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- /**
- * @author alteredq / http://alteredqualia.com/
- */
- THREE.DepthPassPlugin = function () {
- this.enabled = false;
- this.renderTarget = null;
- var _gl,
- _renderer,
- _lights, _webglObjects, _webglObjectsImmediate,
- _depthMaterial, _depthMaterialMorph, _depthMaterialSkin, _depthMaterialMorphSkin,
- _frustum = new THREE.Frustum(),
- _projScreenMatrix = new THREE.Matrix4(),
- _renderList = [];
- this.init = function ( renderer, lights, webglObjects, webglObjectsImmediate ) {
- _gl = renderer.context;
- _renderer = renderer;
- _lights = lights;
- _webglObjects = webglObjects;
- _webglObjectsImmediate = webglObjectsImmediate;
- var depthShader = THREE.ShaderLib[ "depthRGBA" ];
- var depthUniforms = THREE.UniformsUtils.clone( depthShader.uniforms );
- _depthMaterial = new THREE.ShaderMaterial( {
- fragmentShader: depthShader.fragmentShader,
- vertexShader: depthShader.vertexShader,
- uniforms: depthUniforms
- } );
-
- _depthMaterialMorph = new THREE.ShaderMaterial( {
- fragmentShader: depthShader.fragmentShader,
- vertexShader: depthShader.vertexShader,
- uniforms: depthUniforms,
- morphTargets: true
- } );
-
- _depthMaterialSkin = new THREE.ShaderMaterial( {
- fragmentShader: depthShader.fragmentShader,
- vertexShader: depthShader.vertexShader,
- uniforms: depthUniforms,
- skinning: true
- } );
-
- _depthMaterialMorphSkin = new THREE.ShaderMaterial( {
- fragmentShader: depthShader.fragmentShader,
- vertexShader: depthShader.vertexShader,
- uniforms: depthUniforms,
- morphTargets: true,
- skinning: true
- } );
- _depthMaterial._shadowPass = true;
- _depthMaterialMorph._shadowPass = true;
- _depthMaterialSkin._shadowPass = true;
- _depthMaterialMorphSkin._shadowPass = true;
- };
- this.render = function ( scene, camera ) {
- if ( ! this.enabled ) return;
- this.update( scene, camera );
- };
- this.update = function ( scene, camera ) {
- var i, il, j, jl, n,
- program, buffer, material,
- webglObject, object, light,
- renderList,
- fog = null;
- // set GL state for depth map
- _gl.clearColor( 1, 1, 1, 1 );
- _gl.disable( _gl.BLEND );
- _renderer.setDepthTest( true );
- // update scene
- if ( scene.autoUpdate === true ) scene.updateMatrixWorld();
- // update camera matrices and frustum
- camera.matrixWorldInverse.getInverse( camera.matrixWorld );
- _projScreenMatrix.multiplyMatrices( camera.projectionMatrix, camera.matrixWorldInverse );
- _frustum.setFromMatrix( _projScreenMatrix );
- // render depth map
- _renderer.setRenderTarget( this.renderTarget );
- _renderer.clear();
- // set object matrices & frustum culling
-
- _renderList.length = 0;
- projectObject(scene, scene, camera);
- // render regular objects
- var objectMaterial, useMorphing, useSkinning;
- for ( j = 0, jl = _renderList.length; j < jl; j ++ ) {
- webglObject = _renderList[ j ];
- object = webglObject.object;
- buffer = webglObject.buffer;
- // todo: create proper depth material for particles
- if ( object instanceof THREE.PointCloud && ! object.customDepthMaterial ) continue;
- objectMaterial = getObjectMaterial( object );
- if ( objectMaterial ) _renderer.setMaterialFaces( object.material );
- useMorphing = object.geometry.morphTargets !== undefined && object.geometry.morphTargets.length > 0 && objectMaterial.morphTargets;
- useSkinning = object instanceof THREE.SkinnedMesh && objectMaterial.skinning;
- if ( object.customDepthMaterial ) {
- material = object.customDepthMaterial;
- } else if ( useSkinning ) {
- material = useMorphing ? _depthMaterialMorphSkin : _depthMaterialSkin;
- } else if ( useMorphing ) {
- material = _depthMaterialMorph;
- } else {
- material = _depthMaterial;
- }
- if ( buffer instanceof THREE.BufferGeometry ) {
- _renderer.renderBufferDirect( camera, _lights, fog, material, buffer, object );
- } else {
- _renderer.renderBuffer( camera, _lights, fog, material, buffer, object );
- }
- }
- // set matrices and render immediate objects
- for ( j = 0, jl = _webglObjectsImmediate.length; j < jl; j ++ ) {
- webglObject = _webglObjectsImmediate[ j ];
- object = webglObject.object;
- if ( object.visible ) {
- object._modelViewMatrix.multiplyMatrices( camera.matrixWorldInverse, object.matrixWorld );
- _renderer.renderImmediateObject( camera, _lights, fog, _depthMaterial, object );
- }
- }
- // restore GL state
- var clearColor = _renderer.getClearColor(),
- clearAlpha = _renderer.getClearAlpha();
- _gl.clearColor( clearColor.r, clearColor.g, clearColor.b, clearAlpha );
- _gl.enable( _gl.BLEND );
- };
-
- function projectObject(scene, object,camera) {
-
- if ( object.visible ) {
-
- var webglObjects = _webglObjects[object.id];
-
- if (webglObjects && (object.frustumCulled === false || _frustum.intersectsObject( object ) === true) ) {
-
-
- for (var i = 0, l = webglObjects.length; i < l; i ++) {
-
- var webglObject = webglObjects[i];
-
- object._modelViewMatrix.multiplyMatrices( camera.matrixWorldInverse, object.matrixWorld );
- _renderList.push(webglObject);
-
- }
- }
-
- for (var i = 0, l = object.children.length; i < l; i ++) {
-
- projectObject(scene, object.children[i], camera);
- }
-
- }
- }
- // For the moment just ignore objects that have multiple materials with different animation methods
- // Only the first material will be taken into account for deciding which depth material to use
- function getObjectMaterial( object ) {
- return object.material instanceof THREE.MeshFaceMaterial
- ? object.material.materials[ 0 ]
- : object.material;
- };
- };
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