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- /**
- * @author alteredq / http://alteredqualia.com/
- * @author MPanknin / http://www.redplant.de/
- */
- THREE.WebGLDeferredRenderer = function ( parameters ) {
- var _this = this;
- var pixelWidth = parameters.width !== undefined ? parameters.width : 800;
- var pixelHeight = parameters.height !== undefined ? parameters.height : 600;
- var currentScale = parameters.scale !== undefined ? parameters.scale : 1;
- var scaledWidth = Math.floor( currentScale * pixelWidth );
- var scaledHeight = Math.floor( currentScale * pixelHeight );
- var brightness = parameters.brightness !== undefined ? parameters.brightness : 1;
- var tonemapping = parameters.tonemapping !== undefined ? parameters.tonemapping : THREE.SimpleOperator;
- var antialias = parameters.antialias !== undefined ? parameters.antialias : false;
- this.renderer = parameters.renderer;
- if ( this.renderer === undefined ) {
- this.renderer = new THREE.WebGLRenderer( { antialias: false } );
- this.renderer.setSize( pixelWidth, pixelHeight );
- this.renderer.setClearColor( 0x000000, 0 );
- this.renderer.autoClear = false;
- }
- this.domElement = this.renderer.domElement;
- //
- var gl = this.renderer.context;
- //
- var currentCamera = null;
- var projectionMatrixInverse = new THREE.Matrix4();
- var positionVS = new THREE.Vector3();
- var directionVS = new THREE.Vector3();
- var tempVS = new THREE.Vector3();
- var rightVS = new THREE.Vector3();
- var normalVS = new THREE.Vector3();
- var upVS = new THREE.Vector3();
- //
- var geometryLightSphere = new THREE.SphereGeometry( 1, 16, 8 );
- var geometryLightPlane = new THREE.PlaneBufferGeometry( 2, 2 );
- var black = new THREE.Color( 0x000000 );
- var colorShader = THREE.ShaderDeferred[ "color" ];
- var normalDepthShader = THREE.ShaderDeferred[ "normalDepth" ];
- //
- var emissiveLightShader = THREE.ShaderDeferred[ "emissiveLight" ];
- var pointLightShader = THREE.ShaderDeferred[ "pointLight" ];
- var spotLightShader = THREE.ShaderDeferred[ "spotLight" ];
- var directionalLightShader = THREE.ShaderDeferred[ "directionalLight" ];
- var hemisphereLightShader = THREE.ShaderDeferred[ "hemisphereLight" ];
- var areaLightShader = THREE.ShaderDeferred[ "areaLight" ];
- var compositeShader = THREE.ShaderDeferred[ "composite" ];
- //
- var compColor, compNormal, compDepth, compLight, compFinal;
- var passColor, passNormal, passDepth, passLightFullscreen, passLightProxy, compositePass;
- var effectFXAA;
- //
- var lightSceneFullscreen, lightSceneProxy;
- //
- var resizableMaterials = [];
- //
- var invisibleMaterial = new THREE.ShaderMaterial();
- invisibleMaterial.visible = false;
- var defaultNormalDepthMaterial = new THREE.ShaderMaterial( {
- uniforms: THREE.UniformsUtils.clone( normalDepthShader.uniforms ),
- vertexShader: normalDepthShader.vertexShader,
- fragmentShader: normalDepthShader.fragmentShader,
- blending: THREE.NoBlending,
- derivatives: true
- } );
- //
- var initDeferredMaterials = function ( object ) {
- if ( object.material instanceof THREE.MeshFaceMaterial ) {
- var colorMaterials = [];
- var normalDepthMaterials = [];
- var materials = object.material.materials;
- for ( var i = 0, il = materials.length; i < il; i ++ ) {
- var deferredMaterials = createDeferredMaterials( materials[ i ] );
- if ( deferredMaterials.transparent ) {
- colorMaterials.push( invisibleMaterial );
- normalDepthMaterials.push( invisibleMaterial );
- } else {
- colorMaterials.push( deferredMaterials.colorMaterial );
- normalDepthMaterials.push( deferredMaterials.normalDepthMaterial );
- }
- }
- object.userData.colorMaterial = new THREE.MeshFaceMaterial( colorMaterials );
- object.userData.normalDepthMaterial = new THREE.MeshFaceMaterial( normalDepthMaterials );
- } else {
- var deferredMaterials = createDeferredMaterials( object.material );
- object.userData.colorMaterial = deferredMaterials.colorMaterial;
- object.userData.normalDepthMaterial = deferredMaterials.normalDepthMaterial;
- object.userData.transparent = deferredMaterials.transparent;
- }
- };
- var createDeferredMaterials = function ( originalMaterial ) {
- var deferredMaterials = {};
- // color material
- // -----------------
- // diffuse color
- // specular color
- // shininess
- // diffuse map
- // vertex colors
- // alphaTest
- // morphs
- var uniforms = THREE.UniformsUtils.clone( colorShader.uniforms );
- var defines = { "USE_MAP": !! originalMaterial.map, "USE_ENVMAP": !! originalMaterial.envMap, "GAMMA_INPUT": true };
- var material = new THREE.ShaderMaterial( {
- fragmentShader: colorShader.fragmentShader,
- vertexShader: colorShader.vertexShader,
- uniforms: uniforms,
- defines: defines,
- shading: originalMaterial.shading
- } );
- if ( originalMaterial instanceof THREE.MeshBasicMaterial ) {
- var diffuse = black;
- var emissive = originalMaterial.color;
- } else {
- var diffuse = originalMaterial.color;
- var emissive = originalMaterial.emissive !== undefined ? originalMaterial.emissive : black;
- }
- var specular = originalMaterial.specular !== undefined ? originalMaterial.specular : black;
- var shininess = originalMaterial.shininess !== undefined ? originalMaterial.shininess : 1;
- var wrapAround = originalMaterial.wrapAround !== undefined ? ( originalMaterial.wrapAround ? - 1 : 1 ) : 1;
- var additiveSpecular = originalMaterial.metal !== undefined ? ( originalMaterial.metal ? 1 : - 1 ) : - 1;
- uniforms.emissive.value.copyGammaToLinear( emissive );
- uniforms.diffuse.value.copyGammaToLinear( diffuse );
- uniforms.specular.value.copyGammaToLinear( specular );
- uniforms.shininess.value = shininess;
- uniforms.wrapAround.value = wrapAround;
- uniforms.additiveSpecular.value = additiveSpecular;
- uniforms.map.value = originalMaterial.map;
- if ( originalMaterial.envMap ) {
- uniforms.envMap.value = originalMaterial.envMap;
- uniforms.refractionRatio.value = originalMaterial.refractionRatio;
- uniforms.reflectivity.value = originalMaterial.reflectivity;
- uniforms.flipEnvMap.value = ( originalMaterial.envMap instanceof THREE.WebGLRenderTargetCube ) ? 1 : - 1;
- uniforms.samplerNormalDepth.value = compNormalDepth.renderTarget2;
- uniforms.viewWidth.value = scaledWidth;
- uniforms.viewHeight.value = scaledHeight;
- resizableMaterials.push( { "material": material } );
- }
- material.vertexColors = originalMaterial.vertexColors;
- material.morphTargets = originalMaterial.morphTargets;
- material.morphNormals = originalMaterial.morphNormals;
- material.skinning = originalMaterial.skinning;
- material.alphaTest = originalMaterial.alphaTest;
- material.wireframe = originalMaterial.wireframe;
- // uv repeat and offset setting priorities
- // 1. color map
- // 2. specular map
- // 3. normal map
- // 4. bump map
- var uvScaleMap;
- if ( originalMaterial.map ) {
- uvScaleMap = originalMaterial.map;
- } else if ( originalMaterial.specularMap ) {
- uvScaleMap = originalMaterial.specularMap;
- } else if ( originalMaterial.normalMap ) {
- uvScaleMap = originalMaterial.normalMap;
- } else if ( originalMaterial.bumpMap ) {
- uvScaleMap = originalMaterial.bumpMap;
- }
- if ( uvScaleMap !== undefined ) {
- var offset = uvScaleMap.offset;
- var repeat = uvScaleMap.repeat;
- uniforms.offsetRepeat.value.set( offset.x, offset.y, repeat.x, repeat.y );
- }
- deferredMaterials.colorMaterial = material;
- // normal + depth material
- // -----------------
- // vertex normals
- // morph normals
- // bump map
- // bump scale
- // clip depth
- if ( originalMaterial.morphTargets || originalMaterial.skinning || originalMaterial.bumpMap ) {
- var uniforms = THREE.UniformsUtils.clone( normalDepthShader.uniforms );
- var defines = { "USE_BUMPMAP": !! originalMaterial.bumpMap };
- var normalDepthMaterial = new THREE.ShaderMaterial( {
- uniforms: uniforms,
- vertexShader: normalDepthShader.vertexShader,
- fragmentShader: normalDepthShader.fragmentShader,
- shading: originalMaterial.shading,
- defines: defines,
- blending: THREE.NoBlending,
- derivatives: true
- } );
- normalDepthMaterial.morphTargets = originalMaterial.morphTargets;
- normalDepthMaterial.morphNormals = originalMaterial.morphNormals;
- normalDepthMaterial.skinning = originalMaterial.skinning;
- if ( originalMaterial.bumpMap ) {
- uniforms.bumpMap.value = originalMaterial.bumpMap;
- uniforms.bumpScale.value = originalMaterial.bumpScale;
- var offset = originalMaterial.bumpMap.offset;
- var repeat = originalMaterial.bumpMap.repeat;
- uniforms.offsetRepeat.value.set( offset.x, offset.y, repeat.x, repeat.y );
- }
- } else {
- var normalDepthMaterial = defaultNormalDepthMaterial.clone();
- }
- normalDepthMaterial.wireframe = originalMaterial.wireframe;
- normalDepthMaterial.vertexColors = originalMaterial.vertexColors;
- deferredMaterials.normalDepthMaterial = normalDepthMaterial;
- //
- deferredMaterials.transparent = originalMaterial.transparent;
- return deferredMaterials;
- };
- var updatePointLightProxy = function ( lightProxy ) {
- var light = lightProxy.userData.originalLight;
- var uniforms = lightProxy.material.uniforms;
- // skip infinite pointlights
- // right now you can't switch between infinite and finite pointlights
- // it's just too messy as they use different proxies
- var distance = light.distance;
- if ( distance > 0 ) {
- lightProxy.scale.set( 1, 1, 1 ).multiplyScalar( distance );
- uniforms[ "lightRadius" ].value = distance;
- positionVS.setFromMatrixPosition( light.matrixWorld );
- positionVS.applyMatrix4( currentCamera.matrixWorldInverse );
- uniforms[ "lightPositionVS" ].value.copy( positionVS );
- lightProxy.position.setFromMatrixPosition( light.matrixWorld );
- } else {
- uniforms[ "lightRadius" ].value = Infinity;
- }
- // linear space colors
- var intensity = light.intensity * light.intensity;
- uniforms[ "lightIntensity" ].value = intensity;
- uniforms[ "lightColor" ].value.copyGammaToLinear( light.color );
- };
- var createDeferredPointLight = function ( light ) {
- // setup light material
- var materialLight = new THREE.ShaderMaterial( {
- uniforms: THREE.UniformsUtils.clone( pointLightShader.uniforms ),
- vertexShader: pointLightShader.vertexShader,
- fragmentShader: pointLightShader.fragmentShader,
- blending: THREE.AdditiveBlending,
- depthWrite: false,
- transparent: true,
- side: THREE.BackSide
- } );
- // infinite pointlights use full-screen quad proxy
- // regular pointlights use sphere proxy
- var geometry;
- if ( light.distance > 0 ) {
- geometry = geometryLightSphere;
- } else {
- geometry = geometryLightPlane;
- materialLight.depthTest = false;
- materialLight.side = THREE.FrontSide;
- }
- materialLight.uniforms[ "viewWidth" ].value = scaledWidth;
- materialLight.uniforms[ "viewHeight" ].value = scaledHeight;
- materialLight.uniforms[ 'samplerColor' ].value = compColor.renderTarget2;
- materialLight.uniforms[ 'samplerNormalDepth' ].value = compNormalDepth.renderTarget2;
- // create light proxy mesh
- var meshLight = new THREE.Mesh( geometry, materialLight );
- // keep reference for color and intensity updates
- meshLight.userData.originalLight = light;
- // keep reference for size reset
- resizableMaterials.push( { "material": materialLight } );
- // sync proxy uniforms to the original light
- updatePointLightProxy( meshLight );
- return meshLight;
- };
- var updateSpotLightProxy = function ( lightProxy ) {
- var light = lightProxy.userData.originalLight;
- var uniforms = lightProxy.material.uniforms;
- var viewMatrix = currentCamera.matrixWorldInverse;
- var modelMatrix = light.matrixWorld;
- positionVS.setFromMatrixPosition( modelMatrix );
- positionVS.applyMatrix4( viewMatrix );
- directionVS.setFromMatrixPosition( modelMatrix );
- tempVS.setFromMatrixPosition( light.target.matrixWorld );
- directionVS.sub( tempVS );
- directionVS.normalize();
- directionVS.transformDirection( viewMatrix );
- uniforms[ "lightPositionVS" ].value.copy( positionVS );
- uniforms[ "lightDirectionVS" ].value.copy( directionVS );
- uniforms[ "lightAngle" ].value = light.angle;
- uniforms[ "lightDistance" ].value = light.distance;
- // linear space colors
- var intensity = light.intensity * light.intensity;
- uniforms[ "lightIntensity" ].value = intensity;
- uniforms[ "lightColor" ].value.copyGammaToLinear( light.color );
- };
- var createDeferredSpotLight = function ( light ) {
- // setup light material
- var uniforms = THREE.UniformsUtils.clone( spotLightShader.uniforms );
- var materialLight = new THREE.ShaderMaterial( {
- uniforms: uniforms,
- vertexShader: spotLightShader.vertexShader,
- fragmentShader: spotLightShader.fragmentShader,
- blending: THREE.AdditiveBlending,
- depthWrite: false,
- depthTest: false,
- transparent: true
- } );
- uniforms[ "viewWidth" ].value = scaledWidth;
- uniforms[ "viewHeight" ].value = scaledHeight;
- uniforms[ 'samplerColor' ].value = compColor.renderTarget2;
- uniforms[ 'samplerNormalDepth' ].value = compNormalDepth.renderTarget2;
- // create light proxy mesh
- var meshLight = new THREE.Mesh( geometryLightPlane, materialLight );
- // keep reference for color and intensity updates
- meshLight.userData.originalLight = light;
- // keep reference for size reset
- resizableMaterials.push( { "material": materialLight } );
- // sync proxy uniforms to the original light
- updateSpotLightProxy( meshLight );
- return meshLight;
- };
- var updateDirectionalLightProxy = function ( lightProxy ) {
- var light = lightProxy.userData.originalLight;
- var uniforms = lightProxy.material.uniforms;
- directionVS.setFromMatrixPosition( light.matrixWorld );
- tempVS.setFromMatrixPosition( light.target.matrixWorld );
- directionVS.sub( tempVS );
- directionVS.normalize();
- directionVS.transformDirection( currentCamera.matrixWorldInverse );
- uniforms[ "lightDirectionVS" ].value.copy( directionVS );
- // linear space colors
- var intensity = light.intensity * light.intensity;
- uniforms[ "lightIntensity" ].value = intensity;
- uniforms[ "lightColor" ].value.copyGammaToLinear( light.color );
- };
- var createDeferredDirectionalLight = function ( light ) {
- // setup light material
- var uniforms = THREE.UniformsUtils.clone( directionalLightShader.uniforms );
- var materialLight = new THREE.ShaderMaterial( {
- uniforms: uniforms,
- vertexShader: directionalLightShader.vertexShader,
- fragmentShader: directionalLightShader.fragmentShader,
- blending: THREE.AdditiveBlending,
- depthWrite: false,
- depthTest: false,
- transparent: true
- } );
- uniforms[ "viewWidth" ].value = scaledWidth;
- uniforms[ "viewHeight" ].value = scaledHeight;
- uniforms[ 'samplerColor' ].value = compColor.renderTarget2;
- uniforms[ 'samplerNormalDepth' ].value = compNormalDepth.renderTarget2;
- // create light proxy mesh
- var meshLight = new THREE.Mesh( geometryLightPlane, materialLight );
- // keep reference for color and intensity updates
- meshLight.userData.originalLight = light;
- // keep reference for size reset
- resizableMaterials.push( { "material": materialLight } );
- // sync proxy uniforms to the original light
- updateDirectionalLightProxy( meshLight );
- return meshLight;
- };
- var updateHemisphereLightProxy = function ( lightProxy ) {
- var light = lightProxy.userData.originalLight;
- var uniforms = lightProxy.material.uniforms;
- directionVS.setFromMatrixPosition( light.matrixWorld );
- directionVS.normalize();
- directionVS.transformDirection( currentCamera.matrixWorldInverse );
- uniforms[ "lightDirectionVS" ].value.copy( directionVS );
- // linear space colors
- var intensity = light.intensity * light.intensity;
- uniforms[ "lightIntensity" ].value = intensity;
- uniforms[ "lightColorSky" ].value.copyGammaToLinear( light.color );
- uniforms[ "lightColorGround" ].value.copyGammaToLinear( light.groundColor );
- };
- var createDeferredHemisphereLight = function ( light ) {
- // setup light material
- var uniforms = THREE.UniformsUtils.clone( hemisphereLightShader.uniforms );
- var materialLight = new THREE.ShaderMaterial( {
- uniforms: uniforms,
- vertexShader: hemisphereLightShader.vertexShader,
- fragmentShader: hemisphereLightShader.fragmentShader,
- blending: THREE.AdditiveBlending,
- depthWrite: false,
- depthTest: false,
- transparent: true
- } );
- uniforms[ "viewWidth" ].value = scaledWidth;
- uniforms[ "viewHeight" ].value = scaledHeight;
- uniforms[ 'samplerColor' ].value = compColor.renderTarget2;
- uniforms[ 'samplerNormalDepth' ].value = compNormalDepth.renderTarget2;
- // create light proxy mesh
- var meshLight = new THREE.Mesh( geometryLightPlane, materialLight );
- // keep reference for color and intensity updates
- meshLight.userData.originalLight = light;
- // keep reference for size reset
- resizableMaterials.push( { "material": materialLight } );
- // sync proxy uniforms to the original light
- updateHemisphereLightProxy( meshLight );
- return meshLight;
- };
- var updateAreaLightProxy = function ( lightProxy ) {
- var light = lightProxy.userData.originalLight;
- var uniforms = lightProxy.material.uniforms;
- var modelMatrix = light.matrixWorld;
- var viewMatrix = currentCamera.matrixWorldInverse;
- positionVS.setFromMatrixPosition( modelMatrix );
- positionVS.applyMatrix4( viewMatrix );
- uniforms[ "lightPositionVS" ].value.copy( positionVS );
- rightVS.copy( light.right );
- rightVS.transformDirection( modelMatrix );
- rightVS.transformDirection( viewMatrix );
- normalVS.copy( light.normal );
- normalVS.transformDirection( modelMatrix );
- normalVS.transformDirection( viewMatrix );
- upVS.crossVectors( rightVS, normalVS );
- upVS.normalize();
- uniforms[ "lightRightVS" ].value.copy( rightVS );
- uniforms[ "lightNormalVS" ].value.copy( normalVS );
- uniforms[ "lightUpVS" ].value.copy( upVS );
- uniforms[ "lightWidth" ].value = light.width;
- uniforms[ "lightHeight" ].value = light.height;
- uniforms[ "constantAttenuation" ].value = light.constantAttenuation;
- uniforms[ "linearAttenuation" ].value = light.linearAttenuation;
- uniforms[ "quadraticAttenuation" ].value = light.quadraticAttenuation;
- // linear space colors
- var intensity = light.intensity * light.intensity;
- uniforms[ "lightIntensity" ].value = intensity;
- uniforms[ "lightColor" ].value.copyGammaToLinear( light.color );
- };
- var createDeferredAreaLight = function ( light ) {
- // setup light material
- var uniforms = THREE.UniformsUtils.clone( areaLightShader.uniforms );
- var materialLight = new THREE.ShaderMaterial( {
- uniforms: uniforms,
- vertexShader: areaLightShader.vertexShader,
- fragmentShader: areaLightShader.fragmentShader,
- blending: THREE.AdditiveBlending,
- depthWrite: false,
- depthTest: false,
- transparent: true
- } );
- uniforms[ "viewWidth" ].value = scaledWidth;
- uniforms[ "viewHeight" ].value = scaledHeight;
- uniforms[ 'samplerColor' ].value = compColor.renderTarget2;
- uniforms[ 'samplerNormalDepth' ].value = compNormalDepth.renderTarget2;
- // create light proxy mesh
- var meshLight = new THREE.Mesh( geometryLightPlane, materialLight );
- // keep reference for color and intensity updates
- meshLight.userData.originalLight = light;
- // keep reference for size reset
- resizableMaterials.push( { "material": materialLight } );
- // sync proxy uniforms to the original light
- updateAreaLightProxy( meshLight );
- return meshLight;
- };
- var createDeferredEmissiveLight = function () {
- // setup light material
- var materialLight = new THREE.ShaderMaterial( {
- uniforms: THREE.UniformsUtils.clone( emissiveLightShader.uniforms ),
- vertexShader: emissiveLightShader.vertexShader,
- fragmentShader: emissiveLightShader.fragmentShader,
- depthTest: false,
- depthWrite: false,
- blending: THREE.NoBlending
- } );
- materialLight.uniforms[ "viewWidth" ].value = scaledWidth;
- materialLight.uniforms[ "viewHeight" ].value = scaledHeight;
- materialLight.uniforms[ 'samplerColor' ].value = compColor.renderTarget2;
- // create light proxy mesh
- var meshLight = new THREE.Mesh( geometryLightPlane, materialLight );
- // keep reference for size reset
- resizableMaterials.push( { "material": materialLight } );
- return meshLight;
- };
- var initDeferredProperties = function ( object ) {
- if ( object.userData.deferredInitialized ) return;
- if ( object.material ) initDeferredMaterials( object );
- if ( object instanceof THREE.PointLight ) {
- var proxy = createDeferredPointLight( object );
- if ( object.distance > 0 ) {
- lightSceneProxy.add( proxy );
- } else {
- lightSceneFullscreen.add( proxy );
- }
- } else if ( object instanceof THREE.SpotLight ) {
- var proxy = createDeferredSpotLight( object );
- lightSceneFullscreen.add( proxy );
- } else if ( object instanceof THREE.DirectionalLight ) {
- var proxy = createDeferredDirectionalLight( object );
- lightSceneFullscreen.add( proxy );
- } else if ( object instanceof THREE.HemisphereLight ) {
- var proxy = createDeferredHemisphereLight( object );
- lightSceneFullscreen.add( proxy );
- } else if ( object instanceof THREE.AreaLight ) {
- var proxy = createDeferredAreaLight( object );
- lightSceneFullscreen.add( proxy );
- }
- object.userData.deferredInitialized = true;
- };
- //
- var setMaterialColor = function ( object ) {
- if ( object.material ) {
- if ( object.userData.transparent ) {
- object.material = invisibleMaterial;
- } else {
- object.material = object.userData.colorMaterial;
- }
- }
- };
- var setMaterialNormalDepth = function ( object ) {
- if ( object.material ) {
- if ( object.userData.transparent ) {
- object.material = invisibleMaterial;
- } else {
- object.material = object.userData.normalDepthMaterial;
- }
- }
- };
- // external API
- this.setAntialias = function ( enabled ) {
- antialias = enabled;
- if ( antialias ) {
- effectFXAA.enabled = true;
- compositePass.renderToScreen = false;
- } else {
- effectFXAA.enabled = false;
- compositePass.renderToScreen = true;
- }
- };
- this.getAntialias = function () {
- return antialias;
- };
- this.addEffect = function ( effect, normalDepthUniform, colorUniform ) {
- if ( effect.material && effect.uniforms ) {
- if ( normalDepthUniform ) effect.uniforms[ normalDepthUniform ].value = compNormalDepth.renderTarget2;
- if ( colorUniform ) effect.uniforms[ colorUniform ].value = compColor.renderTarget2;
- if ( normalDepthUniform || colorUniform ) {
- resizableMaterials.push( { "material": effect.material, "normalDepth": normalDepthUniform, "color": colorUniform } );
- }
- }
- compFinal.insertPass( effect, - 1 );
- };
- this.setScale = function ( scale ) {
- currentScale = scale;
- scaledWidth = Math.floor( currentScale * pixelWidth );
- scaledHeight = Math.floor( currentScale * pixelHeight );
- compNormalDepth.setSize( scaledWidth, scaledHeight );
- compColor.setSize( scaledWidth, scaledHeight );
- compLight.setSize( scaledWidth, scaledHeight );
- compFinal.setSize( scaledWidth, scaledHeight );
- compColor.renderTarget2.shareDepthFrom = compNormalDepth.renderTarget2;
- compLight.renderTarget2.shareDepthFrom = compNormalDepth.renderTarget2;
- for ( var i = 0, il = resizableMaterials.length; i < il; i ++ ) {
- var materialEntry = resizableMaterials[ i ];
- var material = materialEntry.material;
- var uniforms = material.uniforms;
- var colorLabel = materialEntry.color !== undefined ? materialEntry.color : 'samplerColor';
- var normalDepthLabel = materialEntry.normalDepth !== undefined ? materialEntry.normalDepth : 'samplerNormalDepth';
- if ( uniforms[ colorLabel ] ) uniforms[ colorLabel ].value = compColor.renderTarget2;
- if ( uniforms[ normalDepthLabel ] ) uniforms[ normalDepthLabel ].value = compNormalDepth.renderTarget2;
- if ( uniforms[ 'viewWidth' ] ) uniforms[ "viewWidth" ].value = scaledWidth;
- if ( uniforms[ 'viewHeight' ] ) uniforms[ "viewHeight" ].value = scaledHeight;
- }
- compositePass.uniforms[ 'samplerLight' ].value = compLight.renderTarget2;
- effectFXAA.uniforms[ 'resolution' ].value.set( 1 / pixelWidth, 1 / pixelHeight );
- };
- this.setSize = function ( width, height ) {
- pixelWidth = width;
- pixelHeight = height;
- this.renderer.setSize( pixelWidth, pixelHeight );
- this.setScale( currentScale );
- };
- //
- function updateLightProxy ( proxy ) {
- var uniforms = proxy.material.uniforms;
- if ( uniforms[ "matProjInverse" ] ) uniforms[ "matProjInverse" ].value = projectionMatrixInverse;
- if ( uniforms[ "matView" ] ) uniforms[ "matView" ].value = currentCamera.matrixWorldInverse;
- var originalLight = proxy.userData.originalLight;
- if ( originalLight ) {
- proxy.visible = originalLight.visible;
- if ( originalLight instanceof THREE.PointLight ) {
- updatePointLightProxy( proxy );
- } else if ( originalLight instanceof THREE.SpotLight ) {
- updateSpotLightProxy( proxy );
- } else if ( originalLight instanceof THREE.DirectionalLight ) {
- updateDirectionalLightProxy( proxy );
- } else if ( originalLight instanceof THREE.HemisphereLight ) {
- updateHemisphereLightProxy( proxy );
- } else if ( originalLight instanceof THREE.AreaLight ) {
- updateAreaLightProxy( proxy );
- }
- }
- }
- this.render = function ( scene, camera ) {
- // setup deferred properties
- if ( ! scene.userData.lightSceneProxy ) {
- scene.userData.lightSceneProxy = new THREE.Scene();
- scene.userData.lightSceneFullscreen = new THREE.Scene();
- var meshLight = createDeferredEmissiveLight();
- scene.userData.lightSceneFullscreen.add( meshLight );
- }
- currentCamera = camera;
- lightSceneProxy = scene.userData.lightSceneProxy;
- lightSceneFullscreen = scene.userData.lightSceneFullscreen;
- passColor.camera = currentCamera;
- passNormalDepth.camera = currentCamera;
- passLightProxy.camera = currentCamera;
- passLightFullscreen.camera = new THREE.OrthographicCamera( - 1, 1, 1, - 1, 0, 1 );
- passColor.scene = scene;
- passNormalDepth.scene = scene;
- passLightFullscreen.scene = lightSceneFullscreen;
- passLightProxy.scene = lightSceneProxy;
- scene.traverse( initDeferredProperties );
- // update scene graph only once per frame
- // (both color and normalDepth passes use exactly the same scene state)
- scene.autoUpdate = false;
- scene.updateMatrixWorld();
- // 1) g-buffer normals + depth pass
- scene.traverse( setMaterialNormalDepth );
- // clear shared depth buffer
- this.renderer.autoClearDepth = true;
- this.renderer.autoClearStencil = true;
- // write 1 to shared stencil buffer
- // for non-background pixels
- //gl.enable( gl.STENCIL_TEST );
- gl.stencilOp( gl.REPLACE, gl.REPLACE, gl.REPLACE );
- gl.stencilFunc( gl.ALWAYS, 1, 0xffffffff );
- gl.clearStencil( 0 );
- compNormalDepth.render();
- // just touch foreground pixels (stencil == 1)
- // both in color and light passes
- gl.stencilFunc( gl.EQUAL, 1, 0xffffffff );
- gl.stencilOp( gl.KEEP, gl.KEEP, gl.KEEP );
- // 2) g-buffer color pass
- scene.traverse( setMaterialColor );
- // must use clean slate depth buffer
- // otherwise there are z-fighting glitches
- // not enough precision between two geometry passes
- // just to use EQUAL depth test
- this.renderer.autoClearDepth = true;
- this.renderer.autoClearStencil = false;
- compColor.render();
- // 3) light pass
- // do not clear depth buffer in this pass
- // depth from geometry pass is used for light culling
- // (write light proxy color pixel if behind scene pixel)
- this.renderer.autoClearDepth = false;
- scene.autoUpdate = true;
- gl.depthFunc( gl.GEQUAL );
- projectionMatrixInverse.getInverse( currentCamera.projectionMatrix );
- for ( var i = 0, il = lightSceneProxy.children.length; i < il; i ++ ) {
- var proxy = lightSceneProxy.children[ i ];
- updateLightProxy( proxy );
- }
- for ( var i = 0, il = lightSceneFullscreen.children.length; i < il; i ++ ) {
- var proxy = lightSceneFullscreen.children[ i ];
- updateLightProxy( proxy );
- }
- compLight.render();
- // 4) composite pass
- // return back to usual depth and stencil handling state
- this.renderer.autoClearDepth = true;
- this.renderer.autoClearStencil = true;
- gl.depthFunc( gl.LEQUAL );
- gl.disable( gl.STENCIL_TEST );
- compFinal.render( 0.1 );
- };
- //
- var createRenderTargets = function ( ) {
- var rtParamsFloatLinear = { minFilter: THREE.NearestFilter, magFilter: THREE.LinearFilter, stencilBuffer: true,
- format: THREE.RGBAFormat, type: THREE.FloatType };
- var rtParamsFloatNearest = { minFilter: THREE.NearestFilter, magFilter: THREE.NearestFilter, stencilBuffer: true,
- format: THREE.RGBAFormat, type: THREE.FloatType };
- var rtParamsUByte = { minFilter: THREE.NearestFilter, magFilter: THREE.LinearFilter, stencilBuffer: false,
- format: THREE.RGBFormat, type: THREE.UnsignedByteType };
- // g-buffers
- var rtColor = new THREE.WebGLRenderTarget( scaledWidth, scaledHeight, rtParamsFloatNearest );
- var rtNormalDepth = new THREE.WebGLRenderTarget( scaledWidth, scaledHeight, rtParamsFloatNearest );
- var rtLight = new THREE.WebGLRenderTarget( scaledWidth, scaledHeight, rtParamsFloatLinear );
- var rtFinal = new THREE.WebGLRenderTarget( scaledWidth, scaledHeight, rtParamsUByte );
- rtColor.generateMipmaps = false;
- rtNormalDepth.generateMipmaps = false;
- rtLight.generateMipmaps = false;
- rtFinal.generateMipmaps = false;
- // normal + depth composer
- passNormalDepth = new THREE.RenderPass();
- passNormalDepth.clear = true;
- compNormalDepth = new THREE.EffectComposer( _this.renderer, rtNormalDepth );
- compNormalDepth.addPass( passNormalDepth );
- // color composer
- passColor = new THREE.RenderPass();
- passColor.clear = true;
- compColor = new THREE.EffectComposer( _this.renderer, rtColor );
- compColor.addPass( passColor );
- compColor.renderTarget2.shareDepthFrom = compNormalDepth.renderTarget2;
- // light composer
- passLightFullscreen = new THREE.RenderPass();
- passLightFullscreen.clear = true;
- passLightProxy = new THREE.RenderPass();
- passLightProxy.clear = false;
- compLight = new THREE.EffectComposer( _this.renderer, rtLight );
- compLight.addPass( passLightFullscreen );
- compLight.addPass( passLightProxy );
- compLight.renderTarget2.shareDepthFrom = compNormalDepth.renderTarget2;
- // final composer
- compositePass = new THREE.ShaderPass( compositeShader );
- compositePass.uniforms[ 'samplerLight' ].value = compLight.renderTarget2;
- compositePass.uniforms[ 'brightness' ].value = brightness;
- compositePass.material.blending = THREE.NoBlending;
- compositePass.clear = true;
- var defines;
- switch ( tonemapping ) {
- case THREE.SimpleOperator: defines = { "TONEMAP_SIMPLE": true }; break;
- case THREE.LinearOperator: defines = { "TONEMAP_LINEAR": true }; break;
- case THREE.ReinhardOperator: defines = { "TONEMAP_REINHARD": true }; break;
- case THREE.FilmicOperator: defines = { "TONEMAP_FILMIC": true }; break;
- case THREE.UnchartedOperator: defines = { "TONEMAP_UNCHARTED": true }; break;
- }
- compositePass.material.defines = defines;
- // FXAA
- effectFXAA = new THREE.ShaderPass( THREE.FXAAShader );
- effectFXAA.uniforms[ 'resolution' ].value.set( 1 / pixelWidth, 1 / pixelHeight );
- effectFXAA.renderToScreen = true;
- //
- compFinal = new THREE.EffectComposer( _this.renderer, rtFinal );
- compFinal.addPass( compositePass );
- compFinal.addPass( effectFXAA );
- if ( antialias ) {
- effectFXAA.enabled = true;
- compositePass.renderToScreen = false;
- } else {
- effectFXAA.enabled = false;
- compositePass.renderToScreen = true;
- }
- };
- // init
- createRenderTargets();
- };
- // tonemapping operator types
- THREE.NoOperator = 0;
- THREE.SimpleOperator = 1;
- THREE.LinearOperator = 2;
- THREE.ReinhardOperator = 3;
- THREE.FilmicOperator = 4;
- THREE.UnchartedOperator = 5;
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