SSRrPass.js 16 KB

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