WebGLDeferredRenderer.js 20 KB

123456789101112131415161718192021222324252627282930313233343536373839404142434445464748495051525354555657585960616263646566676869707172737475767778798081828384858687888990919293949596979899100101102103104105106107108109110111112113114115116117118119120121122123124125126127128129130131132133134135136137138139140141142143144145146147148149150151152153154155156157158159160161162163164165166167168169170171172173174175176177178179180181182183184185186187188189190191192193194195196197198199200201202203204205206207208209210211212213214215216217218219220221222223224225226227228229230231232233234235236237238239240241242243244245246247248249250251252253254255256257258259260261262263264265266267268269270271272273274275276277278279280281282283284285286287288289290291292293294295296297298299300301302303304305306307308309310311312313314315316317318319320321322323324325326327328329330331332333334335336337338339340341342343344345346347348349350351352353354355356357358359360361362363364365366367368369370371372373374375376377378379380381382383384385386387388389390391392393394395396397398399400401402403404405406407408409410411412413414415416417418419420421422423424425426427428429430431432433434435436437438439440441442443444445446447448449450451452453454455456457458459460461462463464465466467468469470471472473474475476477478479480481482483484485486487488489490491492493494495496497498499500501502503504505506507508509510511512513514515516517518519520521522523524525526527528529530531532533534535536537538539540541542543544545546547548549550551552553554555556557558559560561562563564565566567568569570571572573574575576577578579580581582583584585586587588589590591592593594595596597598599600601602603604605606607608609610611612613614615616617618619620621622623624625626627628629630631632633634635636637638639640641642643644645646647648649650651652653654655656657658659660661662663664665666667668669670671672673674675676677678679680681682683684685686687688689690691692693694695696697698699700701702703704705706707708709710711712713714715716717718719720721722723724725726727728729730731732733734735736737738739740741742743744745746747748749750751752753754755756757758759760761762763764765766767768769770771772773774775776777778779780781782783784785786787788789
  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 color and intensity updates
  214. meshLight.properties.originalLight = light;
  215. // keep reference for size reset
  216. lightMaterials.push( materialLight );
  217. return meshLight;
  218. };
  219. var createDeferredDirectionalLight = function ( light ) {
  220. // setup light material
  221. var materialLight = new THREE.ShaderMaterial( {
  222. uniforms: THREE.UniformsUtils.clone( directionalLightShader.uniforms ),
  223. vertexShader: directionalLightShader.vertexShader,
  224. fragmentShader: directionalLightShader.fragmentShader,
  225. blending: THREE.AdditiveBlending,
  226. depthWrite: false,
  227. depthTest: false,
  228. transparent: true
  229. } );
  230. // linear space
  231. var intensity = light.intensity * light.intensity;
  232. materialLight.uniforms[ "lightDir" ].value = light.position;
  233. materialLight.uniforms[ "lightIntensity" ].value = intensity;
  234. materialLight.uniforms[ "lightColor" ].value.copyGammaToLinear( light.color );
  235. materialLight.uniforms[ "viewWidth" ].value = scaledWidth;
  236. materialLight.uniforms[ "viewHeight" ].value = scaledHeight;
  237. materialLight.uniforms[ 'samplerColor' ].value = compColor.renderTarget2;
  238. materialLight.uniforms[ 'samplerNormalDepth' ].value = compNormalDepth.renderTarget2;
  239. // create light proxy mesh
  240. var meshLight = new THREE.Mesh( geometryLightPlane, materialLight );
  241. // keep reference for color and intensity updates
  242. meshLight.properties.originalLight = light;
  243. // keep reference for size reset
  244. lightMaterials.push( materialLight );
  245. return meshLight;
  246. };
  247. var createDeferredEmissiveLight = function () {
  248. // setup light material
  249. var materialLight = new THREE.ShaderMaterial( {
  250. uniforms: THREE.UniformsUtils.clone( emissiveLightShader.uniforms ),
  251. vertexShader: emissiveLightShader.vertexShader,
  252. fragmentShader: emissiveLightShader.fragmentShader,
  253. depthTest: false,
  254. depthWrite: false,
  255. blending: THREE.NoBlending
  256. } );
  257. materialLight.uniforms[ "viewWidth" ].value = scaledWidth;
  258. materialLight.uniforms[ "viewHeight" ].value = scaledHeight;
  259. materialLight.uniforms[ 'samplerColor' ].value = compColor.renderTarget2;
  260. // create light proxy mesh
  261. var meshLight = new THREE.Mesh( geometryLightPlane, materialLight );
  262. // keep reference for size reset
  263. lightMaterials.push( materialLight );
  264. return meshLight;
  265. };
  266. var initDeferredProperties = function ( object ) {
  267. if ( object.properties.deferredInitialized ) return;
  268. if ( object.material ) initDeferredMaterials( object );
  269. if ( object instanceof THREE.PointLight ) {
  270. var meshLight = createDeferredPointLight( object );
  271. if ( object.distance > 0 ) {
  272. lightSceneProxy.add( meshLight );
  273. } else {
  274. lightSceneFullscreen.add( meshLight );
  275. }
  276. } else if ( object instanceof THREE.DirectionalLight ) {
  277. var meshLight = createDeferredDirectionalLight( object );
  278. lightSceneFullscreen.add( meshLight );
  279. }
  280. object.properties.deferredInitialized = true;
  281. };
  282. //
  283. var setMaterialColor = function ( object ) {
  284. if ( object.material ) object.material = object.properties.colorMaterial;
  285. };
  286. var setMaterialNormalDepth = function ( object ) {
  287. if ( object.material ) object.material = object.properties.normalDepthMaterial;
  288. };
  289. // external API
  290. this.setAntialias = function ( enabled ) {
  291. antialias = enabled;
  292. if ( antialias ) {
  293. effectFXAA.enabled = true;
  294. compositePass.renderToScreen = false;
  295. } else {
  296. effectFXAA.enabled = false;
  297. compositePass.renderToScreen = true;
  298. }
  299. };
  300. this.getAntialias = function () {
  301. return antialias;
  302. };
  303. this.setSize = function ( width, height ) {
  304. this.renderer.setSize( width, height );
  305. scaledWidth = Math.floor( scale * width );
  306. scaledHeight = Math.floor( scale * height );
  307. compColor.setSize( scaledWidth, scaledHeight );
  308. compNormalDepth.setSize( scaledWidth, scaledHeight );
  309. compLight.setSize( scaledWidth, scaledHeight );
  310. compFinal.setSize( scaledWidth, scaledHeight );
  311. compNormalDepth.renderTarget2.shareDepthFrom = compColor.renderTarget2;
  312. compLight.renderTarget2.shareDepthFrom = compColor.renderTarget2;
  313. for ( var i = 0, il = lightMaterials.length; i < il; i ++ ) {
  314. var uniforms = lightMaterials[ i ].uniforms;
  315. uniforms[ "viewWidth" ].value = scaledWidth;
  316. uniforms[ "viewHeight" ].value = scaledHeight;
  317. uniforms[ 'samplerColor' ].value = compColor.renderTarget2;
  318. if ( uniforms[ 'samplerNormalDepth' ] ) {
  319. uniforms[ 'samplerNormalDepth' ].value = compNormalDepth.renderTarget2;
  320. }
  321. }
  322. compositePass.uniforms[ 'samplerLight' ].value = compLight.renderTarget2;
  323. effectFXAA.uniforms[ 'resolution' ].value.set( 1 / width, 1 / height );
  324. };
  325. //
  326. function updateLightProxy ( lightProxy, camera ) {
  327. var uniforms = lightProxy.material.uniforms;
  328. if ( uniforms[ "matProjInverse" ] ) uniforms[ "matProjInverse" ].value = camera.projectionMatrixInverse;
  329. if ( uniforms[ "matView" ] ) uniforms[ "matView" ].value = camera.matrixWorldInverse;
  330. var originalLight = lightProxy.properties.originalLight;
  331. if ( originalLight ) {
  332. if ( uniforms[ "lightColor" ] ) uniforms[ "lightColor" ].value.copyGammaToLinear( originalLight.color );
  333. if ( uniforms[ "lightIntensity" ] ) uniforms[ "lightIntensity" ].value = originalLight.intensity * originalLight.intensity;
  334. lightProxy.visible = originalLight.visible;
  335. if ( originalLight instanceof THREE.PointLight ) {
  336. var distance = originalLight.distance;
  337. // skip infinite pointlights
  338. // right now you can't switch between infinite and finite pointlights
  339. // it's just too messy as they use different proxies
  340. if ( distance > 0 ) {
  341. lightProxy.scale.set( 1, 1, 1 ).multiplyScalar( distance );
  342. if ( uniforms[ "lightRadius" ] ) uniforms[ "lightRadius" ].value = distance;
  343. }
  344. }
  345. }
  346. };
  347. this.render = function ( scene, camera ) {
  348. // setup deferred properties
  349. if ( ! scene.properties.lightSceneProxy ) {
  350. scene.properties.lightSceneProxy = new THREE.Scene();
  351. scene.properties.lightSceneFullscreen = new THREE.Scene();
  352. var meshLight = createDeferredEmissiveLight();
  353. scene.properties.lightSceneFullscreen.add( meshLight );
  354. }
  355. lightSceneProxy = scene.properties.lightSceneProxy;
  356. lightSceneFullscreen = scene.properties.lightSceneFullscreen;
  357. passColor.camera = camera;
  358. passNormalDepth.camera = camera;
  359. passLightProxy.camera = camera;
  360. passLightFullscreen.camera = THREE.EffectComposer.camera;
  361. passColor.scene = scene;
  362. passNormalDepth.scene = scene;
  363. passLightFullscreen.scene = lightSceneFullscreen;
  364. passLightProxy.scene = lightSceneProxy;
  365. scene.traverse( initDeferredProperties );
  366. // update scene graph only once per frame
  367. // (both color and normalDepth passes use exactly the same scene state)
  368. this.renderer.autoUpdateScene = false;
  369. scene.updateMatrixWorld();
  370. // 1) g-buffer color pass
  371. scene.traverse( setMaterialColor );
  372. // clear shared depth buffer
  373. this.renderer.autoClearDepth = true;
  374. this.renderer.autoClearStencil = true;
  375. // write 1 to shared stencil buffer
  376. // for non-background pixels
  377. gl.enable( gl.STENCIL_TEST );
  378. gl.stencilOp( gl.REPLACE, gl.REPLACE, gl.REPLACE );
  379. gl.stencilFunc( gl.ALWAYS, 1, 0xffffffff );
  380. gl.clearStencil( 0 );
  381. compColor.render();
  382. // 2) g-buffer normals + depth pass
  383. scene.traverse( setMaterialNormalDepth );
  384. // do not touch shared depth buffer in this pass
  385. // (no depth clearing, no depth writing,
  386. // just write color pixel if depth is the same)
  387. this.renderer.autoClearDepth = false;
  388. this.renderer.autoClearStencil = false;
  389. gl.depthFunc( gl.EQUAL );
  390. // just touch foreground pixels (stencil == 1)
  391. // both in normalDepth and light passes
  392. gl.stencilFunc( gl.EQUAL, 1, 0xffffffff );
  393. gl.stencilOp( gl.KEEP, gl.KEEP, gl.KEEP );
  394. compNormalDepth.render();
  395. // 3) light pass
  396. this.renderer.autoUpdateScene = true;
  397. camera.projectionMatrixInverse.getInverse( camera.projectionMatrix );
  398. for ( var i = 0, il = lightSceneProxy.children.length; i < il; i ++ ) {
  399. var lightProxy = lightSceneProxy.children[ i ];
  400. updateLightProxy( lightProxy, camera );
  401. }
  402. for ( var i = 0, il = lightSceneFullscreen.children.length; i < il; i ++ ) {
  403. var lightProxy = lightSceneFullscreen.children[ i ];
  404. updateLightProxy( lightProxy, camera );
  405. }
  406. // still no touching shared depth buffer
  407. // (write light proxy color pixel if behind scene pixel)
  408. gl.depthFunc( gl.GEQUAL );
  409. compLight.render();
  410. // 4) composite pass
  411. // return back to usual depth and stencil handling state
  412. this.renderer.autoClearDepth = true;
  413. this.renderer.autoClearStencil = true;
  414. gl.depthFunc( gl.LEQUAL );
  415. gl.disable( gl.STENCIL_TEST );
  416. compFinal.render( 0.1 );
  417. };
  418. //
  419. var createRenderTargets = function ( ) {
  420. var rtParamsFloatLinear = { minFilter: THREE.NearestFilter, magFilter: THREE.LinearFilter, stencilBuffer: true,
  421. format: THREE.RGBAFormat, type: THREE.FloatType };
  422. var rtParamsFloatNearest = { minFilter: THREE.NearestFilter, magFilter: THREE.NearestFilter, stencilBuffer: true,
  423. format: THREE.RGBAFormat, type: THREE.FloatType };
  424. var rtParamsUByte = { minFilter: THREE.NearestFilter, magFilter: THREE.LinearFilter, stencilBuffer: false,
  425. format: THREE.RGBFormat, type: THREE.UnsignedByteType };
  426. // g-buffers
  427. var rtColor = new THREE.WebGLRenderTarget( scaledWidth, scaledHeight, rtParamsFloatNearest );
  428. var rtNormalDepth = new THREE.WebGLRenderTarget( scaledWidth, scaledHeight, rtParamsFloatNearest );
  429. var rtLight = new THREE.WebGLRenderTarget( scaledWidth, scaledHeight, rtParamsFloatLinear );
  430. var rtFinal = new THREE.WebGLRenderTarget( scaledWidth, scaledHeight, rtParamsUByte );
  431. rtColor.generateMipmaps = false;
  432. rtNormalDepth.generateMipmaps = false;
  433. rtLight.generateMipmaps = false;
  434. rtFinal.generateMipmaps = false;
  435. // color composer
  436. passColor = new THREE.RenderPass();
  437. passColor.clear = true;
  438. compColor = new THREE.EffectComposer( _this.renderer, rtColor );
  439. compColor.addPass( passColor );
  440. // normal + depth composer
  441. passNormalDepth = new THREE.RenderPass();
  442. passNormalDepth.clear = true;
  443. compNormalDepth = new THREE.EffectComposer( _this.renderer, rtNormalDepth );
  444. compNormalDepth.addPass( passNormalDepth );
  445. compNormalDepth.renderTarget2.shareDepthFrom = compColor.renderTarget2;
  446. // light composer
  447. passLightFullscreen = new THREE.RenderPass();
  448. passLightFullscreen.clear = true;
  449. passLightProxy = new THREE.RenderPass();
  450. passLightProxy.clear = false;
  451. compLight = new THREE.EffectComposer( _this.renderer, rtLight );
  452. compLight.addPass( passLightFullscreen );
  453. compLight.addPass( passLightProxy );
  454. compLight.renderTarget2.shareDepthFrom = compColor.renderTarget2;
  455. // final composer
  456. compositePass = new THREE.ShaderPass( compositeShader );
  457. compositePass.uniforms[ 'samplerLight' ].value = compLight.renderTarget2;
  458. compositePass.uniforms[ 'brightness' ].value = brightness;
  459. compositePass.material.blending = THREE.NoBlending;
  460. compositePass.clear = true;
  461. // FXAA
  462. effectFXAA = new THREE.ShaderPass( THREE.FXAAShader );
  463. effectFXAA.uniforms[ 'resolution' ].value.set( 1 / width, 1 / height );
  464. effectFXAA.renderToScreen = true;
  465. //
  466. compFinal = new THREE.EffectComposer( _this.renderer, rtFinal );
  467. compFinal.addPass( compositePass );
  468. compFinal.addPass( effectFXAA );
  469. if ( antialias ) {
  470. effectFXAA.enabled = true;
  471. compositePass.renderToScreen = false;
  472. } else {
  473. effectFXAA.enabled = false;
  474. compositePass.renderToScreen = true;
  475. }
  476. };
  477. // init
  478. createRenderTargets();
  479. };