SSRPass.js 19 KB

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  1. ( function () {
  2. class SSRPass extends THREE.Pass {
  3. constructor( {
  4. renderer,
  5. scene,
  6. camera,
  7. width,
  8. height,
  9. selects,
  10. encoding,
  11. bouncing = false,
  12. morphTargets = false,
  13. groundReflector
  14. } ) {
  15. super();
  16. this.width = width !== undefined ? width : 512;
  17. this.height = height !== undefined ? height : 512;
  18. this.clear = true;
  19. this.renderer = renderer;
  20. this.scene = scene;
  21. this.camera = camera;
  22. this.groundReflector = groundReflector;
  23. this.opacity = THREE.SSRShader.uniforms.opacity.value;
  24. this.output = 0;
  25. this.maxDistance = THREE.SSRShader.uniforms.maxDistance.value;
  26. this.surfDist = THREE.SSRShader.uniforms.surfDist.value;
  27. this.encoding = encoding;
  28. this.tempColor = new THREE.Color();
  29. this._selects = selects;
  30. this.selective = Array.isArray( this._selects );
  31. Object.defineProperty( this, 'selects', {
  32. get() {
  33. return this._selects;
  34. },
  35. set( val ) {
  36. if ( this._selects === val ) return;
  37. this._selects = val;
  38. if ( Array.isArray( val ) ) {
  39. this.selective = true;
  40. this.ssrMaterial.defines.SELECTIVE = true;
  41. this.ssrMaterial.needsUpdate = true;
  42. } else {
  43. this.selective = false;
  44. this.ssrMaterial.defines.SELECTIVE = false;
  45. this.ssrMaterial.needsUpdate = true;
  46. }
  47. }
  48. } );
  49. this._bouncing = bouncing;
  50. Object.defineProperty( this, 'bouncing', {
  51. get() {
  52. return this._bouncing;
  53. },
  54. set( val ) {
  55. if ( this._bouncing === val ) return;
  56. this._bouncing = val;
  57. if ( val ) {
  58. this.ssrMaterial.uniforms[ 'tDiffuse' ].value = this.prevRenderTarget.texture;
  59. } else {
  60. this.ssrMaterial.uniforms[ 'tDiffuse' ].value = this.beautyRenderTarget.texture;
  61. }
  62. }
  63. } );
  64. this.blur = true;
  65. this._distanceAttenuation = THREE.SSRShader.defines.DISTANCE_ATTENUATION;
  66. Object.defineProperty( this, 'distanceAttenuation', {
  67. get() {
  68. return this._distanceAttenuation;
  69. },
  70. set( val ) {
  71. if ( this._distanceAttenuation === val ) return;
  72. this._distanceAttenuation = val;
  73. this.ssrMaterial.defines.DISTANCE_ATTENUATION = val;
  74. this.ssrMaterial.needsUpdate = true;
  75. }
  76. } );
  77. this._fresnel = THREE.SSRShader.defines.FRESNEL;
  78. Object.defineProperty( this, 'fresnel', {
  79. get() {
  80. return this._fresnel;
  81. },
  82. set( val ) {
  83. if ( this._fresnel === val ) return;
  84. this._fresnel = val;
  85. this.ssrMaterial.defines.FRESNEL = val;
  86. this.ssrMaterial.needsUpdate = true;
  87. }
  88. } );
  89. this._infiniteThick = THREE.SSRShader.defines.INFINITE_THICK;
  90. Object.defineProperty( this, 'infiniteThick', {
  91. get() {
  92. return this._infiniteThick;
  93. },
  94. set( val ) {
  95. if ( this._infiniteThick === val ) return;
  96. this._infiniteThick = val;
  97. this.ssrMaterial.defines.INFINITE_THICK = val;
  98. this.ssrMaterial.needsUpdate = true;
  99. }
  100. } );
  101. this.thickTolerance = THREE.SSRShader.uniforms.thickTolerance.value; // beauty render target with depth buffer
  102. const depthTexture = new THREE.DepthTexture();
  103. depthTexture.type = THREE.UnsignedShortType;
  104. depthTexture.minFilter = THREE.NearestFilter;
  105. depthTexture.magFilter = THREE.NearestFilter;
  106. this.beautyRenderTarget = new THREE.WebGLRenderTarget( this.width, this.height, {
  107. minFilter: THREE.LinearFilter,
  108. magFilter: THREE.LinearFilter,
  109. format: THREE.RGBAFormat,
  110. depthTexture: depthTexture,
  111. depthBuffer: true
  112. } ); //for bouncing
  113. this.prevRenderTarget = new THREE.WebGLRenderTarget( this.width, this.height, {
  114. minFilter: THREE.LinearFilter,
  115. magFilter: THREE.LinearFilter,
  116. format: THREE.RGBAFormat
  117. } ); // normal render target
  118. this.normalRenderTarget = new THREE.WebGLRenderTarget( this.width, this.height, {
  119. minFilter: THREE.NearestFilter,
  120. magFilter: THREE.NearestFilter,
  121. format: THREE.RGBAFormat,
  122. type: THREE.HalfFloatType
  123. } ); // metalness render target
  124. this.metalnessRenderTarget = new THREE.WebGLRenderTarget( this.width, this.height, {
  125. minFilter: THREE.NearestFilter,
  126. magFilter: THREE.NearestFilter,
  127. format: THREE.RGBAFormat
  128. } ); // ssr render target
  129. this.ssrRenderTarget = new THREE.WebGLRenderTarget( this.width, this.height, {
  130. minFilter: THREE.LinearFilter,
  131. magFilter: THREE.LinearFilter,
  132. format: THREE.RGBAFormat
  133. } );
  134. this.blurRenderTarget = this.ssrRenderTarget.clone();
  135. this.blurRenderTarget2 = this.ssrRenderTarget.clone(); // this.blurRenderTarget3 = this.ssrRenderTarget.clone();
  136. // ssr material
  137. if ( THREE.SSRShader === undefined ) {
  138. console.error( 'THREE.SSRPass: The pass relies on THREE.SSRShader.' );
  139. }
  140. this.ssrMaterial = new THREE.ShaderMaterial( {
  141. defines: Object.assign( {}, THREE.SSRShader.defines, {
  142. MAX_STEP: Math.sqrt( this.width * this.width + this.height * this.height )
  143. } ),
  144. uniforms: THREE.UniformsUtils.clone( THREE.SSRShader.uniforms ),
  145. vertexShader: THREE.SSRShader.vertexShader,
  146. fragmentShader: THREE.SSRShader.fragmentShader,
  147. blending: THREE.NoBlending
  148. } );
  149. this.ssrMaterial.uniforms[ 'tDiffuse' ].value = this.beautyRenderTarget.texture;
  150. this.ssrMaterial.uniforms[ 'tNormal' ].value = this.normalRenderTarget.texture;
  151. this.ssrMaterial.defines.SELECTIVE = this.selective;
  152. this.ssrMaterial.needsUpdate = true;
  153. this.ssrMaterial.uniforms[ 'tMetalness' ].value = this.metalnessRenderTarget.texture;
  154. this.ssrMaterial.uniforms[ 'tDepth' ].value = this.beautyRenderTarget.depthTexture;
  155. this.ssrMaterial.uniforms[ 'cameraNear' ].value = this.camera.near;
  156. this.ssrMaterial.uniforms[ 'cameraFar' ].value = this.camera.far;
  157. this.ssrMaterial.uniforms[ 'surfDist' ].value = this.surfDist;
  158. this.ssrMaterial.uniforms[ 'resolution' ].value.set( this.width, this.height );
  159. this.ssrMaterial.uniforms[ 'cameraProjectionMatrix' ].value.copy( this.camera.projectionMatrix );
  160. this.ssrMaterial.uniforms[ 'cameraInverseProjectionMatrix' ].value.copy( this.camera.projectionMatrixInverse ); // normal material
  161. this.normalMaterial = new THREE.MeshNormalMaterial( {
  162. morphTargets
  163. } );
  164. this.normalMaterial.blending = THREE.NoBlending; // metalnessOn material
  165. this.metalnessOnMaterial = new THREE.MeshBasicMaterial( {
  166. color: 'white'
  167. } ); // metalnessOff material
  168. this.metalnessOffMaterial = new THREE.MeshBasicMaterial( {
  169. color: 'black'
  170. } ); // blur material
  171. this.blurMaterial = new THREE.ShaderMaterial( {
  172. defines: Object.assign( {}, THREE.SSRBlurShader.defines ),
  173. uniforms: THREE.UniformsUtils.clone( THREE.SSRBlurShader.uniforms ),
  174. vertexShader: THREE.SSRBlurShader.vertexShader,
  175. fragmentShader: THREE.SSRBlurShader.fragmentShader
  176. } );
  177. this.blurMaterial.uniforms[ 'tDiffuse' ].value = this.ssrRenderTarget.texture;
  178. this.blurMaterial.uniforms[ 'resolution' ].value.set( this.width, this.height ); // blur material 2
  179. this.blurMaterial2 = new THREE.ShaderMaterial( {
  180. defines: Object.assign( {}, THREE.SSRBlurShader.defines ),
  181. uniforms: THREE.UniformsUtils.clone( THREE.SSRBlurShader.uniforms ),
  182. vertexShader: THREE.SSRBlurShader.vertexShader,
  183. fragmentShader: THREE.SSRBlurShader.fragmentShader
  184. } );
  185. this.blurMaterial2.uniforms[ 'tDiffuse' ].value = this.blurRenderTarget.texture;
  186. this.blurMaterial2.uniforms[ 'resolution' ].value.set( this.width, this.height ); // // blur material 3
  187. // this.blurMaterial3 = new THREE.ShaderMaterial({
  188. // defines: Object.assign({}, THREE.SSRBlurShader.defines),
  189. // uniforms: THREE.UniformsUtils.clone(THREE.SSRBlurShader.uniforms),
  190. // vertexShader: THREE.SSRBlurShader.vertexShader,
  191. // fragmentShader: THREE.SSRBlurShader.fragmentShader
  192. // });
  193. // this.blurMaterial3.uniforms['tDiffuse'].value = this.blurRenderTarget2.texture;
  194. // this.blurMaterial3.uniforms['resolution'].value.set(this.width, this.height);
  195. // material for rendering the depth
  196. this.depthRenderMaterial = new THREE.ShaderMaterial( {
  197. defines: Object.assign( {}, THREE.SSRDepthShader.defines ),
  198. uniforms: THREE.UniformsUtils.clone( THREE.SSRDepthShader.uniforms ),
  199. vertexShader: THREE.SSRDepthShader.vertexShader,
  200. fragmentShader: THREE.SSRDepthShader.fragmentShader,
  201. blending: THREE.NoBlending
  202. } );
  203. this.depthRenderMaterial.uniforms[ 'tDepth' ].value = this.beautyRenderTarget.depthTexture;
  204. this.depthRenderMaterial.uniforms[ 'cameraNear' ].value = this.camera.near;
  205. this.depthRenderMaterial.uniforms[ 'cameraFar' ].value = this.camera.far; // material for rendering the content of a render target
  206. this.copyMaterial = new THREE.ShaderMaterial( {
  207. uniforms: THREE.UniformsUtils.clone( THREE.CopyShader.uniforms ),
  208. vertexShader: THREE.CopyShader.vertexShader,
  209. fragmentShader: THREE.CopyShader.fragmentShader,
  210. transparent: true,
  211. depthTest: false,
  212. depthWrite: false,
  213. blendSrc: THREE.SrcAlphaFactor,
  214. blendDst: THREE.OneMinusSrcAlphaFactor,
  215. blendEquation: THREE.AddEquation,
  216. blendSrcAlpha: THREE.SrcAlphaFactor,
  217. blendDstAlpha: THREE.OneMinusSrcAlphaFactor,
  218. blendEquationAlpha: THREE.AddEquation // premultipliedAlpha:true,
  219. } );
  220. this.fsQuad = new THREE.FullScreenQuad( null );
  221. this.originalClearColor = new THREE.Color();
  222. }
  223. dispose() {
  224. // dispose render targets
  225. this.beautyRenderTarget.dispose();
  226. this.prevRenderTarget.dispose();
  227. this.normalRenderTarget.dispose();
  228. this.metalnessRenderTarget.dispose();
  229. this.ssrRenderTarget.dispose();
  230. this.blurRenderTarget.dispose();
  231. this.blurRenderTarget2.dispose(); // this.blurRenderTarget3.dispose();
  232. // dispose materials
  233. this.normalMaterial.dispose();
  234. this.metalnessOnMaterial.dispose();
  235. this.metalnessOffMaterial.dispose();
  236. this.blurMaterial.dispose();
  237. this.blurMaterial2.dispose();
  238. this.copyMaterial.dispose();
  239. this.depthRenderMaterial.dispose(); // dipsose full screen quad
  240. this.fsQuad.dispose();
  241. }
  242. render( renderer, writeBuffer
  243. /*, readBuffer, deltaTime, maskActive */
  244. ) {
  245. // render beauty and depth
  246. if ( this.encoding ) this.beautyRenderTarget.texture.encoding = this.encoding;
  247. renderer.setRenderTarget( this.beautyRenderTarget );
  248. renderer.clear();
  249. if ( this.groundReflector ) {
  250. this.groundReflector.visible = false;
  251. this.groundReflector.doRender( this.renderer, this.scene, this.camera );
  252. this.groundReflector.visible = true;
  253. }
  254. renderer.render( this.scene, this.camera );
  255. if ( this.groundReflector ) this.groundReflector.visible = false; // render normals
  256. this.renderOverride( renderer, this.normalMaterial, this.normalRenderTarget, 0, 0 ); // render metalnesses
  257. if ( this.selective ) {
  258. this.renderMetalness( renderer, this.metalnessOnMaterial, this.metalnessRenderTarget, 0, 0 );
  259. } // render SSR
  260. this.ssrMaterial.uniforms[ 'opacity' ].value = this.opacity;
  261. this.ssrMaterial.uniforms[ 'maxDistance' ].value = this.maxDistance;
  262. this.ssrMaterial.uniforms[ 'surfDist' ].value = this.surfDist;
  263. this.ssrMaterial.uniforms[ 'thickTolerance' ].value = this.thickTolerance;
  264. this.renderPass( renderer, this.ssrMaterial, this.ssrRenderTarget ); // render blur
  265. if ( this.blur ) {
  266. this.renderPass( renderer, this.blurMaterial, this.blurRenderTarget );
  267. this.renderPass( renderer, this.blurMaterial2, this.blurRenderTarget2 ); // this.renderPass(renderer, this.blurMaterial3, this.blurRenderTarget3);
  268. } // output result to screen
  269. switch ( this.output ) {
  270. case SSRPass.OUTPUT.Default:
  271. if ( this.bouncing ) {
  272. this.copyMaterial.uniforms[ 'tDiffuse' ].value = this.beautyRenderTarget.texture;
  273. this.copyMaterial.blending = THREE.NoBlending;
  274. this.renderPass( renderer, this.copyMaterial, this.prevRenderTarget );
  275. if ( this.blur ) this.copyMaterial.uniforms[ 'tDiffuse' ].value = this.blurRenderTarget2.texture; else this.copyMaterial.uniforms[ 'tDiffuse' ].value = this.ssrRenderTarget.texture;
  276. this.copyMaterial.blending = THREE.NormalBlending;
  277. this.renderPass( renderer, this.copyMaterial, this.prevRenderTarget );
  278. this.copyMaterial.uniforms[ 'tDiffuse' ].value = this.prevRenderTarget.texture;
  279. this.copyMaterial.blending = THREE.NoBlending;
  280. this.renderPass( renderer, this.copyMaterial, this.renderToScreen ? null : writeBuffer );
  281. } else {
  282. this.copyMaterial.uniforms[ 'tDiffuse' ].value = this.beautyRenderTarget.texture;
  283. this.copyMaterial.blending = THREE.NoBlending;
  284. this.renderPass( renderer, this.copyMaterial, this.renderToScreen ? null : writeBuffer );
  285. if ( this.blur ) this.copyMaterial.uniforms[ 'tDiffuse' ].value = this.blurRenderTarget2.texture; else this.copyMaterial.uniforms[ 'tDiffuse' ].value = this.ssrRenderTarget.texture;
  286. this.copyMaterial.blending = THREE.NormalBlending;
  287. this.renderPass( renderer, this.copyMaterial, this.renderToScreen ? null : writeBuffer );
  288. }
  289. break;
  290. case SSRPass.OUTPUT.SSR:
  291. if ( this.blur ) this.copyMaterial.uniforms[ 'tDiffuse' ].value = this.blurRenderTarget2.texture; else this.copyMaterial.uniforms[ 'tDiffuse' ].value = this.ssrRenderTarget.texture;
  292. this.copyMaterial.blending = THREE.NoBlending;
  293. this.renderPass( renderer, this.copyMaterial, this.renderToScreen ? null : writeBuffer );
  294. if ( this.bouncing ) {
  295. if ( this.blur ) this.copyMaterial.uniforms[ 'tDiffuse' ].value = this.blurRenderTarget2.texture; else this.copyMaterial.uniforms[ 'tDiffuse' ].value = this.beautyRenderTarget.texture;
  296. this.copyMaterial.blending = THREE.NoBlending;
  297. this.renderPass( renderer, this.copyMaterial, this.prevRenderTarget );
  298. this.copyMaterial.uniforms[ 'tDiffuse' ].value = this.ssrRenderTarget.texture;
  299. this.copyMaterial.blending = THREE.NormalBlending;
  300. this.renderPass( renderer, this.copyMaterial, this.prevRenderTarget );
  301. }
  302. break;
  303. case SSRPass.OUTPUT.Beauty:
  304. this.copyMaterial.uniforms[ 'tDiffuse' ].value = this.beautyRenderTarget.texture;
  305. this.copyMaterial.blending = THREE.NoBlending;
  306. this.renderPass( renderer, this.copyMaterial, this.renderToScreen ? null : writeBuffer );
  307. break;
  308. case SSRPass.OUTPUT.Depth:
  309. this.renderPass( renderer, this.depthRenderMaterial, this.renderToScreen ? null : writeBuffer );
  310. break;
  311. case SSRPass.OUTPUT.Normal:
  312. this.copyMaterial.uniforms[ 'tDiffuse' ].value = this.normalRenderTarget.texture;
  313. this.copyMaterial.blending = THREE.NoBlending;
  314. this.renderPass( renderer, this.copyMaterial, this.renderToScreen ? null : writeBuffer );
  315. break;
  316. case SSRPass.OUTPUT.Metalness:
  317. this.copyMaterial.uniforms[ 'tDiffuse' ].value = this.metalnessRenderTarget.texture;
  318. this.copyMaterial.blending = THREE.NoBlending;
  319. this.renderPass( renderer, this.copyMaterial, this.renderToScreen ? null : writeBuffer );
  320. break;
  321. default:
  322. console.warn( 'THREE.SSRPass: Unknown output type.' );
  323. }
  324. }
  325. renderPass( renderer, passMaterial, renderTarget, clearColor, clearAlpha ) {
  326. // save original state
  327. this.originalClearColor.copy( renderer.getClearColor( this.tempColor ) );
  328. const originalClearAlpha = renderer.getClearAlpha( this.tempColor );
  329. const originalAutoClear = renderer.autoClear;
  330. renderer.setRenderTarget( renderTarget ); // setup pass state
  331. renderer.autoClear = false;
  332. if ( clearColor !== undefined && clearColor !== null ) {
  333. renderer.setClearColor( clearColor );
  334. renderer.setClearAlpha( clearAlpha || 0.0 );
  335. renderer.clear();
  336. }
  337. this.fsQuad.material = passMaterial;
  338. this.fsQuad.render( renderer ); // restore original state
  339. renderer.autoClear = originalAutoClear;
  340. renderer.setClearColor( this.originalClearColor );
  341. renderer.setClearAlpha( originalClearAlpha );
  342. }
  343. renderOverride( renderer, overrideMaterial, renderTarget, clearColor, clearAlpha ) {
  344. this.originalClearColor.copy( renderer.getClearColor( this.tempColor ) );
  345. const originalClearAlpha = renderer.getClearAlpha( this.tempColor );
  346. const originalAutoClear = renderer.autoClear;
  347. renderer.setRenderTarget( renderTarget );
  348. renderer.autoClear = false;
  349. clearColor = overrideMaterial.clearColor || clearColor;
  350. clearAlpha = overrideMaterial.clearAlpha || clearAlpha;
  351. if ( clearColor !== undefined && clearColor !== null ) {
  352. renderer.setClearColor( clearColor );
  353. renderer.setClearAlpha( clearAlpha || 0.0 );
  354. renderer.clear();
  355. }
  356. this.scene.overrideMaterial = overrideMaterial;
  357. renderer.render( this.scene, this.camera );
  358. this.scene.overrideMaterial = null; // restore original state
  359. renderer.autoClear = originalAutoClear;
  360. renderer.setClearColor( this.originalClearColor );
  361. renderer.setClearAlpha( originalClearAlpha );
  362. }
  363. renderMetalness( renderer, overrideMaterial, renderTarget, clearColor, clearAlpha ) {
  364. this.originalClearColor.copy( renderer.getClearColor( this.tempColor ) );
  365. const originalClearAlpha = renderer.getClearAlpha( this.tempColor );
  366. const originalAutoClear = renderer.autoClear;
  367. renderer.setRenderTarget( renderTarget );
  368. renderer.autoClear = false;
  369. clearColor = overrideMaterial.clearColor || clearColor;
  370. clearAlpha = overrideMaterial.clearAlpha || clearAlpha;
  371. if ( clearColor !== undefined && clearColor !== null ) {
  372. renderer.setClearColor( clearColor );
  373. renderer.setClearAlpha( clearAlpha || 0.0 );
  374. renderer.clear();
  375. }
  376. this.scene.traverseVisible( child => {
  377. child._SSRPassBackupMaterial = child.material;
  378. if ( this._selects.includes( child ) ) {
  379. child.material = this.metalnessOnMaterial;
  380. } else {
  381. child.material = this.metalnessOffMaterial;
  382. }
  383. } );
  384. renderer.render( this.scene, this.camera );
  385. this.scene.traverseVisible( child => {
  386. child.material = child._SSRPassBackupMaterial;
  387. } ); // restore original state
  388. renderer.autoClear = originalAutoClear;
  389. renderer.setClearColor( this.originalClearColor );
  390. renderer.setClearAlpha( originalClearAlpha );
  391. }
  392. setSize( width, height ) {
  393. this.width = width;
  394. this.height = height;
  395. this.ssrMaterial.defines.MAX_STEP = Math.sqrt( width * width + height * height );
  396. this.ssrMaterial.needsUpdate = true;
  397. this.beautyRenderTarget.setSize( width, height );
  398. this.prevRenderTarget.setSize( width, height );
  399. this.ssrRenderTarget.setSize( width, height );
  400. this.normalRenderTarget.setSize( width, height );
  401. this.metalnessRenderTarget.setSize( width, height );
  402. this.blurRenderTarget.setSize( width, height );
  403. this.blurRenderTarget2.setSize( width, height ); // this.blurRenderTarget3.setSize(width, height);
  404. this.ssrMaterial.uniforms[ 'resolution' ].value.set( width, height );
  405. this.ssrMaterial.uniforms[ 'cameraProjectionMatrix' ].value.copy( this.camera.projectionMatrix );
  406. this.ssrMaterial.uniforms[ 'cameraInverseProjectionMatrix' ].value.copy( this.camera.projectionMatrixInverse );
  407. this.blurMaterial.uniforms[ 'resolution' ].value.set( width, height );
  408. this.blurMaterial2.uniforms[ 'resolution' ].value.set( width, height );
  409. }
  410. }
  411. SSRPass.OUTPUT = {
  412. 'Default': 0,
  413. 'SSR': 1,
  414. 'Beauty': 3,
  415. 'Depth': 4,
  416. 'Normal': 5,
  417. 'Metalness': 7
  418. };
  419. THREE.SSRPass = SSRPass;
  420. } )();