SSRPass.js 18 KB

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  1. import {
  2. AddEquation,
  3. Color,
  4. NormalBlending,
  5. DepthTexture,
  6. SrcAlphaFactor,
  7. OneMinusSrcAlphaFactor,
  8. MeshNormalMaterial,
  9. MeshBasicMaterial,
  10. NearestFilter,
  11. NoBlending,
  12. ShaderMaterial,
  13. UniformsUtils,
  14. UnsignedShortType,
  15. WebGLRenderTarget,
  16. HalfFloatType,
  17. } from 'three';
  18. import { Pass, FullScreenQuad } from './Pass.js';
  19. import { SSRShader } from '../shaders/SSRShader.js';
  20. import { SSRBlurShader } from '../shaders/SSRShader.js';
  21. import { SSRDepthShader } from '../shaders/SSRShader.js';
  22. import { CopyShader } from '../shaders/CopyShader.js';
  23. class SSRPass extends Pass {
  24. constructor( { renderer, scene, camera, width, height, selects, bouncing = false, groundReflector } ) {
  25. super();
  26. this.width = ( width !== undefined ) ? width : 512;
  27. this.height = ( height !== undefined ) ? height : 512;
  28. this.clear = true;
  29. this.renderer = renderer;
  30. this.scene = scene;
  31. this.camera = camera;
  32. this.groundReflector = groundReflector;
  33. this.opacity = SSRShader.uniforms.opacity.value;
  34. this.output = 0;
  35. this.maxDistance = SSRShader.uniforms.maxDistance.value;
  36. this.thickness = SSRShader.uniforms.thickness.value;
  37. this.tempColor = new Color();
  38. this._selects = selects;
  39. this.selective = Array.isArray( this._selects );
  40. Object.defineProperty( this, 'selects', {
  41. get() {
  42. return this._selects;
  43. },
  44. set( val ) {
  45. if ( this._selects === val ) return;
  46. this._selects = val;
  47. if ( Array.isArray( val ) ) {
  48. this.selective = true;
  49. this.ssrMaterial.defines.SELECTIVE = true;
  50. this.ssrMaterial.needsUpdate = true;
  51. } else {
  52. this.selective = false;
  53. this.ssrMaterial.defines.SELECTIVE = false;
  54. this.ssrMaterial.needsUpdate = true;
  55. }
  56. }
  57. } );
  58. this._bouncing = bouncing;
  59. Object.defineProperty( this, 'bouncing', {
  60. get() {
  61. return this._bouncing;
  62. },
  63. set( val ) {
  64. if ( this._bouncing === val ) return;
  65. this._bouncing = val;
  66. if ( val ) {
  67. this.ssrMaterial.uniforms[ 'tDiffuse' ].value = this.prevRenderTarget.texture;
  68. } else {
  69. this.ssrMaterial.uniforms[ 'tDiffuse' ].value = this.beautyRenderTarget.texture;
  70. }
  71. }
  72. } );
  73. this.blur = true;
  74. this._distanceAttenuation = SSRShader.defines.DISTANCE_ATTENUATION;
  75. Object.defineProperty( this, 'distanceAttenuation', {
  76. get() {
  77. return this._distanceAttenuation;
  78. },
  79. set( val ) {
  80. if ( this._distanceAttenuation === val ) return;
  81. this._distanceAttenuation = val;
  82. this.ssrMaterial.defines.DISTANCE_ATTENUATION = val;
  83. this.ssrMaterial.needsUpdate = true;
  84. }
  85. } );
  86. this._fresnel = SSRShader.defines.FRESNEL;
  87. Object.defineProperty( this, 'fresnel', {
  88. get() {
  89. return this._fresnel;
  90. },
  91. set( val ) {
  92. if ( this._fresnel === val ) return;
  93. this._fresnel = val;
  94. this.ssrMaterial.defines.FRESNEL = val;
  95. this.ssrMaterial.needsUpdate = true;
  96. }
  97. } );
  98. this._infiniteThick = SSRShader.defines.INFINITE_THICK;
  99. Object.defineProperty( this, 'infiniteThick', {
  100. get() {
  101. return this._infiniteThick;
  102. },
  103. set( val ) {
  104. if ( this._infiniteThick === val ) return;
  105. this._infiniteThick = val;
  106. this.ssrMaterial.defines.INFINITE_THICK = val;
  107. this.ssrMaterial.needsUpdate = true;
  108. }
  109. } );
  110. // beauty render target with depth buffer
  111. const depthTexture = new DepthTexture();
  112. depthTexture.type = UnsignedShortType;
  113. depthTexture.minFilter = NearestFilter;
  114. depthTexture.magFilter = NearestFilter;
  115. this.beautyRenderTarget = new WebGLRenderTarget( this.width, this.height, {
  116. minFilter: NearestFilter,
  117. magFilter: NearestFilter,
  118. type: HalfFloatType,
  119. depthTexture: depthTexture,
  120. depthBuffer: true
  121. } );
  122. //for bouncing
  123. this.prevRenderTarget = new WebGLRenderTarget( this.width, this.height, {
  124. minFilter: NearestFilter,
  125. magFilter: NearestFilter
  126. } );
  127. // normal render target
  128. this.normalRenderTarget = new WebGLRenderTarget( this.width, this.height, {
  129. minFilter: NearestFilter,
  130. magFilter: NearestFilter,
  131. type: HalfFloatType,
  132. } );
  133. // metalness render target
  134. this.metalnessRenderTarget = new WebGLRenderTarget( this.width, this.height, {
  135. minFilter: NearestFilter,
  136. magFilter: NearestFilter,
  137. type: HalfFloatType,
  138. } );
  139. // ssr render target
  140. this.ssrRenderTarget = new WebGLRenderTarget( this.width, this.height, {
  141. minFilter: NearestFilter,
  142. magFilter: NearestFilter
  143. } );
  144. this.blurRenderTarget = this.ssrRenderTarget.clone();
  145. this.blurRenderTarget2 = this.ssrRenderTarget.clone();
  146. // this.blurRenderTarget3 = this.ssrRenderTarget.clone();
  147. // ssr material
  148. this.ssrMaterial = new ShaderMaterial( {
  149. defines: Object.assign( {}, SSRShader.defines, {
  150. MAX_STEP: Math.sqrt( this.width * this.width + this.height * this.height )
  151. } ),
  152. uniforms: UniformsUtils.clone( SSRShader.uniforms ),
  153. vertexShader: SSRShader.vertexShader,
  154. fragmentShader: SSRShader.fragmentShader,
  155. blending: NoBlending
  156. } );
  157. this.ssrMaterial.uniforms[ 'tDiffuse' ].value = this.beautyRenderTarget.texture;
  158. this.ssrMaterial.uniforms[ 'tNormal' ].value = this.normalRenderTarget.texture;
  159. this.ssrMaterial.defines.SELECTIVE = this.selective;
  160. this.ssrMaterial.needsUpdate = true;
  161. this.ssrMaterial.uniforms[ 'tMetalness' ].value = this.metalnessRenderTarget.texture;
  162. this.ssrMaterial.uniforms[ 'tDepth' ].value = this.beautyRenderTarget.depthTexture;
  163. this.ssrMaterial.uniforms[ 'cameraNear' ].value = this.camera.near;
  164. this.ssrMaterial.uniforms[ 'cameraFar' ].value = this.camera.far;
  165. this.ssrMaterial.uniforms[ 'thickness' ].value = this.thickness;
  166. this.ssrMaterial.uniforms[ 'resolution' ].value.set( this.width, this.height );
  167. this.ssrMaterial.uniforms[ 'cameraProjectionMatrix' ].value.copy( this.camera.projectionMatrix );
  168. this.ssrMaterial.uniforms[ 'cameraInverseProjectionMatrix' ].value.copy( this.camera.projectionMatrixInverse );
  169. // normal material
  170. this.normalMaterial = new MeshNormalMaterial();
  171. this.normalMaterial.blending = NoBlending;
  172. // metalnessOn material
  173. this.metalnessOnMaterial = new MeshBasicMaterial( {
  174. color: 'white'
  175. } );
  176. // metalnessOff material
  177. this.metalnessOffMaterial = new MeshBasicMaterial( {
  178. color: 'black'
  179. } );
  180. // blur material
  181. this.blurMaterial = new ShaderMaterial( {
  182. defines: Object.assign( {}, SSRBlurShader.defines ),
  183. uniforms: UniformsUtils.clone( SSRBlurShader.uniforms ),
  184. vertexShader: SSRBlurShader.vertexShader,
  185. fragmentShader: SSRBlurShader.fragmentShader
  186. } );
  187. this.blurMaterial.uniforms[ 'tDiffuse' ].value = this.ssrRenderTarget.texture;
  188. this.blurMaterial.uniforms[ 'resolution' ].value.set( this.width, this.height );
  189. // blur material 2
  190. this.blurMaterial2 = new ShaderMaterial( {
  191. defines: Object.assign( {}, SSRBlurShader.defines ),
  192. uniforms: UniformsUtils.clone( SSRBlurShader.uniforms ),
  193. vertexShader: SSRBlurShader.vertexShader,
  194. fragmentShader: SSRBlurShader.fragmentShader
  195. } );
  196. this.blurMaterial2.uniforms[ 'tDiffuse' ].value = this.blurRenderTarget.texture;
  197. this.blurMaterial2.uniforms[ 'resolution' ].value.set( this.width, this.height );
  198. // // blur material 3
  199. // this.blurMaterial3 = new ShaderMaterial({
  200. // defines: Object.assign({}, SSRBlurShader.defines),
  201. // uniforms: UniformsUtils.clone(SSRBlurShader.uniforms),
  202. // vertexShader: SSRBlurShader.vertexShader,
  203. // fragmentShader: SSRBlurShader.fragmentShader
  204. // });
  205. // this.blurMaterial3.uniforms['tDiffuse'].value = this.blurRenderTarget2.texture;
  206. // this.blurMaterial3.uniforms['resolution'].value.set(this.width, this.height);
  207. // material for rendering the depth
  208. this.depthRenderMaterial = new ShaderMaterial( {
  209. defines: Object.assign( {}, SSRDepthShader.defines ),
  210. uniforms: UniformsUtils.clone( SSRDepthShader.uniforms ),
  211. vertexShader: SSRDepthShader.vertexShader,
  212. fragmentShader: SSRDepthShader.fragmentShader,
  213. blending: NoBlending
  214. } );
  215. this.depthRenderMaterial.uniforms[ 'tDepth' ].value = this.beautyRenderTarget.depthTexture;
  216. this.depthRenderMaterial.uniforms[ 'cameraNear' ].value = this.camera.near;
  217. this.depthRenderMaterial.uniforms[ 'cameraFar' ].value = this.camera.far;
  218. // material for rendering the content of a render target
  219. this.copyMaterial = new ShaderMaterial( {
  220. uniforms: UniformsUtils.clone( CopyShader.uniforms ),
  221. vertexShader: CopyShader.vertexShader,
  222. fragmentShader: CopyShader.fragmentShader,
  223. transparent: true,
  224. depthTest: false,
  225. depthWrite: false,
  226. blendSrc: SrcAlphaFactor,
  227. blendDst: OneMinusSrcAlphaFactor,
  228. blendEquation: AddEquation,
  229. blendSrcAlpha: SrcAlphaFactor,
  230. blendDstAlpha: OneMinusSrcAlphaFactor,
  231. blendEquationAlpha: AddEquation,
  232. // premultipliedAlpha:true,
  233. } );
  234. this.fsQuad = new FullScreenQuad( null );
  235. this.originalClearColor = new Color();
  236. }
  237. dispose() {
  238. // dispose render targets
  239. this.beautyRenderTarget.dispose();
  240. this.prevRenderTarget.dispose();
  241. this.normalRenderTarget.dispose();
  242. this.metalnessRenderTarget.dispose();
  243. this.ssrRenderTarget.dispose();
  244. this.blurRenderTarget.dispose();
  245. this.blurRenderTarget2.dispose();
  246. // this.blurRenderTarget3.dispose();
  247. // dispose materials
  248. this.normalMaterial.dispose();
  249. this.metalnessOnMaterial.dispose();
  250. this.metalnessOffMaterial.dispose();
  251. this.blurMaterial.dispose();
  252. this.blurMaterial2.dispose();
  253. this.copyMaterial.dispose();
  254. this.depthRenderMaterial.dispose();
  255. // dipsose full screen quad
  256. this.fsQuad.dispose();
  257. }
  258. render( renderer, writeBuffer /*, readBuffer, deltaTime, maskActive */ ) {
  259. // render beauty and depth
  260. renderer.setRenderTarget( this.beautyRenderTarget );
  261. renderer.clear();
  262. if ( this.groundReflector ) {
  263. this.groundReflector.visible = false;
  264. this.groundReflector.doRender( this.renderer, this.scene, this.camera );
  265. this.groundReflector.visible = true;
  266. }
  267. renderer.render( this.scene, this.camera );
  268. if ( this.groundReflector ) this.groundReflector.visible = false;
  269. // render normals
  270. this.renderOverride( renderer, this.normalMaterial, this.normalRenderTarget, 0, 0 );
  271. // render metalnesses
  272. if ( this.selective ) {
  273. this.renderMetalness( renderer, this.metalnessOnMaterial, this.metalnessRenderTarget, 0, 0 );
  274. }
  275. // render SSR
  276. this.ssrMaterial.uniforms[ 'opacity' ].value = this.opacity;
  277. this.ssrMaterial.uniforms[ 'maxDistance' ].value = this.maxDistance;
  278. this.ssrMaterial.uniforms[ 'thickness' ].value = this.thickness;
  279. this.renderPass( renderer, this.ssrMaterial, this.ssrRenderTarget );
  280. // render blur
  281. if ( this.blur ) {
  282. this.renderPass( renderer, this.blurMaterial, this.blurRenderTarget );
  283. this.renderPass( renderer, this.blurMaterial2, this.blurRenderTarget2 );
  284. // this.renderPass(renderer, this.blurMaterial3, this.blurRenderTarget3);
  285. }
  286. // output result to screen
  287. switch ( this.output ) {
  288. case SSRPass.OUTPUT.Default:
  289. if ( this.bouncing ) {
  290. this.copyMaterial.uniforms[ 'tDiffuse' ].value = this.beautyRenderTarget.texture;
  291. this.copyMaterial.blending = NoBlending;
  292. this.renderPass( renderer, this.copyMaterial, this.prevRenderTarget );
  293. if ( this.blur )
  294. this.copyMaterial.uniforms[ 'tDiffuse' ].value = this.blurRenderTarget2.texture;
  295. else
  296. this.copyMaterial.uniforms[ 'tDiffuse' ].value = this.ssrRenderTarget.texture;
  297. this.copyMaterial.blending = NormalBlending;
  298. this.renderPass( renderer, this.copyMaterial, this.prevRenderTarget );
  299. this.copyMaterial.uniforms[ 'tDiffuse' ].value = this.prevRenderTarget.texture;
  300. this.copyMaterial.blending = NoBlending;
  301. this.renderPass( renderer, this.copyMaterial, this.renderToScreen ? null : writeBuffer );
  302. } else {
  303. this.copyMaterial.uniforms[ 'tDiffuse' ].value = this.beautyRenderTarget.texture;
  304. this.copyMaterial.blending = NoBlending;
  305. this.renderPass( renderer, this.copyMaterial, this.renderToScreen ? null : writeBuffer );
  306. if ( this.blur )
  307. this.copyMaterial.uniforms[ 'tDiffuse' ].value = this.blurRenderTarget2.texture;
  308. else
  309. this.copyMaterial.uniforms[ 'tDiffuse' ].value = this.ssrRenderTarget.texture;
  310. this.copyMaterial.blending = NormalBlending;
  311. this.renderPass( renderer, this.copyMaterial, this.renderToScreen ? null : writeBuffer );
  312. }
  313. break;
  314. case SSRPass.OUTPUT.SSR:
  315. if ( this.blur )
  316. this.copyMaterial.uniforms[ 'tDiffuse' ].value = this.blurRenderTarget2.texture;
  317. else
  318. this.copyMaterial.uniforms[ 'tDiffuse' ].value = this.ssrRenderTarget.texture;
  319. this.copyMaterial.blending = NoBlending;
  320. this.renderPass( renderer, this.copyMaterial, this.renderToScreen ? null : writeBuffer );
  321. if ( this.bouncing ) {
  322. if ( this.blur )
  323. this.copyMaterial.uniforms[ 'tDiffuse' ].value = this.blurRenderTarget2.texture;
  324. else
  325. this.copyMaterial.uniforms[ 'tDiffuse' ].value = this.beautyRenderTarget.texture;
  326. this.copyMaterial.blending = NoBlending;
  327. this.renderPass( renderer, this.copyMaterial, this.prevRenderTarget );
  328. this.copyMaterial.uniforms[ 'tDiffuse' ].value = this.ssrRenderTarget.texture;
  329. this.copyMaterial.blending = NormalBlending;
  330. this.renderPass( renderer, this.copyMaterial, this.prevRenderTarget );
  331. }
  332. break;
  333. case SSRPass.OUTPUT.Beauty:
  334. this.copyMaterial.uniforms[ 'tDiffuse' ].value = this.beautyRenderTarget.texture;
  335. this.copyMaterial.blending = NoBlending;
  336. this.renderPass( renderer, this.copyMaterial, this.renderToScreen ? null : writeBuffer );
  337. break;
  338. case SSRPass.OUTPUT.Depth:
  339. this.renderPass( renderer, this.depthRenderMaterial, this.renderToScreen ? null : writeBuffer );
  340. break;
  341. case SSRPass.OUTPUT.Normal:
  342. this.copyMaterial.uniforms[ 'tDiffuse' ].value = this.normalRenderTarget.texture;
  343. this.copyMaterial.blending = NoBlending;
  344. this.renderPass( renderer, this.copyMaterial, this.renderToScreen ? null : writeBuffer );
  345. break;
  346. case SSRPass.OUTPUT.Metalness:
  347. this.copyMaterial.uniforms[ 'tDiffuse' ].value = this.metalnessRenderTarget.texture;
  348. this.copyMaterial.blending = NoBlending;
  349. this.renderPass( renderer, this.copyMaterial, this.renderToScreen ? null : writeBuffer );
  350. break;
  351. default:
  352. console.warn( 'THREE.SSRPass: Unknown output type.' );
  353. }
  354. }
  355. renderPass( renderer, passMaterial, renderTarget, clearColor, clearAlpha ) {
  356. // save original state
  357. this.originalClearColor.copy( renderer.getClearColor( this.tempColor ) );
  358. const originalClearAlpha = renderer.getClearAlpha( this.tempColor );
  359. const originalAutoClear = renderer.autoClear;
  360. renderer.setRenderTarget( renderTarget );
  361. // setup pass state
  362. renderer.autoClear = false;
  363. if ( ( clearColor !== undefined ) && ( clearColor !== null ) ) {
  364. renderer.setClearColor( clearColor );
  365. renderer.setClearAlpha( clearAlpha || 0.0 );
  366. renderer.clear();
  367. }
  368. this.fsQuad.material = passMaterial;
  369. this.fsQuad.render( renderer );
  370. // restore original state
  371. renderer.autoClear = originalAutoClear;
  372. renderer.setClearColor( this.originalClearColor );
  373. renderer.setClearAlpha( originalClearAlpha );
  374. }
  375. renderOverride( renderer, overrideMaterial, renderTarget, clearColor, clearAlpha ) {
  376. this.originalClearColor.copy( renderer.getClearColor( this.tempColor ) );
  377. const originalClearAlpha = renderer.getClearAlpha( this.tempColor );
  378. const originalAutoClear = renderer.autoClear;
  379. renderer.setRenderTarget( renderTarget );
  380. renderer.autoClear = false;
  381. clearColor = overrideMaterial.clearColor || clearColor;
  382. clearAlpha = overrideMaterial.clearAlpha || clearAlpha;
  383. if ( ( clearColor !== undefined ) && ( clearColor !== null ) ) {
  384. renderer.setClearColor( clearColor );
  385. renderer.setClearAlpha( clearAlpha || 0.0 );
  386. renderer.clear();
  387. }
  388. this.scene.overrideMaterial = overrideMaterial;
  389. renderer.render( this.scene, this.camera );
  390. this.scene.overrideMaterial = null;
  391. // restore original state
  392. renderer.autoClear = originalAutoClear;
  393. renderer.setClearColor( this.originalClearColor );
  394. renderer.setClearAlpha( originalClearAlpha );
  395. }
  396. renderMetalness( renderer, overrideMaterial, renderTarget, clearColor, clearAlpha ) {
  397. this.originalClearColor.copy( renderer.getClearColor( this.tempColor ) );
  398. const originalClearAlpha = renderer.getClearAlpha( this.tempColor );
  399. const originalAutoClear = renderer.autoClear;
  400. renderer.setRenderTarget( renderTarget );
  401. renderer.autoClear = false;
  402. clearColor = overrideMaterial.clearColor || clearColor;
  403. clearAlpha = overrideMaterial.clearAlpha || clearAlpha;
  404. if ( ( clearColor !== undefined ) && ( clearColor !== null ) ) {
  405. renderer.setClearColor( clearColor );
  406. renderer.setClearAlpha( clearAlpha || 0.0 );
  407. renderer.clear();
  408. }
  409. this.scene.traverseVisible( child => {
  410. child._SSRPassBackupMaterial = child.material;
  411. if ( this._selects.includes( child ) ) {
  412. child.material = this.metalnessOnMaterial;
  413. } else {
  414. child.material = this.metalnessOffMaterial;
  415. }
  416. } );
  417. renderer.render( this.scene, this.camera );
  418. this.scene.traverseVisible( child => {
  419. child.material = child._SSRPassBackupMaterial;
  420. } );
  421. // restore original state
  422. renderer.autoClear = originalAutoClear;
  423. renderer.setClearColor( this.originalClearColor );
  424. renderer.setClearAlpha( originalClearAlpha );
  425. }
  426. setSize( width, height ) {
  427. this.width = width;
  428. this.height = height;
  429. this.ssrMaterial.defines.MAX_STEP = Math.sqrt( width * width + height * height );
  430. this.ssrMaterial.needsUpdate = true;
  431. this.beautyRenderTarget.setSize( width, height );
  432. this.prevRenderTarget.setSize( width, height );
  433. this.ssrRenderTarget.setSize( width, height );
  434. this.normalRenderTarget.setSize( width, height );
  435. this.metalnessRenderTarget.setSize( width, height );
  436. this.blurRenderTarget.setSize( width, height );
  437. this.blurRenderTarget2.setSize( width, height );
  438. // this.blurRenderTarget3.setSize(width, height);
  439. this.ssrMaterial.uniforms[ 'resolution' ].value.set( width, height );
  440. this.ssrMaterial.uniforms[ 'cameraProjectionMatrix' ].value.copy( this.camera.projectionMatrix );
  441. this.ssrMaterial.uniforms[ 'cameraInverseProjectionMatrix' ].value.copy( this.camera.projectionMatrixInverse );
  442. this.blurMaterial.uniforms[ 'resolution' ].value.set( width, height );
  443. this.blurMaterial2.uniforms[ 'resolution' ].value.set( width, height );
  444. }
  445. }
  446. SSRPass.OUTPUT = {
  447. 'Default': 0,
  448. 'SSR': 1,
  449. 'Beauty': 3,
  450. 'Depth': 4,
  451. 'Normal': 5,
  452. 'Metalness': 7,
  453. };
  454. export { SSRPass };