = originalMaterial.map;
  108. material.vertexColors = originalMaterial.vertexColors;
  109. material.morphTargets = originalMaterial.morphTargets;
  110. material.morphNormals = originalMaterial.morphNormals;
  111. material.alphaTest = originalMaterial.alphaTest;
  112. if ( originalMaterial.bumpMap ) {
  113. var offset = originalMaterial.bumpMap.offset;
  114. var repeat = originalMaterial.bumpMap.repeat;
  115. uniforms.offsetRepeat.value.set( offset.x, offset.y, repeat.x, repeat.y );
  116. }
  117. deferredMaterials.colorMaterial = material;
  118. // normal material
  119. // -----------------
  120. // vertex normals
  121. // morph normals
  122. // bump map
  123. // bump scale
  124. if ( originalMaterial.morphTargets || originalMaterial.bumpMap ) {
  125. var uniforms = THREE.UniformsUtils.clone( normalShader.uniforms );
  126. var defines = { "USE_BUMPMAP": !!originalMaterial.bumpMap };
  127. var normalMaterial = new THREE.ShaderMaterial( {
  128. uniforms: uniforms,
  129. vertexShader: normalShader.vertexShader,
  130. fragmentShader: normalShader.fragmentShader,
  131. shading: originalMaterial.shading,
  132. defines: defines
  133. } );
  134. if ( originalMaterial.morphTargets ) {
  135. normalMaterial.morphTargets = originalMaterial.morphTargets;
  136. normalMaterial.morphNormals = originalMaterial.morphNormals;
  137. }
  138. if ( originalMaterial.bumpMap ) {
  139. uniforms.bumpMap.value = originalMaterial.bumpMap;
  140. uniforms.bumpScale.value = originalMaterial.bumpScale;
  141. var offset = originalMaterial.bumpMap.offset;
  142. var repeat = originalMaterial.bumpMap.repeat;
  143. uniforms.offsetRepeat.value.set( offset.x, offset.y, repeat.x, repeat.y );
  144. }
  145. deferredMaterials.normalMaterial = normalMaterial;
  146. } else {
  147. deferredMaterials.normalMaterial = defaultNormalMaterial;
  148. }
  149. // depth material
  150. if ( originalMaterial.morphTargets ) {
  151. var depthMaterial = new THREE.ShaderMaterial( {
  152. uniforms: THREE.UniformsUtils.clone( clipDepthShader.uniforms ),
  153. vertexShader: clipDepthShader.vertexShader,
  154. fragmentShader: clipDepthShader.fragmentShader
  155. } );
  156. depthMaterial.morphTargets = originalMaterial.morphTargets;
  157. deferredMaterials.depthMaterial = depthMaterial;
  158. } else {
  159. deferredMaterials.depthMaterial = defaultDepthMaterial;
  160. }
  161. return deferredMaterials;
  162. };
  163. var createDeferredPointLight = function ( light ) {
  164. // setup light material
  165. var materialLight = new THREE.ShaderMaterial( {
  166. uniforms: THREE.UniformsUtils.clone( pointLightShader.uniforms ),
  167. vertexShader: pointLightShader.vertexShader,
  168. fragmentShader: pointLightShader.fragmentShader,
  169. defines: { "ADDITIVE_SPECULAR": additiveSpecular },
  170. blending: THREE.AdditiveBlending,
  171. depthWrite: false,
  172. transparent: true
  173. } );
  174. materialLight.uniforms[ "lightPos" ].value = light.position;
  175. materialLight.uniforms[ "lightRadius" ].value = light.distance;
  176. materialLight.uniforms[ "lightIntensity" ].value = light.intensity;
  177. materialLight.uniforms[ "lightColor" ].value = light.color;
  178. materialLight.uniforms[ "viewWidth" ].value = scaledWidth;
  179. materialLight.uniforms[ "viewHeight" ].value = scaledHeight;
  180. materialLight.uniforms[ 'samplerColor' ].value = compColor.renderTarget2;
  181. materialLight.uniforms[ 'samplerNormals' ].value = compNormal.renderTarget2;
  182. materialLight.uniforms[ 'samplerDepth' ].value = compDepth.renderTarget2;
  183. // create light proxy mesh
  184. var meshLight = new THREE.Mesh( geometryLight, materialLight );
  185. meshLight.position = light.position;
  186. meshLight.scale.multiplyScalar( light.distance );
  187. // keep reference for size reset
  188. lightMaterials.push( materialLight );
  189. return meshLight;
  190. };
  191. var createDeferredDirectionalLight = function ( light ) {
  192. // setup light material
  193. var materialLight = new THREE.ShaderMaterial( {
  194. uniforms: THREE.UniformsUtils.clone( directionalLightShader.uniforms ),
  195. vertexShader: directionalLightShader.vertexShader,
  196. fragmentShader: directionalLightShader.fragmentShader,
  197. defines: { "ADDITIVE_SPECULAR": additiveSpecular },
  198. blending: THREE.AdditiveBlending,
  199. depthWrite: false,
  200. transparent: true
  201. } );
  202. materialLight.uniforms[ "lightDir" ].value = light.position;
  203. materialLight.uniforms[ "lightIntensity" ].value = light.intensity;
  204. materialLight.uniforms[ "lightColor" ].value = light.color;
  205. materialLight.uniforms[ "viewWidth" ].value = scaledWidth;
  206. materialLight.uniforms[ "viewHeight" ].value = scaledHeight;
  207. materialLight.uniforms[ 'samplerColor' ].value = compColor.renderTarget2;
  208. materialLight.uniforms[ 'samplerDepth' ].value = compDepth.renderTarget2;
  209. materialLight.uniforms[ 'samplerNormals' ].value = compNormal.renderTarget2;
  210. // create light proxy mesh
  211. var geometryLight = new THREE.PlaneGeometry( 2, 2 );
  212. var meshLight = new THREE.Mesh( geometryLight, materialLight );
  213. // keep reference for size reset
  214. lightMaterials.push( materialLight );
  215. return meshLight;
  216. };
  217. var createDeferredEmissiveLight = function () {
  218. // setup light material
  219. var materialLight = new THREE.ShaderMaterial( {
  220. uniforms: THREE.UniformsUtils.clone( emissiveLightShader.uniforms ),
  221. vertexShader: emissiveLightShader.vertexShader,
  222. fragmentShader: emissiveLightShader.fragmentShader,
  223. depthTest: false,
  224. depthWrite: false
  225. } );
  226. materialLight.uniforms[ "viewWidth" ].value = scaledWidth;
  227. materialLight.uniforms[ "viewHeight" ].value = scaledHeight;
  228. materialLight.uniforms[ 'samplerColor' ].value = compColor.renderTarget2;
  229. materialLight.uniforms[ 'samplerDepth' ].value = compDepth.renderTarget2;
  230. // create light proxy mesh
  231. var geometryLight = new THREE.PlaneGeometry( 2, 2 );
  232. var meshLight = new THREE.Mesh( geometryLight, materialLight );
  233. // keep reference for size reset
  234. lightMaterials.push( materialLight );
  235. return meshLight;
  236. };
  237. var initDeferredProperties = function ( object ) {
  238. if ( object.properties.deferredInitialized ) return;
  239. if ( object.material ) initDeferredMaterials( object );
  240. if ( object instanceof THREE.PointLight ) {
  241. var meshLight = createDeferredPointLight( object );
  242. lightSceneProxy.add( meshLight );
  243. } else if ( object instanceof THREE.DirectionalLight ) {
  244. var meshLight = createDeferredDirectionalLight( object );
  245. lightSceneFullscreen.add( meshLight );
  246. }
  247. object.properties.deferredInitialized = true;
  248. };
  249. //
  250. var setMaterialColor = function ( object ) {
  251. if ( object.material ) object.material = object.properties.colorMaterial;
  252. };
  253. var setMaterialDepth = function ( object ) {
  254. if ( object.material ) object.material = object.properties.depthMaterial;
  255. };
  256. var setMaterialNormal = function ( object ) {
  257. if ( object.material ) object.material = object.properties.normalMaterial;
  258. };
  259. //
  260. this.setSize = function ( width, height ) {
  261. this.renderer.setSize( width, height );
  262. scaledWidth = Math.floor( scale * width );
  263. scaledHeight = Math.floor( scale * height );
  264. compColor.setSize( scaledWidth, scaledHeight );
  265. compNormal.setSize( scaledWidth, scaledHeight );
  266. compDepth.setSize( scaledWidth, scaledHeight );
  267. compLight.setSize( scaledWidth, scaledHeight );
  268. compFinal.setSize( scaledWidth, scaledHeight );
  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. uniforms[ 'samplerDepth' ].value = compDepth.renderTarget2;
  275. if ( uniforms[ 'samplerNormals' ] ) {
  276. uniforms[ 'samplerNormals' ].value = compNormal.renderTarget2;
  277. }
  278. }
  279. compositePass.uniforms[ 'samplerLight' ].value = compLight.renderTarget2;
  280. effectFXAA.uniforms[ 'resolution' ].value.set( 1 / width, 1 / height );
  281. };
  282. //
  283. this.render = function ( scene, camera ) {
  284. // setup deferred properties
  285. if ( ! scene.properties.lightSceneProxy ) {
  286. scene.properties.lightSceneProxy = new THREE.Scene();
  287. scene.properties.lightSceneFullscreen = new THREE.Scene();
  288. var meshLight = createDeferredEmissiveLight();
  289. scene.properties.lightSceneFullscreen.add( meshLight );
  290. }
  291. lightSceneProxy = scene.properties.lightSceneProxy;
  292. lightSceneFullscreen = scene.properties.lightSceneFullscreen;
  293. passColor.camera = camera;
  294. passNormal.camera = camera;
  295. passDepth.camera = camera;
  296. passLightProxy.camera = camera;
  297. passLightFullscreen.camera = THREE.EffectComposer.camera;
  298. passColor.scene = scene;
  299. passNormal.scene = scene;
  300. passDepth.scene = scene;
  301. passLightFullscreen.scene = lightSceneFullscreen;
  302. passLightProxy.scene = lightSceneProxy;
  303. scene.traverse( initDeferredProperties );
  304. this.renderer.autoUpdateScene = false;
  305. scene.updateMatrixWorld();
  306. // g-buffer color
  307. scene.traverse( setMaterialColor );
  308. compColor.render();
  309. // g-buffer depth
  310. scene.traverse( setMaterialDepth );
  311. compDepth.render();
  312. // g-buffer normals
  313. scene.traverse( setMaterialNormal );
  314. compNormal.render();
  315. this.renderer.autoUpdateScene = true;
  316. // light pass
  317. camera.projectionMatrixInverse.getInverse( camera.projectionMatrix );
  318. for ( var i = 0, il = lightSceneProxy.children.length; i < il; i ++ ) {
  319. var uniforms = lightSceneProxy.children[ i ].material.uniforms;
  320. uniforms[ "matProjInverse" ].value = camera.projectionMatrixInverse;
  321. uniforms[ "matView" ].value = camera.matrixWorldInverse;
  322. }
  323. for ( var i = 0, il = lightSceneFullscreen.children.length; i < il; i ++ ) {
  324. var uniforms = lightSceneFullscreen.children[ i ].material.uniforms;
  325. if ( uniforms[ "matView" ] ) uniforms[ "matView" ].value = camera.matrixWorldInverse;
  326. }
  327. compLight.render();
  328. // composite pass
  329. compFinal.render( 0.1 );
  330. };
  331. var createRenderTargets = function ( ) {
  332. var rtParamsFloatLinear = { minFilter: THREE.NearestFilter, magFilter: THREE.LinearFilter, stencilBuffer: false,
  333. format: THREE.RGBAFormat, type: THREE.FloatType };
  334. var rtParamsFloatNearest = { minFilter: THREE.NearestFilter, magFilter: THREE.NearestFilter, stencilBuffer: false,
  335. format: THREE.RGBAFormat, type: THREE.FloatType };
  336. var rtParamsUByte = { minFilter: THREE.NearestFilter, magFilter: THREE.LinearFilter, stencilBuffer: false,
  337. format: THREE.RGBFormat, type: THREE.UnsignedByteType };
  338. // g-buffers
  339. var rtColor = new THREE.WebGLRenderTarget( scaledWidth, scaledHeight, rtParamsFloatNearest );
  340. var rtNormal = new THREE.WebGLRenderTarget( scaledWidth, scaledHeight, rtParamsFloatLinear );
  341. var rtDepth = new THREE.WebGLRenderTarget( scaledWidth, scaledHeight, rtParamsFloatLinear );
  342. var rtLight = new THREE.WebGLRenderTarget( scaledWidth, scaledHeight, rtParamsFloatLinear );
  343. var rtFinal = new THREE.WebGLRenderTarget( scaledWidth, scaledHeight, rtParamsUByte );
  344. rtColor.generateMipmaps = false;
  345. rtNormal.generateMipmaps = false;
  346. rtDepth.generateMipmaps = false;
  347. rtLight.generateMipmaps = false;
  348. rtFinal.generateMipmaps = false;
  349. // composers
  350. passColor = new THREE.RenderPass();
  351. compColor = new THREE.EffectComposer( _this.renderer, rtColor );
  352. compColor.addPass( passColor );
  353. passNormal = new THREE.RenderPass();
  354. compNormal = new THREE.EffectComposer( _this.renderer, rtNormal );
  355. compNormal.addPass( passNormal );
  356. passDepth = new THREE.RenderPass();
  357. compDepth = new THREE.EffectComposer( _this.renderer, rtDepth );
  358. compDepth.addPass( passDepth );
  359. passLightFullscreen = new THREE.RenderPass();
  360. passLightProxy = new THREE.RenderPass();
  361. passLightProxy.clear = false;
  362. compLight = new THREE.EffectComposer( _this.renderer, rtLight );
  363. compLight.addPass( passLightFullscreen );
  364. compLight.addPass( passLightProxy );
  365. // composite
  366. compositePass = new THREE.ShaderPass( compositeShader );
  367. compositePass.uniforms[ 'samplerLight' ].value = compLight.renderTarget2;
  368. compositePass.uniforms[ 'multiply' ].value = multiply;
  369. // FXAA
  370. effectFXAA = new THREE.ShaderPass( THREE.FXAAShader );
  371. effectFXAA.uniforms[ 'resolution' ].value.set( 1 / width, 1 / height );
  372. effectFXAA.renderToScreen = true;
  373. //
  374. compFinal = new THREE.EffectComposer( _this.renderer, rtFinal );
  375. compFinal.addPass( compositePass );
  376. compFinal.addPass( effectFXAA );
  377. };
  378. // init
  379. createRenderTargets();
  380. };