123456789101112131415161718192021222324252627282930313233343536373839404142434445464748495051525354555657585960616263646566676869707172737475767778798081828384858687888990919293949596979899100101102103104105106107108109110111112113114115116117118119120121122123124125126127128129130131132133134135136137138139140141142143144145146147148149150151152153154155156157158159160161162163164165166167168169170171172173174175176177178179180181182183184185186187188189190191192193194195196197198199200201202203204205206207208209210211212213214215216217218219220221222223224225226227228229230231232233234235236237238239240241242243244245246247248249250251252253254255256257258259260261262263264265266267268269270271272273274275276277278279280281282283284285286287288289290291292293294295296297298299300301302303304305306307308309310311312313314315316317318319320321322323324325326327328329330331332333334335336337338339340341342343344345346347348349350351352353354355356357358359360361362363364365366367368369370371372373374375376377378379380381382383384385386387388389390391392393394395396397398399400401402403404405406407408409410411412413414415416417418419420421422423424425426427428429430431432 |
- /**
- * @author alteredq / http://alteredqualia.com/
- * @author MPanknin / http://www.redplant.de/
- */
- THREE.DeferredHelper = function ( parameters ) {
- var width = parameters.width;
- var height = parameters.height;
- var renderer = parameters.renderer;
- var additiveSpecular = parameters.additiveSpecular;
- // scene for light proxy geometry
- var lightScene = new THREE.Scene();
- lightNode = new THREE.Object3D();
- lightScene.add( lightNode );
- // scene for the coloured emitter spheres
- var emitterScene = new THREE.Scene();
- emitterNode = new THREE.Object3D();
- emitterScene.add( emitterNode );
- //
- var geometryEmitter = new THREE.SphereGeometry( 0.7, 7, 7 );
- var black = new THREE.Color( 0x000000 );
- var colorShader = THREE.ShaderDeferred[ "color" ];
- var normalShader = THREE.ShaderDeferred[ "normals" ];
- var bumpShader = THREE.ShaderDeferred[ "bump" ];
- var clipDepthShader = THREE.ShaderDeferred[ "clipDepth" ];
- //
- var unlitShader = THREE.ShaderDeferred[ "unlit" ];
- var lightShader = THREE.ShaderDeferred[ "light" ];
- var compositeShader = THREE.ShaderDeferred[ "composite" ];
- unlitShader.uniforms[ "viewWidth" ].value = width;
- unlitShader.uniforms[ "viewHeight" ].value = height;
- lightShader.uniforms[ "viewWidth" ].value = width;
- lightShader.uniforms[ "viewHeight" ].value = height;
- //
- var compColor, compNormal, compDepth, compEmitter, compLightBuffer, compFinal, compositePass;
- var passColor, passNormal, passDepth, passEmitter, passLight;
- //
- var defaultNormalMaterial = new THREE.ShaderMaterial( {
- uniforms: THREE.UniformsUtils.clone( normalShader.uniforms ),
- vertexShader: normalShader.vertexShader,
- fragmentShader: normalShader.fragmentShader
- } );
- var defaultDepthMaterial = new THREE.ShaderMaterial( {
- uniforms: THREE.UniformsUtils.clone( clipDepthShader.uniforms ),
- vertexShader: clipDepthShader.vertexShader,
- fragmentShader: clipDepthShader.fragmentShader
- } );
- //
- var rtParamsFloatLinear = { minFilter: THREE.NearestFilter, magFilter: THREE.LinearFilter, stencilBuffer: false,
- format: THREE.RGBAFormat, type: THREE.FloatType };
- var rtParamsFloatNearest = { minFilter: THREE.NearestFilter, magFilter: THREE.NearestFilter, stencilBuffer: false,
- format: THREE.RGBAFormat, type: THREE.FloatType };
- var rtParamsUByte = { minFilter: THREE.NearestFilter, magFilter: THREE.LinearFilter, stencilBuffer: false,
- format: THREE.RGBFormat, type: THREE.UnsignedByteType };
- //
- var addDeferredMaterials = function ( object ) {
- var originalMaterial = object.material;
- // 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, "GAMMA_INPUT": true };
- var material = new THREE.ShaderMaterial( {
- fragmentShader: colorShader.fragmentShader,
- vertexShader: colorShader.vertexShader,
- uniforms: uniforms,
- defines: defines,
- shading: originalMaterial.shading
- } );
- var diffuse = originalMaterial.color;
- var specular = originalMaterial.specular !== undefined ? originalMaterial.specular : black;
- var shininess = originalMaterial.shininess !== undefined ? originalMaterial.shininess : 1;
- uniforms.diffuse.value.copy( diffuse );
- uniforms.specular.value.copy( specular );
- uniforms.shininess.value = shininess;
- uniforms.map.value = originalMaterial.map;
- material.vertexColors = originalMaterial.vertexColors;
- material.morphTargets = originalMaterial.morphTargets;
- material.morphNormals = originalMaterial.morphNormals;
- material.alphaTest = originalMaterial.alphaTest;
- if ( originalMaterial.bumpMap ) {
- var offset = originalMaterial.bumpMap.offset;
- var repeat = originalMaterial.bumpMap.repeat;
- uniforms.offsetRepeat.value.set( offset.x, offset.y, repeat.x, repeat.y );
- }
- object.properties.colorMaterial = material;
- // normal material
- // -----------------
- // vertex normals
- // morph normals
- // bump map
- // bump scale
- if ( originalMaterial.bumpMap ) {
- var uniforms = THREE.UniformsUtils.clone( bumpShader.uniforms );
- var normalMaterial = new THREE.ShaderMaterial( {
- uniforms: uniforms,
- vertexShader: bumpShader.vertexShader,
- fragmentShader: bumpShader.fragmentShader,
- defines: { "USE_BUMPMAP": true }
- } );
- 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 );
- object.properties.normalMaterial = normalMaterial;
- } else if ( originalMaterial.morphTargets ) {
- var normalMaterial = new THREE.ShaderMaterial( {
- uniforms: THREE.UniformsUtils.clone( normalShader.uniforms ),
- vertexShader: normalShader.vertexShader,
- fragmentShader: normalShader.fragmentShader,
- shading: originalMaterial.shading
- } );
- normalMaterial.morphTargets = originalMaterial.morphTargets;
- normalMaterial.morphNormals = originalMaterial.morphNormals;
- object.properties.normalMaterial = normalMaterial;
- } else {
- object.properties.normalMaterial = defaultNormalMaterial;
- }
- // depth material
- if ( originalMaterial.morphTargets ) {
- var depthMaterial = new THREE.ShaderMaterial( {
- uniforms: THREE.UniformsUtils.clone( clipDepthShader.uniforms ),
- vertexShader: clipDepthShader.vertexShader,
- fragmentShader: clipDepthShader.fragmentShader
- } );
- depthMaterial.morphTargets = originalMaterial.morphTargets;
- object.properties.depthMaterial = depthMaterial;
- } else {
- object.properties.depthMaterial = defaultDepthMaterial;
- }
- object.properties.deferredInitialized = true;
- };
- var addDeferredPointLight = function ( light ) {
- // setup material
- var materialLight = new THREE.ShaderMaterial( {
- uniforms: THREE.UniformsUtils.clone( lightShader.uniforms ),
- vertexShader: lightShader.vertexShader,
- fragmentShader: lightShader.fragmentShader,
- defines: { "ADDITIVE_SPECULAR": additiveSpecular },
- blending: THREE.AdditiveBlending,
- depthWrite: false,
- transparent: true
- } );
- materialLight.uniforms[ "lightPos" ].value = light.position;
- materialLight.uniforms[ "lightRadius" ].value = light.distance;
- materialLight.uniforms[ "lightIntensity" ].value = light.intensity;
- materialLight.uniforms[ "lightColor" ].value = light.color;
- // setup proxy geometry for this light
- var geometryLight = new THREE.SphereGeometry( light.distance, 16, 8 );
- var meshLight = new THREE.Mesh( geometryLight, materialLight );
- meshLight.position = light.position;
- lightNode.add( meshLight );
- // create emitter sphere
- var matEmitter = new THREE.ShaderMaterial( {
- uniforms: THREE.UniformsUtils.clone( unlitShader.uniforms ),
- vertexShader: unlitShader.vertexShader,
- fragmentShader: unlitShader.fragmentShader
- } );
- matEmitter.uniforms[ "samplerDepth" ].value = compDepth.renderTarget2;
- matEmitter.uniforms[ "lightColor" ].value = light.color;
- var meshEmitter = new THREE.Mesh( geometryEmitter, matEmitter );
- meshEmitter.position = light.position;
- emitterNode.add( meshEmitter );
- // add emitter to light node
- meshLight.properties.emitter = meshEmitter;
- light.properties.deferredInitialized = true;
- };
- var initDeferredProperties = function ( object ) {
- if ( object.properties.deferredInitialized ) return;
- if ( object.material ) addDeferredMaterials( object );
- if ( object instanceof THREE.PointLight ) addDeferredPointLight( object );
- };
- //
- var setMaterialColor = function ( object ) {
- if ( object.material ) object.material = object.properties.colorMaterial;
- };
- var setMaterialDepth = function ( object ) {
- if ( object.material ) object.material = object.properties.depthMaterial;
- };
- var setMaterialNormal= function ( object ) {
- if ( object.material ) object.material = object.properties.normalMaterial;
- };
- //
- this.render = function ( scene, camera ) {
- passColor.camera = camera;
- passNormal.camera = camera;
- passDepth.camera = camera;
- passEmitter.camera = camera;
- passLight.camera = camera;
- passColor.scene = scene;
- passNormal.scene = scene;
- passDepth.scene = scene;
- scene.traverse( initDeferredProperties );
- // g-buffer color
- scene.traverse( setMaterialColor );
- compColor.render();
- // g-buffer depth
- scene.traverse( setMaterialDepth );
- compDepth.render();
- // g-buffer normals
- scene.traverse( setMaterialNormal );
- compNormal.render();
- // emitter pass
- compEmitter.render();
- // light pass
- camera.projectionMatrixInverse.getInverse( camera.projectionMatrix );
- for ( var i = 0, il = lightNode.children.length; i < il; i ++ ) {
- var uniforms = lightNode.children[ i ].material.uniforms;
- uniforms[ "matProjInverse" ].value = camera.projectionMatrixInverse;
- uniforms[ "matView" ].value = camera.matrixWorldInverse;
- }
- compLightBuffer.render();
- // composite pass
- compFinal.render( 0.1 );
- };
- var createRenderTargets = function ( ) {
- // g-buffers
- var rtColor = new THREE.WebGLRenderTarget( width, height, rtParamsFloatNearest );
- var rtNormal = new THREE.WebGLRenderTarget( width, height, rtParamsFloatLinear );
- var rtDepth = new THREE.WebGLRenderTarget( width, height, rtParamsFloatLinear );
- var rtLight = new THREE.WebGLRenderTarget( width, height, rtParamsFloatLinear );
- var rtEmitter = new THREE.WebGLRenderTarget( width, height, rtParamsUByte );
- var rtFinal = new THREE.WebGLRenderTarget( width, height, rtParamsUByte );
- rtColor.generateMipmaps = false;
- rtNormal.generateMipmaps = false;
- rtDepth.generateMipmaps = false;
- rtLight.generateMipmaps = false;
- rtEmitter.generateMipmaps = false;
- rtFinal.generateMipmaps = false;
- // composers
- passColor = new THREE.RenderPass();
- compColor = new THREE.EffectComposer( renderer, rtColor );
- compColor.addPass( passColor );
- passNormal = new THREE.RenderPass();
- compNormal = new THREE.EffectComposer( renderer, rtNormal );
- compNormal.addPass( passNormal );
- passDepth = new THREE.RenderPass();
- compDepth = new THREE.EffectComposer( renderer, rtDepth );
- compDepth.addPass( passDepth );
- passEmitter = new THREE.RenderPass( emitterScene );
- compEmitter = new THREE.EffectComposer( renderer, rtEmitter );
- compEmitter.addPass( passEmitter );
- passLight = new THREE.RenderPass( lightScene );
- compLightBuffer = new THREE.EffectComposer( renderer, rtLight );
- compLightBuffer.addPass( passLight );
- //
- lightShader.uniforms[ 'samplerColor' ].value = compColor.renderTarget2;
- lightShader.uniforms[ 'samplerNormals' ].value = compNormal.renderTarget2;
- lightShader.uniforms[ 'samplerDepth' ].value = compDepth.renderTarget2;
- lightShader.uniforms[ 'samplerLightBuffer' ].value = rtLight;
- compositeShader.uniforms[ 'samplerLightBuffer' ].value = compLightBuffer.renderTarget2;
- compositeShader.uniforms[ 'samplerEmitter' ].value = compEmitter.renderTarget2;
- // composite
- var compositePass = new THREE.ShaderPass( compositeShader );
- compositePass.needsSwap = true;
- var effectFXAA = new THREE.ShaderPass( THREE.FXAAShader );
- effectFXAA.uniforms[ 'resolution' ].value.set( 1 / width, 1 / height );
- var effectColor = new THREE.ShaderPass( THREE.ColorCorrectionShader );
- effectColor.renderToScreen = true;
- effectColor.uniforms[ 'powRGB' ].value.set( 1, 1, 1 );
- effectColor.uniforms[ 'mulRGB' ].value.set( 2, 2, 2 );
- compFinal = new THREE.EffectComposer( renderer, rtFinal );
- compFinal.addPass( compositePass );
- compFinal.addPass( effectFXAA );
- compFinal.addPass( effectColor );
- };
- // init
- createRenderTargets();
- };
|