SSRPass.js 19 KB

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  1. ( function () {
  2. var SSRPass = function ( {
  3. renderer,
  4. scene,
  5. camera,
  6. width,
  7. height,
  8. selects,
  9. encoding,
  10. bouncing = false,
  11. morphTargets = false,
  12. groundReflector
  13. } ) {
  14. THREE.Pass.call( this );
  15. this.width = width !== undefined ? width : 512;
  16. this.height = height !== undefined ? height : 512;
  17. this.clear = true;
  18. this.renderer = renderer;
  19. this.scene = scene;
  20. this.camera = camera;
  21. this.groundReflector = groundReflector;
  22. this.opacity = THREE.SSRShader.uniforms.opacity.value;
  23. this.output = 0;
  24. this.maxDistance = THREE.SSRShader.uniforms.maxDistance.value;
  25. this.surfDist = THREE.SSRShader.uniforms.surfDist.value;
  26. this.encoding = encoding;
  27. this.tempColor = new THREE.Color();
  28. this._selects = selects;
  29. this.selective = Array.isArray( this._selects );
  30. Object.defineProperty( this, 'selects', {
  31. get() {
  32. return this._selects;
  33. },
  34. set( val ) {
  35. if ( this._selects === val ) return;
  36. this._selects = val;
  37. if ( Array.isArray( val ) ) {
  38. this.selective = true;
  39. this.ssrMaterial.defines.SELECTIVE = true;
  40. this.ssrMaterial.needsUpdate = true;
  41. } else {
  42. this.selective = false;
  43. this.ssrMaterial.defines.SELECTIVE = false;
  44. this.ssrMaterial.needsUpdate = true;
  45. }
  46. }
  47. } );
  48. this._bouncing = bouncing;
  49. Object.defineProperty( this, 'bouncing', {
  50. get() {
  51. return this._bouncing;
  52. },
  53. set( val ) {
  54. if ( this._bouncing === val ) return;
  55. this._bouncing = val;
  56. if ( val ) {
  57. this.ssrMaterial.uniforms[ 'tDiffuse' ].value = this.prevRenderTarget.texture;
  58. } else {
  59. this.ssrMaterial.uniforms[ 'tDiffuse' ].value = this.beautyRenderTarget.texture;
  60. }
  61. }
  62. } );
  63. this.blur = true;
  64. this._distanceAttenuation = THREE.SSRShader.defines.DISTANCE_ATTENUATION;
  65. Object.defineProperty( this, 'distanceAttenuation', {
  66. get() {
  67. return this._distanceAttenuation;
  68. },
  69. set( val ) {
  70. if ( this._distanceAttenuation === val ) return;
  71. this._distanceAttenuation = val;
  72. this.ssrMaterial.defines.DISTANCE_ATTENUATION = val;
  73. this.ssrMaterial.needsUpdate = true;
  74. }
  75. } );
  76. this._fresnel = THREE.SSRShader.defines.FRESNEL;
  77. Object.defineProperty( this, 'fresnel', {
  78. get() {
  79. return this._fresnel;
  80. },
  81. set( val ) {
  82. if ( this._fresnel === val ) return;
  83. this._fresnel = val;
  84. this.ssrMaterial.defines.FRESNEL = val;
  85. this.ssrMaterial.needsUpdate = true;
  86. }
  87. } );
  88. this._infiniteThick = THREE.SSRShader.defines.INFINITE_THICK;
  89. Object.defineProperty( this, 'infiniteThick', {
  90. get() {
  91. return this._infiniteThick;
  92. },
  93. set( val ) {
  94. if ( this._infiniteThick === val ) return;
  95. this._infiniteThick = val;
  96. this.ssrMaterial.defines.INFINITE_THICK = val;
  97. this.ssrMaterial.needsUpdate = true;
  98. }
  99. } );
  100. this.thickTolerance = THREE.SSRShader.uniforms.thickTolerance.value; // beauty render target with depth buffer
  101. var depthTexture = new THREE.DepthTexture();
  102. depthTexture.type = THREE.UnsignedShortType;
  103. depthTexture.minFilter = THREE.NearestFilter;
  104. depthTexture.magFilter = THREE.NearestFilter;
  105. this.beautyRenderTarget = new THREE.WebGLRenderTarget( this.width, this.height, {
  106. minFilter: THREE.LinearFilter,
  107. magFilter: THREE.LinearFilter,
  108. format: THREE.RGBAFormat,
  109. depthTexture: depthTexture,
  110. depthBuffer: true
  111. } ); //for bouncing
  112. this.prevRenderTarget = new THREE.WebGLRenderTarget( this.width, this.height, {
  113. minFilter: THREE.LinearFilter,
  114. magFilter: THREE.LinearFilter,
  115. format: THREE.RGBAFormat
  116. } ); // normal render target
  117. this.normalRenderTarget = new THREE.WebGLRenderTarget( this.width, this.height, {
  118. minFilter: THREE.NearestFilter,
  119. magFilter: THREE.NearestFilter,
  120. format: THREE.RGBAFormat,
  121. type: THREE.HalfFloatType
  122. } ); // metalness render target
  123. this.metalnessRenderTarget = new THREE.WebGLRenderTarget( this.width, this.height, {
  124. minFilter: THREE.NearestFilter,
  125. magFilter: THREE.NearestFilter,
  126. format: THREE.RGBAFormat
  127. } ); // ssr render target
  128. this.ssrRenderTarget = new THREE.WebGLRenderTarget( this.width, this.height, {
  129. minFilter: THREE.LinearFilter,
  130. magFilter: THREE.LinearFilter,
  131. format: THREE.RGBAFormat
  132. } );
  133. this.blurRenderTarget = this.ssrRenderTarget.clone();
  134. this.blurRenderTarget2 = this.ssrRenderTarget.clone(); // this.blurRenderTarget3 = this.ssrRenderTarget.clone();
  135. // ssr material
  136. if ( THREE.SSRShader === undefined ) {
  137. console.error( 'THREE.SSRPass: The pass relies on THREE.SSRShader.' );
  138. }
  139. this.ssrMaterial = new THREE.ShaderMaterial( {
  140. defines: Object.assign( {}, THREE.SSRShader.defines, {
  141. MAX_STEP: Math.sqrt( this.width * this.width + this.height * this.height )
  142. } ),
  143. uniforms: THREE.UniformsUtils.clone( THREE.SSRShader.uniforms ),
  144. vertexShader: THREE.SSRShader.vertexShader,
  145. fragmentShader: THREE.SSRShader.fragmentShader,
  146. blending: THREE.NoBlending
  147. } );
  148. this.ssrMaterial.uniforms[ 'tDiffuse' ].value = this.beautyRenderTarget.texture;
  149. this.ssrMaterial.uniforms[ 'tNormal' ].value = this.normalRenderTarget.texture;
  150. this.ssrMaterial.defines.SELECTIVE = this.selective;
  151. this.ssrMaterial.needsUpdate = true;
  152. this.ssrMaterial.uniforms[ 'tMetalness' ].value = this.metalnessRenderTarget.texture;
  153. this.ssrMaterial.uniforms[ 'tDepth' ].value = this.beautyRenderTarget.depthTexture;
  154. this.ssrMaterial.uniforms[ 'cameraNear' ].value = this.camera.near;
  155. this.ssrMaterial.uniforms[ 'cameraFar' ].value = this.camera.far;
  156. this.ssrMaterial.uniforms[ 'surfDist' ].value = this.surfDist;
  157. this.ssrMaterial.uniforms[ 'resolution' ].value.set( this.width, this.height );
  158. this.ssrMaterial.uniforms[ 'cameraProjectionMatrix' ].value.copy( this.camera.projectionMatrix );
  159. this.ssrMaterial.uniforms[ 'cameraInverseProjectionMatrix' ].value.copy( this.camera.projectionMatrixInverse ); // normal material
  160. this.normalMaterial = new THREE.MeshNormalMaterial( {
  161. morphTargets
  162. } );
  163. this.normalMaterial.blending = THREE.NoBlending; // metalnessOn material
  164. this.metalnessOnMaterial = new THREE.MeshBasicMaterial( {
  165. color: 'white'
  166. } ); // metalnessOff material
  167. this.metalnessOffMaterial = new THREE.MeshBasicMaterial( {
  168. color: 'black'
  169. } ); // blur material
  170. this.blurMaterial = new THREE.ShaderMaterial( {
  171. defines: Object.assign( {}, THREE.SSRBlurShader.defines ),
  172. uniforms: THREE.UniformsUtils.clone( THREE.SSRBlurShader.uniforms ),
  173. vertexShader: THREE.SSRBlurShader.vertexShader,
  174. fragmentShader: THREE.SSRBlurShader.fragmentShader
  175. } );
  176. this.blurMaterial.uniforms[ 'tDiffuse' ].value = this.ssrRenderTarget.texture;
  177. this.blurMaterial.uniforms[ 'resolution' ].value.set( this.width, this.height ); // blur material 2
  178. this.blurMaterial2 = new THREE.ShaderMaterial( {
  179. defines: Object.assign( {}, THREE.SSRBlurShader.defines ),
  180. uniforms: THREE.UniformsUtils.clone( THREE.SSRBlurShader.uniforms ),
  181. vertexShader: THREE.SSRBlurShader.vertexShader,
  182. fragmentShader: THREE.SSRBlurShader.fragmentShader
  183. } );
  184. this.blurMaterial2.uniforms[ 'tDiffuse' ].value = this.blurRenderTarget.texture;
  185. this.blurMaterial2.uniforms[ 'resolution' ].value.set( this.width, this.height ); // // blur material 3
  186. // this.blurMaterial3 = new THREE.ShaderMaterial({
  187. // defines: Object.assign({}, THREE.SSRBlurShader.defines),
  188. // uniforms: THREE.UniformsUtils.clone(THREE.SSRBlurShader.uniforms),
  189. // vertexShader: THREE.SSRBlurShader.vertexShader,
  190. // fragmentShader: THREE.SSRBlurShader.fragmentShader
  191. // });
  192. // this.blurMaterial3.uniforms['tDiffuse'].value = this.blurRenderTarget2.texture;
  193. // this.blurMaterial3.uniforms['resolution'].value.set(this.width, this.height);
  194. // material for rendering the depth
  195. this.depthRenderMaterial = new THREE.ShaderMaterial( {
  196. defines: Object.assign( {}, THREE.SSRDepthShader.defines ),
  197. uniforms: THREE.UniformsUtils.clone( THREE.SSRDepthShader.uniforms ),
  198. vertexShader: THREE.SSRDepthShader.vertexShader,
  199. fragmentShader: THREE.SSRDepthShader.fragmentShader,
  200. blending: THREE.NoBlending
  201. } );
  202. this.depthRenderMaterial.uniforms[ 'tDepth' ].value = this.beautyRenderTarget.depthTexture;
  203. this.depthRenderMaterial.uniforms[ 'cameraNear' ].value = this.camera.near;
  204. this.depthRenderMaterial.uniforms[ 'cameraFar' ].value = this.camera.far; // material for rendering the content of a render target
  205. this.copyMaterial = new THREE.ShaderMaterial( {
  206. uniforms: THREE.UniformsUtils.clone( THREE.CopyShader.uniforms ),
  207. vertexShader: THREE.CopyShader.vertexShader,
  208. fragmentShader: THREE.CopyShader.fragmentShader,
  209. transparent: true,
  210. depthTest: false,
  211. depthWrite: false,
  212. blendSrc: THREE.SrcAlphaFactor,
  213. blendDst: THREE.OneMinusSrcAlphaFactor,
  214. blendEquation: THREE.AddEquation,
  215. blendSrcAlpha: THREE.SrcAlphaFactor,
  216. blendDstAlpha: THREE.OneMinusSrcAlphaFactor,
  217. blendEquationAlpha: THREE.AddEquation // premultipliedAlpha:true,
  218. } );
  219. this.fsQuad = new THREE.Pass.FullScreenQuad( null );
  220. this.originalClearColor = new THREE.Color();
  221. };
  222. SSRPass.prototype = Object.assign( Object.create( THREE.Pass.prototype ), {
  223. constructor: SSRPass,
  224. dispose: function () {
  225. // dispose render targets
  226. this.beautyRenderTarget.dispose();
  227. this.prevRenderTarget.dispose();
  228. this.normalRenderTarget.dispose();
  229. this.metalnessRenderTarget.dispose();
  230. this.ssrRenderTarget.dispose();
  231. this.blurRenderTarget.dispose();
  232. this.blurRenderTarget2.dispose(); // this.blurRenderTarget3.dispose();
  233. // dispose materials
  234. this.normalMaterial.dispose();
  235. this.metalnessOnMaterial.dispose();
  236. this.metalnessOffMaterial.dispose();
  237. this.blurMaterial.dispose();
  238. this.blurMaterial2.dispose();
  239. this.copyMaterial.dispose();
  240. this.depthRenderMaterial.dispose(); // dipsose full screen quad
  241. this.fsQuad.dispose();
  242. },
  243. render: function ( renderer, writeBuffer
  244. /*, readBuffer, deltaTime, maskActive */
  245. ) {
  246. // render beauty and depth
  247. if ( this.encoding ) this.beautyRenderTarget.texture.encoding = this.encoding;
  248. renderer.setRenderTarget( this.beautyRenderTarget );
  249. renderer.clear();
  250. if ( this.groundReflector ) {
  251. this.groundReflector.visible = false;
  252. this.groundReflector.doRender( this.renderer, this.scene, this.camera );
  253. this.groundReflector.visible = true;
  254. }
  255. renderer.render( this.scene, this.camera );
  256. if ( this.groundReflector ) this.groundReflector.visible = false; // render normals
  257. this.renderOverride( renderer, this.normalMaterial, this.normalRenderTarget, 0, 0 ); // render metalnesses
  258. if ( this.selective ) {
  259. this.renderMetalness( renderer, this.metalnessOnMaterial, this.metalnessRenderTarget, 0, 0 );
  260. } // render SSR
  261. this.ssrMaterial.uniforms[ 'opacity' ].value = this.opacity;
  262. this.ssrMaterial.uniforms[ 'maxDistance' ].value = this.maxDistance;
  263. this.ssrMaterial.uniforms[ 'surfDist' ].value = this.surfDist;
  264. this.ssrMaterial.uniforms[ 'thickTolerance' ].value = this.thickTolerance;
  265. this.renderPass( renderer, this.ssrMaterial, this.ssrRenderTarget ); // render blur
  266. if ( this.blur ) {
  267. this.renderPass( renderer, this.blurMaterial, this.blurRenderTarget );
  268. this.renderPass( renderer, this.blurMaterial2, this.blurRenderTarget2 ); // this.renderPass(renderer, this.blurMaterial3, this.blurRenderTarget3);
  269. } // output result to screen
  270. switch ( this.output ) {
  271. case SSRPass.OUTPUT.Default:
  272. if ( this.bouncing ) {
  273. this.copyMaterial.uniforms[ 'tDiffuse' ].value = this.beautyRenderTarget.texture;
  274. this.copyMaterial.blending = THREE.NoBlending;
  275. this.renderPass( renderer, this.copyMaterial, this.prevRenderTarget );
  276. if ( this.blur ) this.copyMaterial.uniforms[ 'tDiffuse' ].value = this.blurRenderTarget2.texture; else this.copyMaterial.uniforms[ 'tDiffuse' ].value = this.ssrRenderTarget.texture;
  277. this.copyMaterial.blending = THREE.NormalBlending;
  278. this.renderPass( renderer, this.copyMaterial, this.prevRenderTarget );
  279. this.copyMaterial.uniforms[ 'tDiffuse' ].value = this.prevRenderTarget.texture;
  280. this.copyMaterial.blending = THREE.NoBlending;
  281. this.renderPass( renderer, this.copyMaterial, this.renderToScreen ? null : writeBuffer );
  282. } else {
  283. this.copyMaterial.uniforms[ 'tDiffuse' ].value = this.beautyRenderTarget.texture;
  284. this.copyMaterial.blending = THREE.NoBlending;
  285. this.renderPass( renderer, this.copyMaterial, this.renderToScreen ? null : writeBuffer );
  286. if ( this.blur ) this.copyMaterial.uniforms[ 'tDiffuse' ].value = this.blurRenderTarget2.texture; else this.copyMaterial.uniforms[ 'tDiffuse' ].value = this.ssrRenderTarget.texture;
  287. this.copyMaterial.blending = THREE.NormalBlending;
  288. this.renderPass( renderer, this.copyMaterial, this.renderToScreen ? null : writeBuffer );
  289. }
  290. break;
  291. case SSRPass.OUTPUT.SSR:
  292. if ( this.blur ) this.copyMaterial.uniforms[ 'tDiffuse' ].value = this.blurRenderTarget2.texture; else this.copyMaterial.uniforms[ 'tDiffuse' ].value = this.ssrRenderTarget.texture;
  293. this.copyMaterial.blending = THREE.NoBlending;
  294. this.renderPass( renderer, this.copyMaterial, this.renderToScreen ? null : writeBuffer );
  295. if ( this.bouncing ) {
  296. if ( this.blur ) this.copyMaterial.uniforms[ 'tDiffuse' ].value = this.blurRenderTarget2.texture; else this.copyMaterial.uniforms[ 'tDiffuse' ].value = this.beautyRenderTarget.texture;
  297. this.copyMaterial.blending = THREE.NoBlending;
  298. this.renderPass( renderer, this.copyMaterial, this.prevRenderTarget );
  299. this.copyMaterial.uniforms[ 'tDiffuse' ].value = this.ssrRenderTarget.texture;
  300. this.copyMaterial.blending = THREE.NormalBlending;
  301. this.renderPass( renderer, this.copyMaterial, this.prevRenderTarget );
  302. }
  303. break;
  304. case SSRPass.OUTPUT.Beauty:
  305. this.copyMaterial.uniforms[ 'tDiffuse' ].value = this.beautyRenderTarget.texture;
  306. this.copyMaterial.blending = THREE.NoBlending;
  307. this.renderPass( renderer, this.copyMaterial, this.renderToScreen ? null : writeBuffer );
  308. break;
  309. case SSRPass.OUTPUT.Depth:
  310. this.renderPass( renderer, this.depthRenderMaterial, this.renderToScreen ? null : writeBuffer );
  311. break;
  312. case SSRPass.OUTPUT.Normal:
  313. this.copyMaterial.uniforms[ 'tDiffuse' ].value = this.normalRenderTarget.texture;
  314. this.copyMaterial.blending = THREE.NoBlending;
  315. this.renderPass( renderer, this.copyMaterial, this.renderToScreen ? null : writeBuffer );
  316. break;
  317. case SSRPass.OUTPUT.Metalness:
  318. this.copyMaterial.uniforms[ 'tDiffuse' ].value = this.metalnessRenderTarget.texture;
  319. this.copyMaterial.blending = THREE.NoBlending;
  320. this.renderPass( renderer, this.copyMaterial, this.renderToScreen ? null : writeBuffer );
  321. break;
  322. default:
  323. console.warn( 'THREE.SSRPass: Unknown output type.' );
  324. }
  325. },
  326. renderPass: function ( renderer, passMaterial, renderTarget, clearColor, clearAlpha ) {
  327. // save original state
  328. this.originalClearColor.copy( renderer.getClearColor( this.tempColor ) );
  329. var originalClearAlpha = renderer.getClearAlpha( this.tempColor );
  330. var originalAutoClear = renderer.autoClear;
  331. renderer.setRenderTarget( renderTarget ); // setup pass state
  332. renderer.autoClear = false;
  333. if ( clearColor !== undefined && clearColor !== null ) {
  334. renderer.setClearColor( clearColor );
  335. renderer.setClearAlpha( clearAlpha || 0.0 );
  336. renderer.clear();
  337. }
  338. this.fsQuad.material = passMaterial;
  339. this.fsQuad.render( renderer ); // restore original state
  340. renderer.autoClear = originalAutoClear;
  341. renderer.setClearColor( this.originalClearColor );
  342. renderer.setClearAlpha( originalClearAlpha );
  343. },
  344. renderOverride: function ( renderer, overrideMaterial, renderTarget, clearColor, clearAlpha ) {
  345. this.originalClearColor.copy( renderer.getClearColor( this.tempColor ) );
  346. var originalClearAlpha = renderer.getClearAlpha( this.tempColor );
  347. var originalAutoClear = renderer.autoClear;
  348. renderer.setRenderTarget( renderTarget );
  349. renderer.autoClear = false;
  350. clearColor = overrideMaterial.clearColor || clearColor;
  351. clearAlpha = overrideMaterial.clearAlpha || clearAlpha;
  352. if ( clearColor !== undefined && clearColor !== null ) {
  353. renderer.setClearColor( clearColor );
  354. renderer.setClearAlpha( clearAlpha || 0.0 );
  355. renderer.clear();
  356. }
  357. this.scene.overrideMaterial = overrideMaterial;
  358. renderer.render( this.scene, this.camera );
  359. this.scene.overrideMaterial = null; // restore original state
  360. renderer.autoClear = originalAutoClear;
  361. renderer.setClearColor( this.originalClearColor );
  362. renderer.setClearAlpha( originalClearAlpha );
  363. },
  364. renderMetalness: function ( renderer, overrideMaterial, renderTarget, clearColor, clearAlpha ) {
  365. this.originalClearColor.copy( renderer.getClearColor( this.tempColor ) );
  366. var originalClearAlpha = renderer.getClearAlpha( this.tempColor );
  367. var originalAutoClear = renderer.autoClear;
  368. renderer.setRenderTarget( renderTarget );
  369. renderer.autoClear = false;
  370. clearColor = overrideMaterial.clearColor || clearColor;
  371. clearAlpha = overrideMaterial.clearAlpha || clearAlpha;
  372. if ( clearColor !== undefined && clearColor !== null ) {
  373. renderer.setClearColor( clearColor );
  374. renderer.setClearAlpha( clearAlpha || 0.0 );
  375. renderer.clear();
  376. }
  377. this.scene.traverseVisible( child => {
  378. child._SSRPassBackupMaterial = child.material;
  379. if ( this._selects.includes( child ) ) {
  380. child.material = this.metalnessOnMaterial;
  381. } else {
  382. child.material = this.metalnessOffMaterial;
  383. }
  384. } );
  385. renderer.render( this.scene, this.camera );
  386. this.scene.traverseVisible( child => {
  387. child.material = child._SSRPassBackupMaterial;
  388. } ); // restore original state
  389. renderer.autoClear = originalAutoClear;
  390. renderer.setClearColor( this.originalClearColor );
  391. renderer.setClearAlpha( originalClearAlpha );
  392. },
  393. setSize: function ( width, height ) {
  394. this.width = width;
  395. this.height = height;
  396. this.ssrMaterial.defines.MAX_STEP = Math.sqrt( width * width + height * height );
  397. this.ssrMaterial.needsUpdate = true;
  398. this.beautyRenderTarget.setSize( width, height );
  399. this.prevRenderTarget.setSize( width, height );
  400. this.ssrRenderTarget.setSize( width, height );
  401. this.normalRenderTarget.setSize( width, height );
  402. this.metalnessRenderTarget.setSize( width, height );
  403. this.blurRenderTarget.setSize( width, height );
  404. this.blurRenderTarget2.setSize( width, height ); // this.blurRenderTarget3.setSize(width, height);
  405. this.ssrMaterial.uniforms[ 'resolution' ].value.set( width, height );
  406. this.ssrMaterial.uniforms[ 'cameraProjectionMatrix' ].value.copy( this.camera.projectionMatrix );
  407. this.ssrMaterial.uniforms[ 'cameraInverseProjectionMatrix' ].value.copy( this.camera.projectionMatrixInverse );
  408. this.blurMaterial.uniforms[ 'resolution' ].value.set( width, height );
  409. this.blurMaterial2.uniforms[ 'resolution' ].value.set( width, height );
  410. }
  411. } );
  412. SSRPass.OUTPUT = {
  413. 'Default': 0,
  414. 'SSR': 1,
  415. 'Beauty': 3,
  416. 'Depth': 4,
  417. 'Normal': 5,
  418. 'Metalness': 7
  419. };
  420. THREE.SSRPass = SSRPass;
  421. } )();