WebGLDeferredRenderer.js 15 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;
  13. this.renderer = parameters.renderer;
  14. if ( this.renderer === undefined ) {
  15. this.renderer = new THREE.WebGLRenderer( { alpha: false } );
  16. this.renderer.setSize( width, height );
  17. this.renderer.setClearColorHex( 0x000000, 0 );
  18. this.renderer.autoClear = false;
  19. }
  20. this.domElement = this.renderer.domElement;
  21. //
  22. var geometryLight = new THREE.SphereGeometry( 1, 16, 8 );
  23. var black = new THREE.Color( 0x000000 );
  24. var colorShader = THREE.ShaderDeferred[ "color" ];
  25. var normalDepthShader = THREE.ShaderDeferred[ "normalDepth" ];
  26. //
  27. var emissiveLightShader = THREE.ShaderDeferred[ "emissiveLight" ];
  28. var pointLightShader = THREE.ShaderDeferred[ "pointLight" ];
  29. var directionalLightShader = THREE.ShaderDeferred[ "directionalLight" ];
  30. var compositeShader = THREE.ShaderDeferred[ "composite" ];
  31. //
  32. var compColor, compNormal, compDepth, compLight, compFinal;
  33. var passColor, passNormal, passDepth, passLightFullscreen, passLightProxy, compositePass;
  34. var effectFXAA;
  35. //
  36. var lightSceneFullscreen, lightSceneProxy;
  37. var lightMaterials = [];
  38. //
  39. var defaultNormalDepthMaterial = new THREE.ShaderMaterial( {
  40. uniforms: THREE.UniformsUtils.clone( normalDepthShader.uniforms ),
  41. vertexShader: normalDepthShader.vertexShader,
  42. fragmentShader: normalDepthShader.fragmentShader
  43. } );
  44. //
  45. var initDeferredMaterials = function ( object ) {
  46. if ( object.material instanceof THREE.MeshFaceMaterial ) {
  47. var colorMaterials = [];
  48. var normalDepthMaterials = [];
  49. var materials = object.material.materials;
  50. for ( var i = 0, il = materials.length; i < il; i ++ ) {
  51. var deferredMaterials = createDeferredMaterials( materials[ i ] );
  52. colorMaterials.push( deferredMaterials.colorMaterial );
  53. normalDepthMaterials.push( deferredMaterials.normalDepthMaterial );
  54. }
  55. object.properties.colorMaterial = new THREE.MeshFaceMaterial( colorMaterials );
  56. object.properties.normalDepthMaterial = new THREE.MeshFaceMaterial( normalDepthMaterials );
  57. } else {
  58. var deferredMaterials = createDeferredMaterials( object.material );
  59. object.properties.colorMaterial = deferredMaterials.colorMaterial;
  60. object.properties.normalDepthMaterial = deferredMaterials.normalDepthMaterial;
  61. }
  62. };
  63. var createDeferredMaterials = function ( originalMaterial ) {
  64. var deferredMaterials = {};
  65. // color material
  66. // -----------------
  67. // diffuse color
  68. // specular color
  69. // shininess
  70. // diffuse map
  71. // vertex colors
  72. // alphaTest
  73. // morphs
  74. var uniforms = THREE.UniformsUtils.clone( colorShader.uniforms );
  75. var defines = { "USE_MAP": !! originalMaterial.map, "GAMMA_INPUT": true };
  76. var material = new THREE.ShaderMaterial( {
  77. fragmentShader: colorShader.fragmentShader,
  78. vertexShader: colorShader.vertexShader,
  79. uniforms: uniforms,
  80. defines: defines,
  81. shading: originalMaterial.shading
  82. } );
  83. if ( originalMaterial instanceof THREE.MeshBasicMaterial ) {
  84. var diffuse = black;
  85. var emissive = originalMaterial.color;
  86. } else {
  87. var diffuse = originalMaterial.color;
  88. var emissive = originalMaterial.emissive !== undefined ? originalMaterial.emissive : black;
  89. }
  90. var specular = originalMaterial.specular !== undefined ? originalMaterial.specular : black;
  91. var shininess = originalMaterial.shininess !== undefined ? originalMaterial.shininess : 1;
  92. var wrapAround = originalMaterial.wrapAround !== undefined ? ( originalMaterial.wrapAround ? -1 : 1 ) : 1;
  93. var additiveSpecular = originalMaterial.metal !== undefined ? ( originalMaterial.metal ? 1 : -1 ) : -1;
  94. uniforms.emissive.value.copy( emissive );
  95. uniforms.diffuse.value.copy( diffuse );
  96. uniforms.specular.value.copy( specular );
  97. uniforms.shininess.value = shininess;
  98. uniforms.wrapAround.value = wrapAround;
  99. uniforms.additiveSpecular.value = additiveSpecular;
  100. uniforms.map.value = originalMaterial.map;
  101. material.vertexColors = originalMaterial.vertexColors;
  102. material.morphTargets = originalMaterial.morphTargets;
  103. material.morphNormals = originalMaterial.morphNormals;
  104. material.skinning = originalMaterial.skinning;
  105. material.alphaTest = originalMaterial.alphaTest;
  106. if ( originalMaterial.bumpMap ) {
  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. }
  111. deferredMaterials.colorMaterial = material;
  112. // normal + depth material
  113. // -----------------
  114. // vertex normals
  115. // morph normals
  116. // bump map
  117. // bump scale
  118. // clip depth
  119. if ( originalMaterial.morphTargets || originalMaterial.skinning || originalMaterial.bumpMap ) {
  120. var uniforms = THREE.UniformsUtils.clone( normalDepthShader.uniforms );
  121. var defines = { "USE_BUMPMAP": !!originalMaterial.bumpMap };
  122. var normalDepthMaterial = new THREE.ShaderMaterial( {
  123. uniforms: uniforms,
  124. vertexShader: normalDepthShader.vertexShader,
  125. fragmentShader: normalDepthShader.fragmentShader,
  126. shading: originalMaterial.shading,
  127. defines: defines,
  128. blending: THREE.NoBlending
  129. } );
  130. if ( originalMaterial.morphTargets ) {
  131. normalDepthMaterial.morphTargets = originalMaterial.morphTargets;
  132. normalDepthMaterial.morphNormals = originalMaterial.morphNormals;
  133. }
  134. if ( originalMaterial.skinning ) {
  135. normalDepthMaterial.skinning = originalMaterial.skinning;
  136. }
  137. if ( originalMaterial.bumpMap ) {
  138. uniforms.bumpMap.value = originalMaterial.bumpMap;
  139. uniforms.bumpScale.value = originalMaterial.bumpScale;
  140. var offset = originalMaterial.bumpMap.offset;
  141. var repeat = originalMaterial.bumpMap.repeat;
  142. uniforms.offsetRepeat.value.set( offset.x, offset.y, repeat.x, repeat.y );
  143. }
  144. deferredMaterials.normalDepthMaterial = normalDepthMaterial;
  145. } else {
  146. deferredMaterials.normalDepthMaterial = defaultNormalDepthMaterial;
  147. }
  148. return deferredMaterials;
  149. };
  150. var createDeferredPointLight = function ( light ) {
  151. // setup light material
  152. var materialLight = new THREE.ShaderMaterial( {
  153. uniforms: THREE.UniformsUtils.clone( pointLightShader.uniforms ),
  154. vertexShader: pointLightShader.vertexShader,
  155. fragmentShader: pointLightShader.fragmentShader,
  156. blending: THREE.AdditiveBlending,
  157. depthWrite: false,
  158. transparent: true
  159. } );
  160. materialLight.uniforms[ "lightPos" ].value = light.position;
  161. materialLight.uniforms[ "lightRadius" ].value = light.distance;
  162. materialLight.uniforms[ "lightIntensity" ].value = light.intensity;
  163. materialLight.uniforms[ "lightColor" ].value = light.color;
  164. materialLight.uniforms[ "viewWidth" ].value = scaledWidth;
  165. materialLight.uniforms[ "viewHeight" ].value = scaledHeight;
  166. materialLight.uniforms[ 'samplerColor' ].value = compColor.renderTarget2;
  167. materialLight.uniforms[ 'samplerNormalDepth' ].value = compNormalDepth.renderTarget2;
  168. // create light proxy mesh
  169. var meshLight = new THREE.Mesh( geometryLight, materialLight );
  170. meshLight.position = light.position;
  171. meshLight.scale.multiplyScalar( light.distance );
  172. // keep reference for size reset
  173. lightMaterials.push( materialLight );
  174. return meshLight;
  175. };
  176. var createDeferredDirectionalLight = function ( light ) {
  177. // setup light material
  178. var materialLight = new THREE.ShaderMaterial( {
  179. uniforms: THREE.UniformsUtils.clone( directionalLightShader.uniforms ),
  180. vertexShader: directionalLightShader.vertexShader,
  181. fragmentShader: directionalLightShader.fragmentShader,
  182. blending: THREE.AdditiveBlending,
  183. depthWrite: false,
  184. transparent: true
  185. } );
  186. materialLight.uniforms[ "lightDir" ].value = light.position;
  187. materialLight.uniforms[ "lightIntensity" ].value = light.intensity;
  188. materialLight.uniforms[ "lightColor" ].value = light.color;
  189. materialLight.uniforms[ "viewWidth" ].value = scaledWidth;
  190. materialLight.uniforms[ "viewHeight" ].value = scaledHeight;
  191. materialLight.uniforms[ 'samplerColor' ].value = compColor.renderTarget2;
  192. materialLight.uniforms[ 'samplerNormalDepth' ].value = compNormalDepth.renderTarget2;
  193. // create light proxy mesh
  194. var geometryLight = new THREE.PlaneGeometry( 2, 2 );
  195. var meshLight = new THREE.Mesh( geometryLight, materialLight );
  196. // keep reference for size reset
  197. lightMaterials.push( materialLight );
  198. return meshLight;
  199. };
  200. var createDeferredEmissiveLight = function () {
  201. // setup light material
  202. var materialLight = new THREE.ShaderMaterial( {
  203. uniforms: THREE.UniformsUtils.clone( emissiveLightShader.uniforms ),
  204. vertexShader: emissiveLightShader.vertexShader,
  205. fragmentShader: emissiveLightShader.fragmentShader,
  206. depthTest: false,
  207. depthWrite: false,
  208. blending: THREE.NoBlending
  209. } );
  210. materialLight.uniforms[ "viewWidth" ].value = scaledWidth;
  211. materialLight.uniforms[ "viewHeight" ].value = scaledHeight;
  212. materialLight.uniforms[ 'samplerColor' ].value = compColor.renderTarget2;
  213. // create light proxy mesh
  214. var geometryLight = new THREE.PlaneGeometry( 2, 2 );
  215. var meshLight = new THREE.Mesh( geometryLight, materialLight );
  216. // keep reference for size reset
  217. lightMaterials.push( materialLight );
  218. return meshLight;
  219. };
  220. var initDeferredProperties = function ( object ) {
  221. if ( object.properties.deferredInitialized ) return;
  222. if ( object.material ) initDeferredMaterials( object );
  223. if ( object instanceof THREE.PointLight ) {
  224. var meshLight = createDeferredPointLight( object );
  225. lightSceneProxy.add( meshLight );
  226. } else if ( object instanceof THREE.DirectionalLight ) {
  227. var meshLight = createDeferredDirectionalLight( object );
  228. lightSceneFullscreen.add( meshLight );
  229. }
  230. object.properties.deferredInitialized = true;
  231. };
  232. //
  233. var setMaterialColor = function ( object ) {
  234. if ( object.material ) object.material = object.properties.colorMaterial;
  235. };
  236. var setMaterialNormalDepth = function ( object ) {
  237. if ( object.material ) object.material = object.properties.normalDepthMaterial;
  238. };
  239. //
  240. this.setSize = function ( width, height ) {
  241. this.renderer.setSize( width, height );
  242. scaledWidth = Math.floor( scale * width );
  243. scaledHeight = Math.floor( scale * height );
  244. compColor.setSize( scaledWidth, scaledHeight );
  245. compNormalDepth.setSize( scaledWidth, scaledHeight );
  246. compLight.setSize( scaledWidth, scaledHeight );
  247. compFinal.setSize( scaledWidth, scaledHeight );
  248. for ( var i = 0, il = lightMaterials.length; i < il; i ++ ) {
  249. var uniforms = lightMaterials[ i ].uniforms;
  250. uniforms[ "viewWidth" ].value = scaledWidth;
  251. uniforms[ "viewHeight" ].value = scaledHeight;
  252. uniforms[ 'samplerColor' ].value = compColor.renderTarget2;
  253. if ( uniforms[ 'samplerNormalDepth' ] ) {
  254. uniforms[ 'samplerNormalDepth' ].value = compNormalDepth.renderTarget2;
  255. }
  256. }
  257. compositePass.uniforms[ 'samplerLight' ].value = compLight.renderTarget2;
  258. effectFXAA.uniforms[ 'resolution' ].value.set( 1 / width, 1 / height );
  259. };
  260. //
  261. this.render = function ( scene, camera ) {
  262. // setup deferred properties
  263. if ( ! scene.properties.lightSceneProxy ) {
  264. scene.properties.lightSceneProxy = new THREE.Scene();
  265. scene.properties.lightSceneFullscreen = new THREE.Scene();
  266. var meshLight = createDeferredEmissiveLight();
  267. scene.properties.lightSceneFullscreen.add( meshLight );
  268. }
  269. lightSceneProxy = scene.properties.lightSceneProxy;
  270. lightSceneFullscreen = scene.properties.lightSceneFullscreen;
  271. passColor.camera = camera;
  272. passNormalDepth.camera = camera;
  273. passLightProxy.camera = camera;
  274. passLightFullscreen.camera = THREE.EffectComposer.camera;
  275. passColor.scene = scene;
  276. passNormalDepth.scene = scene;
  277. passLightFullscreen.scene = lightSceneFullscreen;
  278. passLightProxy.scene = lightSceneProxy;
  279. scene.traverse( initDeferredProperties );
  280. // update scene graph only once per frame
  281. this.renderer.autoUpdateScene = false;
  282. scene.updateMatrixWorld();
  283. // g-buffer color
  284. scene.traverse( setMaterialColor );
  285. compColor.render();
  286. // g-buffer normals + depth
  287. scene.traverse( setMaterialNormalDepth );
  288. compNormalDepth.render();
  289. this.renderer.autoUpdateScene = true;
  290. // light pass
  291. camera.projectionMatrixInverse.getInverse( camera.projectionMatrix );
  292. for ( var i = 0, il = lightSceneProxy.children.length; i < il; i ++ ) {
  293. var uniforms = lightSceneProxy.children[ i ].material.uniforms;
  294. uniforms[ "matProjInverse" ].value = camera.projectionMatrixInverse;
  295. uniforms[ "matView" ].value = camera.matrixWorldInverse;
  296. }
  297. for ( var i = 0, il = lightSceneFullscreen.children.length; i < il; i ++ ) {
  298. var uniforms = lightSceneFullscreen.children[ i ].material.uniforms;
  299. if ( uniforms[ "matView" ] ) uniforms[ "matView" ].value = camera.matrixWorldInverse;
  300. }
  301. compLight.render();
  302. // composite pass
  303. compFinal.render( 0.1 );
  304. };
  305. var createRenderTargets = function ( ) {
  306. var rtParamsFloatLinear = { minFilter: THREE.NearestFilter, magFilter: THREE.LinearFilter, stencilBuffer: false,
  307. format: THREE.RGBAFormat, type: THREE.FloatType };
  308. var rtParamsFloatNearest = { minFilter: THREE.NearestFilter, magFilter: THREE.NearestFilter, stencilBuffer: false,
  309. format: THREE.RGBAFormat, type: THREE.FloatType };
  310. var rtParamsUByte = { minFilter: THREE.NearestFilter, magFilter: THREE.LinearFilter, stencilBuffer: false,
  311. format: THREE.RGBFormat, type: THREE.UnsignedByteType };
  312. // g-buffers
  313. var rtColor = new THREE.WebGLRenderTarget( scaledWidth, scaledHeight, rtParamsFloatNearest );
  314. var rtNormalDepth = new THREE.WebGLRenderTarget( scaledWidth, scaledHeight, rtParamsFloatLinear );
  315. var rtLight = new THREE.WebGLRenderTarget( scaledWidth, scaledHeight, rtParamsFloatLinear );
  316. var rtFinal = new THREE.WebGLRenderTarget( scaledWidth, scaledHeight, rtParamsUByte );
  317. rtColor.generateMipmaps = false;
  318. rtNormalDepth.generateMipmaps = false;
  319. rtLight.generateMipmaps = false;
  320. rtFinal.generateMipmaps = false;
  321. // color composer
  322. passColor = new THREE.RenderPass();
  323. passColor.clear = true;
  324. compColor = new THREE.EffectComposer( _this.renderer, rtColor );
  325. compColor.addPass( passColor );
  326. // normal + depth composer
  327. passNormalDepth = new THREE.RenderPass();
  328. passNormalDepth.clear = true;
  329. compNormalDepth = new THREE.EffectComposer( _this.renderer, rtNormalDepth );
  330. compNormalDepth.addPass( passNormalDepth );
  331. // light composer
  332. passLightFullscreen = new THREE.RenderPass();
  333. passLightFullscreen.clear = true;
  334. passLightProxy = new THREE.RenderPass();
  335. passLightProxy.clear = false;
  336. compLight = new THREE.EffectComposer( _this.renderer, rtLight );
  337. compLight.addPass( passLightFullscreen );
  338. compLight.addPass( passLightProxy );
  339. // final composer
  340. compositePass = new THREE.ShaderPass( compositeShader );
  341. compositePass.uniforms[ 'samplerLight' ].value = compLight.renderTarget2;
  342. compositePass.uniforms[ 'brightness' ].value = brightness;
  343. compositePass.material.blending = THREE.NoBlending;
  344. compositePass.clear = true;
  345. // FXAA
  346. effectFXAA = new THREE.ShaderPass( THREE.FXAAShader );
  347. effectFXAA.uniforms[ 'resolution' ].value.set( 1 / width, 1 / height );
  348. effectFXAA.renderToScreen = true;
  349. //
  350. compFinal = new THREE.EffectComposer( _this.renderer, rtFinal );
  351. compFinal.addPass( compositePass );
  352. compFinal.addPass( effectFXAA );
  353. };
  354. // init
  355. createRenderTargets();
  356. };