WebGLDeferredRenderer.js 21 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. //
  42. var resizableMaterials = [];
  43. //
  44. var invisibleMaterial = new THREE.ShaderMaterial();
  45. invisibleMaterial.visible = false;
  46. var defaultNormalDepthMaterial = new THREE.ShaderMaterial( {
  47. uniforms: THREE.UniformsUtils.clone( normalDepthShader.uniforms ),
  48. vertexShader: normalDepthShader.vertexShader,
  49. fragmentShader: normalDepthShader.fragmentShader,
  50. blending: THREE.NoBlending
  51. } );
  52. //
  53. var initDeferredMaterials = function ( object ) {
  54. if ( object.material instanceof THREE.MeshFaceMaterial ) {
  55. var colorMaterials = [];
  56. var normalDepthMaterials = [];
  57. var materials = object.material.materials;
  58. for ( var i = 0, il = materials.length; i < il; i ++ ) {
  59. var deferredMaterials = createDeferredMaterials( materials[ i ] );
  60. if ( deferredMaterials.transparent ) {
  61. colorMaterials.push( invisibleMaterial );
  62. normalDepthMaterials.push( invisibleMaterial );
  63. } else {
  64. colorMaterials.push( deferredMaterials.colorMaterial );
  65. normalDepthMaterials.push( deferredMaterials.normalDepthMaterial );
  66. }
  67. }
  68. object.properties.colorMaterial = new THREE.MeshFaceMaterial( colorMaterials );
  69. object.properties.normalDepthMaterial = new THREE.MeshFaceMaterial( normalDepthMaterials );
  70. } else {
  71. var deferredMaterials = createDeferredMaterials( object.material );
  72. object.properties.colorMaterial = deferredMaterials.colorMaterial;
  73. object.properties.normalDepthMaterial = deferredMaterials.normalDepthMaterial;
  74. object.properties.transparent = deferredMaterials.transparent;
  75. }
  76. };
  77. var createDeferredMaterials = function ( originalMaterial ) {
  78. var deferredMaterials = {};
  79. // color material
  80. // -----------------
  81. // diffuse color
  82. // specular color
  83. // shininess
  84. // diffuse map
  85. // vertex colors
  86. // alphaTest
  87. // morphs
  88. var uniforms = THREE.UniformsUtils.clone( colorShader.uniforms );
  89. var defines = { "USE_MAP": !! originalMaterial.map, "USE_ENVMAP": !! originalMaterial.envMap, "GAMMA_INPUT": true };
  90. var material = new THREE.ShaderMaterial( {
  91. fragmentShader: colorShader.fragmentShader,
  92. vertexShader: colorShader.vertexShader,
  93. uniforms: uniforms,
  94. defines: defines,
  95. shading: originalMaterial.shading
  96. } );
  97. if ( originalMaterial instanceof THREE.MeshBasicMaterial ) {
  98. var diffuse = black;
  99. var emissive = originalMaterial.color;
  100. } else {
  101. var diffuse = originalMaterial.color;
  102. var emissive = originalMaterial.emissive !== undefined ? originalMaterial.emissive : black;
  103. }
  104. var specular = originalMaterial.specular !== undefined ? originalMaterial.specular : black;
  105. var shininess = originalMaterial.shininess !== undefined ? originalMaterial.shininess : 1;
  106. var wrapAround = originalMaterial.wrapAround !== undefined ? ( originalMaterial.wrapAround ? -1 : 1 ) : 1;
  107. var additiveSpecular = originalMaterial.metal !== undefined ? ( originalMaterial.metal ? 1 : -1 ) : -1;
  108. uniforms.emissive.value.copyGammaToLinear( emissive );
  109. uniforms.diffuse.value.copyGammaToLinear( diffuse );
  110. uniforms.specular.value.copyGammaToLinear( specular );
  111. uniforms.shininess.value = shininess;
  112. uniforms.wrapAround.value = wrapAround;
  113. uniforms.additiveSpecular.value = additiveSpecular;
  114. uniforms.map.value = originalMaterial.map;
  115. if ( originalMaterial.envMap ) {
  116. uniforms.envMap.value = originalMaterial.envMap;
  117. uniforms.useRefract.value = originalMaterial.envMap.mapping instanceof THREE.CubeRefractionMapping;
  118. uniforms.refractionRatio.value = originalMaterial.refractionRatio;
  119. uniforms.combine.value = originalMaterial.combine;
  120. uniforms.reflectivity.value = originalMaterial.reflectivity;
  121. uniforms.flipEnvMap.value = ( originalMaterial.envMap instanceof THREE.WebGLRenderTargetCube ) ? 1 : -1;
  122. uniforms.samplerNormalDepth.value = compNormalDepth.renderTarget2;
  123. uniforms.viewWidth.value = scaledWidth;
  124. uniforms.viewHeight.value = scaledHeight;
  125. resizableMaterials.push( material );
  126. }
  127. material.vertexColors = originalMaterial.vertexColors;
  128. material.morphTargets = originalMaterial.morphTargets;
  129. material.morphNormals = originalMaterial.morphNormals;
  130. material.skinning = originalMaterial.skinning;
  131. material.alphaTest = originalMaterial.alphaTest;
  132. material.wireframe = originalMaterial.wireframe;
  133. // uv repeat and offset setting priorities
  134. // 1. color map
  135. // 2. specular map
  136. // 3. normal map
  137. // 4. bump map
  138. var uvScaleMap;
  139. if ( originalMaterial.map ) {
  140. uvScaleMap = originalMaterial.map;
  141. } else if ( originalMaterial.specularMap ) {
  142. uvScaleMap = originalMaterial.specularMap;
  143. } else if ( originalMaterial.normalMap ) {
  144. uvScaleMap = originalMaterial.normalMap;
  145. } else if ( originalMaterial.bumpMap ) {
  146. uvScaleMap = originalMaterial.bumpMap;
  147. }
  148. if ( uvScaleMap !== undefined ) {
  149. var offset = uvScaleMap.offset;
  150. var repeat = uvScaleMap.repeat;
  151. uniforms.offsetRepeat.value.set( offset.x, offset.y, repeat.x, repeat.y );
  152. }
  153. deferredMaterials.colorMaterial = material;
  154. // normal + depth material
  155. // -----------------
  156. // vertex normals
  157. // morph normals
  158. // bump map
  159. // bump scale
  160. // clip depth
  161. if ( originalMaterial.morphTargets || originalMaterial.skinning || originalMaterial.bumpMap ) {
  162. var uniforms = THREE.UniformsUtils.clone( normalDepthShader.uniforms );
  163. var defines = { "USE_BUMPMAP": !!originalMaterial.bumpMap };
  164. var normalDepthMaterial = new THREE.ShaderMaterial( {
  165. uniforms: uniforms,
  166. vertexShader: normalDepthShader.vertexShader,
  167. fragmentShader: normalDepthShader.fragmentShader,
  168. shading: originalMaterial.shading,
  169. defines: defines,
  170. blending: THREE.NoBlending
  171. } );
  172. normalDepthMaterial.morphTargets = originalMaterial.morphTargets;
  173. normalDepthMaterial.morphNormals = originalMaterial.morphNormals;
  174. normalDepthMaterial.skinning = originalMaterial.skinning;
  175. if ( originalMaterial.bumpMap ) {
  176. uniforms.bumpMap.value = originalMaterial.bumpMap;
  177. uniforms.bumpScale.value = originalMaterial.bumpScale;
  178. var offset = originalMaterial.bumpMap.offset;
  179. var repeat = originalMaterial.bumpMap.repeat;
  180. uniforms.offsetRepeat.value.set( offset.x, offset.y, repeat.x, repeat.y );
  181. }
  182. } else {
  183. var normalDepthMaterial = defaultNormalDepthMaterial.clone();
  184. }
  185. normalDepthMaterial.wireframe = originalMaterial.wireframe;
  186. normalDepthMaterial.vertexColors = originalMaterial.vertexColors;
  187. deferredMaterials.normalDepthMaterial = normalDepthMaterial;
  188. //
  189. deferredMaterials.transparent = originalMaterial.transparent;
  190. return deferredMaterials;
  191. };
  192. var createDeferredPointLight = function ( light ) {
  193. // setup light material
  194. var materialLight = new THREE.ShaderMaterial( {
  195. uniforms: THREE.UniformsUtils.clone( pointLightShader.uniforms ),
  196. vertexShader: pointLightShader.vertexShader,
  197. fragmentShader: pointLightShader.fragmentShader,
  198. blending: THREE.AdditiveBlending,
  199. depthWrite: false,
  200. transparent: true,
  201. side: THREE.BackSide
  202. } );
  203. // infinite pointlights use full-screen quad proxy
  204. // regular pointlights use sphere proxy
  205. var distance, geometry;
  206. if ( light.distance > 0 ) {
  207. distance = light.distance;
  208. geometry = geometryLightSphere;
  209. } else {
  210. distance = Infinity;
  211. geometry = geometryLightPlane;
  212. materialLight.depthTest = false;
  213. materialLight.side = THREE.FrontSide;
  214. }
  215. // linear space
  216. var intensity = light.intensity * light.intensity;
  217. materialLight.uniforms[ "lightPos" ].value = light.position;
  218. materialLight.uniforms[ "lightRadius" ].value = distance;
  219. materialLight.uniforms[ "lightIntensity" ].value = intensity;
  220. materialLight.uniforms[ "lightColor" ].value.copyGammaToLinear( light.color );
  221. materialLight.uniforms[ "viewWidth" ].value = scaledWidth;
  222. materialLight.uniforms[ "viewHeight" ].value = scaledHeight;
  223. materialLight.uniforms[ 'samplerColor' ].value = compColor.renderTarget2;
  224. materialLight.uniforms[ 'samplerNormalDepth' ].value = compNormalDepth.renderTarget2;
  225. // create light proxy mesh
  226. var meshLight = new THREE.Mesh( geometry, materialLight );
  227. if ( light.distance > 0 ) {
  228. meshLight.position = light.position;
  229. meshLight.scale.multiplyScalar( distance );
  230. }
  231. // keep reference for color and intensity updates
  232. meshLight.properties.originalLight = light;
  233. // keep reference for size reset
  234. resizableMaterials.push( materialLight );
  235. return meshLight;
  236. };
  237. var createDeferredDirectionalLight = function ( light ) {
  238. // setup light material
  239. var materialLight = new THREE.ShaderMaterial( {
  240. uniforms: THREE.UniformsUtils.clone( directionalLightShader.uniforms ),
  241. vertexShader: directionalLightShader.vertexShader,
  242. fragmentShader: directionalLightShader.fragmentShader,
  243. blending: THREE.AdditiveBlending,
  244. depthWrite: false,
  245. depthTest: false,
  246. transparent: true
  247. } );
  248. // linear space
  249. var intensity = light.intensity * light.intensity;
  250. materialLight.uniforms[ "lightDir" ].value = light.position;
  251. materialLight.uniforms[ "lightIntensity" ].value = intensity;
  252. materialLight.uniforms[ "lightColor" ].value.copyGammaToLinear( light.color );
  253. materialLight.uniforms[ "viewWidth" ].value = scaledWidth;
  254. materialLight.uniforms[ "viewHeight" ].value = scaledHeight;
  255. materialLight.uniforms[ 'samplerColor' ].value = compColor.renderTarget2;
  256. materialLight.uniforms[ 'samplerNormalDepth' ].value = compNormalDepth.renderTarget2;
  257. // create light proxy mesh
  258. var meshLight = new THREE.Mesh( geometryLightPlane, materialLight );
  259. // keep reference for color and intensity updates
  260. meshLight.properties.originalLight = light;
  261. // keep reference for size reset
  262. resizableMaterials.push( materialLight );
  263. return meshLight;
  264. };
  265. var createDeferredEmissiveLight = function () {
  266. // setup light material
  267. var materialLight = new THREE.ShaderMaterial( {
  268. uniforms: THREE.UniformsUtils.clone( emissiveLightShader.uniforms ),
  269. vertexShader: emissiveLightShader.vertexShader,
  270. fragmentShader: emissiveLightShader.fragmentShader,
  271. depthTest: false,
  272. depthWrite: false,
  273. blending: THREE.NoBlending
  274. } );
  275. materialLight.uniforms[ "viewWidth" ].value = scaledWidth;
  276. materialLight.uniforms[ "viewHeight" ].value = scaledHeight;
  277. materialLight.uniforms[ 'samplerColor' ].value = compColor.renderTarget2;
  278. // create light proxy mesh
  279. var meshLight = new THREE.Mesh( geometryLightPlane, materialLight );
  280. // keep reference for size reset
  281. resizableMaterials.push( materialLight );
  282. return meshLight;
  283. };
  284. var initDeferredProperties = function ( object ) {
  285. if ( object.properties.deferredInitialized ) return;
  286. if ( object.material ) initDeferredMaterials( object );
  287. if ( object instanceof THREE.PointLight ) {
  288. var meshLight = createDeferredPointLight( object );
  289. if ( object.distance > 0 ) {
  290. lightSceneProxy.add( meshLight );
  291. } else {
  292. lightSceneFullscreen.add( meshLight );
  293. }
  294. } else if ( object instanceof THREE.DirectionalLight ) {
  295. var meshLight = createDeferredDirectionalLight( object );
  296. lightSceneFullscreen.add( meshLight );
  297. }
  298. object.properties.deferredInitialized = true;
  299. };
  300. //
  301. var setMaterialColor = function ( object ) {
  302. if ( object.material ) {
  303. if ( object.properties.transparent ) {
  304. object.material = invisibleMaterial;
  305. } else {
  306. object.material = object.properties.colorMaterial;
  307. }
  308. }
  309. };
  310. var setMaterialNormalDepth = function ( object ) {
  311. if ( object.material ) {
  312. if ( object.properties.transparent ) {
  313. object.material = invisibleMaterial;
  314. } else {
  315. object.material = object.properties.normalDepthMaterial;
  316. }
  317. }
  318. };
  319. // external API
  320. this.setAntialias = function ( enabled ) {
  321. antialias = enabled;
  322. if ( antialias ) {
  323. effectFXAA.enabled = true;
  324. compositePass.renderToScreen = false;
  325. } else {
  326. effectFXAA.enabled = false;
  327. compositePass.renderToScreen = true;
  328. }
  329. };
  330. this.getAntialias = function () {
  331. return antialias;
  332. };
  333. this.setSize = function ( width, height ) {
  334. this.renderer.setSize( width, height );
  335. scaledWidth = Math.floor( scale * width );
  336. scaledHeight = Math.floor( scale * height );
  337. compNormalDepth.setSize( scaledWidth, scaledHeight );
  338. compColor.setSize( scaledWidth, scaledHeight );
  339. compLight.setSize( scaledWidth, scaledHeight );
  340. compFinal.setSize( scaledWidth, scaledHeight );
  341. compColor.renderTarget2.shareDepthFrom = compNormalDepth.renderTarget2;
  342. compLight.renderTarget2.shareDepthFrom = compNormalDepth.renderTarget2;
  343. for ( var i = 0, il = resizableMaterials.length; i < il; i ++ ) {
  344. var uniforms = resizableMaterials[ i ].uniforms;
  345. uniforms[ "viewWidth" ].value = scaledWidth;
  346. uniforms[ "viewHeight" ].value = scaledHeight;
  347. if ( uniforms[ 'samplerColor' ] ) uniforms[ 'samplerColor' ].value = compColor.renderTarget2;
  348. if ( uniforms[ 'samplerNormalDepth' ] ) uniforms[ 'samplerNormalDepth' ].value = compNormalDepth.renderTarget2;
  349. }
  350. compositePass.uniforms[ 'samplerLight' ].value = compLight.renderTarget2;
  351. effectFXAA.uniforms[ 'resolution' ].value.set( 1 / width, 1 / height );
  352. };
  353. //
  354. function updateLightProxy ( lightProxy, camera ) {
  355. var uniforms = lightProxy.material.uniforms;
  356. if ( uniforms[ "matProjInverse" ] ) uniforms[ "matProjInverse" ].value = camera.projectionMatrixInverse;
  357. if ( uniforms[ "matView" ] ) uniforms[ "matView" ].value = camera.matrixWorldInverse;
  358. var originalLight = lightProxy.properties.originalLight;
  359. if ( originalLight ) {
  360. if ( uniforms[ "lightColor" ] ) uniforms[ "lightColor" ].value.copyGammaToLinear( originalLight.color );
  361. if ( uniforms[ "lightIntensity" ] ) uniforms[ "lightIntensity" ].value = originalLight.intensity * originalLight.intensity;
  362. lightProxy.visible = originalLight.visible;
  363. if ( originalLight instanceof THREE.PointLight ) {
  364. var distance = originalLight.distance;
  365. // skip infinite pointlights
  366. // right now you can't switch between infinite and finite pointlights
  367. // it's just too messy as they use different proxies
  368. if ( distance > 0 ) {
  369. lightProxy.scale.set( 1, 1, 1 ).multiplyScalar( distance );
  370. if ( uniforms[ "lightRadius" ] ) uniforms[ "lightRadius" ].value = distance;
  371. }
  372. }
  373. }
  374. };
  375. this.render = function ( scene, camera ) {
  376. // setup deferred properties
  377. if ( ! scene.properties.lightSceneProxy ) {
  378. scene.properties.lightSceneProxy = new THREE.Scene();
  379. scene.properties.lightSceneFullscreen = new THREE.Scene();
  380. var meshLight = createDeferredEmissiveLight();
  381. scene.properties.lightSceneFullscreen.add( meshLight );
  382. }
  383. lightSceneProxy = scene.properties.lightSceneProxy;
  384. lightSceneFullscreen = scene.properties.lightSceneFullscreen;
  385. passColor.camera = camera;
  386. passNormalDepth.camera = camera;
  387. passLightProxy.camera = camera;
  388. passLightFullscreen.camera = THREE.EffectComposer.camera;
  389. passColor.scene = scene;
  390. passNormalDepth.scene = scene;
  391. passLightFullscreen.scene = lightSceneFullscreen;
  392. passLightProxy.scene = lightSceneProxy;
  393. scene.traverse( initDeferredProperties );
  394. // update scene graph only once per frame
  395. // (both color and normalDepth passes use exactly the same scene state)
  396. this.renderer.autoUpdateScene = false;
  397. scene.updateMatrixWorld();
  398. // 1) g-buffer normals + depth pass
  399. scene.traverse( setMaterialNormalDepth );
  400. // clear shared depth buffer
  401. this.renderer.autoClearDepth = true;
  402. this.renderer.autoClearStencil = true;
  403. // write 1 to shared stencil buffer
  404. // for non-background pixels
  405. gl.enable( gl.STENCIL_TEST );
  406. gl.stencilOp( gl.REPLACE, gl.REPLACE, gl.REPLACE );
  407. gl.stencilFunc( gl.ALWAYS, 1, 0xffffffff );
  408. gl.clearStencil( 0 );
  409. compNormalDepth.render();
  410. // just touch foreground pixels (stencil == 1)
  411. // both in color and light passes
  412. gl.stencilFunc( gl.EQUAL, 1, 0xffffffff );
  413. gl.stencilOp( gl.KEEP, gl.KEEP, gl.KEEP );
  414. // 2) g-buffer color pass
  415. scene.traverse( setMaterialColor );
  416. // must use clean slate depth buffer
  417. // otherwise there are z-fighting glitches
  418. // not enough precision between two geometry passes
  419. // just to use EQUAL depth test
  420. this.renderer.autoClearDepth = true;
  421. this.renderer.autoClearStencil = false;
  422. compColor.render();
  423. // 3) light pass
  424. // do not clear depth buffer in this pass
  425. // depth from geometry pass is used for light culling
  426. // (write light proxy color pixel if behind scene pixel)
  427. this.renderer.autoClearDepth = false;
  428. this.renderer.autoUpdateScene = true;
  429. gl.depthFunc( gl.GEQUAL );
  430. camera.projectionMatrixInverse.getInverse( camera.projectionMatrix );
  431. for ( var i = 0, il = lightSceneProxy.children.length; i < il; i ++ ) {
  432. var lightProxy = lightSceneProxy.children[ i ];
  433. updateLightProxy( lightProxy, camera );
  434. }
  435. for ( var i = 0, il = lightSceneFullscreen.children.length; i < il; i ++ ) {
  436. var lightProxy = lightSceneFullscreen.children[ i ];
  437. updateLightProxy( lightProxy, camera );
  438. }
  439. compLight.render();
  440. // 4) composite pass
  441. // return back to usual depth and stencil handling state
  442. this.renderer.autoClearDepth = true;
  443. this.renderer.autoClearStencil = true;
  444. gl.depthFunc( gl.LEQUAL );
  445. gl.disable( gl.STENCIL_TEST );
  446. compFinal.render( 0.1 );
  447. };
  448. //
  449. var createRenderTargets = function ( ) {
  450. var rtParamsFloatLinear = { minFilter: THREE.NearestFilter, magFilter: THREE.LinearFilter, stencilBuffer: true,
  451. format: THREE.RGBAFormat, type: THREE.FloatType };
  452. var rtParamsFloatNearest = { minFilter: THREE.NearestFilter, magFilter: THREE.NearestFilter, stencilBuffer: true,
  453. format: THREE.RGBAFormat, type: THREE.FloatType };
  454. var rtParamsUByte = { minFilter: THREE.NearestFilter, magFilter: THREE.LinearFilter, stencilBuffer: false,
  455. format: THREE.RGBFormat, type: THREE.UnsignedByteType };
  456. // g-buffers
  457. var rtColor = new THREE.WebGLRenderTarget( scaledWidth, scaledHeight, rtParamsFloatNearest );
  458. var rtNormalDepth = new THREE.WebGLRenderTarget( scaledWidth, scaledHeight, rtParamsFloatNearest );
  459. var rtLight = new THREE.WebGLRenderTarget( scaledWidth, scaledHeight, rtParamsFloatLinear );
  460. var rtFinal = new THREE.WebGLRenderTarget( scaledWidth, scaledHeight, rtParamsUByte );
  461. rtColor.generateMipmaps = false;
  462. rtNormalDepth.generateMipmaps = false;
  463. rtLight.generateMipmaps = false;
  464. rtFinal.generateMipmaps = false;
  465. // normal + depth composer
  466. passNormalDepth = new THREE.RenderPass();
  467. passNormalDepth.clear = true;
  468. compNormalDepth = new THREE.EffectComposer( _this.renderer, rtNormalDepth );
  469. compNormalDepth.addPass( passNormalDepth );
  470. // color composer
  471. passColor = new THREE.RenderPass();
  472. passColor.clear = true;
  473. compColor = new THREE.EffectComposer( _this.renderer, rtColor );
  474. compColor.addPass( passColor );
  475. compColor.renderTarget2.shareDepthFrom = compNormalDepth.renderTarget2;
  476. // light composer
  477. passLightFullscreen = new THREE.RenderPass();
  478. passLightFullscreen.clear = true;
  479. passLightProxy = new THREE.RenderPass();
  480. passLightProxy.clear = false;
  481. compLight = new THREE.EffectComposer( _this.renderer, rtLight );
  482. compLight.addPass( passLightFullscreen );
  483. compLight.addPass( passLightProxy );
  484. compLight.renderTarget2.shareDepthFrom = compNormalDepth.renderTarget2;
  485. // final composer
  486. compositePass = new THREE.ShaderPass( compositeShader );
  487. compositePass.uniforms[ 'samplerLight' ].value = compLight.renderTarget2;
  488. compositePass.uniforms[ 'brightness' ].value = brightness;
  489. compositePass.material.blending = THREE.NoBlending;
  490. compositePass.clear = true;
  491. // FXAA
  492. effectFXAA = new THREE.ShaderPass( THREE.FXAAShader );
  493. effectFXAA.uniforms[ 'resolution' ].value.set( 1 / width, 1 / height );
  494. effectFXAA.renderToScreen = true;
  495. //
  496. compFinal = new THREE.EffectComposer( _this.renderer, rtFinal );
  497. compFinal.addPass( compositePass );
  498. compFinal.addPass( effectFXAA );
  499. if ( antialias ) {
  500. effectFXAA.enabled = true;
  501. compositePass.renderToScreen = false;
  502. } else {
  503. effectFXAA.enabled = false;
  504. compositePass.renderToScreen = true;
  505. }
  506. };
  507. // init
  508. createRenderTargets();
  509. };