WebGLDeferredRenderer.js 18 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 gl = this.renderer.context;
  23. //
  24. var geometryLightSphere = new THREE.SphereGeometry( 1, 16, 8 );
  25. var geometryLightPlane = new THREE.PlaneGeometry( 2, 2 );
  26. var black = new THREE.Color( 0x000000 );
  27. var colorShader = THREE.ShaderDeferred[ "color" ];
  28. var normalDepthShader = THREE.ShaderDeferred[ "normalDepth" ];
  29. //
  30. var emissiveLightShader = THREE.ShaderDeferred[ "emissiveLight" ];
  31. var pointLightShader = THREE.ShaderDeferred[ "pointLight" ];
  32. var directionalLightShader = THREE.ShaderDeferred[ "directionalLight" ];
  33. var compositeShader = THREE.ShaderDeferred[ "composite" ];
  34. //
  35. var compColor, compNormal, compDepth, compLight, compFinal;
  36. var passColor, passNormal, passDepth, passLightFullscreen, passLightProxy, compositePass;
  37. var effectFXAA;
  38. //
  39. var lightSceneFullscreen, lightSceneProxy;
  40. var lightMaterials = [];
  41. //
  42. var defaultNormalDepthMaterial = new THREE.ShaderMaterial( {
  43. uniforms: THREE.UniformsUtils.clone( normalDepthShader.uniforms ),
  44. vertexShader: normalDepthShader.vertexShader,
  45. fragmentShader: normalDepthShader.fragmentShader
  46. } );
  47. //
  48. var initDeferredMaterials = function ( object ) {
  49. if ( object.material instanceof THREE.MeshFaceMaterial ) {
  50. var colorMaterials = [];
  51. var normalDepthMaterials = [];
  52. var materials = object.material.materials;
  53. for ( var i = 0, il = materials.length; i < il; i ++ ) {
  54. var deferredMaterials = createDeferredMaterials( materials[ i ] );
  55. colorMaterials.push( deferredMaterials.colorMaterial );
  56. normalDepthMaterials.push( deferredMaterials.normalDepthMaterial );
  57. }
  58. object.properties.colorMaterial = new THREE.MeshFaceMaterial( colorMaterials );
  59. object.properties.normalDepthMaterial = new THREE.MeshFaceMaterial( normalDepthMaterials );
  60. } else {
  61. var deferredMaterials = createDeferredMaterials( object.material );
  62. object.properties.colorMaterial = deferredMaterials.colorMaterial;
  63. object.properties.normalDepthMaterial = deferredMaterials.normalDepthMaterial;
  64. }
  65. };
  66. var createDeferredMaterials = function ( originalMaterial ) {
  67. var deferredMaterials = {};
  68. // color material
  69. // -----------------
  70. // diffuse color
  71. // specular color
  72. // shininess
  73. // diffuse map
  74. // vertex colors
  75. // alphaTest
  76. // morphs
  77. var uniforms = THREE.UniformsUtils.clone( colorShader.uniforms );
  78. var defines = { "USE_MAP": !! originalMaterial.map, "GAMMA_INPUT": true };
  79. var material = new THREE.ShaderMaterial( {
  80. fragmentShader: colorShader.fragmentShader,
  81. vertexShader: colorShader.vertexShader,
  82. uniforms: uniforms,
  83. defines: defines,
  84. shading: originalMaterial.shading
  85. } );
  86. if ( originalMaterial instanceof THREE.MeshBasicMaterial ) {
  87. var diffuse = black;
  88. var emissive = originalMaterial.color;
  89. } else {
  90. var diffuse = originalMaterial.color;
  91. var emissive = originalMaterial.emissive !== undefined ? originalMaterial.emissive : black;
  92. }
  93. var specular = originalMaterial.specular !== undefined ? originalMaterial.specular : black;
  94. var shininess = originalMaterial.shininess !== undefined ? originalMaterial.shininess : 1;
  95. var wrapAround = originalMaterial.wrapAround !== undefined ? ( originalMaterial.wrapAround ? -1 : 1 ) : 1;
  96. var additiveSpecular = originalMaterial.metal !== undefined ? ( originalMaterial.metal ? 1 : -1 ) : -1;
  97. uniforms.emissive.value.copy( emissive );
  98. uniforms.diffuse.value.copy( diffuse );
  99. uniforms.specular.value.copy( specular );
  100. uniforms.shininess.value = shininess;
  101. uniforms.wrapAround.value = wrapAround;
  102. uniforms.additiveSpecular.value = additiveSpecular;
  103. uniforms.map.value = originalMaterial.map;
  104. material.vertexColors = originalMaterial.vertexColors;
  105. material.morphTargets = originalMaterial.morphTargets;
  106. material.morphNormals = originalMaterial.morphNormals;
  107. material.skinning = originalMaterial.skinning;
  108. material.alphaTest = originalMaterial.alphaTest;
  109. // uv repeat and offset setting priorities
  110. // 1. color map
  111. // 2. specular map
  112. // 3. normal map
  113. // 4. bump map
  114. var uvScaleMap;
  115. if ( originalMaterial.map ) {
  116. uvScaleMap = originalMaterial.map;
  117. } else if ( originalMaterial.specularMap ) {
  118. uvScaleMap = originalMaterial.specularMap;
  119. } else if ( originalMaterial.normalMap ) {
  120. uvScaleMap = originalMaterial.normalMap;
  121. } else if ( originalMaterial.bumpMap ) {
  122. uvScaleMap = originalMaterial.bumpMap;
  123. }
  124. if ( uvScaleMap !== undefined ) {
  125. var offset = uvScaleMap.offset;
  126. var repeat = uvScaleMap.repeat;
  127. uniforms.offsetRepeat.value.set( offset.x, offset.y, repeat.x, repeat.y );
  128. }
  129. deferredMaterials.colorMaterial = material;
  130. // normal + depth material
  131. // -----------------
  132. // vertex normals
  133. // morph normals
  134. // bump map
  135. // bump scale
  136. // clip depth
  137. if ( originalMaterial.morphTargets || originalMaterial.skinning || originalMaterial.bumpMap ) {
  138. var uniforms = THREE.UniformsUtils.clone( normalDepthShader.uniforms );
  139. var defines = { "USE_BUMPMAP": !!originalMaterial.bumpMap };
  140. var normalDepthMaterial = new THREE.ShaderMaterial( {
  141. uniforms: uniforms,
  142. vertexShader: normalDepthShader.vertexShader,
  143. fragmentShader: normalDepthShader.fragmentShader,
  144. shading: originalMaterial.shading,
  145. defines: defines,
  146. blending: THREE.NoBlending,
  147. depthWrite: false
  148. } );
  149. if ( originalMaterial.morphTargets ) {
  150. normalDepthMaterial.morphTargets = originalMaterial.morphTargets;
  151. normalDepthMaterial.morphNormals = originalMaterial.morphNormals;
  152. }
  153. if ( originalMaterial.skinning ) {
  154. normalDepthMaterial.skinning = originalMaterial.skinning;
  155. }
  156. if ( originalMaterial.bumpMap ) {
  157. uniforms.bumpMap.value = originalMaterial.bumpMap;
  158. uniforms.bumpScale.value = originalMaterial.bumpScale;
  159. var offset = originalMaterial.bumpMap.offset;
  160. var repeat = originalMaterial.bumpMap.repeat;
  161. uniforms.offsetRepeat.value.set( offset.x, offset.y, repeat.x, repeat.y );
  162. }
  163. deferredMaterials.normalDepthMaterial = normalDepthMaterial;
  164. } else {
  165. deferredMaterials.normalDepthMaterial = defaultNormalDepthMaterial;
  166. }
  167. return deferredMaterials;
  168. };
  169. var createDeferredPointLight = function ( light ) {
  170. // setup light material
  171. var materialLight = new THREE.ShaderMaterial( {
  172. uniforms: THREE.UniformsUtils.clone( pointLightShader.uniforms ),
  173. vertexShader: pointLightShader.vertexShader,
  174. fragmentShader: pointLightShader.fragmentShader,
  175. blending: THREE.AdditiveBlending,
  176. depthWrite: false,
  177. transparent: true,
  178. side: THREE.BackSide
  179. } );
  180. // infinite pointlights use full-screen quad proxy
  181. // regular pointlights use sphere proxy
  182. var distance, geometry;
  183. if ( light.distance > 0 ) {
  184. distance = light.distance;
  185. geometry = geometryLightSphere;
  186. } else {
  187. distance = Infinity;
  188. geometry = geometryLightPlane;
  189. materialLight.depthTest = false;
  190. materialLight.side = THREE.FrontSide;
  191. }
  192. materialLight.uniforms[ "lightPos" ].value = light.position;
  193. materialLight.uniforms[ "lightRadius" ].value = distance;
  194. materialLight.uniforms[ "lightIntensity" ].value = light.intensity;
  195. materialLight.uniforms[ "lightColor" ].value = light.color;
  196. materialLight.uniforms[ "viewWidth" ].value = scaledWidth;
  197. materialLight.uniforms[ "viewHeight" ].value = scaledHeight;
  198. materialLight.uniforms[ 'samplerColor' ].value = compColor.renderTarget2;
  199. materialLight.uniforms[ 'samplerNormalDepth' ].value = compNormalDepth.renderTarget2;
  200. // create light proxy mesh
  201. var meshLight = new THREE.Mesh( geometry, materialLight );
  202. if ( light.distance > 0 ) {
  203. meshLight.position = light.position;
  204. meshLight.scale.multiplyScalar( distance );
  205. }
  206. // keep reference for size reset
  207. lightMaterials.push( materialLight );
  208. return meshLight;
  209. };
  210. var createDeferredDirectionalLight = function ( light ) {
  211. // setup light material
  212. var materialLight = new THREE.ShaderMaterial( {
  213. uniforms: THREE.UniformsUtils.clone( directionalLightShader.uniforms ),
  214. vertexShader: directionalLightShader.vertexShader,
  215. fragmentShader: directionalLightShader.fragmentShader,
  216. blending: THREE.AdditiveBlending,
  217. depthWrite: false,
  218. transparent: true
  219. } );
  220. materialLight.uniforms[ "lightDir" ].value = light.position;
  221. materialLight.uniforms[ "lightIntensity" ].value = light.intensity;
  222. materialLight.uniforms[ "lightColor" ].value = light.color;
  223. materialLight.uniforms[ "viewWidth" ].value = scaledWidth;
  224. materialLight.uniforms[ "viewHeight" ].value = scaledHeight;
  225. materialLight.uniforms[ 'samplerColor' ].value = compColor.renderTarget2;
  226. materialLight.uniforms[ 'samplerNormalDepth' ].value = compNormalDepth.renderTarget2;
  227. // create light proxy mesh
  228. var meshLight = new THREE.Mesh( geometryLightPlane, materialLight );
  229. // keep reference for size reset
  230. lightMaterials.push( materialLight );
  231. return meshLight;
  232. };
  233. var createDeferredEmissiveLight = function () {
  234. // setup light material
  235. var materialLight = new THREE.ShaderMaterial( {
  236. uniforms: THREE.UniformsUtils.clone( emissiveLightShader.uniforms ),
  237. vertexShader: emissiveLightShader.vertexShader,
  238. fragmentShader: emissiveLightShader.fragmentShader,
  239. depthTest: false,
  240. depthWrite: false,
  241. blending: THREE.NoBlending
  242. } );
  243. materialLight.uniforms[ "viewWidth" ].value = scaledWidth;
  244. materialLight.uniforms[ "viewHeight" ].value = scaledHeight;
  245. materialLight.uniforms[ 'samplerColor' ].value = compColor.renderTarget2;
  246. // create light proxy mesh
  247. var meshLight = new THREE.Mesh( geometryLightPlane, materialLight );
  248. // keep reference for size reset
  249. lightMaterials.push( materialLight );
  250. return meshLight;
  251. };
  252. var initDeferredProperties = function ( object ) {
  253. if ( object.properties.deferredInitialized ) return;
  254. if ( object.material ) initDeferredMaterials( object );
  255. if ( object instanceof THREE.PointLight ) {
  256. var meshLight = createDeferredPointLight( object );
  257. if ( object.distance > 0 ) {
  258. lightSceneProxy.add( meshLight );
  259. } else {
  260. lightSceneFullscreen.add( meshLight );
  261. }
  262. } else if ( object instanceof THREE.DirectionalLight ) {
  263. var meshLight = createDeferredDirectionalLight( object );
  264. lightSceneFullscreen.add( meshLight );
  265. }
  266. object.properties.deferredInitialized = true;
  267. };
  268. //
  269. var setMaterialColor = function ( object ) {
  270. if ( object.material ) object.material = object.properties.colorMaterial;
  271. };
  272. var setMaterialNormalDepth = function ( object ) {
  273. if ( object.material ) object.material = object.properties.normalDepthMaterial;
  274. };
  275. //
  276. this.setSize = function ( width, height ) {
  277. this.renderer.setSize( width, height );
  278. scaledWidth = Math.floor( scale * width );
  279. scaledHeight = Math.floor( scale * height );
  280. compColor.setSize( scaledWidth, scaledHeight );
  281. compNormalDepth.setSize( scaledWidth, scaledHeight );
  282. compLight.setSize( scaledWidth, scaledHeight );
  283. compFinal.setSize( scaledWidth, scaledHeight );
  284. compNormalDepth.renderTarget2.shareDepthFrom = compColor.renderTarget2;
  285. compLight.renderTarget2.shareDepthFrom = compColor.renderTarget2;
  286. for ( var i = 0, il = lightMaterials.length; i < il; i ++ ) {
  287. var uniforms = lightMaterials[ i ].uniforms;
  288. uniforms[ "viewWidth" ].value = scaledWidth;
  289. uniforms[ "viewHeight" ].value = scaledHeight;
  290. uniforms[ 'samplerColor' ].value = compColor.renderTarget2;
  291. if ( uniforms[ 'samplerNormalDepth' ] ) {
  292. uniforms[ 'samplerNormalDepth' ].value = compNormalDepth.renderTarget2;
  293. }
  294. }
  295. compositePass.uniforms[ 'samplerLight' ].value = compLight.renderTarget2;
  296. effectFXAA.uniforms[ 'resolution' ].value.set( 1 / width, 1 / height );
  297. };
  298. //
  299. this.render = function ( scene, camera ) {
  300. // setup deferred properties
  301. if ( ! scene.properties.lightSceneProxy ) {
  302. scene.properties.lightSceneProxy = new THREE.Scene();
  303. scene.properties.lightSceneFullscreen = new THREE.Scene();
  304. var meshLight = createDeferredEmissiveLight();
  305. scene.properties.lightSceneFullscreen.add( meshLight );
  306. }
  307. lightSceneProxy = scene.properties.lightSceneProxy;
  308. lightSceneFullscreen = scene.properties.lightSceneFullscreen;
  309. passColor.camera = camera;
  310. passNormalDepth.camera = camera;
  311. passLightProxy.camera = camera;
  312. passLightFullscreen.camera = THREE.EffectComposer.camera;
  313. passColor.scene = scene;
  314. passNormalDepth.scene = scene;
  315. passLightFullscreen.scene = lightSceneFullscreen;
  316. passLightProxy.scene = lightSceneProxy;
  317. scene.traverse( initDeferredProperties );
  318. // update scene graph only once per frame
  319. // (both color and normalDepth passes use exactly the same scene state)
  320. this.renderer.autoUpdateScene = false;
  321. scene.updateMatrixWorld();
  322. // 1) g-buffer color pass
  323. scene.traverse( setMaterialColor );
  324. // clear shared depth buffer
  325. this.renderer.autoClearDepth = true;
  326. this.renderer.autoClearStencil = true;
  327. // write 1 to shared stencil buffer
  328. // for non-background pixels
  329. gl.enable( gl.STENCIL_TEST );
  330. gl.stencilOp( gl.REPLACE, gl.REPLACE, gl.REPLACE );
  331. gl.stencilFunc( gl.ALWAYS, 1, 0xffffffff );
  332. gl.clearStencil( 0 );
  333. compColor.render();
  334. // 2) g-buffer normals + depth pass
  335. scene.traverse( setMaterialNormalDepth );
  336. // do not touch shared depth buffer in this pass
  337. // (no depth clearing, no depth writing,
  338. // just write color pixel if depth is the same)
  339. this.renderer.autoClearDepth = false;
  340. this.renderer.autoClearStencil = false;
  341. gl.depthFunc( gl.EQUAL );
  342. // just touch foreground pixels (stencil == 1)
  343. // both in normalDepth and light passes
  344. gl.stencilFunc( gl.EQUAL, 1, 0xffffffff );
  345. gl.stencilOp( gl.KEEP, gl.KEEP, gl.KEEP );
  346. compNormalDepth.render();
  347. // 3) light pass
  348. this.renderer.autoUpdateScene = true;
  349. camera.projectionMatrixInverse.getInverse( camera.projectionMatrix );
  350. for ( var i = 0, il = lightSceneProxy.children.length; i < il; i ++ ) {
  351. var uniforms = lightSceneProxy.children[ i ].material.uniforms;
  352. uniforms[ "matProjInverse" ].value = camera.projectionMatrixInverse;
  353. uniforms[ "matView" ].value = camera.matrixWorldInverse;
  354. }
  355. for ( var i = 0, il = lightSceneFullscreen.children.length; i < il; i ++ ) {
  356. var uniforms = lightSceneFullscreen.children[ i ].material.uniforms;
  357. if ( uniforms[ "matProjInverse" ] ) uniforms[ "matProjInverse" ].value = camera.projectionMatrixInverse;
  358. if ( uniforms[ "matView" ] ) uniforms[ "matView" ].value = camera.matrixWorldInverse;
  359. }
  360. // still no touching shared depth buffer
  361. // (write light proxy color pixel if in front of scene pixel)
  362. gl.depthFunc( gl.GEQUAL );
  363. compLight.render();
  364. // 4) composite pass
  365. // return back to usual depth and stencil handling state
  366. this.renderer.autoClearDepth = true;
  367. this.renderer.autoClearStencil = true;
  368. gl.depthFunc( gl.LEQUAL );
  369. gl.disable( gl.STENCIL_TEST );
  370. compFinal.render( 0.1 );
  371. };
  372. var createRenderTargets = function ( ) {
  373. var rtParamsFloatLinear = { minFilter: THREE.NearestFilter, magFilter: THREE.LinearFilter, stencilBuffer: true,
  374. format: THREE.RGBAFormat, type: THREE.FloatType };
  375. var rtParamsFloatNearest = { minFilter: THREE.NearestFilter, magFilter: THREE.NearestFilter, stencilBuffer: true,
  376. format: THREE.RGBAFormat, type: THREE.FloatType };
  377. var rtParamsUByte = { minFilter: THREE.NearestFilter, magFilter: THREE.LinearFilter, stencilBuffer: false,
  378. format: THREE.RGBFormat, type: THREE.UnsignedByteType };
  379. // g-buffers
  380. var rtColor = new THREE.WebGLRenderTarget( scaledWidth, scaledHeight, rtParamsFloatNearest );
  381. var rtNormalDepth = new THREE.WebGLRenderTarget( scaledWidth, scaledHeight, rtParamsFloatNearest );
  382. var rtLight = new THREE.WebGLRenderTarget( scaledWidth, scaledHeight, rtParamsFloatLinear );
  383. var rtFinal = new THREE.WebGLRenderTarget( scaledWidth, scaledHeight, rtParamsUByte );
  384. rtColor.generateMipmaps = false;
  385. rtNormalDepth.generateMipmaps = false;
  386. rtLight.generateMipmaps = false;
  387. rtFinal.generateMipmaps = false;
  388. // color composer
  389. passColor = new THREE.RenderPass();
  390. passColor.clear = true;
  391. compColor = new THREE.EffectComposer( _this.renderer, rtColor );
  392. compColor.addPass( passColor );
  393. // normal + depth composer
  394. passNormalDepth = new THREE.RenderPass();
  395. passNormalDepth.clear = true;
  396. compNormalDepth = new THREE.EffectComposer( _this.renderer, rtNormalDepth );
  397. compNormalDepth.addPass( passNormalDepth );
  398. compNormalDepth.renderTarget2.shareDepthFrom = compColor.renderTarget2;
  399. // light composer
  400. passLightFullscreen = new THREE.RenderPass();
  401. passLightFullscreen.clear = true;
  402. passLightProxy = new THREE.RenderPass();
  403. passLightProxy.clear = false;
  404. compLight = new THREE.EffectComposer( _this.renderer, rtLight );
  405. compLight.addPass( passLightFullscreen );
  406. compLight.addPass( passLightProxy );
  407. compLight.renderTarget2.shareDepthFrom = compColor.renderTarget2;
  408. // final composer
  409. compositePass = new THREE.ShaderPass( compositeShader );
  410. compositePass.uniforms[ 'samplerLight' ].value = compLight.renderTarget2;
  411. compositePass.uniforms[ 'brightness' ].value = brightness;
  412. compositePass.material.blending = THREE.NoBlending;
  413. compositePass.clear = true;
  414. // FXAA
  415. effectFXAA = new THREE.ShaderPass( THREE.FXAAShader );
  416. effectFXAA.uniforms[ 'resolution' ].value.set( 1 / width, 1 / height );
  417. effectFXAA.renderToScreen = true;
  418. //
  419. compFinal = new THREE.EffectComposer( _this.renderer, rtFinal );
  420. compFinal.addPass( compositePass );
  421. compFinal.addPass( effectFXAA );
  422. };
  423. // init
  424. createRenderTargets();
  425. };